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  97
DEFINE MISSION 0 AT ££Label031F34
DEFINE MISSION 1 AT ££Label0396AE
DEFINE MISSION 2 AT ££Label03CF71
DEFINE MISSION 3 AT ££Label03D6C5
DEFINE MISSION 4 AT ££Label04096D
DEFINE MISSION 5 AT ££Label043E62
DEFINE MISSION 6 AT ££Label04626D
DEFINE MISSION 7 AT ££Label049063
DEFINE MISSION 8 AT ££Label04B5C3
DEFINE MISSION 9 AT ££Label04DD6E
DEFINE MISSION 10 AT ££Label054AC2
DEFINE MISSION 11 AT ££Label05C778
DEFINE MISSION 12 AT ££Label06428C
DEFINE MISSION 13 AT ££Label06652F
DEFINE MISSION 14 AT ££Label06A22B
DEFINE MISSION 15 AT ££Label06CBB6
DEFINE MISSION 16 AT ££Label06FE22
DEFINE MISSION 17 AT ££Label0735B9
DEFINE MISSION 18 AT ££Label07733A
DEFINE MISSION 19 AT ££Label07A03D
DEFINE MISSION 20 AT ££Label07FD21
DEFINE MISSION 21 AT ££Label082693
DEFINE MISSION 22 AT ££Label088C53
DEFINE MISSION 23 AT ££Label08F807
DEFINE MISSION 24 AT ££Label092115
DEFINE MISSION 25 AT ££Label099FAD
DEFINE MISSION 26 AT ££Label09E299
DEFINE MISSION 27 AT ££Label0A056E
DEFINE MISSION 28 AT ££Label0A31BC
DEFINE MISSION 29 AT ££Label0A4FB1
DEFINE MISSION 30 AT ££Label0A7ABD
DEFINE MISSION 31 AT ££Label0AA859
DEFINE MISSION 32 AT ££Label0AC4D4
DEFINE MISSION 33 AT ££Label0AF4E4
DEFINE MISSION 34 AT ££Label0B2899
DEFINE MISSION 35 AT ££Label0B694F
DEFINE MISSION 36 AT ££Label0BBE35
DEFINE MISSION 37 AT ££Label0BC117
DEFINE MISSION 38 AT ££Label0BC845
DEFINE MISSION 39 AT ££Label0BCB8A
DEFINE MISSION 40 AT ££Label0BD496
DEFINE MISSION 41 AT ££Label0BDD94
DEFINE MISSION 42 AT ££Label0BE033
DEFINE MISSION 43 AT ££Label0BE6BA
DEFINE MISSION 44 AT ££Label0BE928
DEFINE MISSION 45 AT ££Label0BEB8B
DEFINE MISSION 46 AT ££Label0BEDEE
DEFINE MISSION 47 AT ££Label0BF075
DEFINE MISSION 48 AT ££Label0BF2D8
DEFINE MISSION 49 AT ££Label0BF4ED
DEFINE MISSION 50 AT ££Label0BF702
DEFINE MISSION 51 AT ££Label0BF917
DEFINE MISSION 52 AT ££Label0C422A
DEFINE MISSION 53 AT ££Label0CAE86
DEFINE MISSION 54 AT ££Label0CDBAA
DEFINE MISSION 55 AT ££Label0CE401
DEFINE MISSION 56 AT ££Label0D16D5
DEFINE MISSION 57 AT ££Label0D4148
DEFINE MISSION 58 AT ££Label0D9B0D
DEFINE MISSION 59 AT ££Label0DC8CF
DEFINE MISSION 60 AT ££Label0E1E79
DEFINE MISSION 61 AT ££Label0E4FE4
DEFINE MISSION 62 AT ££Label0E95A6
DEFINE MISSION 63 AT ££Label0EDB5B
DEFINE MISSION 64 AT ££Label0EFDCB
DEFINE MISSION 65 AT ££Label0F2D13
DEFINE MISSION 66 AT ££Label0F65AF
DEFINE MISSION 67 AT ££Label0F7EFC
DEFINE MISSION 68 AT ££Label0F869D
DEFINE MISSION 69 AT ££Label0F974C
DEFINE MISSION 70 AT ££Label0FB1F9
DEFINE MISSION 71 AT ££Label0FD3C1
DEFINE MISSION 72 AT ££Label100573
DEFINE MISSION 73 AT ££Label10154A
DEFINE MISSION 74 AT ££Label101C1A
DEFINE MISSION 75 AT ££Label103224
DEFINE MISSION 76 AT ££Label104DED
DEFINE MISSION 77 AT ££Label106F5C
DEFINE MISSION 78 AT ££Label109078
DEFINE MISSION 79 AT ££Label10D31F
DEFINE MISSION 80 AT ££Label111E19
DEFINE MISSION 81 AT ££Label115C26
DEFINE MISSION 82 AT ££Label119EF0
DEFINE MISSION 83 AT ££Label1219DC
DEFINE MISSION 84 AT ££Label122A90
DEFINE MISSION 85 AT ££Label123943
DEFINE MISSION 86 AT ££Label12468E
DEFINE MISSION 87 AT ££Label1253D9
DEFINE MISSION 88 AT ££Label1261BA
DEFINE MISSION 89 AT ££Label12750A
DEFINE MISSION 90 AT ££Label1286D5
DEFINE MISSION 91 AT ££Label12A16A
DEFINE MISSION 92 AT ££Label12B4D2
DEFINE MISSION 93 AT ££Label12EACC
DEFINE MISSION 94 AT ££Label1303F8
DEFINE MISSION 95 AT ££Label132655
DEFINE MISSION 96 AT ££Label134087

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


:Label009AE4
03A4: name_thread "MAIN"
016A: fade  0 ()  0 ms
042C: set_total_missions_to  88
030D: set_total_mission_points_to  154
01F0: set_max_wanted_level_to  4
02ED: set_total_hidden_packages_to  100
0111: set_wasted_busted_check_to  0 (disabled)
00C0: set_current_time  22  0
04E4: unknown_refresh_game_renderer_at  83.0 -849.8
03CB: set_camera  83.0 -849.8  9.3
0053: $PLAYER_CHAR = create_player #NULL at  83.0 -849.8  9.3
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: $43 =  0  ;; integer values
0213: $6E = create_pickup -4 (BRIBE) type  15 at  393.9 -60.2  11.5
0213: $6F = create_pickup -4 (BRIBE) type  15 at  116.0 -1313.1  4.4
0213: $70 = create_pickup -4 (BRIBE) type  15 at  393.7 -660.6  10.7
0213: $71 = create_pickup -4 (BRIBE) type  15 at  470.7  70.1  10.8
0213: $72 = create_pickup -4 (BRIBE) type  15 at  382.7  364.1  10.8
0213: $73 = create_pickup -4 (BRIBE) type  15 at  422.4  971.2  12.1
0213: $74 = create_pickup -4 (BRIBE) type  15 at  89.1  887.4  10.5
0213: $75 = create_pickup -4 (BRIBE) type  15 at -822.7  1304.5  11.7
0213: $76 = create_pickup -4 (BRIBE) type  15 at -900.69  251.4  17.1
0213: $77 = create_pickup -4 (BRIBE) type  15 at -973.7  61.0  10.4
0213: $78 = create_pickup -4 (BRIBE) type  15 at -937.9 -114.1  17.0
0213: $79 = create_pickup -4 (BRIBE) type  15 at -1015.9 -627.9  11.2
0213: $7A = create_pickup -4 (BRIBE) type  15 at -906.3 -834.0  15.7
014B: $57 = 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 $57 cars_to_generate_to  0
014B: $58 = 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 $58 cars_to_generate_to  0
014B: $59 = 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 $59 cars_to_generate_to  0
014B: $5A = 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 $5A cars_to_generate_to  0
014B: $7B9 = 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 $7B9 cars_to_generate_to  0
014B: $7BA = 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 $7BA cars_to_generate_to  0
014B: $7BB = 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 $7BB cars_to_generate_to  0
014B: $832 = 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 $832 cars_to_generate_to  0
029B: $FILM_STUDIO_FRONT_GATE_CLOSED = init_object -5 (CI_GATESCLOSED) at  11.697  963.176  12.258
01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_FRONT_GATE_CLOSED
029B: $FILM_STUDIO_BACK_GATE_CLOSED = init_object -6 (CI_BACKGATECLOSE) at -11.853  884.06  13.542
01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_BACK_GATE_CLOSED
024A: $124 = create_phone_at  36.90385 -1023.3
024A: $125 = create_phone_at  482.453  244.221
024A: $126 = create_phone_at  38.341 -1023.3
024A: $127 = create_phone_at -1482.801 -825.2587
024A: $128 = create_phone_at -976.7705 -530.5467
0180: set_on_mission_flag_to $ONMISSION
0005: $249 =  304.5  ;; floating-point values
0005: $24A =  376.3  ;; floating-point values
0005: $24B =  12.7  ;; floating-point values
0005: $24C = -834.8  ;; floating-point values
0005: $24D =  1306.9  ;; floating-point values
0005: $24E =  11.0  ;; floating-point values
0005: $24F =  14.0  ;; floating-point values
0005: $250 = -1500.7  ;; floating-point values
0005: $251 =  12.7  ;; floating-point values
0005: $252 =  88.5  ;; floating-point values
0005: $253 = -804.7  ;; floating-point values
0005: $254 =  11.2  ;; floating-point values
0005: $255 =  531.4  ;; floating-point values
0005: $256 =  1273.7  ;; floating-point values
0005: $257 =  17.6  ;; floating-point values
0005: $258 = -560.1  ;; floating-point values
0005: $259 =  703.6  ;; floating-point values
0005: $25A =  20.5  ;; floating-point values
0005: $1C5 =  209.5  ;; floating-point values
0005: $1C6 = -1288.9  ;; floating-point values
0005: $1C7 =  12.4  ;; floating-point values
0005: $1D1 =  257.1  ;; floating-point values
0005: $1D2 = -231.7  ;; floating-point values
0005: $1D3 =  10.0  ;; floating-point values
0005: $225 = -1059.6  ;; floating-point values
0005: $226 = -274.5  ;; floating-point values
0005: $227 =  11.4  ;; floating-point values
0005: $228 = -1007.3  ;; floating-point values
0005: $229 = -869.9  ;; floating-point values
0005: $22A =  12.8  ;; floating-point values
0005: $22B =  15.2  ;; floating-point values
0005: $22C =  962.6  ;; floating-point values
0005: $22D =  10.9  ;; floating-point values
0005: $22E = -864.3  ;; floating-point values
0005: $22F = -576.6  ;; floating-point values
0005: $230 =  11.0  ;; floating-point values
0005: $231 = -1011.7  ;; floating-point values
0005: $232 =  203.9  ;; floating-point values
0005: $233 =  11.2  ;; floating-point values
0005: $234 =  487.2  ;; floating-point values
0005: $235 = -81.5  ;; floating-point values
0005: $236 =  11.4  ;; floating-point values
0005: $237 = -685.8  ;; floating-point values
0005: $238 = -1495.6  ;; floating-point values
0005: $239 =  12.5  ;; floating-point values
0005: $1E9 = -1003.1  ;; floating-point values
0005: $1EA =  207.0  ;; floating-point values
0005: $1EB =  10.0  ;; floating-point values
0005: $1CB = -246.6  ;; floating-point values
0005: $1CC = -1360.5  ;; floating-point values
0005: $1CD =  7.3  ;; floating-point values
0005: $1CE = -378.5  ;; floating-point values
0005: $1CF = -551.3  ;; floating-point values
0005: $1D0 =  18.2  ;; floating-point values
0005: $1D4 =  463.9  ;; floating-point values
0005: $1D5 = -58.5  ;; floating-point values
0005: $1D6 =  10.5  ;; floating-point values
0005: $1EC = -1101.1  ;; floating-point values
0005: $1ED =  343.2  ;; floating-point values
0005: $1EE =  10.2  ;; floating-point values
0005: $1D7 = -69.4  ;; floating-point values
0005: $1D8 =  932.7  ;; floating-point values
0005: $1D9 =  9.9  ;; floating-point values
0005: $1DA = -1062.6  ;; floating-point values
0005: $1DB = -278.8  ;; floating-point values
0005: $1DC =  11.0  ;; floating-point values
0005: $1C8 =  119.2  ;; floating-point values
0005: $1C9 = -826.9  ;; floating-point values
0005: $1CA =  9.7  ;; floating-point values
0005: $201 =  488.6  ;; floating-point values
0005: $202 = -75.4  ;; floating-point values
0005: $203 =  10.4  ;; floating-point values
0005: $1DD = -597.3  ;; floating-point values
0005: $1DE =  652.9  ;; floating-point values
0005: $1DF =  10.0  ;; floating-point values
0005: $1E6 = -875.5  ;; floating-point values
0005: $1E7 =  1159.3  ;; floating-point values
0005: $1E8 =  10.2  ;; floating-point values
0005: $1E0 = -1170.0  ;; floating-point values
0005: $1E1 = -606.9  ;; floating-point values
0005: $1E2 =  10.6  ;; floating-point values
0005: $1E3 = -962.4  ;; floating-point values
0005: $1E4 =  143.0  ;; floating-point values
0005: $1E5 =  8.2  ;; floating-point values
0005: $23A =  99.5  ;; floating-point values
0005: $23B = -1468.5  ;; floating-point values
0005: $23C =  9.9  ;; floating-point values
0005: $23D =  428.4  ;; floating-point values
0005: $23E =  605.9  ;; floating-point values
0005: $23F =  12.2  ;; floating-point values
0005: $1EF = -865.9  ;; floating-point values
0005: $1F0 = -571.9  ;; floating-point values
0005: $1F1 =  11.0  ;; floating-point values
0005: $240 = -1.9  ;; floating-point values
0005: $241 =  959.9  ;; floating-point values
0005: $242 =  10.9  ;; floating-point values
0005: $243 = -640.8  ;; floating-point values
0005: $244 = -1491.8  ;; floating-point values
0005: $245 =  13.7  ;; floating-point values
0005: $246 = -997.1  ;; floating-point values
0005: $247 =  189.8  ;; floating-point values
0005: $248 =  11.4  ;; floating-point values
04AE: unknown $1A5 radar_icon_or_model  4
04AE: unknown $1B0 radar_icon_or_model  22
04AE: unknown $1A1 radar_icon_or_model  9
04AE: unknown $1A2 radar_icon_or_model  8
04AE: unknown $1A3 radar_icon_or_model  6
04AE: unknown $1A4 radar_icon_or_model  7
04AE: unknown $1A6 radar_icon_or_model  13
04AE: unknown $1A7 radar_icon_or_model  10
04AE: unknown $1A8 radar_icon_or_model  15
04AE: unknown $1A9 radar_icon_or_model  29
04AE: unknown $1AA radar_icon_or_model  24
04AE: unknown $1AB radar_icon_or_model  11
04AE: unknown $1AC radar_icon_or_model  23
04AE: unknown $1AD radar_icon_or_model  14
04AE: unknown $1AE radar_icon_or_model  17
04AE: unknown $1AF radar_icon_or_model  30
02A7: $DF = create_icon_marker_and_sphere $1A1 at $1C8 $1C9 $1CA
0164: disable_marker $DF
02A7: $F1 = create_icon_marker_and_sphere $1A2 at  491.0 -77.7  10.4
0164: disable_marker $F1
02A7: $112 = create_icon_marker_and_sphere $1AB at $1DD $1DE $1DF
0164: disable_marker $112
02A7: $11F = create_icon_marker_and_sphere $1AC at $1E6 $1E7 $1E8
0164: disable_marker $11F
02A7: $116 = create_icon_marker_and_sphere $1AD at $1E0 $1E1 $1E2
0164: disable_marker $116
02A7: $11B = create_icon_marker_and_sphere $1AE at $1E3 $1E4 $1E5
0164: disable_marker $11B
02A7: $129 = create_icon_marker_and_sphere $1AF at -853.0 -302.0  10.0
0164: disable_marker $129
02A7: $F7 = create_icon_marker_and_sphere $1A6 at $1D4 $1D5 $1D6
0164: disable_marker $F7
02A7: $FD = create_icon_marker_and_sphere $1A7 at $1EC $1ED $1EE
0164: disable_marker $FD
02A7: $100 = create_icon_marker_and_sphere $1A8 at $1D7 $1D8 $1D9
0164: disable_marker $100
02A7: $109 = create_icon_marker_and_sphere $1A9 at $1CE $1CF $1D0
0164: disable_marker $109
02A7: $10F = create_icon_marker_and_sphere $1AA at $1DA $1DB $1DC
0164: disable_marker $10F
02A7: $EA = create_icon_marker_and_sphere $1A4 at $1CE $1CF $1D0
0164: disable_marker $EA
02A7: $F3 = create_icon_marker_and_sphere $1A5 at $1D1 $1D2 $1D3
0164: disable_marker $F3
02A7: $132 = create_icon_marker_and_sphere $1B0 at $1E9 $1EA $1EB
0164: disable_marker $132
02A7: $E4 = create_icon_marker_and_sphere $1A3 at $1CB $1CC $1CD
0164: disable_marker $E4
0004: $25C =  10000  ;; integer values
0004: $25D =  2000  ;; integer values
0004: $25F =  0  ;; integer values
0004: $261 =  20000  ;; integer values
0004: $262 =  3000  ;; integer values
0004: $264 =  0  ;; integer values
0004: $266 =  30000  ;; integer values
0004: $269 =  4000  ;; integer values
0004: $26A =  0  ;; integer values
0004: $26C =  40000  ;; integer values
0004: $26D =  5000  ;; integer values
0004: $26F =  0  ;; integer values
0004: $271 =  50000  ;; integer values
0004: $272 =  1500  ;; integer values
0004: $274 =  0  ;; integer values
0004: $276 =  60000  ;; integer values
0004: $277 =  7000  ;; integer values
0004: $279 =  0  ;; integer values
0004: $27B =  70000  ;; integer values
0004: $27C =  8000  ;; integer values
0004: $27F =  120000  ;; integer values
0004: $280 =  10000  ;; integer values
0004: $282 =  0  ;; integer values
0004: $284 =  1000  ;; integer values
0004: $287 =  2500  ;; integer values
0004: $28A =  3000  ;; integer values
0004: $28D =  6000  ;; integer values
0004: $291 =  7000  ;; integer values
0004: $295 =  8000  ;; integer values
0004: $299 =  14000  ;; integer values
0213: $29E = create_pickup -7 (INFO) type  3 at  493.5  703.1  12.1
0213: $29F = create_pickup -7 (INFO) type  3 at -108.3 -974.4  10.4
0213: $2A0 = create_pickup -7 (INFO) type  3 at  508.9  506.8  11.3
0213: $2A1 = create_pickup -7 (INFO) type  3 at  398.8 -469.7  11.7
0517: $PRINT_WORKS_ASSET = create_unavailable_asset_pickup "PRNT_NO" at $225 $226 $227  ;; You cannot buy the Print Works at this time, come back later.
0517: $CAR_SHOWROOM_ASSET = create_unavailable_asset_pickup "CAR_NO" at $228 $229 $22A  ;; You cannot buy the Car Showroom at this time, come back later.
0517: $FILM_STUDIO_ASSET = create_unavailable_asset_pickup "PORN_NO" at $22B $22C $22D  ;; You cannot buy the Film Studio at this time, come back later.
0517: $ICE_CREAM_FACTORY_ASSET = create_unavailable_asset_pickup "ICE_NO" at $22E $22F $230  ;; You cannot buy the Ice Cream Factory at this time, come back later.
0517: $2A6 = create_unavailable_asset_pickup "TAXI_NO" at $231 $232 $233  ;; You cannot buy the Taxi Company at this time, come back later.
0517: $2A7 = create_unavailable_asset_pickup "BANK_NO" at $234 $235 $236  ;; You cannot buy The Malibu at this time, come back later.
0517: $2A8 = create_unavailable_asset_pickup "BOAT_NO" at $237 $238 $239  ;; You cannot buy the Boatyard at this time, come back later.
0517: $267 = create_unavailable_asset_pickup "STRP_NO" at $23A $23B $23C  ;; You cannot buy the Stripclub at this time, come back later.
0518: $296 = create_available_asset_pickup "NBMN_L" at $23D $23E $23F price $295  ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase El Swanko Casa for $~1~
0570: $294 = create_asset_radar_marker_with_icon  25 at $23D $23E $23F
0164: disable_marker $294
0518: $28E = create_available_asset_pickup "LNKV_L" at $249 $24A $24B price $28D  ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Links View Apartment for $~1~
0570: $28C = create_asset_radar_marker_with_icon  25 at $249 $24A $24B
0164: disable_marker $28C
0518: $29A = create_available_asset_pickup "HYCO_L" at $24C $24D $24E price $299  ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Hyman Condo for $~1~
0570: $298 = create_asset_radar_marker_with_icon  25 at $24C $24D $24E
0164: disable_marker $298
0518: $292 = create_available_asset_pickup "OCHE_L" at $24F $250 $251 price $291  ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Ocean Heights Apartment for $~1~
0570: $290 = create_asset_radar_marker_with_icon  25 at $24F $250 $251
0164: disable_marker $290
0518: $28B = create_available_asset_pickup "WASH_L" at $252 $253 $254 price $28A  ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase 1102 Washington Street for $~1~
0570: $289 = create_asset_radar_marker_with_icon  25 at $252 $253 $254
0164: disable_marker $289
0518: $288 = create_available_asset_pickup "VCPT_L" at $255 $256 $257 price $287  ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase 3321 Vice Point for $~1~
0570: $286 = create_asset_radar_marker_with_icon  25 at $255 $256 $257
0164: disable_marker $286
0518: $285 = create_available_asset_pickup "SKUM_L" at $258 $259 $25A price $284  ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Skumole Shack for $~1~
0570: $283 = create_asset_radar_marker_with_icon  25 at $258 $259 $25A
0164: disable_marker $283
0219: $2A9 = create_garage_type  5 from -914.129 -1263.54  10.706 to -906.3 -1266.9  14.421 front -907.137 -1246.626
0219: $2AA = 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 $2AA door_type_to_swing_open
0219: $2AB = create_garage_type  5 from -886.157 -115.158  9.992 to -876.7 -119.83  15.58 front -882.699 -108.312
0219: $2AC = create_garage_type  5 from  323.9  427.4  10.0 to  313.9  430.53  15.7 front  326.3  434.5
0219: $2AD = create_garage_type  5 from -7.55 -1253.77  9.322 to  2.64 -1253.7  14.4 front -7.55 -1261.2
0219: $2B0 = 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 $2B0 door_type_to_swing_open
0219: $2B1 = 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 $2B1 camera_follows_player
03BB: set_garage $2B1 door_type_to_swing_open
0219: $2AF = 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 $2AF camera_follows_player
03BB: set_garage $2AF door_type_to_swing_open
0219: $2B2 = 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 $2B2 door_type_to_swing_open
0219: $2B3 = create_garage_type  4 from -1163.248 -1407.282  10.157 to -1159.338 -1397.813  16.989 front -1178.292 -1400.939
0219: $28F = create_garage_type  1 from  303.998  400.718  12.025 to  301.281  410.584  16.044 front  298.697  402.389
03DA: set_garage $28F camera_follows_player
03BB: set_garage $28F door_type_to_swing_open
057A: set_garage $28F max_cars_to  1
0219: $29B = create_garage_type  1 from -848.225  1303.119  10.421 to -836.832  1307.033  15.816 front -853.657  1318.901
03DA: set_garage $29B camera_follows_player
057A: set_garage $29B max_cars_to  4
0219: $29C = create_garage_type  1 from -825.466  1311.499  10.537 to -817.159  1314.355  15.061 front -828.66  1320.791
03DA: set_garage $29C camera_follows_player
057A: set_garage $29C max_cars_to  2
0219: $29D = create_garage_type  1 from -816.37  1314.69  10.582 to -819.54  1324.01  15.061 front -808.09  1317.46
03DA: set_garage $29D camera_follows_player
057A: set_garage $29D max_cars_to  2
0219: $293 = create_garage_type  1 from  27.143 -1483.954  9.423 to  21.365 -1490.59  12.994 front  22.611 -1483.384
03BB: set_garage $293 door_type_to_swing_open
03DA: set_garage $293 camera_follows_player
057A: set_garage $293 max_cars_to  1
0219: $297 = create_garage_type  1 from  450.136  641.029  10.112 to  457.977  641.029  13.092 front  450.136  635.726
03BB: set_garage $297 door_type_to_swing_open
03DA: set_garage $297 camera_follows_player
057A: set_garage $297 max_cars_to  1
0219: $2B4 = create_garage_type  1 from -981.654 -802.265  6.325 to -981.654 -821.865  10.73 front -991.127 -802.265
03BB: set_garage $2B4 door_type_to_swing_open
03DA: set_garage $2B4 camera_follows_player
057A: set_garage $2B4 max_cars_to  2
0219: $2B5 = create_garage_type  1 from -992.416 -802.265  6.325 to -992.416 -821.865  10.73 front -1001.889 -802.265
03BB: set_garage $2B5 door_type_to_swing_open
03DA: set_garage $2B5 camera_follows_player
057A: set_garage $2B5 max_cars_to  2
0219: $2B6 = create_garage_type  1 from -1003.771 -802.265  6.325 to -1003.771 -821.865  10.73 front -1013.244 -802.265
03BB: set_garage $2B6 door_type_to_swing_open
03DA: set_garage $2B6 camera_follows_player
057A: set_garage $2B6 max_cars_to  2
0219: $2B7 = create_garage_type  1 from -1015.436 -802.265  6.325 to -1015.436 -821.865  10.73 front -1024.909 -802.265
03BB: set_garage $2B7 door_type_to_swing_open
03DA: set_garage $2B7 camera_follows_player
057A: set_garage $2B7 max_cars_to  2
0219: $2AE = create_garage_type  1 from -362.12 -550.214  11.722 to -353.12 -550.214  15.16 front -362.12 -539.484
03BB: set_garage $2AE door_type_to_swing_open
03DA: set_garage $2AE camera_follows_player
057A: set_garage $2AE max_cars_to  2
02A8: $176 = create_marker  27 at $2C1 $2C2 $2C3
0164: disable_marker $176
049C: unknown_set_special_object_flags  0  90.0 to $2D2
029B: $2CA = init_object -8 (YT_MAIN_BODY) at -375.499 -1322.31  9.81124
029B: $2CB = init_object -9 (YT_MAIN_BODY2) at -375.499 -1322.31  9.81124
029B: $2CD = init_object -10 (YT_DOORS14) at -375.499 -1322.31  9.81124
029B: $2CE = init_object -11 (YT_TMP_BOAT) at -375.499 -1322.31  9.81124
029B: $2CF = init_object -12 (LODMAIN_BODY) at -375.499 -1322.31  9.81124
01C7: remove_object_from_mission_cleanup_list $2CA
01C7: remove_object_from_mission_cleanup_list $2CB
01C7: remove_object_from_mission_cleanup_list $2CD
01C7: remove_object_from_mission_cleanup_list $2CE
01C7: remove_object_from_mission_cleanup_list $2CF
049D: unknown_use_special_object_flags $2D2 in_object $2CA
049D: unknown_use_special_object_flags $2D2 in_object $2CB
049D: unknown_use_special_object_flags $2D2 in_object $2CD
049D: unknown_use_special_object_flags $2D2 in_object $2CE
049D: unknown_use_special_object_flags $2D2 in_object $2CF
049E: unknown_change_special_objects_flag $2D2  0.0
0001: wait  0 ms
0001: wait  0 ms
029B: $2D1 = init_object -13 (YACHT_CHUNK_KB) at $1C0 $1C1 $1C2
01C7: remove_object_from_mission_cleanup_list $2D1
029B: $2D0 = init_object -14 (YT_GANGPLNK_TMP) at $1C0 $1C1 $1C2
01C7: remove_object_from_mission_cleanup_list $2D0
0417: start_mission  1
004F: create_thread ££Label010011 
004F: create_thread ££Label00EE69 
004F: create_thread ££Label00F207 
004F: create_thread ££Label00F04A 
004F: create_thread ££Label00F3C4 
004F: create_thread ££Label0101F8 
004F: create_thread ££Label00FF02 
004F: create_thread ££Label010323 
004F: create_thread ££Label010414 
004F: create_thread ££Label010505 
004F: create_thread ££Label010110 
004F: create_thread ££Label010760 
004F: create_thread ££Label011D36 
004F: create_thread ££Label00FB42 
004F: create_thread ££Label00FC32 
004F: create_thread ££Label00FD22 
004F: create_thread ££Label00FE12 
004F: create_thread ££Label00F669 
004F: create_thread ££Label00D692 
004F: create_thread ££Label00CDA3 
004F: create_thread ££Label00CE01 
004F: create_thread ££Label00CE5F 
004F: create_thread ££Label00CEBD 
004F: create_thread ££Label00CF1B 
004F: create_thread ££Label00CFD7 
004F: create_thread ££Label00CF79 
00D7: create_thread_with_wasted_busted_check ££Label012DE1  ;; Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check ££Label013795  ;; Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check ££Label015586  ;; Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check ££Label01B1E8  ;; Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check ££Label01C37C  ;; Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check ££Label0228C8  ;; Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check ££Label02378B  ;; Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check ££Label02782C  ;; Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check ££Label02946D  ;; Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check ££Label02A28A  ;; Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check ££Label02BCE9  ;; Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check ££Label02E339  ;; Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check ££Label02FEC2  ;; Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check ££Label031817  ;; Special rules for create_thread commands. Read the readme.
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
004F: create_thread ££Label00B09E 
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
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00B097
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00AFF3
00D6: if  0
0038:   $3E ==  0  ;; integer values
004D: jump_if_false ££Label00AFF3
00D6: if  1
0038:   $F5 ==  1  ;; integer values
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  1  ;; integer values
004D: jump_if_false ££Label00AFF3
004F: create_thread ££Label00BDBF 
0164: disable_marker $F3
02A7: $F3 = create_icon_marker_and_sphere $1A5 at $1D1 $1D2 $1D3
0004: $3E =  1  ;; integer values

:Label00AFF3
00D6: if  0
0022:    100.0 > $66  ;; floating-point values
004D: jump_if_false ££Label00B014
058C: $66 = percentage_completed
0002: jump ££Label00B07A

:Label00B014
00D6: if  0
0038:   $5B ==  0  ;; integer values
004D: jump_if_false ££Label00B07A
055B: $548 = create_clothes_pickup  12 at -382.6 -585.9  25.3
03E5: text_box "CUNTY"  ;; New clothes delivered to the Vercetti Estate!
055E: set_player $PLAYER_CHAR max_health +=  50
055F: set_player $PLAYER_CHAR max_armour +=  50
035E: set_player $PLAYER_CHAR armour_to  200
0222: set_player $PLAYER_CHAR health_to  200
0001: wait  5000 ms
03E5: text_box "HELP61"  ;; You now have limitless ammo and double health on all vehicles.
0004: $5B =  1  ;; integer values

:Label00B07A
00D6: if  0
0038:   $5FB ==  15  ;; integer values
004D: jump_if_false ££Label00B097
030C: set_mission_points +=  1
0004: $5FB = -1  ;; integer values

:Label00B097
0002: jump ££Label00AF7C

:Label00B09E
03A4: name_thread "HOT"

:Label00B0A8
0001: wait  0 ms
00D6: if  0
0038:   $DE ==  1  ;; integer values
004D: jump_if_false ££Label00B0C0
004E: end_thread

:Label00B0C0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00B201
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1C5 $1C6 $1C7 radius  1.4  1.8  1.5
004D: jump_if_false ££Label00B201
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00B201
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00B201
02A3: toggle_widescreen  1 (on)
015F: set_camera_position  219.726 -1282.485  12.53  0.0  0.0  0.0
0160: point_camera  218.872 -1282.988  12.392  2
0171: set_player $PLAYER_CHAR z_angle_to  100.0
0211: actor $PLAYER_ACTOR walk_to  204.3 -1288.7
0006:  16@ =  0  ;; integer values

:Label00B173
00D6: if  0
8019:   NOT    16@ >  1000  ;; integer values
004D: jump_if_false ££Label00B1E0
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00B1D9
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  204.2 -1287.8  14.4 radius  2.0  2.0  2.0
004D: jump_if_false ££Label00B1D9
0211: actor $PLAYER_ACTOR walk_to  203.0 -1294.5

:Label00B1D9
0002: jump ££Label00B173

:Label00B1E0
0050: gosub ££Label012879
00BA: text_styled "INT_B"  15000 ms  2  ;; An Old Friend
0050: gosub ££Label0128AA
0417: start_mission  2

:Label00B201
0002: jump ££Label00B0A8

:Label00B208
03A4: name_thread "LAW1"

:Label00B212
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_LAW1_THE_PARTY ==  1  ;; integer values
004D: jump_if_false ££Label00B22B
004E: end_thread

:Label00B22B
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00B2AF
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1C8 $1C9 $1CA radius  1.2  1.2  2.0
004D: jump_if_false ££Label00B2AF
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00B2AF
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00B2AF
0050: gosub ££Label0128D9
0050: gosub ££Label012879
00BA: text_styled "LAW_1"  15000 ms  2  ;; The Party
0050: gosub ££Label0128AA
0417: start_mission  3

:Label00B2AF
0002: jump ££Label00B212

:Label00B2B6
03A4: name_thread "LAW2"

:Label00B2C0
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_LAW2_BACK_ALLEY_BRAWL ==  1  ;; integer values
004D: jump_if_false ££Label00B2D9
004E: end_thread

:Label00B2D9
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00B369
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1C8 $1C9 $1CA radius  1.2  1.2  2.0
004D: jump_if_false ££Label00B369
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00B369
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00B369
0004: $ONMISSION =  1  ;; integer values
03EF: player $PLAYER_CHAR make_safe
0050: gosub ££Label0128D9
0050: gosub ££Label012879
00BA: text_styled "LAW_2"  15000 ms  2  ;; Back Alley Brawl
0050: gosub ££Label0128AA
0417: start_mission  4

:Label00B369
0002: jump ££Label00B2C0

:Label00B370
03A4: name_thread "LAW3"

:Label00B37A
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_LAW3_JURY_FURY ==  1  ;; integer values
004D: jump_if_false ££Label00B393
004E: end_thread

:Label00B393
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00B423
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1C8 $1C9 $1CA radius  1.2  1.2  2.0
004D: jump_if_false ££Label00B423
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00B423
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00B423
0004: $ONMISSION =  1  ;; integer values
03EF: player $PLAYER_CHAR make_safe
0050: gosub ££Label0128D9
0050: gosub ££Label012879
00BA: text_styled "LAW_3"  15000 ms  2  ;; Jury Fury
0050: gosub ££Label0128AA
0417: start_mission  5

:Label00B423
0002: jump ££Label00B37A

:Label00B42A
03A4: name_thread "LAW4"

:Label00B434
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_LAW4_RIOT ==  1  ;; integer values
004D: jump_if_false ££Label00B44D
004E: end_thread

:Label00B44D
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00B4DD
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1C8 $1C9 $1CA radius  1.2  1.2  2.0
004D: jump_if_false ££Label00B4DD
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00B4DD
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00B4DD
0004: $ONMISSION =  1  ;; integer values
03EF: player $PLAYER_CHAR make_safe
0050: gosub ££Label0128D9
0050: gosub ££Label012879
00BA: text_styled "LAW_4"  15000 ms  2  ;; Riot
0050: gosub ££Label0128AA
0417: start_mission  6

:Label00B4DD
0002: jump ££Label00B434

:Label00B4E4
03A4: name_thread "GEN1"

:Label00B4EE
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_COL1_TREACHEROUS_SWINE ==  1  ;; integer values
004D: jump_if_false ££Label00B507
004E: end_thread

:Label00B507
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00B58B
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1CB $1CC $1CD radius  1.5  2.0  2.0
004D: jump_if_false ££Label00B58B
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00B58B
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00B58B
0050: gosub ££Label0129B8
0050: gosub ££Label012879
00BA: text_styled "COL_1"  15000 ms  2  ;; Treacherous Swine
0050: gosub ££Label0128AA
0417: start_mission  7

:Label00B58B
0002: jump ££Label00B4EE

:Label00B592
03A4: name_thread "GEN2"

:Label00B59C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_COL2_MALL_SHOOTOUT ==  1  ;; integer values
004D: jump_if_false ££Label00B5B5
004E: end_thread

:Label00B5B5
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00B639
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1CB $1CC $1CD radius  1.5  2.0  2.0
004D: jump_if_false ££Label00B639
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00B639
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00B639
0050: gosub ££Label0129B8
0050: gosub ££Label012879
00BA: text_styled "COL_2"  15000 ms  2  ;; Mall Shootout
0050: gosub ££Label0128AA
0417: start_mission  8

:Label00B639
0002: jump ££Label00B59C

:Label00B640
03A4: name_thread "GEN3"

:Label00B64A
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_COL3_GUARDIAN_ANGELS ==  1  ;; integer values
004D: jump_if_false ££Label00B663
004E: end_thread

:Label00B663
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00B6E7
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1CB $1CC $1CD radius  1.5  2.0  2.0
004D: jump_if_false ££Label00B6E7
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00B6E7
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00B6E7
0050: gosub ££Label0129B8
0050: gosub ££Label012879
00BA: text_styled "COL_3"  15000 ms  2  ;; Guardian Angels
0050: gosub ££Label0128AA
0417: start_mission  9

:Label00B6E7
0002: jump ££Label00B64A

:Label00B6EE
03A4: name_thread "GEN4"

:Label00B6F8
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_COL4_SIR_YES_SIR ==  1  ;; integer values
004D: jump_if_false ££Label00B711
004E: end_thread

:Label00B711
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00B795
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1CB $1CC $1CD radius  1.5  2.0  2.0
004D: jump_if_false ££Label00B795
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00B795
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00B795
0050: gosub ££Label0129B8
0050: gosub ££Label012879
00BA: text_styled "COL_4"  15000 ms  2  ;; Sir, Yes Sir!
0050: gosub ££Label0128AA
0417: start_mission  10

:Label00B795
0002: jump ££Label00B6F8

:Label00B79C
03A4: name_thread "GEN5"

:Label00B7A6
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_COL5_ALL_HANDS_ON_DECK ==  1  ;; integer values
004D: jump_if_false ££Label00B7BF
004E: end_thread

:Label00B7BF
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00B843
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1CB $1CC $1CD radius  1.5  2.0  2.0
004D: jump_if_false ££Label00B843
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00B843
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00B843
0050: gosub ££Label0129B8
0050: gosub ££Label012879
00BA: text_styled "COL_5"  15000 ms  2  ;; All Hands On Deck!
0050: gosub ££Label0128AA
0417: start_mission  11

:Label00B843
0002: jump ££Label00B7A6

:Label00B84A
03A4: name_thread "BAR1"

:Label00B854
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_COK1_THE_CHASE ==  1  ;; integer values
004D: jump_if_false ££Label00B86D
004E: end_thread

:Label00B86D
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00B8F1
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1CE $1CF $1D0 radius  2.0  2.0  2.0
004D: jump_if_false ££Label00B8F1
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00B8F1
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00B8F1
0050: gosub ££Label012973
0050: gosub ££Label012879
00BA: text_styled "COK_1"  15000 ms  2  ;; The Chase
0050: gosub ££Label0128AA
0417: start_mission  12

:Label00B8F1
0002: jump ££Label00B854

:Label00B8F8
03A4: name_thread "BAR2"

:Label00B902
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  1  ;; integer values
004D: jump_if_false ££Label00B91B
004E: end_thread

:Label00B91B
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00B99F
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1CE $1CF $1D0 radius  2.0  2.0  2.0
004D: jump_if_false ££Label00B99F
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00B99F
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00B99F
0050: gosub ££Label012973
0050: gosub ££Label012879
00BA: text_styled "COK_2"  15000 ms  2  ;; Phnom Penh '86
0050: gosub ££Label0128AA
0417: start_mission  13

:Label00B99F
0002: jump ££Label00B902

:Label00B9A6
03A4: name_thread "BAR3"

:Label00B9B0
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_COK3_THE_FASTEST_BOAT ==  1  ;; integer values
004D: jump_if_false ££Label00B9C9
004E: end_thread

:Label00B9C9
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00BA4D
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1CE $1CF $1D0 radius  2.0  2.0  2.0
004D: jump_if_false ££Label00BA4D
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00BA4D
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00BA4D
0050: gosub ££Label012973
0050: gosub ££Label012879
00BA: text_styled "COK_3"  15000 ms  2  ;; The Fastest Boat
0050: gosub ££Label0128AA
0417: start_mission  14

:Label00BA4D
0002: jump ££Label00B9B0

:Label00BA54
03A4: name_thread "BAR4"

:Label00BA5E
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_COK4_SUPPLY_AND_DEMAND ==  1  ;; integer values
004D: jump_if_false ££Label00BA77
004E: end_thread

:Label00BA77
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00BAFB
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1CE $1CF $1D0 radius  2.0  2.0  2.0
004D: jump_if_false ££Label00BAFB
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00BAFB
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00BAFB
0050: gosub ££Label012973
0050: gosub ££Label012879
00BA: text_styled "COK_4"  15000 ms  2  ;; Supply & Demand
0050: gosub ££Label0128AA
0417: start_mission  15

:Label00BAFB
0002: jump ££Label00BA5E

:Label00BB02
03A4: name_thread "BAR5"

:Label00BB0C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_ASS1_RUB_OUT ==  1  ;; integer values
004D: jump_if_false ££Label00BB25
004E: end_thread

:Label00BB25
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00BBB6
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1FE $1FF $200 radius  2.0  2.0  2.0
004D: jump_if_false ££Label00BBB6
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00BBB6
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00BBB6
0004: $ONMISSION =  1  ;; integer values
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
00BA: text_styled "ASS_1"  15000 ms  2  ;; Rub Out
0050: gosub ££Label0128AA
0417: start_mission  16

:Label00BBB6
0002: jump ££Label00BB0C

:Label00BBBD
03A4: name_thread "KEN1"

:Label00BBC7
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_KENT1_DEATH_ROW ==  1  ;; integer values
004D: jump_if_false ££Label00BBE0
004E: end_thread

:Label00BBE0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00BC6A
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  491.0 -77.7  10.4 radius  2.5  2.5  2.5
004D: jump_if_false ££Label00BC6A
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00BC6A
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00BC6A
0050: gosub ££Label012A60
0050: gosub ££Label012879
00BA: text_styled "KENT_1"  15000 ms  2  ;; Death Row
0050: gosub ££Label0128AA
0417: start_mission  17

:Label00BC6A
0002: jump ££Label00BBC7

:Label00BC71
03A4: name_thread "SER1"

:Label00BC7B
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_TEX1_FOUR_IRON ==  1  ;; integer values
004D: jump_if_false ££Label00BC94
004E: end_thread

:Label00BC94
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00BD11
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1D1 $1D2 $1D3 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00BD11
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00BD11
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00BD11
0050: gosub ££Label012879
00BA: text_styled "TEX_1"  15000 ms  2  ;; Four Iron
0050: gosub ££Label0128AA
0417: start_mission  18

:Label00BD11
0002: jump ££Label00BC7B

:Label00BD18
03A4: name_thread "SER2"

:Label00BD22
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $F5 ==  1  ;; integer values
004D: jump_if_false ££Label00BD3B
004E: end_thread

:Label00BD3B
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00BDB8
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1D1 $1D2 $1D3 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00BDB8
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00BDB8
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00BDB8
0050: gosub ££Label012879
00BA: text_styled "TEX_3"  15000 ms  2  ;; Demolition Man
0050: gosub ££Label0128AA
0417: start_mission  19

:Label00BDB8
0002: jump ££Label00BD22

:Label00BDBF
03A4: name_thread "SER3"

:Label00BDC9
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $F6 ==  1  ;; integer values
004D: jump_if_false ££Label00BDE2
004E: end_thread

:Label00BDE2
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00BE5F
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1D1 $1D2 $1D3 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00BE5F
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00BE5F
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00BE5F
0050: gosub ££Label012879
00BA: text_styled "TEX_2"  15000 ms  2  ;; Two Bit Hit
0050: gosub ££Label0128AA
0417: start_mission  20

:Label00BE5F
0002: jump ££Label00BDC9

:Label00BE66
03A4: name_thread "BANK1"

:Label00BE70
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $F8 ==  1  ;; integer values
004D: jump_if_false ££Label00BE89
004E: end_thread

:Label00BE89
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00BF0D
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1D4 $1D5 $1D6 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00BF0D
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00BF0D
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00BF0D
0050: gosub ££Label012AB9
0050: gosub ££Label012879
00BA: text_styled "BANK_1"  15000 ms  2  ;; No Escape?
0050: gosub ££Label0128AA
0417: start_mission  21

:Label00BF0D
0002: jump ££Label00BE70

:Label00BF14
03A4: name_thread "BANK2"

:Label00BF1E
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $F9 ==  1  ;; integer values
004D: jump_if_false ££Label00BF37
004E: end_thread

:Label00BF37
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00BFBB
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1D4 $1D5 $1D6 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00BFBB
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00BFBB
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00BFBB
0050: gosub ££Label012AB9
0050: gosub ££Label012879
00BA: text_styled "BANK_2"  15000 ms  2  ;; The Shootist
0050: gosub ££Label0128AA
0417: start_mission  22

:Label00BFBB
0002: jump ££Label00BF1E

:Label00BFC2
03A4: name_thread "BANK3"

:Label00BFCC
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $FA ==  1  ;; integer values
004D: jump_if_false ££Label00BFE5
004E: end_thread

:Label00BFE5
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00C069
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1D4 $1D5 $1D6 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00C069
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00C069
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00C069
0050: gosub ££Label012AB9
0050: gosub ££Label012879
00BA: text_styled "BANK_3"  15000 ms  2  ;; The Driver
0050: gosub ££Label0128AA
0417: start_mission  23

:Label00C069
0002: jump ££Label00BFCC

:Label00C070
03A4: name_thread "BANK4"

:Label00C07A
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $FB ==  1  ;; integer values
004D: jump_if_false ££Label00C093
004E: end_thread

:Label00C093
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00C117
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1D4 $1D5 $1D6 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00C117
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00C117
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00C117
0050: gosub ££Label012AB9
0050: gosub ££Label012879
00BA: text_styled "BANK_4"  15000 ms  2  ;; The Job
0050: gosub ££Label0128AA
0417: start_mission  24

:Label00C117
0002: jump ££Label00C07A

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

:Label00C12F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $3D9 ==  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

:Label00C274
03A4: name_thread "PHI1"

:Label00C27E
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $FE ==  1  ;; integer values
004D: jump_if_false ££Label00C297
004E: end_thread

:Label00C297
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00C31B
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1EC $1ED $1EE radius  1.5  1.0  2.0
004D: jump_if_false ££Label00C31B
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00C31B
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00C31B
0050: gosub ££Label012B08
0050: gosub ££Label012879
00BA: text_styled "PHIL_1"  15000 ms  2  ;; Gun Runner
0050: gosub ££Label0128AA
0417: start_mission  25

:Label00C31B
0002: jump ££Label00C27E

:Label00C322
03A4: name_thread "PHI2"

:Label00C32C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $FF ==  1  ;; integer values
004D: jump_if_false ££Label00C345
004E: end_thread

:Label00C345
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00C3C9
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1EC $1ED $1EE radius  1.5  1.0  2.0
004D: jump_if_false ££Label00C3C9
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00C3C9
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00C3C9
0050: gosub ££Label012B08
0050: gosub ££Label012879
00BA: text_styled "PHIL_2"  15000 ms  2  ;; Boomshine Saigon
0050: gosub ££Label0128AA
0417: start_mission  26

:Label00C3C9
0002: jump ££Label00C32C

:Label00C3D0
03A4: name_thread "PORN1"

:Label00C3DA
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $101 ==  1  ;; integer values
004D: jump_if_false ££Label00C3F3
004E: end_thread

:Label00C3F3
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00C477
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1D7 $1D8 $1D9 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00C477
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00C477
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00C477
0050: gosub ££Label012A0C
0050: gosub ££Label012879
00BA: text_styled "PORN_1"  15000 ms  2  ;; Recruitment Drive
0050: gosub ££Label0128AA
0417: start_mission  27

:Label00C477
0002: jump ££Label00C3DA

:Label00C47E
03A4: name_thread "PORN2"

:Label00C488
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $102 ==  1  ;; integer values
004D: jump_if_false ££Label00C4A1
004E: end_thread

:Label00C4A1
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00C525
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1D7 $1D8 $1D9 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00C525
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00C525
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00C525
0050: gosub ££Label012A0C
0050: gosub ££Label012879
00BA: text_styled "PORN_2"  15000 ms  2  ;; Dildo Dodo
0050: gosub ££Label0128AA
0417: start_mission  28

:Label00C525
0002: jump ££Label00C488

:Label00C52C
03A4: name_thread "PORN3"

:Label00C536
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $103 ==  1  ;; integer values
004D: jump_if_false ££Label00C54F
004E: end_thread

:Label00C54F
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00C5D3
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1D7 $1D8 $1D9 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00C5D3
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00C5D3
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00C5D3
0050: gosub ££Label012A0C
0050: gosub ££Label012879
00BA: text_styled "PORN_3"  15000 ms  2  ;; Martha's Mug Shot
0050: gosub ££Label0128AA
0417: start_mission  29

:Label00C5D3
0002: jump ££Label00C536

:Label00C5DA
03A4: name_thread "PORN4"

:Label00C5E4
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $104 ==  1  ;; integer values
004D: jump_if_false ££Label00C5FD
004E: end_thread

:Label00C5FD
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00C681
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1D7 $1D8 $1D9 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00C681
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00C681
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00C681
0050: gosub ££Label012A0C
0050: gosub ££Label012879
00BA: text_styled "PORN_4"  15000 ms  2  ;; G-spotlight
0050: gosub ££Label0128AA
0417: start_mission  30

:Label00C681
0002: jump ££Label00C5E4

:Label00C688
03A4: name_thread "PRO1"

:Label00C692
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $10A ==  1  ;; integer values
004D: jump_if_false ££Label00C6AB
004E: end_thread

:Label00C6AB
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00C72E
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -378.3 -579.8  24.5 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00C72E
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00C72E
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00C72E
0050: gosub ££Label012879
00BA: text_styled "BUD_1"  15000 ms  2  ;; Shakedown
0050: gosub ££Label0128AA
0417: start_mission  31

:Label00C72E
0002: jump ££Label00C692

:Label00C735
03A4: name_thread "PRO2"

:Label00C73F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $10B ==  1  ;; integer values
004D: jump_if_false ££Label00C758
004E: end_thread

:Label00C758
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00C7DB
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -397.4 -561.3  18.7 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00C7DB
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00C7DB
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00C7DB
0050: gosub ££Label012879
00BA: text_styled "BUD_2"  15000 ms  2  ;; Bar Brawl
0050: gosub ££Label0128AA
0417: start_mission  32

:Label00C7DB
0002: jump ££Label00C73F

:Label00C7E2
03A4: name_thread "PRO3"

:Label00C7EC
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $10C ==  1  ;; integer values
004D: jump_if_false ££Label00C805
004E: end_thread

:Label00C805
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00C888
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -348.5 -541.8  16.4 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00C888
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00C888
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00C888
0050: gosub ££Label012879
00BA: text_styled "BUD_3"  15000 ms  2  ;; Cop Land
0050: gosub ££Label0128AA
0417: start_mission  33

:Label00C888
0002: jump ££Label00C7EC

:Label00C88F
03A4: name_thread "COU1"

:Label00C899
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $110 ==  1  ;; integer values
004D: jump_if_false ££Label00C8B2
004E: end_thread

:Label00C8B2
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00C936
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1DA $1DB $1DC radius  1.5  2.0  2.0
004D: jump_if_false ££Label00C936
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00C936
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00C936
0050: gosub ££Label012B5C
0050: gosub ££Label012879
00BA: text_styled "CNT_1"  15000 ms  2  ;; Spilling the Beans
0050: gosub ££Label0128AA
0417: start_mission  34

:Label00C936
0002: jump ££Label00C899

:Label00C93D
03A4: name_thread "COU2"

:Label00C947
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $111 ==  1  ;; integer values
004D: jump_if_false ££Label00C960
004E: end_thread

:Label00C960
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00C9E4
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1DA $1DB $1DC radius  1.5  2.0  2.0
004D: jump_if_false ££Label00C9E4
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00C9E4
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00C9E4
0050: gosub ££Label012B5C
0050: gosub ££Label012879
00BA: text_styled "CNT_2"  15000 ms  2  ;; Hit the Courier
0050: gosub ££Label0128AA
0417: start_mission  35

:Label00C9E4
0002: jump ££Label00C947

:Label00C9EB
03A4: name_thread "COUBUY"

:Label00C9F5
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00CA42
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00CA42
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00CA42
00D6: if  0
0214:   pickup $PRINT_WORKS_ASSET picked_up
004D: jump_if_false ££Label00CA42
0417: start_mission  36
004E: end_thread

:Label00CA42
0002: jump ££Label00C9F5

:Label00CA49
03A4: name_thread "CARBUY"

:Label00CA53
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00CACE
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00CACE
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00CACE
00D6: if  0
0214:   pickup $CAR_SHOWROOM_ASSET picked_up
004D: jump_if_false ££Label00CACE
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
03AF: set_streaming  0 (disabled)
00BA: text_styled "SUNSHIN"  6000 ms  2  ;; Sunshine Autos
0050: gosub ££Label0128AA
0417: start_mission  37
004E: end_thread

:Label00CACE
0002: jump ££Label00CA53

:Label00CAD5
03A4: name_thread "PORNBUY"

:Label00CADF
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00CB2C
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00CB2C
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00CB2C
00D6: if  0
0214:   pickup $FILM_STUDIO_ASSET picked_up
004D: jump_if_false ££Label00CB2C
0417: start_mission  38
004E: end_thread

:Label00CB2C
0002: jump ££Label00CADF

:Label00CB33
03A4: name_thread "ICEBUY"

:Label00CB3D
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00CBC0
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00CBC0
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00CBC0
00D6: if  0
0214:   pickup $ICE_CREAM_FACTORY_ASSET picked_up
004D: jump_if_false ££Label00CBC0
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
03AF: set_streaming  0 (disabled)
00BA: text_styled "CHERRYP"  6000 ms  2  ;; Cherry Popper Icecreams
0050: gosub ££Label0128AA
004F: create_thread ££Label00FA33 
0417: start_mission  39
004E: end_thread

:Label00CBC0
0002: jump ££Label00CB3D

:Label00CBC7
03A4: name_thread "TAXIBUY"

:Label00CBD1
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00CC54
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00CC54
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00CC54
00D6: if  0
0214:   pickup $2A6 picked_up
004D: jump_if_false ££Label00CC54
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
03AF: set_streaming  0 (disabled)
00BA: text_styled "KAUFCAB"  6000 ms  2  ;; Awesome taxis
0050: gosub ££Label0128AA
004F: create_thread ££Label00EA3D 
0417: start_mission  40
004E: end_thread

:Label00CC54
0002: jump ££Label00CBD1

:Label00CC5B
03A4: name_thread "BANKBUY"

:Label00CC65
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00CCB2
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00CCB2
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00CCB2
00D6: if  0
0214:   pickup $2A7 picked_up
004D: jump_if_false ££Label00CCB2
0417: start_mission  41
004E: end_thread

:Label00CCB2
0002: jump ££Label00CC65

:Label00CCB9
03A4: name_thread "BOATBUY"

:Label00CCC3
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00CD3E
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00CD3E
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00CD3E
00D6: if  0
0214:   pickup $2A8 picked_up
004D: jump_if_false ££Label00CD3E
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
03AF: set_streaming  0 (disabled)
00BA: text_styled "BOATYAR"  6000 ms  2  ;; The Boatyard
0050: gosub ££Label0128AA
0417: start_mission  42
004E: end_thread

:Label00CD3E
0002: jump ££Label00CCC3

:Label00CD45
03A4: name_thread "STRPBUY"

:Label00CD4F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00CD9C
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00CD9C
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00CD9C
00D6: if  0
0214:   pickup $267 picked_up
004D: jump_if_false ££Label00CD9C
0417: start_mission  43
004E: end_thread

:Label00CD9C
0002: jump ££Label00CD4F

:Label00CDA3
03A4: name_thread "NBMNBUY"

:Label00CDAD
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00CDFA
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00CDFA
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00CDFA
00D6: if  0
0214:   pickup $296 picked_up
004D: jump_if_false ££Label00CDFA
0417: start_mission  44
004E: end_thread

:Label00CDFA
0002: jump ££Label00CDAD

:Label00CE01
03A4: name_thread "LNKVBY"

:Label00CE0B
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00CE58
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00CE58
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00CE58
00D6: if  0
0214:   pickup $28E picked_up
004D: jump_if_false ££Label00CE58
0417: start_mission  45
004E: end_thread

:Label00CE58
0002: jump ££Label00CE0B

:Label00CE5F
03A4: name_thread "HYCOBY"

:Label00CE69
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00CEB6
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00CEB6
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00CEB6
00D6: if  0
0214:   pickup $29A picked_up
004D: jump_if_false ££Label00CEB6
0417: start_mission  46
004E: end_thread

:Label00CEB6
0002: jump ££Label00CE69

:Label00CEBD
03A4: name_thread "OCHEBY"

:Label00CEC7
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00CF14
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00CF14
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00CF14
00D6: if  0
0214:   pickup $292 picked_up
004D: jump_if_false ££Label00CF14
0417: start_mission  47
004E: end_thread

:Label00CF14
0002: jump ££Label00CEC7

:Label00CF1B
03A4: name_thread "WASHBY"

:Label00CF25
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00CF72
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00CF72
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00CF72
00D6: if  0
0214:   pickup $28B picked_up
004D: jump_if_false ££Label00CF72
0417: start_mission  48
004E: end_thread

:Label00CF72
0002: jump ££Label00CF25

:Label00CF79
03A4: name_thread "VCPTBY"

:Label00CF83
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00CFD0
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00CFD0
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00CFD0
00D6: if  0
0214:   pickup $288 picked_up
004D: jump_if_false ££Label00CFD0
0417: start_mission  49
004E: end_thread

:Label00CFD0
0002: jump ££Label00CF83

:Label00CFD7
03A4: name_thread "SKUMBY"

:Label00CFE1
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00D02E
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00D02E
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00D02E
00D6: if  0
0214:   pickup $285 picked_up
004D: jump_if_false ££Label00D02E
0417: start_mission  50
004E: end_thread

:Label00D02E
0002: jump ££Label00CFE1

:Label00D035
03A4: name_thread "FIN1"

:Label00D03F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $10D ==  1  ;; integer values
004D: jump_if_false ££Label00D058
004E: end_thread

:Label00D058
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00D0DC
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1DA $1DB $1DC radius  1.5  2.0  2.0
004D: jump_if_false ££Label00D0DC
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00D0DC
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00D0DC
0050: gosub ££Label012B5C
0050: gosub ££Label012879
00BA: text_styled "CAP_1"  15000 ms  2  ;; Cap the Collector
0050: gosub ££Label0128AA
0417: start_mission  51

:Label00D0DC
0002: jump ££Label00D03F

:Label00D0E3
03A4: name_thread "FIN2"

:Label00D0ED
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $10E ==  1  ;; integer values
004D: jump_if_false ££Label00D106
004E: end_thread

:Label00D106
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00D1D4
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -378.3 -579.8  24.5 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00D1CD
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00D1C6
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00D1C6
00D6: if  0
010A:   player $PLAYER_CHAR money >  1000
004D: jump_if_false ££Label00D1A3
0050: gosub ££Label012879
00BA: text_styled "FIN_1"  15000 ms  2  ;; Keep your Friends Close...
0050: gosub ££Label0128AA
0417: start_mission  52
0002: jump ££Label00D1C6

:Label00D1A3
00D6: if  0
0038:   $1C4 ==  0  ;; integer values
004D: jump_if_false ££Label00D1C6
03E5: text_box "FIN_B6"  ;; You do not have enough money to start this mission.
0004: $1C4 =  1  ;; integer values

:Label00D1C6
0002: jump ££Label00D1D4

:Label00D1CD
0004: $1C4 =  0  ;; integer values

:Label00D1D4
0002: jump ££Label00D0ED

:Label00D1DB
03A4: name_thread "GANGMEM"
0004: $2D4 = -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: $2D5 =  0.0  ;; floating-point values

:Label00D22E
0001: wait $DEFAULT_WAIT_TIME ms
058C: $2D5 = percentage_completed

:Label00D238
00D6: if  0
0042:   $2D5 ==  100.0  ;; floating-point values
004D: jump_if_false ££Label00D3B9
0001: wait  100 ms
0084: $2D3 = $2D4  ;; 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: $2D4 = $2D3  ;; integer values and handles
0085:  3@ =  2@  ;; integer values and handles
0085:  7@ =  6@  ;; integer values and handles
0001: wait  100 ms
008A: $2D3 =  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@ = $2D3  ;; integer values and handles
0085:  4@ =  2@  ;; integer values and handles
0085:  8@ =  6@  ;; integer values and handles
0001: wait  100 ms
008A: $2D3 =  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@ = $2D3  ;; 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
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00D62E
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
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: $2D3 = create_actor  4 #PGA at  10@  11@  12@
0173: set_actor $2D3 z_angle_to  13@
04F5: unknown_actor $2D3 kiss_player $PLAYER_CHAR on  1
0243: set_actor $2D3 ped_stats_to  16
01ED: reset_actor $2D3 flags
0568: $2D3  1
01B2: give_actor $2D3 weapon  23 ammo  9999  ;; Load the weapon model before using this
0372: set_actor $2D3 anim  24 wait_state_time  60000000 ms
01C5: remove_actor_from_mission_cleanup_list $2D3
0319: set_actor $2D3 wander_state_to  1 (off)
0223: set_actor $2D3 health_to  250
02E2: set_actor $2D3 weapon_accuracy_to  80
054A: unknown_actor $2D3 flag  0
0446: (unknown) $2D3  0 
03BC:  6@ = create_sphere  14@  15@  12@  .75
0006:  2@ =  1  ;; integer values

:Label00D4E9
0002: jump ££Label00D513

:Label00D4F0
00D6: if  0
001B:    2 >  2@  ;; integer values
004D: jump_if_false ££Label00D513
01C2: remove_references_to_actor $2D3  ;; 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 $2D3 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 $2D3 to_player $PLAYER_CHAR
053D: $2D3
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 $2D3 dead
004D: jump_if_false ££Label00D612
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $2D3 radius  100.0  100.0
004D: jump_if_false ££Label00D604
00D6: if  0
8320:   NOT   actor $2D3 in_range_of_player $PLAYER_CHAR
004D: jump_if_false ££Label00D5FD
01DF: tie_actor $2D3 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 $2D3  ;; 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:   $643 ==  0  ;; integer values
004D: jump_if_false ££Label00D7CD
0249: release_model #ARMY

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

:Label00D7D4
0002: jump ££Label00D6A3

:Label00D7DB
03A4: name_thread "BIK1"

:Label00D7E5
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $113 ==  1  ;; integer values
004D: jump_if_false ££Label00D7FE
004E: end_thread

:Label00D7FE
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00D882
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1DD $1DE $1DF radius  1.5  2.0  2.0
004D: jump_if_false ££Label00D882
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00D882
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00D882
0050: gosub ££Label012BB0
0050: gosub ££Label012879
00BA: text_styled "BIKE_1"  15000 ms  2  ;; Alloy Wheels of Steel
0050: gosub ££Label0128AA
0417: start_mission  53

:Label00D882
0002: jump ££Label00D7E5

:Label00D889
03A4: name_thread "BIK2"

:Label00D893
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $114 ==  1  ;; integer values
004D: jump_if_false ££Label00D8AC
004E: end_thread

:Label00D8AC
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00D930
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1DD $1DE $1DF radius  1.5  2.0  2.0
004D: jump_if_false ££Label00D930
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00D930
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00D930
0050: gosub ££Label012BB0
0050: gosub ££Label012879
00BA: text_styled "BIKE_2"  15000 ms  2  ;; Messing with the Man
0050: gosub ££Label0128AA
0417: start_mission  54

:Label00D930
0002: jump ££Label00D893

:Label00D937
03A4: name_thread "BIK3"

:Label00D941
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $115 ==  1  ;; integer values
004D: jump_if_false ££Label00D95A
004E: end_thread

:Label00D95A
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00D9DE
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1DD $1DE $1DF radius  1.5  2.0  2.0
004D: jump_if_false ££Label00D9DE
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00D9DE
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00D9DE
0050: gosub ££Label012BB0
0050: gosub ££Label012879
00BA: text_styled "BIKE_3"  15000 ms  2  ;; Hog Tied
0050: gosub ££Label0128AA
0417: start_mission  55

:Label00D9DE
0002: jump ££Label00D941

:Label00D9E5
03A4: name_thread "CUB1"

:Label00D9EF
0001: wait  0 ms
00D6: if  0
0038:   $117 ==  1  ;; integer values
004D: jump_if_false ££Label00DA07
004E: end_thread

:Label00DA07
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00DA8B
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E0 $1E1 $1E2 radius  2.0  2.2  3.0
004D: jump_if_false ££Label00DA8B
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00DA8B
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00DA8B
0050: gosub ££Label012C58
0050: gosub ££Label012879
00BA: text_styled "CUB_1"  15000 ms  2  ;; Stunt Boat Challenge
0050: gosub ££Label0128AA
0417: start_mission  56

:Label00DA8B
0002: jump ££Label00D9EF

:Label00DA92
03A4: name_thread "CUB2"

:Label00DA9C
0001: wait  0 ms
00D6: if  0
0038:   $118 ==  1  ;; integer values
004D: jump_if_false ££Label00DAB4
004E: end_thread

:Label00DAB4
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00DB38
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E0 $1E1 $1E2 radius  2.0  2.2  3.0
004D: jump_if_false ££Label00DB38
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00DB38
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00DB38
0050: gosub ££Label012C58
0050: gosub ££Label012879
00BA: text_styled "CUB_2"  15000 ms  2  ;; Cannon Fodder
0050: gosub ££Label0128AA
0417: start_mission  57

:Label00DB38
0002: jump ££Label00DA9C

:Label00DB3F
03A4: name_thread "CUB3"

:Label00DB49
0001: wait  0 ms
00D6: if  0
0038:   $119 ==  1  ;; integer values
004D: jump_if_false ££Label00DB61
004E: end_thread

:Label00DB61
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00DBE5
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E0 $1E1 $1E2 radius  2.0  2.2  3.0
004D: jump_if_false ££Label00DBE5
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00DBE5
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00DBE5
0050: gosub ££Label012C58
0050: gosub ££Label012879
00BA: text_styled "CUB_3"  15000 ms  2  ;; Naval Engagement
0050: gosub ££Label0128AA
0417: start_mission  58

:Label00DBE5
0002: jump ££Label00DB49

:Label00DBEC
03A4: name_thread "CUB4"

:Label00DBF6
0001: wait  0 ms
00D6: if  0
0038:   $11A ==  1  ;; integer values
004D: jump_if_false ££Label00DC0E
004E: end_thread

:Label00DC0E
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00DDD8
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E0 $1E1 $1E2 radius  2.0  2.2  3.0
004D: jump_if_false ££Label00DDD8
00D6: if  0
040C:   is_german_game
004D: jump_if_false ££Label00DD1A
00D6: if  0
0038:   $PASSED_HAT2_BOMBS_AWAY ==  1  ;; integer values
004D: jump_if_false ££Label00DCB8
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00DCB1
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00DCB1
0050: gosub ££Label012C58
0050: gosub ££Label012879
00BA: text_styled "CUB_4"  15000 ms  2  ;; Trojan Voodoo
0050: gosub ££Label0128AA
0417: start_mission  59

:Label00DCB1
0002: jump ££Label00DD13

:Label00DCB8
00BC: text_highpriority "GOAWAY1"  5000 ms  1  ;; ~g~Come back when you have finished the Haitian gang missions.

:Label00DCC7
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E0 $1E1 $1E2 radius  2.0  2.2  3.0
004D: jump_if_false ££Label00DD13
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00DD0C
0002: jump ££Label00DBF6

:Label00DD0C
0002: jump ££Label00DCC7

:Label00DD13
0002: jump ££Label00DDD8

:Label00DD1A
00D6: if  0
0038:   $PASSED_HAT3_DIRTY_LICKINS ==  1  ;; integer values
004D: jump_if_false ££Label00DD7D
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00DD76
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00DD76
0050: gosub ££Label012C58
0050: gosub ££Label012879
00BA: text_styled "CUB_4"  15000 ms  2  ;; Trojan Voodoo
0050: gosub ££Label0128AA
0417: start_mission  59

:Label00DD76
0002: jump ££Label00DDD8

:Label00DD7D
00BC: text_highpriority "GOAWAY1"  5000 ms  1  ;; ~g~Come back when you have finished the Haitian gang missions.

:Label00DD8C
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E0 $1E1 $1E2 radius  2.0  2.2  3.0
004D: jump_if_false ££Label00DDD8
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00DDD1
0002: jump ££Label00DBF6

:Label00DDD1
0002: jump ££Label00DD8C

:Label00DDD8
0002: jump ££Label00DBF6

:Label00DDDF
03A4: name_thread "HAT1"

:Label00DDE9
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_HAT1_JUJU_SCRAMBLE ==  1  ;; integer values
004D: jump_if_false ££Label00DE02
004E: end_thread

:Label00DE02
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00DE86
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E3 $1E4 $1E5 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00DE86
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00DE86
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00DE86
0050: gosub ££Label012CB1
0050: gosub ££Label012879
00BA: text_styled "HAT_1"  15000 ms  2  ;; Juju Scramble
0050: gosub ££Label0128AA
0417: start_mission  60

:Label00DE86
0002: jump ££Label00DDE9

:Label00DE8D
03A4: name_thread "HAT2"

:Label00DE97
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_HAT2_BOMBS_AWAY ==  1  ;; integer values
004D: jump_if_false ££Label00DEB0
004E: end_thread

:Label00DEB0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00DF34
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E3 $1E4 $1E5 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00DF34
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00DF34
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00DF34
0050: gosub ££Label012CB1
0050: gosub ££Label012879
00BA: text_styled "HAT_2"  15000 ms  2  ;; Bombs Away!
0050: gosub ££Label0128AA
0417: start_mission  61

:Label00DF34
0002: jump ££Label00DE97

:Label00DF3B
03A4: name_thread "HAT3"

:Label00DF45
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_HAT3_DIRTY_LICKINS ==  1  ;; integer values
004D: jump_if_false ££Label00DF5E
004E: end_thread

:Label00DF5E
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00DFE2
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E3 $1E4 $1E5 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00DFE2
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00DFE2
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00DFE2
0050: gosub ££Label012CB1
0050: gosub ££Label012879
00BA: text_styled "HAT_3"  15000 ms  2  ;; Dirty Lickin's
0050: gosub ££Label0128AA
0417: start_mission  62

:Label00DFE2
0002: jump ££Label00DF45

:Label00DFE9
03A4: name_thread "ROC1"

:Label00DFF3
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_ROCK1_LOVE_JUICE ==  1  ;; integer values
004D: jump_if_false ££Label00E00C
004E: end_thread

:Label00E00C
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E090
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E6 $1E7 $1E8 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00E090
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00E090
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00E090
0050: gosub ££Label012C04
0050: gosub ££Label012879
00BA: text_styled "ROCK_1"  15000 ms  2  ;; Love Juice
0050: gosub ££Label0128AA
0417: start_mission  63

:Label00E090
0002: jump ££Label00DFF3

:Label00E097
03A4: name_thread "ROC2"

:Label00E0A1
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_ROCK2_PSYCHO_KILLER ==  1  ;; integer values
004D: jump_if_false ££Label00E0BA
004E: end_thread

:Label00E0BA
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E13E
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E6 $1E7 $1E8 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00E13E
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00E13E
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00E13E
0050: gosub ££Label012C04
0050: gosub ££Label012879
00BA: text_styled "ROCK_2"  15000 ms  2  ;; Psycho Killer
0050: gosub ££Label0128AA
0417: start_mission  64

:Label00E13E
0002: jump ££Label00E0A1

:Label00E145
03A4: name_thread "ROC3"

:Label00E14F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $PASSED_ROCK3_PUBLICITY_TOUR ==  1  ;; integer values
004D: jump_if_false ££Label00E168
004E: end_thread

:Label00E168
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E260
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E6 $1E7 $1E8 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00E260
00D6: if  0
0038:   $115 ==  1  ;; integer values
004D: jump_if_false ££Label00E205
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00E1FE
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00E1FE
0050: gosub ££Label012C04
0050: gosub ££Label012879
00BA: text_styled "ROCK_3"  15000 ms  2  ;; Publicity Tour
0050: gosub ££Label0128AA
0417: start_mission  65

:Label00E1FE
0002: jump ££Label00E260

:Label00E205
00BC: text_highpriority "GOAWAY2"  1000 ms  2  ;; ~g~Come back when you have finished the Biker gang missions.

:Label00E214
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E6 $1E7 $1E8 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00E260
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E259
0002: jump ££Label00E14F

:Label00E259
0002: jump ££Label00E214

:Label00E260
0002: jump ££Label00E14F

:Label00E267
03A4: name_thread "SHOOT"
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E2CC

:Label00E281
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -665.63  1231.863  10.1 radius  10.0  10.0  3.0
004D: jump_if_false ££Label00E2CC
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E2C5

:Label00E2C5
0002: jump ££Label00E281

:Label00E2CC
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E3B5
00D6: if  0
00F6:   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -665.63  1231.863  10.1 radius  1.0  1.0  2.0
004D: jump_if_false ££Label00E3B5
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00E3B5
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00E3B5
0004: $ONMISSION =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
0050: gosub ££Label0128AA
0417: start_mission  66
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E3B5

:Label00E36A
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -665.63  1231.863  10.1 radius  10.0  10.0  3.0
004D: jump_if_false ££Label00E3B5
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E3AE

:Label00E3AE
0002: jump ££Label00E36A

:Label00E3B5
0002: jump ££Label00E2CC

:Label00E3BC
03A4: name_thread "ASSIN_1"

:Label00E3C6
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $12A ==  1  ;; integer values
004D: jump_if_false ££Label00E3E4
024E: disable_phone $124
004E: end_thread

:Label00E3E4
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00E402
0405: enable_phone $124
0002: jump ££Label00E407

:Label00E402
024E: disable_phone $124

:Label00E407
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E502
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot $204 $205 $206 radius  1.0  1.0  2.0
004D: jump_if_false ££Label00E502
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00E502
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00E49F
0004: $ONMISSION =  1  ;; integer values
024E: disable_phone $124
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
00BA: text_styled "JOB_1"  15000 ms  2  ;; Road Kill
0050: gosub ££Label0128AA
0417: start_mission  67

:Label00E49F
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E4B6
0002: jump ££Label00E3C6

:Label00E4B6
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $204 $205 $206 radius  1.0  1.0  2.0
004D: jump_if_false ££Label00E502
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E4FB
0002: jump ££Label00E3C6

:Label00E4FB
0002: jump ££Label00E4B6

:Label00E502
0002: jump ££Label00E3C6

:Label00E509
03A4: name_thread "ASSIN_2"

:Label00E513
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $12B ==  1  ;; integer values
004D: jump_if_false ££Label00E531
024E: disable_phone $125
004E: end_thread

:Label00E531
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00E54F
0405: enable_phone $125
0002: jump ££Label00E554

:Label00E54F
024E: disable_phone $125

:Label00E554
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E64F
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot $207 $208 $209 radius  1.0  1.0  2.0
004D: jump_if_false ££Label00E64F
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00E64F
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00E5EC
0004: $ONMISSION =  1  ;; integer values
024E: disable_phone $125
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
00BA: text_styled "JOB_2"  15000 ms  2  ;; Waste the Wife
0050: gosub ££Label0128AA
0417: start_mission  68

:Label00E5EC
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E603
0002: jump ££Label00E513

:Label00E603
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $207 $208 $209 radius  1.0  1.0  2.0
004D: jump_if_false ££Label00E64F
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E648
0002: jump ££Label00E513

:Label00E648
0002: jump ££Label00E603

:Label00E64F
0002: jump ££Label00E513

:Label00E656
03A4: name_thread "ASSIN_3"

:Label00E660
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $12C ==  1  ;; integer values
004D: jump_if_false ££Label00E67E
024E: disable_phone $126
004E: end_thread

:Label00E67E
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00E69C
0405: enable_phone $126
0002: jump ££Label00E6A1

:Label00E69C
024E: disable_phone $126

:Label00E6A1
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E79C
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot $20A $20B $20C radius  1.0  1.0  2.0
004D: jump_if_false ££Label00E79C
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00E79C
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00E739
0004: $ONMISSION =  1  ;; integer values
024E: disable_phone $126
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
00BA: text_styled "JOB_3"  15000 ms  2  ;; Autocide
0050: gosub ££Label0128AA
0417: start_mission  69

:Label00E739
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E750
0002: jump ££Label00E660

:Label00E750
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $20A $20B $20C radius  1.0  1.0  2.0
004D: jump_if_false ££Label00E79C
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E795
0002: jump ££Label00E660

:Label00E795
0002: jump ££Label00E750

:Label00E79C
0002: jump ££Label00E660

:Label00E7A3
03A4: name_thread "ASSIN_4"

:Label00E7AD
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $12D ==  1  ;; integer values
004D: jump_if_false ££Label00E7CB
024E: disable_phone $127
004E: end_thread

:Label00E7CB
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00E7E9
0405: enable_phone $127
0002: jump ££Label00E7EE

:Label00E7E9
024E: disable_phone $127

:Label00E7EE
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E8E9
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot $20D $20E $20F radius  1.0  1.0  2.0
004D: jump_if_false ££Label00E8E9
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00E8E9
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00E886
0004: $ONMISSION =  1  ;; integer values
024E: disable_phone $127
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
00BA: text_styled "JOB_4"  15000 ms  2  ;; Check Out at the Check In
0050: gosub ££Label0128AA
0417: start_mission  70

:Label00E886
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E89D
0002: jump ££Label00E7AD

:Label00E89D
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $20D $20E $20F radius  1.0  1.0  2.0
004D: jump_if_false ££Label00E8E9
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E8E2
0002: jump ££Label00E7AD

:Label00E8E2
0002: jump ££Label00E89D

:Label00E8E9
0002: jump ££Label00E7AD

:Label00E8F0
03A4: name_thread "ASSIN_5"

:Label00E8FA
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $12E ==  1  ;; integer values
004D: jump_if_false ££Label00E918
024E: disable_phone $128
004E: end_thread

:Label00E918
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00E936
0405: enable_phone $128
0002: jump ££Label00E93B

:Label00E936
024E: disable_phone $128

:Label00E93B
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00EA36
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot $210 $211 $212 radius  1.0  1.0  2.0
004D: jump_if_false ££Label00EA36
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00EA36
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00E9D3
0004: $ONMISSION =  1  ;; integer values
024E: disable_phone $128
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
00BA: text_styled "JOB_5"  15000 ms  2  ;; Loose Ends
0050: gosub ££Label0128AA
0417: start_mission  71

:Label00E9D3
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00E9EA
0002: jump ££Label00E8FA

:Label00E9EA
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $210 $211 $212 radius  1.0  1.0  2.0
004D: jump_if_false ££Label00EA36
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00EA2F
0002: jump ££Label00E8FA

:Label00EA2F
0002: jump ££Label00E9EA

:Label00EA36
0002: jump ££Label00E8FA

:Label00EA3D
03A4: name_thread "TWAR1"

:Label00EA47
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $134 ==  1  ;; integer values
004D: jump_if_false ££Label00EA60
004E: end_thread

:Label00EA60
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00EB9A
00D6: if  1
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1E9 $1EA $1EB radius  2.0  2.0  2.0
004D: jump_if_false ££Label00EB61
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00EB61
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00EAFE
0004: $172 =  1  ;; integer values
0050: gosub ££Label012D05
00BA: text_styled "TAXI_1"  15000 ms  2  ;; V.I.P.
00D6: if  0
0038:   $173 ==  0  ;; integer values
004D: jump_if_false ££Label00EAFE
0417: start_mission  72
0004: $173 =  1  ;; integer values

:Label00EAFE
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00EB15
0002: jump ££Label00EA47

:Label00EB15
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1E9 $1EA $1EB radius  2.0  2.0  2.0
004D: jump_if_false ££Label00EB61
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00EB5A
0002: jump ££Label00EA47

:Label00EB5A
0002: jump ££Label00EB15

:Label00EB61
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E9 $1EA $1EB radius  1.0  2.0  2.0
004D: jump_if_false ££Label00EB9A
00BC: text_highpriority "NOTAXI"  1000 ms  2  ;; ~g~You need a Kaufman Cab to activate this mission.

:Label00EB9A
0002: jump ££Label00EA47

:Label00EBA1
03A4: name_thread "TWAR2"

:Label00EBAB
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $135 ==  1  ;; integer values
004D: jump_if_false ££Label00EBC4
004E: end_thread

:Label00EBC4
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00ECFE
00D6: if  1
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1E9 $1EA $1EB radius  2.0  2.0  2.0
004D: jump_if_false ££Label00ECC5
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00ECC5
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00EC62
0004: $172 =  1  ;; integer values
0050: gosub ££Label012D05
00BA: text_styled "TAXI_2"  15000 ms  2  ;; Friendly Rivalry
00D6: if  0
0038:   $173 ==  0  ;; integer values
004D: jump_if_false ££Label00EC62
0417: start_mission  73
0004: $173 =  1  ;; integer values

:Label00EC62
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00EC79
0002: jump ££Label00EBAB

:Label00EC79
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1E9 $1EA $1EB radius  2.0  2.0  2.0
004D: jump_if_false ££Label00ECC5
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00ECBE
0002: jump ££Label00EBAB

:Label00ECBE
0002: jump ££Label00EC79

:Label00ECC5
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E9 $1EA $1EB radius  1.0  2.0  2.0
004D: jump_if_false ££Label00ECFE
00BC: text_highpriority "NOTAXI"  1000 ms  2  ;; ~g~You need a Kaufman Cab to activate this mission.

:Label00ECFE
0002: jump ££Label00EBAB

:Label00ED05
03A4: name_thread "TWAR3"

:Label00ED0F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $136 ==  1  ;; integer values
004D: jump_if_false ££Label00ED28
004E: end_thread

:Label00ED28
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00EE62
00D6: if  1
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1E9 $1EA $1EB radius  2.0  2.0  2.0
004D: jump_if_false ££Label00EE29
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00EE29
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00EDC6
0004: $172 =  1  ;; integer values
0050: gosub ££Label012D05
00BA: text_styled "TAXI_3"  15000 ms  2  ;; Cabmaggedon
00D6: if  0
0038:   $173 ==  0  ;; integer values
004D: jump_if_false ££Label00EDC6
0417: start_mission  74
0004: $173 =  1  ;; integer values

:Label00EDC6
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00EDDD
0002: jump ££Label00ED0F

:Label00EDDD
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1E9 $1EA $1EB radius  2.0  2.0  2.0
004D: jump_if_false ££Label00EE29
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00EE22
0002: jump ££Label00ED0F

:Label00EE22
0002: jump ££Label00EDDD

:Label00EE29
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $1E9 $1EA $1EB radius  1.0  2.0  2.0
004D: jump_if_false ££Label00EE62
00BC: text_highpriority "NOTAXI"  1000 ms  2  ;; ~g~You need a Kaufman Cab to activate this mission.

:Label00EE62
0002: jump ££Label00ED0F

:Label00EE69
03A4: name_thread "TAXI_L"

:Label00EE73
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00F043
00D6: if  0
8596:   NOT $PLAYER_CHAR
004D: jump_if_false ££Label00F043
00D6: if  0
02DE:   player $PLAYER_CHAR driving_taxi_vehicle
004D: jump_if_false ££Label00F028
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00F021
0293: $12 = current_controls
00D6: if  0
0038:   $19 ==  1  ;; integer values
004D: jump_if_false ££Label00EF16
00D6: if  0
0038:   $172 ==  0  ;; integer values
004D: jump_if_false ££Label00EF16
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false ££Label00EF05
03E5: text_box "TTUTOR"  ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off.
0002: jump ££Label00EF0F

:Label00EF05
03E5: text_box "TTUTOR2"  ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off.

:Label00EF0F
0004: $172 =  1  ;; integer values

:Label00EF16
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false ££Label00EFA8
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false ££Label00EFA1

:Label00EF39
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false ££Label00EF71
0001: wait  0 ms
00D6: if  21
8256:   NOT   player $PLAYER_CHAR defined
82DE:   NOT   player $PLAYER_CHAR driving_taxi_vehicle
004D: jump_if_false ££Label00EF6A
0002: jump ££Label00EE69

:Label00EF6A
0002: jump ££Label00EF39

:Label00EF71
00BA: text_styled "TAXI_M"  6000 ms  5  ;; 'TAXI DRIVER'
0001: wait  0 ms
00D6: if  0
0038:   $173 ==  0  ;; integer values
004D: jump_if_false ££Label00EFA1
0417: start_mission  75
0004: $173 =  1  ;; integer values

:Label00EFA1
0002: jump ££Label00F021

:Label00EFA8
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false ££Label00F021

:Label00EFB9
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false ££Label00EFF1
0001: wait  0 ms
00D6: if  21
8256:   NOT   player $PLAYER_CHAR defined
82DE:   NOT   player $PLAYER_CHAR driving_taxi_vehicle
004D: jump_if_false ££Label00EFEA
0002: jump ££Label00EE69

:Label00EFEA
0002: jump ££Label00EFB9

:Label00EFF1
00BA: text_styled "TAXI_M"  6000 ms  5  ;; 'TAXI DRIVER'
0001: wait  0 ms
00D6: if  0
0038:   $173 ==  0  ;; integer values
004D: jump_if_false ££Label00F021
0417: start_mission  75
0004: $173 =  1  ;; integer values

:Label00F021
0002: jump ££Label00F043

:Label00F028
00D6: if  0
0038:   $172 ==  1  ;; integer values
004D: jump_if_false ££Label00F043
03E6: remove_text_box
0004: $172 =  0  ;; integer values

:Label00F043
0002: jump ££Label00EE73

:Label00F04A
03A4: name_thread "AMBULA"

:Label00F054
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00F200
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #AMBULAN
004D: jump_if_false ££Label00F1E5
00D6: if  1
0038:   $ONMISSION ==  0  ;; integer values
0038:   $13F ==  0  ;; integer values
004D: jump_if_false ££Label00F1DE
0293: $12 = current_controls
00D6: if  0
0038:   $19 ==  1  ;; integer values
004D: jump_if_false ££Label00F0F1
00D6: if  0
0038:   $13E ==  0  ;; integer values
004D: jump_if_false ££Label00F0F1
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false ££Label00F0E0
03E5: text_box "ATUTOR"  ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ ~w~button to toggle Paramedic missions on or off.
0002: jump ££Label00F0EA

:Label00F0E0
03E5: text_box "ATUTOR3"  ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Paramedic missions on or off.

:Label00F0EA
0004: $13E =  1  ;; integer values

:Label00F0F1
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false ££Label00F174
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false ££Label00F16D

:Label00F114
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false ££Label00F14F
0001: wait  0 ms
00D6: if  21
8256:   NOT   player $PLAYER_CHAR defined
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #AMBULAN
004D: jump_if_false ££Label00F148
0002: jump ££Label00F04A

:Label00F148
0002: jump ££Label00F114

:Label00F14F
00BA: text_styled "AMBUL_M"  6000 ms  5  ;; 'PARAMEDIC'
0001: wait  0 ms
0417: start_mission  76
0004: $13E =  1  ;; integer values

:Label00F16D
0002: jump ££Label00F1DE

:Label00F174
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false ££Label00F1DE

:Label00F185
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false ££Label00F1C0
0001: wait  0 ms
00D6: if  21
8256:   NOT   player $PLAYER_CHAR defined
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #AMBULAN
004D: jump_if_false ££Label00F1B9
0002: jump ££Label00F04A

:Label00F1B9
0002: jump ££Label00F185

:Label00F1C0
00BA: text_styled "AMBUL_M"  6000 ms  5  ;; 'PARAMEDIC'
0001: wait  0 ms
0417: start_mission  76
0004: $13E =  1  ;; integer values

:Label00F1DE
0002: jump ££Label00F200

:Label00F1E5
00D6: if  0
0038:   $13E ==  1  ;; integer values
004D: jump_if_false ££Label00F200
03E6: remove_text_box
0004: $13E =  0  ;; integer values

:Label00F200
0002: jump ££Label00F054

:Label00F207
03A4: name_thread "FIRE"

:Label00F211
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00F3BD
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #FIRETRUK
004D: jump_if_false ££Label00F3A2
00D6: if  1
0038:   $ONMISSION ==  0  ;; integer values
0038:   $141 ==  0  ;; integer values
004D: jump_if_false ££Label00F39B
0293: $12 = current_controls
00D6: if  0
0038:   $19 ==  1  ;; integer values
004D: jump_if_false ££Label00F2AE
00D6: if  0
0038:   $140 ==  0  ;; integer values
004D: jump_if_false ££Label00F2AE
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false ££Label00F29D
03E5: text_box "FTUTOR"  ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off.
0002: jump ££Label00F2A7

:Label00F29D
03E5: text_box "FTUTOR2"  ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off.

:Label00F2A7
0004: $140 =  1  ;; integer values

:Label00F2AE
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false ££Label00F331
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false ££Label00F32A

:Label00F2D1
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false ££Label00F30C
0001: wait  0 ms
00D6: if  21
8256:   NOT   player $PLAYER_CHAR defined
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FIRETRUK
004D: jump_if_false ££Label00F305
0002: jump ££Label00F207

:Label00F305
0002: jump ££Label00F2D1

:Label00F30C
00BA: text_styled "FIRE_M"  6000 ms  5  ;; 'FIREFIGHTER'
0001: wait  0 ms
0417: start_mission  77
0004: $140 =  1  ;; integer values

:Label00F32A
0002: jump ££Label00F39B

:Label00F331
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false ££Label00F39B

:Label00F342
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false ££Label00F37D
0001: wait  0 ms
00D6: if  21
8256:   NOT   player $PLAYER_CHAR defined
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FIRETRUK
004D: jump_if_false ££Label00F376
0002: jump ££Label00F207

:Label00F376
0002: jump ££Label00F342

:Label00F37D
00BA: text_styled "FIRE_M"  6000 ms  5  ;; 'FIREFIGHTER'
0001: wait  0 ms
0417: start_mission  77
0004: $140 =  1  ;; integer values

:Label00F39B
0002: jump ££Label00F3BD

:Label00F3A2
00D6: if  0
0038:   $140 ==  1  ;; integer values
004D: jump_if_false ££Label00F3BD
03E6: remove_text_box
0004: $140 =  0  ;; integer values

:Label00F3BD
0002: jump ££Label00F211

:Label00F3C4
03A4: name_thread "COP"

:Label00F3CE
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00F662
00D6: if  22
056C: $PLAYER_ACTOR
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false ££Label00F647
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00F640
0293: $12 = current_controls
00D6: if  0
0038:   $19 ==  1  ;; integer values
004D: jump_if_false ££Label00F471
00D6: if  0
0038:   $142 ==  0  ;; integer values
004D: jump_if_false ££Label00F471
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false ££Label00F460
03E5: text_box "CTUTOR"  ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off.
0002: jump ££Label00F46A

:Label00F460
03E5: text_box "CTUTOR2"  ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off.

:Label00F46A
0004: $142 =  1  ;; integer values

:Label00F471
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false ££Label00F565
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false ££Label00F55E

:Label00F494
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false ££Label00F4EE
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00F4C0
0002: jump ££Label00F3C4

:Label00F4C0
00D6: if  2
856C:   NOT $PLAYER_ACTOR
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #HUNTER
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false ££Label00F4E7
0002: jump ££Label00F3C4

:Label00F4E7
0002: jump ££Label00F494

:Label00F4EE
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER
004D: jump_if_false ££Label00F517
00BA: text_styled "COP_M3"  6000 ms  5  ;; 'BROWN THUNDER'
0002: jump ££Label00F54F

:Label00F517
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #CHEETAH
004D: jump_if_false ££Label00F540
00BA: text_styled "COP_M2"  6000 ms  5  ;; 'VICE SQUAD'
0002: jump ££Label00F54F

:Label00F540
00BA: text_styled "COP_M"  6000 ms  5  ;; 'VIGILANTE'

:Label00F54F
0001: wait  0 ms
0417: start_mission  78
0004: $142 =  1  ;; integer values

:Label00F55E
0002: jump ££Label00F640

:Label00F565
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false ££Label00F640

:Label00F576
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false ££Label00F5D0
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00F5A2
0002: jump ££Label00F3C4

:Label00F5A2
00D6: if  2
856C:   NOT $PLAYER_ACTOR
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #HUNTER
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false ££Label00F5C9
0002: jump ££Label00F3C4

:Label00F5C9
0002: jump ££Label00F576

:Label00F5D0
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER
004D: jump_if_false ££Label00F5F9
00BA: text_styled "COP_M3"  6000 ms  5  ;; 'BROWN THUNDER'
0002: jump ££Label00F631

:Label00F5F9
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #CHEETAH
004D: jump_if_false ££Label00F622
00BA: text_styled "COP_M2"  6000 ms  5  ;; 'VICE SQUAD'
0002: jump ££Label00F631

:Label00F622
00BA: text_styled "COP_M"  6000 ms  5  ;; 'VIGILANTE'

:Label00F631
0001: wait  0 ms
0417: start_mission  78
0004: $142 =  1  ;; integer values

:Label00F640
0002: jump ££Label00F662

:Label00F647
00D6: if  0
0038:   $142 ==  1  ;; integer values
004D: jump_if_false ££Label00F662
03E6: remove_text_box
0004: $142 =  0  ;; integer values

:Label00F662
0002: jump ££Label00F3CE

:Label00F669
03A4: name_thread "STADIUM"

:Label00F673
0001: wait $DEFAULT_WAIT_TIME ms
00BF: $9 = current_time_hours, $A = current_time_minutes
00D6: if  0
0018:   $9 >  19  ;; integer values
004D: jump_if_false ££Label00F864
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00F7F0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00F7E9
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00F7E9
00D6: if  0
0038:   $7 ==  0  ;; integer values
004D: jump_if_false ££Label00F6DD
0004: $7 =  1  ;; integer values

:Label00F6DD
00D6: if  0
0038:   $B ==  1  ;; integer values
004D: jump_if_false ££Label00F70A
0177: set_object $ARENA_DOOR_1 z_angle_to  90.0
0177: set_object $ARENA_DOOR_2 z_angle_to -90.0
0004: $B =  0  ;; integer values

:Label00F70A
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -1110.331  1331.096  20.1119 radius  2.0  2.0  2.0
004D: jump_if_false ££Label00F7E9
0004: $ONMISSION =  1  ;; integer values
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
00D6: if  0
0038:   $8 ==  0  ;; integer values
004D: jump_if_false ££Label00F783
0004: $ONMISSION =  1  ;; integer values
00BA: text_styled "HOTRNG"  15000 ms  2  ;; HOTRING
0050: gosub ££Label0128AA
0417: start_mission  79

:Label00F783
00D6: if  0
0038:   $8 ==  1  ;; integer values
004D: jump_if_false ££Label00F7B6
0004: $ONMISSION =  1  ;; integer values
00BA: text_styled "BLODRNG"  15000 ms  2  ;; BLOODRING
0050: gosub ££Label0128AA
0417: start_mission  80

:Label00F7B6
00D6: if  0
0038:   $8 ==  2  ;; integer values
004D: jump_if_false ££Label00F7E9
0004: $ONMISSION =  1  ;; integer values
00BA: text_styled "DIRTRNG"  15000 ms  2  ;; DIRTRING
0050: gosub ££Label0128AA
0417: start_mission  81

:Label00F7E9
0002: jump ££Label00F85D

:Label00F7F0
00D6: if  0
0038:   $B ==  0  ;; integer values
004D: jump_if_false ££Label00F85D
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00F85D
00D6: if  0
8057:   NOT   player $PLAYER_CHAR  0 ()in_cube -1118.978  1326.515  19.076 -1108.978  1335.515  23.076
004D: jump_if_false ££Label00F85D
0177: set_object $ARENA_DOOR_1 z_angle_to  0.0
0177: set_object $ARENA_DOOR_2 z_angle_to  0.0
0004: $B =  1  ;; integer values

:Label00F85D
0002: jump ££Label00F9AC

:Label00F864
00D6: if  0
0038:   $B ==  0  ;; integer values
004D: jump_if_false ££Label00F8D1
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00F8D1
00D6: if  0
8057:   NOT   player $PLAYER_CHAR  0 ()in_cube -1118.978  1326.515  19.076 -1108.978  1335.515  23.076
004D: jump_if_false ££Label00F8D1
0177: set_object $ARENA_DOOR_1 z_angle_to  0.0
0177: set_object $ARENA_DOOR_2 z_angle_to  0.0
0004: $B =  1  ;; integer values

:Label00F8D1
00D6: if  0
0038:   $7 ==  1  ;; integer values
004D: jump_if_false ££Label00F9AC
0008: $8 +=  1  ;; integer values
00D6: if  0
0038:   $8 ==  3  ;; integer values
004D: jump_if_false ££Label00F903
0004: $8 =  0  ;; integer values

:Label00F903
00D6: if  0
0038:   $8 ==  0  ;; integer values
004D: jump_if_false ££Label00F939
0108: destroy_object $6
029B: $6 = init_object -3 (DTHOTRING_A) at -1037.08  1340.258  36.552
01C7: remove_object_from_mission_cleanup_list $6
054D:  0

:Label00F939
00D6: if  0
0038:   $8 ==  1  ;; integer values
004D: jump_if_false ££Label00F96F
0108: destroy_object $6
029B: $6 = init_object -15 (DTBLOODRING_A) at -1037.08  1340.258  36.552
01C7: remove_object_from_mission_cleanup_list $6
054D:  1

:Label00F96F
00D6: if  0
0038:   $8 ==  2  ;; integer values
004D: jump_if_false ££Label00F9A5
0108: destroy_object $6
029B: $6 = init_object -16 (DTDIRTRING_A) at -1037.08  1340.258  36.552
01C7: remove_object_from_mission_cleanup_list $6
054D:  2

:Label00F9A5
0004: $7 =  0  ;; integer values

:Label00F9AC
0002: jump ££Label00F673

:Label00F9B3
03A4: name_thread "RACES"

:Label00F9BD
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FA2C
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00FA2C
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00FA2C
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -967.705 -827.3005  5.7702 radius  1.5  2.0  2.0
004D: jump_if_false ££Label00FA2C
0001: wait  0 ms
0417: start_mission  82

:Label00FA2C
0002: jump ££Label00F9BD

:Label00FA33
03A4: name_thread "ICE1"

:Label00FA3D
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $151 ==  1  ;; integer values
004D: jump_if_false ££Label00FA56
004E: end_thread

:Label00FA56
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FB3B
00D6: if  1
00DE:   player $PLAYER_CHAR driving_vehicle_type #MRWHOOP
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1EF $1F0 $1F1 radius  2.0  2.0  2.0
004D: jump_if_false ££Label00FB3B
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00FB3B
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00FAD8
00BA: text_styled "CREAM"  15000 ms  2  ;; Distribution
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0417: start_mission  83

:Label00FAD8
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FAEF
0002: jump ££Label00FA3D

:Label00FAEF
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1EF $1F0 $1F1 radius  2.0  2.0  2.0
004D: jump_if_false ££Label00FB3B
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FB34
0002: jump ££Label00FA3D

:Label00FB34
0002: jump ££Label00FAEF

:Label00FB3B
0002: jump ££Label00FA3D

:Label00FB42
03A4: name_thread "HELI1"

:Label00FB4C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FC2B
00D6: if  1
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1F2 $1F3 $1F4 radius  2.0  2.0  2.0
004D: jump_if_false ££Label00FC2B
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00FC2B
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00FBC8
00BA: text_styled "HELI_1"  15000 ms  5  ;; Downtown Chopper Checkpoint
0417: start_mission  84

:Label00FBC8
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FBDF
0002: jump ££Label00FB4C

:Label00FBDF
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1F2 $1F3 $1F4 radius  2.0  2.0  2.0
004D: jump_if_false ££Label00FC2B
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FC24
0002: jump ££Label00FB4C

:Label00FC24
0002: jump ££Label00FBDF

:Label00FC2B
0002: jump ££Label00FB4C

:Label00FC32
03A4: name_thread "HELI2"

:Label00FC3C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FD1B
00D6: if  1
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1F5 $1F6 $1F7 radius  2.0  2.0  2.0
004D: jump_if_false ££Label00FD1B
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00FD1B
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00FCB8
00BA: text_styled "HELI_2"  15000 ms  5  ;; Ocean Beach Chopper Checkpoint
0417: start_mission  85

:Label00FCB8
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FCCF
0002: jump ££Label00FC3C

:Label00FCCF
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1F5 $1F6 $1F7 radius  2.0  2.0  2.0
004D: jump_if_false ££Label00FD1B
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FD14
0002: jump ££Label00FC3C

:Label00FD14
0002: jump ££Label00FCCF

:Label00FD1B
0002: jump ££Label00FC3C

:Label00FD22
03A4: name_thread "HELI3"

:Label00FD2C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FE0B
00D6: if  1
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1F8 $1F9 $1FA radius  2.0  2.0  2.0
004D: jump_if_false ££Label00FE0B
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00FE0B
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00FDA8
00BA: text_styled "HELI_3"  15000 ms  5  ;; Vice Point Chopper Checkpoint
0417: start_mission  86

:Label00FDA8
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FDBF
0002: jump ££Label00FD2C

:Label00FDBF
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1F8 $1F9 $1FA radius  2.0  2.0  2.0
004D: jump_if_false ££Label00FE0B
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FE04
0002: jump ££Label00FD2C

:Label00FE04
0002: jump ££Label00FDBF

:Label00FE0B
0002: jump ££Label00FD2C

:Label00FE12
03A4: name_thread "HELI4"

:Label00FE1C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FEFB
00D6: if  1
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1FB $1FC $1FD radius  2.0  2.0  2.0
004D: jump_if_false ££Label00FEFB
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label00FEFB
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label00FE98
00BA: text_styled "HELI_4"  15000 ms  5  ;; Little Haiti Chopper Checkpoint
0417: start_mission  87

:Label00FE98
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FEAF
0002: jump ££Label00FE1C

:Label00FEAF
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1FB $1FC $1FD radius  2.0  2.0  2.0
004D: jump_if_false ££Label00FEFB
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label00FEF4
0002: jump ££Label00FE1C

:Label00FEF4
0002: jump ££Label00FEAF

:Label00FEFB
0002: jump ££Label00FE1C

:Label00FF02
03A4: name_thread "BMXLOOP"

:Label00FF0C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01000A
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label01000A
00D6: if  21
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
00DE:   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL
004D: jump_if_false ££Label00FF85
00D6: if  0
8057:   NOT   player $PLAYER_CHAR  0 ()in_cube -430.0  1405.0  8.5 -420.0  1415.0  12.5
004D: jump_if_false ££Label00FF85
0004: $164 =  1  ;; integer values

:Label00FF85
00D6: if  0
0038:   $164 ==  0  ;; integer values
004D: jump_if_false ££Label00FFE3
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false ££Label00FFBD
00BA: text_styled "BMX_1"  15000 ms  2  ;; 'Trial by Dirt'
0417: start_mission  88

:Label00FFBD
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL
004D: jump_if_false ££Label00FFE3
00BA: text_styled "BMX_2"  15000 ms  2  ;; 'Test Track'
0417: start_mission  89

:Label00FFE3
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01000A
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false ££Label01000A
0004: $164 =  0  ;; integer values

:Label01000A
0002: jump ££Label00FF0C

:Label010011
03A4: name_thread "O4X4_1"

:Label01001B
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $153 ==  0  ;; integer values
004D: jump_if_false ££Label01003A
0004: $159 =  300  ;; integer values

:Label01003A
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label010109
00D6: if  1
0038:   $ONMISSION ==  0  ;; integer values
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false ££Label010109
00D6: if  1
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600
8057:   NOT   player $PLAYER_CHAR  0 ()in_cube  504.4 -311.8  12.0  510.4 -305.8  14.0
004D: jump_if_false ££Label0100A8
0004: $156 =  1  ;; integer values

:Label0100A8
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false ££Label0100BF
0004: $156 =  0  ;; integer values

:Label0100BF
00D6: if  1
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600
0038:   $156 ==  0  ;; integer values
004D: jump_if_false ££Label0100E0
0004: $162 =  1  ;; integer values

:Label0100E0
00D6: if  0
0038:   $162 ==  1  ;; integer values
004D: jump_if_false ££Label010109
00BA: text_styled "T4X4_1"  15000 ms  2  ;; 'PCJ Playground'
0001: wait  0 ms
0417: start_mission  90

:Label010109
0002: jump ££Label01001B

:Label010110
03A4: name_thread "MULTI"

:Label01011A
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $15F ==  0  ;; integer values
004D: jump_if_false ££Label010138
0004: $160 =  120  ;; integer values

:Label010138
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0101F1
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label0101F1
00D6: if  1
00DE:   player $PLAYER_CHAR driving_vehicle_type #STALLION
8057:   NOT   player $PLAYER_CHAR  0 ()in_cube  125.0 -1155.0  27.0  130.0 -1160.0  33.0
004D: jump_if_false ££Label010199
0004: $161 =  1  ;; integer values

:Label010199
00D6: if  1
00DE:   player $PLAYER_CHAR driving_vehicle_type #STALLION
0038:   $161 ==  0  ;; integer values
004D: jump_if_false ££Label0101CA
00BA: text_styled "MM_1"  15000 ms  2  ;; 'CONE CRAZY'
0001: wait  0 ms
0417: start_mission  91

:Label0101CA
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0101F1
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false ££Label0101F1
0004: $161 =  0  ;; integer values

:Label0101F1
0002: jump ££Label01011A

:Label0101F8
03A4: name_thread "PIZZ"
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01031C
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label01031C
00D6: if  0
0038:   $185 ==  0  ;; integer values
004D: jump_if_false ££Label01031C
00D6: if  3
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY
8057:   NOT   player $PLAYER_CHAR  0 ()in_cube -894.1  798.7  1.0 -914.1  818.7  21.0
8057:   NOT   player $PLAYER_CHAR  0 ()in_cube -1018.7  78.6  1.2 -1038.7  98.6  21.2
8057:   NOT   player $PLAYER_CHAR  0 ()in_cube  403.8  87.7  .9  423.8  107.7  20.9
004D: jump_if_false ££Label0102C4
0004: $186 =  1  ;; integer values

:Label0102C4
00D6: if  1
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY
0038:   $186 ==  0  ;; integer values
004D: jump_if_false ££Label0102F5
00BA: text_styled "PIZ1_A"  15000 ms  2  ;; PIZZA BOY MISSION
0001: wait  0 ms
0417: start_mission  92

:Label0102F5
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01031C
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false ££Label01031C
0004: $186 =  0  ;; integer values

:Label01031C
0002: jump ££Label0101F8

:Label010323
03A4: name_thread "RCHELY1"

:Label01032D
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0103E3
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label0103E3
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false ££Label0103E3
00D6: if  0
0038:   $18D ==  0  ;; integer values
004D: jump_if_false ££Label0103E3
00D6: if  0
00E3:   player $PLAYER_CHAR  0 ()near_point -1235.1 -1235.7 radius  4.0  4.0
004D: jump_if_false ££Label0103E3
00D6: if  0
0443:   player $PLAYER_CHAR in_a_car
004D: jump_if_false ££Label0103E3
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  100 ms
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
00BA: text_styled "RCH1_11"  15000 ms  2  ;; RC Raider Pickup
0050: gosub ££Label0128AA
0417: start_mission  93

:Label0103E3
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01040D
00D6: if  0
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false ££Label01040D
0004: $18D =  0  ;; integer values

:Label01040D
0002: jump ££Label01032D

:Label010414
03A4: name_thread "RC_RACE"

:Label01041E
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0104D4
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label0104D4
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false ££Label0104D4
00D6: if  0
0038:   $18F ==  0  ;; integer values
004D: jump_if_false ££Label0104D4
00D6: if  0
00E3:   player $PLAYER_CHAR  0 ()near_point  718.465  701.3998 radius  3.0  3.0
004D: jump_if_false ££Label0104D4
00D6: if  0
0443:   player $PLAYER_CHAR in_a_car
004D: jump_if_false ££Label0104D4
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  100 ms
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
00BA: text_styled "RCR1_5"  15000 ms  2  ;; RC Bandit Race
0050: gosub ££Label0128AA
0417: start_mission  94

:Label0104D4
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0104FE
00D6: if  0
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false ££Label0104FE
0004: $18F =  0  ;; integer values

:Label0104FE
0002: jump ££Label01041E

:Label010505
03A4: name_thread "RC_PLNE"

:Label01050F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0105CF
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label0105CF
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false ££Label0105CF
00D6: if  0
0038:   $190 ==  0  ;; integer values
004D: jump_if_false ££Label0105CF
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  307.917  1254.622  27.595 radius  4.0  4.0  4.0
004D: jump_if_false ££Label0105CF
00D6: if  0
0443:   player $PLAYER_CHAR in_a_car
004D: jump_if_false ££Label0105CF
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  100 ms
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
00BA: text_styled "RCPL1_7"  15000 ms  2  ;; RC Baron Race
0050: gosub ££Label0128AA
0417: start_mission  95

:Label0105CF
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0105F9
00D6: if  0
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false ££Label0105F9
0004: $190 =  0  ;; integer values

:Label0105F9
0002: jump ££Label01050F

:Label010600
03A4: name_thread "COKRUN"

:Label01060A
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label010759
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label010759
00D6: if  21
00DE:   player $PLAYER_CHAR driving_vehicle_type #SQUALO
00DE:   player $PLAYER_CHAR driving_vehicle_type #JETMAX
004D: jump_if_false ££Label010683
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point -585.8 -1506.8  5.0 radius  14.0  14.0  4.0
004D: jump_if_false ££Label010683
0004: $51 =  1  ;; integer values

:Label010683
00D6: if  0
0038:   $51 ==  0  ;; integer values
004D: jump_if_false ££Label0106E0
00D6: if  21
00DE:   player $PLAYER_CHAR driving_vehicle_type #SQUALO
00DE:   player $PLAYER_CHAR driving_vehicle_type #JETMAX
004D: jump_if_false ££Label0106E0
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms
00BA: text_styled "BOAT_N"  15000 ms  2  ;; Checkpoint Charlie
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££Label0128AA
0417: start_mission  96

:Label0106E0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label010707
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false ££Label010707
0004: $51 =  0  ;; integer values

:Label010707
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -585.8 -1506.8  5.0 radius  14.0  14.0  4.0
004D: jump_if_false ££Label010759
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label010752
0002: jump ££Label01060A

:Label010752
0002: jump ££Label010707

:Label010759
0002: jump ££Label01060A

: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:   $1BC ==  0  ;; integer values
004D: jump_if_false ££Label0107EA
0213: $1BB = create_pickup -17 (PICKUPSAVE) type  3 at  219.3 -1273.5  11.5
0004: $1BC =  1  ;; integer values

:Label0107EA
00D6: if  0
0214:   pickup $1BB 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 $1BB
0213: $1BB = create_pickup -17 (PICKUPSAVE) type  3 at  219.3 -1273.5  11.5
016A: fade  1 (back)  1000 ms
00D6: if  0
0038:   $DE ==  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:   $1BC ==  1  ;; integer values
004D: jump_if_false ££Label010993
0215: destroy_pickup $1BB
0004: $1BC =  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:   $15 ==  0  ;; integer values
004D: jump_if_false ££Label010A24
0213: $14 = create_pickup -17 (PICKUPSAVE) type  3 at -378.3 -597.2  25.8
0004: $15 =  1  ;; integer values

:Label010A24
00D6: if  0
0214:   pickup $14 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 $14
0213: $14 = 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:   $15 ==  1  ;; integer values
004D: jump_if_false ££Label010AD1
0215: destroy_pickup $14
0004: $15 =  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:   $43 ==  0  ;; integer values
004D: jump_if_false ££Label010B62
0213: $44 = create_pickup -17 (PICKUPSAVE) type  3 at -1033.8 -846.9  13.0
0004: $43 =  1  ;; integer values

:Label010B62
00D6: if  0
0214:   pickup $44 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 $44
0213: $44 = 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:   $43 ==  1  ;; integer values
004D: jump_if_false ££Label010C0F
0215: destroy_pickup $44
0004: $43 =  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:   $1B ==  0  ;; integer values
004D: jump_if_false ££Label010CA0
0213: $46 = create_pickup -17 (PICKUPSAVE) type  3 at -992.7  193.4  11.4
0004: $1B =  1  ;; integer values

:Label010CA0
00D6: if  0
0214:   pickup $46 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 $46
0213: $46 = 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:   $1B ==  1  ;; integer values
004D: jump_if_false ££Label010D4D
0215: destroy_pickup $46
0004: $1B =  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:   $25 ==  0  ;; integer values
004D: jump_if_false ££Label010DD8
0213: $267 = create_pickup -17 (PICKUPSAVE) type  3 at $23A $23B $23C
0004: $25 =  1  ;; integer values

:Label010DD8
00D6: if  0
0214:   pickup $267 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 $267
0213: $267 = create_pickup -17 (PICKUPSAVE) type  3 at $23A $23B $23C
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:   $25 ==  1  ;; integer values
004D: jump_if_false ££Label010E7F
0215: destroy_pickup $267
0004: $25 =  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:   $31 ==  0  ;; integer values
004D: jump_if_false ££Label010F10
0213: $2A8 = create_pickup -17 (PICKUPSAVE) type  3 at -664.1 -1476.3  13.8
0004: $31 =  1  ;; integer values

:Label010F10
00D6: if  0
0214:   pickup $2A8 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 $2A8
0213: $2A8 = 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:   $31 ==  1  ;; integer values
004D: jump_if_false ££Label010FBD
0215: destroy_pickup $2A8
0004: $31 =  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:   $32 ==  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: $32 =  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:   $32 ==  1  ;; integer values
004D: jump_if_false ££Label0110FB
0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET
0004: $32 =  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:   $47 ==  0  ;; integer values
004D: jump_if_false ££Label01118C
0213: $4A = create_pickup -17 (PICKUPSAVE) type  3 at -1059.6 -282.2  11.2
0004: $47 =  1  ;; integer values

:Label01118C
00D6: if  0
0214:   pickup $4A 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 $4A
0213: $4A = 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:   $47 ==  1  ;; integer values
004D: jump_if_false ££Label011239
0215: destroy_pickup $4A
0004: $47 =  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:   $48 ==  0  ;; integer values
004D: jump_if_false ££Label0112CA
0213: $4B = create_pickup -17 (PICKUPSAVE) type  3 at  0.0  957.9  11.1
0004: $48 =  1  ;; integer values

:Label0112CA
00D6: if  0
0214:   pickup $4B 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 $4B
0213: $4B = 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:   $48 ==  1  ;; integer values
004D: jump_if_false ££Label011377
0215: destroy_pickup $4B
0004: $48 =  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:   $49 ==  0  ;; integer values
004D: jump_if_false ££Label011408
0213: $4C = create_pickup -17 (PICKUPSAVE) type  3 at  499.5 -66.9  11.4
0004: $49 =  1  ;; integer values

:Label011408
00D6: if  0
0214:   pickup $4C 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 $4C
0213: $4C = 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:   $49 ==  1  ;; integer values
004D: jump_if_false ££Label0114B5
0215: destroy_pickup $4C
0004: $49 =  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:   $24 ==  0  ;; integer values
004D: jump_if_false ££Label011540
0213: $296 = create_pickup -17 (PICKUPSAVE) type  3 at $23D $23E $23F
0004: $24 =  1  ;; integer values

:Label011540
00D6: if  0
0214:   pickup $296 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 $296
0213: $296 = create_pickup -17 (PICKUPSAVE) type  3 at $23D $23E $23F
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:   $24 ==  1  ;; integer values
004D: jump_if_false ££Label0115E7
0215: destroy_pickup $296
0004: $24 =  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:   $16 ==  0  ;; integer values
004D: jump_if_false ££Label011672
0213: $28E = create_pickup -17 (PICKUPSAVE) type  3 at $249 $24A $24B
0004: $16 =  1  ;; integer values

:Label011672
00D6: if  0
0214:   pickup $28E 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 $28E
0213: $28E = create_pickup -17 (PICKUPSAVE) type  3 at $249 $24A $24B
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:   $16 ==  1  ;; integer values
004D: jump_if_false ££Label011719
0215: destroy_pickup $28E
0004: $16 =  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:   $F ==  0  ;; integer values
004D: jump_if_false ££Label0117A4
0213: $29A = create_pickup -17 (PICKUPSAVE) type  3 at $24C $24D $24E
0004: $F =  1  ;; integer values

:Label0117A4
00D6: if  0
0214:   pickup $29A 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 $29A
0213: $29A = create_pickup -17 (PICKUPSAVE) type  3 at $24C $24D $24E
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:   $F ==  1  ;; integer values
004D: jump_if_false ££Label01184B
0215: destroy_pickup $29A
0004: $F =  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:   $20 ==  0  ;; integer values
004D: jump_if_false ££Label0118D6
0213: $28B = create_pickup -17 (PICKUPSAVE) type  3 at $252 $253 $254
0004: $20 =  1  ;; integer values

:Label0118D6
00D6: if  0
0214:   pickup $28B 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 $28B
0213: $28B = create_pickup -17 (PICKUPSAVE) type  3 at $252 $253 $254
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:   $20 ==  1  ;; integer values
004D: jump_if_false ££Label01197D
0215: destroy_pickup $28B
0004: $20 =  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:   $10 ==  0  ;; integer values
004D: jump_if_false ££Label011A08
0213: $292 = create_pickup -17 (PICKUPSAVE) type  3 at $24F $250 $251
0004: $10 =  1  ;; integer values

:Label011A08
00D6: if  0
0214:   pickup $292 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 $292
0213: $292 = create_pickup -17 (PICKUPSAVE) type  3 at $24F $250 $251
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:   $10 ==  1  ;; integer values
004D: jump_if_false ££Label011AAF
0215: destroy_pickup $292
0004: $10 =  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:   $45 ==  0  ;; integer values
004D: jump_if_false ££Label011B3A
0213: $288 = create_pickup -17 (PICKUPSAVE) type  3 at $255 $256 $257
0004: $45 =  1  ;; integer values

:Label011B3A
00D6: if  0
0214:   pickup $288 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 $288
0213: $288 = create_pickup -17 (PICKUPSAVE) type  3 at $255 $256 $257
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:   $45 ==  1  ;; integer values
004D: jump_if_false ££Label011BE1
0215: destroy_pickup $288
0004: $45 =  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:   $3C ==  0  ;; integer values
004D: jump_if_false ££Label011C82
0213: $285 = create_pickup -17 (PICKUPSAVE) type  3 at -562.8  699.7  20.6
0004: $3C =  1  ;; integer values

:Label011C82
00D6: if  0
0214:   pickup $285 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 $285
0213: $285 = 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:   $3C ==  1  ;; integer values
004D: jump_if_false ££Label011D2F
0215: destroy_pickup $285
0004: $3C =  0  ;; integer values

:Label011D2F
0002: jump ££Label011BF2

:Label011D36
03A4: name_thread "HELP"

:Label011D40
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label012872
00D6: if  0
0038:   $DC ==  1  ;; integer values
004D: jump_if_false ££Label012872
00D6: if  0
0038:   $2D ==  0  ;; integer values
004D: jump_if_false ££Label011DF9
0001: wait  500 ms
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  2  ;; integer values
004D: jump_if_false ££Label011DA5
03E5: text_box "HELP26"  ;; Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to enter or exit a vehicle.
0002: jump ££Label011DAF

:Label011DA5
03E5: text_box "HELP21"  ;; Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to enter or exit a vehicle.

:Label011DAF
0001: wait  5000 ms
03E5: text_box "HELP42"  ;; Follow the ~q~pink blip~w~ to find the hotel.
0189: $42 = unknown_create_checkpoint_at  240.4 -1280.2  10.0
03E7: flash_hud  8
0001: wait  3000 ms
03E7: flash_hud -1
0006:  17@ =  0  ;; integer values
0001: wait  3000 ms
0004: $2D =  1  ;; integer values
0002: jump ££Label0120E4

:Label011DF9
00D6: if  0
0038:   $52 ==  0  ;; integer values
004D: jump_if_false ££Label011E51
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  240.4 -1280.2  10.0 radius  25.0  25.0  5.0
004D: jump_if_false ££Label011E51
03E5: text_box "HELP44"  ;; Stop in the ~q~pink marker.
0001: wait  3000 ms
0004: $52 =  1  ;; integer values

:Label011E51
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0120E4
00D6: if  0
0038:   $19 ==  0  ;; integer values
004D: jump_if_false ££Label011FA7
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false ££Label011FA0
0001: wait  1000 ms
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false ££Label011EB0
03E5: text_box "HELP4_D"  ;; Push the right analog stick up to ~h~accelerate.
0002: jump ££Label011EBA

:Label011EB0
03E5: text_box "HELP4_A"  ;; Press the ~h~~k~~VEHICLE_ACCELERATE~ ~w~button to accelerate.

:Label011EBA
0001: wait  4000 ms
0293: $12 = current_controls
00D6: if  21
0038:   $12 ==  1  ;; integer values
0038:   $12 ==  3  ;; integer values
004D: jump_if_false ££Label011EEE
03E5: text_box "HELP36"  ;; Press the ~h~~k~~GO_LEFT~~w~, and the ~h~~k~~GO_RIGHT~~w~, to steer the vehicle.
0002: jump ££Label011EF8

:Label011EEE
03E5: text_box "HELP35"  ;; Press the ~h~~k~~GO_LEFT~~w~, and the ~h~~k~~GO_RIGHT~~w~, to steer the vehicle.

:Label011EF8
0001: wait  4000 ms
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false ££Label011F25
03E5: text_box "HELP5_D"  ;; Pull the right analog stick back to brake, or to reverse if the vehicle has stopped.
0002: jump ££Label011F2F

:Label011F25
03E5: text_box "HELP5_A"  ;; Press the ~h~~k~~VEHICLE_BRAKE~ ~w~button to brake, or to reverse if the vehicle has stopped.

:Label011F2F
0001: wait  4000 ms
0293: $12 = current_controls
00D6: if  21
0038:   $12 ==  0  ;; integer values
0038:   $12 ==  1  ;; integer values
004D: jump_if_false ££Label011F5C
03E5: text_box "HELP6_A"  ;; Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake.

:Label011F5C
00D6: if  0
0038:   $12 ==  2  ;; integer values
004D: jump_if_false ££Label011F78
03E5: text_box "HELP6_C"  ;; Press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button to apply the vehicle's handbrake.

:Label011F78
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false ££Label011F94
03E5: text_box "HELP6_D"  ;; Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake.

:Label011F94
0001: wait  4000 ms
0004: $19 =  1  ;; integer values

:Label011FA0
0002: jump ££Label0120E4

:Label011FA7
00D6: if  0
0038:   $55 ==  1  ;; integer values
004D: jump_if_false ££Label0120E4
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0120E4
00D6: if  0
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false ££Label012034
00D6: if  0
0038:   $30 ==  0  ;; integer values
004D: jump_if_false ££Label012034
0001: wait  2000 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01202D
00D6: if  0
0038:   $12 ==  0  ;; integer values
004D: jump_if_false ££Label012023
03E5: text_box "HELP27"  ;; Press the ~h~~k~~VEHICLE_TURRETUP~~w~ button and the ~h~~k~~VEHICLE_TURRETDOWN~~w~ button, to shift your weight on a bike.
0002: jump ££Label01202D

:Label012023
03E5: text_box "HELP28"  ;; Press the ~h~~k~~VEHICLE_TURRETUP~~w~ button and the ~h~~k~~VEHICLE_TURRETDOWN~~w~ button, to shift your weight on a bike.

:Label01202D
0004: $30 =  1  ;; integer values

:Label012034
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0120E4
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false ££Label0120E4
00D6: if  0
0038:   $2F ==  0  ;; integer values
004D: jump_if_false ££Label0120E4
00D6: if  23
02D7:   player $PLAYER_CHAR currentweapon ==  22
02D7:   player $PLAYER_CHAR currentweapon ==  23
02D7:   player $PLAYER_CHAR currentweapon ==  24
02D7:   player $PLAYER_CHAR currentweapon ==  25
004D: jump_if_false ££Label0120E4
03E5: text_box "HELP31"  ;; To do a drive-by, first look left or right using the ~h~~k~~VEHICLE_LOOKLEFT~~w~ or the ~h~~k~~VEHICLE_LOOKRIGHT~.
0001: wait  5000 ms
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false ££Label0120C4
03E5: text_box "HELP33"  ;; Then fire using the ~h~~k~~PED_FIREWEAPON~ ~w~button.
0002: jump ££Label0120CE

:Label0120C4
03E5: text_box "HELP32"  ;; Then fire using the ~h~~k~~PED_FIREWEAPON~ ~w~button.

:Label0120CE
0001: wait  5000 ms
03E5: text_box "HELP34"  ;; You must have a sub machine gun to perform a drive-by.
0004: $2F =  1  ;; integer values

:Label0120E4
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label012202
00D6: if  0
0038:   $2C ==  0  ;; integer values
004D: jump_if_false ££Label012202
00D6: if  0
0038:   $11 ==  0  ;; integer values
004D: jump_if_false ££Label012202
00D6: if  21
00FA:   player $PLAYER_CHAR stopped  0 ()near_point_in_car  240.4 -1280.2  10.0 radius  4.0  4.0  3.0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  240.4 -1280.2  10.0 radius  4.0  4.0  3.0
004D: jump_if_false ££Label012202
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
015F: set_camera_position  264.334 -1311.16  10.297  0.0  0.0  0.0
0160: point_camera  263.577 -1310.574  10.589  2
0001: wait  1000 ms
03E5: text_box "HELP16"  ;; Walk through the front door of the ~h~Ocean View~w~ Hotel to enter the building.
0001: wait  3000 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0121D2
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:Label0121D2
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0164: disable_marker $42
00D6: if  0
0038:   $DE ==  0  ;; integer values
004D: jump_if_false ££Label0121FB
0189: $42 = unknown_create_checkpoint_at $1C5 $1C6 $1C7

:Label0121FB
0004: $11 =  1  ;; integer values

:Label012202
00D6: if  0
0038:   $2C ==  0  ;; integer values
004D: jump_if_false ££Label012454
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label012454
00D6: if  0
0038:   $440 ==  1  ;; integer values
004D: jump_if_false ££Label012454
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label012454
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  225.0 -1277.3  11.5 radius  2.5  2.5  3.0
004D: jump_if_false ££Label012454
0164: disable_marker $42
00D6: if  0
0038:   $DE ==  0  ;; integer values
004D: jump_if_false ££Label01229D
0189: $42 = unknown_create_checkpoint_at $1C5 $1C6 $1C7

:Label01229D
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
015F: set_camera_position  223.301 -1277.655  13.822  0.0  0.0  0.0
0160: point_camera  222.578 -1277.013  13.565  2
03E5: text_box "S_PROMP"  ;; When not on a mission you can save your progress by collecting the ~h~cassette tape pickup.
0006:  16@ =  0  ;; integer values

:Label0122E8
00D6: if  0
8019:   NOT    16@ >  1000  ;; integer values
004D: jump_if_false ££Label01231D
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label012316
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:Label012316
0002: jump ££Label0122E8

:Label01231D
0006:  16@ =  0  ;; integer values

:Label012324
00D6: if  0
8019:   NOT    16@ >  2000  ;; integer values
004D: jump_if_false ££Label012371
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label012352
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:Label012352
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false ££Label01236A
0002: jump ££Label012432

:Label01236A
0002: jump ££Label012324

:Label012371
0460: set_camera_pointing_time  0.0  1500
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  1
0006:  16@ =  0  ;; integer values

:Label0123B5
00D6: if  0
8019:   NOT    16@ >  1500  ;; integer values
004D: jump_if_false ££Label0123EB
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false ££Label0123E4
0002: jump ££Label012432

:Label0123E4
0002: jump ££Label0123B5

:Label0123EB
03E5: text_box "HELP19"  ;; Walk into the ~q~pink marker ~w~to continue.
0006:  16@ =  0  ;; integer values

:Label0123FC
00D6: if  0
8019:   NOT    16@ >  4000  ;; integer values
004D: jump_if_false ££Label012432
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false ££Label01242B
0002: jump ££Label012432

:Label01242B
0002: jump ££Label0123FC

:Label012432
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label012449
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:Label012449
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0004: $2C =  1  ;; integer values

:Label012454
00D6: if  0
0038:   $DE ==  1  ;; integer values
004D: jump_if_false ££Label0124E8
00D6: if  0
0038:   $2E ==  0  ;; integer values
004D: jump_if_false ££Label0124E8
02A7: $DD = create_icon_marker_and_sphere  19 at  219.8 -1273.5  11.0
018B: show_on_radar $DD  2
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0124AC
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:Label0124AC
0050: gosub ££Label0128AA
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0124CA
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:Label0124CA
03E5: text_box "HELP14"  ;; To find the Lawyer's office, follow the ~h~L blip~w~ on the radar
03E7: flash_hud  8
0001: wait  2000 ms
03E7: flash_hud -1
0004: $2E =  1  ;; integer values

:Label0124E8
00D6: if  0
0038:   $2E ==  1  ;; integer values
004D: jump_if_false ££Label01255C
00D6: if  0
0038:   $19 ==  1  ;; integer values
004D: jump_if_false ££Label01255C
00D6: if  0
0038:   $56 ==  0  ;; integer values
004D: jump_if_false ££Label01255C
0001: wait  4000 ms
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  1  ;; integer values
004D: jump_if_false ££Label01254B
03E5: text_box "HELP57"  ;; Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~~w~ button to change camera modes.
0002: jump ££Label012555

:Label01254B
03E5: text_box "HELP56"  ;; Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~~w~ button to change camera modes.

:Label012555
0004: $56 =  1  ;; integer values

:Label01255C
00D6: if  5
0038:   $2F ==  1  ;; integer values
0038:   $30 ==  1  ;; integer values
0038:   $2E ==  1  ;; integer values
0038:   $56 ==  1  ;; integer values
0038:   $69 ==  1  ;; integer values
0038:   $68 ==  1  ;; integer values
004D: jump_if_false ££Label0125B9
00D6: if  0
0038:   $67 ==  1  ;; integer values
004D: jump_if_false ££Label0125B9
0215: destroy_pickup $29E
0215: destroy_pickup $29F
0215: destroy_pickup $2A0
0215: destroy_pickup $2A1
004E: end_thread

:Label0125B9
00D6: if  0
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  1  ;; integer values
004D: jump_if_false ££Label0125F0
0215: destroy_pickup $29E
0215: destroy_pickup $29F
0215: destroy_pickup $2A0
0215: destroy_pickup $2A1
0001: wait  3000 ms
03E5: text_box "BRID_OP"  ;; Storm warning over, all bridges to the mainland are now open.
004E: end_thread

:Label0125F0
00D6: if  0
0038:   $67 ==  0  ;; integer values
004D: jump_if_false ££Label012660
00D6: if  21
0214:   pickup $29E picked_up
0214:   pickup $29F picked_up
004D: jump_if_false ££Label012660
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label012660
0215: destroy_pickup $29E
0215: destroy_pickup $29F
03E5: text_box "HEAL_B"  ;; When you are ~h~'wasted'~w~ you are returned to the nearest hospital.
0001: wait  5000 ms
03E5: text_box "HEAL_C"  ;; You will lose your weapons and the doctors will take some cash for patching you up.
0001: wait  5000 ms
03E5: text_box "HEAL_E"  ;; You will find ways of healing or protecting yourself the more you play the game.
0004: $67 =  1  ;; integer values

:Label012660
00D6: if  0
0038:   $68 ==  0  ;; integer values
004D: jump_if_false ££Label0126FD
00D6: if  21
0214:   pickup $2A0 picked_up
0214:   pickup $2A1 picked_up
004D: jump_if_false ££Label0126FD
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0126FD
0215: destroy_pickup $2A0
0215: destroy_pickup $2A1
03E5: text_box "WANT_G"  ;; When you are ~h~'busted'~w~ you are returned to the nearest police station.
0001: wait  5000 ms
03E5: text_box "WANT_H"  ;; The cops will take all your weapons and some of your cash as a bribe.
0001: wait  5000 ms
03E5: text_box "WANT_I"  ;; Any mission you were on will be failed.
0001: wait  5000 ms
03E5: text_box "WANT_A"  ;; You will only be arrested if you have a ~h~wanted level.
0001: wait  5000 ms
03E5: text_box "WANT_B"  ;; Your ~h~wanted level~w~ is represented by the row of stars in the top right of the screen.
0001: wait  5000 ms
03E5: text_box "WANT_F"  ;; As your ~h~wanted level~w~ increases you will attract more powerful forms of law enforcement.
0004: $68 =  1  ;; integer values

:Label0126FD
00D6: if  0
0038:   $69 ==  0  ;; integer values
004D: jump_if_false ££Label0127D4
00D6: if  25
0214:   pickup $6E picked_up
0214:   pickup $6F picked_up
0214:   pickup $70 picked_up
0214:   pickup $71 picked_up
0214:   pickup $72 picked_up
0214:   pickup $73 picked_up
004D: jump_if_false ££Label012759
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label012759
03E5: text_box "BRIBE1"  ;; You have just picked up a police bribe, this will reduce your wanted level by one star.
0004: $69 =  1  ;; integer values

:Label012759
00D6: if  0
0214:   pickup $74 picked_up
004D: jump_if_false ££Label01278A
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01278A
03E5: text_box "BRIBE1"  ;; You have just picked up a police bribe, this will reduce your wanted level by one star.
0004: $69 =  1  ;; integer values

:Label01278A
00D6: if  25
0214:   pickup $75 picked_up
0214:   pickup $76 picked_up
0214:   pickup $77 picked_up
0214:   pickup $78 picked_up
0214:   pickup $79 picked_up
0214:   pickup $7A picked_up
004D: jump_if_false ££Label0127D4
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0127D4
03E5: text_box "BRIBE1"  ;; You have just picked up a police bribe, this will reduce your wanted level by one star.
0004: $69 =  1  ;; integer values

:Label0127D4
00D6: if  0
0038:   $6A ==  0  ;; integer values
004D: jump_if_false ££Label012819
00D6: if  0
057B: (unknown)
004D: jump_if_false ££Label012819
0001: wait  5000 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label012819
03E5: text_box "WANT_L"  ;; Your wanted level has been suspended, if you commit a crime whilst the stars are flashing your full wanted level will be reinstated.
0004: $6A =  1  ;; integer values

:Label012819
00D6: if  0
0038:   $19 ==  1  ;; integer values
004D: jump_if_false ££Label012872
00D6: if  0
0038:   $55 ==  0  ;; integer values
004D: jump_if_false ££Label012872
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label012872
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false ££Label012872
057D:  0
03E5: text_box "BRID_CL"  ;; Storm warning: All bridges to the mainland are closed.
0004: $55 =  1  ;; integer values

:Label012872
0002: jump ££Label011D40

:Label012879
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0128A8
0004: $ONMISSION =  1  ;; integer values
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms
03AF: set_streaming  0 (disabled)

:Label0128A8
0051: return

:Label0128AA
00D6: if  0
016B:   fading
004D: jump_if_false ££Label0128C2
0001: wait  0 ms
0002: jump ££Label0128AA

:Label0128C2
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0128D7
011C: actor $PLAYER_ACTOR clear_objective

:Label0128D7
0051: return

:Label0128D9
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01296C
0004: $ONMISSION =  1  ;; integer values
02A3: toggle_widescreen  1 (on)
015F: set_camera_position  91.925 -818.489  20.0  0.0  0.0  0.0
0160: point_camera  92.866 -818.736  19.769  2
0395: clear_area  1 at  119.2 -826.9 range  10.0  1.0
0055: put_player $PLAYER_CHAR at  119.4 -827.2  9.7
0171: set_player $PLAYER_CHAR z_angle_to  230.0
0211: actor $PLAYER_ACTOR walk_to  123.3 -829.9

:Label01296C
0001: wait  1000 ms
0051: return

:Label012973
0004: $ONMISSION =  1  ;; integer values
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -381.923 -473.339  48.904  0.0  0.0  0.0
0160: point_camera -381.898 -474.247  48.486  2
0001: wait  1000 ms
0051: return

:Label0129B8
0004: $ONMISSION =  1  ;; integer values
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -229.438 -1364.204  12.607  0.0  0.0  0.0
0160: point_camera -230.424 -1364.068  12.511  2
0211: actor $PLAYER_ACTOR walk_to -251.9 -1360.8
0001: wait  1000 ms
0051: return

:Label012A0C
0004: $ONMISSION =  1  ;; integer values
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -52.624  939.244  10.011  0.0  0.0  0.0
0160: point_camera -53.538  938.966  10.306  2
0211: actor $PLAYER_ACTOR walk_to -76.3  931.3
0001: wait  1000 ms
0051: return

:Label012A60
0004: $ONMISSION =  1  ;; integer values
02A3: toggle_widescreen  1 (on)
015F: set_camera_position  499.781 -106.921  12.057  0.0  0.0  0.0
0160: point_camera  499.357 -106.019  12.139  2
00A1: put_actor $PLAYER_ACTOR at  482.2 -69.9  9.9
0001: wait  1000 ms
0051: return

:Label012AB9
0004: $ONMISSION =  1  ;; integer values
02A3: toggle_widescreen  1 (on)
015F: set_camera_position  487.475 -68.248  11.147  0.0  0.0  0.0
0160: point_camera  486.5 -68.023  11.15  2
0173: set_actor $PLAYER_ACTOR z_angle_to  62.0
0001: wait  1000 ms
0051: return

:Label012B08
0004: $ONMISSION =  1  ;; integer values
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -1094.531  332.318  14.799  0.0  0.0  0.0
0160: point_camera -1095.238  332.993  14.591  2
0211: actor $PLAYER_ACTOR walk_to -1102.7  343.4
0001: wait  1000 ms
0051: return

:Label012B5C
0004: $ONMISSION =  1  ;; integer values
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -1039.093 -293.828  27.81  0.0  0.0  0.0
0160: point_camera -1039.811 -293.283  27.377  2
0211: actor $PLAYER_ACTOR walk_to -1070.6 -278.9
0001: wait  1000 ms
0051: return

:Label012BB0
0004: $ONMISSION =  1  ;; integer values
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -609.208  660.793  14.52  0.0  0.0  0.0
0160: point_camera -608.458  660.156  14.339  2
0211: actor $PLAYER_ACTOR walk_to -597.4  651.6
0001: wait  1000 ms
0051: return

:Label012C04
0004: $ONMISSION =  1  ;; integer values
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -870.59  1155.257  10.356  0.0  0.0  0.0
0160: point_camera -871.349  1155.864  10.592  2
0211: actor $PLAYER_ACTOR walk_to -883.1  1159.2
0001: wait  1000 ms
0051: return

:Label012C58
0004: $ONMISSION =  1  ;; integer values
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -1179.528 -605.912  12.22  0.0  0.0  0.0
0160: point_camera -1178.774 -606.569  12.223  2
00A1: put_actor $PLAYER_ACTOR at -1166.3 -634.4  10.6
0001: wait  1000 ms
0051: return

:Label012CB1
0004: $ONMISSION =  1  ;; integer values
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -969.554  139.73  10.058  0.0  0.0  0.0
0160: point_camera -968.921  140.503  10.031  2
0211: actor $PLAYER_ACTOR walk_to -962.6  146.1
0001: wait  1000 ms
0051: return

:Label012D05
0004: $ONMISSION =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -994.919  210.472  15.758  0.0  0.0  0.0
0160: point_camera -995.722  210.02  15.37  2
0051: return

: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

:Label012DE1
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread "HJ"
0004: $2E4 =  0  ;; integer values

:Label012DF6
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label012E11
0002: jump ££Label012DF6

:Label012E11
00D6: if  0
0445:   unknown_cheat_check
004D: jump_if_false ££Label012E25
0002: jump ££Label012DF6

:Label012E25
00D6: if  0
04C9: $PLAYER_CHAR
004D: jump_if_false ££Label012E3C
0002: jump ££Label012DF6

:Label012E3C
00D6: if  0
04A8: $PLAYER_CHAR
004D: jump_if_false ££Label012E53
0002: jump ££Label012DF6

:Label012E53
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false ££Label013418
03C1: $2D7 = player $PLAYER_CHAR car
04FC: store_stunt_data $PLAYER_CHAR two_wheels: $300 $304 wheelie: $307 $30B stoppie: $30E $312
00D6: if  0
0018:   $300 >  0  ;; integer values
004D: jump_if_false ££Label012F44
0014: $300 /=  1000  ;; integer values
008C: $301 = float_to_integer $304
008D: $305 = integer_to_float $301
0086: $2FB = $304  ;; floating-point values only
0061: $2FB -= $305  ;; floating-point values
0011: $2FB *=  100.0  ;; floating-point values
008C: $302 = float_to_integer $2FB
0084: $2D6 = $300  ;; integer values and handles
0058: $2D6 += $301  ;; integer values
0014: $2D6 /=  2  ;; integer values
0109: player $PLAYER_CHAR money += $2D6
00D6: if  0
0424:   metric
004D: jump_if_false ££Label012F1C
0302: text_4numbers "WHEEL01" $2D6 $301 $302 $300  3000 ms  1  ;; TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump ££Label012F44

:Label012F1C
0425: unknown_metric_stuff $306 = $304
008C: $303 = float_to_integer $306
02FF: text_3numbers "WHEEL02" $2D6 $303 $300 time  3000 ms  1  ;; TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:Label012F44
00D6: if  0
0018:   $307 >  0  ;; integer values
004D: jump_if_false ££Label013014
0014: $307 /=  1000  ;; integer values
008C: $308 = float_to_integer $30B
008D: $30C = integer_to_float $308
0086: $2FB = $30B  ;; floating-point values only
0061: $2FB -= $30C  ;; floating-point values
0011: $2FB *=  100.0  ;; floating-point values
008C: $309 = float_to_integer $2FB
0084: $2D6 = $307  ;; integer values and handles
0058: $2D6 += $308  ;; integer values
0010: $2D6 *=  2  ;; integer values
0014: $2D6 /=  5  ;; integer values
0014: $2D6 /=  2  ;; integer values
0109: player $PLAYER_CHAR money += $2D6
00D6: if  0
0424:   metric
004D: jump_if_false ££Label012FEC
0302: text_4numbers "WHEEL06" $2D6 $308 $309 $307  3000 ms  1  ;; WHEELIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump ££Label013014

:Label012FEC
0425: unknown_metric_stuff $30D = $30B
008C: $30A = float_to_integer $30D
02FF: text_3numbers "WHEEL07" $2D6 $30A $307 time  3000 ms  1  ;; WHEELIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:Label013014
00D6: if  0
0018:   $30E >  0  ;; integer values
004D: jump_if_false ££Label0130D6
0014: $30E /=  1000  ;; integer values
008C: $30F = float_to_integer $312
008D: $313 = integer_to_float $30F
0086: $2FB = $312  ;; floating-point values only
0061: $2FB -= $313  ;; floating-point values
0011: $2FB *=  100.0  ;; floating-point values
008C: $310 = float_to_integer $2FB
0084: $2D6 = $30E  ;; integer values and handles
0058: $2D6 += $30F  ;; integer values
0014: $2D6 /=  2  ;; integer values
0109: player $PLAYER_CHAR money += $2D6
00D6: if  0
0424:   metric
004D: jump_if_false ££Label0130AE
0302: text_4numbers "WHEEL11" $2D6 $30F $310 $30E  3000 ms  1  ;; STOPPIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump ££Label0130D6

:Label0130AE
0425: unknown_metric_stuff $314 = $312
008C: $311 = float_to_integer $314
02FF: text_3numbers "WHEEL12" $2D6 $311 $30E time  3000 ms  1  ;; STOPPIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:Label0130D6
00D6: if  0
01F3:   car $2D7 airborne
004D: jump_if_false ££Label01340A
0004: $2E3 =  0  ;; integer values
0005: $2FA =  0.0  ;; floating-point values
0004: $2DA =  0  ;; integer values
0004: $2E1 =  0  ;; integer values
0004: $2DD =  0  ;; integer values
0004: $2DC =  0  ;; integer values
0004: $2E2 =  0  ;; integer values
0004: $2DB =  0  ;; integer values
0004: $2D8 =  0  ;; integer values
0004: $2D9 =  0  ;; integer values
0005: $2ED = -100.0  ;; floating-point values
0005: $2EE =  0.0  ;; floating-point values
0005: $2EF =  0.0  ;; floating-point values
0005: $2F0 =  0.0  ;; floating-point values
0005: $2F1 =  0.0  ;; floating-point values
0005: $2F2 =  0.0  ;; floating-point values
0005: $2F3 =  0.0  ;; floating-point values
0005: $2F4 =  0.0  ;; floating-point values
0005: $2F5 =  0.0  ;; floating-point values
0005: $2F6 =  0.0  ;; floating-point values
0005: $2F7 =  0.0  ;; floating-point values
0005: $2F8 =  0.0  ;; floating-point values
0005: $2F9 =  0.0  ;; floating-point values
0004: $2E0 =  0  ;; integer values
0004: $2DF =  0  ;; integer values
0004: $2DE =  0  ;; integer values
0005: $2FB =  0.0  ;; floating-point values
0005: $2FD =  0.0  ;; floating-point values
0005: $2FF =  0.0  ;; floating-point values
0005: $2FE =  0.0  ;; floating-point values
0005: $2FC =  0.0  ;; floating-point values
0004: $2E5 =  0  ;; integer values
0004: $2E6 =  0  ;; integer values
0004: $2E7 =  0  ;; integer values
0004: $2E8 =  0  ;; integer values
0004: $2E9 =  0  ;; integer values
0004: $2EA =  0  ;; integer values

:Label013222
00D6: if  21
01F3:   car $2D7 airborne
001A:    10 > $2EA  ;; integer values
004D: jump_if_false ££Label013403
0008: $2EA +=  1  ;; integer values
00AA: store_car $2D7 position_to $2EE $2EF $2F0
0086: $2FC = $2FA  ;; floating-point values only
00D6: if  0
0038:   $2D8 ==  0  ;; integer values
004D: jump_if_false ££Label01328F
0174: $2FC = car $2D7 z_angle
0086: $2F1 = $2EE  ;; floating-point values only
0086: $2F2 = $2EF  ;; floating-point values only
0086: $2F3 = $2F0  ;; floating-point values only
0004: $2D8 =  1  ;; integer values

:Label01328F
0001: wait  0 ms
00D6: if  0
0119:   car $2D7 wrecked
004D: jump_if_false ££Label0132AA
0002: jump ££Label012DF6

:Label0132AA
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0132C1
0002: jump ££Label012DF6

:Label0132C1
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false ££Label0132D8
0002: jump ££Label012DF6

:Label0132D8
00D6: if  1
820D:   NOT   car $2D7 flipped
0038:   $2DC ==  0  ;; integer values
004D: jump_if_false ££Label0132F6
0004: $2DC =  1  ;; integer values

:Label0132F6
00D6: if  1
020D:   car $2D7 flipped
0038:   $2DC ==  1  ;; integer values
004D: jump_if_false ££Label01331B
0008: $2DD +=  1  ;; integer values
0004: $2DC =  0  ;; integer values

:Label01331B
0174: $2FA = car $2D7 z_angle
0086: $2FD = $2FA  ;; floating-point values only
0061: $2FD -= $2FC  ;; floating-point values
00D6: if  0
0020:   $2FD >  180.0  ;; floating-point values
004D: jump_if_false ££Label013369
0086: $2FE = $2FD  ;; floating-point values only
0005: $2FD =  360.0  ;; floating-point values
0061: $2FD -= $2FE  ;; floating-point values
0002: jump ££Label013398

:Label013369
00D6: if  0
0022:   -180.0 > $2FD  ;; floating-point values
004D: jump_if_false ££Label013398
0086: $2FE = $2FD  ;; floating-point values only
0005: $2FD =  360.0  ;; floating-point values
0059: $2FD += $2FE  ;; floating-point values

:Label013398
00D6: if  0
0022:    0.0 > $2FD  ;; floating-point values
004D: jump_if_false ££Label0133C7
0086: $2FE = $2FD  ;; floating-point values only
0005: $2FD =  0.0  ;; floating-point values
0061: $2FD -= $2FE  ;; floating-point values

:Label0133C7
0059: $2FF += $2FD  ;; floating-point values
008C: $2E3 = float_to_integer $2FF
00D6: if  0
0024:   $2F0 > $2ED  ;; floating-point values only
004D: jump_if_false ££Label0133F2
0086: $2ED = $2F0  ;; floating-point values only

:Label0133F2
0005: $2F0 =  0.0  ;; floating-point values
0002: jump ££Label013222

:Label013403
0002: jump ££Label013411

:Label01340A
0002: jump ££Label012DF6

:Label013411
0002: jump ££Label01341F

:Label013418
0002: jump ££Label012DF6

:Label01341F
00D6: if  0
0038:   $2D8 ==  1  ;; integer values
004D: jump_if_false ££Label01350E
00AA: store_car $2D7 position_to $2F4 $2F5 $2FB
0004: $2E1 =  0  ;; integer values
0086: $2F6 = $2F1  ;; floating-point values only
0061: $2F6 -= $2F4  ;; floating-point values
0086: $2F7 = $2F2  ;; floating-point values only
0061: $2F7 -= $2F5  ;; floating-point values
0069: $2F6 *= $2F6  ;; floating-point values
0069: $2F7 *= $2F7  ;; floating-point values
0086: $2F8 = $2F6  ;; floating-point values only
0059: $2F8 += $2F7  ;; floating-point values
01FB: $2F9 = square_root $2F8
030E: save_jump_distance $2F9
008C: $2E0 = float_to_integer $2F9
0061: $2ED -= $2F3  ;; floating-point values
030F: save_jump_height $2ED
008C: $2D9 = float_to_integer $2ED
008D: $2FB = integer_to_float $2E0
0061: $2F9 -= $2FB  ;; floating-point values
0086: $2FB = $2F9  ;; floating-point values only
0011: $2FB *=  100.0  ;; floating-point values
008C: $2DF = float_to_integer $2FB
008D: $2FB = integer_to_float $2D9
0061: $2ED -= $2FB  ;; floating-point values
0086: $2FB = $2ED  ;; floating-point values only
0011: $2FB *=  100.0  ;; floating-point values
008C: $2DE = float_to_integer $2FB
0310: save_jump_flips $2DD
0311: save_jump_rotation $2E3

:Label01350E
00D6: if  0
0020:   $2ED >  4.0  ;; floating-point values
004D: jump_if_false ££Label01352A
0008: $2DB +=  1  ;; integer values

:Label01352A
00D6: if  0
0018:   $2E0 >  40  ;; integer values
004D: jump_if_false ££Label013543
0008: $2DB +=  1  ;; integer values

:Label013543
00D6: if  0
0018:   $2DD >  1  ;; integer values
004D: jump_if_false ££Label01355C
0008: $2DB +=  1  ;; integer values

:Label01355C
00D6: if  0
0018:   $2E3 >  360  ;; integer values
004D: jump_if_false ££Label013576
0008: $2DB +=  1  ;; integer values

:Label013576
00D6: if  0
0018:   $2E2 >  60  ;; integer values
004D: jump_if_false ££Label01358F
0004: $2DA =  1  ;; integer values

:Label01358F
00D6: if  0
0018:   $2DB >  0  ;; integer values
004D: jump_if_false ££Label01378C
0084: $2EB = $2DD  ;; integer values and handles
0010: $2EB *=  180  ;; integer values
0058: $2EB += $2E3  ;; integer values
0084: $2EC = $2E0  ;; integer values and handles
0010: $2EC *=  6  ;; integer values
0058: $2EB += $2EC  ;; integer values
0084: $2EC = $2D9  ;; integer values and handles
0010: $2EC *=  45  ;; integer values
0058: $2EB += $2EC  ;; integer values
00D6: if  0
0038:   $2DA ==  1  ;; integer values
004D: jump_if_false ££Label013600
0010: $2EB *=  2  ;; integer values

:Label013600
0068: $2EB *= $2DB  ;; integer values
0014: $2EB /=  3  ;; integer values
0014: $2EB /=  5  ;; integer values
0109: player $PLAYER_CHAR money += $2EB
00D6: if  0
0038:   $2DB ==  1  ;; integer values
004D: jump_if_false ££Label013646
01E4: text_1number_lowpriority "HJ_IS" $2EB  2000 ms  1  ;; INSANE STUNT BONUS: $~1~
0312: save_jump_type  1

:Label013646
00D6: if  0
0038:   $2DB ==  2  ;; integer values
004D: jump_if_false ££Label01366E
01E4: text_1number_lowpriority "HJ_DIS" $2EB  2000 ms  1  ;; DOUBLE INSANE STUNT BONUS: $~1~
0312: save_jump_type  3

:Label01366E
00D6: if  0
0038:   $2DB ==  3  ;; integer values
004D: jump_if_false ££Label013696
01E4: text_1number_lowpriority "HJ_TIS" $2EB  2000 ms  1  ;; TRIPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type  5

:Label013696
00D6: if  0
0038:   $2DB ==  4  ;; integer values
004D: jump_if_false ££Label0136BE
01E4: text_1number_lowpriority "HJ_QIS" $2EB  2000 ms  1  ;; QUADRUPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type  7

:Label0136BE
00D6: if  0
0424:   metric
004D: jump_if_false ££Label01372D
00D6: if  0
0038:   $2DA ==  1  ;; integer values
004D: jump_if_false ££Label013705
0308: text_6numbers "HJSTATW" $2E0 $2DF $2D9 $2DE $2DD $2E3  5000 ms  5  ;; Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ And what a great landing!
0002: jump ££Label013726

:Label013705
0308: text_6numbers "HJSTAT" $2E0 $2DF $2D9 $2DE $2DD $2E3  5000 ms  5  ;; Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_

:Label013726
0002: jump ££Label01378C

:Label01372D
042D: $2E0 = metric_to_imperial $2E0
042D: $2D9 = metric_to_imperial $2D9
00D6: if  0
0038:   $2DA ==  1  ;; integer values
004D: jump_if_false ££Label013771
0302: text_4numbers "HJSTAWF" $2E0 $2D9 $2DD $2E3  5000 ms  5  ;; Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ And what a great landing!
0002: jump ££Label01378C

:Label013771
0302: text_4numbers "HJSTATF" $2E0 $2D9 $2DD $2E3  5000 ms  5  ;; Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_

:Label01378C
0002: jump ££Label012DF6
004E: end_thread

:Label013795
0004: $31B =  0  ;; integer values
0004: $31C =  0  ;; integer values
0004: $31D =  0  ;; integer values
0004: $31E =  0  ;; integer values
0004: $31F =  0  ;; integer values
0004: $320 =  0  ;; integer values
0004: $321 =  0  ;; integer values
0004: $322 =  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: $32A =  0  ;; integer values
0004: $32B =  0  ;; integer values
0004: $32C =  0  ;; integer values
0004: $32D =  0  ;; integer values
0004: $32E =  0  ;; integer values
0004: $32F =  0  ;; integer values
0004: $330 =  0  ;; integer values
0004: $331 =  0  ;; integer values
0004: $332 =  0  ;; integer values
0004: $333 =  0  ;; integer values
0004: $334 =  0  ;; integer values
0004: $335 =  0  ;; integer values
0004: $336 =  0  ;; integer values
0004: $337 =  0  ;; integer values
0004: $338 =  0  ;; integer values
0004: $339 =  0  ;; integer values
0004: $33A =  0  ;; integer values
0004: $33B =  0  ;; integer values
0004: $33C =  0  ;; integer values
0004: $33D =  0  ;; integer values
0004: $33E =  0  ;; integer values
0004: $316 =  100  ;; integer values
0004: $318 =  0  ;; integer values
0004: $317 =  0  ;; integer values
0004: $31A =  0  ;; integer values
0111: set_wasted_busted_check_to  0 (disabled)
0314: set_total_unique_jumps_to  36
03A4: name_thread "USJ"

:Label0138BF
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0138DA
0002: jump ££Label0138BF

:Label0138DA
00D6: if  0
0038:   $163 ==  1  ;; integer values
004D: jump_if_false ££Label0138F3
0002: jump ££Label0138BF

:Label0138F3
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false ££Label01390A
0002: jump ££Label0138BF

:Label01390A
00D6: if  0
04A8: $PLAYER_CHAR
004D: jump_if_false ££Label013921
0002: jump ££Label0138BF

:Label013921
00D6: if  0
04C9: $PLAYER_CHAR
004D: jump_if_false ££Label013938
0002: jump ££Label0138BF

:Label013938
03C1: $315 = player $PLAYER_CHAR car
02E3: $33F = car $315 speed
00D6: if  0
0022:    25.0 > $33F  ;; floating-point values
004D: jump_if_false ££Label013964
0002: jump ££Label0138BF

:Label013964
00D6: if  0
81F3:   NOT   car $315 airborne
004D: jump_if_false ££Label01397B
0002: jump ££Label0138BF

:Label01397B
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false ££Label013D63
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -1487.781 -1044.546  18.707 radius  3.5  3.0  3.0
004D: jump_if_false ££Label013A0D
0004: $318 =  1  ;; integer values
0005: $340 = -1521.964  ;; floating-point values
0005: $341 = -1039.85  ;; floating-point values
0005: $342 =  24.1338  ;; floating-point values
0005: $343 = -1510.208  ;; floating-point values
0005: $344 = -1042.849  ;; floating-point values
0005: $345 =  32.151  ;; floating-point values
0002: jump ££Label014C8E

:Label013A0D
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -1352.695 -755.212  28.673 radius  2.0  4.0  4.0
004D: jump_if_false ££Label013A87
0004: $318 =  2  ;; integer values
0005: $340 = -1360.824  ;; floating-point values
0005: $341 = -781.5606  ;; floating-point values
0005: $342 =  37.2329  ;; floating-point values
0005: $343 = -1353.033  ;; floating-point values
0005: $344 = -806.455  ;; floating-point values
0005: $345 =  39.2439  ;; floating-point values
0002: jump ££Label014C8E

:Label013A87
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -1216.49 -911.833  19.0 radius  2.5  2.5  3.0
004D: jump_if_false ££Label013B01
0004: $318 =  3  ;; integer values
0005: $340 = -1200.244  ;; floating-point values
0005: $341 = -894.1972  ;; floating-point values
0005: $342 =  26.7296  ;; floating-point values
0005: $343 = -1170.48  ;; floating-point values
0005: $344 = -892.3815  ;; floating-point values
0005: $345 =  34.0162  ;; floating-point values
0002: jump ££Label014C8E

:Label013B01
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -1252.139 -1054.685  22.016 radius  4.0  4.0  3.0
004D: jump_if_false ££Label013B7B
0004: $318 =  4  ;; integer values
0005: $340 = -1194.279  ;; floating-point values
0005: $341 = -1027.862  ;; floating-point values
0005: $342 =  22.979  ;; floating-point values
0005: $343 = -1201.502  ;; floating-point values
0005: $344 = -1013.937  ;; floating-point values
0005: $345 =  23.4673  ;; floating-point values
0002: jump ££Label014C8E

:Label013B7B
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -1551.685 -1075.674  19.121 radius  3.5  2.5  2.5
004D: jump_if_false ££Label013BF5
0004: $318 =  5  ;; integer values
0005: $340 = -1520.165  ;; floating-point values
0005: $341 = -1073.36  ;; floating-point values
0005: $342 =  24.1604  ;; floating-point values
0005: $343 = -1511.204  ;; floating-point values
0005: $344 = -1065.214  ;; floating-point values
0005: $345 =  32.3439  ;; floating-point values
0002: jump ££Label014C8E

:Label013BF5
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -1595.712 -1272.881  19.068 radius  3.0  3.0  2.5
004D: jump_if_false ££Label013C6F
0004: $318 =  6  ;; integer values
0005: $340 = -1564.454  ;; floating-point values
0005: $341 = -1271.588  ;; floating-point values
0005: $342 =  21.5915  ;; floating-point values
0005: $343 = -1548.072  ;; floating-point values
0005: $344 = -1255.53  ;; floating-point values
0005: $345 =  23.9858  ;; floating-point values
0002: jump ££Label014C8E

:Label013C6F
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -1553.337 -1230.952  17.194 radius  3.0  3.0  2.5
004D: jump_if_false ££Label013CE9
0004: $318 =  7  ;; integer values
0005: $340 = -1590.58  ;; floating-point values
0005: $341 = -1247.373  ;; floating-point values
0005: $342 =  26.3087  ;; floating-point values
0005: $343 = -1598.12  ;; floating-point values
0005: $344 = -1252.426  ;; floating-point values
0005: $345 =  23.7824  ;; floating-point values
0002: jump ££Label014C8E

:Label013CE9
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -1340.022 -998.257  19.115 radius  3.0  3.0  3.0
004D: jump_if_false ££Label013D63
0004: $318 =  8  ;; integer values
0005: $340 = -1355.275  ;; floating-point values
0005: $341 = -997.9999  ;; floating-point values
0005: $342 =  24.0731  ;; floating-point values
0005: $343 = -1363.207  ;; floating-point values
0005: $344 = -996.5805  ;; floating-point values
0005: $345 =  32.2555  ;; floating-point values
0002: jump ££Label014C8E

:Label013D63
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false ££Label013DF5
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  24.721  897.801  25.103 radius  3.0  3.5  2.5
004D: jump_if_false ££Label013DF5
0004: $318 =  9  ;; integer values
0005: $340 =  .1404  ;; floating-point values
0005: $341 =  878.4036  ;; floating-point values
0005: $342 =  20.2009  ;; floating-point values
0005: $343 = -15.8172  ;; floating-point values
0005: $344 =  907.157  ;; floating-point values
0005: $345 =  28.9023  ;; floating-point values
0002: jump ££Label014C8E

:Label013DF5
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false ££Label013F01
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -321.028 -1379.498  10.929 radius  4.0  4.0  3.0
004D: jump_if_false ££Label013E87
0004: $318 =  25  ;; integer values
0005: $340 = -311.0497  ;; floating-point values
0005: $341 = -1399.506  ;; floating-point values
0005: $342 =  9.6779  ;; floating-point values
0005: $343 = -320.9215  ;; floating-point values
0005: $344 = -1430.599  ;; floating-point values
0005: $345 =  16.8534  ;; floating-point values
0002: jump ££Label014C8E

:Label013E87
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -321.028 -1276.589  10.929 radius  4.0  4.0  3.0
004D: jump_if_false ££Label013F01
0004: $318 =  26  ;; integer values
0005: $340 = -314.5936  ;; floating-point values
0005: $341 = -1300.281  ;; floating-point values
0005: $342 =  9.4204  ;; floating-point values
0005: $343 = -320.6415  ;; floating-point values
0005: $344 = -1310.957  ;; floating-point values
0005: $345 =  17.6351  ;; floating-point values
0002: jump ££Label014C8E

:Label013F01
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false ££Label014101
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -674.345  1162.422  29.916 radius  2.5  4.0  2.5
004D: jump_if_false ££Label013F93
0004: $318 =  11  ;; integer values
0005: $340 = -690.7014  ;; floating-point values
0005: $341 =  1199.213  ;; floating-point values
0005: $342 =  25.0565  ;; floating-point values
0005: $343 = -673.2637  ;; floating-point values
0005: $344 =  1209.819  ;; floating-point values
0005: $345 =  32.8857  ;; floating-point values
0002: jump ££Label014C8E

:Label013F93
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -529.84  830.062  98.717 radius  7.0  3.0  3.0
004D: jump_if_false ££Label01400D
0004: $318 =  12  ;; integer values
0005: $340 = -543.2  ;; floating-point values
0005: $341 =  843.4  ;; floating-point values
0005: $342 =  99.2  ;; floating-point values
0005: $343 = -529.3288  ;; floating-point values
0005: $344 =  888.8258  ;; floating-point values
0005: $345 =  77.5537  ;; floating-point values
0002: jump ££Label014C8E

:Label01400D
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -839.022  1153.526  31.94 radius  3.7  2.5  2.5
004D: jump_if_false ££Label014087
0004: $318 =  13  ;; integer values
0005: $340 = -853.7  ;; floating-point values
0005: $341 =  1172.3  ;; floating-point values
0005: $342 =  24.4  ;; floating-point values
0005: $343 = -837.848  ;; floating-point values
0005: $344 =  1200.585  ;; floating-point values
0005: $345 =  25.7884  ;; floating-point values
0002: jump ££Label014C8E

:Label014087
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -312.447  1109.196  47.741 radius  5.0  3.0  2.5
004D: jump_if_false ££Label014101
0004: $318 =  14  ;; integer values
0005: $340 = -292.5  ;; floating-point values
0005: $341 =  1102.7  ;; floating-point values
0005: $342 =  40.0  ;; floating-point values
0005: $343 = -335.0812  ;; floating-point values
0005: $344 =  1055.352  ;; floating-point values
0005: $345 =  47.3995  ;; floating-point values
0002: jump ££Label014C8E

:Label014101
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false ££Label014287
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -1011.583 -30.098  15.181 radius  2.5  2.5  2.5
004D: jump_if_false ££Label014193
0004: $318 =  15  ;; integer values
0005: $340 = -1004.154  ;; floating-point values
0005: $341 = -62.9943  ;; floating-point values
0005: $342 =  15.957  ;; floating-point values
0005: $343 = -1001.711  ;; floating-point values
0005: $344 = -83.5744  ;; floating-point values
0005: $345 =  22.2569  ;; floating-point values
0002: jump ££Label014C8E

:Label014193
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -942.702 -114.506  15.181 radius  2.5  2.5  2.5
004D: jump_if_false ££Label01420D
0004: $318 =  16  ;; integer values
0005: $340 = -930.7841  ;; floating-point values
0005: $341 = -125.4432  ;; floating-point values
0005: $342 =  12.2188  ;; floating-point values
0005: $343 = -881.2348  ;; floating-point values
0005: $344 = -107.6016  ;; floating-point values
0005: $345 =  20.23  ;; floating-point values
0002: jump ££Label014C8E

:Label01420D
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -900.789  260.804  15.915 radius  2.5  2.5  2.5
004D: jump_if_false ££Label014287
0004: $318 =  17  ;; integer values
0005: $340 = -906.6896  ;; floating-point values
0005: $341 =  238.6932  ;; floating-point values
0005: $342 =  16.5044  ;; floating-point values
0005: $343 = -896.8717  ;; floating-point values
0005: $344 =  235.2098  ;; floating-point values
0005: $345 =  23.9347  ;; floating-point values
0002: jump ££Label014C8E

:Label014287
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false ££Label014319
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -1041.895 -569.323  21.855 radius  5.0  2.5  2.5
004D: jump_if_false ££Label014319
0004: $318 =  18  ;; integer values
0005: $340 = -1055.616  ;; floating-point values
0005: $341 = -588.8613  ;; floating-point values
0005: $342 =  18.1929  ;; floating-point values
0005: $343 = -1038.943  ;; floating-point values
0005: $344 = -599.2438  ;; floating-point values
0005: $345 =  26.4899  ;; floating-point values
0002: jump ££Label014C8E

:Label014319
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false ££Label01477B
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  208.993 -963.672  19.967 radius  2.5  2.5  2.5
004D: jump_if_false ££Label0143AB
0004: $318 =  19  ;; integer values
0005: $340 =  233.5752  ;; floating-point values
0005: $341 = -960.8961  ;; floating-point values
0005: $342 =  21.5283  ;; floating-point values
0005: $343 =  242.0566  ;; floating-point values
0005: $344 = -963.7044  ;; floating-point values
0005: $345 =  30.6993  ;; floating-point values
0002: jump ££Label014C8E

:Label0143AB
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  46.115 -964.415  25.883 radius  2.5  3.5  2.5
004D: jump_if_false ££Label014425
0004: $318 =  20  ;; integer values
0005: $340 =  63.3356  ;; floating-point values
0005: $341 = -967.6796  ;; floating-point values
0005: $342 =  26.3317  ;; floating-point values
0005: $343 =  104.9159  ;; floating-point values
0005: $344 = -964.5817  ;; floating-point values
0005: $345 =  18.515  ;; floating-point values
0002: jump ££Label014C8E

:Label014425
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  110.481 -1230.6  35.67 radius  4.0  4.0  2.5
004D: jump_if_false ££Label01449F
0004: $318 =  22  ;; integer values
0005: $340 =  84.5247  ;; floating-point values
0005: $341 = -1258.389  ;; floating-point values
0005: $342 =  31.4335  ;; floating-point values
0005: $343 =  106.3865  ;; floating-point values
0005: $344 = -1279.522  ;; floating-point values
0005: $345 =  40.51  ;; floating-point values
0002: jump ££Label014C8E

:Label01449F
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  7.435 -1245.895  17.752 radius  3.0  3.0  3.5
004D: jump_if_false ££Label014519
0004: $318 =  23  ;; integer values
0005: $340 =  4.1501  ;; floating-point values
0005: $341 = -1274.46  ;; floating-point values
0005: $342 =  19.7525  ;; floating-point values
0005: $343 =  11.7328  ;; floating-point values
0005: $344 = -1306.691  ;; floating-point values
0005: $345 =  25.3238  ;; floating-point values
0002: jump ££Label014C8E

:Label014519
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  9.103 -1326.505  20.361 radius  3.0  3.0  2.5
004D: jump_if_false ££Label014593
0004: $318 =  24  ;; integer values
0005: $340 = -6.4837  ;; floating-point values
0005: $341 = -1355.176  ;; floating-point values
0005: $342 =  20.045  ;; floating-point values
0005: $343 =  11.7328  ;; floating-point values
0005: $344 = -1371.335  ;; floating-point values
0005: $345 =  19.3237  ;; floating-point values
0002: jump ££Label014C8E

:Label014593
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -321.028 -1379.498  10.929 radius  4.0  4.0  3.0
004D: jump_if_false ££Label01460D
0004: $318 =  25  ;; integer values
0005: $340 = -311.0497  ;; floating-point values
0005: $341 = -1399.506  ;; floating-point values
0005: $342 =  9.6779  ;; floating-point values
0005: $343 = -320.9215  ;; floating-point values
0005: $344 = -1430.599  ;; floating-point values
0005: $345 =  16.8534  ;; floating-point values
0002: jump ££Label014C8E

:Label01460D
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -321.028 -1276.589  10.929 radius  4.0  4.0  3.0
004D: jump_if_false ££Label014687
0004: $318 =  26  ;; integer values
0005: $340 = -314.5936  ;; floating-point values
0005: $341 = -1300.281  ;; floating-point values
0005: $342 =  9.4204  ;; floating-point values
0005: $343 = -320.6415  ;; floating-point values
0005: $344 = -1310.957  ;; floating-point values
0005: $345 =  17.6351  ;; floating-point values
0002: jump ££Label014C8E

:Label014687
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  218.05 -1152.0  12.84 radius  2.5  2.0  2.5
004D: jump_if_false ££Label014701
0004: $318 =  27  ;; integer values
0005: $340 =  228.2427  ;; floating-point values
0005: $341 = -1140.774  ;; floating-point values
0005: $342 =  14.4116  ;; floating-point values
0005: $343 =  225.9232  ;; floating-point values
0005: $344 = -1101.189  ;; floating-point values
0005: $345 =  20.9205  ;; floating-point values
0002: jump ££Label014C8E

:Label014701
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  259.056 -945.833  12.84 radius  2.5  2.0  2.0
004D: jump_if_false ££Label01477B
0004: $318 =  28  ;; integer values
0005: $340 =  259.0203  ;; floating-point values
0005: $341 = -963.3474  ;; floating-point values
0005: $342 =  10.0962  ;; floating-point values
0005: $343 =  246.7973  ;; floating-point values
0005: $344 = -1007.525  ;; floating-point values
0005: $345 =  22.6569  ;; floating-point values
0002: jump ££Label014C8E

:Label01477B
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false ££Label014A6F
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  284.4732 -494.1143  16.0 radius  3.0  3.0  3.0
004D: jump_if_false ££Label01480D
0004: $318 =  30  ;; integer values
0005: $340 =  268.9545  ;; floating-point values
0005: $341 = -469.6216  ;; floating-point values
0005: $342 =  15.2438  ;; floating-point values
0005: $343 =  252.5868  ;; floating-point values
0005: $344 = -477.8011  ;; floating-point values
0005: $345 =  20.6179  ;; floating-point values
0002: jump ££Label014C8E

:Label01480D
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  370.79 -709.863  19.895 radius  3.0  3.0  3.0
004D: jump_if_false ££Label014887
0004: $318 =  31  ;; integer values
0005: $340 =  361.3011  ;; floating-point values
0005: $341 = -735.6794  ;; floating-point values
0005: $342 =  23.4501  ;; floating-point values
0005: $343 =  344.1249  ;; floating-point values
0005: $344 = -748.2875  ;; floating-point values
0005: $345 =  31.9164  ;; floating-point values
0002: jump ££Label014C8E

:Label014887
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  461.589 -522.23  18.931 radius  3.0  3.0  3.0
004D: jump_if_false ££Label014901
0004: $318 =  32  ;; integer values
0005: $340 =  426.6392  ;; floating-point values
0005: $341 = -524.0469  ;; floating-point values
0005: $342 =  12.3656  ;; floating-point values
0005: $343 =  403.8112  ;; floating-point values
0005: $344 = -510.4724  ;; floating-point values
0005: $345 =  18.9753  ;; floating-point values
0002: jump ££Label014C8E

:Label014901
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  454.105 -504.736  18.931 radius  3.0  3.0  3.0
004D: jump_if_false ££Label01497B
0004: $318 =  33  ;; integer values
0005: $340 =  456.6417  ;; floating-point values
0005: $341 = -532.0921  ;; floating-point values
0005: $342 =  19.3283  ;; floating-point values
0005: $343 =  436.7198  ;; floating-point values
0005: $344 = -555.8276  ;; floating-point values
0005: $345 =  28.7096  ;; floating-point values
0002: jump ££Label014C8E

:Label01497B
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  460.91 -383.362  14.222 radius  3.0  3.0  3.0
004D: jump_if_false ££Label0149F5
0004: $318 =  34  ;; integer values
0005: $340 =  462.6722  ;; floating-point values
0005: $341 = -399.8143  ;; floating-point values
0005: $342 =  17.5715  ;; floating-point values
0005: $343 =  457.8847  ;; floating-point values
0005: $344 = -413.2519  ;; floating-point values
0005: $345 =  26.4187  ;; floating-point values
0002: jump ££Label014C8E

:Label0149F5
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  259.041 -480.608  14.688 radius  4.0  5.0  4.0
004D: jump_if_false ££Label014A6F
0004: $318 =  35  ;; integer values
0005: $340 =  282.5344  ;; floating-point values
0005: $341 = -479.8412  ;; floating-point values
0005: $342 =  10.4141  ;; floating-point values
0005: $343 =  290.986  ;; floating-point values
0005: $344 = -497.1007  ;; floating-point values
0005: $345 =  19.0179  ;; floating-point values
0002: jump ££Label014C8E

:Label014A6F
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false ££Label014BF5
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  317.2051 -223.2012  42.3731 radius  2.6  3.6  2.6
004D: jump_if_false ££Label014B01
0004: $318 =  10  ;; integer values
0005: $340 =  301.9448  ;; floating-point values
0005: $341 = -215.9068  ;; floating-point values
0005: $342 =  34.4501  ;; floating-point values
0005: $343 =  309.8567  ;; floating-point values
0005: $344 = -170.8791  ;; floating-point values
0005: $345 =  20.3312  ;; floating-point values
0002: jump ££Label014C8E

:Label014B01
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  444.5 -118.4  16.0 radius  3.0  3.0  3.0
004D: jump_if_false ££Label014B7B
0004: $318 =  29  ;; integer values
0005: $340 =  416.4033  ;; floating-point values
0005: $341 = -125.6725  ;; floating-point values
0005: $342 =  13.7649  ;; floating-point values
0005: $343 =  394.259  ;; floating-point values
0005: $344 = -116.6847  ;; floating-point values
0005: $345 =  19.7462  ;; floating-point values
0002: jump ££Label014C8E

:Label014B7B
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  435.8542 -334.3212  15.8977 radius  3.0  3.0  3.0
004D: jump_if_false ££Label014BF5
0004: $318 =  21  ;; integer values
0005: $340 =  420.6179  ;; floating-point values
0005: $341 = -367.5033  ;; floating-point values
0005: $342 =  14.1343  ;; floating-point values
0005: $343 =  427.7329  ;; floating-point values
0005: $344 = -381.8485  ;; floating-point values
0005: $345 =  18.9116  ;; floating-point values
0002: jump ££Label014C8E

:Label014BF5
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false ££Label014C87
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -346.818 -290.741  12.926 radius  3.0  3.0  3.0
004D: jump_if_false ££Label014C87
0004: $318 =  36  ;; integer values
0005: $340 = -317.0066  ;; floating-point values
0005: $341 = -298.789  ;; floating-point values
0005: $342 =  15.3976  ;; floating-point values
0005: $343 = -306.2269  ;; floating-point values
0005: $344 = -290.804  ;; floating-point values
0005: $345 =  22.1777  ;; floating-point values
0002: jump ££Label014C8E

:Label014C87
0002: jump ££Label0138BF

:Label014C8E
0004: $319 =  0  ;; integer values
0004: $31A =  0  ;; integer values
015D: set_gamespeed  .3
015F: set_camera_position $340 $341 $342  0.0  0.0  0.0
0158: camera_on_vehicle $315  15  2

:Label014CC6
00D6: if  21
01F3:   car $315 airborne
001A:    10 > $319  ;; integer values
004D: jump_if_false ££Label014DB6
0008: $319 +=  1  ;; integer values
0001: wait  0 ms
00D6: if  0
0119:   car $315 wrecked
004D: jump_if_false ££Label014D09
0005: $349 =  0.0  ;; floating-point values
0002: jump ££Label014DB6

:Label014D09
00D6: if  0
02BF:   car $315 sunk
004D: jump_if_false ££Label014D2A
0005: $349 =  0.0  ;; floating-point values
0002: jump ££Label014DB6

:Label014D2A
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label014D4B
0005: $349 =  0.0  ;; floating-point values
0002: jump ££Label014DB6

:Label014D4B
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false ££Label014D6C
0005: $349 =  0.0  ;; floating-point values
0002: jump ££Label014DB6

:Label014D6C
00D6: if  0
0038:   $31A ==  0  ;; integer values
004D: jump_if_false ££Label014DAF
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $343 $344 $345 radius  10.0  10.0  10.0
004D: jump_if_false ££Label014DAF
0004: $31A =  1  ;; integer values

:Label014DAF
0002: jump ££Label014CC6

:Label014DB6
0001: wait  300 ms
015D: set_gamespeed  1.0
02EB: restore_camera_with_jumpcut
00D6: if  0
0038:   $31A ==  1  ;; integer values
004D: jump_if_false ££Label0154DE
00D6: if  1
0038:   $318 ==  1  ;; integer values
0038:   $31B ==  0  ;; integer values
004D: jump_if_false ££Label014E08
0004: $31B =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label014E08
00D6: if  1
0038:   $318 ==  2  ;; integer values
0038:   $31C ==  0  ;; integer values
004D: jump_if_false ££Label014E3A
0004: $31C =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label014E3A
00D6: if  1
0038:   $318 ==  3  ;; integer values
0038:   $31D ==  0  ;; integer values
004D: jump_if_false ££Label014E6C
0004: $31D =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label014E6C
00D6: if  1
0038:   $318 ==  4  ;; integer values
0038:   $31E ==  0  ;; integer values
004D: jump_if_false ££Label014E9E
0004: $31E =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label014E9E
00D6: if  1
0038:   $318 ==  5  ;; integer values
0038:   $31F ==  0  ;; integer values
004D: jump_if_false ££Label014ED0
0004: $31F =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label014ED0
00D6: if  1
0038:   $318 ==  6  ;; integer values
0038:   $320 ==  0  ;; integer values
004D: jump_if_false ££Label014F02
0004: $320 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label014F02
00D6: if  1
0038:   $318 ==  7  ;; integer values
0038:   $321 ==  0  ;; integer values
004D: jump_if_false ££Label014F34
0004: $321 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label014F34
00D6: if  1
0038:   $318 ==  8  ;; integer values
0038:   $322 ==  0  ;; integer values
004D: jump_if_false ££Label014F66
0004: $322 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label014F66
00D6: if  1
0038:   $318 ==  9  ;; integer values
0038:   $323 ==  0  ;; integer values
004D: jump_if_false ££Label014F98
0004: $323 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label014F98
00D6: if  1
0038:   $318 ==  10  ;; integer values
0038:   $324 ==  0  ;; integer values
004D: jump_if_false ££Label014FCA
0004: $324 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label014FCA
00D6: if  1
0038:   $318 ==  11  ;; integer values
0038:   $325 ==  0  ;; integer values
004D: jump_if_false ££Label014FFC
0004: $325 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label014FFC
00D6: if  1
0038:   $318 ==  12  ;; integer values
0038:   $326 ==  0  ;; integer values
004D: jump_if_false ££Label01502E
0004: $326 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label01502E
00D6: if  1
0038:   $318 ==  13  ;; integer values
0038:   $327 ==  0  ;; integer values
004D: jump_if_false ££Label015060
0004: $327 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label015060
00D6: if  1
0038:   $318 ==  14  ;; integer values
0038:   $328 ==  0  ;; integer values
004D: jump_if_false ££Label015092
0004: $328 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label015092
00D6: if  1
0038:   $318 ==  15  ;; integer values
0038:   $329 ==  0  ;; integer values
004D: jump_if_false ££Label0150C4
0004: $329 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label0150C4
00D6: if  1
0038:   $318 ==  16  ;; integer values
0038:   $32A ==  0  ;; integer values
004D: jump_if_false ££Label0150F6
0004: $32A =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label0150F6
00D6: if  1
0038:   $318 ==  17  ;; integer values
0038:   $32B ==  0  ;; integer values
004D: jump_if_false ££Label015128
0004: $32B =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label015128
00D6: if  1
0038:   $318 ==  18  ;; integer values
0038:   $32C ==  0  ;; integer values
004D: jump_if_false ££Label01515A
0004: $32C =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label01515A
00D6: if  1
0038:   $318 ==  19  ;; integer values
0038:   $32D ==  0  ;; integer values
004D: jump_if_false ££Label01518C
0004: $32D =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label01518C
00D6: if  1
0038:   $318 ==  20  ;; integer values
0038:   $32E ==  0  ;; integer values
004D: jump_if_false ££Label0151BE
0004: $32E =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label0151BE
00D6: if  1
0038:   $318 ==  21  ;; integer values
0038:   $32F ==  0  ;; integer values
004D: jump_if_false ££Label0151F0
0004: $32F =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label0151F0
00D6: if  1
0038:   $318 ==  22  ;; integer values
0038:   $330 ==  0  ;; integer values
004D: jump_if_false ££Label015222
0004: $330 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label015222
00D6: if  1
0038:   $318 ==  23  ;; integer values
0038:   $331 ==  0  ;; integer values
004D: jump_if_false ££Label015254
0004: $331 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label015254
00D6: if  1
0038:   $318 ==  24  ;; integer values
0038:   $332 ==  0  ;; integer values
004D: jump_if_false ££Label015286
0004: $332 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label015286
00D6: if  1
0038:   $318 ==  25  ;; integer values
0038:   $333 ==  0  ;; integer values
004D: jump_if_false ££Label0152B8
0004: $333 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label0152B8
00D6: if  1
0038:   $318 ==  26  ;; integer values
0038:   $334 ==  0  ;; integer values
004D: jump_if_false ££Label0152EA
0004: $334 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label0152EA
00D6: if  1
0038:   $318 ==  27  ;; integer values
0038:   $335 ==  0  ;; integer values
004D: jump_if_false ££Label01531C
0004: $335 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label01531C
00D6: if  1
0038:   $318 ==  28  ;; integer values
0038:   $336 ==  0  ;; integer values
004D: jump_if_false ££Label01534E
0004: $336 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label01534E
00D6: if  1
0038:   $318 ==  29  ;; integer values
0038:   $337 ==  0  ;; integer values
004D: jump_if_false ££Label015380
0004: $337 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label015380
00D6: if  1
0038:   $318 ==  30  ;; integer values
0038:   $338 ==  0  ;; integer values
004D: jump_if_false ££Label0153B2
0004: $338 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label0153B2
00D6: if  1
0038:   $318 ==  31  ;; integer values
0038:   $339 ==  0  ;; integer values
004D: jump_if_false ££Label0153E4
0004: $339 =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label0153E4
00D6: if  1
0038:   $318 ==  32  ;; integer values
0038:   $33A ==  0  ;; integer values
004D: jump_if_false ££Label015416
0004: $33A =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label015416
00D6: if  1
0038:   $318 ==  33  ;; integer values
0038:   $33B ==  0  ;; integer values
004D: jump_if_false ££Label015448
0004: $33B =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label015448
00D6: if  1
0038:   $318 ==  34  ;; integer values
0038:   $33C ==  0  ;; integer values
004D: jump_if_false ££Label01547A
0004: $33C =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label01547A
00D6: if  1
0038:   $318 ==  35  ;; integer values
0038:   $33D ==  0  ;; integer values
004D: jump_if_false ££Label0154AC
0004: $33D =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label0154AC
00D6: if  1
0038:   $318 ==  36  ;; integer values
0038:   $33E ==  0  ;; integer values
004D: jump_if_false ££Label0154DE
0004: $33E =  1  ;; integer values
0008: $317 +=  1  ;; integer values
030C: set_mission_points +=  1
0002: jump ££Label0154E5

:Label0154DE
0002: jump ££Label0138BF

:Label0154E5
00D6: if  0
001A:    36 > $317  ;; integer values
004D: jump_if_false ££Label015527
0217: text_styled "USJ"  5000 ms  5  ;; UNIQUE STUNT BONUS!
01E3: text_1number_styled "REWARD" $316  6000 ms  6  ;; REWARD $~1~
0109: player $PLAYER_CHAR money += $316
0002: jump ££Label01555A

:Label015527
0217: text_styled "USJ"  5000 ms  5  ;; UNIQUE STUNT BONUS!
03E5: text_box "USJ_ALL"  ;; ALL UNIQUE STUNTS COMPLETED!
01E3: text_1number_styled "REWARD"  10000  6000 ms  6  ;; REWARD $~1~
0109: player $PLAYER_CHAR money +=  10000

:Label01555A
0004: $31A =  0  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0313: increment_unique_jumps_found
0008: $316 +=  100  ;; integer values
0002: jump ££Label0138BF
004E: end_thread

:Label015586
0004: $35B =  0  ;; integer values
0004: $35C = -30000  ;; integer values
0004: $35D = -60000  ;; integer values
0004: $353 =  0  ;; integer values
0004: $351 =  0  ;; integer values
0004: $352 =  0  ;; integer values
0004: $34A =  0  ;; integer values
0004: $34B =  0  ;; integer values
0004: $34E =  0  ;; integer values
0004: $34C =  0  ;; integer values
0004: $34D =  0  ;; integer values
0004: $362 =  0  ;; integer values
0004: $35E =  0  ;; integer values
0004: $35F =  0  ;; integer values
0004: $367 =  0  ;; integer values
0004: $368 =  0  ;; integer values
0004: $386 =  0  ;; integer values
0004: $387 =  0  ;; integer values
0004: $388 =  0  ;; integer values
0004: $389 =  0  ;; integer values
0004: $363 =  0  ;; integer values
0004: $364 =  0  ;; integer values
0004: $34F =  0  ;; integer values
0004: $357 =  0  ;; integer values
0004: $350 =  0  ;; integer values
0004: $358 =  0  ;; integer values
0004: $38B =  0  ;; integer values
0004: $38A =  0  ;; integer values
0004: $36A =  0  ;; integer values
0004: $376 =  0  ;; integer values
0004: $377 =  0  ;; integer values
0004: $378 =  0  ;; integer values
018D: $361 = create_sound  0 at $380 $381 $382
018E: stop_sound $361
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 $213 $214 $215 radius  35.0  35.0  20.0
004D: jump_if_false ££Label016400
00D6: if  0
0038:   $34A ==  0  ;; integer values
004D: jump_if_false ££Label015866
0050: gosub ££Label01B041
0084: $359 = $35B  ;; integer values and handles
0060: $359 -= $35C  ;; integer values
0107: $379 = create_object #COLT45 at -60.793 -1488.141  12.24
0392: object $379 toggle_in_moving_list  0
0453: object $379 set_rotation  0.0  8.0  0.0
0107: $37A = create_object #INGRAMSL at -62.293 -1488.241  12.223
0392: object $37A toggle_in_moving_list  0
0453: object $37A set_rotation  0.0  2.0  0.0
0107: $37B = create_object #CHROMEGUN at -63.993 -1488.241  12.24
0392: object $37B toggle_in_moving_list  0
0453: object $37B set_rotation  0.0  7.0  0.0
0107: $37C = create_object #RUGER at -65.393 -1488.221  12.18
0392: object $37C toggle_in_moving_list  0
0107: $37D = create_object -18 (BODYARMOUR) at -66.629 -1488.0  12.113
0392: object $37D toggle_in_moving_list  0
00D6: if  0
0018:   $359 >  30000  ;; integer values
004D: jump_if_false ££Label015858
009A: $355 = create_actor  4 #SPECIAL21 at -62.5 -1485.1  9.6
01ED: reset_actor $355 flags
0350: unknown_actor $355 not_scared_flag  1
0050: gosub ££Label01AD91

:Label015858
0004: $34A =  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 $355 dead
004D: jump_if_false ££Label0163F9
00D6: if  0
0038:   $34C ==  0  ;; integer values
004D: jump_if_false ££Label0163F9
00D6: if  0
0038:   $49C ==  0  ;; integer values
004D: jump_if_false ££Label0163F9
01FA: $38C = rampage_status
00D6: if  0
8038:   NOT   $38C ==  1  ;; integer values
004D: jump_if_false ££Label0163F9
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot $213 $214 $215 radius  1.0  1.0  2.0
004D: jump_if_false ££Label0163A6
0050: gosub ££Label01AD5B

:Label015919
00D6: if  0
0038:   $351 ==  0  ;; integer values
004D: jump_if_false ££Label01639F
0004: $49C =  1  ;; integer values
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label015B48
00D6: if  0
0038:   $353 ==  0  ;; integer values
004D: jump_if_false ££Label015B48
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8118:   NOT   actor $355 dead
004D: jump_if_false ££Label015977
0210: player $PLAYER_CHAR look_at_actor $355

: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:   $35E ==  0  ;; integer values
004D: jump_if_false ££Label0159D4
0460: set_camera_pointing_time  0.0  1200
0004: $35E =  1  ;; integer values
0002: jump ££Label0159DE

:Label0159D4
0460: set_camera_pointing_time  0.0  800

:Label0159DE
0004: $35F =  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 $213 $214 $215
04D7: lock_actor $PLAYER_ACTOR in_current_position  1

:Label015A0F
00D6: if  0
0038:   $353 ==  0  ;; integer values
004D: jump_if_false ££Label015B48
0001: wait  0 ms
00BA: text_styled "PISTOL"  1000 ms  4  ;; Glock
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 $365 ammo $354 model $366
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: $354 = 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 > $354  ;; 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:   $354 >  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:   $351 ==  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:   $353 ==  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: $367 =  0  ;; integer values
0004: $368 =  0  ;; integer values
0004: $35F =  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 $213 $214 $215

:Label015BDF
00D6: if  0
0038:   $353 ==  1  ;; integer values
004D: jump_if_false ££Label015D2B
0001: wait  0 ms
00BA: text_styled "INGRAM"  1000 ms  4  ;; Uzi 9mm
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 $365 ammo $354 model $366
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: $354 = 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 > $354  ;; 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:   $354 >  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:   $351 ==  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:   $353 ==  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: $367 =  0  ;; integer values
0004: $368 =  0  ;; integer values
0004: $35F =  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 $213 $214 $215

:Label015DC2
00D6: if  0
0038:   $353 ==  2  ;; integer values
004D: jump_if_false ££Label015F61
0001: wait  0 ms
00BA: text_styled "SHOTGN1"  1000 ms  4  ;; Shotgun
00D6: if  0
0038:   $386 ==  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 $365 ammo $354 model $366
0050: gosub ££Label01B0FB
00D6: if  0
0038:   $386 ==  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:   $386 ==  1  ;; integer values
004D: jump_if_false ££Label015F3A
0419: $354 = 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 > $354  ;; 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:   $354 >  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:   $351 ==  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:   $353 ==  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: $367 =  0  ;; integer values
0004: $368 =  0  ;; integer values
0004: $35F =  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 $213 $214 $215

:Label015FF8
00D6: if  0
0038:   $353 ==  3  ;; integer values
004D: jump_if_false ££Label016191
0001: wait  0 ms
00BA: text_styled "RUGER"  1000 ms  4  ;; AK 47
00D6: if  0
0038:   $387 ==  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 $365 ammo $354 model $366
0050: gosub ££Label01B0FB
00D6: if  0
0038:   $387 ==  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:   $387 ==  1  ;; integer values
004D: jump_if_false ££Label01616A
0419: $354 = 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 > $354  ;; 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:   $354 >  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:   $351 ==  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:   $353 ==  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: $367 =  0  ;; integer values
0004: $368 =  0  ;; integer values
0004: $35F =  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 $213 $214 $215

:Label016228
00D6: if  0
0038:   $353 ==  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:   $363 ==  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 $369
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false ££Label016378
00D6: if  0
0038:   $363 ==  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 > $369  ;; 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:   $62E ==  1  ;; integer values
004D: jump_if_false ££Label01635C
00D6: if  0
001A:    200 > $369  ;; 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:   $351 ==  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 (in-sphere)near_point_on_foot $213 $214 $215 radius  1.0  1.0  2.0
004D: jump_if_false ££Label0163F9
00D6: if  0
0038:   $351 ==  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:   $34A ==  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:   $3EB ==  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:   $34A ==  0  ;; integer values
004D: jump_if_false ££Label016625
0050: gosub ££Label01B041
0084: $359 = $35B  ;; integer values and handles
0060: $359 -= $35C  ;; integer values
0107: $379 = create_object #COLT45 at  367.0  1049.5  21.09
0392: object $379 toggle_in_moving_list  0
0453: object $379 set_rotation  0.0  8.0  0.0
0107: $37A = create_object #UZI at  366.0  1049.5  21.05
0392: object $37A toggle_in_moving_list  0
0453: object $37A set_rotation  0.0  4.0  0.0
0107: $37B = create_object #BUDDYSHOT at  364.9  1049.5  21.067
0392: object $37B toggle_in_moving_list  0
0453: object $37B set_rotation  0.0  9.0  0.0
0107: $37C = create_object #SNIPER at  363.9  1049.5  21.05
0392: object $37C toggle_in_moving_list  0
0453: object $37C set_rotation  0.0  5.0  0.0
0107: $37D = create_object #GRENADE at  363.1  1049.5  20.76
0392: object $37D toggle_in_moving_list  0
0107: $37E = create_object #GRENADE at  363.0  1049.5  20.72
0392: object $37E toggle_in_moving_list  0
0107: $37F = create_object -18 (BODYARMOUR) at  362.1  1049.5  20.9
0392: object $37F toggle_in_moving_list  0
00D6: if  0
0018:   $359 >  30000  ;; integer values
004D: jump_if_false ££Label016617
009A: $355 = create_actor  4 #SPECIAL21 at  366.1  1052.2  18.2
01ED: reset_actor $355 flags
0350: unknown_actor $355 not_scared_flag  1
0050: gosub ££Label01AD91

:Label016617
0004: $34A =  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 $355 dead
004D: jump_if_false ££Label017393
00D6: if  0
0038:   $34C ==  0  ;; integer values
004D: jump_if_false ££Label017393
00D6: if  0
0038:   $49C ==  0  ;; integer values
004D: jump_if_false ££Label017393
01FA: $38C = rampage_status
00D6: if  0
8038:   NOT   $38C ==  1  ;; integer values
004D: jump_if_false ££Label017393
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot $216 $217 $218 radius  1.0  1.0  2.0
004D: jump_if_false ££Label017340
0050: gosub ££Label01AD5B

:Label0166D8
00D6: if  0
0038:   $351 ==  0  ;; integer values
004D: jump_if_false ££Label017339
0004: $49C =  1  ;; integer values
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label016907
00D6: if  0
0038:   $353 ==  0  ;; integer values
004D: jump_if_false ££Label016907
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8118:   NOT   actor $355 dead
004D: jump_if_false ££Label016736
0210: player $PLAYER_CHAR look_at_actor $355

: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:   $35E ==  0  ;; integer values
004D: jump_if_false ££Label016793
0460: set_camera_pointing_time  0.0  1200
0004: $35E =  1  ;; integer values
0002: jump ££Label01679D

:Label016793
0460: set_camera_pointing_time  0.0  800

:Label01679D
0004: $35F =  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 $216 $217 $218
04D7: lock_actor $PLAYER_ACTOR in_current_position  1

:Label0167CE
00D6: if  0
0038:   $353 ==  0  ;; integer values
004D: jump_if_false ££Label016907
0001: wait  0 ms
00BA: text_styled "PISTOL"  1000 ms  4  ;; Glock
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 $365 ammo $354 model $366
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: $354 = 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 > $354  ;; 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:   $354 >  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:   $351 ==  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:   $353 ==  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: $367 =  0  ;; integer values
0004: $368 =  0  ;; integer values
0004: $35F =  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 $216 $217 $218

:Label01699E
00D6: if  0
0038:   $353 ==  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 $365 ammo $354 model $366
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: $354 = 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 > $354  ;; 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:   $354 >  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:   $351 ==  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:   $353 ==  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: $367 =  0  ;; integer values
0004: $368 =  0  ;; integer values
0004: $35F =  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 $216 $217 $218

:Label016B81
00D6: if  0
0038:   $353 ==  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:   $364 ==  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 $365 ammo $354 model $366
0050: gosub ££Label01B0FB
00D6: if  0
0038:   $364 ==  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:   $364 ==  1  ;; integer values
004D: jump_if_false ££Label016CF9
0419: $354 = 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 > $354  ;; 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:   $354 >  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:   $351 ==  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:   $353 ==  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: $367 =  0  ;; integer values
0004: $368 =  0  ;; integer values
0004: $35F =  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 $216 $217 $218

:Label016DB7
00D6: if  0
0038:   $353 ==  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:   $34F ==  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 $365 ammo $354 model $366
0050: gosub ££Label01B0FB
00D6: if  0
0038:   $34F ==  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:   $34F ==  1  ;; integer values
004D: jump_if_false ££Label016F28
0419: $354 = 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 > $354  ;; 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:   $354 >  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:   $351 ==  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:   $353 ==  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: $367 =  0  ;; integer values
0004: $368 =  0  ;; integer values
0004: $35F =  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 $216 $217 $218

:Label016FE6
00D6: if  0
0038:   $353 ==  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 $365 ammo $354 model $366
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: $354 = 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 > $354  ;; 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:   $354 >  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:   $351 ==  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:   $353 ==  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: $367 =  0  ;; integer values
0004: $368 =  0  ;; integer values
0004: $35F =  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 $216 $217 $218

:Label0171C2
00D6: if  0
0038:   $353 ==  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:   $363 ==  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 $369
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false ££Label017312
00D6: if  0
0038:   $363 ==  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 > $369  ;; 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:   $62E ==  1  ;; integer values
004D: jump_if_false ££Label0172F6
00D6: if  0
001A:    200 > $369  ;; 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:   $351 ==  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 (in-sphere)near_point_on_foot $216 $217 $218 radius  1.0  1.0  2.0
004D: jump_if_false ££Label017393
00D6: if  0
0038:   $351 ==  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:   $34A ==  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 $219 $21A $21B radius  35.0  35.0  20.0
004D: jump_if_false ££Label01840E
00D6: if  0
0038:   $34A ==  0  ;; integer values
004D: jump_if_false ££Label0175C9
0050: gosub ££Label01B041
0084: $359 = $35B  ;; integer values and handles
0060: $359 -= $35C  ;; integer values
0107: $379 = create_object #PYTHON at -683.6  1200.549  12.93
0392: object $379 toggle_in_moving_list  0
0453: object $379 set_rotation  0.0  4.0  90.0
0107: $37A = create_object #MP5LNG at -683.6  1202.049  12.86
0392: object $37A toggle_in_moving_list  0
0453: object $37A set_rotation  0.0  8.0  95.0
0107: $37B = create_object #SHOTGSPA at -683.6  1203.449  12.91
0392: object $37B toggle_in_moving_list  0
0453: object $37B set_rotation  0.0  9.0  95.0
0107: $37C = create_object #M4 at -683.6  1205.049  12.88
0392: object $37C toggle_in_moving_list  0
0453: object $37C set_rotation  0.0  3.0  95.0
0107: $37D = create_object #LASER at -683.6  1206.549  12.81
0392: object $37D toggle_in_moving_list  0
0453: object $37D set_rotation  0.0  2.0  95.0
0107: $37E = create_object -18 (BODYARMOUR) at -683.5  1208.189  12.809
0392: object $37E toggle_in_moving_list  0
0177: set_object $37E z_angle_to  90.0
00D6: if  0
0018:   $359 >  30000  ;; integer values
004D: jump_if_false ££Label0175BB
009A: $355 = create_actor  4 #SPECIAL21 at -679.97  1203.5  10.0
0173: set_actor $355 z_angle_to  270.0
01ED: reset_actor $355 flags
0350: unknown_actor $355 not_scared_flag  1
0050: gosub ££Label01AD91

:Label0175BB
0004: $34A =  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:   $3E3 ==  0  ;; integer values
004D: jump_if_false ££Label018407
00D6: if  0
8118:   NOT   actor $355 dead
004D: jump_if_false ££Label018407
00D6: if  0
0038:   $34C ==  0  ;; integer values
004D: jump_if_false ££Label018407
00D6: if  0
0038:   $49C ==  0  ;; integer values
004D: jump_if_false ££Label018407
01FA: $38C = rampage_status
00D6: if  0
8038:   NOT   $38C ==  1  ;; integer values
004D: jump_if_false ££Label018407
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot $219 $21A $21B radius  1.0  1.0  2.0
004D: jump_if_false ££Label0183B4
0050: gosub ££Label01AD5B

:Label01768E
00D6: if  0
0038:   $351 ==  0  ;; integer values
004D: jump_if_false ££Label0183AD
0004: $49C =  1  ;; integer values
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01791C
00D6: if  0
0038:   $353 ==  0  ;; integer values
004D: jump_if_false ££Label01791C
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8118:   NOT   actor $355 dead
004D: jump_if_false ££Label0176EC
0210: player $PLAYER_CHAR look_at_actor $355

: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:   $35E ==  0  ;; integer values
004D: jump_if_false ££Label017749
0460: set_camera_pointing_time  0.0  1200
0004: $35E =  1  ;; integer values
0002: jump ££Label017753

:Label017749
0460: set_camera_pointing_time  0.0  800

:Label017753
0004: $35F =  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 $219 $21A $21B
04D7: lock_actor $PLAYER_ACTOR in_current_position  1

:Label017784
00D6: if  0
0038:   $353 ==  0  ;; integer values
004D: jump_if_false ££Label01791C
0001: wait  0 ms
00BA: text_styled "PYTHON"  2000 ms  4  ;; .357
00D6: if  0
0038:   $38B ==  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 $365 ammo $354 model $366
0050: gosub ££Label01B0FB
00D6: if  0
0038:   $38B ==  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:   $38B ==  1  ;; integer values
004D: jump_if_false ££Label0178F5
0419: $354 = 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 > $354  ;; 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:   $354 >  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:   $351 ==  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:   $353 ==  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: $367 =  0  ;; integer values
0004: $368 =  0  ;; integer values
0004: $35F =  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 $219 $21A $21B

:Label0179B3
00D6: if  0
0038:   $353 ==  1  ;; integer values
004D: jump_if_false ££Label017B59
0001: wait  0 ms
00BA: text_styled "MP5"  1000 ms  4  ;; MP
00D6: if  0
0038:   $38A ==  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 $365 ammo $354 model $366
0050: gosub ££Label01B0FB
00D6: if  0
0038:   $38A ==  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:   $38A ==  1  ;; integer values
004D: jump_if_false ££Label017B32
0419: $354 = 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 > $354  ;; 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:   $354 >  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:   $351 ==  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:   $353 ==  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: $367 =  0  ;; integer values
0004: $368 =  0  ;; integer values
0004: $35F =  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 $219 $21A $21B

:Label017BF0
00D6: if  0
0038:   $353 ==  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:   $350 ==  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 $365 ammo $354 model $366
0050: gosub ££Label01B0FB
00D6: if  0
0038:   $350 ==  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:   $350 ==  1  ;; integer values
004D: jump_if_false ££Label017D68
0419: $354 = 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 > $354  ;; 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:   $354 >  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:   $351 ==  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:   $353 ==  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: $367 =  0  ;; integer values
0004: $368 =  0  ;; integer values
0004: $35F =  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 $219 $21A $21B

:Label017E26
00D6: if  0
0038:   $353 ==  3  ;; integer values
004D: jump_if_false ££Label017FBF
0001: wait  0 ms
00BA: text_styled "M4"  1000 ms  4  ;; VROCK
00D6: if  0
0038:   $357 ==  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 $365 ammo $354 model $366
0050: gosub ££Label01B0FB
00D6: if  0
0038:   $357 ==  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:   $357 ==  1  ;; integer values
004D: jump_if_false ££Label017F98
0419: $354 = 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 > $354  ;; 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:   $354 >  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:   $351 ==  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:   $353 ==  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: $367 =  0  ;; integer values
0004: $368 =  0  ;; integer values
0004: $35F =  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 $219 $21A $21B

:Label018056
00D6: if  0
0038:   $353 ==  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:   $358 ==  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 $365 ammo $354 model $366
0050: gosub ££Label01B0FB
00D6: if  0
0038:   $358 ==  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:   $358 ==  1  ;; integer values
004D: jump_if_false ££Label0181C0
0419: $354 = 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 > $354  ;; 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:   $354 >  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:   $351 ==  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:   $353 ==  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: $367 =  0  ;; integer values
0004: $368 =  0  ;; integer values
0004: $35F =  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 $219 $21A $21B

:Label01827E
00D6: if  0
0038:   $353 ==  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 $369
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 > $369  ;; 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:   $62E ==  1  ;; integer values
004D: jump_if_false ££Label018378
00D6: if  0
001A:    200 > $369  ;; 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:   $351 ==  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 (in-sphere)near_point_on_foot $219 $21A $21B radius  1.0  1.0  2.0
004D: jump_if_false ££Label018407
00D6: if  0
0038:   $351 ==  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:   $34A ==  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 $21C $21D $21E radius  35.0  35.0  30.0
004D: jump_if_false ££Label018F8B
00D6: if  0
0038:   $34B ==  0  ;; integer values
004D: jump_if_false ££Label0185E3
0050: gosub ££Label01B07F
0084: $35A = $35B  ;; integer values and handles
0060: $35A -= $35D  ;; integer values
0107: $36B = create_object #SCREWDRIVER at  201.508 -469.297  13.79
0392: object $36B toggle_in_moving_list  0
0107: $36C = create_object #HAMMER at  202.508 -469.297  13.73
0392: object $36C toggle_in_moving_list  0
0453: object $36C set_rotation  0.0  4.0  0.0
0107: $36D = create_object #CLEAVER at  203.508 -469.297  13.77
0392: object $36D toggle_in_moving_list  0
0107: $36E = create_object #BAT at  204.606 -469.297  13.91
0392: object $36E toggle_in_moving_list  0
0453: object $36E set_rotation  85.0  0.0  90.0
0107: $36F = create_object #MACHETE at  205.858 -469.297  14.0
0392: object $36F toggle_in_moving_list  0
0453: object $36F set_rotation  0.0  90.0  0.0
00D6: if  0
0018:   $35A >  60000  ;; integer values
004D: jump_if_false ££Label0185D5
009A: $356 = create_actor  4 #SPECIAL16 at  202.4 -471.1  10.1
0173: set_actor $356 z_angle_to  180.1
0050: gosub ££Label01AF21

:Label0185D5
0004: $34B =  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 $356 dead
004D: jump_if_false ££Label018F84
00D6: if  0
0038:   $34D ==  0  ;; integer values
004D: jump_if_false ££Label018F84
00D6: if  0
0038:   $49C ==  0  ;; integer values
004D: jump_if_false ££Label018F84
01FA: $38C = rampage_status
00D6: if  0
8038:   NOT   $38C ==  1  ;; integer values
004D: jump_if_false ££Label018F84
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot $21C $21D $21E radius  1.0  1.0  2.0
004D: jump_if_false ££Label018F31
0050: gosub ££Label01AD76

:Label018696
00D6: if  0
0038:   $352 ==  0  ;; integer values
004D: jump_if_false ££Label018F2A
0004: $49C =  1  ;; integer values
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01887F
00D6: if  0
0038:   $353 ==  0  ;; integer values
004D: jump_if_false ££Label01887F
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8118:   NOT   actor $356 dead
004D: jump_if_false ££Label0186F4
0210: player $PLAYER_CHAR look_at_actor $356

: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:   $35E ==  0  ;; integer values
004D: jump_if_false ££Label018751
0460: set_camera_pointing_time  0.0  1200
0004: $35E =  1  ;; integer values
0002: jump ££Label01875B

:Label018751
0460: set_camera_pointing_time  0.0  800

:Label01875B
0004: $35F =  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 $21C $21D $21E
04D7: lock_actor $PLAYER_ACTOR in_current_position  1

:Label01878C
00D6: if  0
0038:   $353 ==  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: $375 =  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:   $352 ==  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:   $353 ==  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: $35F =  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 $21C $21D $21E

:Label018908
00D6: if  0
0038:   $353 ==  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: $375 =  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:   $352 ==  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:   $353 ==  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: $35F =  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 $21C $21D $21E

:Label018A84
00D6: if  0
0038:   $353 ==  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: $375 =  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:   $352 ==  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:   $353 ==  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: $35F =  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 $21C $21D $21E

:Label018C00
00D6: if  0
0038:   $353 ==  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:   $388 ==  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:   $388 ==  1  ;; integer values
004D: jump_if_false ££Label018C95
0004: $375 =  80  ;; integer values
0050: gosub ££Label01B0BD

:Label018C95
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false ££Label018D2D
00D6: if  0
0038:   $388 ==  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:   $352 ==  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:   $353 ==  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: $35F =  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 $21C $21D $21E

:Label018DD6
00D6: if  0
0038:   $353 ==  4  ;; integer values
004D: jump_if_false ££Label018F23
0001: wait  0 ms
00BA: text_styled "MACHETE"  1000 ms  4  ;; Machete
00D6: if  0
0038:   $389 ==  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:   $389 ==  1  ;; integer values
004D: jump_if_false ££Label018E6B
0004: $375 =  100  ;; integer values
0050: gosub ££Label01B0BD

:Label018E6B
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false ££Label018F03
00D6: if  0
0038:   $389 ==  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:   $352 ==  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 (in-sphere)near_point_on_foot $21C $21D $21E radius  1.0  1.0  2.0
004D: jump_if_false ££Label018F84
00D6: if  0
0038:   $352 ==  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:   $34B ==  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:   $3EB ==  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:   $34B ==  0  ;; integer values
004D: jump_if_false ££Label01914C
0050: gosub ££Label01B07F
0084: $35A = $35B  ;; integer values and handles
0060: $35A -= $35D  ;; integer values
0107: $36B = create_object #SCREWDRIVER at  365.96  1072.8  20.68
0392: object $36B toggle_in_moving_list  0
0107: $36C = create_object #HAMMER at  364.96  1072.8  20.669
0392: object $36C toggle_in_moving_list  0
0453: object $36C set_rotation  0.0  4.0  0.0
0107: $36D = create_object #CLEAVER at  363.96  1072.8  20.729
0392: object $36D toggle_in_moving_list  0
0107: $36E = create_object #KNIFECUR at  362.92  1072.8  20.639
0392: object $36E toggle_in_moving_list  0
0107: $36F = create_object #KATANA at  362.0  1072.8  20.75
0392: object $36F toggle_in_moving_list  0
0453: object $36F set_rotation  0.0 -20.0  0.0
00D6: if  0
0018:   $35A >  60000  ;; integer values
004D: jump_if_false ££Label01913E
009A: $356 = create_actor  4 #SPECIAL16 at  364.5  1074.3  18.0
0173: set_actor $356 z_angle_to  358.1
0050: gosub ££Label01AF21

:Label01913E
0004: $34B =  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 $356 dead
004D: jump_if_false ££Label019A98
00D6: if  0
0038:   $34D ==  0  ;; integer values
004D: jump_if_false ££Label019A98
00D6: if  0
0038:   $49C ==  0  ;; integer values
004D: jump_if_false ££Label019A98
01FA: $38C = rampage_status
00D6: if  0
8038:   NOT   $38C ==  1  ;; integer values
004D: jump_if_false ££Label019A98
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot $21F $220 $221 radius  1.0  1.0  2.0
004D: jump_if_false ££Label019A45
0050: gosub ££Label01AD76

:Label0191FF
00D6: if  0
0038:   $352 ==  0  ;; integer values
004D: jump_if_false ££Label019A3E
0004: $49C =  1  ;; integer values
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0193E8
00D6: if  0
0038:   $353 ==  0  ;; integer values
004D: jump_if_false ££Label0193E8
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8118:   NOT   actor $356 dead
004D: jump_if_false ££Label01925D
0210: player $PLAYER_CHAR look_at_actor $356

: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:   $35E ==  0  ;; integer values
004D: jump_if_false ££Label0192BA
0460: set_camera_pointing_time  0.0  1200
0004: $35E =  1  ;; integer values
0002: jump ££Label0192C4

:Label0192BA
0460: set_camera_pointing_time  0.0  800

:Label0192C4
0004: $35F =  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 $21F $220 $221
04D7: lock_actor $PLAYER_ACTOR in_current_position  1

:Label0192F5
00D6: if  0
0038:   $353 ==  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: $375 =  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:   $352 ==  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:   $353 ==  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: $35F =  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 $21F $220 $221

:Label019471
00D6: if  0
0038:   $353 ==  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: $375 =  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:   $352 ==  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:   $353 ==  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: $35F =  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 $21F $220 $221

:Label0195ED
00D6: if  0
0038:   $353 ==  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: $375 =  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:   $352 ==  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:   $353 ==  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: $35F =  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 $21F $220 $221

:Label019769
00D6: if  0
0038:   $353 ==  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: $375 =  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:   $352 ==  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:   $353 ==  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: $35F =  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 $21F $220 $221

:Label0198E5
00D6: if  0
0038:   $353 ==  4  ;; integer values
004D: jump_if_false ££Label019A37
0001: wait  0 ms
00BA: text_styled "KATANA"  1000 ms  4  ;; Katana
00D6: if  0
0038:   $36A ==  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:   $36A ==  1  ;; integer values
004D: jump_if_false ££Label01997C
0004: $375 =  300  ;; integer values
0050: gosub ££Label01B0BD

:Label01997C
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false ££Label019A17
00D6: if  0
0038:   $36A ==  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:   $352 ==  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 $21F $220 $221 radius  1.0  1.0  2.0
004D: jump_if_false ££Label019A98
00D6: if  0
0038:   $352 ==  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:   $34B ==  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 $222 $223 $224 radius  35.0  35.0  20.0
004D: jump_if_false ££Label01A56D
00D6: if  0
0038:   $34B ==  0  ;; integer values
004D: jump_if_false ££Label019C74
0050: gosub ££Label01B07F
0084: $35A = $35B  ;; integer values and handles
0060: $35A -= $35D  ;; integer values
0107: $36B = create_object #SCREWDRIVER at -961.0 -689.87  14.08
0392: object $36B toggle_in_moving_list  0
0177: set_object $36B z_angle_to  270.0
0107: $36C = create_object #HAMMER at -960.95 -690.88  14.032
0392: object $36C toggle_in_moving_list  0
0453: object $36C set_rotation  0.0  4.0  270.0
0107: $36D = create_object #CLEAVER at -960.95 -691.9  14.08
0392: object $36D toggle_in_moving_list  0
0177: set_object $36D z_angle_to  270.0
0107: $36E = create_object #MACHETE at -960.8 -693.0  14.08
0392: object $36E toggle_in_moving_list  0
0177: set_object $36E z_angle_to  270.0
0107: $36F = create_object #CHNSAW at -960.8 -694.0  14.162
0392: object $36F toggle_in_moving_list  0
0177: set_object $36F z_angle_to  270.0
00D6: if  0
0018:   $35A >  60000  ;; integer values
004D: jump_if_false ££Label019C66
009A: $356 = create_actor  4 #SPECIAL16 at -963.8 -692.3  10.3
0173: set_actor $356 z_angle_to  90.0
0050: gosub ££Label01AF21

:Label019C66
0004: $34B =  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 $356 dead
004D: jump_if_false ££Label01A566
00D6: if  0
0038:   $34D ==  0  ;; integer values
004D: jump_if_false ££Label01A566
00D6: if  0
0038:   $49C ==  0  ;; integer values
004D: jump_if_false ££Label01A566
01FA: $38C = rampage_status
00D6: if  0
8038:   NOT   $38C ==  1  ;; integer values
004D: jump_if_false ££Label01A566
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot $222 $223 $224 radius  1.0  1.0  2.0
004D: jump_if_false ££Label01A513
0050: gosub ££Label01AD76

:Label019D27
00D6: if  0
0038:   $352 ==  0  ;; integer values
004D: jump_if_false ££Label01A50C
0004: $49C =  1  ;; integer values
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label019F10
00D6: if  0
0038:   $353 ==  0  ;; integer values
004D: jump_if_false ££Label019F10
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8118:   NOT   actor $356 dead
004D: jump_if_false ££Label019D85
0210: player $PLAYER_CHAR look_at_actor $356

: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:   $35E ==  0  ;; integer values
004D: jump_if_false ££Label019DE2
0460: set_camera_pointing_time  0.0  1200
0004: $35E =  1  ;; integer values
0002: jump ££Label019DEC

:Label019DE2
0460: set_camera_pointing_time  0.0  800

:Label019DEC
0004: $35F =  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 $222 $223 $224
04D7: lock_actor $PLAYER_ACTOR in_current_position  1

:Label019E1D
00D6: if  0
0038:   $353 ==  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: $375 =  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:   $352 ==  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:   $353 ==  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: $35F =  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 $222 $223 $224

:Label019F99
00D6: if  0
0038:   $353 ==  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: $375 =  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:   $352 ==  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:   $353 ==  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: $35F =  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 $222 $223 $224

:Label01A115
00D6: if  0
0038:   $353 ==  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: $375 =  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:   $352 ==  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:   $353 ==  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: $35F =  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 $222 $223 $224

:Label01A291
00D6: if  0
0038:   $353 ==  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: $375 =  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:   $352 ==  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:   $353 ==  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: $35F =  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 $222 $223 $224

:Label01A40D
00D6: if  0
0038:   $353 ==  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: $375 =  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:   $352 ==  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 $222 $223 $224 radius  1.0  1.0  2.0
004D: jump_if_false ££Label01A566
00D6: if  0
0038:   $352 ==  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:   $34B ==  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 $355 dead
004D: jump_if_false ££Label01A5F3
00D6: if  21
02DF: unknown_player $PLAYER_CHAR
031D:   actor $355 hit_by_weapon  47
004D: jump_if_false ££Label01A5F3
00D6: if  0
0038:   $34C ==  0  ;; integer values
004D: jump_if_false ££Label01A5F3
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01A5EC
01CA: actor $355 kill_player $PLAYER_CHAR

:Label01A5EC
0004: $34C =  1  ;; integer values

:Label01A5F3
0051: return

:Label01A5F5
00D6: if  0
8118:   NOT   actor $356 dead
004D: jump_if_false ££Label01A8EA
00D6: if  0
0457:   unknown_player $PLAYER_CHAR unknown_actor $356
004D: jump_if_false ££Label01A84B
00D6: if  0
0038:   $34D ==  0  ;; integer values
004D: jump_if_false ££Label01A692
022F: set_actor $356 stop_looking
00D6: if  0
8118:   NOT   actor $356 dead
004D: jump_if_false ££Label01A67D
04EB: unknown_actor $356 bank  0 account_number  9999999
0372: set_actor $356 anim  0 wait_state_time  0 ms
0372: set_actor $356 anim  17 wait_state_time  9999999 ms
04C4: create_coordinate $380 $381 $382 from_actor $356 offset  0.0  1.2  0.0

:Label01A67D
0006:  16@ =  0  ;; integer values
0004: $34D =  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:   $604 ==  0  ;; integer values
004D: jump_if_false ££Label01A6EA
02E1: $600 = create_cash_pickup  50 at $380 $381 $382
018C: play_sound  13 at $380 $381 $382
0050: gosub ££Label01B117
0004: $604 =  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:   $605 ==  0  ;; integer values
004D: jump_if_false ££Label01A756
0009: $381 +=  .1  ;; floating-point values
0009: $380 +=  .1  ;; floating-point values
02E1: $601 = create_cash_pickup  100 at $380 $381 $382
018C: play_sound  13 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1
0004: $605 =  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:   $606 ==  0  ;; integer values
004D: jump_if_false ££Label01A7B9
0009: $381 +=  .1  ;; floating-point values
02E1: $602 = create_cash_pickup  250 at $380 $381 $382
018C: play_sound  13 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0004: $606 =  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:   $607 ==  0  ;; integer values
004D: jump_if_false ££Label01A826
0009: $381 +=  .1  ;; floating-point values
0009: $380 +=  .1  ;; floating-point values
02E1: $603 = create_cash_pickup  600 at $380 $381 $382
018C: play_sound  13 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3
0004: $607 =  1  ;; integer values

:Label01A826
00D6: if  21
02DF: unknown_player $PLAYER_CHAR
031D:   actor $356 hit_by_weapon  47
004D: jump_if_false ££Label01A844
0002: jump ££Label01A84B

:Label01A844
0002: jump ££Label01A8EA

:Label01A84B
00D6: if  0
0038:   $34D ==  0  ;; integer values
004D: jump_if_false ££Label01A882
00D6: if  21
02DF: unknown_player $PLAYER_CHAR
031D:   actor $356 hit_by_weapon  47
004D: jump_if_false ££Label01A87B
0004: $34D =  1  ;; integer values

:Label01A87B
0002: jump ££Label01A8EA

:Label01A882
00D6: if  0
8118:   NOT   actor $356 dead
004D: jump_if_false ££Label01A8EA
0372: set_actor $356 anim  0 wait_state_time  0 ms
04EB: unknown_actor $356 bank  1 account_number  9999999
00D6: if  0
0038:   $360 ==  0  ;; integer values
004D: jump_if_false ££Label01A8EA
022F: set_actor $356 stop_looking
00A0: store_actor $356 position_to $380 $381 $382
018D: $361 = create_sound  0 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0004: $360 =  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 $383 $384 $385
018C: play_sound  14 at $383 $384 $385

: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 $383 $384 $385
018C: play_sound  13 at $383 $384 $385

: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 $370 $371 $372 $373
00D6: if  21
00E1:   key_pressed  0  10
001A:   -100 > $370  ;; integer values
004D: jump_if_false ££Label01A9B7
000C: $353 -=  1  ;; integer values

:Label01A9B7
00D6: if  21
00E1:   key_pressed  0  11
0018:   $370 >  100  ;; integer values
004D: jump_if_false ££Label01A9D6
0008: $353 +=  1  ;; integer values

:Label01A9D6
00D6: if  0
001A:    0 > $353  ;; integer values
004D: jump_if_false ££Label01A9EF
0004: $353 =  4  ;; integer values

:Label01A9EF
00D6: if  0
0018:   $353 >  4  ;; integer values
004D: jump_if_false ££Label01AA08
0004: $353 =  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 $213 $214 $215
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: $49C =  0  ;; integer values
0004: $351 =  1  ;; integer values

:Label01AA85
0051: return

:Label01AA87
0512: "GUN_H1"
0494: unknown  0 $370 $371 $372 $373
00D6: if  21
00E1:   key_pressed  0  10
001A:   -100 > $370  ;; integer values
004D: jump_if_false ££Label01AAC0
000C: $353 -=  1  ;; integer values

:Label01AAC0
00D6: if  21
00E1:   key_pressed  0  11
0018:   $370 >  100  ;; integer values
004D: jump_if_false ££Label01AADF
0008: $353 +=  1  ;; integer values

:Label01AADF
00D6: if  0
001A:    0 > $353  ;; integer values
004D: jump_if_false ££Label01AAF8
0004: $353 =  5  ;; integer values

:Label01AAF8
00D6: if  0
0018:   $353 >  5  ;; integer values
004D: jump_if_false ££Label01AB11
0004: $353 =  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 $216 $217 $218

:Label01AB8A
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false ££Label01ABB0
0055: put_player $PLAYER_CHAR at $219 $21A $21B

: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: $49C =  0  ;; integer values
0004: $351 =  1  ;; integer values

:Label01ABDC
0051: return

:Label01ABDE
0512: "GUN_H1"
0494: unknown  0 $370 $371 $372 $373
00D6: if  21
00E1:   key_pressed  0  10
001A:   -100 > $370  ;; integer values
004D: jump_if_false ££Label01AC17
000C: $353 -=  1  ;; integer values

:Label01AC17
00D6: if  21
00E1:   key_pressed  0  11
0018:   $370 >  100  ;; integer values
004D: jump_if_false ££Label01AC36
0008: $353 +=  1  ;; integer values

:Label01AC36
00D6: if  0
001A:    0 > $353  ;; integer values
004D: jump_if_false ££Label01AC4F
0004: $353 =  4  ;; integer values

:Label01AC4F
00D6: if  0
0018:   $353 >  4  ;; integer values
004D: jump_if_false ££Label01AC68
0004: $353 =  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 $21C $21D $21E

:Label01ACE1
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false ££Label01AD07
0055: put_player $PLAYER_CHAR at $21F $220 $221

:Label01AD07
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false ££Label01AD2D
0055: put_player $PLAYER_CHAR at $222 $223 $224

: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: $49C =  0  ;; integer values
0004: $352 =  1  ;; integer values

:Label01AD59
0051: return

:Label01AD5B
00D6: if  0
0038:   $34E ==  0  ;; integer values
004D: jump_if_false ££Label01AD74
0004: $34E =  1  ;; integer values

:Label01AD74
0051: return

:Label01AD76
00D6: if  0
0038:   $34E ==  0  ;; integer values
004D: jump_if_false ££Label01AD8F
0004: $34E =  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 $355 dead
004D: jump_if_false ££Label01AE6B
0243: set_actor $355 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 $355 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 $355 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 $355 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 $355 to_look_at_player $PLAYER_CHAR

:Label01AE6B
0051: return

:Label01AE6D
0004: $351 =  0  ;; integer values
0004: $353 =  0  ;; integer values
0004: $34E =  0  ;; integer values
0004: $35E =  0  ;; integer values
03E6: remove_text_box
0051: return

:Label01AE8D
00D6: if  1
0118:   actor $355 dead
0018:   $359 >  30000  ;; integer values
004D: jump_if_false ££Label01AEAA
01BD: $35C = current_time_in_ms

:Label01AEAA
009B: destroy_actor_instantly $355
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 $379
0108: destroy_object $37A
0108: destroy_object $37B
0108: destroy_object $37C
0108: destroy_object $37D
0108: destroy_object $37E
0108: destroy_object $37F
0004: $34C =  0  ;; integer values
0004: $34A =  0  ;; integer values
0004: $362 =  0  ;; integer values
018E: stop_sound $361
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01AF1F
0004: $35C = -30000  ;; integer values

:Label01AF1F
0051: return

:Label01AF21
00D6: if  0
8118:   NOT   actor $356 dead
004D: jump_if_false ££Label01AF5C
0243: set_actor $356 ped_stats_to  16
01ED: reset_actor $356 flags
0350: unknown_actor $356 not_scared_flag  1
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01AF5C
022D: set_actor $356 to_look_at_player $PLAYER_CHAR

:Label01AF5C
0051: return

:Label01AF5E
0004: $352 =  0  ;; integer values
0004: $353 =  0  ;; integer values
0004: $34E =  0  ;; integer values
0004: $35E =  0  ;; integer values
03E6: remove_text_box
0051: return

:Label01AF7E
00D6: if  21
0118:   actor $356 dead
0038:   $34D ==  1  ;; integer values
004D: jump_if_false ££Label01AFAF
00D6: if  0
0018:   $35A >  60000  ;; integer values
004D: jump_if_false ££Label01AFAF
01BD: $35D = current_time_in_ms

:Label01AFAF
009B: destroy_actor_instantly $356
0108: destroy_object $36B
0108: destroy_object $36C
0108: destroy_object $36D
0108: destroy_object $36E
0108: destroy_object $36F
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: $604 =  0  ;; integer values
0004: $605 =  0  ;; integer values
0004: $606 =  0  ;; integer values
0004: $607 =  0  ;; integer values
0004: $34D =  0  ;; integer values
0004: $34B =  0  ;; integer values
0004: $362 =  0  ;; integer values
0004: $360 =  0  ;; integer values
018E: stop_sound $361
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01B03F
0004: $35D = -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: $35B = current_time_in_ms
009B: destroy_actor_instantly $355
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: $35B = current_time_in_ms
009B: destroy_actor_instantly $356
0051: return

:Label01B0BD
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  2 weapon $365 ammo $354 model $366
01B8: set_player $PLAYER_CHAR armed_weapon_to $365
00D6: if  0
84A3:   NOT   $365  0
004D: jump_if_false ££Label01B0F9
01E5: text_1number_highpriority "HELP54" $375  1000 ms  1  ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label01B0F9
0051: return

:Label01B0FB
00D6: if  0
0018:   $354 >  0  ;; integer values
004D: jump_if_false ££Label01B115
01B8: set_player $PLAYER_CHAR armed_weapon_to $365

:Label01B115
0051: return

:Label01B117
00D6: if  1
00F5:   player $PLAYER_CHAR  0 ()near_point $21C $21D $21E radius  35.0  35.0  30.0
0038:   $376 ==  0  ;; integer values
004D: jump_if_false ££Label01B15A
0531:  1
0008: $5FB +=  1  ;; integer values
0004: $376 =  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:   $377 ==  0  ;; integer values
004D: jump_if_false ££Label01B1A3
0531:  1
0008: $5FB +=  1  ;; integer values
0004: $377 =  1  ;; integer values

:Label01B1A3
00D6: if  1
00F5:   player $PLAYER_CHAR  0 ()near_point $222 $223 $224 radius  35.0  35.0  20.0
0038:   $378 ==  0  ;; integer values
004D: jump_if_false ££Label01B1E6
0531:  1
0008: $5FB +=  1  ;; integer values
0004: $378 =  1  ;; integer values

:Label01B1E6
0051: return

:Label01B1E8
0004: $390 =  0  ;; integer values
0004: $393 =  0  ;; integer values
0004: $394 =  0  ;; integer values
0004: $38F =  0  ;; integer values
0004: $3BF =  0  ;; integer values
0004: $391 =  0  ;; integer values
0004: $392 =  0  ;; integer values
0004: $3C0 =  0  ;; integer values
0004: $3C1 =  0  ;; integer values
0004: $3A3 =  0  ;; integer values
0004: $395 =  0  ;; integer values
0005: $3D5 =  0.0  ;; floating-point values
0005: $3D3 = -1436.0  ;; floating-point values
0005: $3D4 = -805.0  ;; floating-point values
0004: $3D7 =  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: $3AD = create_weapon_pickup $399  3 ammo $3A6 at $3CC $3CD $3CE
032B: $3AE = create_weapon_pickup $399  3 ammo $3A6 at $3CC $3CD $3CE
032B: $3AF = create_weapon_pickup $399  3 ammo $3A6 at $3CC $3CD $3CE
032B: $3B0 = create_weapon_pickup $399  3 ammo $3A6 at $3CC $3CD $3CE
032B: $3B1 = create_weapon_pickup $399  3 ammo $3A6 at $3CC $3CD $3CE
032B: $3B2 = create_weapon_pickup $399  3 ammo $3A6 at $3CC $3CD $3CE
032B: $3B3 = create_weapon_pickup $399  3 ammo $3A6 at $3CC $3CD $3CE
032B: $3B4 = create_weapon_pickup $399  3 ammo $3A6 at $3CC $3CD $3CE
032B: $3B5 = create_weapon_pickup $399  3 ammo $3A6 at $3CC $3CD $3CE
009A: $38D = create_actor  4 #GDA at $3B9 $3BA $3BB
009A: $38E = create_actor  4 #GDA at $3B9 $3BA $3BB

:Label01B3CD
0001: wait  0 ms
0008: $3D7 +=  1  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01B919
01FA: $3C2 = rampage_status
00D6: if  0
8038:   NOT   $3C2 ==  1  ;; integer values
004D: jump_if_false ££Label01B912
00D6: if  0
0038:   $3D7 ==  1  ;; integer values
004D: jump_if_false ££Label01B912
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false ££Label01B89A
0004: $393 =  1  ;; integer values
0005: $3B6 =  95.0  ;; floating-point values
0005: $3B7 =  267.7  ;; floating-point values
0005: $3B8 =  21.0  ;; floating-point values
0086: $3C9 = $3B6  ;; floating-point values only
0086: $3CA = $3B7  ;; floating-point values only
0086: $3CB = $3B8  ;; floating-point values only
0086: $3CC = $3B6  ;; floating-point values only
0086: $3CD = $3B7  ;; floating-point values only
0086: $3CE = $3B8  ;; floating-point values only
0009: $3CE +=  1.0  ;; floating-point values
0005: $3C3 =  99.0  ;; floating-point values
0005: $3C4 =  257.0  ;; floating-point values
0005: $3C5 =  24.4  ;; floating-point values
0005: $3C6 =  90.3  ;; floating-point values
0005: $3C7 =  277.6  ;; floating-point values
0005: $3C8 =  24.5  ;; floating-point values
0005: $3B9 =  91.1  ;; floating-point values
0005: $3BA =  270.0  ;; floating-point values
0005: $3BB =  21.8  ;; floating-point values
0005: $3BC =  95.8  ;; floating-point values
0005: $3BD =  271.5  ;; floating-point values
0005: $3BE =  21.8  ;; floating-point values
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $3B6 $3B7 $3B8 radius  8.0  8.0  3.0
004D: jump_if_false ££Label01B62C
0054: store_player $PLAYER_CHAR position_to $3D0 $3D1 $3D2
00D6: if  0
0024:   $3B7 > $3D1  ;; floating-point values only
004D: jump_if_false ££Label01B58F
00D6: if  0
0038:   $3BF ==  0  ;; integer values
004D: jump_if_false ££Label01B58F
015F: set_camera_position $3C3 $3C4 $3C5  0.0  0.0  0.0
0160: point_camera $3C9 $3CA $3CB  2
04C7: toggle_camera_green_scanlines  1
0004: $3BF =  1  ;; integer values

:Label01B58F
00D6: if  0
0024:   $3D1 > $3B7  ;; floating-point values only
004D: jump_if_false ££Label01B5E6
00D6: if  0
0038:   $3BF ==  0  ;; integer values
004D: jump_if_false ££Label01B5E6
015F: set_camera_position $3C6 $3C7 $3C8  0.0  0.0  0.0
0160: point_camera $3C9 $3CA $3CB  2
04C7: toggle_camera_green_scanlines  1
0004: $3BF =  2  ;; integer values

:Label01B5E6
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $3B6 $3B7 $3B8 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   $3BF ==  0  ;; integer values
004D: jump_if_false ££Label01B6D9
0170: $3CF = player $PLAYER_CHAR z_angle
00D6: if  0
0038:   $3BF ==  1  ;; integer values
004D: jump_if_false ££Label01B68C
00D6: if  1
0020:   $3CF >  155.0  ;; floating-point values
0022:    245.0 > $3CF  ;; 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:   $3BF ==  2  ;; integer values
004D: jump_if_false ££Label01B6D2
00D6: if  21
0020:   $3CF >  290.0  ;; floating-point values
0022:    110.0 > $3CF  ;; 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: $3BF =  0  ;; integer values

:Label01B6D9
00D6: if  0
0038:   $38F ==  1  ;; integer values
004D: jump_if_false ££Label01B791
00D6: if  0
8118:   NOT   actor $38D dead
004D: jump_if_false ££Label01B722
00D6: if  0
8184:   NOT   actor $38D health >=  90
004D: jump_if_false ££Label01B71B
0050: gosub ££Label01C2DF
0050: gosub ££Label01C330

:Label01B71B
0002: jump ££Label01B72E

:Label01B722
01C2: remove_references_to_actor $38D  ;; Like turning an actor into a random pedestrian
0050: gosub ££Label01C330

:Label01B72E
00D6: if  0
8118:   NOT   actor $38E dead
004D: jump_if_false ££Label01B765
00D6: if  0
8184:   NOT   actor $38E health >=  90
004D: jump_if_false ££Label01B75E
0050: gosub ££Label01C2DF
0050: gosub ££Label01C330

:Label01B75E
0002: jump ££Label01B771

:Label01B765
01C2: remove_references_to_actor $38E  ;; Like turning an actor into a random pedestrian
0050: gosub ££Label01C2DF

:Label01B771
00D6: if  0
0038:   $3C1 ==  1  ;; integer values
004D: jump_if_false ££Label01B791
0050: gosub ££Label01C2DF
0050: gosub ££Label01C330

:Label01B791
00D6: if  0
0038:   $38F ==  0  ;; integer values
004D: jump_if_false ££Label01B893
0005: $62 =  0.0  ;; floating-point values
0004: $3C0 =  0  ;; integer values
02CE: $62 = ground_z $3B9 $3BA  50.0
00D6: if  0
8042:   NOT   $62 ==  0.0  ;; floating-point values
004D: jump_if_false ££Label01B893
00D6: if  0
0248:   model #GDA available
004D: jump_if_false ££Label01B7EF
0004: $3C0 =  1  ;; integer values

:Label01B7EF
00D6: if  0
0038:   $3C0 ==  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: $38D = create_actor  4 #GDA at $3B9 $3BA $3BB
0243: set_actor $38D ped_stats_to  16
0173: set_actor $38D z_angle_to  300.0
009F: set_actor $38D objective_to-1
009A: $38E = create_actor  4 #GDA at $3BC $3BD $3BE
0243: set_actor $38E ped_stats_to  16
0173: set_actor $38E z_angle_to  130.0
009F: set_actor $38E objective_to-1
00D6: if  0
0038:   $3C0 ==  0  ;; integer values
004D: jump_if_false ££Label01B885
0249: release_model #GDA

:Label01B885
0004: $3C0 =  0  ;; integer values
0004: $38F =  1  ;; integer values

:Label01B893
0002: jump ££Label01B912

:Label01B89A
00D6: if  0
0038:   $393 ==  1  ;; integer values
004D: jump_if_false ££Label01B90B
00D6: if  0
0038:   $38F ==  1  ;; integer values
004D: jump_if_false ££Label01B8FD
00D6: if  0
8118:   NOT   actor $38D dead
004D: jump_if_false ££Label01B8D3
01C2: remove_references_to_actor $38D  ;; Like turning an actor into a random pedestrian

:Label01B8D3
00D6: if  0
8118:   NOT   actor $38E dead
004D: jump_if_false ££Label01B8E8
01C2: remove_references_to_actor $38E  ;; Like turning an actor into a random pedestrian

:Label01B8E8
0004: $38F =  0  ;; integer values
0004: $391 =  0  ;; integer values
0004: $392 =  0  ;; integer values

:Label01B8FD
0050: gosub ££Label01C28E
0004: $393 =  0  ;; integer values

:Label01B90B
0004: $395 =  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: $3C2 = rampage_status
00D6: if  0
8038:   NOT   $3C2 ==  1  ;; integer values
004D: jump_if_false ££Label01BAFA
00D6: if  0
0038:   $3D7 ==  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: $393 =  2  ;; integer values
0005: $3B6 = -1464.1  ;; floating-point values
0005: $3B7 = -830.6  ;; floating-point values
0005: $3B8 =  13.9  ;; floating-point values
0086: $3CE = $3B8  ;; floating-point values only
0009: $3CE +=  1.0  ;; floating-point values
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $3B6 $3B7 $3B8 radius  1.0  1.0  1.5
004D: jump_if_false ££Label01BA07
00D6: if  0
0038:   $394 ==  2  ;; integer values
004D: jump_if_false ££Label01B9EB
0004: $395 =  0  ;; integer values

:Label01B9EB
0004: $394 =  1  ;; integer values
0050: gosub ££Label01BD38
0050: gosub ££Label01BE29
0050: gosub ££Label01C2B6

:Label01BA07
0005: $3B6 = -1408.3  ;; floating-point values
0005: $3B7 = -831.5  ;; floating-point values
0005: $3B8 =  13.9  ;; floating-point values
0086: $3CE = $3B8  ;; floating-point values only
0009: $3CE +=  1.0  ;; floating-point values
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $3B6 $3B7 $3B8 radius  1.0  1.0  1.5
004D: jump_if_false ££Label01BA96
00D6: if  0
0038:   $394 ==  1  ;; integer values
004D: jump_if_false ££Label01BA7A
0004: $395 =  0  ;; integer values

:Label01BA7A
0004: $394 =  2  ;; integer values
0050: gosub ££Label01BD38
0050: gosub ££Label01BE29
0050: gosub ££Label01C2B6

:Label01BA96
00D6: if  0
0038:   $3C1 ==  1  ;; integer values
004D: jump_if_false ££Label01BAAE
03F1: pedtype  11 add_threat  1

:Label01BAAE
0002: jump ££Label01BAFA

:Label01BAB5
00D6: if  0
0038:   $393 ==  2  ;; integer values
004D: jump_if_false ££Label01BAF3
0050: gosub ££Label01C28E
03F2: pedgroup  11 remove_threat  1
0004: $3C1 =  0  ;; integer values
0005: $3D5 =  0.0  ;; floating-point values
0004: $394 =  0  ;; integer values
0004: $393 =  0  ;; integer values

:Label01BAF3
0004: $395 =  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:   $3DB ==  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:   $3A3 ==  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
01E8: create_forbidden_for_cars_cube  189.8  230.3  0.0  248.0  258.5  30.0
01E8: create_forbidden_for_cars_cube -38.0  84.3  0.0 -102.3  95.1  30.0

:Label01BC91
0004: $3A3 =  1  ;; integer values

:Label01BC98
0002: jump ££Label01BD18

:Label01BC9F
00D6: if  0
0038:   $3A3 ==  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: $3A3 =  0  ;; integer values

:Label01BD18
00D6: if  0
0018:   $3D7 >  1  ;; integer values
004D: jump_if_false ££Label01BD31
0004: $3D7 =  0  ;; integer values

:Label01BD31
0002: jump ££Label01B3CD

:Label01BD38
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  1 weapon $3A0 ammo $3A4 model $397
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  2 weapon $3A1 ammo $3A5 model $398
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  3 weapon $3A2 ammo $3A6 model $399
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  4 weapon $3A2 ammo $3A7 model $39A
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  5 weapon $3A2 ammo $3A8 model $39B
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  6 weapon $3A2 ammo $3A9 model $39C
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  7 weapon $3A2 ammo $3AA model $39D
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  8 weapon $3A2 ammo $3AB model $39E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  9 weapon $3A2 ammo $3AC model $39F
03B8: clear_weapons_from_player $PLAYER_CHAR
00D6: if  0
0038:   $393 ==  1  ;; integer values
004D: jump_if_false ££Label01BE19
00D6: if  0
0018:   $397 >  0  ;; integer values
004D: jump_if_false ££Label01BDFC
01B1: give_player $PLAYER_CHAR weapon $3A0 ammo $3A4  ;; Load the weapon model before using this

:Label01BDFC
00D6: if  0
0018:   $398 >  0  ;; integer values
004D: jump_if_false ££Label01BE19
01B1: give_player $PLAYER_CHAR weapon $3A1 ammo $3A5  ;; Load the weapon model before using this

:Label01BE19
0004: $395 =  0  ;; integer values
0004: $396 =  0  ;; integer values
0051: return

:Label01BE29
00D6: if  0
0038:   $393 ==  2  ;; integer values
004D: jump_if_false ££Label01BEA3
00D6: if  0
0018:   $397 >  0  ;; integer values
004D: jump_if_false ££Label01BE6F
0215: destroy_pickup $3AD
0050: gosub ££Label01C011
032B: $3AD = create_weapon_pickup $397  3 ammo $3A4 at $3CC $3CD $3CE

:Label01BE6F
00D6: if  0
0018:   $398 >  0  ;; integer values
004D: jump_if_false ££Label01BEA3
0215: destroy_pickup $3AE
0050: gosub ££Label01C011
032B: $3AE = create_weapon_pickup $398  3 ammo $3A5 at $3CC $3CD $3CE

:Label01BEA3
00D6: if  0
0018:   $399 >  0  ;; integer values
004D: jump_if_false ££Label01BED7
0215: destroy_pickup $3AF
0050: gosub ££Label01C011
032B: $3AF = create_weapon_pickup $399  3 ammo $3A6 at $3CC $3CD $3CE

:Label01BED7
00D6: if  0
0018:   $39A >  0  ;; integer values
004D: jump_if_false ££Label01BF0B
0215: destroy_pickup $3B0
0050: gosub ££Label01C011
032B: $3B0 = create_weapon_pickup $39A  3 ammo $3A7 at $3CC $3CD $3CE

:Label01BF0B
00D6: if  0
0018:   $39B >  0  ;; integer values
004D: jump_if_false ££Label01BF3F
0215: destroy_pickup $3B1
0050: gosub ££Label01C011
032B: $3B1 = create_weapon_pickup $39B  3 ammo $3A8 at $3CC $3CD $3CE

:Label01BF3F
00D6: if  0
0018:   $39C >  0  ;; integer values
004D: jump_if_false ££Label01BF73
0215: destroy_pickup $3B2
0050: gosub ££Label01C011
032B: $3B2 = create_weapon_pickup $39C  3 ammo $3A9 at $3CC $3CD $3CE

:Label01BF73
00D6: if  0
0018:   $39D >  0  ;; integer values
004D: jump_if_false ££Label01BFA7
0215: destroy_pickup $3B3
0050: gosub ££Label01C011
032B: $3B3 = create_weapon_pickup $39D  3 ammo $3AA at $3CC $3CD $3CE

:Label01BFA7
00D6: if  0
0018:   $39E >  0  ;; integer values
004D: jump_if_false ££Label01BFDB
0215: destroy_pickup $3B4
0050: gosub ££Label01C011
032B: $3B4 = create_weapon_pickup $39E  3 ammo $3AB at $3CC $3CD $3CE

:Label01BFDB
00D6: if  0
0018:   $39F >  0  ;; integer values
004D: jump_if_false ££Label01C00F
0215: destroy_pickup $3B5
0050: gosub ££Label01C011
032B: $3B5 = create_weapon_pickup $39F  3 ammo $3AC at $3CC $3CD $3CE

:Label01C00F
0051: return

:Label01C011
0001: wait  0 ms
0008: $395 +=  1  ;; integer values
00D6: if  0
0038:   $393 ==  1  ;; integer values
004D: jump_if_false ££Label01C165
00D6: if  0
0018:   $395 >  1  ;; integer values
004D: jump_if_false ££Label01C141
00D6: if  0
0038:   $396 ==  4  ;; integer values
004D: jump_if_false ££Label01C06D
0009: $3CC +=  3.7  ;; floating-point values
0009: $3CD +=  1.5  ;; floating-point values
0008: $396 +=  1  ;; integer values

:Label01C06D
00D6: if  0
0038:   $396 ==  3  ;; integer values
004D: jump_if_false ££Label01C09A
000D: $3CD -=  1.85  ;; floating-point values
0009: $3CC +=  .75  ;; floating-point values
0008: $396 +=  1  ;; integer values

:Label01C09A
00D6: if  0
0038:   $396 ==  2  ;; integer values
004D: jump_if_false ££Label01C0C7
000D: $3CC -=  3.7  ;; floating-point values
000D: $3CD -=  1.5  ;; floating-point values
0008: $396 +=  1  ;; integer values

:Label01C0C7
00D6: if  0
0038:   $396 ==  1  ;; integer values
004D: jump_if_false ££Label01C0F4
000D: $3CD -=  1.85  ;; floating-point values
0009: $3CC +=  .75  ;; floating-point values
0008: $396 +=  1  ;; integer values

:Label01C0F4
00D6: if  0
0038:   $396 ==  0  ;; integer values
004D: jump_if_false ££Label01C121
0009: $3CC +=  3.7  ;; floating-point values
0009: $3CD +=  1.5  ;; floating-point values
0008: $396 +=  1  ;; integer values

:Label01C121
00D6: if  0
0018:   $396 >  4  ;; integer values
004D: jump_if_false ££Label01C13A
0004: $396 =  0  ;; integer values

:Label01C13A
0002: jump ££Label01C165

:Label01C141
0086: $3CC = $3B6  ;; floating-point values only
000D: $3CC -=  1.4  ;; floating-point values
0086: $3CD = $3B7  ;; floating-point values only
000D: $3CD -=  2.6  ;; floating-point values

:Label01C165
00D6: if  0
0038:   $393 ==  2  ;; integer values
004D: jump_if_false ££Label01C239
00D6: if  0
0038:   $394 ==  1  ;; integer values
004D: jump_if_false ££Label01C19A
0005: $3D6 = -5.0  ;; floating-point values
0002: jump ££Label01C1A4

:Label01C19A
0005: $3D6 =  5.0  ;; floating-point values

:Label01C1A4
00D6: if  0
0018:   $395 >  1  ;; integer values
004D: jump_if_false ££Label01C1F3
00D6: if  0
001A:    10 > $396  ;; integer values
004D: jump_if_false ££Label01C1E5
0059: $3D5 += $3D6  ;; floating-point values
0050: gosub ££Label01C258
0008: $396 +=  1  ;; integer values
0002: jump ££Label01C1EC

:Label01C1E5
0004: $396 =  0  ;; integer values

:Label01C1EC
0002: jump ££Label01C239

:Label01C1F3
00D6: if  0
0038:   $394 ==  1  ;; integer values
004D: jump_if_false ££Label01C216
0005: $3D5 =  220.0  ;; floating-point values
0050: gosub ££Label01C258

:Label01C216
00D6: if  0
0038:   $394 ==  2  ;; integer values
004D: jump_if_false ££Label01C239
0005: $3D5 =  140.0  ;; floating-point values
0050: gosub ££Label01C258

:Label01C239
00D6: if  0
048C:   unknown_pickup_exists_at $3CC $3CD $3CE
004D: jump_if_false ££Label01C256
0002: jump ££Label01C011

:Label01C256
0051: return

:Label01C258
02F6: $3CC = cosine $3D5  ;; sinus swapped with cosine
0011: $3CC *=  34.5  ;; floating-point values
0059: $3CC += $3D3  ;; floating-point values
02F7: $3CD = sinus $3D5 ;; cosine swapped with sinus
0011: $3CD *=  34.5  ;; floating-point values
0059: $3CD += $3D4  ;; floating-point values
0051: return

:Label01C28E
00D6: if  0
0018:   $3BF >  0  ;; integer values
004D: jump_if_false ££Label01C2A2
02EB: restore_camera_with_jumpcut

:Label01C2A2
04C7: toggle_camera_green_scanlines  0
0004: $3C1 =  0  ;; integer values
0004: $390 =  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: $3C1 =  1  ;; integer values

:Label01C2DD
0051: return

:Label01C2DF
00D6: if  0
8118:   NOT   actor $38D dead
004D: jump_if_false ££Label01C32E
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01C32E
01CC: actor $38D kill_player $PLAYER_CHAR
00D6: if  1
0038:   $391 ==  0  ;; integer values
0248:   model #NITESTICK available
004D: jump_if_false ££Label01C32E
01B2: give_actor $38D weapon  4 ammo  0  ;; Load the weapon model before using this
0004: $391 =  1  ;; integer values

:Label01C32E
0051: return

:Label01C330
00D6: if  0
8118:   NOT   actor $38E dead
004D: jump_if_false ££Label01C37A
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01C37A
01CC: actor $38E kill_player $PLAYER_CHAR
00D6: if  0
0038:   $392 ==  0  ;; integer values
004D: jump_if_false ££Label01C37A
01B2: give_actor $38E weapon  4 ammo  0  ;; Load the weapon model before using this
0004: $392 =  1  ;; integer values

:Label01C37A
0051: return

:Label01C37C
0004: $3D8 =  0  ;; integer values
0004: $3E3 =  0  ;; integer values
0004: $3E5 =  0  ;; integer values
0004: $3E8 =  0  ;; integer values
0004: $3E1 =  0  ;; integer values
0004: $3E2 =  0  ;; integer values
0004: $3E4 =  0  ;; integer values
0004: $3EA =  0  ;; integer values
0004: $3EB =  0  ;; integer values
0004: $440 =  0  ;; integer values
0004: $3DC =  0  ;; integer values
0004: $3DB =  0  ;; integer values
0004: $3DD =  0  ;; integer values
0004: $3DF =  0  ;; integer values
0004: $3DA =  0  ;; integer values
0004: $3D9 =  0  ;; integer values
0004: $3DE =  0  ;; integer values
0004: $3E9 =  0  ;; integer values
0004: $3EE =  0  ;; integer values
0004: $3ED =  0  ;; integer values
0004: $3F1 =  0  ;; integer values
0004: $3F0 =  0  ;; integer values
0004: $3F3 =  0  ;; integer values
0004: $3F4 =  0  ;; integer values
0004: $3F6 =  0  ;; integer values
0004: $409 =  0  ;; integer values
0004: $404 =  0  ;; integer values
0004: $430 =  0  ;; integer values
0004: $3E7 =  0  ;; integer values
0004: $40A =  0  ;; integer values
0004: $40F =  0  ;; integer values
0004: $410 =  0  ;; integer values
0004: $43E =  0  ;; integer values
0004: $43F =  0  ;; integer values
0004: $441 =  0  ;; integer values
0005: $44D =  9.0  ;; floating-point values
0005: $44E =  0.0  ;; floating-point values
0005: $44F =  0.0  ;; floating-point values
0004: $442 =  0  ;; integer values
0004: $444 =  0  ;; integer values
0004: $445 =  0  ;; integer values
0004: $446 =  0  ;; integer values
0004: $448 =  0  ;; integer values
0004: $447 =  0  ;; integer values
0004: $44A =  0  ;; integer values
0004: $43C =  0  ;; integer values
03A4: name_thread "INTERIO"
0111: set_wasted_busted_check_to  0 (disabled)
004F: create_thread ££Label01C4DF 
004E: end_thread

:Label01C4DF
0004: $3E0 =  0  ;; integer values
03A4: name_thread "SHIT"
0002: jump ££Label01C54F
029B: $3EF = init_object -19 (STRIPCLBDROPEN) at  97.203 -1469.731  10.578
029B: $3F5 = init_object -20 (OD_CLBDR_OPEN) at  490.34 -77.017  11.598
029B: $3F2 = init_object -21 (COP_DR_CLOSED) at  396.545 -472.883  12.6
029B: $6FE = init_object -22 (STRPBCKDRCLSD) at  68.988 -1444.242  10.727

:Label01C54F
0001: wait  0 ms
0008: $447 +=  1  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01CC8A
0004: $446 =  0  ;; integer values
00D6: if  0
0038:   $447 ==  1  ;; integer values
004D: jump_if_false ££Label01CC83
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "BEACH1"
0038:   $43C ==  1  ;; integer values
004D: jump_if_false ££Label01CC83
00D6: if  0
0038:   $3E7 ==  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:   $3EE ==  0  ;; integer values
004D: jump_if_false ££Label01C606
0108: destroy_object $3EF
029B: $3EF = init_object -19 (STRIPCLBDROPEN) at  97.203 -1469.731  10.578
01C7: remove_object_from_mission_cleanup_list $3EF
0004: $3EE =  1  ;; integer values
0004: $3ED =  0  ;; integer values

:Label01C606
0002: jump ££Label01C64D

:Label01C60D
00D6: if  0
0038:   $3ED ==  0  ;; integer values
004D: jump_if_false ££Label01C64D
0108: destroy_object $3EF
029B: $3EF = init_object -23 (STRIPCLBDRCLSD) at  97.203 -1469.731  10.578
01C7: remove_object_from_mission_cleanup_list $3EF
0004: $3ED =  1  ;; integer values
0004: $3EE =  0  ;; integer values

:Label01C64D
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label01CC83
00D6: if  1
0038:   $3EA ==  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: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01C6D0
00D6: if  0
01AF:   car $3EC  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: $3EA =  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: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at  91.2 -1460.9  10.0 and_remove_from_car
00A6: destroy_car $3EC

:Label01C791
00D6: if  0
059A:   false
004D: jump_if_false ££Label01C833
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  1 weapon $431 ammo $3A4 model $397
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  2 weapon $432 ammo $3A5 model $398
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  3 weapon $433 ammo $3A6 model $399
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  4 weapon $434 ammo $3A7 model $39A
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  5 weapon $435 ammo $3A8 model $39B
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  6 weapon $436 ammo $3A9 model $39C
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  7 weapon $437 ammo $3AA model $39D
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  8 weapon $438 ammo $3AB model $39E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  9 weapon $439 ammo $3AC model $39F
03B8: clear_weapons_from_player $PLAYER_CHAR

:Label01C833
00D6: if  0
0038:   $3E0 ==  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:   $3EA ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01CC75
0004: $3EA =  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 $43A ammo $43A model $43B
00D6: if  0
84A3:   NOT   $43B  0
004D: jump_if_false ££Label01C9D6
0084: $43B = $397  ;; 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 $431 ammo $3A4  ;; Load the weapon model before using this

:Label01C9CF
0050: gosub ££Label022878

:Label01C9D6
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  2 weapon $43A ammo $43A model $43B
00D6: if  0
84A3:   NOT   $43B  0
004D: jump_if_false ££Label01CA29
0084: $43B = $398  ;; 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 $432 ammo $3A5  ;; Load the weapon model before using this

:Label01CA22
0050: gosub ££Label022878

:Label01CA29
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  3 weapon $43A ammo $43A model $43B
00D6: if  0
84A3:   NOT   $43B  0
004D: jump_if_false ££Label01CA7C
0084: $43B = $399  ;; 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 $433 ammo $3A6  ;; Load the weapon model before using this

:Label01CA75
0050: gosub ££Label022878

:Label01CA7C
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  4 weapon $43A ammo $43A model $43B
00D6: if  0
84A3:   NOT   $43B  0
004D: jump_if_false ££Label01CACF
0084: $43B = $39A  ;; 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 $434 ammo $3A7  ;; Load the weapon model before using this

:Label01CAC8
0050: gosub ££Label022878

:Label01CACF
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  5 weapon $43A ammo $43A model $43B
00D6: if  0
84A3:   NOT   $43B  0
004D: jump_if_false ££Label01CB22
0084: $43B = $39B  ;; 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 $435 ammo $3A8  ;; Load the weapon model before using this

:Label01CB1B
0050: gosub ££Label022878

:Label01CB22
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  6 weapon $43A ammo $43A model $43B
00D6: if  0
84A3:   NOT   $43B  0
004D: jump_if_false ££Label01CB75
0084: $43B = $39C  ;; 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 $436 ammo $3A9  ;; Load the weapon model before using this

:Label01CB6E
0050: gosub ££Label022878

:Label01CB75
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  7 weapon $43A ammo $43A model $43B
00D6: if  0
84A3:   NOT   $43B  0
004D: jump_if_false ££Label01CBC8
0084: $43B = $39D  ;; 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 $437 ammo $3AA  ;; Load the weapon model before using this

:Label01CBC1
0050: gosub ££Label022878

:Label01CBC8
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  8 weapon $43A ammo $43A model $43B
00D6: if  0
84A3:   NOT   $43B  0
004D: jump_if_false ££Label01CC1B
0084: $43B = $39E  ;; 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 $438 ammo $3AB  ;; Load the weapon model before using this

:Label01CC14
0050: gosub ££Label022878

:Label01CC1B
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  9 weapon $43A ammo $43A model $43B
00D6: if  0
84A3:   NOT   $43B  0
004D: jump_if_false ££Label01CC6E
0084: $43B = $39F  ;; 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 $439 ammo $3AC  ;; 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: $446 =  0  ;; integer values
00D6: if  0
0038:   $447 ==  2  ;; integer values
004D: jump_if_false ££Label01CF4A
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "BEACH1"
0038:   $43C ==  1  ;; integer values
004D: jump_if_false ££Label01CF4A
00D6: if  0
0038:   $440 ==  0  ;; integer values
004D: jump_if_false ££Label01CE5A
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label01CD4C
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01CD45
00D6: if  0
01AF:   car $3EC  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: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at  225.0 -1277.3  11.5 and_remove_from_car
00A6: destroy_car $3EC

:Label01CDEF
00D6: if  0
0038:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01CE4C
0004: $440 =  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:   $440 ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01CF3C
0050: gosub ££Label0204B5
0004: $440 =  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: $446 =  0  ;; integer values
00D6: if  0
0038:   $447 ==  1  ;; integer values
004D: jump_if_false ££Label01D20E
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "BEACH1"
0038:   $43C ==  1  ;; integer values
004D: jump_if_false ££Label01D20E
00D6: if  0
0038:   $3DE ==  0  ;; integer values
004D: jump_if_false ££Label01D11C
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label01D013
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01D00C
00D6: if  0
01AF:   car $3EC  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: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at  27.19 -1327.0  12.0 and_remove_from_car
00A6: destroy_car $3EC

: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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01D10E
0004: $3DE =  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:   $3DE ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01D200
0050: gosub ££Label0204B5
0004: $3DE =  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: $446 =  0  ;; integer values
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "BEACH2"
0038:   $43C ==  1  ;; integer values
004D: jump_if_false ££Label01D71C
00D6: if  0
0038:   $447 ==  1  ;; integer values
004D: jump_if_false ££Label01D71C
00D6: if  22
0038:   $ONMISSION ==  0  ;; integer values
0038:   $3E5 ==  1  ;; integer values
0038:   $3E8 ==  1  ;; integer values
004D: jump_if_false ££Label01D2CB
00D6: if  0
0038:   $3F1 ==  0  ;; integer values
004D: jump_if_false ££Label01D2C4
0108: destroy_object $3F2
029B: $3F2 = init_object -24 (COP_DR_OPEN) at  396.458 -473.047  12.6
01C7: remove_object_from_mission_cleanup_list $3F2
0004: $3F1 =  1  ;; integer values
0004: $3F0 =  0  ;; integer values

:Label01D2C4
0002: jump ££Label01D30B

:Label01D2CB
00D6: if  0
0038:   $3F0 ==  0  ;; integer values
004D: jump_if_false ££Label01D30B
0108: destroy_object $3F2
029B: $3F2 = init_object -21 (COP_DR_CLOSED) at  396.545 -472.883  12.6
01C7: remove_object_from_mission_cleanup_list $3F2
0004: $3F0 =  1  ;; integer values
0004: $3F1 =  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:   $3E5 ==  1  ;; integer values
0038:   $3E8 ==  1  ;; integer values
004D: jump_if_false ££Label01D571
00D6: if  0
0038:   $3DB ==  0  ;; integer values
004D: jump_if_false ££Label01D571
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label01D3AE
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01D3A7
00D6: if  0
01AF:   car $3EC  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: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at  393.8 -475.8  11.4 and_remove_from_car
00A6: destroy_car $3EC

:Label01D456
00D6: if  0
0038:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01D563
04BB: select_interiour  12  ;; select render area
0004: $3DB =  1  ;; integer values
00D6: if  0
0038:   $3E5 ==  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:   $3DB ==  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:   $3E0 ==  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: $3DB =  0  ;; integer values
00D6: if  0
0038:   $3E5 ==  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: $446 =  0  ;; integer values
00D6: if  0
0038:   $447 ==  1  ;; integer values
004D: jump_if_false ££Label01DD6B
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:   $43C ==  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:   $3DA ==  0  ;; integer values
004D: jump_if_false ££Label01D98E
0005: $62 =  0.0  ;; floating-point values
02CE: $62 = ground_z  492.5 -76.17  10.5
00D6: if  0
0020:   $62 >  0.0  ;; floating-point values
004D: jump_if_false ££Label01D8E5
00D6: if  0
0038:   $40F ==  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: $40D = create_actor  4 #SPECIAL15 at  489.6 -79.8  10.5
0173: set_actor $40D z_angle_to  225.0
0243: set_actor $40D ped_stats_to  30
0223: set_actor $40D health_to  200
01ED: reset_actor $40D flags
0291: unknown_actor $40D unknown_behavior_flag  1
0243: set_actor $40D ped_stats_to  11
009A: $40E = create_actor  4 #SPECIAL15 at  492.5 -76.17  10.5
0173: set_actor $40E z_angle_to  225.0
0243: set_actor $40E ped_stats_to  30
0223: set_actor $40E health_to  200
01ED: reset_actor $40E flags
0291: unknown_actor $40E unknown_behavior_flag  1
0243: set_actor $40E ped_stats_to  11
0004: $40F =  1  ;; integer values

:Label01D8DE
0002: jump ££Label01D8EC

:Label01D8E5
0050: gosub ££Label0227B4

:Label01D8EC
00D6: if  1
0038:   $40F ==  1  ;; integer values
0038:   $410 ==  0  ;; integer values
004D: jump_if_false ££Label01D987
00D6: if  0
8118:   NOT   actor $40D dead
004D: jump_if_false ££Label01D946
00D6: if  0
8184:   NOT   actor $40D health >=  199
004D: jump_if_false ££Label01D946
00D6: if  0
8118:   NOT   actor $40E dead
004D: jump_if_false ££Label01D946
011A: set_actor $40E flags  1
0004: $410 =  1  ;; integer values

:Label01D946
00D6: if  0
8118:   NOT   actor $40E dead
004D: jump_if_false ££Label01D987
00D6: if  0
8184:   NOT   actor $40E health >=  199
004D: jump_if_false ££Label01D987
00D6: if  0
8118:   NOT   actor $40D dead
004D: jump_if_false ££Label01D987
011A: set_actor $40D flags  1
0004: $410 =  1  ;; integer values

:Label01D987
0002: jump ££Label01D995

:Label01D98E
0050: gosub ££Label0227B4

:Label01D995
00D6: if  0
0038:   $3F4 ==  0  ;; integer values
004D: jump_if_false ££Label01D9D5
0108: destroy_object $3F5
029B: $3F5 = init_object -20 (OD_CLBDR_OPEN) at  490.34 -77.017  11.598
01C7: remove_object_from_mission_cleanup_list $3F5
0004: $3F4 =  1  ;; integer values
0004: $3F3 =  0  ;; integer values

:Label01D9D5
0002: jump ££Label01DA31

:Label01D9DC
00D6: if  2
0038:   $3F3 ==  0  ;; integer values
0038:   $3E1 ==  0  ;; integer values
0038:   $3E2 ==  0  ;; integer values
004D: jump_if_false ££Label01DA2A
0108: destroy_object $3F5
029B: $3F5 = init_object -25 (OD_CLBDR_CLOSE) at  490.34 -77.017  11.598
01C7: remove_object_from_mission_cleanup_list $3F5
0004: $3F3 =  1  ;; integer values
0004: $3F4 =  0  ;; integer values

:Label01DA2A
0050: gosub ££Label0227B4

:Label01DA31
00D6: if  0
0038:   $3E4 ==  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:   $3DA ==  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: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01DAC6
00D6: if  0
01AF:   car $3EC  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: $3DA =  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: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at  484.2 -72.5  9.5 and_remove_from_car
00A6: destroy_car $3EC

:Label01DB7F
00D6: if  0
0038:   $3E0 ==  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:   $3E2 ==  0  ;; integer values
0038:   $3E1 ==  0  ;; integer values
004D: jump_if_false ££Label01DC34
0050: gosub ££Label0203F3

:Label01DC34
00D6: if  0
0038:   $3DA ==  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:   $3E2 ==  0  ;; integer values
0038:   $3E1 ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01DD4F
0004: $3DA =  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: $446 =  0  ;; integer values
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "HAVANA"
0038:   $43C ==  1  ;; integer values
004D: jump_if_false ££Label01E046
00D6: if  0
0038:   $447 ==  2  ;; integer values
004D: jump_if_false ££Label01E046
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label01DE22
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01DE1B
00D6: if  0
01AF:   car $3EC  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:   $3DD ==  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: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at -1170.0 -611.0  11.0 and_remove_from_car
00A6: destroy_car $3EC

:Label01DED7
00D6: if  0
0038:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01DF46
0004: $3DD =  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:   $3DD ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01E038
0004: $3DD =  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: $446 =  0  ;; integer values
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:   $43C ==  1  ;; integer values
004D: jump_if_false ££Label01E331
00D6: if  0
0038:   $447 ==  2  ;; integer values
004D: jump_if_false ££Label01E331
00D6: if  0
0038:   $3EB ==  0  ;; integer values
004D: jump_if_false ££Label01E212
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label01E10F
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01E108
00D6: if  0
01AF:   car $3EC  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01E204
0004: $3EB =  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: $450 =  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:   $3EB ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01E323
0004: $3EB =  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: $450 =  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: $446 =  0  ;; integer values
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:   $43C ==  1  ;; integer values
004D: jump_if_false ££Label01E61C
00D6: if  0
0038:   $447 ==  1  ;; integer values
004D: jump_if_false ££Label01E61C
00D6: if  0
0038:   $3EB ==  0  ;; integer values
004D: jump_if_false ££Label01E4FD
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label01E3FA
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01E3F3
00D6: if  0
01AF:   car $3EC  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01E4EF
0004: $3EB =  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: $450 =  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:   $3EB ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01E60E
0004: $3EB =  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: $450 =  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: $446 =  0  ;; integer values
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:   $43C ==  1  ;; integer values
004D: jump_if_false ££Label01E907
00D6: if  0
0038:   $447 ==  1  ;; integer values
004D: jump_if_false ££Label01E907
00D6: if  0
0038:   $3EB ==  0  ;; integer values
004D: jump_if_false ££Label01E7E8
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label01E6E5
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01E6DE
00D6: if  0
01AF:   car $3EC  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01E7DA
0004: $3EB =  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: $450 =  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:   $3EB ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01E8F9
0004: $3EB =  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: $450 =  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: $446 =  0  ;; integer values
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:   $43C ==  1  ;; integer values
004D: jump_if_false ££Label01EBF2
00D6: if  0
0038:   $447 ==  2  ;; integer values
004D: jump_if_false ££Label01EBF2
00D6: if  0
0038:   $3EB ==  0  ;; integer values
004D: jump_if_false ££Label01EAD3
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label01E9D0
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01E9C9
00D6: if  0
01AF:   car $3EC  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01EAC5
0004: $3EB =  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: $450 =  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:   $3EB ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01EBE4
0004: $3EB =  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: $450 =  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: $446 =  0  ;; integer values
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:   $43C ==  1  ;; integer values
004D: jump_if_false ££Label01EEDD
00D6: if  0
0038:   $447 ==  2  ;; integer values
004D: jump_if_false ££Label01EEDD
00D6: if  0
0038:   $3EB ==  0  ;; integer values
004D: jump_if_false ££Label01EDBE
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label01ECBB
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01ECB4
00D6: if  0
01AF:   car $3EC  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01EDB0
0004: $3EB =  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: $450 =  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:   $3EB ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01EECF
0004: $3EB =  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: $450 =  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: $446 =  0  ;; integer values
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:   $43C ==  1  ;; integer values
004D: jump_if_false ££Label01F1C8
00D6: if  0
0038:   $447 ==  1  ;; integer values
004D: jump_if_false ££Label01F1C8
00D6: if  0
0038:   $3EB ==  0  ;; integer values
004D: jump_if_false ££Label01F0A9
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label01EFA6
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01EF9F
00D6: if  0
01AF:   car $3EC  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01F09B
0004: $3EB =  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: $450 =  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:   $3EB ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01F1BA
0004: $3EB =  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: $450 =  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: $446 =  0  ;; integer values
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:   $43C ==  1  ;; integer values
004D: jump_if_false ££Label01F4B3
00D6: if  0
0038:   $447 ==  2  ;; integer values
004D: jump_if_false ££Label01F4B3
00D6: if  0
0038:   $3EB ==  0  ;; integer values
004D: jump_if_false ££Label01F394
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label01F291
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01F28A
00D6: if  0
01AF:   car $3EC  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01F386
0004: $3EB =  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: $450 =  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:   $3EB ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01F4A5
0004: $3EB =  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: $450 =  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: $446 =  0  ;; integer values
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "DTOWN"
0038:   $43C ==  1  ;; integer values
004D: jump_if_false ££Label01F756
00D6: if  0
0038:   $447 ==  1  ;; integer values
004D: jump_if_false ££Label01F756
00D6: if  0
0038:   $3DC ==  0  ;; integer values
004D: jump_if_false ££Label01F680
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label01F57C
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01F575
00D6: if  0
01AF:   car $3EC  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: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at -667.8  1221.0  10.5 and_remove_from_car
00A6: destroy_car $3EC

:Label01F603
00D6: if  0
0038:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01F660
04BB: select_interiour  10  ;; select render area
0004: $3DC =  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:   $3E3 ==  0  ;; integer values
004D: jump_if_false ££Label01F680
0050: gosub ££Label0203F3

:Label01F680
00D6: if  0
0038:   $3DC ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01F748
0004: $3DC =  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: $446 =  0  ;; integer values
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "STARI"
0038:   $43C ==  1  ;; integer values
004D: jump_if_false ££Label01FFAA
00D6: if  0
0018:   $3E9 >  0  ;; integer values
004D: jump_if_false ££Label01FFAA
00D6: if  0
0018:   $3E9 >  1  ;; integer values
004D: jump_if_false ££Label01FA37
00D6: if  0
0038:   $447 ==  1  ;; integer values
004D: jump_if_false ££Label01FA37
00D6: if  0
0038:   $3DF ==  0  ;; integer values
004D: jump_if_false ££Label01F943
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label01F843
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01F83C
00D6: if  0
01AF:   car $3EC  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01F935
04BB: select_interiour  2  ;; select render area
0004: $3DF =  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: $450 =  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:   $3DF ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01FA29
0050: gosub ££Label0204B5
0004: $3DF =  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:   $447 ==  2  ;; integer values
004D: jump_if_false ££Label01FD06
00D6: if  0
0038:   $3DF ==  0  ;; integer values
004D: jump_if_false ££Label01FC12
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label01FABC
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01FAB5
00D6: if  0
01AF:   car $3EC  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: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at -329.24 -582.5  34.5 and_remove_from_car
00A6: destroy_car $3EC

:Label01FB87
00D6: if  0
0038:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01FC04
04BB: select_interiour  2  ;; select render area
0004: $3DF =  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:   $3DF ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01FCF8
0050: gosub ££Label0204B5
0004: $3DF =  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:   $447 ==  1  ;; integer values
004D: jump_if_false ££Label01FFAA
00D6: if  0
0038:   $3DF ==  0  ;; integer values
004D: jump_if_false ££Label01FEAF
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label01FD8B
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label01FD84
00D6: if  0
01AF:   car $3EC  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01FEA1
04BB: select_interiour  2  ;; select render area
0004: $3DF =  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: $450 =  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:   $3DF ==  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:   $3E0 ==  0  ;; integer values
004D: jump_if_false ££Label01FF9C
0050: gosub ££Label0204B5
0004: $3DF =  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: $450 =  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:   $FB ==  1  ;; integer values
004D: jump_if_false ££Label0202BC
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "HAVANA"
0038:   $43C ==  1  ;; integer values
004D: jump_if_false ££Label0202BC
00D6: if  0
0038:   $447 ==  2  ;; integer values
004D: jump_if_false ££Label0202BC
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££Label02006C
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if  0
8119:   NOT   car $3EC wrecked
004D: jump_if_false ££Label020065
00D6: if  0
01AF:   car $3EC  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: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at -903.0 -341.0  12.5 and_remove_from_car
00A6: destroy_car $3EC

:Label02011F
00D6: if  0
0038:   $3E0 ==  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: $3D9 =  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:   $3E0 ==  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: $3D9 =  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:   $447 >  1  ;; integer values
004D: jump_if_false ££Label0202F1
0004: $447 =  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:   $3E3 ==  0  ;; integer values
0038:   $3E1 ==  0  ;; integer values
0038:   $3E2 ==  0  ;; integer values
004D: jump_if_false ££Label02034C
016A: fade  0 ()  500 ms
0002: jump ££Label02037B

:Label02034C
00D6: if  0
0038:   $3DA ==  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: $3E0 =  1  ;; integer values
0002: jump ££Label0203B1

:Label0203AA
0004: $3E0 =  0  ;; integer values

:Label0203B1
00D6: if  0
0038:   $3EA ==  1  ;; integer values
004D: jump_if_false ££Label0203CA
0050: gosub ££Label020617

:Label0203CA
00D6: if  0
0038:   $3DA ==  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:   $3E3 ==  0  ;; integer values
0038:   $3E1 ==  0  ;; integer values
0038:   $3E2 ==  0  ;; integer values
004D: jump_if_false ££Label020429
016A: fade  1 (back)  500 ms
0002: jump ££Label020458

:Label020429
00D6: if  0
0038:   $3DA ==  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: $3E0 =  1  ;; integer values
0002: jump ££Label02048E

:Label020487
0004: $3E0 =  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:   $446 ==  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: $3DD =  0  ;; integer values
0004: $3DA =  0  ;; integer values
0004: $3EA =  0  ;; integer values
0004: $3EB =  0  ;; integer values
0004: $440 =  0  ;; integer values
0004: $3DB =  0  ;; integer values
0004: $3DC =  0  ;; integer values
0004: $3DE =  0  ;; integer values
0004: $3DF =  0  ;; integer values
01EB: set_car_density_to  1.0
0004: $446 =  1  ;; integer values

:Label020615
0051: return

:Label020617
00D6: if  0
0038:   $3EA ==  1  ;; integer values
004D: jump_if_false ££Label020B03
00D6: if  0
0038:   $3F6 ==  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 (in-sphere)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:   $448 ==  1  ;; integer values
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label0206E7
00D6: if  1
00E4:   player $PLAYER_CHAR  1 (in-sphere)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:   $3F6 ==  0  ;; integer values
004D: jump_if_false ££Label020AFC
0004: $3F7 =  24  ;; integer values
0004: $3F8 =  24  ;; integer values
0004: $3F9 =  25  ;; integer values
0004: $3FA =  29  ;; integer values
0004: $3FB =  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: $405 = create_actor  4 #HMOST at  89.8 -1456.2  9.4
0173: set_actor $405 z_angle_to  287.0
01ED: reset_actor $405 flags
009A: $406 = create_actor  4 #WMYBU at  89.15 -1461.3  9.6
0173: set_actor $406 z_angle_to  48.7
01ED: reset_actor $406 flags
009A: $412 = create_actor  5 #BFYPR at  79.67 -1461.34  10.6
0173: set_actor $412 z_angle_to  168.0
01ED: reset_actor $412 flags
0372: set_actor $412 anim  32 wait_state_time  999999 ms
009A: $401 = create_actor  4 #WMOST at  79.5 -1463.1  9.6
0173: set_actor $401 z_angle_to  5.0
01ED: reset_actor $401 flags
0372: set_actor $401 anim  29 wait_state_time  999999 ms
009A: $3FC = create_actor  4 #WMOCA at  87.3 -1462.85  9.6
0173: set_actor $3FC z_angle_to  117.0
01ED: reset_actor $3FC flags
009A: $413 = create_actor  5 #WFYBE at  86.06 -1463.6  10.4
0173: set_actor $413 z_angle_to  295.0
01ED: reset_actor $413 flags
0372: set_actor $413 anim  32 wait_state_time  999999 ms
009A: $3FD = create_actor  4 #BKB at  79.0 -1466.31  9.6
0173: set_actor $3FD z_angle_to  58.0
01ED: reset_actor $3FD flags
009A: $3FE = create_actor  4 #BKA at  77.46 -1466.06  9.6
0173: set_actor $3FE z_angle_to  265.0
01ED: reset_actor $3FE flags
009A: $415 = create_actor  5 #WFOBE at  78.07 -1465.7  10.4
0173: set_actor $415 z_angle_to  168.0
01ED: reset_actor $415 flags
0372: set_actor $415 anim  32 wait_state_time  999999 ms
009A: $3FF = create_actor  4 #BMYBB at  81.35 -1459.9  9.6
0173: set_actor $3FF z_angle_to  5.0
01ED: reset_actor $3FF flags
0372: set_actor $3FF anim  29 wait_state_time  999999 ms
009A: $400 = create_actor  4 #WMOBE at  83.4 -1458.9  9.6
0173: set_actor $400 z_angle_to  60.0
01ED: reset_actor $400 flags
0372: set_actor $400 anim  29 wait_state_time  999999 ms
009A: $411 = create_actor  5 #WFYG1 at  81.45 -1457.44  10.6
0173: set_actor $411 z_angle_to  210.0
01ED: reset_actor $411 flags
0372: set_actor $411 anim  32 wait_state_time  999999 ms
009A: $402 = create_actor  5 #BFYRI at  88.6 -1450.0  9.6
0173: set_actor $402 z_angle_to  325.0
01ED: reset_actor $402 flags
009F: set_actor $402 objective_to-1
009A: $403 = create_actor  5 #HFYMD at  91.44 -1455.3  9.6
0173: set_actor $403 z_angle_to  128.0
01ED: reset_actor $403 flags
009F: set_actor $403 objective_to-1
0050: gosub ££Label020BF6
0004: $3F6 =  1  ;; integer values

:Label020AFC
0002: jump ££Label020BF4

:Label020B03
00D6: if  0
0018:   $3F6 >  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 $411
009B: destroy_actor_instantly $412
009B: destroy_actor_instantly $413
009B: destroy_actor_instantly $415
009B: destroy_actor_instantly $3FC
009B: destroy_actor_instantly $3FD
009B: destroy_actor_instantly $3FE
009B: destroy_actor_instantly $3FF
009B: destroy_actor_instantly $400
009B: destroy_actor_instantly $401
009B: destroy_actor_instantly $402
009B: destroy_actor_instantly $403
009B: destroy_actor_instantly $405
009B: destroy_actor_instantly $406
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: $40A =  0  ;; integer values
0004: $409 =  0  ;; integer values
0004: $404 =  0  ;; integer values
0004: $3F6 =  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 $405 dead
8118:   NOT   actor $406 dead
004D: jump_if_false ££Label020C42
00D6: if  21
8184:   NOT   actor $405 health >=  95
8184:   NOT   actor $406 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 $412 dead
8118:   NOT   actor $401 dead
004D: jump_if_false ££Label020C85
00D6: if  21
8184:   NOT   actor $412 health >=  95
8184:   NOT   actor $401 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 $3FC dead
8118:   NOT   actor $413 dead
004D: jump_if_false ££Label020CDC
00D6: if  1
0184:   actor $3FC health >=  95
0184:   actor $413 health >=  95
004D: jump_if_false ££Label020CCE
0372: set_actor $3FC anim $3F8 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 $3FD dead
8118:   NOT   actor $3FE dead
8118:   NOT   actor $415 dead
004D: jump_if_false ££Label020D4C
00D6: if  2
0184:   actor $3FD health >=  95
0184:   actor $3FE health >=  95
0184:   actor $415 health >=  95
004D: jump_if_false ££Label020D3E
0372: set_actor $3FD anim $3F8 wait_state_time  999999 ms
0372: set_actor $3FE anim $3F8 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 $3FF dead
8118:   NOT   actor $400 dead
8118:   NOT   actor $411 dead
004D: jump_if_false ££Label020D9B
00D6: if  22
8184:   NOT   actor $3FF health >=  95
8184:   NOT   actor $400 health >=  95
8184:   NOT   actor $411 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 $402 dead
8118:   NOT   actor $403 dead
004D: jump_if_false ££Label020DFF
00D6: if  1
0184:   actor $402 health >=  95
0184:   actor $403 health >=  95
004D: jump_if_false ££Label020DF1
0372: set_actor $402 anim $3F9 wait_state_time  999999 ms
0372: set_actor $403 anim $3FB wait_state_time  999999 ms
0002: jump ££Label020DF8

:Label020DF1
0050: gosub ££Label020FEE

:Label020DF8
0002: jump ££Label020E06

:Label020DFF
0050: gosub ££Label020FEE

:Label020E06
01BD: $43D = current_time_in_ms
0051: return

:Label020E0D
00D6: if  0
0038:   $40A ==  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: $40A =  1  ;; integer values

:Label020E4B
0084: $40B = $405  ;; integer values and handles
00D6: if  0
859A:   NOT   false
004D: jump_if_false ££Label020E67
0050: gosub ££Label020E93

:Label020E67
0050: gosub ££Label021086
0084: $40B = $406  ;; 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 $40B dead
004D: jump_if_false ££Label020EAC
01B2: give_actor $40B weapon  6 ammo  0  ;; Load the weapon model before using this

:Label020EAC
0051: return

:Label020EAE
00D6: if  0
8118:   NOT   actor $401 dead
004D: jump_if_false ££Label020EC3
022F: set_actor $401 stop_looking

:Label020EC3
0084: $40C = $401  ;; integer values and handles
0050: gosub ££Label0210B9
00D6: if  0
0038:   $430 ==  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 $412 dead
004D: jump_if_false ££Label020F4B
00D6: if  0
859A:   NOT   false
004D: jump_if_false ££Label020F3C
01B2: give_actor $412 weapon  5 ammo  0  ;; Load the weapon model before using this

:Label020F3C
0084: $40B = $412  ;; integer values and handles
0050: gosub ££Label021086

:Label020F4B
0004: $430 =  1  ;; integer values

:Label020F52
0050: gosub ££Label020E0D
0051: return

:Label020F5B
0084: $40C = $3FC  ;; integer values and handles
0050: gosub ££Label0210B9
0084: $40B = $413  ;; integer values and handles
0050: gosub ££Label021086
0050: gosub ££Label020E0D
0051: return

:Label020F82
0084: $40B = $3FF  ;; integer values and handles
0050: gosub ££Label021086
0084: $40B = $400  ;; integer values and handles
0050: gosub ££Label021086
0084: $40C = $411  ;; integer values and handles
0050: gosub ££Label0210B9
0050: gosub ££Label020E0D
0051: return

:Label020FB8
0084: $40B = $3FD  ;; integer values and handles
0050: gosub ££Label021086
0084: $40B = $3FE  ;; integer values and handles
0050: gosub ££Label021086
0084: $40C = $415  ;; integer values and handles
0050: gosub ££Label0210B9
0050: gosub ££Label020E0D
0051: return

:Label020FEE
00D6: if  0
0038:   $404 ==  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 $402 dead
004D: jump_if_false ££Label021067
00D6: if  0
859A:   NOT   false
004D: jump_if_false ££Label021058
01B2: give_actor $402 weapon  9 ammo  0  ;; Load the weapon model before using this

:Label021058
0084: $40B = $402  ;; integer values and handles
0050: gosub ££Label021086

:Label021067
0004: $404 =  1  ;; integer values

:Label02106E
0084: $40B = $403  ;; integer values and handles
0050: gosub ££Label021086
0050: gosub ££Label020E0D
0051: return

:Label021086
00D6: if  0
8118:   NOT   actor $40B dead
004D: jump_if_false ££Label0210B7
0372: set_actor $40B anim  0 wait_state_time  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0210B7
01CA: actor $40B kill_player $PLAYER_CHAR

:Label0210B7
0051: return

:Label0210B9
00D6: if  0
8118:   NOT   actor $40C dead
004D: jump_if_false ££Label0210E6
0372: set_actor $40C anim  0 wait_state_time  0 ms
0239: actor $40C run_to  65.8 -1444.0
01C2: remove_references_to_actor $40C  ;; 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 > $43E  ;; 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: $414 = create_actor  4 #SPECIAL19 at  66.6 -1455.46  9.56

:Label0211A9
00D6: if  1
0018:   $43E >  99  ;; integer values
001A:    200 > $43E  ;; 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: $414 = create_actor  4 #SPECIAL19 at  66.6 -1455.46  9.56

:Label02120D
00D6: if  0
0018:   $43E >  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: $414 = create_actor  4 #SPECIAL19 at  66.6 -1455.46  9.56

:Label02126A
0173: set_actor $414 z_angle_to  33.0
01ED: reset_actor $414 flags
0372: set_actor $414 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 $3F8 wait_state_time  999999 ms
0173: set_actor $PLAYER_ACTOR z_angle_to  210.0

:Label0212C0
0004: $43F =  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 $3F8 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: $43E +=  5  ;; integer values
0008: $43F +=  1  ;; integer values
00D6: if  0
0038:   $43F ==  6  ;; integer values
004D: jump_if_false ££Label0213C1
0004: $43F =  0  ;; integer values

:Label0213C1
00D6: if  0
0038:   $43F ==  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:   $43F ==  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:   $43F ==  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:   $43F ==  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:   $43F ==  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 $414
0296: unload_special_actor  19
03E6: remove_text_box
00D6: if  1
0018:   $43E >  299  ;; integer values
0038:   $448 ==  0  ;; integer values
004D: jump_if_false ££Label02172F
0050: gosub ££Label0204B5
03CB: set_camera  93.3 -1472.14 $23C
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: $268 = create_asset_money_pickup_at  93.3 -1472.14 $23C money $269 $269
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" $269  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 $23C  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 $6FE
04BB: select_interiour  5  ;; select render area
04F9: interiour_colors  2  0
01EB: set_car_density_to  .1
03AD: set_rubbish  0 (invisible)
0004: $448 =  1  ;; integer values
0008: $497 +=  1  ;; integer values
030C: set_mission_points +=  1

: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:   $44A ==  0  ;; integer values
004D: jump_if_false ££Label02184B
023C: load_special_actor  19 "STRIPA"

:Label02184B
00D6: if  0
0038:   $44A ==  1  ;; integer values
004D: jump_if_false ££Label021869
023C: load_special_actor  19 "STRIPA"

:Label021869
00D6: if  0
0038:   $44A ==  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: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $449 = create_cutscene_object #SPECIAL19
02E6: set_cutscene_anim $449 "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: $44A +=  1  ;; integer values
00D6: if  0
0018:   $44A >  2  ;; integer values
004D: jump_if_false ££Label0219D9
0004: $44A =  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:   $3DA ==  1  ;; integer values
004D: jump_if_false ££Label0225A0
00D6: if  0
0038:   $441 ==  0  ;; integer values
004D: jump_if_false ££Label0223A1
0004: $3F7 =  24  ;; integer values
0004: $3F8 =  24  ;; integer values
0004: $3F9 =  25  ;; integer values
0004: $3FA =  29  ;; integer values
0004: $3FB =  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 > $442  ;; integer values
004D: jump_if_false ££Label0220C3
0001: wait  0 ms
0050: gosub ££Label022731
00D6: if  0
0038:   $442 ==  1  ;; integer values
004D: jump_if_false ££Label021BF4
009A: $411 = create_actor  4 #CBA at $44B $44C $44D
0084: $443 = $411  ;; integer values and handles
0050: gosub ££Label022767

:Label021BF4
00D6: if  0
0038:   $442 ==  2  ;; integer values
004D: jump_if_false ££Label021C27
009A: $412 = create_actor  5 #BFYRI at $44B $44C $44D
0084: $443 = $412  ;; integer values and handles
0050: gosub ££Label022767

:Label021C27
00D6: if  0
0038:   $442 ==  3  ;; integer values
004D: jump_if_false ££Label021C5A
009A: $413 = create_actor  5 #HFYRI at $44B $44C $44D
0084: $443 = $413  ;; integer values and handles
0050: gosub ££Label022767

:Label021C5A
00D6: if  0
0038:   $442 ==  4  ;; integer values
004D: jump_if_false ££Label021C8D
009A: $414 = create_actor  5 #BFYRI at $44B $44C $44D
0084: $443 = $414  ;; integer values and handles
0050: gosub ££Label022767

:Label021C8D
00D6: if  0
0038:   $442 ==  5  ;; integer values
004D: jump_if_false ££Label021CC0
009A: $415 = create_actor  4 #CBA at $44B $44C $44D
0084: $443 = $415  ;; integer values and handles
0050: gosub ££Label022767

:Label021CC0
00D6: if  0
0038:   $442 ==  6  ;; integer values
004D: jump_if_false ££Label021CF3
009A: $416 = create_actor  4 #BMYRI at $44B $44C $44D
0084: $443 = $416  ;; integer values and handles
0050: gosub ££Label022767

:Label021CF3
00D6: if  0
0038:   $442 ==  7  ;; integer values
004D: jump_if_false ££Label021D26
009A: $417 = create_actor  4 #BMYBB at $44B $44C $44D
0084: $443 = $417  ;; integer values and handles
0050: gosub ££Label022767

:Label021D26
00D6: if  0
0038:   $442 ==  8  ;; integer values
004D: jump_if_false ££Label021D59
009A: $418 = create_actor  5 #WFYG1 at $44B $44C $44D
0084: $443 = $418  ;; integer values and handles
0050: gosub ££Label022767

:Label021D59
00D6: if  0
0038:   $442 ==  9  ;; integer values
004D: jump_if_false ££Label021D8C
009A: $419 = create_actor  5 #BFYRI at $44B $44C $44D
0084: $443 = $419  ;; integer values and handles
0050: gosub ££Label022767

:Label021D8C
00D6: if  0
0038:   $442 ==  10  ;; integer values
004D: jump_if_false ££Label021DBF
009A: $41A = create_actor  5 #HFYRI at $44B $44C $44D
0084: $443 = $41A  ;; integer values and handles
0050: gosub ££Label022767

:Label021DBF
00D6: if  0
0038:   $442 ==  11  ;; integer values
004D: jump_if_false ££Label021DF2
009A: $41B = create_actor  5 #BFYRI at $44B $44C $44D
0084: $443 = $41B  ;; integer values and handles
0050: gosub ££Label022767

:Label021DF2
00D6: if  0
0038:   $442 ==  12  ;; integer values
004D: jump_if_false ££Label021E25
009A: $41C = create_actor  5 #WFYG1 at $44B $44C $44D
0084: $443 = $41C  ;; integer values and handles
0050: gosub ££Label022767

:Label021E25
00D6: if  0
0038:   $442 ==  13  ;; integer values
004D: jump_if_false ££Label021E58
009A: $41D = create_actor  4 #BMYRI at $44B $44C $44D
0084: $443 = $41D  ;; integer values and handles
0050: gosub ££Label022767

:Label021E58
00D6: if  0
0038:   $442 ==  14  ;; integer values
004D: jump_if_false ££Label021E8B
009A: $41E = create_actor  4 #BMYBB at $44B $44C $44D
0084: $443 = $41E  ;; integer values and handles
0050: gosub ££Label022767

:Label021E8B
00D6: if  0
0038:   $442 ==  15  ;; integer values
004D: jump_if_false ££Label021EBE
009A: $41F = create_actor  5 #HFYRI at $44B $44C $44D
0084: $443 = $41F  ;; integer values and handles
0050: gosub ££Label022767

:Label021EBE
00D6: if  0
0038:   $442 ==  16  ;; integer values
004D: jump_if_false ££Label021EF1
009A: $420 = create_actor  4 #BMYBB at $44B $44C $44D
0084: $443 = $420  ;; integer values and handles
0050: gosub ££Label022767

:Label021EF1
00D6: if  0
0038:   $442 ==  17  ;; integer values
004D: jump_if_false ££Label021F24
009A: $421 = create_actor  5 #WFYG1 at $44B $44C $44D
0084: $443 = $421  ;; integer values and handles
0050: gosub ££Label022767

:Label021F24
00D6: if  0
0038:   $442 ==  18  ;; integer values
004D: jump_if_false ££Label021F57
009A: $422 = create_actor  5 #BFYRI at $44B $44C $44D
0084: $443 = $422  ;; integer values and handles
0050: gosub ££Label022767

:Label021F57
00D6: if  0
0038:   $442 ==  19  ;; integer values
004D: jump_if_false ££Label021F8A
009A: $423 = create_actor  5 #HFYRI at $44B $44C $44D
0084: $443 = $423  ;; integer values and handles
0050: gosub ££Label022767

:Label021F8A
00D6: if  0
0038:   $442 ==  20  ;; integer values
004D: jump_if_false ££Label021FBD
009A: $424 = create_actor  4 #BFYRI at $44B $44C $44D
0084: $443 = $424  ;; integer values and handles
0050: gosub ££Label022767

:Label021FBD
00D6: if  0
0038:   $442 ==  21  ;; integer values
004D: jump_if_false ££Label021FF0
009A: $425 = create_actor  4 #BMYRI at $44B $44C $44D
0084: $443 = $425  ;; integer values and handles
0050: gosub ££Label022767

:Label021FF0
00D6: if  0
0038:   $442 ==  22  ;; integer values
004D: jump_if_false ££Label022023
009A: $426 = create_actor  5 #WFYG1 at $44B $44C $44D
0084: $443 = $426  ;; integer values and handles
0050: gosub ££Label022767

:Label022023
00D6: if  0
0038:   $442 ==  23  ;; integer values
004D: jump_if_false ££Label022056
009A: $427 = create_actor  5 #HFYRI at $44B $44C $44D
0084: $443 = $427  ;; integer values and handles
0050: gosub ££Label022767

:Label022056
00D6: if  0
0038:   $442 ==  24  ;; integer values
004D: jump_if_false ££Label022089
009A: $428 = create_actor  5 #WFYG1 at $44B $44C $44D
0084: $443 = $428  ;; integer values and handles
0050: gosub ££Label022767

:Label022089
00D6: if  0
0038:   $442 ==  25  ;; integer values
004D: jump_if_false ££Label0220BC
009A: $429 = create_actor  5 #BFYRI at $44B $44C $44D
0084: $443 = $429  ;; integer values and handles
0050: gosub ££Label022767

:Label0220BC
0002: jump ££Label021BA4

:Label0220C3
009A: $42A = create_actor  4 #FIREMAN at  474.0 -72.14  9.5
0173: set_actor $42A z_angle_to  310.0
0084: $443 = $42A  ;; integer values and handles
0050: gosub ££Label022767
009A: $42B = create_actor  4 #WMYCW at  473.2 -70.9  9.5
0173: set_actor $42B z_angle_to  310.0
0084: $443 = $42B  ;; integer values and handles
0050: gosub ££Label022767
009A: $42C = create_actor  4 #BKA at  472.4 -69.65  9.5
0173: set_actor $42C z_angle_to  310.0
0084: $443 = $42C  ;; integer values and handles
0050: gosub ££Label022767
009A: $42D = create_actor  4 #ARMY at  471.6 -68.4  9.5
0173: set_actor $42D z_angle_to  310.0
0084: $443 = $42D  ;; integer values and handles
0050: gosub ££Label022767
009A: $42E = create_actor  4 #COP at  470.8 -67.15  9.5
0173: set_actor $42E z_angle_to  310.0
0084: $443 = $42E  ;; integer values and handles
0050: gosub ££Label022767
009A: $405 = create_actor  4 #SPECIAL19 at  487.8 -77.3  10.5
0173: set_actor $405 z_angle_to  55.0
0243: set_actor $405 ped_stats_to  30
01B2: give_actor $405 weapon  1 ammo  0  ;; Load the weapon model before using this
009A: $406 = create_actor  4 #SPECIAL19 at  490.9 -74.4  10.5
0173: set_actor $406 z_angle_to  55.0
0243: set_actor $406 ped_stats_to  30
01B2: give_actor $406 weapon  1 ammo  0  ;; Load the weapon model before using this
00D6: if  0
0038:   $444 ==  0  ;; integer values
004D: jump_if_false ££Label0222CA
009A: $407 = create_actor  4 #SPECIAL19 at  463.2 -58.16  10.5
0173: set_actor $407 z_angle_to  250.0
0243: set_actor $407 ped_stats_to  30
0223: set_actor $407 health_to  200
01B2: give_actor $407 weapon  1 ammo  0  ;; Load the weapon model before using this
009A: $408 = create_actor  4 #SPECIAL19 at  465.5 -51.7  14.7
0173: set_actor $408 z_angle_to  134.0
0243: set_actor $408 ped_stats_to  30
01B2: give_actor $408 weapon  1 ammo  0  ;; Load the weapon model before using this
009A: $402 = create_actor  5 #BFYRI at  465.25 -54.66  10.5
0173: set_actor $402 z_angle_to  50.0
0243: set_actor $402 ped_stats_to  30
0002: jump ££Label022393

:Label0222CA
009A: $407 = create_actor  4 #SPECIAL19 at  467.65 -60.36  9.5
0173: set_actor $407 z_angle_to  250.0
0243: set_actor $407 ped_stats_to  30
01B2: give_actor $407 weapon  1 ammo  0  ;; Load the weapon model before using this
009A: $408 = create_actor  4 #SPECIAL19 at  468.0 -55.6  10.5
0173: set_actor $408 z_angle_to  60.0
0243: set_actor $408 ped_stats_to  30
01B2: give_actor $408 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: $402 = create_actor  5 #SPECIAL18 at  466.6 -54.56  10.5
0173: set_actor $402 z_angle_to  245.0
0243: set_actor $402 ped_stats_to  30
0372: set_actor $402 anim  25 wait_state_time  8000 ms

:Label022393
0006:  16@ =  0  ;; integer values
0004: $441 =  1  ;; integer values

:Label0223A1
00D6: if  0
0038:   $441 ==  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:   $444 ==  0  ;; integer values
004D: jump_if_false ££Label0223F3
0050: gosub ££Label0227E4

:Label0223F3
00D6: if  1
0019:    16@ >  10000  ;; integer values
0038:   $409 ==  0  ;; integer values
004D: jump_if_false ££Label022427
00D6: if  0
8118:   NOT   actor $402 dead
004D: jump_if_false ££Label022427
0372: set_actor $402 anim  25 wait_state_time  8000 ms

:Label022427
00D6: if  2
0038:   $444 ==  0  ;; integer values
0038:   $409 ==  0  ;; integer values
8118:   NOT   actor $402 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 $402 dead
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0224C0
01B2: give_actor $402 weapon  21 ammo  20  ;; Load the weapon model before using this
01CA: actor $402 kill_player $PLAYER_CHAR

:Label0224C0
0050: gosub ££Label0227E4
0004: $409 =  1  ;; integer values

:Label0224CE
00D6: if  0
0019:    16@ >  10000  ;; integer values
004D: jump_if_false ££Label022599
0004: $445 =  1  ;; integer values
0208: $44E = random_float  0.0  360.0
00D6: if  0
8118:   NOT   actor $42A dead
004D: jump_if_false ££Label022516
0084: $443 = $42A  ;; integer values and handles
0050: gosub ££Label022767

:Label022516
00D6: if  0
8118:   NOT   actor $42B dead
004D: jump_if_false ££Label022535
0084: $443 = $42B  ;; integer values and handles
0050: gosub ££Label022767

:Label022535
00D6: if  0
8118:   NOT   actor $42C dead
004D: jump_if_false ££Label022554
0084: $443 = $42C  ;; integer values and handles
0050: gosub ££Label022767

:Label022554
00D6: if  0
8118:   NOT   actor $42D dead
004D: jump_if_false ££Label022573
0084: $443 = $42D  ;; integer values and handles
0050: gosub ££Label022767

:Label022573
00D6: if  0
8118:   NOT   actor $42E dead
004D: jump_if_false ££Label022592
0084: $443 = $42E  ;; integer values and handles
0050: gosub ££Label022767

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

:Label022599
0002: jump ££Label02272F

:Label0225A0
00D6: if  0
0018:   $441 >  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 $411
009B: destroy_actor_instantly $412
009B: destroy_actor_instantly $413
009B: destroy_actor_instantly $414
009B: destroy_actor_instantly $415
009B: destroy_actor_instantly $416
009B: destroy_actor_instantly $417
009B: destroy_actor_instantly $418
009B: destroy_actor_instantly $419
009B: destroy_actor_instantly $41A
009B: destroy_actor_instantly $41B
009B: destroy_actor_instantly $41C
009B: destroy_actor_instantly $41D
009B: destroy_actor_instantly $41E
009B: destroy_actor_instantly $41F
009B: destroy_actor_instantly $420
009B: destroy_actor_instantly $421
009B: destroy_actor_instantly $422
009B: destroy_actor_instantly $423
009B: destroy_actor_instantly $424
009B: destroy_actor_instantly $425
009B: destroy_actor_instantly $426
009B: destroy_actor_instantly $427
009B: destroy_actor_instantly $428
009B: destroy_actor_instantly $429
009B: destroy_actor_instantly $42A
009B: destroy_actor_instantly $42B
009B: destroy_actor_instantly $42C
009B: destroy_actor_instantly $42D
009B: destroy_actor_instantly $42E
009B: destroy_actor_instantly $402
009B: destroy_actor_instantly $405
009B: destroy_actor_instantly $406
009B: destroy_actor_instantly $407
009B: destroy_actor_instantly $408
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:   $444 ==  0  ;; integer values
004D: jump_if_false ££Label0226DD
00D6: if  0
0038:   $409 ==  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: $441 =  0  ;; integer values
0004: $442 =  0  ;; integer values
0005: $44B =  0.0  ;; floating-point values
0005: $44C =  0.0  ;; floating-point values
0005: $44F =  0.0  ;; floating-point values
0005: $44E =  0.0  ;; floating-point values
0004: $409 =  0  ;; integer values
0004: $445 =  0  ;; integer values

:Label02272F
0051: return

:Label022731
0208: $44B = random_float  474.0  481.0
0208: $44C = random_float -69.0 -61.0
0208: $44E = random_float  0.0  360.0
0008: $442 +=  1  ;; integer values
0051: return

:Label022767
00D6: if  0
001A:    1 > $445  ;; integer values
004D: jump_if_false ££Label022798
01ED: reset_actor $443 flags
0291: unknown_actor $443 unknown_behavior_flag  1
0243: set_actor $443 ped_stats_to  11
0372: set_actor $443 anim  32 wait_state_time  999999 ms

:Label022798
00D6: if  0
001A:    2 > $445  ;; integer values
004D: jump_if_false ££Label0227B2
0173: set_actor $443 z_angle_to $44E

:Label0227B2
0051: return

:Label0227B4
00D6: if  0
0038:   $40F ==  1  ;; integer values
004D: jump_if_false ££Label0227E2
0296: unload_special_actor  15
034F: destroy_actor_with_fade $40D  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $40E  ;; The actor fades away like a ghost
0004: $40F =  0  ;; integer values
0004: $410 =  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 $405 dead
004D: jump_if_false ££Label02280C
01CA: actor $405 kill_player $PLAYER_CHAR

:Label02280C
00D6: if  0
8118:   NOT   actor $406 dead
004D: jump_if_false ££Label022824
01CA: actor $406 kill_player $PLAYER_CHAR

:Label022824
00D6: if  0
8118:   NOT   actor $407 dead
004D: jump_if_false ££Label02283C
01CA: actor $407 kill_player $PLAYER_CHAR

:Label02283C
00D6: if  0
8118:   NOT   actor $408 dead
004D: jump_if_false ££Label022854
01CA: actor $408 kill_player $PLAYER_CHAR

:Label022854
0051: return

:Label022856
0247: request_model $43B

:Label02285B
00D6: if  0
8248:   NOT   model $43B available
004D: jump_if_false ££Label022876
0001: wait  0 ms
0002: jump ££Label02285B

:Label022876
0051: return

:Label022878
0249: release_model $43B
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: $3EC = player $PLAYER_CHAR car
0175: set_car $3EC z_angle_to $450
0002: jump ££Label0228C6

:Label0228BE
0171: set_player $PLAYER_CHAR z_angle_to $450

:Label0228C6
0051: return

:Label0228C8
0004: $451 =  0  ;; integer values
0004: $453 =  0  ;; integer values
0004: $465 =  0  ;; integer values
0004: $466 =  0  ;; integer values
0004: $467 =  0  ;; integer values
0004: $468 =  0  ;; integer values
03A4: name_thread "IMPORT"
0111: set_wasted_busted_check_to  0 (disabled)
0002: jump ££Label022922
029B: $45A = init_object -26 (LH_IMP_EXP01) at -981.754 -841.278  8.586
01C7: remove_object_from_mission_cleanup_list $45A

:Label022922
004E: end_thread

:Label022924
03A4: name_thread "IMPORT1"

:Label02292E
0001: wait  500 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label022C5A
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false ££Label022C5A
00D6: if  0
8038:   NOT   $451 ==  6  ;; integer values
004D: jump_if_false ££Label02297B
0050: gosub ££Label02359E
0002: jump ££Label022C5A

:Label02297B
00D6: if  0
0038:   $453 ==  0  ;; integer values
004D: jump_if_false ££Label022C5A
0050: gosub ££Label023766
02FA: garage $2AF change_to_type  9
029B: $45A = init_object -27 (LH_IMP_EXP02) at -981.754 -841.278  8.586
01C7: remove_object_from_mission_cleanup_list $45A
0008: $497 +=  1  ;; integer values
0004: $274 =  1  ;; integer values
04A6: $273 = create_asset_money_pickup_at $228 $229 $22A money $272 $272
0317: increment_mission_attempts
0595: (unknown)
0004: $453 =  1  ;; integer values
0001: wait  1000 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label022C3D
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:Label022A06
00D6: if  0
016B:   fading
004D: jump_if_false ££Label022A1E
0001: wait  0 ms
0002: jump ££Label022A06

:Label022A1E
02A3: toggle_widescreen  1 (on)
0247: request_model #DELUXO
038B: load_requested_models

:Label022A29
00D6: if  0
8248:   NOT   model #DELUXO available
004D: jump_if_false ££Label022A44
0001: wait  0 ms
0002: jump ££Label022A29

:Label022A44
00A5: $461 = create_car #DELUXO at -1022.3 -868.2  12.0
0175: set_car $461 z_angle_to  175.0
0004: $465 =  1  ;; integer values
03CB: set_camera -1027.755 -870.693  13.398
015F: set_camera_position -1028.692 -871.013  13.541  0.0  0.0  0.0
0160: point_camera -1027.755 -870.693  13.398  2
016A: fade  1 (back)  500 ms
0001: wait  4000 ms
03CB: set_camera -1019.562 -865.229  13.506
015F: set_camera_position -1018.839 -864.582  13.748  0.0  0.0  0.0
0160: point_camera -1019.562 -865.229  13.506  2
0001: wait  4000 ms
016A: fade  0 ()  500 ms

:Label022B0C
00D6: if  0
016B:   fading
004D: jump_if_false ££Label022B24
0001: wait  0 ms
0002: jump ££Label022B0C

:Label022B24
03CB: set_camera -1033.841 -904.032  17.364
015F: set_camera_position -1034.135 -904.978  17.5  0.0  0.0  0.0
0160: point_camera -1033.841 -904.032  17.364  2
016A: fade  1 (back)  500 ms

:Label022B6F
00D6: if  0
016B:   fading
004D: jump_if_false ££Label022B87
0001: wait  0 ms
0002: jump ££Label022B6F

:Label022B87
0394: play_music  1
00BA: text_styled "CAR_AS1"  5000 ms  6  ;; CAR SHOWROOM ASSET COMPLETED
0001: wait  5000 ms
03CB: set_camera -1008.388 -873.565  13.218
015F: set_camera_position -1007.333 -874.26  13.824  0.0  0.0  0.0
0160: point_camera -1007.34 -873.279  13.63  2
01E5: text_1number_highpriority "CAR_AS2" $272  6000 ms  1  ;; ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait  6000 ms
016A: fade  0 ()  500 ms

:Label022C01
00D6: if  0
016B:   fading
004D: jump_if_false ££Label022C19
0001: wait  0 ms
0002: jump ££Label022C01

:Label022C19
016A: fade  1 (back)  500 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label022C3D
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut

:Label022C3D
0050: gosub ££Label02372C
030C: set_mission_points +=  1
004F: create_thread ££Label022C61 
004F: create_thread ££Label0232C2 
004E: end_thread

:Label022C5A
0002: jump ££Label02292E

:Label022C61
03A4: name_thread "IMPORT2"

:Label022C6B
0001: wait  500 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label022E8D
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false ££Label022E8D
00D6: if  0
8038:   NOT   $451 ==  6  ;; integer values
004D: jump_if_false ££Label022CB8
0050: gosub ££Label02359E
0002: jump ££Label022E8D

:Label022CB8
00D6: if  0
0038:   $453 ==  0  ;; integer values
004D: jump_if_false ££Label022E8D
0050: gosub ££Label023766
02FA: garage $2AF change_to_type  10
029B: $45A = init_object -28 (LH_IMP_EXP03) at -981.754 -841.278  8.586
01C7: remove_object_from_mission_cleanup_list $45A
0008: $272 +=  2500  ;; integer values
0215: destroy_pickup $273
04A6: $273 = create_asset_money_pickup_at $228 $229 $22A money $272 $272
0317: increment_mission_attempts
0595: (unknown)
0004: $453 =  1  ;; integer values
0001: wait  1000 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label022E70
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:Label022D42
00D6: if  0
016B:   fading
004D: jump_if_false ££Label022D5A
0001: wait  0 ms
0002: jump ££Label022D42

:Label022D5A
02A3: toggle_widescreen  1 (on)
0247: request_model #SABRETUR
038B: load_requested_models

:Label022D65
00D6: if  0
8248:   NOT   model #SABRETUR available
004D: jump_if_false ££Label022D80
0001: wait  0 ms
0002: jump ££Label022D65

:Label022D80
00A5: $462 = create_car #SABRETUR at -1014.1 -869.4  12.0
0175: set_car $462 z_angle_to  188.0
0004: $466 =  1  ;; integer values
03CB: set_camera -1012.449 -874.397  13.795
015F: set_camera_position -1012.101 -875.321  13.952  0.0  0.0  0.0
0160: point_camera -1012.449 -874.397  13.795  2
016A: fade  1 (back)  500 ms
0001: wait  4000 ms
03CB: set_camera -1016.831 -866.517  13.734
015F: set_camera_position -1017.595 -865.969  14.074  0.0  0.0  0.0
0160: point_camera -1016.831 -866.517  13.734  2
0001: wait  4000 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label022E70
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
01E5: text_1number_highpriority "CAR_AS2" $272  6000 ms  1  ;; ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.

:Label022E70
0050: gosub ££Label02372C
030C: set_mission_points +=  1
004F: create_thread ££Label022E94 
004F: create_thread ££Label023379 
004E: end_thread

:Label022E8D
0002: jump ££Label022C6B

:Label022E94
03A4: name_thread "IMPORT3"

:Label022E9E
0001: wait  500 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0230C0
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false ££Label0230C0
00D6: if  0
8038:   NOT   $451 ==  6  ;; integer values
004D: jump_if_false ££Label022EEB
0050: gosub ££Label02359E
0002: jump ££Label0230C0

:Label022EEB
00D6: if  0
0038:   $453 ==  0  ;; integer values
004D: jump_if_false ££Label0230C0
0050: gosub ££Label023766
02FA: garage $2AF change_to_type  22
029B: $45A = init_object -29 (LH_IMP_EXP04) at -981.754 -841.278  8.586
01C7: remove_object_from_mission_cleanup_list $45A
0008: $272 +=  2500  ;; integer values
0215: destroy_pickup $273
04A6: $273 = create_asset_money_pickup_at $228 $229 $22A money $272 $272
0317: increment_mission_attempts
0595: (unknown)
0004: $453 =  1  ;; integer values
0001: wait  1000 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0230A3
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:Label022F75
00D6: if  0
016B:   fading
004D: jump_if_false ££Label022F8D
0001: wait  0 ms
0002: jump ££Label022F75

:Label022F8D
02A3: toggle_widescreen  1 (on)
0247: request_model #SANDKING
038B: load_requested_models

:Label022F98
00D6: if  0
8248:   NOT   model #SANDKING available
004D: jump_if_false ££Label022FB3
0001: wait  0 ms
0002: jump ££Label022F98

:Label022FB3
00A5: $463 = create_car #SANDKING at -1014.3 -868.8  17.7
0175: set_car $463 z_angle_to  195.0
0004: $467 =  1  ;; integer values
03CB: set_camera -1009.532 -871.888  19.307
015F: set_camera_position -1008.656 -872.307  19.548  0.0  0.0  0.0
0160: point_camera -1009.532 -871.888  19.307  2
016A: fade  1 (back)  500 ms
0001: wait  4000 ms
03CB: set_camera -1018.04 -871.539  20.058
015F: set_camera_position -1018.791 -872.077  20.442  0.0  0.0  0.0
0160: point_camera -1018.04 -871.539  20.058  2
0001: wait  4000 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0230A3
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
01E5: text_1number_highpriority "CAR_AS2" $272  6000 ms  1  ;; ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.

:Label0230A3
0050: gosub ££Label02372C
030C: set_mission_points +=  1
004F: create_thread ££Label0230C7 
004F: create_thread ££Label023430 
004E: end_thread

:Label0230C0
0002: jump ££Label022E9E

:Label0230C7
03A4: name_thread "IMPORT4"

:Label0230D1
0001: wait  500 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0232BB
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false ££Label0232BB
00D6: if  0
8038:   NOT   $451 ==  6  ;; integer values
004D: jump_if_false ££Label02311E
0050: gosub ££Label02359E
0002: jump ££Label0232BB

:Label02311E
00D6: if  0
0038:   $453 ==  0  ;; integer values
004D: jump_if_false ££Label0232BB
0008: $272 +=  2500  ;; integer values
0215: destroy_pickup $273
04A6: $273 = create_asset_money_pickup_at $228 $229 $22A money $272 $272
0317: increment_mission_attempts
0595: (unknown)
0004: $453 =  1  ;; integer values
0001: wait  1000 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0232AD
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:Label02317F
00D6: if  0
016B:   fading
004D: jump_if_false ££Label023197
0001: wait  0 ms
0002: jump ££Label02317F

:Label023197
02A3: toggle_widescreen  1 (on)
0247: request_model #HOTRING
038B: load_requested_models

:Label0231A2
00D6: if  0
8248:   NOT   model #HOTRING available
004D: jump_if_false ££Label0231BD
0001: wait  0 ms
0002: jump ££Label0231A2

:Label0231BD
00A5: $464 = create_car #HOTRING at -1023.2 -868.1  17.0
0175: set_car $464 z_angle_to  172.0
0004: $468 =  1  ;; integer values
03CB: set_camera -1026.903 -871.942  19.008
015F: set_camera_position -1027.585 -872.634  19.244  0.0  0.0  0.0
0160: point_camera -1026.903 -871.942  19.008  2
016A: fade  1 (back)  500 ms
0001: wait  4000 ms
03CB: set_camera -1019.624 -869.584  18.612
015F: set_camera_position -1018.721 -869.948  18.844  0.0  0.0  0.0
0160: point_camera -1019.624 -869.584  18.612  2
0001: wait  4000 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0232AD
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
01E5: text_1number_highpriority "CAR_AS2" $272  6000 ms  1  ;; ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.

:Label0232AD
030C: set_mission_points +=  1
004F: create_thread ££Label0234E7 
004E: end_thread

:Label0232BB
0002: jump ££Label0230D1

:Label0232C2
03A4: name_thread "IMPGEN1"

:Label0232CC
0001: wait  1000 ms
00D6: if  0
0038:   $33 ==  0  ;; integer values
004D: jump_if_false ££Label023372
00D6: if  0
0038:   $465 ==  1  ;; integer values
004D: jump_if_false ££Label023372
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label023372
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point -1023.0 -860.4  15.0 radius  100.0  100.0  40.0
004D: jump_if_false ££Label023372
00D6: if  0
8119:   NOT   car $461 wrecked
004D: jump_if_false ££Label02335D
01C3: remove_references_to_car $461  ;; Like turning a car into any random car
0249: release_model #DELUXO
014C: set_parked_car_generator $57 cars_to_generate_to  101
0002: jump ££Label023369

:Label02335D
0249: release_model #DELUXO
014C: set_parked_car_generator $57 cars_to_generate_to  101

:Label023369
0004: $33 =  1  ;; integer values
004E: end_thread

:Label023372
0002: jump ££Label0232CC

:Label023379
03A4: name_thread "IMPGEN2"

:Label023383
0001: wait  1000 ms
00D6: if  0
0038:   $34 ==  0  ;; integer values
004D: jump_if_false ££Label023429
00D6: if  0
0038:   $466 ==  1  ;; integer values
004D: jump_if_false ££Label023429
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label023429
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point -1023.0 -860.4  15.0 radius  100.0  100.0  40.0
004D: jump_if_false ££Label023429
00D6: if  0
8119:   NOT   car $462 wrecked
004D: jump_if_false ££Label023414
0249: release_model #SABRETUR
01C3: remove_references_to_car $462  ;; Like turning a car into any random car
014C: set_parked_car_generator $58 cars_to_generate_to  101
0002: jump ££Label023420

:Label023414
0249: release_model #SABRETUR
014C: set_parked_car_generator $58 cars_to_generate_to  101

:Label023420
0004: $34 =  1  ;; integer values
004E: end_thread

:Label023429
0002: jump ££Label023383

:Label023430
03A4: name_thread "IMPGEN3"

:Label02343A
0001: wait  1000 ms
00D6: if  0
0038:   $35 ==  0  ;; integer values
004D: jump_if_false ££Label0234E0
00D6: if  0
0038:   $467 ==  1  ;; integer values
004D: jump_if_false ££Label0234E0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0234E0
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point -1023.0 -860.4  15.0 radius  100.0  100.0  40.0
004D: jump_if_false ££Label0234E0
00D6: if  0
8119:   NOT   car $463 wrecked
004D: jump_if_false ££Label0234CB
0249: release_model #SANDKING
01C3: remove_references_to_car $463  ;; Like turning a car into any random car
014C: set_parked_car_generator $59 cars_to_generate_to  101
0002: jump ££Label0234D7

:Label0234CB
0249: release_model #SANDKING
014C: set_parked_car_generator $59 cars_to_generate_to  101

:Label0234D7
0004: $35 =  1  ;; integer values
004E: end_thread

:Label0234E0
0002: jump ££Label02343A

:Label0234E7
03A4: name_thread "IMPGEN4"

:Label0234F1
0001: wait  1000 ms
00D6: if  0
0038:   $36 ==  0  ;; integer values
004D: jump_if_false ££Label023597
00D6: if  0
0038:   $468 ==  1  ;; integer values
004D: jump_if_false ££Label023597
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label023597
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point -1023.0 -860.4  15.0 radius  100.0  100.0  40.0
004D: jump_if_false ££Label023597
00D6: if  0
8119:   NOT   car $464 wrecked
004D: jump_if_false ££Label023582
0249: release_model #HOTRING
01C3: remove_references_to_car $464  ;; Like turning a car into any random car
014C: set_parked_car_generator $5A cars_to_generate_to  101
0002: jump ££Label02358E

:Label023582
0249: release_model #HOTRING
014C: set_parked_car_generator $5A cars_to_generate_to  101

:Label02358E
0004: $36 =  1  ;; integer values
004E: end_thread

:Label023597
0002: jump ££Label0234F1

:Label02359E
00D6: if  1
03D4:   garage $2AF contains_neededcar  1
0038:   $454 ==  0  ;; integer values
004D: jump_if_false ££Label0235E0
0008: $451 +=  1  ;; integer values
029B: $45B = init_object -30 (LH_STRIKETHROUGH) at -981.519 -841.222  8.378
01C7: remove_object_from_mission_cleanup_list $45B
0004: $454 =  1  ;; integer values

:Label0235E0
00D6: if  1
03D4:   garage $2AF contains_neededcar  2
0038:   $455 ==  0  ;; integer values
004D: jump_if_false ££Label023622
0008: $451 +=  1  ;; integer values
029B: $45C = init_object -30 (LH_STRIKETHROUGH) at -981.519 -841.222  8.216
01C7: remove_object_from_mission_cleanup_list $45C
0004: $455 =  1  ;; integer values

:Label023622
00D6: if  1
03D4:   garage $2AF contains_neededcar  3
0038:   $456 ==  0  ;; integer values
004D: jump_if_false ££Label023664
0008: $451 +=  1  ;; integer values
029B: $45D = init_object -30 (LH_STRIKETHROUGH) at -981.519 -841.222  8.062
01C7: remove_object_from_mission_cleanup_list $45D
0004: $456 =  1  ;; integer values

:Label023664
00D6: if  1
03D4:   garage $2AF contains_neededcar  4
0038:   $457 ==  0  ;; integer values
004D: jump_if_false ££Label0236A6
0008: $451 +=  1  ;; integer values
029B: $45E = init_object -30 (LH_STRIKETHROUGH) at -981.519 -841.222  7.901
01C7: remove_object_from_mission_cleanup_list $45E
0004: $457 =  1  ;; integer values

:Label0236A6
00D6: if  1
03D4:   garage $2AF contains_neededcar  5
0038:   $458 ==  0  ;; integer values
004D: jump_if_false ££Label0236E8
0008: $451 +=  1  ;; integer values
029B: $45F = init_object -30 (LH_STRIKETHROUGH) at -981.519 -841.222  7.74
01C7: remove_object_from_mission_cleanup_list $45F
0004: $458 =  1  ;; integer values

:Label0236E8
00D6: if  1
03D4:   garage $2AF contains_neededcar  6
0038:   $459 ==  0  ;; integer values
004D: jump_if_false ££Label02372A
0008: $451 +=  1  ;; integer values
029B: $460 = init_object -30 (LH_STRIKETHROUGH) at -981.519 -841.222  7.585
01C7: remove_object_from_mission_cleanup_list $460
0004: $459 =  1  ;; integer values

:Label02372A
0051: return

:Label02372C
0004: $454 =  0  ;; integer values
0004: $455 =  0  ;; integer values
0004: $456 =  0  ;; integer values
0004: $457 =  0  ;; integer values
0004: $458 =  0  ;; integer values
0004: $459 =  0  ;; integer values
0004: $451 =  0  ;; integer values
0004: $453 =  0  ;; integer values
0051: return

:Label023766
0108: destroy_object $45B
0108: destroy_object $45C
0108: destroy_object $45E
0108: destroy_object $45D
0108: destroy_object $45F
0108: destroy_object $460
0108: destroy_object $45A
0051: return

:Label02378B
0004: $469 =  0  ;; integer values
0004: $46A =  0  ;; integer values
0004: $46B =  0  ;; integer values
0004: $46C =  0  ;; integer values
0004: $46D =  0  ;; integer values
0004: $46E =  0  ;; integer values
0004: $46F =  0  ;; integer values
0004: $470 =  0  ;; integer values
0004: $471 =  0  ;; integer values
0004: $472 =  0  ;; integer values
0004: $473 =  0  ;; integer values
0004: $474 =  0  ;; integer values
0004: $475 =  0  ;; integer values
0004: $476 =  0  ;; integer values
0004: $477 =  0  ;; integer values
0004: $478 =  0  ;; integer values
0004: $479 =  0  ;; integer values
0004: $47A =  0  ;; integer values
0004: $47B =  0  ;; integer values
0004: $47C =  0  ;; integer values
0004: $47D =  0  ;; integer values
0004: $47E =  0  ;; integer values
0004: $47F =  0  ;; integer values
0004: $480 =  0  ;; integer values
0004: $481 =  0  ;; integer values
0004: $482 =  0  ;; integer values
0004: $483 =  0  ;; integer values
0004: $484 =  0  ;; integer values
0004: $485 =  0  ;; integer values
0004: $486 =  0  ;; integer values
0004: $487 =  0  ;; integer values
0004: $488 =  0  ;; integer values
0004: $489 =  0  ;; integer values
0004: $48A =  0  ;; integer values
0004: $48B =  0  ;; integer values
0004: $48C =  0  ;; integer values
0004: $48D =  0  ;; integer values
0004: $48E =  0  ;; integer values
0004: $48F =  0  ;; integer values
0004: $490 =  0  ;; integer values
0004: $491 =  0  ;; integer values
0004: $49D =  0  ;; integer values
0004: $497 =  0  ;; integer values
0004: $498 =  0  ;; integer values
0004: $189 =  0  ;; integer values
0004: $49A =  0  ;; integer values
0004: $49B =  0  ;; integer values
0004: $492 =  0  ;; integer values
0004: $493 =  0  ;; integer values
0004: $494 =  0  ;; integer values
0004: $49C =  0  ;; integer values
0004: $49E =  20000  ;; integer values
03A4: name_thread "CELLFON"
0111: set_wasted_busted_check_to  0 (disabled)
004F: create_thread ££Label023910 
004E: end_thread

:Label023910
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread "CELL"
0002: jump ££Label023967
029B: $6F3 = init_object -31 (COMGATE1OPEN) at -712.524 -489.428  12.549
029B: $6F4 = init_object -32 (COMGATE2OPEN) at -712.524 -489.428  12.549
032B: $27D = create_weapon_pickup $39C  3 ammo $3A9 at $3CC $3CD $3CE

:Label023967
0001: wait  0 ms
00D6: if  1
0038:   $ONMISSION ==  0  ;; integer values
0038:   $49A ==  0  ;; integer values
004D: jump_if_false ££Label023990
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $49A =  1  ;; integer values

:Label023990
00D6: if  0
0038:   $PASSED_LAW2_BACK_ALLEY_BRAWL ==  1  ;; integer values
004D: jump_if_false ££Label0273F9
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0273F2
00D6: if  2
044B: (unknown) $PLAYER_ACTOR 
0038:   $ONMISSION ==  0  ;; integer values
0038:   $49C ==  0  ;; integer values
004D: jump_if_false ££Label0273EB
0050: gosub ££Label027400
00D6: if  1
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
001C:   $18C > $49E  ;; integer values
004D: jump_if_false ££Label0273EB
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $225 $226 $227 radius  4.0  4.0  4.0
004D: jump_if_false ££Label023A22
0002: jump ££Label023967

:Label023A22
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $228 $229 $22A radius  4.0  4.0  4.0
004D: jump_if_false ££Label023A53
0002: jump ££Label023967

:Label023A53
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $22B $22C $22D radius  4.0  4.0  4.0
004D: jump_if_false ££Label023A84
0002: jump ££Label023967

:Label023A84
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $22E $22F $230 radius  4.0  4.0  4.0
004D: jump_if_false ££Label023AB5
0002: jump ££Label023967

:Label023AB5
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $231 $232 $233 radius  4.0  4.0  4.0
004D: jump_if_false ££Label023AE6
0002: jump ££Label023967

:Label023AE6
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $234 $235 $236 radius  4.0  4.0  4.0
004D: jump_if_false ££Label023B17
0002: jump ££Label023967

:Label023B17
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $237 $238 $239 radius  4.0  4.0  4.0
004D: jump_if_false ££Label023B48
0002: jump ££Label023967

:Label023B48
00D6: if  0
0038:   $484 ==  0  ;; integer values
004D: jump_if_false ££Label023CFD
03E5: text_box "ANSWER"  ;; Press the ~h~~k~~PED_ANSWER_PHONE~~w~ to answer your cell phone.
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label023CD6
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_52A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB52_A"  10000 ms  1  ;; Hey Leo, I think we got a buyer for Diaz's merchandise.
0050: gosub ££Label027693
03CF: load_wav "MOB_52B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB52_B"  10000 ms  1  ;; You gotta give him a ring, man, set up the deal, you know?
0050: gosub ££Label027693
03CF: load_wav "MOB_52C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB52_C"  10000 ms  1  ;; Where are you now?
0050: gosub ££Label027693
03CF: load_wav "MOB_52D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB52_D"  10000 ms  1  ;; You ok Leo? You sound kinda different.
0050: gosub ££Label027693
03CF: load_wav "MOB_52E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB52_E"  10000 ms  1  ;; Just tell me where you are.
0050: gosub ££Label027693
03CF: load_wav "MOB_52F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB52_F"  10000 ms  1  ;; Who the hell is this? Put Leo on, man!
0050: gosub ££Label027693
03CF: load_wav "MOB_52G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB52_G"  10000 ms  1  ;; Leo's gone away for a while, he left me in charge.
0050: gosub ££Label027693
03CF: load_wav "MOB_52H" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB52_H"  10000 ms  1  ;; Screw you, man!
0050: gosub ££Label027693
00BE: text_clear_all

:Label023CD6
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label023CEF
0004: $484 =  1  ;; integer values

:Label023CEF
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label023CFD
00D6: if  0
0038:   $PASSED_COL5_ALL_HANDS_ON_DECK ==  1  ;; integer values
004D: jump_if_false ££Label023D16
0004: $494 =  1  ;; integer values

:Label023D16
00D6: if  0
0038:   $494 ==  0  ;; integer values
004D: jump_if_false ££Label024117
00D6: if  1
0038:   $476 ==  0  ;; integer values
0038:   $PASSED_LAW4_RIOT ==  1  ;; integer values
004D: jump_if_false ££Label023F08
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label023EB3
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_24A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_24A"  10000 ms  1  ;; Hola, is this Mr. Vercetti?
0050: gosub ££Label027693
03CF: load_wav "MOB_24B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_24B"  10000 ms  1  ;; Yeah.
0050: gosub ££Label027693
03CF: load_wav "MOB_24C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_24C"  10000 ms  1  ;; This is Cortez. You were at my party.
0050: gosub ££Label027693
03CF: load_wav "MOB_24D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_24D"  10000 ms  1  ;; Yeah. I remember.
0050: gosub ££Label027693
03CF: load_wav "MOB_24E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_24E"  10000 ms  1  ;; Mr. Vercetti, it was a most unfortunate incident that happened with your business deal.
0050: gosub ££Label027693
03CF: load_wav "MOB_24F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_24F"  10000 ms  1  ;; I know.
0050: gosub ££Label027693
03CF: load_wav "MOB_24G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_24G"  10000 ms  1  ;; I want you to know me and my people are doing their utmost to get to the bottom of it.
0050: gosub ££Label027693
03CF: load_wav "MOB_24H" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_24H"  10000 ms  1  ;; If you'd like to talk to me more privately, you can find me at the boat, eh? Okay? Good day, senor.
0050: gosub ££Label027693
00BE: text_clear_all

:Label023EB3
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label023EFA
0004: $476 =  1  ;; integer values
004F: create_thread ££Label00B4E4 
0164: disable_marker $E4
02A7: $E4 = create_icon_marker_and_sphere  6 at $1CB $1CC $1CD
03E5: text_box "NEWCONT"  ;; New ~h~Contact Point ~w~opened at the marina in Ocean Beach!!
0004: $49D =  1  ;; integer values

:Label023EFA
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label023F08
00D6: if  1
0038:   $489 ==  0  ;; integer values
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  1  ;; integer values
004D: jump_if_false ££Label023FDB
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label023F97
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_70A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_70A"  10000 ms  1  ;; Tommy, it's me, Colonel Cortez. Look senor, I believe you are a man who can get things done. So please help me.
0050: gosub ££Label027693
03CF: load_wav "MOB_70B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_70B"  10000 ms  1  ;; You can find me at the boat.
0050: gosub ££Label027693
00BE: text_clear_all

:Label023F97
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label023FCD
0004: $489 =  1  ;; integer values
004F: create_thread ££Label00B6EE 
0164: disable_marker $E4
02A7: $E4 = create_icon_marker_and_sphere  6 at $1CB $1CC $1CD

:Label023FCD
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label023FDB
00D6: if  3
0038:   $477 ==  0  ;; integer values
0038:   $PASSED_COL4_SIR_YES_SIR ==  1  ;; integer values
0038:   $PASSED_COL5_ALL_HANDS_ON_DECK ==  0  ;; integer values
0038:   $PASSED_KENT1_DEATH_ROW ==  1  ;; integer values
004D: jump_if_false ££Label024110
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0240CC
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_25A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_25A"  10000 ms  1  ;; Tommy, Thomas it's Cortez. Look, the French are giving me all kinds of trouble, amigo.
0050: gosub ££Label027693
03CF: load_wav "MOB_25B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_25B"  10000 ms  1  ;; Damn hypocrites. They spend a hundred years stealing from poor countries and they call me a thief!
0050: gosub ££Label027693
03CF: load_wav "MOB_25C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_25C"  10000 ms  1  ;; I am going to need your help as soon as possible, amigo.
0050: gosub ££Label027693
03CF: load_wav "MOB_25D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_25D"  10000 ms  1  ;; So please hurry, Tommy, I need you, all right? I hate the damn French.
0050: gosub ££Label027693
00BE: text_clear_all

:Label0240CC
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024102
0004: $477 =  1  ;; integer values
004F: create_thread ££Label00B79C 
0164: disable_marker $E4
02A7: $E4 = create_icon_marker_and_sphere  6 at $1CB $1CC $1CD

:Label024102
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label024110
0002: jump ££Label024554

:Label024117
00D6: if  1
0038:   $474 ==  0  ;; integer values
0038:   $10E ==  1  ;; integer values
004D: jump_if_false ££Label02429F
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024278
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_18A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_18A"  10000 ms  1  ;; Tommy, it's Paulo, how are you? Right mate, anyway, thought I had to drop you a line.
0050: gosub ££Label027693
03CF: load_wav "MOB_18B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_18B"  10000 ms  1  ;; Oh my good lord, my son, you will not believe the quality of the brass I just encountered.
0050: gosub ££Label027693
03CF: load_wav "MOB_18C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_18C"  10000 ms  1  ;; Street walker or something, just down in Little Havana, mate.
0050: gosub ££Label027693
03CF: load_wav "MOB_18D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_18D"  10000 ms  1  ;; Said her name was Mercedes or something.
0050: gosub ££Label027693
03CF: load_wav "MOB_18E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_18E"  10000 ms  1  ;; Oh my god, mate. You gotta check this bird out.
0050: gosub ££Label027693
03CF: load_wav "MOB_18F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_18F"  10000 ms  1  ;; Could strip the lead out of a pencil. Said I was the best she ever had and all.
0050: gosub ££Label027693
03CF: load_wav "MOB_18G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_18G"  10000 ms  1  ;; Keep you potatoes skinned for her. Be seeing you.
0050: gosub ££Label027693
00BE: text_clear_all

:Label024278
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024291
0004: $474 =  1  ;; integer values

:Label024291
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label02429F
00D6: if  2
0038:   $48A ==  0  ;; integer values
0038:   $474 ==  1  ;; integer values
0038:   $10E ==  1  ;; integer values
004D: jump_if_false ££Label024554
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label02452D
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_71A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB21_A"  10000 ms  1  ;; Tommy, Thomas, it's Cortez. Que pasa?
0050: gosub ££Label027693
03CF: load_wav "MOB_71B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB21_B"  10000 ms  1  ;; Things are interesting. How are you, my friend?
0050: gosub ££Label027693
03CF: load_wav "MOB_71C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB21_G"  10000 ms  1  ;; I wanted to ask you about Mercedes.
0050: gosub ££Label027693
03CF: load_wav "MOB_71D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB21_H"  10000 ms  1  ;; Ok, what about her?
0050: gosub ££Label027693
03CF: load_wav "MOB_71E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB21_I"  10000 ms  1  ;; Oh Tommy, Tommy. I, I hear these stories, all these stories - I don't know what to think.
0050: gosub ££Label027693
03CF: load_wav "MOB_71F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB21_K"  10000 ms  1  ;; Maybe she thinks she can do what she likes, but Tommy, tell me, is it true?
0050: gosub ££Label027693
03CF: load_wav "MOB_71G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB21_M"  10000 ms  1  ;; Is what true?
0050: gosub ££Label027693
03CF: load_wav "MOB_71H" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB21_N"  10000 ms  1  ;; These stories I hear. Is she really going to be a lawyer?
0050: gosub ££Label027693
03CF: load_wav "MOB_71I" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB21_O"  10000 ms  1  ;; Oh Tommy, the shame, the shame! You know, we Cortez's are a proud family.
0050: gosub ££Label027693
03CF: load_wav "MOB_71J" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB21_P"  10000 ms  1  ;; We would never allow a daughter of ours to become a lawyer. Please tell me it isn't so. I don't think I could take it.
0050: gosub ££Label027693
03CF: load_wav "MOB_71K" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB21_Q"  10000 ms  1  ;; Oh Colonel, I can assure you Mercedes is never going to become a lawyer. Don't worry about it.
0050: gosub ££Label027693
03CF: load_wav "MOB_71L" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB21_R"  10000 ms  1  ;; Oh thank you, Tommy. Tommy, thank you. The shame would be unbearable. She is a lady, not a parasite, you know.
0050: gosub ££Label027693
03CF: load_wav "MOB_71M" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB21_T"  10000 ms  1  ;; Anyway, Tommy, you must excuse me, the new minister of the interior has arrived.
0050: gosub ££Label027693
03CF: load_wav "MOB_71N" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB21_U"  10000 ms  1  ;; Many years ago, I killed his father in a failed coup so I must be polite. Good day, amigo.
0050: gosub ££Label027693
00BE: text_clear_all

:Label02452D
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024546
0004: $48A =  1  ;; integer values

:Label024546
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label024554
00D6: if  0
0038:   $PASSED_ASS1_RUB_OUT ==  1  ;; integer values
004D: jump_if_false ££Label02456D
0004: $493 =  1  ;; integer values

:Label02456D
00D6: if  0
0038:   $493 ==  0  ;; integer values
004D: jump_if_false ££Label024707
00D6: if  1
0038:   $485 ==  0  ;; integer values
0038:   $PASSED_COL3_GUARDIAN_ANGELS ==  1  ;; integer values
004D: jump_if_false ££Label024707
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024662
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_62A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_62A"  10000 ms  1  ;; Tommy, is Ricardo Diaz, I want to thank you for looking out for me my man.
0050: gosub ££Label027693
03CF: load_wav "MOB_62B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_62B"  10000 ms  1  ;; I ask that prick Cortez, he say you the real deal, my friend, why you not come see me.
0050: gosub ££Label027693
03CF: load_wav "MOB_62C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_62C"  10000 ms  1  ;; I need a guy like you. All I have now is dickheads,
0050: gosub ££Label027693
03CF: load_wav "MOB_62D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_62D"  10000 ms  1  ;; dickheads everywhere, yo. I make you real rich.
0050: gosub ££Label027693
00BE: text_clear_all

:Label024662
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0246F9
0004: $485 =  1  ;; integer values
022A: remove_forbidden_for_peds_cube -230.0 -464.5  10.0  56.85 -459.8  20.0
01E7: remove_forbidden_for_cars_cube -230.0 -464.5  10.0  165.85 -459.8  20.0
0108: destroy_object $6F4
029B: $6F4 = init_object -32 (COMGATE2OPEN) at -183.824 -473.223  12.615
01C7: remove_object_from_mission_cleanup_list $6F4
0164: disable_marker $EA
02A7: $EA = create_icon_marker_and_sphere $1A4 at $1CE $1CF $1D0
004F: create_thread ££Label00B84A 

:Label0246F9
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label024707
00D6: if  1
0038:   $475 ==  0  ;; integer values
0038:   $PASSED_COL5_ALL_HANDS_ON_DECK ==  1  ;; integer values
004D: jump_if_false ££Label02483B
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024814
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_20A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_20A"  10000 ms  1  ;; Alright, Tommy, it's Paul. I just heard from a mush that you've been a real naughty boy.
0050: gosub ££Label027693
03CF: load_wav "MOB_20B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_20B"  10000 ms  1  ;; Somebody has taken offense to you acting like the big guy all of a sudden, giving it the big shot thing.
0050: gosub ££Label027693
03CF: load_wav "MOB_20C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_20C"  10000 ms  1  ;; Well, don't say I never warned you or nothing. Boasting is a mug's game, son.
0050: gosub ££Label027693
03CF: load_wav "MOB_20D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_20D"  10000 ms  1  ;; Anyway, I heard there's some price been put on your head and someone's going to have a crack at you,
0050: gosub ££Label027693
03CF: load_wav "MOB_20E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_20E"  10000 ms  1  ;; so watch yourself, and remember me, mate.
0050: gosub ££Label027693
00BE: text_clear_all

:Label024814
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label02482D
0004: $475 =  1  ;; integer values

:Label02482D
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label02483B
00D6: if  3
0038:   $469 ==  0  ;; integer values
0038:   $482 ==  1  ;; integer values
0038:   $PASSED_COK4_SUPPLY_AND_DEMAND ==  1  ;; integer values
0038:   $PASSED_COL4_SIR_YES_SIR ==  1  ;; integer values
004D: jump_if_false ££Label024954
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024902
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_01A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_01A"  10000 ms  1  ;; Awright me ol'china! It's Paul. I might have a little result for you, but I need to speak to you in person.
0050: gosub ££Label027693
03CF: load_wav "MOB_01B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_01B"  10000 ms  1  ;; I'm enjoying a little R&R at the Club Malibu.
0050: gosub ££Label027693
03CF: load_wav "MOB_01C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_01C"  10000 ms  1  ;; Reckon you're gonna owe me a favor or two after this, sunshine. I'll see you later.
0050: gosub ££Label027693
00BE: text_clear_all

:Label024902
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024946
0004: $469 =  1  ;; integer values
0164: disable_marker $F1
02A7: $F1 = create_icon_marker_and_sphere $1A2 at  491.0 -77.7  10.4
004F: create_thread ££Label00BBBD 
0004: $3E4 =  1  ;; integer values

:Label024946
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label024954
00D6: if  3
0038:   $46A ==  0  ;; integer values
0038:   $111 ==  1  ;; integer values
0038:   $10C ==  1  ;; integer values
0018:   $497 >  6  ;; integer values
004D: jump_if_false ££Label024A65
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024A1B
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_02A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_02A"  10000 ms  1  ;; Ssssnniiiiffffff Hey! Hello, Tommy? Tommy!
0050: gosub ££Label027693
03CF: load_wav "MOB_02B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_02B"  10000 ms  1  ;; We got a situation over at the Print Works. You better go and check it out.
0050: gosub ££Label027693
03CF: load_wav "MOB_02C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_02C"  10000 ms  1  ;; Some kind of mess or other. Things are messed up. I gotta go.
0050: gosub ££Label027693
00BE: text_clear_all

:Label024A1B
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024A57
0004: $46A =  1  ;; integer values
0215: destroy_pickup $27D
0164: disable_marker $10F
02A7: $10F = create_icon_marker_and_sphere $1AA at $1DA $1DB $1DC
004F: create_thread ££Label00D035 

:Label024A57
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label024A65
00D6: if  1
0038:   $488 ==  0  ;; integer values
0038:   $PASSED_ASS1_RUB_OUT ==  1  ;; integer values
004D: jump_if_false ££Label024B88
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024B48
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_68A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_68A"  10000 ms  1  ;; Tommy son, have I got a surprise for you
0050: gosub ££Label027693
03CF: load_wav "MOB_68B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_68B"  10000 ms  1  ;; I'm down at the recording studios with some major artists
0050: gosub ££Label027693
03CF: load_wav "MOB_68C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_68C"  10000 ms  1  ;; Why don't you pay us a visit?
0050: gosub ££Label027693
03CF: load_wav "MOB_68D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_68D"  10000 ms  1  ;; You know it makes sense, dontcha? See ya later.
0050: gosub ££Label027693
00BE: text_clear_all

:Label024B48
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024B7A
0004: $488 =  1  ;; integer values
02A7: $11F = create_icon_marker_and_sphere $1AC at $1E6 $1E7 $1E8
004F: create_thread ££Label00DFE9 

:Label024B7A
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label024B88
00D6: if  1
0038:   $46B ==  0  ;; integer values
0038:   $PASSED_ROCK1_LOVE_JUICE ==  1  ;; integer values
004D: jump_if_false ££Label024CAB
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024C6B
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_04A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_04A"  10000 ms  1  ;; How you doin' mate? It's Paulo again.
0050: gosub ££Label027693
03CF: load_wav "MOB_04B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_04B"  10000 ms  1  ;; Look Tommy, I forgot to mention we're going to need some extra muscle for the concert. A bit of security.
0050: gosub ££Label027693
03CF: load_wav "MOB_04C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_04C"  10000 ms  1  ;; There's a biker gang led by Mitch Baker, it would be great publicity. Very rock and roll, baby.
0050: gosub ££Label027693
03CF: load_wav "MOB_04D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_04D"  10000 ms  1  ;; Sort this out for me and I'll get you some back stage passes for the gig, awright?
0050: gosub ££Label027693
00BE: text_clear_all

:Label024C6B
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024C9D
0004: $46B =  1  ;; integer values
02A7: $112 = create_icon_marker_and_sphere $1AB at $1DD $1DE $1DF
004F: create_thread ££Label00D7DB 

:Label024C9D
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label024CAB
00D6: if  1
0038:   $46C ==  0  ;; integer values
0038:   $115 ==  1  ;; integer values
004D: jump_if_false ££Label024DB5
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024D8E
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_05A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_05A"  10000 ms  1  ;; Hey, it's Mitch. You did good Tommy, it's good to have the old girl back.
0050: gosub ££Label027693
03CF: load_wav "MOB_05B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_05B"  10000 ms  1  ;; You tell Kent Paul he'll get his security for the gig.
0050: gosub ££Label027693
03CF: load_wav "MOB_05C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_05C"  10000 ms  1  ;; You have my word on that.
0050: gosub ££Label027693
03CF: load_wav "MOB_05D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_05D"  10000 ms  1  ;; Now keep yourself out of trouble.
0050: gosub ££Label027693
00BE: text_clear_all

:Label024D8E
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024DA7
0004: $46C =  1  ;; integer values

:Label024DA7
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label024DB5
00D6: if  1
0038:   $478 ==  0  ;; integer values
0038:   $PASSED_ROCK3_PUBLICITY_TOUR ==  1  ;; integer values
004D: jump_if_false ££Label024EE9
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024EC2
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_26A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_26A"  10000 ms  1  ;; Hello, Tommy?
0050: gosub ££Label027693
03CF: load_wav "MOB_26B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_26B"  10000 ms  1  ;; Yeah?
0050: gosub ££Label027693
03CF: load_wav "MOB_26C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_26C"  10000 ms  1  ;; It's Baker. I just wanted to say I really enjoyed the show.
0050: gosub ££Label027693
03CF: load_wav "MOB_26D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_26D"  10000 ms  1  ;; Me and the boys want to thank you, and remind you,
0050: gosub ££Label027693
03CF: load_wav "MOB_26E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_26E"  10000 ms  1  ;; you got our respect. Good day. Keep riding hard, son.
0050: gosub ££Label027693
00BE: text_clear_all

:Label024EC2
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label024EDB
0004: $478 =  1  ;; integer values

:Label024EDB
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label024EE9
00D6: if  1
0038:   $46F ==  0  ;; integer values
0038:   $F6 ==  1  ;; integer values
004D: jump_if_false ££Label025065
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label025020
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_09A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_09A"  10000 ms  1  ;; Hey Leo! I got some work for you!
0050: gosub ££Label027693
03CF: load_wav "MOB_09B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_09B"  10000 ms  1  ;; This ain't Leo.
0050: gosub ££Label027693
03CF: load_wav "MOB_09C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_09C"  10000 ms  1  ;; Hey, if Leo knows you got his phone, he gonna kill you!
0050: gosub ££Label027693
03CF: load_wav "MOB_09D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_09D"  10000 ms  1  ;; Maybe Leo's already dead. Maybe I killed Leo and took his phone - you think of that prick?
0050: gosub ££Label027693
03CF: load_wav "MOB_09E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_09E"  10000 ms  1  ;; You killed Leo? You must have big cojones - wanna work for me?!
0050: gosub ££Label027693
03CF: load_wav "MOB_09F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_09F"  10000 ms  1  ;; Drop by my father's cafe in Little Havana and we'll talk mano a mano.
0050: gosub ££Label027693
00BE: text_clear_all

:Label025020
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label025057
0004: $46F =  1  ;; integer values
0164: disable_marker $116
02A7: $116 = create_icon_marker_and_sphere $1AD at $1E0 $1E1 $1E2
004F: create_thread ££Label00D9E5 

:Label025057
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label025065
00D6: if  1
0038:   $46D ==  0  ;; integer values
0038:   $117 ==  1  ;; integer values
004D: jump_if_false ££Label02515E
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label02511E
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_06A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_06A"  10000 ms  1  ;; Tommy, 'nuf dead man been chattin' about you, my dear.
0050: gosub ££Label027693
03CF: load_wav "MOB_06B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_06B"  10000 ms  1  ;; Thought you might need something to make you feel better. So Auntie Poulet make you some stew, aye?
0050: gosub ££Label027693
03CF: load_wav "MOB_06C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_06C"  10000 ms  1  ;; Come by me kitchen some time, ok Tommy?
0050: gosub ££Label027693
00BE: text_clear_all

:Label02511E
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label025150
0004: $46D =  1  ;; integer values
02A7: $11B = create_icon_marker_and_sphere $1AE at $1E3 $1E4 $1E5
004F: create_thread ££Label00DDDF 

:Label025150
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label02515E
00D6: if  1
0038:   $487 ==  0  ;; integer values
0038:   $PASSED_HAT3_DIRTY_LICKINS ==  1  ;; integer values
004D: jump_if_false ££Label02523C
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label02523C
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false ££Label02523C
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label025215
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_66A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_66A"  10000 ms  1  ;; Tommy, Tommy why you coming back here for?
0050: gosub ££Label027693
03CF: load_wav "MOB_66B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_66B"  10000 ms  1  ;; I tell you we don't want to see you around here no more.
0050: gosub ££Label027693
00BE: text_clear_all

:Label025215
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label02522E
0004: $487 =  1  ;; integer values

:Label02522E
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label02523C
00D6: if  1
0038:   $46E ==  0  ;; integer values
0038:   $189 ==  1  ;; integer values
004D: jump_if_false ££Label0253C4
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label02539D
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_08A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_08A"  10000 ms  1  ;; Hey Tommy, I thought you might need some business advice.
0050: gosub ££Label027693
03CF: load_wav "MOB_08B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_08B"  10000 ms  1  ;; Once you got an operation up and running, you'll need to drop by and take the week's cash.
0050: gosub ££Label027693
03CF: load_wav "MOB_08C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_08C"  10000 ms  1  ;; Let the guys think they got the run of the place and they'll try shaving the profits - ok?
0050: gosub ££Label027693
03CF: load_wav "MOB_08D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_08D"  10000 ms  1  ;; Hey, I know how to handle business, Ken, ok?
0050: gosub ££Label027693
03CF: load_wav "MOB_08E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_08E"  10000 ms  1  ;; Ok, ok. I know, you know. I know. I was,
0050: gosub ££Label027693
03CF: load_wav "MOB_08F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_08F"  10000 ms  1  ;; I was just, you know, telling you I know, that you know, that I know.
0050: gosub ££Label027693
03CF: load_wav "MOB_08G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_08G"  10000 ms  1  ;; Just keeping it sharp baby!
0050: gosub ££Label027693
00BE: text_clear_all

:Label02539D
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0253B6
0004: $46E =  1  ;; integer values

:Label0253B6
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label0253C4
00D6: if  2
0038:   $470 ==  0  ;; integer values
0038:   $10A ==  1  ;; integer values
0038:   $PASSED_LAW4_RIOT ==  1  ;; integer values
004D: jump_if_false ££Label025529
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label025502
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_11A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_11A"  10000 ms  1  ;; Howdy son, just thought I'd ring you up and give you some advice.
0050: gosub ££Label027693
03CF: load_wav "MOB_11B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_11B"  10000 ms  1  ;; Hey, Avery. What's eating you?
0050: gosub ££Label027693
03CF: load_wav "MOB_11C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_11C"  10000 ms  1  ;; There's a lot of opportunity in this town if you own the right real estate, you catch my drift?
0050: gosub ££Label027693
03CF: load_wav "MOB_11D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_11D"  10000 ms  1  ;; I reckon so...
0050: gosub ££Label027693
03CF: load_wav "MOB_11E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_11E"  10000 ms  1  ;; All I'm saying is keep your eyes open and you might find the perfect business opportunity. I'll catch y'later.
0050: gosub ££Label027693
03CF: load_wav "MOB_11F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_11F"  10000 ms  1  ;; Later, Avery.
0050: gosub ££Label027693
00BE: text_clear_all

:Label025502
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label02551B
0004: $470 =  1  ;; integer values

:Label02551B
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label025529
00D6: if  1
0038:   $471 ==  0  ;; integer values
0038:   $189 ==  1  ;; integer values
004D: jump_if_false ££Label0256DB
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0256B4
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_14A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_14A"  10000 ms  1  ;; Hey there Tommy, you're gonna love me mate.
0050: gosub ££Label027693
03CF: load_wav "MOB_14B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_14B"  10000 ms  1  ;; A little birdy told me that Vice City SWAT Division has a deposit box at a certain rather large banking establishment,
0050: gosub ££Label027693
03CF: load_wav "MOB_14C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_14C"  10000 ms  1  ;; where they keep all the bribes they've taken over the years,
0050: gosub ££Label027693
03CF: load_wav "MOB_14D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_14D"  10000 ms  1  ;; like some kind of old boys' retirement fund.
0050: gosub ££Label027693
03CF: load_wav "MOB_14E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_14E"  10000 ms  1  ;; Of course, if this information should ever help you acquire any of that cash,
0050: gosub ££Label027693
03CF: load_wav "MOB_14F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_14F"  10000 ms  1  ;; I guess you'd feel obliged to push some of it my way?
0050: gosub ££Label027693
03CF: load_wav "MOB_14G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_14G"  10000 ms  1  ;; I'll bear that in mind, thanks Kent.
0050: gosub ££Label027693
03CF: load_wav "MOB_14H" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_14H"  10000 ms  1  ;; It's Paul. I'm from Kent, near London, you prat.
0050: gosub ££Label027693
00BE: text_clear_all

:Label0256B4
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0256CD
0004: $471 =  1  ;; integer values

:Label0256CD
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label0256DB
00D6: if  1
0038:   $479 ==  0  ;; integer values
0038:   $11A ==  1  ;; integer values
004D: jump_if_false ££Label025839
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label025812
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_30A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_30A"  10000 ms  1  ;; Tommy, is Umberto Robina
0050: gosub ££Label027693
03CF: load_wav "MOB_30B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_30B"  10000 ms  1  ;; Hey, how's the cafe?
0050: gosub ££Label027693
03CF: load_wav "MOB_30C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_30C"  10000 ms  1  ;; Oh, wonderful. Incredible. Tommy, incredible. No wimps, Tommy, just real men, and the beautiful women!
0050: gosub ££Label027693
03CF: load_wav "MOB_30D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_30D"  10000 ms  1  ;; Anyway, I wanted to tell you, me and Papi, to us, you Cuban.
0050: gosub ££Label027693
03CF: load_wav "MOB_30E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_30E"  10000 ms  1  ;; You have proved yourself, man. You got big cojones.
0050: gosub ££Label027693
03CF: load_wav "MOB_30F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_30F"  10000 ms  1  ;; Well thank you, Umberto. Nobody's said that to me since I left jail. I'll see you around.
0050: gosub ££Label027693
00BE: text_clear_all

:Label025812
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label02582B
0004: $479 =  1  ;; integer values

:Label02582B
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label025839
00D6: if  1
0038:   $47B ==  0  ;; integer values
0038:   $FB ==  1  ;; integer values
004D: jump_if_false ££Label02595C
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label02591C
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_34A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_34A"  10000 ms  1  ;; Tommy, I really enjoyed working with you. Ain't had so much fun since the ridge in Nam, pal.
0050: gosub ££Label027693
03CF: load_wav "MOB_34B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_34B"  10000 ms  1  ;; Anyhows, you need anything, you call on me, you hear?
0050: gosub ££Label027693
03CF: load_wav "MOB_34C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_34C"  10000 ms  1  ;; I always remember those I served with,
0050: gosub ££Label027693
03CF: load_wav "MOB_34D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_34D"  10000 ms  1  ;; and I am sure I can help you out, you hear?
0050: gosub ££Label027693
00BE: text_clear_all

:Label02591C
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label02594E
0004: $47B =  1  ;; integer values
02A7: $FD = create_icon_marker_and_sphere $1A7 at $1EC $1ED $1EE
004F: create_thread ££Label00C274 

:Label02594E
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label02595C
00D6: if  1
0038:   $47A ==  0  ;; integer values
0038:   $FE ==  1  ;; integer values
004D: jump_if_false ££Label025A7F
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label025A3F
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_33A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_33A"  10000 ms  1  ;; Tommy, it's Phil, now cut out all the reminiscing crap and listen to me, you hear?
0050: gosub ££Label027693
03CF: load_wav "MOB_33B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_33B"  10000 ms  1  ;; Good. I got me some extra strength boomshine nearing fermentation time and I was wondering if you'd fancy having a shot.
0050: gosub ££Label027693
03CF: load_wav "MOB_33C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_33C"  10000 ms  1  ;; Seriously, Tommy, if you like a drink, or if you need to strip paint, this stuff'll make a man out of you.
0050: gosub ££Label027693
03CF: load_wav "MOB_33D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_33D"  10000 ms  1  ;; Sure did out of me, even though I can't see out of one eye. I'll be waiting for you, y'hear.
0050: gosub ££Label027693
00BE: text_clear_all

:Label025A3F
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label025A71
0004: $47A =  1  ;; integer values
02A7: $FD = create_icon_marker_and_sphere $1A7 at $1EC $1ED $1EE
004F: create_thread ££Label00C322 

:Label025A71
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label025A7F
00D6: if  1
0038:   $47C ==  0  ;; integer values
0038:   $FF ==  1  ;; integer values
004D: jump_if_false ££Label025B5F
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label025B38
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_36A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_36A"  10000 ms  1  ;; Tommy, it's Phil, I want to thank you for helping me out back there son,
0050: gosub ££Label027693
03CF: load_wav "MOB_36B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_36B"  10000 ms  1  ;; Damn Charlie, he'll always ambush you somewhere or other,
0050: gosub ££Label027693
03CF: load_wav "MOB_36C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_36C"  10000 ms  1  ;; Anyway the wound is healing well, and it means I'll no longer be defrauding the government on my disability check.
0050: gosub ££Label027693
00BE: text_clear_all

:Label025B38
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label025B51
0004: $47C =  1  ;; integer values

:Label025B51
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label025B5F
00D6: if  1
0038:   $472 ==  0  ;; integer values
0038:   $104 ==  1  ;; integer values
004D: jump_if_false ££Label025CE7
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label025CC0
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_16A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_16A"  10000 ms  1  ;; Tommy, Paulo here, que pasa amigo?
0050: gosub ££Label027693
03CF: load_wav "MOB_16B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_16B"  10000 ms  1  ;; What do you want Paul? I don't want any fake label clothes.
0050: gosub ££Label027693
03CF: load_wav "MOB_16C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_16C"  10000 ms  1  ;; Very funny, mate, but you know I don't touch bent gear. Nah, I was just calling to see if I get a part in one your movies.
0050: gosub ££Label027693
03CF: load_wav "MOB_16D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_16D"  10000 ms  1  ;; Back in England I did a lot of blue stuff, mate. I'm packing more heat than you, my son.
0050: gosub ££Label027693
03CF: load_wav "MOB_16E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_16E"  10000 ms  1  ;; Paul, thanks for the offer, I'll bear it in mind.
0050: gosub ££Label027693
03CF: load_wav "MOB_16F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_16F"  10000 ms  1  ;; Seriously, don't forget about me, after all I done for you.
0050: gosub ££Label027693
03CF: load_wav "MOB_16G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_16G"  10000 ms  1  ;; That's what I'm trying to forget about.
0050: gosub ££Label027693
00BE: text_clear_all

:Label025CC0
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label025CD9
0004: $472 =  1  ;; integer values

:Label025CD9
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label025CE7
00D6: if  0
0038:   $10E ==  1  ;; integer values
004D: jump_if_false ££Label025D00
0004: $492 =  1  ;; integer values

:Label025D00
00D6: if  0
0038:   $492 ==  0  ;; integer values
004D: jump_if_false ££Label026A81
00D6: if  1
0038:   $482 ==  0  ;; integer values
0038:   $PASSED_COK4_SUPPLY_AND_DEMAND ==  1  ;; integer values
004D: jump_if_false ££Label025EDC
00D6: if  0
8121:   NOT   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false ££Label025EDC
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label025EB5
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_46A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB46_A"  10000 ms  1  ;; Yo, Tommy! It's Lance.
0050: gosub ££Label027693
03CF: load_wav "MOB_46B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB46_B"  10000 ms  1  ;; Yeah?
0050: gosub ££Label027693
03CF: load_wav "MOB_46C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB46_C"  10000 ms  1  ;; Oh, nice to hear from you, Lance. Come on, man, be cool, be cool.
0050: gosub ££Label027693
03CF: load_wav "MOB_46D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB46_D"  10000 ms  1  ;; I'm in the middle of something. What do you want?
0050: gosub ££Label027693
03CF: load_wav "MOB_46E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB46_E"  10000 ms  1  ;; Nothing. Just to say, you know. Look Tommy, we can do this thing.
0050: gosub ££Label027693
03CF: load_wav "MOB_46F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB46_F"  10000 ms  1  ;; You and me, no problem. You know what I mean?
0050: gosub ££Label027693
03CF: load_wav "MOB_46G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB46_G"  10000 ms  1  ;; We're going to have to do it, 'cause otherwise, we're going to be dead, Lance.
0050: gosub ££Label027693
03CF: load_wav "MOB_46H" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB46_H"  10000 ms  1  ;; We're in too far now. But thanks for the call. I'll speak to you later.
0050: gosub ££Label027693
00BE: text_clear_all

:Label025EB5
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label025ECE
0004: $482 =  1  ;; integer values

:Label025ECE
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label025EDC
00D6: if  1
0038:   $47D ==  0  ;; integer values
0038:   $PASSED_LAW3_JURY_FURY ==  1  ;; integer values
004D: jump_if_false ££Label0260B8
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label026091
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_40A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_40A"  10000 ms  1  ;; Hey Tommy, it's Sonny. How's the sun tan?
0050: gosub ££Label027693
03CF: load_wav "MOB_40B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_40B"  10000 ms  1  ;; I ain't got no sun tan.
0050: gosub ££Label027693
03CF: load_wav "MOB_40C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_40C"  10000 ms  1  ;; Well, you ain't got my money, either, so I'm wondering to myself,
0050: gosub ££Label027693
03CF: load_wav "MOB_40D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_40D"  10000 ms  1  ;; what are you doing? So, tell me, Tommy, what are you doing?
0050: gosub ££Label027693
03CF: load_wav "MOB_40E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_40E"  10000 ms  1  ;; I'm looking for the money, Sonny. Don't worry.
0050: gosub ££Label027693
03CF: load_wav "MOB_40F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_40F"  10000 ms  1  ;; I am worrying, Tommy, that's my style,
0050: gosub ££Label027693
03CF: load_wav "MOB_40G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_40G"  10000 ms  1  ;; because I seem to have this problem in my life with unreliable people.
0050: gosub ££Label027693
03CF: load_wav "MOB_40H" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_40H"  10000 ms  1  ;; Don't be an unreliable person, Tommy, please.
0050: gosub ££Label027693
03CF: load_wav "MOB_40I" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_40I"  10000 ms  1  ;; Do us both a favor. I'm looking forward to hearing from you.
0050: gosub ££Label027693
00BE: text_clear_all

:Label026091
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0260AA
0004: $47D =  1  ;; integer values

:Label0260AA
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label0260B8
00D6: if  1
0038:   $47E ==  0  ;; integer values
0038:   $47D ==  1  ;; integer values
004D: jump_if_false ££Label02627C
00D6: if  0
0038:   $PASSED_ASS1_RUB_OUT ==  1  ;; integer values
004D: jump_if_false ££Label02627C
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label026255
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_41A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_41A"  10000 ms  1  ;; Tommy, remember me?
0050: gosub ££Label027693
03CF: load_wav "MOB_41B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_41B"  10000 ms  1  ;; Hello Sonny.
0050: gosub ££Label027693
03CF: load_wav "MOB_41C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_41C"  10000 ms  1  ;; That's right, Sonny. We're old friends,
0050: gosub ££Label027693
03CF: load_wav "MOB_41D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_41D"  10000 ms  1  ;; You never write me, you never call. Don't you want to be friends no more?
0050: gosub ££Label027693
03CF: load_wav "MOB_41E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_41E"  10000 ms  1  ;; I've been busy trying to sort things out. You didn't give me a lot of support down here, Sonny.
0050: gosub ££Label027693
03CF: load_wav "MOB_41F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_41F"  10000 ms  1  ;; Oh, my fault is it? We'll I've heard you been busy all right.
0050: gosub ££Label027693
03CF: load_wav "MOB_41G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_41G"  10000 ms  1  ;; Busy killing drugs barons. Busy taking over.
0050: gosub ££Label027693
03CF: load_wav "MOB_41H" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_41H"  10000 ms  1  ;; Don't forget about us, Tommy, 'cause I can assure you, I ain't forgotten about you.
0050: gosub ££Label027693
00BE: text_clear_all

:Label026255
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label02626E
0004: $47E =  1  ;; integer values

:Label02626E
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label02627C
00D6: if  1
0038:   $47F ==  0  ;; integer values
0038:   $47E ==  1  ;; integer values
004D: jump_if_false ££Label0263C9
00D6: if  21
0038:   $110 ==  1  ;; integer values
0038:   $101 ==  1  ;; integer values
004D: jump_if_false ££Label0263C9
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0263A2
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_42A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_42A"  10000 ms  1  ;; Tommy.
0050: gosub ££Label027693
03CF: load_wav "MOB_42B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_42B"  10000 ms  1  ;; Sonny.
0050: gosub ££Label027693
03CF: load_wav "MOB_42C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_42C"  10000 ms  1  ;; Obviously you are suffering from hearing problems, so I'll try again.
0050: gosub ££Label027693
03CF: load_wav "MOB_42D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_42D"  10000 ms  1  ;; Where's the goddamned money, where's the goddamned stuff, and where's my cut of your new action?
0050: gosub ££Label027693
03CF: load_wav "MOB_42E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_42E"  10000 ms  1  ;; You are making an idiot out of me, Tommy, and I'm not laughing yet.
0050: gosub ££Label027693
00BE: text_clear_all

:Label0263A2
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0263BB
0004: $47F =  1  ;; integer values

:Label0263BB
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label0263C9
00D6: if  1
0038:   $480 ==  0  ;; integer values
0038:   $47F ==  1  ;; integer values
004D: jump_if_false ££Label026594
00D6: if  1
0038:   $FB ==  1  ;; integer values
0038:   $111 ==  1  ;; integer values
004D: jump_if_false ££Label026594
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label02656D
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_43A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_43A"  10000 ms  1  ;; Tommy, Tommy, Tommy, I had Sonny on the phone, ok, are you with me?.
0050: gosub ££Label027693
03CF: load_wav "MOB_43B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_43B"  10000 ms  1  ;; I don't know about you, but there's something about a man threatening to murder my family
0050: gosub ££Label027693
03CF: load_wav "MOB_43C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_43C"  10000 ms  1  ;; which really scares the crap out of me. What are you going to do?
0050: gosub ££Label027693
03CF: load_wav "MOB_43D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_43D"  10000 ms  1  ;; Ken, take it easy.
0050: gosub ££Label027693
03CF: load_wav "MOB_43E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_43E"  10000 ms  1  ;; I AM calm, calm as a man can be when he's fearing for his life!
0050: gosub ££Label027693
03CF: load_wav "MOB_43F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_43F"  10000 ms  1  ;; Stay off the idiot fuel and look after yourself.
0050: gosub ££Label027693
03CF: load_wav "MOB_43G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_43G"  10000 ms  1  ;; No one's gonna take us out. I'll see you later.
0050: gosub ££Label027693
03CF: load_wav "MOB_43H" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_43H"  10000 ms  1  ;; I am calm. Don't I sound calm? Must be impending death that is doing this to my voice.
0050: gosub ££Label027693
00BE: text_clear_all

:Label02656D
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label026586
0004: $480 =  1  ;; integer values

:Label026586
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label026594
00D6: if  1
0038:   $481 ==  0  ;; integer values
0038:   $10B ==  1  ;; integer values
004D: jump_if_false ££Label026842
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label02681B
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_45A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB45_A"  10000 ms  1  ;; Tommy We gotta talk about stuff.
0050: gosub ££Label027693
03CF: load_wav "MOB_45B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB45_B"  10000 ms  1  ;; What's the problem Lance?
0050: gosub ££Label027693
03CF: load_wav "MOB_45C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB45_C"  10000 ms  1  ;; It's you, my friend, I feel you're not giving me a fair slice.
0050: gosub ££Label027693
03CF: load_wav "MOB_45D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB45_D"  10000 ms  1  ;; And more than that, you been embarrassing me in front of the boys. I can't have that.
0050: gosub ££Label027693
03CF: load_wav "MOB_45E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB45_E"  10000 ms  1  ;; Lance, it ain't like that. You've been making mistakes.
0050: gosub ££Label027693
03CF: load_wav "MOB_45F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB45_F"  10000 ms  1  ;; Tommy, I'm not your message boy. I'm not your running boy.
0050: gosub ££Label027693
03CF: load_wav "MOB_45G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB45_G"  10000 ms  1  ;; Lance, don't screw up, and we won't have any problems. I screw up, you can lay into me any time.
0050: gosub ££Label027693
03CF: load_wav "MOB_45H" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB45_H"  10000 ms  1  ;; Tommy, I've done everything for you, you treat me like a fool. Don't do that.
0050: gosub ££Label027693
03CF: load_wav "MOB_45I" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB45_I"  10000 ms  1  ;; Lance, I won't rip you off or stab you in the back, okay?
0050: gosub ££Label027693
03CF: load_wav "MOB_45J" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB45_J"  10000 ms  1  ;; Just take it easy. This is tough enough without you getting all emotional on me.
0050: gosub ££Label027693
03CF: load_wav "MOB_45K" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB45_K"  10000 ms  1  ;; Trust me. Do you hear me, do you hear me?
0050: gosub ££Label027693
03CF: load_wav "MOB_45L" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB45_L"  10000 ms  1  ;; I hear you, Tommy, but I can't take this much more.
0050: gosub ££Label027693
03CF: load_wav "MOB_45M" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB45_M"  10000 ms  1  ;; Lance, don't be like this. Now I'm warning you.
0050: gosub ££Label027693
03CF: load_wav "MOB_45N" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB45_N"  10000 ms  1  ;; Do you hear me? Just relax, take a few days off. Okay? I'll talk to you.
0050: gosub ££Label027693
00BE: text_clear_all

:Label02681B
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label026834
0004: $481 =  1  ;; integer values

:Label026834
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label026842
00D6: if  1
0038:   $48B ==  0  ;; integer values
0038:   $10C ==  1  ;; integer values
004D: jump_if_false ££Label0269CA
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0269A3
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_72A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_72A"  10000 ms  1  ;; Tommy, it's me, Lance. Keep your mouth shut there Tommy, 'cause I ain't got time to talk.
0050: gosub ££Label027693
03CF: load_wav "MOB_72B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_72B"  10000 ms  1  ;; I ain't interested in what you got to say. Why should I be? You don't care about me, do you?
0050: gosub ££Label027693
03CF: load_wav "MOB_72C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_72C"  10000 ms  1  ;; You gotta look after me a bit better. Give me a fair slice. You know...
0050: gosub ££Label027693
03CF: load_wav "MOB_72D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_72D"  10000 ms  1  ;; Tommy... oh, look, man, I'm sorry. It's just that...
0050: gosub ££Label027693
03CF: load_wav "MOB_72E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_72E"  10000 ms  1  ;; People patronize me all my life, treat me like a little kid.
0050: gosub ££Label027693
03CF: load_wav "MOB_72F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_72F"  10000 ms  1  ;; My brother would do that. Please, man, don't do that.
0050: gosub ££Label027693
03CF: load_wav "MOB_72G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_72G"  10000 ms  1  ;; I gotta go.
0050: gosub ££Label027693
00BE: text_clear_all

:Label0269A3
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0269BC
0004: $48B =  1  ;; integer values

:Label0269BC
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label0269CA
00D6: if  1
0038:   $483 ==  0  ;; integer values
0038:   $10D ==  1  ;; integer values
004D: jump_if_false ££Label026A7A
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label026A2F
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_47A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_47A"  10000 ms  1  ;; Tommy, Lance, we got big problems. Come down here. Right away.
0050: gosub ££Label027693
00BE: text_clear_all

:Label026A2F
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label026A6C
0004: $483 =  1  ;; integer values
0164: disable_marker $109
02A7: $109 = create_icon_marker_and_sphere $1A9 at -378.3 -579.8  24.5
004F: create_thread ££Label00D0E3 

:Label026A6C
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label026A7A
0002: jump ££Label027061

:Label026A81
00D6: if  1
0038:   $486 ==  0  ;; integer values
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label026CA7
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false ££Label026CA7
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label026C76
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_63A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_63A"  10000 ms  1  ;; Tommy, it's Earnest. Earnest Kelly.
0050: gosub ££Label027693
03CF: load_wav "MOB_63B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_63B"  10000 ms  1  ;; How are you?
0050: gosub ££Label027693
03CF: load_wav "MOB_63C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_63C"  10000 ms  1  ;; I'm doing okay. I'll need a stick to walk, but I should be back at work soon enough.
0050: gosub ££Label027693
03CF: load_wav "MOB_63D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_63D"  10000 ms  1  ;; Good.
0050: gosub ££Label027693
03CF: load_wav "MOB_63E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_63E"  10000 ms  1  ;; I heard about Lance. What a little prick, eh?
0050: gosub ££Label027693
03CF: load_wav "MOB_63F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_63F"  10000 ms  1  ;; Yes.
0050: gosub ££Label027693
03CF: load_wav "MOB_63G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_63G"  10000 ms  1  ;; Never trust a man who walks the streets in his pajamas. That's what I say. Glad you killed him. I hope it was painful for the prick.
0050: gosub ££Label027693
03CF: load_wav "MOB_63H" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_63H"  10000 ms  1  ;; I think it was. I just didn't think he was like that...
0050: gosub ££Label027693
03CF: load_wav "MOB_63I" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_63I"  10000 ms  1  ;; Tommy, for a raging lunatic, you're pretty naive. I'll be back at work soon, teach you a thing or two about life, you hear.
0050: gosub ££Label027693
03CF: load_wav "MOB_63J" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_63J"  10000 ms  1  ;; Take your time, Earnest. Look after yourself.
0050: gosub ££Label027693
00BE: text_clear_all

:Label026C76
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label026C99
0004: $486 =  1  ;; integer values
0004: $49E =  60000  ;; integer values

:Label026C99
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label026CA7
00D6: if  1
0038:   $473 ==  0  ;; integer values
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label026EED
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false ££Label026EED
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label026EC6
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_17A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_17A"  10000 ms  1  ;; Tommy Vercetti, how's it going, Mr. big shot? I hear all these things about you, some kind of player in town, now eh...
0050: gosub ££Label027693
03CF: load_wav "MOB_17B" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_17B"  10000 ms  1  ;; Paul, you're drunk.
0050: gosub ££Label027693
03CF: load_wav "MOB_17C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_17C"  10000 ms  1  ;; Nah, you stupid prat, I ain't drunk. I only had a couple and some treats, ain't been to bed for a couple of days, you know.
0050: gosub ££Label027693
03CF: load_wav "MOB_17D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_17D"  10000 ms  1  ;; Anyway, don't give me that. I ain't a mug. Who set you up in this town? Who? Me. That's who.
0050: gosub ££Label027693
03CF: load_wav "MOB_17E" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_17F"  10000 ms  1  ;; Really?
0050: gosub ££Label027693
03CF: load_wav "MOB_17G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_17G"  10000 ms  1  ;; Don't give me that. Don't! I introduced you to people. I showed you the ropes, did a lot of stuff for you, and this is how you repay me.
0050: gosub ££Label027693
03CF: load_wav "MOB_17H" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_17H"  10000 ms  1  ;; You ignore me. You won't give me a way in, after all I did for you! What do you think I am? A div or something?
0050: gosub ££Label027693
03CF: load_wav "MOB_17I" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_17I"  10000 ms  1  ;; Paul, take it easy. I've been busy, don't be an idiot.
0050: gosub ££Label027693
03CF: load_wav "MOB_17J" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_17J"  10000 ms  1  ;; I ain't no idiot, mush. That's what they said in borstal. Are you asking for trouble son, because you're going to get it!
0050: gosub ££Label027693
03CF: load_wav "MOB_17K" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_17K"  10000 ms  1  ;; Tommy, mate. Please. You was my big hope! Please, don't laugh at me!
0050: gosub ££Label027693
03CF: load_wav "MOB_17L" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_17L"  10000 ms  1  ;; Paul, get some sleep, seriously.
0050: gosub ££Label027693
00BE: text_clear_all

:Label026EC6
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label026EDF
0004: $473 =  1  ;; integer values

:Label026EDF
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label026EED
00D6: if  1
0038:   $48C ==  0  ;; integer values
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label027061
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false ££Label027061
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label02703A
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_73A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_73A"  10000 ms  1  ;; Tommy, it's Steve.
0050: gosub ££Label027693
03CF: load_wav "MOB_73C" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_73C"  10000 ms  1  ;; Hey indeed, genius. You're a marvel! I'm a marvel! They love us. We are re-writing the record books, pal.
0050: gosub ££Label027693
03CF: load_wav "MOB_73D" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_73D"  10000 ms  1  ;; We are talking major awards here. Finally, I can put my dad in a home an tell him to shut up.
0050: gosub ££Label027693
03CF: load_wav "MOB_73F" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_73F"  10000 ms  1  ;; Cool? It's hot, man. Hot. H. O. T. He never believed in me. Never thought I was an artist, and now I've made it.
0050: gosub ££Label027693
03CF: load_wav "MOB_73G" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_73G"  10000 ms  1  ;; I'm the best damn skin flick director of all time, my friend. I just wanted to say, it's a pleasure to have met you.
0050: gosub ££Label027693
03CF: load_wav "MOB_73I" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_73I"  10000 ms  1  ;; I love you, baby. Don't go changing on me, you hear.
0050: gosub ££Label027693
00BE: text_clear_all

:Label02703A
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label027053
0004: $48C =  1  ;; integer values

:Label027053
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label027061
00D6: if  1
0038:   $PASSED_LAW3_JURY_FURY ==  1  ;; integer values
0038:   $491 ==  0  ;; integer values
004D: jump_if_false ££Label02710B
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0270C6
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_99A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_99A"  10000 ms  1  ;; Get to the payphone next to the mall in Washington.
0050: gosub ££Label027693
00BE: text_clear_all

:Label0270C6
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0270FD
0004: $491 =  1  ;; integer values
0164: disable_marker $129
02A7: $129 = create_icon_marker_and_sphere $1AF at $204 $205 $206
004F: create_thread ££Label00E3BC 

:Label0270FD
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label02710B
00D6: if  3
0038:   $PASSED_COL2_MALL_SHOOTOUT ==  1  ;; integer values
0038:   $12A ==  1  ;; integer values
0038:   $491 ==  1  ;; integer values
0038:   $490 ==  0  ;; integer values
004D: jump_if_false ££Label0271C3
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label02717E
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_98A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_98A"  10000 ms  1  ;; Get to the pay phone in Vice Point.
0050: gosub ££Label027693
00BE: text_clear_all

:Label02717E
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0271B5
0004: $490 =  1  ;; integer values
0164: disable_marker $129
02A7: $129 = create_icon_marker_and_sphere $1AF at $207 $208 $209
004F: create_thread ££Label00E509 

:Label0271B5
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label0271C3
00D6: if  3
0038:   $PASSED_COK3_THE_FASTEST_BOAT ==  1  ;; integer values
0038:   $12B ==  1  ;; integer values
0038:   $490 ==  1  ;; integer values
0038:   $48F ==  0  ;; integer values
004D: jump_if_false ££Label02727B
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label027236
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_99A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_99A"  10000 ms  1  ;; Get to the payphone next to the mall in Washington.
0050: gosub ££Label027693
00BE: text_clear_all

:Label027236
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label02726D
0004: $48F =  1  ;; integer values
0164: disable_marker $129
02A7: $129 = create_icon_marker_and_sphere $1AF at $20A $20B $20C
004F: create_thread ££Label00E656 

:Label02726D
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label02727B
00D6: if  3
0038:   $10A ==  1  ;; integer values
0038:   $12C ==  1  ;; integer values
0038:   $48F ==  1  ;; integer values
0038:   $48E ==  0  ;; integer values
004D: jump_if_false ££Label027333
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0272EE
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_96A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_96A"  10000 ms  1  ;; Get to the payphone at the airport terminal.
0050: gosub ££Label027693
00BE: text_clear_all

:Label0272EE
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label027325
0004: $48E =  1  ;; integer values
0164: disable_marker $129
02A7: $129 = create_icon_marker_and_sphere $1AF at $20D $20E $20F
004F: create_thread ££Label00E7A3 

:Label027325
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label027333
00D6: if  3
0038:   $F9 ==  1  ;; integer values
0038:   $12D ==  1  ;; integer values
0038:   $48E ==  1  ;; integer values
0038:   $48D ==  0  ;; integer values
004D: jump_if_false ££Label0273EB
0050: gosub ££Label027417
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0273A6
0004: $499 =  1  ;; integer values
03CF: load_wav "MOB_95A" as $499
0050: gosub ££Label0275FB
00BC: text_highpriority "MOB_95A"  10000 ms  1  ;; Get to the payphone in Little Havana.
0050: gosub ££Label027693
00BE: text_clear_all

:Label0273A6
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0273DD
0004: $48D =  1  ;; integer values
0164: disable_marker $129
02A7: $129 = create_icon_marker_and_sphere $1AF at $210 $211 $212
004F: create_thread ££Label00E8F0 

:Label0273DD
0050: gosub ££Label02779E
0002: jump ££Label023967

:Label0273EB
0002: jump ££Label0273F9

:Label0273F2
0004: $49C =  0  ;; integer values

:Label0273F9
0002: jump ££Label023967

:Label027400
01BD: $18B = current_time_in_ms
0084: $18C = $18B  ;; integer values and handles
0060: $18C -= $CURRENT_TIME_IN_MS  ;; integer values
0051: return

:Label027417
0004: $499 =  1  ;; integer values
0004: $495 =  0  ;; integer values
0512: "ANSWER"
0004: $ONMISSION =  1  ;; integer values
0004: $49C =  1  ;; integer values

:Label02743D
00D6: if  1
001A:    7 > $495  ;; integer values
001A:    2 > $49B  ;; integer values
004D: jump_if_false ££Label02750E
0001: wait  0 ms
03CF: load_wav "MOBRING" as $499
0050: gosub ££Label0275FB
0008: $495 +=  1  ;; integer values
00D6: if  1
0038:   $49B ==  1  ;; integer values
0018:   $495 >  0  ;; integer values
004D: jump_if_false ££Label027495
0002: jump ££Label027515

:Label027495
0050: gosub ££Label027693
00D6: if  1
0038:   $49B ==  1  ;; integer values
0018:   $495 >  0  ;; integer values
004D: jump_if_false ££Label0274BC
0002: jump ££Label027515

:Label0274BC
0004: $496 =  0  ;; integer values

:Label0274C3
00D6: if  0
001A:    40 > $496  ;; integer values
004D: jump_if_false ££Label027507
0001: wait  0 ms
0050: gosub ££Label027726
00D6: if  0
0038:   $49B ==  1  ;; integer values
004D: jump_if_false ££Label0274F9
0002: jump ££Label027515

:Label0274F9
0008: $496 +=  1  ;; integer values
0002: jump ££Label0274C3

:Label027507
0002: jump ££Label02743D

:Label02750E
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0051: return

:Label027515
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms

:Label02751A
00D6: if  0
00E1:   key_pressed  0  4
004D: jump_if_false ££Label02754F
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label027548
0004: $49B =  2  ;; integer values
0051: return

:Label027548
0002: jump ££Label02751A

:Label02754F
03E6: remove_text_box
040D: unload_wav $499
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0275F9
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
04E2: $PLAYER_CHAR  1
0247: request_model #CELLPHONE

:Label027579
00D6: if  0
8248:   NOT   model #CELLPHONE available
004D: jump_if_false ££Label027594
0001: wait  0 ms
0002: jump ££Label027579

:Label027594
0050: gosub ££Label027726
00D6: if  0
0038:   $49B ==  2  ;; integer values
004D: jump_if_false ££Label0275B4
0249: release_model #CELLPHONE
0051: return

:Label0275B4
052B: actor $PLAYER_ACTOR hold_cellphone  1
0006:  16@ =  0  ;; integer values

:Label0275C2
00D6: if  0
001B:    1000 >  16@  ;; integer values
004D: jump_if_false ££Label0275F9
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0275F2
0004: $49B =  2  ;; integer values
0051: return

:Label0275F2
0002: jump ££Label0275C2

:Label0275F9
0051: return

:Label0275FB
00D6: if  0
83D0:   NOT   wav $499 loaded
004D: jump_if_false ££Label02768C
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label02762F
0004: $49B =  2  ;; integer values
0051: return
0002: jump ££Label027685

:Label02762F
00D6: if  21
0521: $PLAYER_ACTOR
844B:   NOT (unknown) $PLAYER_ACTOR 
004D: jump_if_false ££Label02764D
0004: $49B =  2  ;; integer values
0051: return

:Label02764D
00D6: if  1
0038:   $49B ==  0  ;; integer values
0018:   $495 >  0  ;; integer values
004D: jump_if_false ££Label027685
00D6: if  1
00E1:   key_pressed  0  4
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label027685
0004: $49B =  1  ;; integer values
0051: return

:Label027685
0002: jump ££Label0275FB

:Label02768C
03D1: play_wav $499
0051: return

:Label027693
00D6: if  0
83D2:   NOT   wav $499 ended
004D: jump_if_false ££Label027724
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0276C7
0004: $49B =  2  ;; integer values
0051: return
0002: jump ££Label02771D

:Label0276C7
00D6: if  21
0521: $PLAYER_ACTOR
844B:   NOT (unknown) $PLAYER_ACTOR 
004D: jump_if_false ££Label0276E5
0004: $49B =  2  ;; integer values
0051: return

:Label0276E5
00D6: if  1
0038:   $49B ==  0  ;; integer values
0018:   $495 >  0  ;; integer values
004D: jump_if_false ££Label02771D
00D6: if  1
00E1:   key_pressed  0  4
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label02771D
0004: $49B =  1  ;; integer values
0051: return

:Label02771D
0002: jump ££Label027693

:Label027724
0051: return

:Label027726
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label027746
0004: $49B =  2  ;; integer values
0051: return
0002: jump ££Label02779C

:Label027746
00D6: if  21
0521: $PLAYER_ACTOR
844B:   NOT (unknown) $PLAYER_ACTOR 
004D: jump_if_false ££Label027764
0004: $49B =  2  ;; integer values
0051: return

:Label027764
00D6: if  1
0038:   $49B ==  0  ;; integer values
0018:   $495 >  0  ;; integer values
004D: jump_if_false ££Label02779C
00D6: if  1
00E1:   key_pressed  0  4
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Label02779C
0004: $49B =  1  ;; integer values
0051: return

:Label02779C
0051: return

:Label02779E
0004: $49C =  0  ;; integer values
040D: unload_wav  1
040D: unload_wav  2
0004: $49B =  0  ;; integer values
0004: $49A =  0  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0277E7
052B: actor $PLAYER_ACTOR hold_cellphone  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
04E2: $PLAYER_CHAR  0

:Label0277E7
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $18C =  0  ;; integer values
0050: gosub ££Label027400
00BE: text_clear_all
00D6: if  0
0038:   $49D ==  0  ;; integer values
004D: jump_if_false ££Label027817
03E6: remove_text_box
0002: jump ££Label02781E

:Label027817
0004: $49D =  0  ;; integer values

:Label02781E
0249: release_model #CELLPHONE
0004: $ONMISSION =  0  ;; integer values
0051: return

:Label02782C
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread "BUS"
0004: $4A3 =  1  ;; integer values

:Label027841
00D6: if  0
0038:   $4A0 ==  0  ;; integer values
004D: jump_if_false ££Label02789F
0001: wait  500 ms
0008: $4A8 +=  1  ;; integer values
00D6: if  0
0018:   $4A8 >  30  ;; integer values
004D: jump_if_false ££Label02787F
0008: $4A3 +=  1  ;; integer values
0004: $4A8 =  0  ;; integer values

:Label02787F
00D6: if  0
0018:   $4A3 >  17  ;; integer values
004D: jump_if_false ££Label027898
0004: $4A3 =  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: $4A4 =  0  ;; integer values
00D6: if  0
0038:   $4A0 ==  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: $4AB = current_time_in_ms
0084: $4AC = $4AB  ;; integer values and handles
0060: $4AC -= $4AA  ;; integer values
00D6: if  0
0018:   $4AC >  1000  ;; integer values
004D: jump_if_false ££Label02798A
057F: $PLAYER_CHAR $4AD
00D6: if  0
0018:   $4AD >  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: $4AA = current_time_in_ms
0004: $4AD =  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:   $3EA ==  0  ;; integer values
004D: jump_if_false ££Label027E20
00D6: if  0
0038:   $440 ==  0  ;; integer values
004D: jump_if_false ££Label027E20
00D6: if  0
0038:   $3DA ==  0  ;; integer values
004D: jump_if_false ££Label027E20
00D6: if  0
0038:   $3EB ==  0  ;; integer values
004D: jump_if_false ££Label027E20
00D6: if  0
0038:   $3DB ==  0  ;; integer values
004D: jump_if_false ££Label027E20
00D6: if  0
0038:   $4A3 ==  1  ;; integer values
004D: jump_if_false ££Label027A60
0005: $4AE = -77.6  ;; floating-point values
0005: $4AF = -982.5  ;; floating-point values
0005: $4B0 =  9.3  ;; floating-point values
0005: $4B1 =  9.8  ;; floating-point values

:Label027A60
00D6: if  0
0038:   $4A3 ==  2  ;; integer values
004D: jump_if_false ££Label027A9A
0005: $4AE =  120.0  ;; floating-point values
0005: $4AF = -807.3  ;; floating-point values
0005: $4B0 =  9.3  ;; floating-point values
0005: $4B1 =  333.5  ;; floating-point values

:Label027A9A
00D6: if  0
0038:   $4A3 ==  3  ;; integer values
004D: jump_if_false ££Label027AD4
0005: $4AE =  183.2  ;; floating-point values
0005: $4AF = -488.9  ;; floating-point values
0005: $4B0 =  9.9  ;; floating-point values
0005: $4B1 =  356.5  ;; floating-point values

:Label027AD4
00D6: if  0
0038:   $4A3 ==  4  ;; integer values
004D: jump_if_false ££Label027B0E
0005: $4AE =  318.6  ;; floating-point values
0005: $4AF = -82.7  ;; floating-point values
0005: $4B0 =  9.6  ;; floating-point values
0005: $4B1 =  351.4  ;; floating-point values

:Label027B0E
00D6: if  0
0038:   $4A3 ==  5  ;; integer values
004D: jump_if_false ££Label027B48
0005: $4AE =  472.7  ;; floating-point values
0005: $4AF =  627.8  ;; floating-point values
0005: $4B0 =  10.0  ;; floating-point values
0005: $4B1 =  1.7  ;; floating-point values

:Label027B48
00D6: if  0
0038:   $4A3 ==  6  ;; integer values
004D: jump_if_false ££Label027B82
0005: $4AE =  226.5  ;; floating-point values
0005: $4AF =  719.5  ;; floating-point values
0005: $4B0 =  9.7  ;; floating-point values
0005: $4B1 =  304.3  ;; floating-point values

:Label027B82
00D6: if  0
0038:   $4A3 ==  7  ;; integer values
004D: jump_if_false ££Label027BBC
0005: $4AE =  306.9  ;; floating-point values
0005: $4AF =  1044.8  ;; floating-point values
0005: $4B0 =  12.1  ;; floating-point values
0005: $4B1 =  19.4  ;; floating-point values

:Label027BBC
00D6: if  0
0038:   $4A3 ==  8  ;; integer values
004D: jump_if_false ££Label027BF6
0005: $4AE =  448.7  ;; floating-point values
0005: $4AF =  1274.3  ;; floating-point values
0005: $4B0 =  16.3  ;; floating-point values
0005: $4B1 =  269.5  ;; floating-point values

:Label027BF6
00D6: if  0
0038:   $4A3 ==  9  ;; integer values
004D: jump_if_false ££Label027C30
0005: $4AE =  499.5  ;; floating-point values
0005: $4AF =  1022.8  ;; floating-point values
0005: $4B0 =  16.8  ;; floating-point values
0005: $4B1 =  192.4  ;; floating-point values

:Label027C30
00D6: if  0
0038:   $4A3 ==  10  ;; integer values
004D: jump_if_false ££Label027C6A
0005: $4AE =  528.1  ;; floating-point values
0005: $4AF =  632.5  ;; floating-point values
0005: $4B0 =  9.8  ;; floating-point values
0005: $4B1 =  180.9  ;; floating-point values

:Label027C6A
00D6: if  0
0038:   $4A3 ==  11  ;; integer values
004D: jump_if_false ££Label027CA4
0005: $4AE =  516.2  ;; floating-point values
0005: $4AF =  403.6  ;; floating-point values
0005: $4B0 =  9.7  ;; floating-point values
0005: $4B1 =  162.7  ;; floating-point values

:Label027CA4
00D6: if  0
0038:   $4A3 ==  12  ;; integer values
004D: jump_if_false ££Label027CDE
0005: $4AE =  491.5  ;; floating-point values
0005: $4AF =  .6  ;; floating-point values
0005: $4B0 =  9.6  ;; floating-point values
0005: $4B1 =  194.7  ;; floating-point values

:Label027CDE
00D6: if  0
0038:   $4A3 ==  13  ;; integer values
004D: jump_if_false ££Label027D18
0005: $4AE =  434.1  ;; floating-point values
0005: $4AF = -454.1  ;; floating-point values
0005: $4B0 =  9.0  ;; floating-point values
0005: $4B1 =  178.5  ;; floating-point values

:Label027D18
00D6: if  0
0038:   $4A3 ==  14  ;; integer values
004D: jump_if_false ££Label027D52
0005: $4AE =  217.1  ;; floating-point values
0005: $4AF = -974.4  ;; floating-point values
0005: $4B0 =  9.0  ;; floating-point values
0005: $4B1 =  168.2  ;; floating-point values

:Label027D52
00D6: if  0
0038:   $4A3 ==  15  ;; integer values
004D: jump_if_false ££Label027D8C
0005: $4AE =  160.6  ;; floating-point values
0005: $4AF = -1329.6  ;; floating-point values
0005: $4B0 =  9.0  ;; floating-point values
0005: $4B1 =  172.8  ;; floating-point values

:Label027D8C
00D6: if  0
0038:   $4A3 ==  16  ;; integer values
004D: jump_if_false ££Label027DC6
0005: $4AE = -26.6  ;; floating-point values
0005: $4AF = -1566.2  ;; floating-point values
0005: $4B0 =  9.0  ;; floating-point values
0005: $4B1 =  84.0  ;; floating-point values

:Label027DC6
00D6: if  0
0038:   $4A3 ==  17  ;; integer values
004D: jump_if_false ££Label027E00
0005: $4AE = -21.6  ;; floating-point values
0005: $4AF = -1307.4  ;; floating-point values
0005: $4B0 =  9.0  ;; floating-point values
0005: $4B1 =  358.1  ;; floating-point values

:Label027E00
0050: gosub ££Label0286C7
00D6: if  0
0038:   $4A0 ==  1  ;; integer values
004D: jump_if_false ££Label027E20
0004: $49F =  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:   $3D9 ==  0  ;; integer values
004D: jump_if_false ££Label0281CB
00D6: if  0
0038:   $3DC ==  0  ;; integer values
004D: jump_if_false ££Label0281CB
00D6: if  0
0018:   $4A3 >  13  ;; integer values
004D: jump_if_false ££Label027EB9
0004: $4A3 =  1  ;; integer values

:Label027EB9
00D6: if  0
0038:   $4A3 ==  1  ;; integer values
004D: jump_if_false ££Label027EF3
0005: $4AE = -385.7  ;; floating-point values
0005: $4AF =  1008.3  ;; floating-point values
0005: $4B0 =  8.4  ;; floating-point values
0005: $4B1 =  338.4  ;; floating-point values

:Label027EF3
00D6: if  0
0038:   $4A3 ==  2  ;; integer values
004D: jump_if_false ££Label027F2D
0005: $4AE = -295.4  ;; floating-point values
0005: $4AF =  1283.6  ;; floating-point values
0005: $4B0 =  10.1  ;; floating-point values
0005: $4B1 =  0.0  ;; floating-point values

:Label027F2D
00D6: if  0
0038:   $4A3 ==  3  ;; integer values
004D: jump_if_false ££Label027F67
0005: $4AE = -477.4  ;; floating-point values
0005: $4AF =  1344.0  ;; floating-point values
0005: $4B0 =  10.1  ;; floating-point values
0005: $4B1 =  97.2  ;; floating-point values

:Label027F67
00D6: if  0
0038:   $4A3 ==  4  ;; integer values
004D: jump_if_false ££Label027FA1
0005: $4AE = -744.3  ;; floating-point values
0005: $4AF =  1319.0  ;; floating-point values
0005: $4B0 =  10.1  ;; floating-point values
0005: $4B1 =  101.4  ;; floating-point values

:Label027FA1
00D6: if  0
0038:   $4A3 ==  5  ;; integer values
004D: jump_if_false ££Label027FDB
0005: $4AE = -875.4  ;; floating-point values
0005: $4AF =  1351.1  ;; floating-point values
0005: $4B0 =  9.8  ;; floating-point values
0005: $4B1 =  187.2  ;; floating-point values

:Label027FDB
00D6: if  0
0038:   $4A3 ==  6  ;; integer values
004D: jump_if_false ££Label028015
0005: $4AE = -869.5  ;; floating-point values
0005: $4AF =  1074.8  ;; floating-point values
0005: $4B0 =  9.4  ;; floating-point values
0005: $4B1 =  182.7  ;; floating-point values

:Label028015
00D6: if  0
0038:   $4A3 ==  7  ;; integer values
004D: jump_if_false ££Label02804F
0005: $4AE = -996.5  ;; floating-point values
0005: $4AF = -513.8  ;; floating-point values
0005: $4B0 =  9.3  ;; floating-point values
0005: $4B1 =  186.3  ;; floating-point values

:Label02804F
00D6: if  0
0038:   $4A3 ==  8  ;; integer values
004D: jump_if_false ££Label028089
0005: $4AE = -910.1  ;; floating-point values
0005: $4AF = -660.4  ;; floating-point values
0005: $4B0 =  9.6  ;; floating-point values
0005: $4B1 =  277.9  ;; floating-point values

:Label028089
00D6: if  0
0038:   $4A3 ==  9  ;; integer values
004D: jump_if_false ££Label0280C3
0005: $4AE = -1432.9  ;; floating-point values
0005: $4AF = -780.5  ;; floating-point values
0005: $4B0 =  13.2  ;; floating-point values
0005: $4B1 =  88.4  ;; floating-point values

:Label0280C3
00D6: if  0
0038:   $4A3 ==  10  ;; integer values
004D: jump_if_false ££Label0280FD
0005: $4AE = -1017.7  ;; floating-point values
0005: $4AF = -918.7  ;; floating-point values
0005: $4B0 =  12.9  ;; floating-point values
0005: $4B1 =  46.4  ;; floating-point values

:Label0280FD
00D6: if  0
0038:   $4A3 ==  11  ;; integer values
004D: jump_if_false ££Label028137
0005: $4AE = -1130.8  ;; floating-point values
0005: $4AF = -594.3  ;; floating-point values
0005: $4B0 =  10.0  ;; floating-point values
0005: $4B1 =  275.0  ;; floating-point values

:Label028137
00D6: if  0
0038:   $4A3 ==  12  ;; integer values
004D: jump_if_false ££Label028171
0005: $4AE = -1200.6  ;; floating-point values
0005: $4AF = -420.0  ;; floating-point values
0005: $4B0 =  9.3  ;; floating-point values
0005: $4B1 =  5.8  ;; floating-point values

:Label028171
00D6: if  0
0038:   $4A3 ==  13  ;; integer values
004D: jump_if_false ££Label0281AB
0005: $4AE = -1061.0  ;; floating-point values
0005: $4AF = -340.2  ;; floating-point values
0005: $4B0 =  9.3  ;; floating-point values
0005: $4B1 =  278.5  ;; floating-point values

:Label0281AB
0050: gosub ££Label0286C7
00D6: if  0
0038:   $4A0 ==  1  ;; integer values
004D: jump_if_false ££Label0281CB
0004: $49F =  2  ;; integer values

:Label0281CB
0002: jump ££Label028697

:Label0281D2
00D6: if  24
0038:   $3EA ==  1  ;; integer values
0038:   $440 ==  1  ;; integer values
0038:   $3DA ==  1  ;; integer values
0038:   $3EB ==  1  ;; integer values
0038:   $3D9 ==  1  ;; integer values
004D: jump_if_false ££Label028207
0050: gosub ££Label029402

:Label028207
00D6: if  21
0038:   $3DC ==  1  ;; integer values
0038:   $3DB ==  1  ;; integer values
004D: jump_if_false ££Label028227
0050: gosub ££Label029402

:Label028227
00D6: if  0
0038:   $49F ==  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: $4B4 = -77.6  ;; floating-point values
0005: $4BE = -982.5  ;; floating-point values
0005: $4C8 =  9.4  ;; floating-point values
0005: $4B5 =  120.0  ;; floating-point values
0005: $4BF = -807.3  ;; floating-point values
0005: $4C9 =  9.4  ;; floating-point values
0005: $4B6 =  183.2  ;; floating-point values
0005: $4C0 = -488.9  ;; floating-point values
0005: $4CA =  10.9  ;; floating-point values
0005: $4B7 =  318.6  ;; floating-point values
0005: $4C1 = -82.7  ;; floating-point values
0005: $4CB =  9.6  ;; floating-point values
0005: $4B8 =  472.7  ;; floating-point values
0005: $4C2 =  627.8  ;; floating-point values
0005: $4CC =  10.0  ;; floating-point values
0005: $4B9 =  226.5  ;; floating-point values
0005: $4C3 =  719.5  ;; floating-point values
0005: $4CD =  9.7  ;; floating-point values
0005: $4BA =  306.9  ;; floating-point values
0005: $4C4 =  1044.8  ;; floating-point values
0005: $4CE =  11.9  ;; floating-point values
0005: $4BB =  448.7  ;; floating-point values
0005: $4C5 =  1274.3  ;; floating-point values
0005: $4CF =  16.1  ;; floating-point values
0005: $4BC =  499.5  ;; floating-point values
0005: $4C6 =  1022.8  ;; floating-point values
0005: $4D0 =  16.8  ;; floating-point values
0005: $4BD =  528.1  ;; floating-point values
0005: $4C7 =  632.5  ;; floating-point values
0005: $4D1 =  9.8  ;; floating-point values
0005: $4D2 =  516.2  ;; floating-point values
0005: $4D9 =  403.6  ;; floating-point values
0005: $4E0 =  9.7  ;; floating-point values
0005: $4D3 =  491.5  ;; floating-point values
0005: $4DA =  .6  ;; floating-point values
0005: $4E1 =  9.6  ;; floating-point values
0005: $4D4 =  434.1  ;; floating-point values
0005: $4DB = -454.1  ;; floating-point values
0005: $4E2 =  9.7  ;; floating-point values
0005: $4D5 =  217.1  ;; floating-point values
0005: $4DC = -974.4  ;; floating-point values
0005: $4E3 =  9.0  ;; floating-point values
0005: $4D6 =  160.6  ;; floating-point values
0005: $4DD = -1329.6  ;; floating-point values
0005: $4E4 =  9.0  ;; floating-point values
0005: $4D7 = -26.6  ;; floating-point values
0005: $4DE = -1566.2  ;; floating-point values
0005: $4E5 =  9.0  ;; floating-point values
0005: $4D8 = -21.6  ;; floating-point values
0005: $4DF = -1307.4  ;; floating-point values
0005: $4E6 =  9.0  ;; floating-point values
0050: gosub ££Label0287C9
0002: jump ££Label02848E

:Label028487
0050: gosub ££Label029402

:Label02848E
00D6: if  0
0038:   $49F ==  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: $4B4 = -385.7  ;; floating-point values
0005: $4BE =  1008.3  ;; floating-point values
0005: $4C8 =  8.4  ;; floating-point values
0005: $4B5 = -295.4  ;; floating-point values
0005: $4BF =  1283.6  ;; floating-point values
0005: $4C9 =  10.1  ;; floating-point values
0005: $4B6 = -477.4  ;; floating-point values
0005: $4C0 =  1344.0  ;; floating-point values
0005: $4CA =  10.1  ;; floating-point values
0005: $4B7 = -744.3  ;; floating-point values
0005: $4C1 =  1319.0  ;; floating-point values
0005: $4CB =  10.1  ;; floating-point values
0005: $4B8 = -875.4  ;; floating-point values
0005: $4C2 =  1351.1  ;; floating-point values
0005: $4CC =  9.8  ;; floating-point values
0005: $4B9 = -869.5  ;; floating-point values
0005: $4C3 =  1074.8  ;; floating-point values
0005: $4CD =  9.4  ;; floating-point values
0005: $4BA = -996.5  ;; floating-point values
0005: $4C4 = -513.8  ;; floating-point values
0005: $4CE =  9.3  ;; floating-point values
0005: $4BB = -910.1  ;; floating-point values
0005: $4C5 = -660.4  ;; floating-point values
0005: $4CF =  9.6  ;; floating-point values
0005: $4BC = -1432.9  ;; floating-point values
0005: $4C6 = -780.5  ;; floating-point values
0005: $4D0 =  13.2  ;; floating-point values
0005: $4BD = -1017.7  ;; floating-point values
0005: $4C7 = -918.7  ;; floating-point values
0005: $4D1 =  12.9  ;; floating-point values
0005: $4D2 = -1130.8  ;; floating-point values
0005: $4D9 = -594.3  ;; floating-point values
0005: $4E0 =  10.0  ;; floating-point values
0005: $4D3 = -1200.6  ;; floating-point values
0005: $4DA = -420.0  ;; floating-point values
0005: $4E1 =  9.3  ;; floating-point values
0005: $4D4 = -1061.0  ;; floating-point values
0005: $4DB = -340.2  ;; floating-point values
0005: $4E2 =  9.3  ;; floating-point values
0050: gosub ££Label0287C9
0002: jump ££Label028697

:Label028690
0050: gosub ££Label029402

:Label028697
0002: jump ££Label0286BE

:Label02869E
00D6: if  0
0038:   $4A4 ==  0  ;; integer values
004D: jump_if_false ££Label0286BE
0050: gosub ££Label029402
0004: $4A4 =  1  ;; integer values

:Label0286BE
0002: jump ££Label027841
004E: end_thread

:Label0286C7
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $4AE $4AF $4B0 radius  180.0  180.0  180.0
004D: jump_if_false ££Label0287C7
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $4AE $4AF $4B0 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 $4AE $4AF $4B0 radius  115.0  115.0  115.0
004D: jump_if_false ££Label0287C2
00A5: $4A1 = create_car #COACH at $4AE $4AF $4B0
0594: $4A1  0
0175: set_car $4A1 z_angle_to $4B1
00AE: unknown_set_car $4A1 to_ignore_traffic_lights  0
0376: $4A2 = create_random_actor $4AE $4AF  30.0
036A: put_actor $4A2 in_car $4A1
0004: $4A0 =  1  ;; integer values
0002: jump ££Label0287C7

:Label0287C2
0249: release_model #COACH

:Label0287C7
0051: return

:Label0287C9
00D6: if  0
8119:   NOT   car $4A1 wrecked
004D: jump_if_false ££Label028A62
00D6: if  0
8118:   NOT   actor $4A2 dead
004D: jump_if_false ££Label028A54
00D6: if  0
0448:   actor $4A2 in_car $4A1
004D: jump_if_false ££Label028A46
00D6: if  0
0038:   $4A9 ==  0  ;; integer values
004D: jump_if_false ££Label028A3F
00D6: if  0
0038:   $4A3 ==  1  ;; integer values
004D: jump_if_false ££Label02882E
02C2: car $4A1 drive_to_point $4B4 $4BE $4C8

:Label02882E
00D6: if  0
0038:   $4A3 ==  2  ;; integer values
004D: jump_if_false ££Label02884E
02C2: car $4A1 drive_to_point $4B5 $4BF $4C9

:Label02884E
00D6: if  0
0038:   $4A3 ==  3  ;; integer values
004D: jump_if_false ££Label02886E
02C2: car $4A1 drive_to_point $4B6 $4C0 $4CA

:Label02886E
00D6: if  0
0038:   $4A3 ==  4  ;; integer values
004D: jump_if_false ££Label02888E
02C2: car $4A1 drive_to_point $4B7 $4C1 $4CB

:Label02888E
00D6: if  0
0038:   $4A3 ==  5  ;; integer values
004D: jump_if_false ££Label0288AE
02C2: car $4A1 drive_to_point $4B8 $4C2 $4CC

:Label0288AE
00D6: if  0
0038:   $4A3 ==  6  ;; integer values
004D: jump_if_false ££Label0288CE
02C2: car $4A1 drive_to_point $4B9 $4C3 $4CD

:Label0288CE
00D6: if  0
0038:   $4A3 ==  7  ;; integer values
004D: jump_if_false ££Label0288EE
02C2: car $4A1 drive_to_point $4BA $4C4 $4CE

:Label0288EE
00D6: if  0
0038:   $4A3 ==  8  ;; integer values
004D: jump_if_false ££Label02890E
02C2: car $4A1 drive_to_point $4BB $4C5 $4CF

:Label02890E
00D6: if  0
0038:   $4A3 ==  9  ;; integer values
004D: jump_if_false ££Label02892E
02C2: car $4A1 drive_to_point $4BC $4C6 $4D0

:Label02892E
00D6: if  0
0038:   $4A3 ==  10  ;; integer values
004D: jump_if_false ££Label02894E
02C2: car $4A1 drive_to_point $4BD $4C7 $4D1

:Label02894E
00D6: if  0
0038:   $4A3 ==  11  ;; integer values
004D: jump_if_false ££Label02896E
02C2: car $4A1 drive_to_point $4D2 $4D9 $4E0

:Label02896E
00D6: if  0
0038:   $4A3 ==  12  ;; integer values
004D: jump_if_false ££Label02898E
02C2: car $4A1 drive_to_point $4D3 $4DA $4E1

:Label02898E
00D6: if  0
0038:   $4A3 ==  13  ;; integer values
004D: jump_if_false ££Label0289AE
02C2: car $4A1 drive_to_point $4D4 $4DB $4E2

:Label0289AE
00D6: if  0
0038:   $4A3 ==  14  ;; integer values
004D: jump_if_false ££Label0289CE
02C2: car $4A1 drive_to_point $4D5 $4DC $4E3

:Label0289CE
00D6: if  0
0038:   $4A3 ==  15  ;; integer values
004D: jump_if_false ££Label0289EE
02C2: car $4A1 drive_to_point $4D6 $4DD $4E4

:Label0289EE
00D6: if  0
0038:   $4A3 ==  16  ;; integer values
004D: jump_if_false ££Label028A0E
02C2: car $4A1 drive_to_point $4D7 $4DE $4E5

:Label028A0E
00D6: if  0
0038:   $4A3 ==  17  ;; integer values
004D: jump_if_false ££Label028A2E
02C2: car $4A1 drive_to_point $4D8 $4DF $4E6

:Label028A2E
00AD: set_car $4A1 max_speed_to  15.0
0004: $4A9 =  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 $4A1 wrecked
004D: jump_if_false ££Label028F77
00D6: if  0
8118:   NOT   actor $4A2 dead
004D: jump_if_false ££Label028F69
00D6: if  0
0448:   actor $4A2 in_car $4A1
004D: jump_if_false ££Label028F5B
00AA: store_car $4A1 position_to $4AE $4AF $4B0
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $4AE $4AF $4B0 radius  180.0  180.0  180.0
004D: jump_if_false ££Label028F4D
00D6: if  0
0038:   $4A3 ==  1  ;; integer values
004D: jump_if_false ££Label028B26
00D6: if  0
01AD:   car $4A1  0 ()near_point $4B4 $4BE  3.0  3.0
004D: jump_if_false ££Label028B26
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028B26
00D6: if  0
0038:   $4A3 ==  2  ;; integer values
004D: jump_if_false ££Label028B68
00D6: if  0
01AD:   car $4A1  0 ()near_point $4B5 $4BF  3.0  3.0
004D: jump_if_false ££Label028B68
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028B68
00D6: if  0
0038:   $4A3 ==  3  ;; integer values
004D: jump_if_false ££Label028BAA
00D6: if  0
01AD:   car $4A1  0 ()near_point $4B6 $4C0  3.0  3.0
004D: jump_if_false ££Label028BAA
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028BAA
00D6: if  0
0038:   $4A3 ==  4  ;; integer values
004D: jump_if_false ££Label028BEC
00D6: if  0
01AD:   car $4A1  0 ()near_point $4B7 $4C1  3.0  3.0
004D: jump_if_false ££Label028BEC
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028BEC
00D6: if  0
0038:   $4A3 ==  5  ;; integer values
004D: jump_if_false ££Label028C2E
00D6: if  0
01AD:   car $4A1  0 ()near_point $4B8 $4C2  3.0  3.0
004D: jump_if_false ££Label028C2E
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028C2E
00D6: if  0
0038:   $4A3 ==  6  ;; integer values
004D: jump_if_false ££Label028C70
00D6: if  0
01AD:   car $4A1  0 ()near_point $4B9 $4C3  3.0  3.0
004D: jump_if_false ££Label028C70
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028C70
00D6: if  0
0038:   $4A3 ==  7  ;; integer values
004D: jump_if_false ££Label028CB2
00D6: if  0
01AD:   car $4A1  0 ()near_point $4BA $4C4  3.0  3.0
004D: jump_if_false ££Label028CB2
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028CB2
00D6: if  0
0038:   $4A3 ==  8  ;; integer values
004D: jump_if_false ££Label028CF4
00D6: if  0
01AD:   car $4A1  0 ()near_point $4BB $4C5  3.0  3.0
004D: jump_if_false ££Label028CF4
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028CF4
00D6: if  0
0038:   $4A3 ==  9  ;; integer values
004D: jump_if_false ££Label028D36
00D6: if  0
01AD:   car $4A1  0 ()near_point $4BC $4C6  3.0  3.0
004D: jump_if_false ££Label028D36
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028D36
00D6: if  0
0038:   $4A3 ==  10  ;; integer values
004D: jump_if_false ££Label028D78
00D6: if  0
01AD:   car $4A1  0 ()near_point $4BD $4C7  3.0  3.0
004D: jump_if_false ££Label028D78
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028D78
00D6: if  0
0038:   $4A3 ==  11  ;; integer values
004D: jump_if_false ££Label028DBA
00D6: if  0
01AD:   car $4A1  0 ()near_point $4D2 $4D9  3.0  3.0
004D: jump_if_false ££Label028DBA
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028DBA
00D6: if  0
0038:   $4A3 ==  12  ;; integer values
004D: jump_if_false ££Label028DFC
00D6: if  0
01AD:   car $4A1  0 ()near_point $4D3 $4DA  3.0  3.0
004D: jump_if_false ££Label028DFC
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028DFC
00D6: if  0
0038:   $4A3 ==  13  ;; integer values
004D: jump_if_false ££Label028E3E
00D6: if  0
01AD:   car $4A1  0 ()near_point $4D4 $4DB  3.0  3.0
004D: jump_if_false ££Label028E3E
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028E3E
00D6: if  0
0038:   $4A3 ==  14  ;; integer values
004D: jump_if_false ££Label028E80
00D6: if  0
01AD:   car $4A1  0 ()near_point $4D5 $4DC  3.0  3.0
004D: jump_if_false ££Label028E80
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028E80
00D6: if  0
0038:   $4A3 ==  15  ;; integer values
004D: jump_if_false ££Label028EC2
00D6: if  0
01AD:   car $4A1  0 ()near_point $4D6 $4DD  3.0  3.0
004D: jump_if_false ££Label028EC2
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028EC2
00D6: if  0
0038:   $4A3 ==  16  ;; integer values
004D: jump_if_false ££Label028F04
00D6: if  0
01AD:   car $4A1  0 ()near_point $4D7 $4DE  3.0  3.0
004D: jump_if_false ££Label028F04
0050: gosub ££Label028F8E
0002: jump ££Label0287C9

:Label028F04
00D6: if  0
0038:   $4A3 ==  17  ;; integer values
004D: jump_if_false ££Label028F46
00D6: if  0
01AD:   car $4A1  0 ()near_point $4D8 $4DF  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 $4A1 max_speed_to  0.0
0008: $4A3 +=  1  ;; integer values
0561: unknown_create_actor_handle $4A5 from car $4A1 passenger  1
00D6: if  0
8118:   NOT   actor $4A5 dead
004D: jump_if_false ££Label028FC1
01D3: actor $4A5 leave_car $4A1

: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 $4A1 wrecked
004D: jump_if_false ££Label029054
0407: create_coordinate $4B2 $4B3 $4B0 from_car $4A1 offset  0.0 -20.0  0.0
00AA: store_car $4A1 position_to $4AE $4AF $4B0
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $4AE $4AF $4B0 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 $4A5 dead
004D: jump_if_false ££Label02907D
0211: actor $4A5 walk_to $4B2 $4B3

: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 $4A1 wrecked
004D: jump_if_false ££Label029128
0407: create_coordinate $4B2 $4B3 $4B0 from_car $4A1 offset  0.0 -10.0  0.0
0561: unknown_create_actor_handle $4A6 from car $4A1 passenger  2
00AA: store_car $4A1 position_to $4AE $4AF $4B0
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $4AE $4AF $4B0 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 $4A6 dead
004D: jump_if_false ££Label02914E
01D3: actor $4A6 leave_car $4A1

: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 $4A6 dead
004D: jump_if_false ££Label02918E
0211: actor $4A6 walk_to $4B2 $4B3

: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 $4A1 wrecked
004D: jump_if_false ££Label02921C
0561: unknown_create_actor_handle $4A7 from car $4A1 passenger  3
00AA: store_car $4A1 position_to $4AE $4AF $4B0
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $4AE $4AF $4B0 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 $4A7 dead
004D: jump_if_false ££Label029242
01D3: actor $4A7 leave_car $4A1

: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 $4A7 dead
004D: jump_if_false ££Label029282
0211: actor $4A7 walk_to $4B2 $4B3

:Label029282
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0292E8
00D6: if  0
8119:   NOT   car $4A1 wrecked
004D: jump_if_false ££Label0292E1
00AA: store_car $4A1 position_to $4AE $4AF $4B0
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $4AE $4AF $4B0 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 $4A1 wrecked
004D: jump_if_false ££Label029373
00AA: store_car $4A1 position_to $4AE $4AF $4B0
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $4AE $4AF $4B0 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:   $49F ==  1  ;; integer values
004D: jump_if_false ££Label0293BF
00D6: if  0
0018:   $4A3 >  17  ;; integer values
004D: jump_if_false ££Label0293BF
0004: $4A3 =  1  ;; integer values

:Label0293BF
00D6: if  0
0038:   $49F ==  2  ;; integer values
004D: jump_if_false ££Label0293EA
00D6: if  0
0018:   $4A3 >  13  ;; integer values
004D: jump_if_false ££Label0293EA
0004: $4A3 =  1  ;; integer values

:Label0293EA
01C2: remove_references_to_actor $4A5  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $4A6  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $4A7  ;; Like turning an actor into a random pedestrian
0004: $4A9 =  0  ;; integer values
0051: return

:Label029402
00D6: if  0
8119:   NOT   car $4A1 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 $4A1
004D: jump_if_false ££Label029446
00AE: unknown_set_car $4A1 to_ignore_traffic_lights  2
00AD: set_car $4A1 max_speed_to  15.0

:Label029446
01C3: remove_references_to_car $4A1  ;; Like turning a car into any random car
01C2: remove_references_to_actor $4A2  ;; Like turning an actor into a random pedestrian
0249: release_model #COACH
01C2: remove_references_to_actor $4A5  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $4A6  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $4A7  ;; Like turning an actor into a random pedestrian
0004: $4A0 =  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: $4F0 =  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:   $4EB ==  0  ;; integer values
004D: jump_if_false ££Label02952F
0050: gosub ££Label029E9C
0004: $4EB =  1  ;; integer values

:Label02952F
00D6: if  0
0038:   $4EC ==  0  ;; integer values
004D: jump_if_false ££Label02954F
0050: gosub ££Label029F0C
0004: $4EC =  1  ;; integer values

:Label02954F
00D6: if  0
0038:   $4ED ==  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: $4ED =  0  ;; integer values

:Label029588
00D6: if  0
0038:   $4EE ==  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: $4EE =  0  ;; integer values

:Label0295C1
00D6: if  0
0038:   $4EF ==  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: $4EF =  0  ;; integer values

:Label0295FA
0004: $4F0 =  1  ;; integer values

:Label029601
00D6: if  0
0018:   $4F0 >  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:   $4EB ==  0  ;; integer values
004D: jump_if_false ££Label029663
0050: gosub ££Label029E9C
0004: $4EB =  1  ;; integer values

:Label029663
00D6: if  0
0038:   $4EC ==  0  ;; integer values
004D: jump_if_false ££Label029683
0050: gosub ££Label029F0C
0004: $4EC =  1  ;; integer values

:Label029683
00D6: if  0
0038:   $4ED ==  0  ;; integer values
004D: jump_if_false ££Label0296A3
0050: gosub ££Label029F92
0004: $4ED =  1  ;; integer values

:Label0296A3
00D6: if  0
0038:   $4EE ==  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: $4EE =  0  ;; integer values

:Label0296DC
00D6: if  0
0038:   $4EF ==  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: $4EF =  0  ;; integer values

:Label029715
0004: $4F0 =  2  ;; integer values

:Label02971C
00D6: if  0
0018:   $4F0 >  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:   $4EB ==  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: $4EB =  0  ;; integer values

:Label029797
00D6: if  0
0038:   $4EC ==  0  ;; integer values
004D: jump_if_false ££Label0297B7
0050: gosub ££Label029F0C
0004: $4EC =  1  ;; integer values

:Label0297B7
00D6: if  0
0038:   $4ED ==  0  ;; integer values
004D: jump_if_false ££Label0297D7
0050: gosub ££Label029F92
0004: $4ED =  1  ;; integer values

:Label0297D7
00D6: if  0
0038:   $4EE ==  0  ;; integer values
004D: jump_if_false ££Label0297F7
0050: gosub ££Label02A018
0004: $4EE =  1  ;; integer values

:Label0297F7
00D6: if  0
0038:   $4EF ==  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: $4EF =  0  ;; integer values

:Label029830
0004: $4F0 =  3  ;; integer values

:Label029837
00D6: if  0
0018:   $4F0 >  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:   $4EB ==  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: $4EB =  0  ;; integer values

:Label0298B2
00D6: if  0
0038:   $4EC ==  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: $4EC =  0  ;; integer values

:Label0298EB
00D6: if  0
0038:   $4ED ==  0  ;; integer values
004D: jump_if_false ££Label02990B
0050: gosub ££Label029F92
0004: $4ED =  1  ;; integer values

:Label02990B
00D6: if  0
0038:   $4EE ==  0  ;; integer values
004D: jump_if_false ££Label02992B
0050: gosub ££Label02A018
0004: $4EE =  1  ;; integer values

:Label02992B
00D6: if  0
0038:   $4EF ==  0  ;; integer values
004D: jump_if_false ££Label02994B
0050: gosub ££Label02A088
0004: $4EF =  1  ;; integer values

:Label02994B
0004: $4F0 =  4  ;; integer values

:Label029952
00D6: if  0
0018:   $4F0 >  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:   $4EB ==  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: $4EB =  0  ;; integer values

:Label0299CD
00D6: if  0
0038:   $4EC ==  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: $4EC =  0  ;; integer values

:Label029A06
00D6: if  0
0038:   $4ED ==  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: $4ED =  0  ;; integer values

:Label029A3F
00D6: if  0
0038:   $4EE ==  0  ;; integer values
004D: jump_if_false ££Label029A5F
0050: gosub ££Label02A018
0004: $4EE =  1  ;; integer values

:Label029A5F
00D6: if  0
0038:   $4EF ==  0  ;; integer values
004D: jump_if_false ££Label029A7F
0050: gosub ££Label02A088
0004: $4EF =  1  ;; integer values

:Label029A7F
0004: $4F0 =  5  ;; integer values

:Label029A86
00D6: if  0
0018:   $4F0 >  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: $4EB =  0  ;; integer values
0004: $4EC =  0  ;; integer values
0004: $4ED =  0  ;; integer values
0004: $4EE =  0  ;; integer values
0004: $4EF =  0  ;; integer values
0004: $4F0 =  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:   $4E7 ==  0  ;; integer values
004D: jump_if_false ££Label029C0A
0050: gosub ££Label02A0F8
0004: $4E7 =  1  ;; integer values

:Label029C0A
00D6: if  0
0038:   $4E8 ==  0  ;; integer values
004D: jump_if_false ££Label029C2A
0050: gosub ££Label02A17E
0004: $4E8 =  1  ;; integer values

:Label029C2A
00D6: if  0
0038:   $4E9 ==  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: $4E9 =  0  ;; integer values

:Label029C63
0004: $4EA =  1  ;; integer values

:Label029C6A
00D6: if  0
0018:   $4EA >  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:   $4E7 ==  0  ;; integer values
004D: jump_if_false ££Label029CCC
0050: gosub ££Label02A0F8
0004: $4E7 =  1  ;; integer values

:Label029CCC
00D6: if  0
0038:   $4E8 ==  0  ;; integer values
004D: jump_if_false ££Label029CEC
0050: gosub ££Label02A17E
0004: $4E8 =  1  ;; integer values

:Label029CEC
00D6: if  0
0038:   $4E9 ==  0  ;; integer values
004D: jump_if_false ££Label029D0C
0050: gosub ££Label02A204
0004: $4E9 =  1  ;; integer values

:Label029D0C
0004: $4EA =  2  ;; integer values

:Label029D13
00D6: if  0
0018:   $4EA >  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:   $4E7 ==  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: $4E7 =  0  ;; integer values

:Label029D8E
00D6: if  0
0038:   $4E8 ==  0  ;; integer values
004D: jump_if_false ££Label029DAE
0050: gosub ££Label02A17E
0004: $4E8 =  1  ;; integer values

:Label029DAE
00D6: if  0
0038:   $4E9 ==  0  ;; integer values
004D: jump_if_false ££Label029DCE
0050: gosub ££Label02A204
0004: $4E9 =  1  ;; integer values

:Label029DCE
0004: $4EA =  3  ;; integer values

:Label029DD5
00D6: if  0
0018:   $4EA >  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: $4E7 =  0  ;; integer values
0004: $4E8 =  0  ;; integer values
0004: $4E9 =  0  ;; integer values
0004: $4EA =  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
004F: create_thread ££Label02B5D0 

:Label02A2A4
0001: wait  0 ms
0008: $535 +=  1  ;; integer values
0004: $536 =  0  ;; integer values
00D6: if  0
0038:   $536 ==  1  ;; integer values
004D: jump_if_false ££Label02A454
029B: $6FF = init_object -33 (ELECTRICGATE) at -1114.1  67.0  10.1
055B: $511 = create_clothes_pickup  1 at -384.5 -591.9  25.3
055B: $504 = create_clothes_pickup  1 at  226.4 -1265.6  20.1
055B: $505 = create_clothes_pickup  2 at  97.5 -1133.6  10.4
055B: $506 = create_clothes_pickup  3 at  364.2  1086.1  19.0
055B: $507 = create_clothes_pickup  4 at  106.5  253.0  21.7
055B: $508 = create_clothes_pickup  5 at -1024.5 -433.9  10.9
055B: $509 = create_clothes_pickup  6 at  405.7 -485.6  12.3
055B: $50A = create_clothes_pickup  8 at  414.3  1042.0  25.4
055B: $50C = create_clothes_pickup  10 at -917.4  885.1  11.0
055B: $50D = create_clothes_pickup  10 at -917.4  885.1  11.0
055B: $50E = create_clothes_pickup  10 at -917.4  885.1  11.0
055B: $50F = create_clothes_pickup  10 at -917.4  885.1  11.0
055B: $510 = create_clothes_pickup  7 at  465.3 -57.4  15.7
055B: $50B = create_clothes_pickup  10 at -917.4  885.1  11.0
055B: $512 = create_clothes_pickup  8 at  414.3  1042.0  25.4
055B: $830 = create_clothes_pickup  11 at -1200.3 -322.9  10.9
055B: $548 = create_clothes_pickup  12 at -382.6 -585.9  25.3

:Label02A454
00D6: if  0
0038:   $535 ==  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:   $440 ==  1  ;; integer values
004D: jump_if_false ££Label02A5C0
00D6: if  0
0038:   $534 ==  0  ;; integer values
004D: jump_if_false ££Label02A5B9
00D6: if  0
0038:   $111 ==  1  ;; integer values
004D: jump_if_false ££Label02A4C2
029B: $52D = init_object -34 (MONEYBAG) at  228.934 -1269.593  20.228

:Label02A4C2
00D6: if  0
0038:   $FF ==  1  ;; integer values
004D: jump_if_false ££Label02A4EA
029B: $52E = init_object -35 (BOOMSHINE) at  228.934 -1269.593  20.228

:Label02A4EA
00D6: if  0
0038:   $FB ==  1  ;; integer values
004D: jump_if_false ££Label02A512
029B: $52F = init_object -36 (MASK) at  228.934 -1269.593  20.228

:Label02A512
00D6: if  0
0038:   $PASSED_ASS1_RUB_OUT ==  1  ;; integer values
004D: jump_if_false ££Label02A53A
029B: $530 = init_object -37 (COKE_VOODOO) at  228.934 -1269.593  20.228

:Label02A53A
00D6: if  0
0038:   $F9 ==  1  ;; integer values
004D: jump_if_false ££Label02A562
029B: $531 = init_object -38 (TROPHY1) at  228.934 -1269.593  20.228

:Label02A562
00D6: if  0
0038:   $PASSED_LAW1_THE_PARTY ==  1  ;; integer values
004D: jump_if_false ££Label02A58A
029B: $532 = init_object -39 (SUTIBAG) at  228.934 -1269.593  20.228

:Label02A58A
00D6: if  0
0038:   $104 ==  1  ;; integer values
004D: jump_if_false ££Label02A5B2
029B: $533 = init_object -40 (PORNPOSTERS) at  228.934 -1269.593  20.228

:Label02A5B2
0004: $534 =  1  ;; integer values

:Label02A5B9
0002: jump ££Label02A5FC

:Label02A5C0
00D6: if  0
0038:   $534 ==  1  ;; integer values
004D: jump_if_false ££Label02A5FC
0108: destroy_object $52D
0108: destroy_object $52E
0108: destroy_object $52F
0108: destroy_object $530
0108: destroy_object $531
0108: destroy_object $532
0108: destroy_object $533
0004: $534 =  0  ;; integer values

:Label02A5FC
00D6: if  0
0038:   $3DF ==  1  ;; integer values
004D: jump_if_false ££Label02A82F
00D6: if  0
0038:   $538 ==  0  ;; integer values
004D: jump_if_false ££Label02A828
00D6: if  0
0038:   $10A ==  0  ;; integer values
004D: jump_if_false ££Label02A64F
029B: $545 = init_object -41 (FRAME1) at -378.394 -583.35  27.078
0002: jump ££Label02A665

:Label02A64F
029B: $546 = init_object -42 (FRAME1DAMAGED) at -378.374 -583.35  27.078

:Label02A665
00D6: if  0
0038:   $51F ==  1  ;; integer values
004D: jump_if_false ££Label02A68D
029B: $539 = init_object -43 (FLAME_TINS) at -373.306 -593.374  25.369

:Label02A68D
00D6: if  0
0038:   $63E ==  1  ;; integer values
004D: jump_if_false ££Label02A6D9
00D6: if  0
0038:   $37 ==  1  ;; integer values
004D: jump_if_false ££Label02A6D9
00D6: if  0
0038:   $63D ==  1  ;; integer values
004D: jump_if_false ££Label02A6D9
029B: $53A = init_object -44 (TROPHIES) at -408.907 -560.001  20.23

:Label02A6D9
00D6: if  0
0038:   $F5 ==  1  ;; integer values
004D: jump_if_false ££Label02A701
029B: $53B = init_object -45 (HELI_BOX) at -401.955 -566.672  19.234

:Label02A701
00D6: if  0
0038:   $185 ==  1  ;; integer values
004D: jump_if_false ££Label02A729
029B: $543 = init_object -46 (PIZZA_BOX1) at -406.211 -559.996  18.654

:Label02A729
00D6: if  0
0038:   $104 ==  1  ;; integer values
004D: jump_if_false ££Label02A7A9
029B: $541 = init_object -47 (PIZZA_MESS) at -383.088 -556.169  18.95
029B: $542 = init_object -48 (PIZZA_MESS2) at -385.024 -570.197  21.58
029B: $53C = init_object -49 (MAN_RUBBISH03) at -379.201 -568.813  20.695
029B: $53F = init_object -50 (GASH_BAGS1) at -408.239 -563.1  19.054
029B: $540 = init_object -51 (GASHBAGS2) at -383.019 -596.235  25.037

:Label02A7A9
00D6: if  0
0038:   $103 ==  1  ;; integer values
004D: jump_if_false ££Label02A7D1
029B: $544 = init_object -52 (POLOROIDS) at -374.306 -593.35  26.475

:Label02A7D1
00D6: if  0
0038:   $FB ==  1  ;; integer values
004D: jump_if_false ££Label02A7F9
029B: $53E = init_object -53 (GUN_DOCS) at -381.008 -594.382  25.389

:Label02A7F9
00D6: if  0
0038:   $F6 ==  1  ;; integer values
004D: jump_if_false ££Label02A821
029B: $53D = init_object -54 (SHOVEL) at -375.566 -555.54  19.15

:Label02A821
0004: $538 =  1  ;; integer values

:Label02A828
0002: jump ££Label02A88E

:Label02A82F
00D6: if  0
0038:   $538 ==  1  ;; integer values
004D: jump_if_false ££Label02A88E
0108: destroy_object $539
0108: destroy_object $53A
0108: destroy_object $53B
0108: destroy_object $53C
0108: destroy_object $53D
0108: destroy_object $53E
0108: destroy_object $53F
0108: destroy_object $540
0108: destroy_object $541
0108: destroy_object $542
0108: destroy_object $543
0108: destroy_object $544
0108: destroy_object $545
0108: destroy_object $546
0004: $538 =  0  ;; integer values

:Label02A88E
00D6: if  0
0038:   $535 ==  2  ;; integer values
004D: jump_if_false ££Label02A9E4
00D6: if  0
0038:   $49C ==  0  ;; integer values
004D: jump_if_false ££Label02A9E4
00D6: if  0
0038:   $4FE ==  1  ;; integer values
004D: jump_if_false ££Label02A903
00D6: if  0
0214:   pickup $511 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 $830 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:   $5B ==  1  ;; integer values
004D: jump_if_false ££Label02A993
00D6: if  0
0214:   pickup $548 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:   $514 ==  1  ;; integer values
004D: jump_if_false ££Label02A9E4
00D6: if  0
0214:   pickup $512 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:   $535 ==  3  ;; integer values
004D: jump_if_false ££Label02ABEE
00D6: if  0
0038:   $49C ==  0  ;; integer values
004D: jump_if_false ££Label02ABEE
00D6: if  0
0038:   $4FD ==  1  ;; integer values
004D: jump_if_false ££Label02AA59
00D6: if  0
0214:   pickup $504 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:   $4F1 ==  1  ;; integer values
004D: jump_if_false ££Label02AAAA
00D6: if  0
0214:   pickup $505 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:   $4F2 ==  1  ;; integer values
004D: jump_if_false ££Label02AAFB
00D6: if  0
0214:   pickup $506 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:   $4F3 ==  1  ;; integer values
004D: jump_if_false ££Label02AB4C
00D6: if  0
0214:   pickup $507 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:   $4F4 ==  1  ;; integer values
004D: jump_if_false ££Label02AB9D
00D6: if  0
0214:   pickup $508 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:   $4F5 ==  1  ;; integer values
004D: jump_if_false ££Label02ABEE
00D6: if  0
0214:   pickup $509 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:   $535 ==  4  ;; integer values
004D: jump_if_false ££Label02AD56
00D6: if  0
0038:   $49C ==  0  ;; integer values
004D: jump_if_false ££Label02AD56
00D6: if  0
0038:   $4F6 ==  1  ;; integer values
004D: jump_if_false ££Label02AC63
00D6: if  0
0214:   pickup $50A 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:   $4F7 ==  1  ;; integer values
004D: jump_if_false ££Label02ACB4
00D6: if  0
0214:   pickup $50B 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:   $4F8 ==  1  ;; integer values
004D: jump_if_false ££Label02AD05
00D6: if  0
0214:   pickup $50C 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:   $4FC ==  1  ;; integer values
004D: jump_if_false ££Label02AD56
00D6: if  0
0214:   pickup $510 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:   $535 ==  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:   $523 ==  0  ;; integer values
004D: jump_if_false ££Label02AEF2
00D6: if  0
0038:   $51D ==  1  ;; integer values
004D: jump_if_false ££Label02ADDE
0213: $526 = create_pickup -18 (BODYARMOUR) type  15 at -314.7 -551.2  10.3

:Label02ADDE
00D6: if  0
0038:   $51E ==  1  ;; integer values
004D: jump_if_false ££Label02AE09
0213: $527 = create_pickup #CHNSAW type  15 at -310.7 -551.2  10.3

:Label02AE09
00D6: if  0
0038:   $51C ==  1  ;; integer values
004D: jump_if_false ££Label02AE36
032B: $528 = create_weapon_pickup #PYTHON  15 ammo  24 at -306.7 -551.2  10.3

:Label02AE36
00D6: if  0
0038:   $51F ==  1  ;; integer values
004D: jump_if_false ££Label02AE63
032B: $529 = create_weapon_pickup #FLAME  15 ammo  60 at -302.7 -551.2  10.3

:Label02AE63
00D6: if  0
0038:   $520 ==  1  ;; integer values
004D: jump_if_false ££Label02AE90
032B: $52A = create_weapon_pickup #LASER  15 ammo  28 at -298.7 -551.2  10.3

:Label02AE90
00D6: if  0
0038:   $521 ==  1  ;; integer values
004D: jump_if_false ££Label02AEBE
032B: $52B = create_weapon_pickup #MINIGUN  15 ammo  500 at -294.7 -551.2  10.3

:Label02AEBE
00D6: if  0
0038:   $522 ==  1  ;; integer values
004D: jump_if_false ££Label02AEEB
032B: $52C = create_weapon_pickup #ROCKETLA  15 ammo  8 at -290.7 -551.2  10.3

:Label02AEEB
0004: $523 =  1  ;; integer values

:Label02AEF2
0002: jump ££Label02AF19

:Label02AEF9
00D6: if  0
0038:   $523 ==  1  ;; integer values
004D: jump_if_false ££Label02AF19
0050: gosub ££Label02B84C
0004: $523 =  0  ;; integer values

:Label02AF19
00D6: if  0
0038:   $535 ==  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:   $440 ==  1  ;; integer values
004D: jump_if_false ££Label02B0B5
00D6: if  0
0038:   $524 ==  0  ;; integer values
004D: jump_if_false ££Label02B0B5
00D6: if  0
0038:   $51D ==  1  ;; integer values
004D: jump_if_false ££Label02AFA1
0213: $526 = create_pickup -18 (BODYARMOUR) type  15 at  214.2 -1275.7  19.2

:Label02AFA1
00D6: if  0
0038:   $51E ==  1  ;; integer values
004D: jump_if_false ££Label02AFCC
0213: $527 = create_pickup #CHNSAW type  15 at  210.2 -1274.7  19.2

:Label02AFCC
00D6: if  0
0038:   $51C ==  1  ;; integer values
004D: jump_if_false ££Label02AFF9
032B: $528 = create_weapon_pickup #PYTHON  15 ammo  24 at  206.2 -1273.7  19.2

:Label02AFF9
00D6: if  0
0038:   $51F ==  1  ;; integer values
004D: jump_if_false ££Label02B026
032B: $529 = create_weapon_pickup #FLAME  15 ammo  60 at  224.2 -1273.1  19.2

:Label02B026
00D6: if  0
0038:   $520 ==  1  ;; integer values
004D: jump_if_false ££Label02B053
032B: $52A = create_weapon_pickup #LASER  15 ammo  28 at  228.2 -1279.2  19.2

:Label02B053
00D6: if  0
0038:   $521 ==  1  ;; integer values
004D: jump_if_false ££Label02B081
032B: $52B = create_weapon_pickup #MINIGUN  15 ammo  500 at  226.0 -1268.6  20.1

:Label02B081
00D6: if  0
0038:   $522 ==  1  ;; integer values
004D: jump_if_false ££Label02B0AE
032B: $52C = create_weapon_pickup #ROCKETLA  15 ammo  8 at  231.7 -1264.4  20.1

:Label02B0AE
0004: $524 =  1  ;; integer values

:Label02B0B5
0002: jump ££Label02B0DC

:Label02B0BC
00D6: if  0
0038:   $524 ==  1  ;; integer values
004D: jump_if_false ££Label02B0DC
0050: gosub ££Label02B84C
0004: $524 =  0  ;; integer values

:Label02B0DC
00D6: if  0
0038:   $535 ==  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:   $703 ==  1  ;; integer values
004D: jump_if_false ££Label02B278
00D6: if  0
0038:   $525 ==  0  ;; integer values
004D: jump_if_false ££Label02B278
00D6: if  0
0038:   $51D ==  1  ;; integer values
004D: jump_if_false ££Label02B164
0213: $526 = create_pickup -18 (BODYARMOUR) type  15 at -813.1  1344.7  66.4

:Label02B164
00D6: if  0
0038:   $51E ==  1  ;; integer values
004D: jump_if_false ££Label02B18F
0213: $527 = create_pickup #CHNSAW type  15 at -817.1  1344.7  66.4

:Label02B18F
00D6: if  0
0038:   $51C ==  1  ;; integer values
004D: jump_if_false ££Label02B1BC
032B: $528 = create_weapon_pickup #PYTHON  15 ammo  24 at -821.1  1344.7  66.4

:Label02B1BC
00D6: if  0
0038:   $51F ==  1  ;; integer values
004D: jump_if_false ££Label02B1E9
032B: $529 = create_weapon_pickup #FLAME  15 ammo  60 at -825.1  1344.7  66.4

:Label02B1E9
00D6: if  0
0038:   $520 ==  1  ;; integer values
004D: jump_if_false ££Label02B216
032B: $52A = create_weapon_pickup #LASER  15 ammo  28 at -830.1  1344.7  66.4

:Label02B216
00D6: if  0
0038:   $521 ==  1  ;; integer values
004D: jump_if_false ££Label02B244
032B: $52B = create_weapon_pickup #MINIGUN  15 ammo  500 at -833.1  1344.7  66.4

:Label02B244
00D6: if  0
0038:   $522 ==  1  ;; integer values
004D: jump_if_false ££Label02B271
032B: $52C = create_weapon_pickup #ROCKETLA  15 ammo  8 at -839.0  1351.6  66.4

:Label02B271
0004: $525 =  1  ;; integer values

:Label02B278
0002: jump ££Label02B29F

:Label02B27F
00D6: if  0
0038:   $525 ==  1  ;; integer values
004D: jump_if_false ££Label02B29F
0050: gosub ££Label02B84C
0004: $525 =  0  ;; integer values

:Label02B29F
00D6: if  0
0038:   $535 ==  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:   $104 ==  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:   $535 ==  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:   $703 ==  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:   $535 >  9  ;; integer values
004D: jump_if_false ££Label02B4B6
0004: $535 =  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: $51A = packages_found

:Label02B5E4
00D6: if  0
001A:    10 > $51A  ;; integer values
004D: jump_if_false ££Label02B607
0001: wait  500 ms
03E1: $51A = packages_found
0002: jump ££Label02B5E4

:Label02B607
030C: set_mission_points +=  1
03E5: text_box "PICK1"  ;; Body Armor delivered to Ocean View Hotel!
0004: $51D =  1  ;; integer values

:Label02B61C
00D6: if  0
001A:    20 > $51A  ;; integer values
004D: jump_if_false ££Label02B63F
0001: wait  500 ms
03E1: $51A = packages_found
0002: jump ££Label02B61C

:Label02B63F
030C: set_mission_points +=  1
03E5: text_box "PICK3"  ;; Chainsaw delivered to Ocean View Hotel!
0004: $51E =  1  ;; integer values

:Label02B654
00D6: if  0
001A:    30 > $51A  ;; integer values
004D: jump_if_false ££Label02B677
0001: wait  500 ms
03E1: $51A = packages_found
0002: jump ££Label02B654

:Label02B677
030C: set_mission_points +=  1
03E5: text_box "PICK2"  ;; .357 delivered to Ocean View Hotel!
0004: $51C =  1  ;; integer values

:Label02B68C
00D6: if  0
001A:    40 > $51A  ;; integer values
004D: jump_if_false ££Label02B6AF
0001: wait  500 ms
03E1: $51A = packages_found
0002: jump ££Label02B68C

:Label02B6AF
030C: set_mission_points +=  1
03E5: text_box "PICK4"  ;; Flame Thrower delivered to Ocean View Hotel!
0004: $51F =  1  ;; integer values

:Label02B6C4
00D6: if  0
001A:    50 > $51A  ;; integer values
004D: jump_if_false ££Label02B6E7
0001: wait  500 ms
03E1: $51A = packages_found
0002: jump ££Label02B6C4

:Label02B6E7
030C: set_mission_points +=  1
03E5: text_box "PICK5"  ;; .308 Sniper delivered to Ocean View Hotel!
0004: $520 =  1  ;; integer values

:Label02B6FC
00D6: if  0
001A:    60 > $51A  ;; integer values
004D: jump_if_false ££Label02B71F
0001: wait  500 ms
03E1: $51A = packages_found
0002: jump ££Label02B6FC

:Label02B71F
030C: set_mission_points +=  1
03E5: text_box "PICK6"  ;; Minigun delivered to Ocean View Hotel!
0004: $521 =  1  ;; integer values

:Label02B734
00D6: if  0
001A:    70 > $51A  ;; integer values
004D: jump_if_false ££Label02B757
0001: wait  500 ms
03E1: $51A = packages_found
0002: jump ££Label02B734

:Label02B757
030C: set_mission_points +=  1
03E5: text_box "PICK7"  ;; Rocket Launcher delivered to Ocean View Hotel!
0004: $522 =  1  ;; integer values

:Label02B76C
00D6: if  0
001A:    80 > $51A  ;; integer values
004D: jump_if_false ££Label02B78F
0001: wait  500 ms
03E1: $51A = packages_found
0002: jump ££Label02B76C

:Label02B78F
030C: set_mission_points +=  1
03E5: text_box "PICK8"  ;; Sea Sparrow now available from the Mansion on Starfish Island!
014C: set_parked_car_generator $7B9 cars_to_generate_to  101

:Label02B7A4
00D6: if  0
001A:    90 > $51A  ;; integer values
004D: jump_if_false ££Label02B7C7
0001: wait  500 ms
03E1: $51A = packages_found
0002: jump ££Label02B7A4

:Label02B7C7
030C: set_mission_points +=  1
03E5: text_box "PICK9"  ;; Tank now available from the Army Barracks!
014C: set_parked_car_generator $7BA cars_to_generate_to  101

:Label02B7DC
00D6: if  0
001A:    100 > $51A  ;; integer values
004D: jump_if_false ££Label02B7FF
0001: wait  500 ms
03E1: $51A = packages_found
0002: jump ££Label02B7DC

:Label02B7FF
0001: wait  5000 ms
030C: set_mission_points +=  1
00D6: if  0
0038:   $831 ==  0  ;; integer values
004D: jump_if_false ££Label02B839
03E5: text_box "PICK10"  ;; Hunter now available from the Army Barracks!
014C: set_parked_car_generator $7BB cars_to_generate_to  101
0004: $831 =  1  ;; integer values
0002: jump ££Label02B84A

:Label02B839
03E5: text_box "APACHE"  ;; Hunter delivered to helipad in Ocean Beach.
014C: set_parked_car_generator $832 cars_to_generate_to  101

:Label02B84A
004E: end_thread

:Label02B84C
0215: destroy_pickup $526
0215: destroy_pickup $527
0215: destroy_pickup $528
0215: destroy_pickup $529
0215: destroy_pickup $52A
0215: destroy_pickup $52B
0215: destroy_pickup $52C
0051: return

:Label02B871
0004: $49C =  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: $49C =  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: $49C =  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: $49C =  0  ;; integer values
016A: fade  1 (back)  500 ms
00D6: if  0
0038:   $547 ==  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: $547 =  1  ;; integer values
0002: jump ££Label02B979

:Label02B96F
03E5: text_box "CLOHELP"  ;; Clean Clothes!!

:Label02B979
0002: jump ££Label02B987

:Label02B980
0004: $49C =  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: $549 =  0  ;; integer values
0004: $54A =  0  ;; integer values
0004: $54B =  0  ;; integer values
0004: $54C =  0  ;; integer values
0004: $54D =  0  ;; integer values
0004: $556 =  0  ;; integer values
0004: $56D =  0  ;; integer values
0004: $56E =  0  ;; integer values
0004: $56F =  0  ;; integer values
0004: $578 =  0  ;; integer values
0004: $55C =  0  ;; integer values
0004: $55D =  0  ;; integer values
0004: $55E =  0  ;; integer values
0004: $55F =  0  ;; integer values
0004: $560 =  0  ;; integer values
0004: $561 =  0  ;; integer values
0004: $562 =  0  ;; integer values
0004: $563 =  0  ;; integer values
0004: $564 =  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: $54E = create_actor  4 #SPECIAL20 at  445.8  1098.5  18.25
009A: $54F = create_actor  4 #SPECIAL20 at  445.8  1098.5  18.25
009A: $550 = create_actor  4 #SPECIAL20 at  445.8  1098.5  18.25
009A: $551 = create_actor  4 #SPECIAL20 at  445.8  1098.5  18.25
009A: $552 = create_actor  4 #SPECIAL20 at  445.8  1098.5  18.25
009A: $553 = create_actor  4 #SPECIAL20 at  445.8  1098.5  18.25
009A: $554 = create_actor  4 #SPECIAL20 at  445.8  1098.5  18.25
009A: $555 = create_actor  4 #SPECIAL20 at  445.8  1098.5  18.25
03BC: $565 = create_sphere -903.0  800.3  10.5  1.0
03BC: $566 = create_sphere -903.0  800.3  10.5  1.0
03BC: $567 = create_sphere -903.0  800.3  10.5  1.0
03BC: $568 = create_sphere -903.0  800.3  10.5  1.0
03BC: $569 = create_sphere -903.0  800.3  10.5  1.0
03BC: $56A = create_sphere -903.0  800.3  10.5  1.0
03BC: $56B = create_sphere -903.0  800.3  10.5  1.0
03BC: $56C = 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: $564 +=  1  ;; integer values
0054: store_player $PLAYER_CHAR position_to $570 $571 $572
00D6: if  0
0038:   $564 ==  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:   $3EB ==  1  ;; integer values
004D: jump_if_false ££Label02CA71
00D6: if  0
0020:   $570 >  415.0  ;; floating-point values
004D: jump_if_false ££Label02C4F4
00D6: if  1
0038:   $549 ==  1  ;; integer values
0038:   $49C ==  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 $54E 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:   $55C ==  0  ;; integer values
004D: jump_if_false ££Label02C053
0004: $55C =  1  ;; integer values
03BD: destroy_sphere $565
0004: $556 =  1  ;; integer values
0084: $559 = $54E  ;; integer values and handles
0050: gosub ££Label02D278
0002: jump ££Label02BF1D

:Label02C053
0002: jump ££Label02C091

:Label02C05A
00D6: if  0
0038:   $55C ==  1  ;; integer values
004D: jump_if_false ££Label02C091
03BD: destroy_sphere $565
03BC: $565 = create_sphere  445.66  1100.54  18.3  1.0
0004: $55C =  0  ;; integer values

:Label02C091
0002: jump ££Label02C0A4

:Label02C098
0004: $55C =  1  ;; integer values
03BD: destroy_sphere $565

:Label02C0A4
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label02C18E
00D6: if  2
8118:   NOT   actor $54F 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:   $55D ==  0  ;; integer values
004D: jump_if_false ££Label02C13D
0004: $55D =  1  ;; integer values
03BD: destroy_sphere $566
0004: $556 =  2  ;; integer values
0084: $559 = $54F  ;; integer values and handles
0050: gosub ££Label02D278
0002: jump ££Label02BF1D

:Label02C13D
0002: jump ££Label02C17B

:Label02C144
00D6: if  0
0038:   $55D ==  1  ;; integer values
004D: jump_if_false ££Label02C17B
03BD: destroy_sphere $566
03BC: $566 = create_sphere  436.75  1105.8  18.2  1.0
0004: $55D =  0  ;; integer values

:Label02C17B
0002: jump ££Label02C18E

:Label02C182
0004: $55D =  1  ;; integer values
03BD: destroy_sphere $566

:Label02C18E
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label02C278
00D6: if  2
8118:   NOT   actor $550 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:   $55E ==  0  ;; integer values
004D: jump_if_false ££Label02C227
0004: $55E =  1  ;; integer values
03BD: destroy_sphere $567
0004: $556 =  3  ;; integer values
0084: $559 = $550  ;; integer values and handles
0050: gosub ££Label02D278
0002: jump ££Label02BF1D

:Label02C227
0002: jump ££Label02C265

:Label02C22E
00D6: if  0
0038:   $55E ==  1  ;; integer values
004D: jump_if_false ££Label02C265
03BD: destroy_sphere $567
03BC: $567 = create_sphere  434.5  1139.3  18.2  1.0
0004: $55E =  0  ;; integer values

:Label02C265
0002: jump ££Label02C278

:Label02C26C
0004: $55E =  1  ;; integer values
03BD: destroy_sphere $567

:Label02C278
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label02C362
00D6: if  2
8118:   NOT   actor $551 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:   $55F ==  0  ;; integer values
004D: jump_if_false ££Label02C311
0004: $55F =  1  ;; integer values
03BD: destroy_sphere $568
0004: $556 =  4  ;; integer values
0084: $559 = $551  ;; integer values and handles
0050: gosub ££Label02D278
0002: jump ££Label02BF1D

:Label02C311
0002: jump ££Label02C34F

:Label02C318
00D6: if  0
0038:   $55F ==  1  ;; integer values
004D: jump_if_false ££Label02C34F
03BD: destroy_sphere $568
03BC: $568 = create_sphere  451.24  1146.5  18.24  1.0
0004: $55F =  0  ;; integer values

:Label02C34F
0002: jump ££Label02C362

:Label02C356
0004: $55F =  1  ;; integer values
03BD: destroy_sphere $568

:Label02C362
00D6: if  0
0038:   $549 ==  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: $54E = create_actor  4 #SPECIAL20 at  445.8  1098.5  18.25
0173: set_actor $54E z_angle_to  46.0
0084: $559 = $54E  ;; integer values and handles
0050: gosub ££Label02D24F
03BD: destroy_sphere $565
03BC: $565 = create_sphere  445.66  1100.54  18.3  1.0
009A: $54F = create_actor  4 #SPECIAL20 at  435.46  1104.0  18.27
0173: set_actor $54F z_angle_to  350.0
0084: $559 = $54F  ;; integer values and handles
0050: gosub ££Label02D24F
03BD: destroy_sphere $566
03BC: $566 = create_sphere  436.75  1105.8  18.2  1.0
009A: $550 = create_actor  4 #SPECIAL20 at  433.0  1140.5  18.29
0173: set_actor $550 z_angle_to  215.0
0084: $559 = $550  ;; integer values and handles
0050: gosub ££Label02D24F
03BD: destroy_sphere $567
03BC: $567 = create_sphere  434.5  1139.3  18.2  1.0
009A: $551 = create_actor  4 #SPECIAL20 at  451.4  1148.42  18.23
0173: set_actor $551 z_angle_to  173.0
0084: $559 = $551  ;; integer values and handles
0050: gosub ££Label02D24F
03BD: destroy_sphere $568
03BC: $568 = create_sphere  451.24  1146.5  18.24  1.0
0004: $549 =  1  ;; integer values

:Label02C4ED
0002: jump ££Label02C4FB

:Label02C4F4
0050: gosub ££Label02E12D

:Label02C4FB
00D6: if  0
0022:    410.0 > $570  ;; floating-point values
004D: jump_if_false ££Label02CA63
00D6: if  1
0038:   $54A ==  1  ;; integer values
0038:   $49C ==  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 $552 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:   $560 ==  0  ;; integer values
004D: jump_if_false ££Label02C5C2
0004: $560 =  1  ;; integer values
03BD: destroy_sphere $569
0004: $556 =  1  ;; integer values
0084: $559 = $552  ;; integer values and handles
0050: gosub ££Label02D278
0002: jump ££Label02BF1D

:Label02C5C2
0002: jump ££Label02C600

:Label02C5C9
00D6: if  0
0038:   $560 ==  1  ;; integer values
004D: jump_if_false ££Label02C600
03BD: destroy_sphere $569
03BC: $569 = create_sphere  375.76  1147.7  18.6  1.0
0004: $560 =  0  ;; integer values

:Label02C600
0002: jump ££Label02C613

:Label02C607
0004: $560 =  1  ;; integer values
03BD: destroy_sphere $569

:Label02C613
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label02C6FD
00D6: if  2
8118:   NOT   actor $553 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:   $561 ==  0  ;; integer values
004D: jump_if_false ££Label02C6AC
0004: $561 =  1  ;; integer values
03BD: destroy_sphere $56A
0004: $556 =  2  ;; integer values
0084: $559 = $553  ;; integer values and handles
0050: gosub ££Label02D278
0002: jump ££Label02BF1D

:Label02C6AC
0002: jump ££Label02C6EA

:Label02C6B3
00D6: if  0
0038:   $561 ==  1  ;; integer values
004D: jump_if_false ££Label02C6EA
03BD: destroy_sphere $56A
03BC: $56A = create_sphere  394.16  1139.12  18.6  1.0
0004: $561 =  0  ;; integer values

:Label02C6EA
0002: jump ££Label02C6FD

:Label02C6F1
0004: $561 =  1  ;; integer values
03BD: destroy_sphere $56A

:Label02C6FD
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label02C7E7
00D6: if  2
8118:   NOT   actor $554 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:   $562 ==  0  ;; integer values
004D: jump_if_false ££Label02C796
0004: $562 =  1  ;; integer values
03BD: destroy_sphere $56B
0004: $556 =  3  ;; integer values
0084: $559 = $554  ;; integer values and handles
0050: gosub ££Label02D278
0002: jump ££Label02BF1D

:Label02C796
0002: jump ££Label02C7D4

:Label02C79D
00D6: if  0
0038:   $562 ==  1  ;; integer values
004D: jump_if_false ££Label02C7D4
03BD: destroy_sphere $56B
03BC: $56B = create_sphere  392.96  1108.7  18.55  1.0
0004: $562 =  0  ;; integer values

:Label02C7D4
0002: jump ££Label02C7E7

:Label02C7DB
0004: $562 =  1  ;; integer values
03BD: destroy_sphere $56B

:Label02C7E7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label02C8D1
00D6: if  2
8118:   NOT   actor $555 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:   $563 ==  0  ;; integer values
004D: jump_if_false ££Label02C880
0004: $563 =  1  ;; integer values
03BD: destroy_sphere $56C
0004: $556 =  4  ;; integer values
0084: $559 = $555  ;; integer values and handles
0050: gosub ££Label02D278
0002: jump ££Label02BF1D

:Label02C880
0002: jump ££Label02C8BE

:Label02C887
00D6: if  0
0038:   $563 ==  1  ;; integer values
004D: jump_if_false ££Label02C8BE
03BD: destroy_sphere $56C
03BC: $56C = create_sphere  376.47  1101.7  18.58  1.0
0004: $563 =  0  ;; integer values

:Label02C8BE
0002: jump ££Label02C8D1

:Label02C8C5
0004: $563 =  1  ;; integer values
03BD: destroy_sphere $56C

:Label02C8D1
00D6: if  0
0038:   $54A ==  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: $552 = create_actor  4 #SPECIAL20 at  375.9  1149.7  18.6
0173: set_actor $552 z_angle_to  224.0
0084: $559 = $552  ;; integer values and handles
0050: gosub ££Label02D24F
03BD: destroy_sphere $569
03BC: $569 = create_sphere  375.76  1147.7  18.6  1.0
009A: $553 = create_actor  4 #SPECIAL20 at  395.0  1141.2  18.55
0173: set_actor $553 z_angle_to  165.0
0084: $559 = $553  ;; integer values and handles
0050: gosub ££Label02D24F
03BD: destroy_sphere $56A
03BC: $56A = create_sphere  394.16  1139.12  18.6  1.0
009A: $554 = create_actor  4 #SPECIAL20 at  394.4  1107.6  18.6
0173: set_actor $554 z_angle_to  49.0
0084: $559 = $554  ;; integer values and handles
0050: gosub ££Label02D24F
03BD: destroy_sphere $56B
03BC: $56B = create_sphere  392.96  1108.7  18.55  1.0
009A: $555 = create_actor  4 #SPECIAL20 at  375.87  1099.75  18.57
0173: set_actor $555 z_angle_to  344.0
0084: $559 = $555  ;; integer values and handles
0050: gosub ££Label02D24F
03BD: destroy_sphere $56C
03BC: $56C = create_sphere  376.47  1101.7  18.58  1.0
0004: $54A =  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:   $564 ==  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: $56D =  1  ;; integer values
0005: $62 =  0.0  ;; floating-point values
02CE: $62 = ground_z -1039.5  80.0  50.0
00D6: if  0
0020:   $62 >  0.0  ;; floating-point values
004D: jump_if_false ££Label02CCD6
00D6: if  0
0038:   $54B ==  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: $575 = create_actor  4 #SPECIAL20 at -1039.5  80.0  10.6
0173: set_actor $575 z_angle_to  80.0
0084: $559 = $575  ;; integer values and handles
0050: gosub ££Label02D24F
03BD: destroy_sphere $565
03BC: $565 = create_sphere -1041.3  80.45  10.6  1.0
00D6: if  0
0248:   model #HNB available
004D: jump_if_false ££Label02CBC5
009A: $576 = create_actor  4 #HNB at -1036.2  77.5  10.6
0173: set_actor $576 z_angle_to  190.0
01ED: reset_actor $576 flags
0372: set_actor $576 anim  6 wait_state_time  999999 ms

:Label02CBC5
0004: $54B =  1  ;; integer values

:Label02CBCC
00D6: if  1
0038:   $54B ==  1  ;; integer values
0038:   $49C ==  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 $575 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:   $55C ==  0  ;; integer values
004D: jump_if_false ££Label02CC7E
0004: $55C =  1  ;; integer values
03BD: destroy_sphere $565
0004: $556 =  2  ;; integer values
0084: $559 = $575  ;; integer values and handles
0050: gosub ££Label02D278
0002: jump ££Label02BF1D

:Label02CC7E
0002: jump ££Label02CCBC

:Label02CC85
00D6: if  0
0038:   $55C ==  1  ;; integer values
004D: jump_if_false ££Label02CCBC
03BD: destroy_sphere $565
03BC: $565 = create_sphere -1041.3  80.45  10.6  1.0
0004: $55C =  0  ;; integer values

:Label02CCBC
0002: jump ££Label02CCCF

:Label02CCC3
0004: $55C =  1  ;; integer values
03BD: destroy_sphere $565

:Label02CCCF
0002: jump ££Label02CCDD

:Label02CCD6
0050: gosub ££Label02E12D

:Label02CCDD
0002: jump ££Label02CCF2

:Label02CCE4
0004: $56D =  0  ;; integer values
0050: gosub ££Label02E12D

:Label02CCF2
00D6: if  1
0038:   $564 ==  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: $56E =  1  ;; integer values
0005: $62 =  0.0  ;; floating-point values
02CE: $62 = ground_z -591.4  651.23  10.5
00D6: if  0
0020:   $62 >  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:   $578 ==  0  ;; integer values
004D: jump_if_false ££Label02CDC0
009A: $577 = create_actor  4 #BKA at -591.4  651.23  10.5
0173: set_actor $577 z_angle_to  25.0
0223: set_actor $577 health_to  150
01ED: reset_actor $577 flags
0291: unknown_actor $577 unknown_behavior_flag  1
0243: set_actor $577 ped_stats_to  11
0004: $578 =  1  ;; integer values

:Label02CDC0
0002: jump ££Label02CDE5

:Label02CDC7
00D6: if  0
0038:   $578 ==  1  ;; integer values
004D: jump_if_false ££Label02CDE5
009B: destroy_actor_instantly $577
0004: $578 =  0  ;; integer values

:Label02CDE5
0005: $62 =  0.0  ;; floating-point values
02CE: $62 = ground_z -904.7  800.4  10.5
00D6: if  0
0020:   $62 >  0.0  ;; floating-point values
004D: jump_if_false ££Label02CFBD
00D6: if  0
0038:   $54C ==  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: $574 = create_actor  4 #SPECIAL20 at -904.7  800.4  10.5
0173: set_actor $574 z_angle_to  270.0
0084: $559 = $574  ;; integer values and handles
0050: gosub ££Label02D24F
03BD: destroy_sphere $565
03BC: $565 = create_sphere -903.0  800.3  10.5  1.0
0004: $54C =  1  ;; integer values

:Label02CEB3
00D6: if  1
0038:   $54C ==  1  ;; integer values
0038:   $49C ==  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 $574 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:   $55C ==  0  ;; integer values
004D: jump_if_false ££Label02CF65
0004: $55C =  1  ;; integer values
03BD: destroy_sphere $565
0004: $556 =  2  ;; integer values
0084: $559 = $574  ;; integer values and handles
0050: gosub ££Label02D278
0002: jump ££Label02BF1D

:Label02CF65
0002: jump ££Label02CFA3

:Label02CF6C
00D6: if  0
0038:   $55C ==  1  ;; integer values
004D: jump_if_false ££Label02CFA3
03BD: destroy_sphere $565
03BC: $565 = create_sphere -903.0  800.3  10.5  1.0
0004: $55C =  0  ;; integer values

:Label02CFA3
0002: jump ££Label02CFB6

:Label02CFAA
0004: $55C =  1  ;; integer values
03BD: destroy_sphere $565

:Label02CFB6
0002: jump ££Label02CFC4

:Label02CFBD
0050: gosub ££Label02E12D

:Label02CFC4
0002: jump ££Label02CFF7

:Label02CFCB
00D6: if  0
0038:   $578 ==  1  ;; integer values
004D: jump_if_false ££Label02CFE9
009B: destroy_actor_instantly $577
0004: $578 =  0  ;; integer values

:Label02CFE9
0004: $56E =  0  ;; integer values
0050: gosub ££Label02E12D

:Label02CFF7
00D6: if  1
0038:   $564 ==  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: $56F =  1  ;; integer values
0005: $62 =  0.0  ;; floating-point values
02CE: $62 = ground_z  419.4  89.7  50.0
00D6: if  0
0020:   $62 >  0.0  ;; floating-point values
004D: jump_if_false ££Label02D205
00D6: if  0
0038:   $54D ==  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: $573 = create_actor  4 #SPECIAL20 at  419.4  89.7  10.3
0173: set_actor $573 z_angle_to  250.0
0084: $559 = $573  ;; integer values and handles
0050: gosub ££Label02D24F
03BD: destroy_sphere $565
03BC: $565 = create_sphere  421.1  88.8  10.5  1.0
0004: $54D =  1  ;; integer values

:Label02D0FB
00D6: if  1
0038:   $54D ==  1  ;; integer values
0038:   $49C ==  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 $573 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:   $55C ==  0  ;; integer values
004D: jump_if_false ££Label02D1AD
0004: $55C =  1  ;; integer values
03BD: destroy_sphere $565
0004: $556 =  2  ;; integer values
0084: $559 = $573  ;; integer values and handles
0050: gosub ££Label02D278
0002: jump ££Label02BF1D

:Label02D1AD
0002: jump ££Label02D1EB

:Label02D1B4
00D6: if  0
0038:   $55C ==  1  ;; integer values
004D: jump_if_false ££Label02D1EB
03BD: destroy_sphere $565
03BC: $565 = create_sphere  421.1  88.8  10.5  1.0
0004: $55C =  0  ;; integer values

:Label02D1EB
0002: jump ££Label02D1FE

:Label02D1F2
0004: $55C =  1  ;; integer values
03BD: destroy_sphere $565

:Label02D1FE
0002: jump ££Label02D20C

:Label02D205
0050: gosub ££Label02E12D

:Label02D20C
0002: jump ££Label02D221

:Label02D213
0004: $56F =  0  ;; integer values
0050: gosub ££Label02E12D

:Label02D221
0002: jump ££Label02D22F

:Label02D228
0050: gosub ££Label02E12D

:Label02D22F
00D6: if  0
0018:   $564 >  1  ;; integer values
004D: jump_if_false ££Label02D248
0004: $564 =  0  ;; integer values

:Label02D248
0002: jump ££Label02BF1D

:Label02D24F
01ED: reset_actor $559 flags
011A: set_actor $559 flags  1048576
011A: set_actor $559 flags  8388608
056B: $559  1
0350: unknown_actor $559 not_scared_flag  1
0051: return

:Label02D278
0004: $49C =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $559 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: $49C =  0  ;; integer values
0051: return

:Label02D2CD
00D6: if  1
0256:   player $PLAYER_CHAR defined
8118:   NOT   actor $559 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 $559
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 $559 dead
004D: jump_if_false ££Label02D5D5
0209: $557 = random_int  1  15
00D6: if  0
0038:   $557 ==  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:   $557 ==  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:   $557 ==  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:   $557 ==  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:   $557 ==  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:   $557 ==  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:   $557 ==  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:   $557 ==  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:   $557 ==  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:   $557 ==  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:   $557 ==  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:   $557 ==  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:   $557 ==  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:   $557 ==  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:   $557 ==  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 $559 dead
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false ££Label02E056
0209: $558 = random_int  1  30
00D6: if  0
001A:    11 > $558  ;; integer values
004D: jump_if_false ££Label02DCDD
00D6: if  0
0038:   $556 ==  1  ;; integer values
004D: jump_if_false ££Label02D839
0209: $558 = random_int  1  12
00D6: if  0
0038:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $556 ==  2  ;; integer values
004D: jump_if_false ££Label02D9E0
0209: $558 = random_int  1  9
00D6: if  0
0038:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $556 ==  3  ;; integer values
004D: jump_if_false ££Label02DB5B
0209: $558 = random_int  1  8
00D6: if  0
0038:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $556 ==  4  ;; integer values
004D: jump_if_false ££Label02DCD6
0209: $558 = random_int  1  8
00D6: if  0
0038:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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: $558 = random_int  1  20
00D6: if  0
0038:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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:   $558 ==  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 $559 dead
004D: jump_if_false ££Label02E12B
0225: $55A = player $PLAYER_CHAR health
0010: $55A *= -1  ;; integer values
0008: $55A +=  100  ;; integer values
010B: $55B = player $PLAYER_CHAR money
00D6: if  0
001C:   $55A > $55B  ;; integer values
004D: jump_if_false ££Label02E108
0084: $55A = $55B  ;; integer values and handles

:Label02E108
0010: $55A *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $55A
0222: set_player $PLAYER_CHAR health_to  100
018C: play_sound  1 at $570 $571 $572

:Label02E12B
0051: return

:Label02E12D
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label02E152
0054: store_player $PLAYER_CHAR position_to $570 $571 $572
0002: jump ££Label02E17C

:Label02E152
0050: gosub ££Label02E2CF
0004: $549 =  0  ;; integer values
0004: $54A =  0  ;; integer values
0004: $54B =  0  ;; integer values
0004: $54C =  0  ;; integer values
0004: $54D =  0  ;; integer values

:Label02E17C
00D6: if  0
0038:   $549 ==  1  ;; integer values
004D: jump_if_false ££Label02E1DD
00D6: if  21
0022:    410.0 > $570  ;; floating-point values
0038:   $3EB ==  0  ;; integer values
004D: jump_if_false ££Label02E1DD
009B: destroy_actor_instantly $54E
009B: destroy_actor_instantly $54F
009B: destroy_actor_instantly $550
009B: destroy_actor_instantly $551
03BD: destroy_sphere $565
03BD: destroy_sphere $566
03BD: destroy_sphere $567
03BD: destroy_sphere $568
0296: unload_special_actor  20
0004: $549 =  0  ;; integer values

:Label02E1DD
00D6: if  0
0038:   $54A ==  1  ;; integer values
004D: jump_if_false ££Label02E23E
00D6: if  21
0020:   $570 >  415.0  ;; floating-point values
0038:   $3EB ==  0  ;; integer values
004D: jump_if_false ££Label02E23E
009B: destroy_actor_instantly $552
009B: destroy_actor_instantly $553
009B: destroy_actor_instantly $554
009B: destroy_actor_instantly $555
03BD: destroy_sphere $569
03BD: destroy_sphere $56A
03BD: destroy_sphere $56B
03BD: destroy_sphere $56C
0296: unload_special_actor  20
0004: $54A =  0  ;; integer values

:Label02E23E
00D6: if  1
0038:   $54B ==  1  ;; integer values
0038:   $56D ==  0  ;; integer values
004D: jump_if_false ££Label02E271
009B: destroy_actor_instantly $575
009B: destroy_actor_instantly $576
0296: unload_special_actor  20
03BD: destroy_sphere $565
0004: $54B =  0  ;; integer values

:Label02E271
00D6: if  1
0038:   $54C ==  1  ;; integer values
0038:   $56E ==  0  ;; integer values
004D: jump_if_false ££Label02E29F
009B: destroy_actor_instantly $574
0296: unload_special_actor  20
03BD: destroy_sphere $565
0004: $54C =  0  ;; integer values

:Label02E29F
00D6: if  1
0038:   $54D ==  1  ;; integer values
0038:   $56F ==  0  ;; integer values
004D: jump_if_false ££Label02E2CD
009B: destroy_actor_instantly $573
0296: unload_special_actor  20
03BD: destroy_sphere $565
0004: $54D =  0  ;; integer values

:Label02E2CD
0051: return

:Label02E2CF
009B: destroy_actor_instantly $54E
009B: destroy_actor_instantly $54F
009B: destroy_actor_instantly $550
009B: destroy_actor_instantly $551
009B: destroy_actor_instantly $552
009B: destroy_actor_instantly $553
009B: destroy_actor_instantly $554
009B: destroy_actor_instantly $555
009B: destroy_actor_instantly $573
009B: destroy_actor_instantly $574
009B: destroy_actor_instantly $575
009B: destroy_actor_instantly $576
03BD: destroy_sphere $565
03BD: destroy_sphere $566
03BD: destroy_sphere $567
03BD: destroy_sphere $568
03BD: destroy_sphere $569
03BD: destroy_sphere $56A
03BD: destroy_sphere $56B
03BD: destroy_sphere $56C
0296: unload_special_actor  20
0051: return

:Label02E339
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread "RAMPAGE"
0004: $579 =  50  ;; integer values
0004: $57A =  0  ;; integer values
0004: $57B =  0  ;; integer values
0004: $59F =  0  ;; integer values
0004: $5A0 =  0  ;; integer values
0004: $5A1 =  0  ;; integer values
0004: $5A2 =  0  ;; integer values
0004: $5A3 =  0  ;; integer values
0004: $5A4 =  0  ;; integer values
0004: $5A5 =  0  ;; integer values
0004: $5A6 =  0  ;; integer values
0004: $5A7 =  0  ;; integer values
0004: $5A8 =  0  ;; integer values
0004: $5A9 =  0  ;; integer values
0004: $5AA =  0  ;; integer values
0004: $5AB =  0  ;; integer values
0004: $5AC =  0  ;; integer values
0004: $5AD =  0  ;; integer values
0004: $5AE =  0  ;; integer values
0004: $5AF =  0  ;; integer values
0004: $5B0 =  0  ;; integer values
0004: $5B1 =  0  ;; integer values
0004: $5B2 =  0  ;; integer values
0004: $5B3 =  0  ;; integer values
0004: $5B4 =  0  ;; integer values
0004: $5B5 =  0  ;; integer values
0004: $5B6 =  0  ;; integer values
0004: $5B7 =  0  ;; integer values
0004: $5B8 =  0  ;; integer values
0004: $5B9 =  0  ;; integer values
0004: $5BA =  0  ;; integer values
0004: $5BB =  0  ;; integer values
0004: $5BC =  0  ;; integer values
0004: $5BD =  0  ;; integer values
0004: $5BE =  0  ;; integer values
0004: $5BF =  0  ;; integer values
0004: $5C0 =  0  ;; integer values
0004: $5C1 =  0  ;; integer values
0213: $57C = create_pickup -55 (KILLFRENZY) type  3 at  218.22 -1613.76  11.06
0213: $57D = create_pickup -55 (KILLFRENZY) type  3 at -1435.29 -833.645  30.05989
0213: $57E = create_pickup -55 (KILLFRENZY) type  3 at  234.86  34.22  9.98
0213: $57F = create_pickup -55 (KILLFRENZY) type  3 at  479.69  1110.18  17.33
0213: $580 = create_pickup -55 (KILLFRENZY) type  3 at  370.63  1125.86  26.5
0213: $581 = create_pickup -55 (KILLFRENZY) type  3 at  144.449 -545.234  14.751
0213: $582 = create_pickup -55 (KILLFRENZY) type  3 at -1100.625  1453.43  8.73
0213: $583 = create_pickup -55 (KILLFRENZY) type  3 at -908.317  744.149  11.092
0213: $584 = create_pickup -55 (KILLFRENZY) type  3 at -508.768  1149.203  18.172
0213: $585 = create_pickup -55 (KILLFRENZY) type  3 at -789.41  592.56  11.1
0213: $586 = create_pickup -55 (KILLFRENZY) type  3 at -1011.37 -170.64  10.99
0213: $587 = create_pickup -55 (KILLFRENZY) type  3 at  68.702 -1119.231  10.458
0213: $588 = create_pickup -55 (KILLFRENZY) type  3 at  85.623 -1259.86  17.092
0213: $589 = create_pickup -55 (KILLFRENZY) type  3 at -679.66 -419.712  10.469
0213: $58A = create_pickup -55 (KILLFRENZY) type  3 at -1176.341 -702.975  22.662
0213: $58B = create_pickup -55 (KILLFRENZY) type  3 at -626.642 -1354.85  16.373
0213: $58C = create_pickup -55 (KILLFRENZY) type  3 at -1519.33 -292.236  14.86
0213: $58D = create_pickup -55 (KILLFRENZY) type  3 at -956.113 -1206.33  14.86
0213: $58E = create_pickup -55 (KILLFRENZY) type  3 at -890.184 -489.655  36.2
0213: $58F = create_pickup -55 (KILLFRENZY) type  3 at  3.426 -1147.0  10.45
0213: $590 = create_pickup -55 (KILLFRENZY) type  3 at  468.656 -1608.79  11.03
0213: $591 = create_pickup -55 (KILLFRENZY) type  3 at  587.795  1206.26  15.64
0213: $592 = create_pickup -55 (KILLFRENZY) type  3 at  300.673  1324.88  22.919
0213: $593 = create_pickup -55 (KILLFRENZY) type  3 at  217.247  261.372  8.71
0213: $594 = create_pickup -55 (KILLFRENZY) type  3 at -366.44 -1742.1  11.426
0213: $595 = create_pickup -55 (KILLFRENZY) type  3 at -448.796  1249.27  11.75
0213: $596 = create_pickup -55 (KILLFRENZY) type  3 at -674.22  1162.7  28.15
0213: $597 = create_pickup -55 (KILLFRENZY) type  3 at -1143.48 -410.87  10.95
0213: $598 = create_pickup -55 (KILLFRENZY) type  3 at  624.26 -230.158  23.915
0213: $599 = create_pickup -55 (KILLFRENZY) type  3 at -34.13 -948.707  21.772
0213: $59A = create_pickup -55 (KILLFRENZY) type  3 at  593.315 -352.826  13.711
0213: $59B = create_pickup -55 (KILLFRENZY) type  3 at -1234.83 -90.378  11.43
0213: $59C = create_pickup -55 (KILLFRENZY) type  3 at -1483.47 -881.677  14.87
0213: $59D = create_pickup -55 (KILLFRENZY) type  3 at -194.701 -1085.067  15.66
0213: $59E = create_pickup -55 (KILLFRENZY) type  3 at -983.373 -353.997  13.84
0408: set_total_rampages_to  35
0004: $5C2 =  30  ;; integer values
0004: $5C3 =  12  ;; integer values
0004: $5C4 =  35  ;; integer values
0004: $5C5 =  35  ;; integer values
0004: $5C6 =  30  ;; integer values
0004: $5C7 =  25  ;; integer values
0004: $5C8 =  30  ;; integer values
0004: $5C9 =  35  ;; integer values
0004: $5CA =  40  ;; integer values
0004: $5CB =  30  ;; integer values
0004: $5CC =  30  ;; integer values
0004: $5CD =  20  ;; integer values
0004: $5CE =  25  ;; integer values
0004: $5CF =  35  ;; integer values
0004: $5D0 =  20  ;; integer values
0004: $5D1 =  15  ;; integer values
0004: $5D2 =  15  ;; integer values
0004: $5D3 =  35  ;; integer values
0004: $5D4 =  20  ;; integer values
0004: $5D5 =  10  ;; integer values
0004: $5D6 =  30  ;; integer values
0004: $5D7 =  25  ;; integer values
0004: $5D8 =  30  ;; integer values
0004: $5D9 =  20  ;; integer values
0004: $5DA =  10  ;; integer values
0004: $5DB =  30  ;; integer values
0004: $5DC =  25  ;; integer values
0004: $5DD =  25  ;; integer values
0004: $5DE =  10  ;; integer values
0004: $5DF =  25  ;; integer values
0004: $5E0 =  30  ;; integer values
0004: $5E1 =  35  ;; integer values
0004: $5E2 =  25  ;; integer values
0004: $5E3 =  25  ;; integer values
0004: $5E4 =  10  ;; integer values

:Label02E892
00D6: if  0
001A:    35 > $57B  ;; integer values
004D: jump_if_false ££Label02F91B
0001: wait  0 ms
0008: $5EB +=  1  ;; integer values
00D6: if  0
0018:   $5EB >  17  ;; integer values
004D: jump_if_false ££Label02E8C8
0004: $5EB =  0  ;; integer values

:Label02E8C8
00D6: if  0
0038:   $5EB ==  0  ;; integer values
004D: jump_if_false ££Label02E9B6
00D6: if  0
0038:   $59F ==  0  ;; integer values
004D: jump_if_false ££Label02E948
0084: $5EC = $59F  ;; integer values and handles
0084: $5ED = $57C  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  272
04AE: unknown $5EF radar_icon_or_model  15
0084: $5F0 = $5C2  ;; integer values and handles
0005: $5F1 =  218.22  ;; floating-point values
0005: $5F2 = -1613.76  ;; floating-point values
0005: $5F3 =  11.06  ;; floating-point values
0050: gosub ££Label02F923
0084: $59F = $5EC  ;; integer values and handles
0084: $57C = $5ED  ;; integer values and handles

:Label02E948
00D6: if  0
0038:   $5A0 ==  0  ;; integer values
004D: jump_if_false ££Label02E9B6
0084: $5EC = $5A0  ;; integer values and handles
0084: $5ED = $57D  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  287
04AE: unknown $5EF radar_icon_or_model  30
0084: $5F0 = $5C3  ;; integer values and handles
0005: $5F1 = -1435.29  ;; floating-point values
0005: $5F2 = -833.645  ;; floating-point values
0005: $5F3 =  30.06  ;; floating-point values
0050: gosub ££Label02F923
0084: $5A0 = $5EC  ;; integer values and handles
0084: $57D = $5ED  ;; integer values and handles

:Label02E9B6
00D6: if  0
0038:   $5EB ==  1  ;; integer values
004D: jump_if_false ££Label02EAA4
00D6: if  0
0038:   $5A1 ==  0  ;; integer values
004D: jump_if_false ££Label02EA36
0084: $5EC = $5A1  ;; integer values and handles
0084: $5ED = $57E  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  282
04AE: unknown $5EF radar_icon_or_model  42
0084: $5F0 = $5C4  ;; integer values and handles
0005: $5F1 =  234.86  ;; floating-point values
0005: $5F2 =  34.22  ;; floating-point values
0005: $5F3 =  9.98  ;; floating-point values
0050: gosub ££Label02F923
0084: $5A1 = $5EC  ;; integer values and handles
0084: $57E = $5ED  ;; integer values and handles

:Label02EA36
00D6: if  0
0038:   $5A2 ==  0  ;; integer values
004D: jump_if_false ££Label02EAA4
0084: $5EC = $5A2  ;; integer values and handles
0084: $5ED = $57F  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  280
04AE: unknown $5EF radar_icon_or_model  26
0084: $5F0 = $5C5  ;; integer values and handles
0005: $5F1 =  479.69  ;; floating-point values
0005: $5F2 =  1110.18  ;; floating-point values
0005: $5F3 =  17.33  ;; floating-point values
0050: gosub ££Label02F923
0084: $5A2 = $5EC  ;; integer values and handles
0084: $57F = $5ED  ;; integer values and handles

:Label02EAA4
00D6: if  0
0038:   $5EB ==  2  ;; integer values
004D: jump_if_false ££Label02EB92
00D6: if  0
0038:   $5A3 ==  0  ;; integer values
004D: jump_if_false ££Label02EB24
0084: $5EC = $5A3  ;; integer values and handles
0084: $5ED = $580  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  287
04AE: unknown $5EF radar_icon_or_model  30
0084: $5F0 = $5C6  ;; integer values and handles
0005: $5F1 =  370.63  ;; floating-point values
0005: $5F2 =  1125.86  ;; floating-point values
0005: $5F3 =  26.5  ;; floating-point values
0050: gosub ££Label02F923
0084: $5A3 = $5EC  ;; integer values and handles
0084: $580 = $5ED  ;; integer values and handles

:Label02EB24
00D6: if  0
0038:   $5A4 ==  0  ;; integer values
004D: jump_if_false ££Label02EB92
0084: $5EC = $5A4  ;; integer values and handles
0084: $5ED = $581  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  284
04AE: unknown $5EF radar_icon_or_model  25
0084: $5F0 = $5C7  ;; integer values and handles
0005: $5F1 =  144.449  ;; floating-point values
0005: $5F2 = -545.234  ;; floating-point values
0005: $5F3 =  14.751  ;; floating-point values
0050: gosub ££Label02F923
0084: $5A4 = $5EC  ;; integer values and handles
0084: $581 = $5ED  ;; integer values and handles

:Label02EB92
00D6: if  0
0038:   $5EB ==  3  ;; integer values
004D: jump_if_false ££Label02EC80
00D6: if  0
0038:   $5A5 ==  0  ;; integer values
004D: jump_if_false ££Label02EC12
0084: $5EC = $5A5  ;; integer values and handles
0084: $5ED = $582  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  288
04AE: unknown $5EF radar_icon_or_model  31
0084: $5F0 = $5C8  ;; integer values and handles
0005: $5F1 = -1100.625  ;; floating-point values
0005: $5F2 =  1453.43  ;; floating-point values
0005: $5F3 =  8.73  ;; floating-point values
0050: gosub ££Label02F923
0084: $5A5 = $5EC  ;; integer values and handles
0084: $582 = $5ED  ;; integer values and handles

:Label02EC12
00D6: if  0
0038:   $5A6 ==  0  ;; integer values
004D: jump_if_false ££Label02EC80
0084: $5EC = $5A6  ;; integer values and handles
0084: $5ED = $583  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  282
04AE: unknown $5EF radar_icon_or_model  42
0084: $5F0 = $5C9  ;; integer values and handles
0005: $5F1 = -908.317  ;; floating-point values
0005: $5F2 =  744.149  ;; floating-point values
0005: $5F3 =  11.092  ;; floating-point values
0050: gosub ££Label02F923
0084: $5A6 = $5EC  ;; integer values and handles
0084: $583 = $5ED  ;; integer values and handles

:Label02EC80
00D6: if  0
0038:   $5EB ==  4  ;; integer values
004D: jump_if_false ££Label02ED6E
00D6: if  0
0038:   $5A7 ==  0  ;; integer values
004D: jump_if_false ££Label02ED00
0084: $5EC = $5A7  ;; integer values and handles
0084: $5ED = $584  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  272
04AE: unknown $5EF radar_icon_or_model  15
0084: $5F0 = $5CA  ;; integer values and handles
0005: $5F1 = -508.768  ;; floating-point values
0005: $5F2 =  1149.203  ;; floating-point values
0005: $5F3 =  18.172  ;; floating-point values
0050: gosub ££Label02F923
0084: $5A7 = $5EC  ;; integer values and handles
0084: $584 = $5ED  ;; integer values and handles

:Label02ED00
00D6: if  0
0038:   $5A8 ==  0  ;; integer values
004D: jump_if_false ££Label02ED6E
0084: $5EC = $5A8  ;; integer values and handles
0084: $5ED = $585  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  289
04AE: unknown $5EF radar_icon_or_model  32
0084: $5F0 = $5CB  ;; integer values and handles
0005: $5F1 = -789.41  ;; floating-point values
0005: $5F2 =  592.56  ;; floating-point values
0005: $5F3 =  11.1  ;; floating-point values
0050: gosub ££Label02F923
0084: $5A8 = $5EC  ;; integer values and handles
0084: $585 = $5ED  ;; integer values and handles

:Label02ED6E
00D6: if  0
0038:   $5EB ==  5  ;; integer values
004D: jump_if_false ££Label02EE5C
00D6: if  0
0038:   $5A9 ==  0  ;; integer values
004D: jump_if_false ££Label02EDEE
0084: $5EC = $5A9  ;; integer values and handles
0084: $5ED = $586  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  281
04AE: unknown $5EF radar_icon_or_model  22
0084: $5F0 = $5CC  ;; integer values and handles
0005: $5F1 = -1011.37  ;; floating-point values
0005: $5F2 = -170.64  ;; floating-point values
0005: $5F3 =  10.99  ;; floating-point values
0050: gosub ££Label02F923
0084: $5A9 = $5EC  ;; integer values and handles
0084: $586 = $5ED  ;; integer values and handles

:Label02EDEE
00D6: if  0
0038:   $5AA ==  0  ;; integer values
004D: jump_if_false ££Label02EE5C
0084: $5EC = $5AA  ;; integer values and handles
0084: $5ED = $587  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  269
04AE: unknown $5EF radar_icon_or_model  11
0084: $5F0 = $5CD  ;; integer values and handles
0005: $5F1 =  68.702  ;; floating-point values
0005: $5F2 = -1119.231  ;; floating-point values
0005: $5F3 =  10.458  ;; floating-point values
0050: gosub ££Label02F923
0084: $5AA = $5EC  ;; integer values and handles
0084: $587 = $5ED  ;; integer values and handles

:Label02EE5C
00D6: if  0
0038:   $5EB ==  6  ;; integer values
004D: jump_if_false ££Label02EF49
00D6: if  0
0038:   $5AB ==  0  ;; integer values
004D: jump_if_false ££Label02EEDC
0084: $5EC = $5AB  ;; integer values and handles
0084: $5ED = $588  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  286
04AE: unknown $5EF radar_icon_or_model  29
0084: $5F0 = $5CE  ;; integer values and handles
0005: $5F1 =  85.623  ;; floating-point values
0005: $5F2 = -1259.86  ;; floating-point values
0005: $5F3 =  17.092  ;; floating-point values
0050: gosub ££Label02F923
0084: $5AB = $5EC  ;; integer values and handles
0084: $588 = $5ED  ;; integer values and handles

:Label02EEDC
00D6: if  0
0038:   $5AC ==  0  ;; integer values
004D: jump_if_false ££Label02EF49
0084: $5EC = $5AC  ;; integer values and handles
0084: $5ED = $589  ;; integer values and handles
0004: $5EE = -1  ;; integer values
04AE: unknown $5EF radar_icon_or_model  40
0084: $5F0 = $5CF  ;; integer values and handles
0005: $5F1 = -679.66  ;; floating-point values
0005: $5F2 = -419.712  ;; floating-point values
0005: $5F3 =  10.469  ;; floating-point values
0050: gosub ££Label02F923
0084: $5AC = $5EC  ;; integer values and handles
0084: $589 = $5ED  ;; integer values and handles

:Label02EF49
00D6: if  0
0038:   $5EB ==  7  ;; integer values
004D: jump_if_false ££Label02F037
00D6: if  0
0038:   $5AD ==  0  ;; integer values
004D: jump_if_false ££Label02EFC9
0084: $5EC = $5AD  ;; integer values and handles
0084: $5ED = $58A  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  276
04AE: unknown $5EF radar_icon_or_model  27
0084: $5F0 = $5D0  ;; integer values and handles
0005: $5F1 = -1176.341  ;; floating-point values
0005: $5F2 = -702.975  ;; floating-point values
0005: $5F3 =  22.662  ;; floating-point values
0050: gosub ££Label02F923
0084: $5AD = $5EC  ;; integer values and handles
0084: $58A = $5ED  ;; integer values and handles

:Label02EFC9
00D6: if  0
0038:   $5AE ==  0  ;; integer values
004D: jump_if_false ££Label02F037
0084: $5EC = $5AE  ;; integer values and handles
0084: $5ED = $58B  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  287
04AE: unknown $5EF radar_icon_or_model  30
0084: $5F0 = $5D1  ;; integer values and handles
0005: $5F1 = -626.642  ;; floating-point values
0005: $5F2 = -1354.85  ;; floating-point values
0005: $5F3 =  16.373  ;; floating-point values
0050: gosub ££Label02F923
0084: $5AE = $5EC  ;; integer values and handles
0084: $58B = $5ED  ;; integer values and handles

:Label02F037
00D6: if  0
0038:   $5EB ==  8  ;; integer values
004D: jump_if_false ££Label02F125
00D6: if  0
0038:   $5AF ==  0  ;; integer values
004D: jump_if_false ££Label02F0B7
0084: $5EC = $5AF  ;; integer values and handles
0084: $5ED = $58C  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  290
04AE: unknown $5EF radar_icon_or_model  33
0084: $5F0 = $5D2  ;; integer values and handles
0005: $5F1 = -1519.33  ;; floating-point values
0005: $5F2 = -292.236  ;; floating-point values
0005: $5F3 =  14.86  ;; floating-point values
0050: gosub ££Label02F923
0084: $5AF = $5EC  ;; integer values and handles
0084: $58C = $5ED  ;; integer values and handles

:Label02F0B7
00D6: if  0
0038:   $5B0 ==  0  ;; integer values
004D: jump_if_false ££Label02F125
0084: $5EC = $5B0  ;; integer values and handles
0084: $5ED = $58D  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  270
04AE: unknown $5EF radar_icon_or_model  12
0084: $5F0 = $5D3  ;; integer values and handles
0005: $5F1 = -956.113  ;; floating-point values
0005: $5F2 = -1206.33  ;; floating-point values
0005: $5F3 =  14.86  ;; floating-point values
0050: gosub ££Label02F923
0084: $5B0 = $5EC  ;; integer values and handles
0084: $58D = $5ED  ;; integer values and handles

:Label02F125
00D6: if  0
0038:   $5EB ==  9  ;; integer values
004D: jump_if_false ££Label02F213
00D6: if  0
0038:   $5B1 ==  0  ;; integer values
004D: jump_if_false ££Label02F1A5
0084: $5EC = $5B1  ;; integer values and handles
0084: $5ED = $58E  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  285
04AE: unknown $5EF radar_icon_or_model  28
0084: $5F0 = $5D4  ;; integer values and handles
0005: $5F1 = -890.184  ;; floating-point values
0005: $5F2 = -489.655  ;; floating-point values
0005: $5F3 =  36.2  ;; floating-point values
0050: gosub ££Label02F923
0084: $5B1 = $5EC  ;; integer values and handles
0084: $58E = $5ED  ;; integer values and handles

:Label02F1A5
00D6: if  0
0038:   $5B2 ==  0  ;; integer values
004D: jump_if_false ££Label02F213
0084: $5EC = $5B2  ;; integer values and handles
0084: $5ED = $58F  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  268
04AE: unknown $5EF radar_icon_or_model  10
0084: $5F0 = $5D5  ;; integer values and handles
0005: $5F1 =  3.426  ;; floating-point values
0005: $5F2 = -1147.0  ;; floating-point values
0005: $5F3 =  10.45  ;; floating-point values
0050: gosub ££Label02F923
0084: $5B2 = $5EC  ;; integer values and handles
0084: $58F = $5ED  ;; integer values and handles

:Label02F213
00D6: if  0
0038:   $5EB ==  10  ;; integer values
004D: jump_if_false ££Label02F300
00D6: if  0
0038:   $5B3 ==  0  ;; integer values
004D: jump_if_false ££Label02F292
0084: $5EC = $5B3  ;; integer values and handles
0084: $5ED = $590  ;; integer values and handles
0004: $5EE = -1  ;; integer values
04AE: unknown $5EF radar_icon_or_model  40
0084: $5F0 = $5D6  ;; integer values and handles
0005: $5F1 =  468.656  ;; floating-point values
0005: $5F2 = -1608.79  ;; floating-point values
0005: $5F3 =  11.03  ;; floating-point values
0050: gosub ££Label02F923
0084: $5B3 = $5EC  ;; integer values and handles
0084: $590 = $5ED  ;; integer values and handles

:Label02F292
00D6: if  0
0038:   $5B4 ==  0  ;; integer values
004D: jump_if_false ££Label02F300
0084: $5EC = $5B4  ;; integer values and handles
0084: $5ED = $591  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  275
04AE: unknown $5EF radar_icon_or_model  18
0084: $5F0 = $5D7  ;; integer values and handles
0005: $5F1 =  587.795  ;; floating-point values
0005: $5F2 =  1206.26  ;; floating-point values
0005: $5F3 =  15.64  ;; floating-point values
0050: gosub ££Label02F923
0084: $5B4 = $5EC  ;; integer values and handles
0084: $591 = $5ED  ;; integer values and handles

:Label02F300
00D6: if  0
0038:   $5EB ==  11  ;; integer values
004D: jump_if_false ££Label02F3EE
00D6: if  0
0038:   $5B5 ==  0  ;; integer values
004D: jump_if_false ££Label02F380
0084: $5EC = $5B5  ;; integer values and handles
0084: $5ED = $592  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  282
04AE: unknown $5EF radar_icon_or_model  42
0084: $5F0 = $5D8  ;; integer values and handles
0005: $5F1 =  300.673  ;; floating-point values
0005: $5F2 =  1324.88  ;; floating-point values
0005: $5F3 =  22.919  ;; floating-point values
0050: gosub ££Label02F923
0084: $5B5 = $5EC  ;; integer values and handles
0084: $592 = $5ED  ;; integer values and handles

:Label02F380
00D6: if  0
0038:   $5B6 ==  0  ;; integer values
004D: jump_if_false ££Label02F3EE
0084: $5EC = $5B6  ;; integer values and handles
0084: $5ED = $593  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  269
04AE: unknown $5EF radar_icon_or_model  11
0084: $5F0 = $5D9  ;; integer values and handles
0005: $5F1 =  217.247  ;; floating-point values
0005: $5F2 =  261.372  ;; floating-point values
0005: $5F3 =  8.71  ;; floating-point values
0050: gosub ££Label02F923
0084: $5B6 = $5EC  ;; integer values and handles
0084: $593 = $5ED  ;; integer values and handles

:Label02F3EE
00D6: if  0
0038:   $5EB ==  12  ;; integer values
004D: jump_if_false ££Label02F4DC
00D6: if  0
0038:   $5B7 ==  0  ;; integer values
004D: jump_if_false ££Label02F46E
0084: $5EC = $5B7  ;; integer values and handles
0084: $5ED = $594  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  287
04AE: unknown $5EF radar_icon_or_model  30
0084: $5F0 = $5DA  ;; integer values and handles
0005: $5F1 = -366.44  ;; floating-point values
0005: $5F2 = -1742.1  ;; floating-point values
0005: $5F3 =  11.426  ;; floating-point values
0050: gosub ££Label02F923
0084: $5B7 = $5EC  ;; integer values and handles
0084: $594 = $5ED  ;; integer values and handles

:Label02F46E
00D6: if  0
0038:   $5B8 ==  0  ;; integer values
004D: jump_if_false ££Label02F4DC
0084: $5EC = $5B8  ;; integer values and handles
0084: $5ED = $595  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  290
04AE: unknown $5EF radar_icon_or_model  33
0084: $5F0 = $5DB  ;; integer values and handles
0005: $5F1 = -448.796  ;; floating-point values
0005: $5F2 =  1249.27  ;; floating-point values
0005: $5F3 =  11.75  ;; floating-point values
0050: gosub ££Label02F923
0084: $5B8 = $5EC  ;; integer values and handles
0084: $595 = $5ED  ;; integer values and handles

:Label02F4DC
00D6: if  0
0038:   $5EB ==  13  ;; integer values
004D: jump_if_false ££Label02F5CA
00D6: if  0
0038:   $5B9 ==  0  ;; integer values
004D: jump_if_false ££Label02F55C
0084: $5EC = $5B9  ;; integer values and handles
0084: $5ED = $596  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  275
04AE: unknown $5EF radar_icon_or_model  18
0084: $5F0 = $5DC  ;; integer values and handles
0005: $5F1 = -674.22  ;; floating-point values
0005: $5F2 =  1162.7  ;; floating-point values
0005: $5F3 =  28.15  ;; floating-point values
0050: gosub ££Label02F923
0084: $5B9 = $5EC  ;; integer values and handles
0084: $596 = $5ED  ;; integer values and handles

:Label02F55C
00D6: if  0
0038:   $5BA ==  0  ;; integer values
004D: jump_if_false ££Label02F5CA
0084: $5EC = $5BA  ;; integer values and handles
0084: $5ED = $597  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  277
04AE: unknown $5EF radar_icon_or_model  19
0084: $5F0 = $5DD  ;; integer values and handles
0005: $5F1 = -1143.48  ;; floating-point values
0005: $5F2 = -410.87  ;; floating-point values
0005: $5F3 =  10.95  ;; floating-point values
0050: gosub ££Label02F923
0084: $5BA = $5EC  ;; integer values and handles
0084: $597 = $5ED  ;; integer values and handles

:Label02F5CA
00D6: if  0
0038:   $5EB ==  14  ;; integer values
004D: jump_if_false ££Label02F6B8
00D6: if  0
0038:   $5BB ==  0  ;; integer values
004D: jump_if_false ££Label02F64A
0084: $5EC = $5BB  ;; integer values and handles
0084: $5ED = $598  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  286
04AE: unknown $5EF radar_icon_or_model  29
0084: $5F0 = $5DE  ;; integer values and handles
0005: $5F1 =  624.26  ;; floating-point values
0005: $5F2 = -230.158  ;; floating-point values
0005: $5F3 =  23.915  ;; floating-point values
0050: gosub ££Label02F923
0084: $5BB = $5EC  ;; integer values and handles
0084: $598 = $5ED  ;; integer values and handles

:Label02F64A
00D6: if  0
0038:   $5BC ==  0  ;; integer values
004D: jump_if_false ££Label02F6B8
0084: $5EC = $5BC  ;; integer values and handles
0084: $5ED = $599  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  277
04AE: unknown $5EF radar_icon_or_model  19
0084: $5F0 = $5DF  ;; integer values and handles
0005: $5F1 = -34.13  ;; floating-point values
0005: $5F2 = -948.707  ;; floating-point values
0005: $5F3 =  21.772  ;; floating-point values
0050: gosub ££Label02F923
0084: $5BC = $5EC  ;; integer values and handles
0084: $599 = $5ED  ;; integer values and handles

:Label02F6B8
00D6: if  0
0038:   $5EB ==  15  ;; integer values
004D: jump_if_false ££Label02F7A6
00D6: if  0
0038:   $5BD ==  0  ;; integer values
004D: jump_if_false ££Label02F738
0084: $5EC = $5BD  ;; integer values and handles
0084: $5ED = $59A  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  278
04AE: unknown $5EF radar_icon_or_model  20
0084: $5F0 = $5E0  ;; integer values and handles
0005: $5F1 =  593.315  ;; floating-point values
0005: $5F2 = -352.826  ;; floating-point values
0005: $5F3 =  13.711  ;; floating-point values
0050: gosub ££Label02F923
0084: $5BD = $5EC  ;; integer values and handles
0084: $59A = $5ED  ;; integer values and handles

:Label02F738
00D6: if  0
0038:   $5BE ==  0  ;; integer values
004D: jump_if_false ££Label02F7A6
0084: $5EC = $5BE  ;; integer values and handles
0084: $5ED = $59B  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  278
04AE: unknown $5EF radar_icon_or_model  20
0084: $5F0 = $5E1  ;; integer values and handles
0005: $5F1 = -1234.83  ;; floating-point values
0005: $5F2 = -90.378  ;; floating-point values
0005: $5F3 =  11.43  ;; floating-point values
0050: gosub ££Label02F923
0084: $5BE = $5EC  ;; integer values and handles
0084: $59B = $5ED  ;; integer values and handles

:Label02F7A6
00D6: if  0
0038:   $5EB ==  16  ;; integer values
004D: jump_if_false ££Label02F894
00D6: if  0
0038:   $5BF ==  0  ;; integer values
004D: jump_if_false ££Label02F826
0084: $5EC = $5BF  ;; integer values and handles
0084: $5ED = $59C  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  278
04AE: unknown $5EF radar_icon_or_model  20
0084: $5F0 = $5E2  ;; integer values and handles
0005: $5F1 = -1483.47  ;; floating-point values
0005: $5F2 = -881.677  ;; floating-point values
0005: $5F3 =  14.87  ;; floating-point values
0050: gosub ££Label02F923
0084: $5BF = $5EC  ;; integer values and handles
0084: $59C = $5ED  ;; integer values and handles

:Label02F826
00D6: if  0
0038:   $5C0 ==  0  ;; integer values
004D: jump_if_false ££Label02F894
0084: $5EC = $5C0  ;; integer values and handles
0084: $5ED = $59D  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  280
04AE: unknown $5EF radar_icon_or_model  26
0084: $5F0 = $5E3  ;; integer values and handles
0005: $5F1 = -194.701  ;; floating-point values
0005: $5F2 = -1085.067  ;; floating-point values
0005: $5F3 =  15.66  ;; floating-point values
0050: gosub ££Label02F923
0084: $5C0 = $5EC  ;; integer values and handles
0084: $59D = $5ED  ;; integer values and handles

:Label02F894
00D6: if  0
0038:   $5EB ==  17  ;; integer values
004D: jump_if_false ££Label02F914
00D6: if  0
0038:   $5C1 ==  0  ;; integer values
004D: jump_if_false ££Label02F914
0084: $5EC = $5C1  ;; integer values and handles
0084: $5ED = $59E  ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model  268
04AE: unknown $5EF radar_icon_or_model  10
0084: $5F0 = $5E4  ;; integer values and handles
0005: $5F1 = -983.373  ;; floating-point values
0005: $5F2 = -353.997  ;; floating-point values
0005: $5F3 =  13.84  ;; floating-point values
0050: gosub ££Label02F923
0084: $5C1 = $5EC  ;; integer values and handles
0084: $59E = $5ED  ;; integer values and handles

:Label02F914
0002: jump ££Label02E892

:Label02F91B
030C: set_mission_points +=  1
00D8: mission_cleanup
004E: end_thread

:Label02F923
00D6: if  0
0214:   pickup $5ED picked_up
004D: jump_if_false ££Label02FEC0
0001: wait  0 ms
00D6: if  0
0038:   $49C ==  1  ;; integer values
004D: jump_if_false ££Label02F95D
0213: $5ED = create_pickup -55 (KILLFRENZY) type  3 at $5F1 $5F2 $5F3
0051: return

:Label02F95D
0004: $ONMISSION =  1  ;; integer values
0247: request_model $5EE

:Label02F969
00D6: if  0
8248:   NOT   model $5EE available
004D: jump_if_false ££Label02F984
0001: wait  0 ms
0002: jump ££Label02F969

:Label02F984
00D6: if  0
04A3:   $5EE  290
004D: jump_if_false ££Label02F9B7
0247: request_model #MINIGUN2

:Label02F99C
00D6: if  0
8248:   NOT   model #MINIGUN2 available
004D: jump_if_false ££Label02F9B7
0001: wait  0 ms
0002: jump ££Label02F99C

:Label02F9B7
00D6: if  0
0038:   $5E5 ==  4  ;; integer values
004D: jump_if_false ££Label02F9F3
04AE: unknown $5E6 radar_icon_or_model  7
04AE: unknown $5E7 radar_icon_or_model  83
04AE: unknown $5E8 radar_icon_or_model  84
04AE: unknown $5E9 radar_icon_or_model  85
04AE: unknown $5EA radar_icon_or_model  86
0008: $5E5 +=  1  ;; integer values

:Label02F9F3
00D6: if  0
0038:   $5E5 ==  3  ;; integer values
004D: jump_if_false ££Label02FA2F
04AE: unknown $5E6 radar_icon_or_model  8
04AE: unknown $5E7 radar_icon_or_model  85
04AE: unknown $5E8 radar_icon_or_model  86
04AE: unknown $5E9 radar_icon_or_model  83
04AE: unknown $5EA radar_icon_or_model  84
0008: $5E5 +=  1  ;; integer values

:Label02FA2F
00D6: if  0
0038:   $5E5 ==  2  ;; integer values
004D: jump_if_false ££Label02FA6B
04AE: unknown $5E6 radar_icon_or_model  12
04AE: unknown $5E7 radar_icon_or_model  93
04AE: unknown $5E8 radar_icon_or_model  94
04AE: unknown $5E9 radar_icon_or_model  83
04AE: unknown $5EA radar_icon_or_model  84
0008: $5E5 +=  1  ;; integer values

:Label02FA6B
00D6: if  0
0038:   $5E5 ==  1  ;; integer values
004D: jump_if_false ££Label02FAA7
04AE: unknown $5E6 radar_icon_or_model  10
04AE: unknown $5E7 radar_icon_or_model  89
04AE: unknown $5E8 radar_icon_or_model  90
04AE: unknown $5E9 radar_icon_or_model  85
04AE: unknown $5EA radar_icon_or_model  86
0008: $5E5 +=  1  ;; integer values

:Label02FAA7
00D6: if  0
0038:   $5E5 ==  0  ;; integer values
004D: jump_if_false ££Label02FAE3
04AE: unknown $5E6 radar_icon_or_model  9
04AE: unknown $5E7 radar_icon_or_model  87
04AE: unknown $5E8 radar_icon_or_model  88
04AE: unknown $5E9 radar_icon_or_model  85
04AE: unknown $5EA radar_icon_or_model  86
0008: $5E5 +=  1  ;; integer values

:Label02FAE3
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label02FC1A
00D6: if  0
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "STREET5"
004D: jump_if_false ££Label02FB2E
04AE: unknown $5E6 radar_icon_or_model  9
04AE: unknown $5E7 radar_icon_or_model  87
04AE: unknown $5E8 radar_icon_or_model  88
04AE: unknown $5E9 radar_icon_or_model  85
04AE: unknown $5EA radar_icon_or_model  86

:Label02FB2E
00D6: if  0
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "BIKAREA"
004D: jump_if_false ££Label02FB69
04AE: unknown $5E6 radar_icon_or_model  12
04AE: unknown $5E7 radar_icon_or_model  93
04AE: unknown $5E8 radar_icon_or_model  94
04AE: unknown $5E9 radar_icon_or_model  83
04AE: unknown $5EA radar_icon_or_model  84

:Label02FB69
00D6: if  0
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "GANG2"
004D: jump_if_false ££Label02FBA4
04AE: unknown $5E6 radar_icon_or_model  8
04AE: unknown $5E7 radar_icon_or_model  85
04AE: unknown $5E8 radar_icon_or_model  86
04AE: unknown $5E9 radar_icon_or_model  83
04AE: unknown $5EA radar_icon_or_model  84

:Label02FBA4
00D6: if  0
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "GHETTO1"
004D: jump_if_false ££Label02FBDF
04AE: unknown $5E6 radar_icon_or_model  8
04AE: unknown $5E7 radar_icon_or_model  85
04AE: unknown $5E8 radar_icon_or_model  86
04AE: unknown $5E9 radar_icon_or_model  83
04AE: unknown $5EA radar_icon_or_model  84

:Label02FBDF
00D6: if  0
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "GHETTO2"
004D: jump_if_false ££Label02FC1A
04AE: unknown $5E6 radar_icon_or_model  7
04AE: unknown $5E7 radar_icon_or_model  83
04AE: unknown $5E8 radar_icon_or_model  84
04AE: unknown $5E9 radar_icon_or_model  85
04AE: unknown $5EA radar_icon_or_model  86

:Label02FC1A
00D6: if  0
003A:   $5ED == $58E  ;; integer values and handles
004D: jump_if_false ££Label02FC69
01F9: init_rampage "PAGE_00" $5EF  120000 $5F0 $5E7 $5E8 $5E9 $5EA  0  ;; .
01E3: text_1number_styled "PAGE_05" $5F0  6000 ms  6  ;; Gun Down ~1~ Gang Members in 2 Minutes!
0002: jump ££Label02FD55

:Label02FC69
00D6: if  23
003A:   $5ED == $57D  ;; integer values and handles
003A:   $5ED == $58B  ;; integer values and handles
003A:   $5ED == $58C  ;; integer values and handles
003A:   $5ED == $594  ;; integer values and handles
004D: jump_if_false ££Label02FCCC
01F9: init_rampage "PAGE_00" $5EF  120000 $5F0 -2 (DTN_STADDOORB) -1 (DTN_STADDOORA) -1 (DTN_STADDOORA) -1 (DTN_STADDOORA)  0  ;; .
01E3: text_1number_styled "PAGE_02" $5F0  6000 ms  6  ;; Destroy ~1~ Vehicles in 2 Minutes!
0002: jump ££Label02FD55

:Label02FCCC
01F9: init_rampage "PAGE_00" $5EF  120000 $5F0 $5E7 $5E8 -1 (DTN_STADDOORA) -1 (DTN_STADDOORA)  0  ;; .
00D6: if  0
04A3:   $5EF  42
004D: jump_if_false ££Label02FD18
01E3: text_1number_styled "PAGE_03" $5F0  6000 ms  6  ;; Drive-by and Waste ~1~ Gang Members in 2 Minutes!
0002: jump ££Label02FD55

:Label02FD18
00D6: if  0
04A3:   $5EF  40
004D: jump_if_false ££Label02FD43
01E3: text_1number_styled "PAGE_04" $5F0  6000 ms  6  ;; Runover and Kill ~1~ Gang Members in 2 Minutes!
0002: jump ££Label02FD55

:Label02FD43
01E3: text_1number_styled "PAGE_01" $5F0  6000 ms  6  ;; Kill ~1~ Gang Members in 2 Minutes!

:Label02FD55
0247: request_model $5E7
0247: request_model $5E8
03DF: all_random_peds $5E6
00BA: text_styled "RAMPAGE"  5000 ms  5  ;; RAMPAGE!!
01FA: $57A = rampage_status

:Label02FD78
00D6: if  0
0038:   $57A ==  1  ;; integer values
004D: jump_if_false ££Label02FD9A
0001: wait  0 ms
01FA: $57A = rampage_status
0002: jump ££Label02FD78

:Label02FD9A
00D6: if  0
0038:   $57A ==  2  ;; integer values
004D: jump_if_false ££Label02FE69
0004: $5EC =  1  ;; integer values
0008: $57B +=  1  ;; integer values
0084: $579 = $57B  ;; integer values and handles
0010: $579 *=  50  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label02FDDE
0110: clear_player $PLAYER_CHAR wanted_level

:Label02FDDE
00D6: if  0
001A:    35 > $57B  ;; integer values
004D: jump_if_false ££Label02FE30
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label02FE08
0109: player $PLAYER_CHAR money += $579

:Label02FE08
00BA: text_styled "RAMP_P"  5000 ms  5  ;; RAMPAGE PASSED!!
01E3: text_1number_styled "REWARD" $579  6000 ms  6  ;; REWARD $~1~
0002: jump ££Label02FE69

:Label02FE30
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label02FE48
0109: player $PLAYER_CHAR money +=  1000

:Label02FE48
00BA: text_styled "RAMP_A"  5000 ms  5  ;; ALL RAMPAGES COMPLETED!!
01E3: text_1number_styled "REWARD"  1000  6000 ms  6  ;; REWARD $~1~

:Label02FE69
00D6: if  0
0038:   $57A ==  3  ;; integer values
004D: jump_if_false ££Label02FEA1
00BA: text_styled "RAMP_F"  5000 ms  5  ;; RAMPAGE FAILED!!
0215: destroy_pickup $5ED
0213: $5ED = create_pickup -55 (KILLFRENZY) type  3 at $5F1 $5F2 $5F3

:Label02FEA1
03DF: all_random_peds -1 (DTN_STADDOORA)
0249: release_model $5E7
0249: release_model $5E8
0249: release_model $5EE
0249: release_model #MINIGUN2
0004: $ONMISSION =  0  ;; integer values

:Label02FEC0
0051: return

:Label02FEC2
0004: $5F4 = -60000  ;; integer values
0004: $5F5 = -60000  ;; integer values
0004: $5F6 = -60000  ;; integer values
0004: $5F7 =  0  ;; integer values
0004: $5FA =  0  ;; integer values
0004: $360 =  0  ;; integer values
0004: $604 =  0  ;; integer values
0004: $605 =  0  ;; integer values
0004: $606 =  0  ;; integer values
0004: $607 =  0  ;; integer values
0004: $608 =  0  ;; integer values
0004: $609 =  0  ;; integer values
0004: $60A =  0  ;; integer values
0004: $60B =  0  ;; integer values
0004: $60C =  0  ;; integer values
0004: $60D =  0  ;; integer values
0004: $60E =  0  ;; integer values
0004: $60F =  0  ;; integer values
0004: $610 =  0  ;; integer values
0004: $611 =  0  ;; integer values
0004: $612 =  0  ;; integer values
0004: $613 =  0  ;; integer values
0004: $5FB =  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:   $3EB ==  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:   $5F7 ==  0  ;; integer values
004D: jump_if_false ££Label03007C
0050: gosub ££Label0312E4
0084: $5FD = $35B  ;; integer values and handles
0060: $5FD -= $5F4  ;; integer values
00D6: if  0
0018:   $5FD >  60000  ;; integer values
004D: jump_if_false ££Label03006E
009A: $5FC = create_actor  4 #SPECIAL16 at  450.0  782.5  12.2
0050: gosub ££Label03147C

:Label03006E
0004: $5F7 =  1  ;; integer values
0002: jump ££Label0300E6

:Label03007C
00D6: if  0
0018:   $5FD >  60000  ;; integer values
004D: jump_if_false ££Label0300E6
00D6: if  0
8118:   NOT   actor $5FC 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:   $5F7 ==  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:   $5F8 ==  0  ;; integer values
004D: jump_if_false ££Label0301BB
0050: gosub ££Label0312E4
0084: $5FE = $35B  ;; integer values and handles
0060: $5FE -= $5F5  ;; integer values
00D6: if  0
0018:   $5FE >  60000  ;; integer values
004D: jump_if_false ££Label0301AD
009A: $5FC = create_actor  4 #SPECIAL16 at  383.2  759.7  11.0
0173: set_actor $5FC z_angle_to  180.0
0050: gosub ££Label03147C

:Label0301AD
0004: $5F8 =  1  ;; integer values
0002: jump ££Label030225

:Label0301BB
00D6: if  0
0018:   $5FE >  60000  ;; integer values
004D: jump_if_false ££Label030225
00D6: if  0
8118:   NOT   actor $5FC 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:   $5F8 ==  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:   $5F9 ==  0  ;; integer values
004D: jump_if_false ££Label0302FA
0050: gosub ££Label0312E4
0084: $5FF = $35B  ;; integer values and handles
0060: $5FF -= $5F6  ;; integer values
00D6: if  0
0018:   $5FF >  60000  ;; integer values
004D: jump_if_false ££Label0302EC
009A: $5FC = create_actor  4 #SPECIAL16 at  379.9  210.2  10.6
0173: set_actor $5FC z_angle_to  280.0
0050: gosub ££Label03147C

:Label0302EC
0004: $5F9 =  1  ;; integer values
0002: jump ££Label030364

:Label0302FA
00D6: if  0
0018:   $5FF >  60000  ;; integer values
004D: jump_if_false ££Label030364
00D6: if  0
8118:   NOT   actor $5FC 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:   $5F9 ==  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:   $5F7 ==  0  ;; integer values
004D: jump_if_false ££Label030474
0050: gosub ££Label0312E4
0084: $5FD = $35B  ;; integer values and handles
0060: $5FD -= $5F4  ;; integer values
00D6: if  0
0018:   $5FD >  60000  ;; integer values
004D: jump_if_false ££Label030466
009A: $5FC = create_actor  4 #SPECIAL16 at -846.6 -72.6  10.8
0173: set_actor $5FC z_angle_to  166.0
0050: gosub ££Label03147C

:Label030466
0004: $5F7 =  1  ;; integer values
0002: jump ££Label0304DE

:Label030474
00D6: if  0
0018:   $5FD >  60000  ;; integer values
004D: jump_if_false ££Label0304DE
00D6: if  0
8118:   NOT   actor $5FC 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:   $5F7 ==  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:   $5F7 ==  0  ;; integer values
004D: jump_if_false ££Label0305EE
0050: gosub ££Label0312E4
0084: $5FD = $35B  ;; integer values and handles
0060: $5FD -= $5F4  ;; integer values
00D6: if  0
0018:   $5FD >  60000  ;; integer values
004D: jump_if_false ££Label0305E0
009A: $5FC = create_actor  4 #SPECIAL16 at -830.4  741.9  10.6
0173: set_actor $5FC z_angle_to  90.0
0050: gosub ££Label03147C

:Label0305E0
0004: $5F7 =  1  ;; integer values
0002: jump ££Label030658

:Label0305EE
00D6: if  0
0018:   $5FD >  60000  ;; integer values
004D: jump_if_false ££Label030658
00D6: if  0
8118:   NOT   actor $5FC 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:   $5F7 ==  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:   $5F8 ==  0  ;; integer values
004D: jump_if_false ££Label03072D
0050: gosub ££Label0312E4
0084: $5FE = $35B  ;; integer values and handles
0060: $5FE -= $5F5  ;; integer values
00D6: if  0
0018:   $5FE >  60000  ;; integer values
004D: jump_if_false ££Label03071F
009A: $5FC = create_actor  4 #SPECIAL16 at -854.3  850.0  10.6
0173: set_actor $5FC z_angle_to  110.0
0050: gosub ££Label03147C

:Label03071F
0004: $5F8 =  1  ;; integer values
0002: jump ££Label030797

:Label03072D
00D6: if  0
0018:   $5FE >  60000  ;; integer values
004D: jump_if_false ££Label030797
00D6: if  0
8118:   NOT   actor $5FC 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:   $5F8 ==  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:   $5F7 ==  0  ;; integer values
004D: jump_if_false ££Label0308A7
0050: gosub ££Label0312E4
0084: $5FD = $35B  ;; integer values and handles
0060: $5FD -= $5F4  ;; integer values
00D6: if  0
0018:   $5FD >  60000  ;; integer values
004D: jump_if_false ££Label030899
009A: $5FC = create_actor  4 #SPECIAL16 at -858.8 -632.66  10.6
0173: set_actor $5FC z_angle_to  193.0
0050: gosub ££Label03147C

:Label030899
0004: $5F7 =  1  ;; integer values
0002: jump ££Label030911

:Label0308A7
00D6: if  0
0018:   $5FD >  60000  ;; integer values
004D: jump_if_false ££Label030911
00D6: if  0
8118:   NOT   actor $5FC 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:   $5F7 ==  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:   $5F8 ==  0  ;; integer values
004D: jump_if_false ££Label0309F6
0050: gosub ££Label0312E4
0084: $5FE = $35B  ;; integer values and handles
0060: $5FE -= $5F5  ;; integer values
00D6: if  0
0018:   $5FE >  60000  ;; integer values
004D: jump_if_false ££Label0309E8
009A: $5FC = create_actor  4 #SPECIAL16 at -1167.1 -615.8  11.0
0173: set_actor $5FC z_angle_to  90.0
0050: gosub ££Label03147C

:Label0309E8
0004: $5F8 =  1  ;; integer values
0002: jump ££Label030A60

:Label0309F6
00D6: if  0
0018:   $5FE >  60000  ;; integer values
004D: jump_if_false ££Label030A60
00D6: if  0
8118:   NOT   actor $5FC 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:   $5F8 ==  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:   $5F9 ==  0  ;; integer values
004D: jump_if_false ££Label030B45
0050: gosub ££Label0312E4
0084: $5FF = $35B  ;; integer values and handles
0060: $5FF -= $5F6  ;; integer values
00D6: if  0
0018:   $5FF >  60000  ;; integer values
004D: jump_if_false ££Label030B37
009A: $5FC = create_actor  4 #SPECIAL16 at -1192.2 -323.7  11.1
0173: set_actor $5FC z_angle_to  90.0
0050: gosub ££Label03147C

:Label030B37
0004: $5F9 =  1  ;; integer values
0002: jump ££Label030BAF

:Label030B45
00D6: if  0
0018:   $5FF >  60000  ;; integer values
004D: jump_if_false ££Label030BAF
00D6: if  0
8118:   NOT   actor $5FC 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:   $5F9 ==  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:   $3EB ==  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:   $5F7 ==  0  ;; integer values
004D: jump_if_false ££Label030CB9
0050: gosub ££Label0312E4
0084: $5FD = $35B  ;; integer values and handles
0060: $5FD -= $5F4  ;; integer values
00D6: if  0
0018:   $5FD >  60000  ;; integer values
004D: jump_if_false ££Label030CAB
009A: $5FC = create_actor  4 #SPECIAL16 at  352.7  1111.3  24.5
0173: set_actor $5FC z_angle_to  290.0
0050: gosub ££Label03147C

:Label030CAB
0004: $5F7 =  1  ;; integer values
0002: jump ££Label030D23

:Label030CB9
00D6: if  0
0018:   $5FD >  60000  ;; integer values
004D: jump_if_false ££Label030D23
00D6: if  0
8118:   NOT   actor $5FC 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:   $5F7 ==  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:   $5F8 ==  0  ;; integer values
004D: jump_if_false ££Label030DF8
0050: gosub ££Label0312E4
0084: $5FE = $35B  ;; integer values and handles
0060: $5FE -= $5F5  ;; integer values
00D6: if  0
0018:   $5FE >  60000  ;; integer values
004D: jump_if_false ££Label030DEA
009A: $5FC = create_actor  4 #SPECIAL16 at  423.5  1039.4  18.1
0173: set_actor $5FC z_angle_to  136.0
0050: gosub ££Label03147C

:Label030DEA
0004: $5F8 =  1  ;; integer values
0002: jump ££Label030E62

:Label030DF8
00D6: if  0
0018:   $5FE >  60000  ;; integer values
004D: jump_if_false ££Label030E62
00D6: if  0
8118:   NOT   actor $5FC 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:   $5F8 ==  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:   $5F9 ==  0  ;; integer values
004D: jump_if_false ££Label030F37
0050: gosub ££Label0312E4
0084: $5FF = $35B  ;; integer values and handles
0060: $5FF -= $5F6  ;; integer values
00D6: if  0
0018:   $5FF >  60000  ;; integer values
004D: jump_if_false ££Label030F29
009A: $5FC = create_actor  4 #SPECIAL16 at  468.7  1206.6  19.0
0173: set_actor $5FC z_angle_to  90.0
0050: gosub ££Label03147C

:Label030F29
0004: $5F9 =  1  ;; integer values
0002: jump ££Label030FA1

:Label030F37
00D6: if  0
0018:   $5FF >  60000  ;; integer values
004D: jump_if_false ££Label030FA1
00D6: if  0
8118:   NOT   actor $5FC 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:   $5F9 ==  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 $5FC dead
004D: jump_if_false ££Label0312E2
00D6: if  0
0457:   unknown_player $PLAYER_CHAR unknown_actor $5FC
004D: jump_if_false ££Label031248
00D6: if  0
0038:   $5FA ==  0  ;; integer values
004D: jump_if_false ££Label031073
022F: set_actor $5FC stop_looking
00D6: if  0
8118:   NOT   actor $5FC dead
004D: jump_if_false ££Label03105E
04EB: unknown_actor $5FC bank  0 account_number  9999999
0372: set_actor $5FC anim  0 wait_state_time  0 ms
0372: set_actor $5FC anim  17 wait_state_time  9999999 ms
04C4: create_coordinate $380 $381 $382 from_actor $5FC offset  0.0  1.2  0.0

:Label03105E
0006:  16@ =  0  ;; integer values
0004: $5FA =  1  ;; integer values
0002: jump ££Label031223

:Label031073
00D6: if  0
0038:   $360 ==  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:   $604 ==  0  ;; integer values
004D: jump_if_false ££Label0310E7
0009: $382 +=  .15  ;; floating-point values
02E1: $600 = create_cash_pickup  50 at $380 $381 $382
018C: play_sound  13 at $380 $381 $382
0050: gosub ££Label0314A9
0004: $604 =  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:   $605 ==  0  ;; integer values
004D: jump_if_false ££Label031153
0009: $381 +=  .1  ;; floating-point values
0009: $380 +=  .1  ;; floating-point values
02E1: $601 = create_cash_pickup  100 at $380 $381 $382
018C: play_sound  13 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1
0004: $605 =  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:   $606 ==  0  ;; integer values
004D: jump_if_false ££Label0311B6
0009: $381 +=  .1  ;; floating-point values
02E1: $602 = create_cash_pickup  250 at $380 $381 $382
018C: play_sound  13 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0004: $606 =  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:   $607 ==  0  ;; integer values
004D: jump_if_false ££Label031223
0009: $381 +=  .1  ;; floating-point values
0009: $380 +=  .1  ;; floating-point values
02E1: $603 = create_cash_pickup  600 at $380 $381 $382
018C: play_sound  13 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3
0004: $607 =  1  ;; integer values

:Label031223
00D6: if  21
02DF: unknown_player $PLAYER_CHAR
031D:   actor $5FC hit_by_weapon  47
004D: jump_if_false ££Label031241
0002: jump ££Label031248

:Label031241
0002: jump ££Label0312E2

:Label031248
00D6: if  0
0038:   $5FA ==  0  ;; integer values
004D: jump_if_false ££Label03127F
00D6: if  21
02DF: unknown_player $PLAYER_CHAR
031D:   actor $5FC hit_by_weapon  47
004D: jump_if_false ££Label031278
0004: $5FA =  1  ;; integer values

:Label031278
0002: jump ££Label0312E2

:Label03127F
00D6: if  0
8118:   NOT   actor $5FC dead
004D: jump_if_false ££Label0312E2
0372: set_actor $5FC anim  0 wait_state_time  0 ms
04EB: unknown_actor $5FC bank  1 account_number  9999999
00D6: if  0
0038:   $360 ==  0  ;; integer values
004D: jump_if_false ££Label0312E2
00A0: store_actor $5FC position_to $380 $381 $382
018D: $361 = create_sound  0 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0004: $360 =  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: $35B = current_time_in_ms
009B: destroy_actor_instantly $5FC
0051: return

:Label031322
00D6: if  0
0038:   $5F7 ==  1  ;; integer values
004D: jump_if_false ££Label031365
00D6: if  21
0118:   actor $5FC dead
0038:   $5FA ==  1  ;; integer values
004D: jump_if_false ££Label031365
00D6: if  0
0018:   $5FD >  60000  ;; integer values
004D: jump_if_false ££Label031365
01BD: $5F4 = current_time_in_ms

:Label031365
00D6: if  0
0038:   $5F8 ==  1  ;; integer values
004D: jump_if_false ££Label0313A8
00D6: if  21
0118:   actor $5FC dead
0038:   $5FA ==  1  ;; integer values
004D: jump_if_false ££Label0313A8
00D6: if  0
0018:   $5FE >  60000  ;; integer values
004D: jump_if_false ££Label0313A8
01BD: $5F5 = current_time_in_ms

:Label0313A8
00D6: if  0
0038:   $5F9 ==  1  ;; integer values
004D: jump_if_false ££Label0313EB
00D6: if  21
0118:   actor $5FC dead
0038:   $5FA ==  1  ;; integer values
004D: jump_if_false ££Label0313EB
00D6: if  0
0018:   $5FF >  60000  ;; integer values
004D: jump_if_false ££Label0313EB
01BD: $5F6 = current_time_in_ms

:Label0313EB
0004: $5F7 =  0  ;; integer values
0004: $5F8 =  0  ;; integer values
0004: $5F9 =  0  ;; integer values
0004: $5FA =  0  ;; integer values
0004: $360 =  0  ;; integer values
0004: $604 =  0  ;; integer values
0004: $605 =  0  ;; integer values
0004: $606 =  0  ;; integer values
0004: $607 =  0  ;; integer values
0215: destroy_pickup $600
0215: destroy_pickup $601
0215: destroy_pickup $602
0215: destroy_pickup $603
0296: unload_special_actor  16
009B: destroy_actor_instantly $5FC
018E: stop_sound $361
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££Label03147A
0004: $5F4 = -60000  ;; integer values
0004: $5F5 = -60000  ;; integer values
0004: $5F6 = -60000  ;; integer values

:Label03147A
0051: return

:Label03147C
0243: set_actor $5FC ped_stats_to  16
01ED: reset_actor $5FC flags
0350: unknown_actor $5FC not_scared_flag  1
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Label0314A7
022D: set_actor $5FC 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:   $608 ==  0  ;; integer values
004D: jump_if_false ££Label0314F2
0531:  1
0008: $5FB +=  1  ;; integer values
0004: $608 =  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:   $609 ==  0  ;; integer values
004D: jump_if_false ££Label03153B
0531:  1
0008: $5FB +=  1  ;; integer values
0004: $609 =  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:   $60A ==  0  ;; integer values
004D: jump_if_false ££Label031584
0531:  1
0008: $5FB +=  1  ;; integer values
0004: $60A =  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:   $60B ==  0  ;; integer values
004D: jump_if_false ££Label0315CD
0531:  1
0008: $5FB +=  1  ;; integer values
0004: $60B =  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:   $60C ==  0  ;; integer values
004D: jump_if_false ££Label031616
0531:  1
0008: $5FB +=  1  ;; integer values
0004: $60C =  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:   $60D ==  0  ;; integer values
004D: jump_if_false ££Label03165F
0531:  1
0008: $5FB +=  1  ;; integer values
0004: $60D =  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:   $60E ==  0  ;; integer values
004D: jump_if_false ££Label0316A8
0531:  1
0008: $5FB +=  1  ;; integer values
0004: $60E =  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:   $60F ==  0  ;; integer values
004D: jump_if_false ££Label0316F1
0531:  1
0008: $5FB +=  1  ;; integer values
0004: $60F =  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:   $610 ==  0  ;; integer values
004D: jump_if_false ££Label03173A
0531:  1
0008: $5FB +=  1  ;; integer values
0004: $610 =  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:   $611 ==  0  ;; integer values
004D: jump_if_false ££Label031783
0531:  1
0008: $5FB +=  1  ;; integer values
0004: $611 =  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:   $612 ==  0  ;; integer values
004D: jump_if_false ££Label0317CC
0531:  1
0008: $5FB +=  1  ;; integer values
0004: $612 =  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:   $613 ==  0  ;; integer values
004D: jump_if_false ££Label031815
0531:  1
0008: $5FB +=  1  ;; integer values
0004: $613 =  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: $617 =  0  ;; integer values
0004: $618 =  0  ;; integer values
0004: $619 =  0  ;; integer values
0004: $61D =  0  ;; integer values
0004: $61E =  0  ;; integer values
0004: $61F =  0  ;; integer values
0004: $623 =  0  ;; integer values
0004: $624 =  0  ;; integer values
0004: $625 =  0  ;; integer values
0004: $62B =  0  ;; integer values
0004: $628 =  0  ;; integer values
0004: $629 =  0  ;; integer values

:Label03188D
0001: wait  500 ms
00BF: $9 = current_time_hours, $A = 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:   $113 ==  0  ;; integer values
004D: jump_if_false ££Label031903
00D6: if  0
0038:   $617 ==  0  ;; integer values
004D: jump_if_false ££Label031903
018D: $614 = create_sound  36 at -596.018  640.916  12.0
0004: $617 =  1  ;; integer values

:Label031903
00D6: if  0
0038:   $113 ==  1  ;; integer values
004D: jump_if_false ££Label031956
00D6: if  0
0038:   $114 ==  0  ;; integer values
004D: jump_if_false ££Label031956
00D6: if  0
0038:   $618 ==  0  ;; integer values
004D: jump_if_false ££Label031956
018D: $615 = create_sound  37 at -596.018  640.916  12.0
0004: $618 =  1  ;; integer values

:Label031956
00D6: if  0
0038:   $113 ==  1  ;; integer values
004D: jump_if_false ££Label0319BB
00D6: if  0
0038:   $114 ==  1  ;; integer values
004D: jump_if_false ££Label0319BB
00D6: if  0
0038:   $115 ==  0  ;; integer values
004D: jump_if_false ££Label0319BB
00D6: if  0
0038:   $619 ==  0  ;; integer values
004D: jump_if_false ££Label0319BB
018D: $616 = create_sound  38 at -596.018  640.916  12.0
0004: $619 =  1  ;; integer values

:Label0319BB
0002: jump ££Label031A1C

:Label0319C2
00D6: if  0
0038:   $617 ==  1  ;; integer values
004D: jump_if_false ££Label0319E0
018E: stop_sound $614
0004: $617 =  0  ;; integer values

:Label0319E0
00D6: if  0
0038:   $618 ==  1  ;; integer values
004D: jump_if_false ££Label0319FE
018E: stop_sound $615
0004: $618 =  0  ;; integer values

:Label0319FE
00D6: if  0
0038:   $619 ==  1  ;; integer values
004D: jump_if_false ££Label031A1C
018E: stop_sound $616
0004: $619 =  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:   $61D ==  0  ;; integer values
0038:   $61E ==  0  ;; integer values
0038:   $61F ==  0  ;; integer values
004D: jump_if_false ££Label031A8A
018D: $61A = create_sound  40 at  494.652 -83.347  10.032
0004: $61D =  1  ;; integer values

:Label031A8A
0002: jump ££Label031AAF

:Label031A91
00D6: if  0
0038:   $61D ==  1  ;; integer values
004D: jump_if_false ££Label031AAF
018E: stop_sound $61A
0004: $61D =  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:   $61E ==  0  ;; integer values
0038:   $61D ==  0  ;; integer values
0038:   $61F ==  0  ;; integer values
004D: jump_if_false ££Label031B05
018D: $61B = create_sound  41 at  494.652 -83.347  10.032
0004: $61E =  1  ;; integer values

:Label031B05
0002: jump ££Label031B2A

:Label031B0C
00D6: if  0
0038:   $61E ==  1  ;; integer values
004D: jump_if_false ££Label031B2A
018E: stop_sound $61B
0004: $61E =  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:   $61F ==  0  ;; integer values
0038:   $61D ==  0  ;; integer values
0038:   $61E ==  0  ;; integer values
004D: jump_if_false ££Label031B80
018D: $61C = create_sound  42 at  494.652 -83.347  10.032
0004: $61F =  1  ;; integer values

:Label031B80
0002: jump ££Label031BA5

:Label031B87
00D6: if  0
0038:   $61F ==  1  ;; integer values
004D: jump_if_false ££Label031BA5
018E: stop_sound $61C
0004: $61F =  0  ;; integer values

:Label031BA5
0002: jump ££Label031C06

:Label031BAC
00D6: if  0
0038:   $61D ==  1  ;; integer values
004D: jump_if_false ££Label031BCA
018E: stop_sound $61A
0004: $61D =  0  ;; integer values

:Label031BCA
00D6: if  0
0038:   $61E ==  1  ;; integer values
004D: jump_if_false ££Label031BE8
018E: stop_sound $61B
0004: $61E =  0  ;; integer values

:Label031BE8
00D6: if  0
0038:   $61F ==  1  ;; integer values
004D: jump_if_false ££Label031C06
018E: stop_sound $61C
0004: $61F =  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:   $623 ==  0  ;; integer values
0038:   $624 ==  0  ;; integer values
0038:   $625 ==  0  ;; integer values
004D: jump_if_false ££Label031C74
018D: $620 = create_sound  43 at  87.738 -1456.117  11.0
0004: $623 =  1  ;; integer values

:Label031C74
0002: jump ££Label031C99

:Label031C7B
00D6: if  0
0038:   $623 ==  1  ;; integer values
004D: jump_if_false ££Label031C99
018E: stop_sound $620
0004: $623 =  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:   $624 ==  0  ;; integer values
0038:   $623 ==  0  ;; integer values
0038:   $625 ==  0  ;; integer values
004D: jump_if_false ££Label031CEF
018D: $621 = create_sound  44 at  87.738 -1456.117  11.0
0004: $624 =  1  ;; integer values

:Label031CEF
0002: jump ££Label031D14

:Label031CF6
00D6: if  0
0038:   $624 ==  1  ;; integer values
004D: jump_if_false ££Label031D14
018E: stop_sound $621
0004: $624 =  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:   $625 ==  0  ;; integer values
0038:   $623 ==  0  ;; integer values
0038:   $624 ==  0  ;; integer values
004D: jump_if_false ££Label031D6A
018D: $622 = create_sound  45 at  87.738 -1456.117  11.0
0004: $625 =  1  ;; integer values

:Label031D6A
0002: jump ££Label031D8F

:Label031D71
00D6: if  0
0038:   $625 ==  1  ;; integer values
004D: jump_if_false ££Label031D8F
018E: stop_sound $622
0004: $625 =  0  ;; integer values

:Label031D8F
00D6: if  0
0038:   $9 ==  10  ;; integer values
004D: jump_if_false ££Label031DD7
00D6: if  0
0038:   $62B ==  0  ;; integer values
004D: jump_if_false ££Label031DD0
018D: $62A = create_sound  46 at -76.074 -1528.485  13.397
0004: $62B =  1  ;; integer values

:Label031DD0
0002: jump ££Label031DF5

:Label031DD7
00D6: if  0
0038:   $62B ==  1  ;; integer values
004D: jump_if_false ££Label031DF5
018E: stop_sound $62A
0004: $62B =  0  ;; integer values

:Label031DF5
00D6: if  0
0038:   $628 ==  0  ;; integer values
004D: jump_if_false ££Label031E24
018D: $626 = create_sound  51 at -67.015 -1546.671  11.485
0004: $628 =  1  ;; integer values

:Label031E24
0002: jump ££Label031EC1

:Label031E2B
00D6: if  0
0038:   $623 ==  1  ;; integer values
004D: jump_if_false ££Label031E49
018E: stop_sound $620
0004: $623 =  0  ;; integer values

:Label031E49
00D6: if  0
0038:   $624 ==  1  ;; integer values
004D: jump_if_false ££Label031E67
018E: stop_sound $621
0004: $624 =  0  ;; integer values

:Label031E67
00D6: if  0
0038:   $625 ==  1  ;; integer values
004D: jump_if_false ££Label031E85
018E: stop_sound $622
0004: $625 =  0  ;; integer values

:Label031E85
00D6: if  0
0038:   $62B ==  1  ;; integer values
004D: jump_if_false ££Label031EA3
018E: stop_sound $62A
0004: $62B =  0  ;; integer values

:Label031EA3
00D6: if  0
0038:   $628 ==  1  ;; integer values
004D: jump_if_false ££Label031EC1
018E: stop_sound $626
0004: $628 =  0  ;; integer values

:Label031EC1
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false ££Label031F0F
00D6: if  0
0038:   $629 ==  0  ;; integer values
004D: jump_if_false ££Label031F08
018D: $627 = create_sound  51 at  9.637  1092.344  17.211
0004: $629 =  1  ;; integer values

:Label031F08
0002: jump ££Label031F2D

:Label031F0F
00D6: if  0
0038:   $629 ==  1  ;; integer values
004D: jump_if_false ££Label031F2D
018E: stop_sound $627
0004: $629 =  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: $5C =  .0625  ;; floating-point values
0086: $5D = $5C  ;; floating-point values only
0015: $5D /=  2.0  ;; floating-point values
0086: $5E = $5D  ;; floating-point values only
0015: $5E /=  2.0  ;; floating-point values
0004: $7B =  0  ;; integer values
0004: $7 =  0  ;; integer values
0004: $8 =  0  ;; integer values
0004: $9 =  0  ;; integer values
0004: $A =  0  ;; integer values
0004: $B =  0  ;; integer values
0004: $3D =  0  ;; integer values
0004: $D =  0  ;; integer values
0004: $2C =  0  ;; integer values
0004: $2D =  0  ;; integer values
0004: $2E =  0  ;; integer values
0004: $33 =  0  ;; integer values
0004: $34 =  0  ;; integer values
0004: $35 =  0  ;; integer values
0004: $36 =  0  ;; integer values
0004: $18 =  0  ;; integer values
0004: $23 =  0  ;; integer values
0004: $1F =  0  ;; integer values
0004: $19 =  0  ;; integer values
0004: $15 =  0  ;; integer values
0004: $2F =  0  ;; integer values
0004: $42 =  0  ;; integer values
0004: $30 =  0  ;; integer values
0004: $37 =  0  ;; integer values
0004: $DC =  0  ;; integer values
0004: $DE =  0  ;; integer values
0004: $PASSED_LAW1_THE_PARTY =  0  ;; integer values
0004: $PASSED_LAW2_BACK_ALLEY_BRAWL =  0  ;; integer values
0004: $PASSED_LAW3_JURY_FURY =  0  ;; integer values
0004: $PASSED_LAW4_RIOT =  0  ;; integer values
0004: $PASSED_COL1_TREACHEROUS_SWINE =  0  ;; integer values
0004: $PASSED_COL2_MALL_SHOOTOUT =  0  ;; integer values
0004: $PASSED_COL3_GUARDIAN_ANGELS =  0  ;; integer values
0004: $PASSED_COL4_SIR_YES_SIR =  0  ;; integer values
0004: $PASSED_COL5_ALL_HANDS_ON_DECK =  0  ;; 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 =  0  ;; integer values
0004: $F0 =  0  ;; integer values
0004: $PASSED_KENT1_DEATH_ROW =  0  ;; integer values
0004: $PASSED_TEX1_FOUR_IRON =  0  ;; integer values
0004: $F5 =  0  ;; integer values
0004: $F6 =  0  ;; integer values
0004: $F8 =  0  ;; integer values
0004: $F9 =  0  ;; integer values
0004: $FA =  0  ;; integer values
0004: $FB =  0  ;; integer values
0004: $101 =  0  ;; integer values
0004: $102 =  0  ;; integer values
0004: $103 =  0  ;; integer values
0004: $104 =  0  ;; integer values
0004: $10A =  0  ;; integer values
0004: $10B =  0  ;; integer values
0004: $10D =  0  ;; integer values
0004: $10E =  0  ;; integer values
0004: $110 =  0  ;; integer values
0004: $111 =  0  ;; integer values
0004: $113 =  0  ;; integer values
0004: $114 =  0  ;; integer values
0004: $115 =  0  ;; integer values
0004: $117 =  0  ;; integer values
0004: $118 =  0  ;; integer values
0004: $119 =  0  ;; integer values
0004: $11A =  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: $123 =  0  ;; integer values
0004: $131 =  0  ;; integer values
0004: $130 =  0  ;; integer values
0004: $12A =  0  ;; integer values
0004: $12B =  0  ;; integer values
0004: $12C =  0  ;; integer values
0004: $12D =  0  ;; integer values
0004: $12E =  0  ;; integer values
0004: $12F =  0  ;; integer values
0004: $133 =  0  ;; integer values
0004: $134 =  0  ;; integer values
0004: $135 =  0  ;; integer values
0004: $136 =  0  ;; integer values
0004: $138 =  0  ;; integer values
0004: $ONMISSION =  0  ;; integer values
0004: $13A =  0  ;; integer values
0004: $13B =  0  ;; integer values
0004: $13C =  0  ;; integer values
0004: $13D =  0  ;; integer values
0004: $151 =  0  ;; integer values
0004: $14C =  0  ;; integer values
0004: $14B =  0  ;; integer values
0004: $143 =  0  ;; integer values
0004: $144 =  0  ;; integer values
0004: $145 =  0  ;; integer values
0004: $146 =  0  ;; integer values
0004: $147 =  0  ;; integer values
0004: $148 =  0  ;; integer values
0004: $149 =  0  ;; integer values
0004: $14A =  0  ;; integer values
0004: $14D =  0  ;; integer values
0004: $14E =  0  ;; integer values
0004: $14F =  0  ;; integer values
0004: $150 =  0  ;; integer values
0004: $152 =  0  ;; integer values
0004: $15B =  0  ;; integer values
0004: $15C =  0  ;; integer values
0004: $15D =  0  ;; integer values
0004: $15E =  0  ;; integer values
0004: $153 =  0  ;; integer values
0004: $154 =  0  ;; integer values
0004: $155 =  0  ;; integer values
0004: $15F =  0  ;; integer values
0004: $156 =  0  ;; integer values
0004: $157 =  0  ;; integer values
0004: $158 =  0  ;; integer values
0004: $161 =  0  ;; integer values
0004: $162 =  0  ;; integer values
0004: $169 =  0  ;; integer values
0004: $16A =  0  ;; integer values
0004: $16B =  0  ;; integer values
0004: $16C =  0  ;; integer values
0004: $16D =  0  ;; integer values
0005: $16E = -425.0  ;; floating-point values
0005: $16F =  1410.0  ;; floating-point values
0005: $170 =  10.0  ;; floating-point values
0004: $173 =  0  ;; integer values
0004: $172 =  0  ;; integer values
0004: $174 =  0  ;; integer values
0004: $171 =  0  ;; integer values
0004: $177 =  0  ;; integer values
0004: $175 =  0  ;; integer values
0004: $17E =  0  ;; integer values
0004: $178 =  0  ;; integer values
0004: $179 =  0  ;; integer values
0004: $17A =  0  ;; integer values
0004: $17B =  0  ;; integer values
0004: $17C =  0  ;; integer values
0004: $17D =  0  ;; integer values
0004: $17F =  0  ;; integer values
0004: $180 =  0  ;; integer values
0004: $181 =  0  ;; integer values
0004: $182 =  0  ;; integer values
0004: $24 =  0  ;; integer values
0004: $183 =  0  ;; integer values
0004: $184 =  0  ;; integer values
0004: $185 =  0  ;; integer values
0004: $186 =  0  ;; integer values
0004: $187 =  0  ;; integer values
0004: $188 =  0  ;; integer values
0004: $18D =  0  ;; integer values
0004: $18E =  0  ;; integer values
0004: $18F =  0  ;; integer values
0004: $190 =  0  ;; integer values
0004: $191 =  99999999  ;; integer values
0004: $192 =  99999999  ;; integer values
0004: $193 =  99999999  ;; integer values
0004: $194 =  99999999  ;; integer values
0004: $195 =  99999999  ;; integer values
0004: $196 =  99999999  ;; integer values
0004: $197 =  99999999  ;; integer values
0004: $198 =  99999999  ;; integer values
0004: $199 =  99999999  ;; integer values
0004: $19A =  99999999  ;; integer values
0004: $19B =  99999999  ;; integer values
0004: $19C =  99999999  ;; integer values
0004: $19D =  99999999  ;; integer values
0004: $19E =  99999999  ;; integer values
0004: $19F =  99999999  ;; integer values
0004: $1A0 =  99999999  ;; integer values
0004: $1C4 =  0  ;; integer values
0004: $1BC =  0  ;; integer values
0004: $FE =  0  ;; integer values
0004: $FF =  0  ;; integer values
0004: $3E =  0  ;; integer values
0004: $67 =  0  ;; integer values
0004: $68 =  0  ;; integer values
0004: $69 =  0  ;; integer values
0004: $6A =  0  ;; integer values
0004: $6B =  0  ;; integer values
0004: $6C =  0  ;; integer values
0004: $6D =  0  ;; integer values
0005: $1F2 = -569.1451  ;; floating-point values
0005: $1F3 =  851.0923  ;; floating-point values
0005: $1F4 =  22.8402  ;; floating-point values
0005: $1F5 =  28.4463  ;; floating-point values
0005: $1F6 = -1311.761  ;; floating-point values
0005: $1F7 =  16.4712  ;; floating-point values
0005: $1F8 =  375.845  ;; floating-point values
0005: $1F9 =  332.9194  ;; floating-point values
0005: $1FA =  11.5155  ;; floating-point values
0005: $1FB = -886.5938  ;; floating-point values
0005: $1FC =  236.5693  ;; floating-point values
0005: $1FD =  13.9773  ;; floating-point values
0005: $1FE = -244.6  ;; floating-point values
0005: $1FF = -491.3  ;; floating-point values
0005: $200 =  10.6  ;; floating-point values
0005: $213 = -63.4  ;; floating-point values
0005: $214 = -1481.8  ;; floating-point values
0005: $215 =  9.4  ;; floating-point values
0005: $216 =  364.9  ;; floating-point values
0005: $217 =  1055.7  ;; floating-point values
0005: $218 =  18.2  ;; floating-point values
0005: $219 = -677.0  ;; floating-point values
0005: $21A =  1205.6  ;; floating-point values
0005: $21B =  10.0  ;; floating-point values
0005: $21C =  202.7  ;; floating-point values
0005: $21D = -474.1  ;; floating-point values
0005: $21E =  10.1  ;; floating-point values
0005: $21F =  364.9  ;; floating-point values
0005: $220 =  1078.0  ;; floating-point values
0005: $221 =  18.0  ;; floating-point values
0005: $222 = -967.5  ;; floating-point values
0005: $223 = -693.2  ;; floating-point values
0005: $224 =  10.3  ;; floating-point values
0005: $204 =  36.798  ;; floating-point values
0005: $205 = -1024.404  ;; floating-point values
0005: $206 =  9.451  ;; floating-point values
0005: $207 =  482.5293  ;; floating-point values
0005: $208 =  244.276  ;; floating-point values
0005: $209 =  10.09  ;; floating-point values
0005: $20A =  38.244  ;; floating-point values
0005: $20B = -1024.251  ;; floating-point values
0005: $20C =  9.451  ;; floating-point values
0005: $20D = -1481.872  ;; floating-point values
0005: $20E = -825.3049  ;; floating-point values
0005: $20F =  13.8777  ;; floating-point values
0005: $210 = -978.0145  ;; floating-point values
0005: $211 = -530.7043  ;; floating-point values
0005: $212 =  9.9513  ;; floating-point values
0005: $2B8 =  893.5  ;; floating-point values
0005: $2B9 = -306.1  ;; floating-point values
0005: $2BA = -100.0  ;; floating-point values
0005: $2BB =  103.0  ;; floating-point values
0005: $2BC = -484.2  ;; floating-point values
0005: $2BD = -100.0  ;; floating-point values
0005: $2BE = -665.0  ;; floating-point values
0005: $2BF = -6.5  ;; floating-point values
0005: $2C0 = -100.0  ;; floating-point values
0005: $2C1 =  925.0  ;; floating-point values
0005: $2C2 = -359.5  ;; floating-point values
0005: $2C3 = -100.0  ;; floating-point values
0005: $2C4 =  379.0  ;; floating-point values
0005: $2C5 = -493.8  ;; floating-point values
0005: $2C6 = -100.0  ;; floating-point values
0005: $2C7 = -1128.0  ;; floating-point values
0005: $2C8 =  32.5  ;; floating-point values
0005: $2C9 = -100.0  ;; floating-point values
0004: $62C =  0  ;; integer values
0004: $62D =  0  ;; integer values
0004: $62E =  0  ;; integer values
0004: $62F =  0  ;; integer values
0004: $630 =  0  ;; integer values
0004: $631 =  0  ;; integer values
0004: $632 =  0  ;; integer values
0004: $633 =  0  ;; integer values
0004: $634 =  0  ;; integer values
0004: $635 =  0  ;; integer values
0004: $636 =  0  ;; integer values
0004: $637 =  0  ;; integer values
0004: $638 =  0  ;; integer values
0004: $639 =  0  ;; integer values
0004: $63A =  999999  ;; integer values
0004: $63B =  999999  ;; integer values
0004: $63C =  999999  ;; integer values
0004: $63D =  0  ;; integer values
0004: $63E =  0  ;; integer values
0004: $643 =  0  ;; integer values
0004: $644 =  0  ;; integer values
04CE: $1B1 = create_icon_marker_without_sphere  16 at $213 $214 $215
04CE: $1B2 = create_icon_marker_without_sphere  16 at  364.8  1051.5  21.0
04CE: $1B3 = create_icon_marker_without_sphere  16 at $219 $21A $21B
04CE: $1B4 = create_icon_marker_without_sphere  18 at $21C $21D $21E
04CE: $1B5 = create_icon_marker_without_sphere  18 at  364.8  1086.5  21.0
04CE: $1B6 = create_icon_marker_without_sphere  18 at $222 $223 $224
04CE: $1B7 = create_icon_marker_without_sphere  27 at -3.8 -1265.8  12.0
04CE: $1B8 = create_icon_marker_without_sphere  27 at  319.0  441.3  12.0
04CE: $1B9 = create_icon_marker_without_sphere  27 at -903.0 -1261.1  12.0
04CE: $1BA = 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 -787.8 -519.4  10.0 -657.5 -475.2  20.0
022B: create_forbidden_for_peds_cube -230.0 -464.5  10.0  56.85 -459.8  20.0
022B: create_forbidden_for_peds_cube -99.8  1041.9  0.0 -129.0  1097.4  30.0
022B: create_forbidden_for_peds_cube -214.6 -948.8  0.0 -258.7 -920.6  30.0
022B: create_forbidden_for_peds_cube  189.8  230.3  0.0  248.0  258.5  30.0
022B: create_forbidden_for_peds_cube -38.0  84.3  0.0 -102.3  95.1  30.0
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 -787.8 -519.4  10.0 -657.5 -475.2  20.0
01E8: create_forbidden_for_cars_cube -230.0 -464.5  10.0  165.85 -459.8  20.0
01E8: create_forbidden_for_cars_cube -99.8  1041.9  0.0 -129.0  1097.4  30.0
01E8: create_forbidden_for_cars_cube -214.6 -948.8  0.0 -258.7 -920.6  30.0
01E8: create_forbidden_for_cars_cube  189.8  230.3  0.0  248.0  258.5  30.0
01E8: create_forbidden_for_cars_cube -38.0  84.3  0.0 -102.3  95.1  30.0
01E8: create_forbidden_for_cars_cube  175.0  236.1  0.0  161.0  242.4  30.0
01E8: create_forbidden_for_cars_cube  149.8  231.4  0.0  136.0  235.3  30.0
01E8: create_forbidden_for_cars_cube  63.4  188.6  0.0  49.4  189.7  30.0
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  17 secondary_weapon_to  17
03F1: pedtype  7 add_threat  256
03F1: pedtype  8 add_threat  128
029B: $6F3 = init_object -56 (COMGATE1CLOSED) at -715.082 -489.689  12.549
01C7: remove_object_from_mission_cleanup_list $6F3
029B: $6F4 = init_object -57 (COMGATE2CLOSED) at -181.451 -472.61  11.353
0177: set_object $6F4 z_angle_to  102.0
01C7: remove_object_from_mission_cleanup_list $6F4
029B: $6F5 = init_object -58 (NT_ROADBLOCKCI) at -97.3  1061.8  11.6
01C7: remove_object_from_mission_cleanup_list $6F5
029B: $6F6 = init_object -59 (NT_ROADBLOCKGF) at -81.46  81.358  21.04
01C7: remove_object_from_mission_cleanup_list $6F6
029B: $6F7 = init_object -60 (WSH_ROADBLOCK) at -242.671 -935.667  16.198
01C7: remove_object_from_mission_cleanup_list $6F7
029B: $6FB = init_object -61 (MANSION_NEW_DOORS) at -391.19 -575.906  24.071
01C7: remove_object_from_mission_cleanup_list $6FB
029B: $6FC = init_object -62 (MAN_DOORCLOSED) at -378.542 -554.006  20.067
01C7: remove_object_from_mission_cleanup_list $6FC
029B: $6F8 = init_object -63 (WSHPERDRCLSD) at -266.496 -1214.563  9.02
01C7: remove_object_from_mission_cleanup_list $6F8
029B: $6F9 = init_object -64 (HAITAXIDR) at -1010.466  199.125  11.95
01C7: remove_object_from_mission_cleanup_list $6F9
029B: $6FA = init_object -65 (B_HSE_DOORS) at -640.012 -1485.941  15.457
01C7: remove_object_from_mission_cleanup_list $6FA
029B: $3EF = init_object -23 (STRIPCLBDRCLSD) at  97.203 -1469.731  10.578
01C7: remove_object_from_mission_cleanup_list $3EF
029B: $6FE = init_object -22 (STRPBCKDRCLSD) at  68.988 -1444.242  10.727
01C7: remove_object_from_mission_cleanup_list $6FE
029B: $6FF = init_object -33 (ELECTRICGATE) at -1114.1  67.0  10.1
0177: set_object $6FF z_angle_to  90.0
01C7: remove_object_from_mission_cleanup_list $6FF
029B: $6F2 = init_object -33 (ELECTRICGATE) at  298.0 -313.6  11.0
01C7: remove_object_from_mission_cleanup_list $6F2
029B: $700 = init_object -33 (ELECTRICGATE) at -989.9 -1252.2  10.4
0177: set_object $700 z_angle_to  249.0
01C7: remove_object_from_mission_cleanup_list $700
029B: $701 = init_object -66 (DK_CAMJONESDOOR) at -837.134 -901.672  12.03
01C7: remove_object_from_mission_cleanup_list $701
0177: set_object $701 z_angle_to  0.0
029B: $709 = init_object -67 (DTS_GS_LIFTDOORL) at -559.476  783.107  23.279
01C7: remove_object_from_mission_cleanup_list $709
029B: $70A = init_object -68 (DTS_GS_LIFTDOORR) at -559.476  781.34  23.279
01C7: remove_object_from_mission_cleanup_list $70A
029B: $70B = init_object -67 (DTS_GS_LIFTDOORL) at -553.563  788.895  97.917
01C7: remove_object_from_mission_cleanup_list $70B
029B: $70C = init_object -68 (DTS_GS_LIFTDOORR) at -553.563  787.127  97.917
01C7: remove_object_from_mission_cleanup_list $70C
029B: $70D = init_object -69 (DTS_SPOT_A) at -354.531  989.975  45.8
034D: unknown_rotate_object $70D unknown_angle  160.0  160.0  0
01C7: remove_object_from_mission_cleanup_list $70D
029B: $70E = init_object -70 (DTS_SOAPYTITWANK_A) at -324.797  991.184  71.708
01C7: remove_object_from_mission_cleanup_list $70E
029B: $70F = init_object -71 (DT_GSPOT_STAIRS) at -573.897  1374.25  15.657
01C7: remove_object_from_mission_cleanup_list $70F
029B: $710 = init_object -71 (DT_GSPOT_STAIRS) at -367.067  913.038  16.058
01C7: remove_object_from_mission_cleanup_list $710
034D: unknown_rotate_object $710 unknown_angle  157.0  157.0  0
029B: $711 = init_object -72 (OD_CELLDOOR02) at  384.098 -505.893  9.68
0566: $711  12
01C7: remove_object_from_mission_cleanup_list $711
0177: set_object $711 z_angle_to  0.0
029B: $713 = init_object -73 (CI_JETYGATESCLOSED) at -116.738  1027.729  11.34
01C7: remove_object_from_mission_cleanup_list $713
029B: $714 = init_object -74 (NHAITPLATDR) at -981.114  265.419  8.939
01C7: remove_object_from_mission_cleanup_list $714
029B: $715 = init_object -75 (NHAITPLATDRR) at -981.114  267.607  8.937
01C7: remove_object_from_mission_cleanup_list $715
029B: $716 = init_object -76 (SPAD_DR_CLOSED1) at  465.375  30.336  33.181
01C7: remove_object_from_mission_cleanup_list $716
029B: $717 = init_object -77 (SPAD_DR_CLOSED2) at  465.375  30.336  33.181
01C7: remove_object_from_mission_cleanup_list $717
029B: $718 = init_object -78 (SPAD_DR_CLOSED3) at  464.663  30.336  23.881
01C7: remove_object_from_mission_cleanup_list $718
029B: $719 = init_object -79 (PH_BUILD_DR_CLOSED) at  569.925  52.0  14.616
01C7: remove_object_from_mission_cleanup_list $719
034D: unknown_rotate_object $719 unknown_angle  270.0  270.0  0
029B: $71A = init_object -33 (ELECTRICGATE) at -973.664 -519.65  10.092
0177: set_object $71A z_angle_to  98.5
01C7: remove_object_from_mission_cleanup_list $71A
029B: $71B = init_object -80 (ICEDOOR) at -866.689 -572.095  12.173
01C7: remove_object_from_mission_cleanup_list $71B
029B: $71C = init_object -81 (DTS_BBDOOR) at -598.017  651.207  12.025
01C7: remove_object_from_mission_cleanup_list $71C
029B: $71D = init_object -82 (GOLF_GATESCLOSED) at  107.671  227.729  20.634
01C7: remove_object_from_mission_cleanup_list $71D
029B: $71E = init_object -83 (PRINTDOOOR) at -1063.773 -278.932  13.024
01C7: remove_object_from_mission_cleanup_list $71E
029B: $71F = init_object -84 (UNROCKETED_WIN1) at -899.851 -341.061  14.318
0566: $71F  3
01C7: remove_object_from_mission_cleanup_list $71F
029B: $720 = init_object -85 (BNK_GRILL01) at -899.214 -333.656  21.233
0566: $720  3
0382: unknown_set_object $720 collision_detection  0
0392: object $720 toggle_in_moving_list  0
01C7: remove_object_from_mission_cleanup_list $720
029B: $721 = init_object -85 (BNK_GRILL01) at -899.214 -348.466  21.233
0566: $721  3
0382: unknown_set_object $721 collision_detection  0
0392: object $721 toggle_in_moving_list  0
01C7: remove_object_from_mission_cleanup_list $721
029B: $722 = init_object -85 (BNK_GRILL01) at -907.307 -336.618  23.987
0566: $722  3
0382: unknown_set_object $722 collision_detection  0
0392: object $722 toggle_in_moving_list  0
01C7: remove_object_from_mission_cleanup_list $722
029B: $723 = init_object -85 (BNK_GRILL01) at -907.307 -345.504  23.987
0566: $723  3
0382: unknown_set_object $723 collision_detection  0
0392: object $723 toggle_in_moving_list  0
01C7: remove_object_from_mission_cleanup_list $723
029B: $724 = init_object -85 (BNK_GRILL01) at -915.401 -336.6184  23.987
0566: $724  3
0382: unknown_set_object $724 collision_detection  0
0392: object $724 toggle_in_moving_list  0
01C7: remove_object_from_mission_cleanup_list $724
029B: $725 = init_object -85 (BNK_GRILL01) at -915.401 -345.5  23.987
0566: $725  3
0382: unknown_set_object $725 collision_detection  0
0392: object $725 toggle_in_moving_list  0
01C7: remove_object_from_mission_cleanup_list $725
014B: $7C8 = 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 $7C8 cars_to_generate_to  101
014B: $7C7 = 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 $7C7 cars_to_generate_to  101
014B: $7C6 = 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 $7C6 cars_to_generate_to  0
014B: $7C5 = 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 $7C5 cars_to_generate_to  101
014B: $734 = 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 $734 cars_to_generate_to  0
014B: $74B = 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 $74B cars_to_generate_to  0
014B: $7C9 = 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 $7C9 cars_to_generate_to  101
014B: $732 = 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 $732 cars_to_generate_to  0
014B: $733 = 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 $733 cars_to_generate_to  0
014B: $735 = 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 $735 cars_to_generate_to  101
014B: $73C = 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 $73C cars_to_generate_to  101
014B: $74C = 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 $74C cars_to_generate_to  101
014B: $74D = 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 $74D cars_to_generate_to  101
014B: $754 = 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 $754 cars_to_generate_to  101
014B: $7A1 = 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 $7A1 cars_to_generate_to  101
014B: $7CA = 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 $7CA cars_to_generate_to  101
014B: $7A2 = 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 $7A2 cars_to_generate_to  0
014B: $7A3 = 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 $7A3 cars_to_generate_to  0
014B: $7CB = init_parked_car_generator #SPARROW -1 -1  0 alarm  0 door_lock  0  0  10000 at $1F2 $1F3 $1F4 angle  88.2256
014C: set_parked_car_generator $7CB cars_to_generate_to  0
014B: $7CC = init_parked_car_generator #SPARROW -1 -1  0 alarm  0 door_lock  0  0  10000 at $1F5 $1F6 $1F7 angle  0.0
014C: set_parked_car_generator $7CC cars_to_generate_to  0
014B: $7CD = init_parked_car_generator #SPARROW -1 -1  0 alarm  0 door_lock  0  0  10000 at $1F8 $1F9 $1FA angle  0.0
014C: set_parked_car_generator $7CD cars_to_generate_to  0
014B: $7CE = init_parked_car_generator #SPARROW -1 -1  0 alarm  0 door_lock  0  0  10000 at $1FB $1FC $1FD angle  180.0
014C: set_parked_car_generator $7CE cars_to_generate_to  0
014B: $728 = 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 $728 cars_to_generate_to  101
014B: $73D = 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 $73D cars_to_generate_to  101
014B: $740 = 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 $740 cars_to_generate_to  101
014B: $741 = 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 $741 cars_to_generate_to  101
014B: $742 = 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 $742 cars_to_generate_to  101
014B: $773 = 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 $773 cars_to_generate_to  101
014B: $774 = 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 $774 cars_to_generate_to  101
014B: $775 = 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 $775 cars_to_generate_to  101
014B: $776 = 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 $776 cars_to_generate_to  101
014B: $72D = 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 $72D cars_to_generate_to  101
014B: $72E = 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 $72E cars_to_generate_to  101
014B: $72F = 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 $72F cars_to_generate_to  101
014B: $743 = 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 $743 cars_to_generate_to  101
014B: $745 = 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 $745 cars_to_generate_to  101
014B: $746 = 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 $746 cars_to_generate_to  101
014B: $76F = 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 $76F cars_to_generate_to  101
014B: $777 = 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 $777 cars_to_generate_to  101
014B: $778 = 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 $778 cars_to_generate_to  0
014B: $770 = 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 $770 cars_to_generate_to  101
014B: $771 = 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 $771 cars_to_generate_to  101
014B: $772 = 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 $772 cars_to_generate_to  101
014B: $77A = 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 $77A cars_to_generate_to  101
014B: $747 = 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 $747 cars_to_generate_to  101
014B: $748 = 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 $748 cars_to_generate_to  101
014B: $749 = 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 $749 cars_to_generate_to  101
014B: $74A = 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 $74A cars_to_generate_to  101
014B: $75C = 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 $75C cars_to_generate_to  101
014B: $73B = 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 $73B cars_to_generate_to  101
014B: $73F = 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 $73F cars_to_generate_to  101
014B: $79D = 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 $79D cars_to_generate_to  101
014B: $79E = 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 $79E cars_to_generate_to  101
014B: $79F = 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 $79F cars_to_generate_to  101
014B: $7A0 = 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 $7A0 cars_to_generate_to  101
014B: $744 = 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 $744 cars_to_generate_to  101
014B: $78B = 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 $78B cars_to_generate_to  101
014B: $78C = 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 $78C cars_to_generate_to  101
014B: $78D = 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 $78D cars_to_generate_to  101
014B: $78E = 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 $78E cars_to_generate_to  101
014B: $78F = 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 $78F cars_to_generate_to  101
014B: $790 = 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 $790 cars_to_generate_to  101
014B: $791 = 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 $791 cars_to_generate_to  101
014B: $72B = 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 $72B cars_to_generate_to  101
014B: $779 = 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 $779 cars_to_generate_to  101
014B: $792 = 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 $792 cars_to_generate_to  101
014B: $794 = 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 $794 cars_to_generate_to  101
014B: $795 = 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 $795 cars_to_generate_to  101
014B: $796 = 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 $796 cars_to_generate_to  101
014B: $797 = 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 $797 cars_to_generate_to  101
014B: $798 = 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 $798 cars_to_generate_to  101
014B: $799 = 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 $799 cars_to_generate_to  101
014B: $79A = 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 $79A cars_to_generate_to  101
014B: $79B = 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 $79B cars_to_generate_to  101
014B: $79C = 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 $79C cars_to_generate_to  101
014B: $7BC = 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 $7BC cars_to_generate_to  101
014B: $74E = 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 $74E cars_to_generate_to  101
014B: $750 = 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 $750 cars_to_generate_to  101
014B: $74F = 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 $74F cars_to_generate_to  101
014B: $789 = 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 $789 cars_to_generate_to  0
014B: $7C4 = 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 $7C4 cars_to_generate_to  101
014B: $758 = 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 $758 cars_to_generate_to  101
014B: $759 = 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 $759 cars_to_generate_to  101
014B: $7C3 = 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 $7C3 cars_to_generate_to  0
014B: $780 = 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 $780 cars_to_generate_to  101
014B: $782 = 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 $782 cars_to_generate_to  101
014B: $783 = 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 $783 cars_to_generate_to  101
014B: $784 = 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 $784 cars_to_generate_to  101
014B: $785 = 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 $785 cars_to_generate_to  101
014B: $786 = 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 $786 cars_to_generate_to  101
014B: $787 = 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 $787 cars_to_generate_to  101
014B: $788 = 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 $788 cars_to_generate_to  101
014B: $72A = 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 $72A cars_to_generate_to  0
014B: $751 = 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 $751 cars_to_generate_to  101
014B: $752 = 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 $752 cars_to_generate_to  101
014B: $755 = 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 $755 cars_to_generate_to  101
014B: $756 = 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 $756 cars_to_generate_to  101
014B: $757 = 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 $757 cars_to_generate_to  101
014B: $762 = 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 $762 cars_to_generate_to  101
014B: $7BE = 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 $7BE cars_to_generate_to  0
014B: $7BF = 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 $7BF cars_to_generate_to  0
014B: $7C1 = 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 $7C1 cars_to_generate_to  101
014B: $77B = 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 $77B cars_to_generate_to  101
014B: $726 = init_parked_car_generator #KAUFMAN -1 -1  1 alarm  0 door_lock  0  0  10000 at -1003.1  207.4  11.0 angle  166.6
014C: set_parked_car_generator $726 cars_to_generate_to  101
014B: $729 = 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 $729 cars_to_generate_to  101
014B: $75A = 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 $75A cars_to_generate_to  101
014B: $75B = 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 $75B cars_to_generate_to  101
014B: $731 = 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 $731 cars_to_generate_to  0
014B: $727 = 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 $727 cars_to_generate_to  101
014B: $736 = 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 $736 cars_to_generate_to  101
014B: $7C2 = 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 $7C2 cars_to_generate_to  101
014B: $753 = 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 $753 cars_to_generate_to  101
014B: $75D = 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 $75D cars_to_generate_to  101
014B: $7BD = 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 $7BD cars_to_generate_to  101
014B: $78A = 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 $78A cars_to_generate_to  101
014B: $7A4 = 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 $7A4 cars_to_generate_to  101
014B: $7A5 = 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 $7A5 cars_to_generate_to  101
014B: $7A6 = 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 $7A6 cars_to_generate_to  101
014B: $7A7 = 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 $7A7 cars_to_generate_to  101
014B: $7A8 = 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 $7A8 cars_to_generate_to  101
014B: $7A9 = 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 $7A9 cars_to_generate_to  101
014B: $7AA = 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 $7AA cars_to_generate_to  101
014B: $7AB = 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 $7AB cars_to_generate_to  101
014B: $7AC = 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 $7AC cars_to_generate_to  101
014B: $7AD = 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 $7AD cars_to_generate_to  101
014B: $7AE = 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 $7AE cars_to_generate_to  101
014B: $7AF = 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 $7AF cars_to_generate_to  101
014B: $7B0 = 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 $7B0 cars_to_generate_to  101
014B: $7B1 = 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 $7B1 cars_to_generate_to  101
014B: $7B2 = 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 $7B2 cars_to_generate_to  101
014B: $7B3 = 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 $7B3 cars_to_generate_to  101
014B: $7B4 = 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 $7B4 cars_to_generate_to  101
014B: $7B5 = 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 $7B5 cars_to_generate_to  101
014B: $7B6 = 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 $7B6 cars_to_generate_to  101
014B: $7B7 = 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 $7B7 cars_to_generate_to  101
014B: $7B8 = 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 $7B8 cars_to_generate_to  101
014B: $781 = 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 $781 cars_to_generate_to  101
014B: $739 = 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 $739 cars_to_generate_to  101
014B: $738 = 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 $738 cars_to_generate_to  101
014B: $737 = 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 $737 cars_to_generate_to  101
014B: $73A = 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 $73A cars_to_generate_to  101
014B: $763 = 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 $763 cars_to_generate_to  101
014B: $764 = 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 $764 cars_to_generate_to  101
014B: $765 = 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 $765 cars_to_generate_to  101
014B: $766 = 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 $766 cars_to_generate_to  101
014B: $767 = 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 $767 cars_to_generate_to  101
014B: $768 = 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 $768 cars_to_generate_to  101
014B: $769 = 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 $769 cars_to_generate_to  101
014B: $76A = 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 $76A cars_to_generate_to  101
014B: $76B = 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 $76B cars_to_generate_to  101
014B: $76C = 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 $76C cars_to_generate_to  101
014B: $76D = 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 $76D cars_to_generate_to  101
014B: $76E = 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 $76E cars_to_generate_to  101
014B: $75E = 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 $75E cars_to_generate_to  101
014B: $77F = 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 $77F cars_to_generate_to  101
014B: $75F = 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 $75F cars_to_generate_to  101
014B: $77C = 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 $77C cars_to_generate_to  101
014B: $760 = 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 $760 cars_to_generate_to  101
014B: $77E = 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 $77E cars_to_generate_to  101
014B: $73E = 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 $73E cars_to_generate_to  101
014B: $72C = 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 $72C cars_to_generate_to  101
014B: $730 = 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 $730 cars_to_generate_to  101
014B: $761 = 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 $761 cars_to_generate_to  101
014B: $77D = 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 $77D cars_to_generate_to  101
014B: $7C0 = 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 $7C0 cars_to_generate_to  101
014B: $53 = 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 $53 cars_to_generate_to  0
014B: $793 = 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 $793 cars_to_generate_to  0
014B: $54 = 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 $54 cars_to_generate_to  101
0213: $7F3 = create_pickup #CHNSAW type  2 at  30.0 -1330.9  13.0
0213: $7CF = create_pickup #BAT type  2 at  206.7 -1254.4  12.0
032B: $7D0 = create_weapon_pickup #COLT45  15 ammo  34 at -228.4 -1318.2  9.1
032B: $7D1 = create_weapon_pickup #COLT45  15 ammo  34 at  340.5 -249.5  12.5
032B: $7D2 = create_weapon_pickup #CHROMEGUN  15 ammo  16 at  42.3 -959.2  21.8
032B: $7D3 = create_weapon_pickup #CHROMEGUN  15 ammo  16 at  568.9 -449.3  11.1
032B: $7D4 = create_weapon_pickup #TEC9  15 ammo  100 at  287.9  50.7  10.8
032B: $7D5 = create_weapon_pickup #GRENADE  15 ammo  4 at  362.2 -500.5  12.3
0213: $7D6 = create_pickup #CLEAVER type  15 at  402.6  102.5  11.4
032B: $7D7 = create_weapon_pickup #RUGER  15 ammo  60 at  418.9  589.9  18.3
0213: $7D8 = create_pickup #KATANA type  15 at  476.9  1014.9  19.2
0213: $7D9 = create_pickup #NITESTICK type  15 at  402.4 -488.3  12.4
0213: $7DB = create_pickup #BRASSKNUCKLE type  15 at  224.0 -1207.5  11.0
0213: $7DC = create_pickup #KNIFECUR type  15 at  118.7 -1546.1  10.8
0213: $7DD = create_pickup #MACHETE type  15 at  56.6 -459.3  11.4
032B: $7DE = create_weapon_pickup #UZI  15 ammo  60 at  5.4 -1277.0  10.4
032B: $7F4 = create_weapon_pickup #UZI  15 ammo  60 at  157.0 -895.3  12.3
032B: $7DA = create_weapon_pickup #BOMB  15 ammo  4 at  556.6  207.4  14.5
032B: $7DF = create_weapon_pickup #M4  15 ammo  60 at -32.8  1019.2  13.0
032B: $7E0 = create_weapon_pickup #UZI  15 ammo  60 at  17.3  1145.7  23.5
0213: $7E1 = create_pickup #GOLFCLUB type  2 at  95.0  279.2  21.8
032B: $7E2 = create_weapon_pickup #FLAME  15 ammo  300 at -546.0 -418.9  9.8
032B: $7E3 = create_weapon_pickup #SNIPER  15 ammo  20 at -476.4 -571.2  12.9
0213: $7E4 = create_pickup #KATANA type  15 at -554.11 -547.7  10.7
032B: $7E5 = create_weapon_pickup #MOLOTOV  15 ammo  4 at -755.7  1347.5  11.8
032B: $7E6 = create_weapon_pickup #UZI  15 ammo  60 at -545.8  694.6  11.0
032B: $7E7 = create_weapon_pickup #M4  15 ammo  60 at -980.4  118.7  9.3
032B: $7E8 = create_weapon_pickup #M4  15 ammo  60 at -1221.0 -641.6  11.7
032B: $7E9 = create_weapon_pickup #SNIPER  15 ammo  20 at -742.1 -949.9  9.9
032B: $7EA = create_weapon_pickup #ROCKETLA  15 ammo  4 at -995.1 -1178.1  13.6
032B: $7EB = create_weapon_pickup #INGRAMSL  15 ammo  60 at -713.3 -1466.0  11.2
032B: $7EC = create_weapon_pickup #FLAME  15 ammo  300 at -1015.1 -1392.9  11.5
032B: $7ED = create_weapon_pickup #SHOTGSPA  15 ammo  14 at -1359.0 -742.2  14.9
032B: $7EE = create_weapon_pickup #M60  15 ammo  100 at -1744.9 -288.9  29.7
032B: $7EF = create_weapon_pickup #GRENADE  15 ammo  4 at -939.8 -464.9  10.9
032B: $7F0 = create_weapon_pickup #PYTHON  15 ammo  12 at -1182.7 -61.1  11.4
032B: $7F1 = create_weapon_pickup #BUDDYSHOT  15 ammo  10 at -1305.2  177.1  11.4
032B: $7F2 = create_weapon_pickup #LASER  15 ammo  14 at -1114.3 -602.0  26.0
0213: $7F5 = create_pickup -86 (HEALTH) type  1 at -113.2 -975.7  10.4
0213: $7F6 = create_pickup -86 (HEALTH) type  15 at -225.1 -1158.1  9.1
0213: $7F7 = create_pickup -86 (HEALTH) type  15 at  456.2 -471.4  16.6
0213: $7F8 = create_pickup -86 (HEALTH) type  15 at  377.4  467.7  11.6
0213: $7F9 = create_pickup -86 (HEALTH) type  1 at  469.6  697.4  11.7
0213: $7FA = create_pickup -86 (HEALTH) type  15 at  385.3  1210.9  19.4
0213: $7FB = create_pickup -86 (HEALTH) type  1 at  384.3  756.6  11.7
0213: $7FC = create_pickup -86 (HEALTH) type  15 at  10.7  1099.0  16.6
0213: $7FD = create_pickup -86 (HEALTH) type  15 at  85.3  402.7  19.8
0213: $7FE = create_pickup -86 (HEALTH) type  15 at -711.7 -501.7  11.3
0213: $7FF = create_pickup -86 (HEALTH) type  15 at -404.0 -588.0  11.6
0213: $80D = create_pickup -86 (HEALTH) type  2 at -406.2503 -566.4947  19.5804
0213: $800 = create_pickup -86 (HEALTH) type  15 at -478.1  1438.5  16.1
0213: $801 = create_pickup -86 (HEALTH) type  15 at -675.0  1263.3  25.1
0213: $802 = create_pickup -86 (HEALTH) type  15 at -821.8  1144.8  26.1
0213: $803 = create_pickup -86 (HEALTH) type  15 at -1139.4  55.4  11.2
0213: $804 = create_pickup -86 (HEALTH) type  15 at -1290.9  91.9  26.9
0213: $805 = create_pickup -86 (HEALTH) type  1 at -885.4 -483.4  13.1
0213: $806 = create_pickup -86 (HEALTH) type  15 at -925.1 -638.3  16.0
0213: $807 = create_pickup -86 (HEALTH) type  15 at -692.4 -1283.8  11.1
0213: $808 = create_pickup -86 (HEALTH) type  15 at -655.1 -1506.3  8.1
0213: $809 = create_pickup -86 (HEALTH) type  15 at -1399.4 -865.9  20.9
0213: $80A = create_pickup -86 (HEALTH) type  1 at -822.6  1137.3  12.4
0213: $80B = create_pickup -86 (HEALTH) type  1 at -851.4 -78.8  11.5
0213: $80C = create_pickup -86 (HEALTH) type  1 at -834.2  740.6  11.3
0213: $80E = create_pickup -18 (BODYARMOUR) type  15 at  4.9 -1239.2  19.2
0213: $80F = create_pickup -18 (BODYARMOUR) type  15 at  205.7 -885.7  12.2
0213: $810 = create_pickup -18 (BODYARMOUR) type  15 at  148.8 -349.9  8.7
0213: $811 = create_pickup -18 (BODYARMOUR) type  15 at  520.2 -171.2  13.9
0213: $812 = create_pickup -18 (BODYARMOUR) type  15 at  430.8  162.1  11.8
0213: $813 = create_pickup -18 (BODYARMOUR) type  15 at  416.1  517.7  11.2
0213: $814 = create_pickup -18 (BODYARMOUR) type  15 at  350.2  884.8  25.5
0213: $815 = create_pickup -18 (BODYARMOUR) type  15 at  535.3  1214.1  18.9
0213: $816 = create_pickup -18 (BODYARMOUR) type  15 at  42.8  951.1  11.0
0213: $817 = create_pickup -18 (BODYARMOUR) type  15 at -70.8  510.6  11.6
0213: $818 = create_pickup -18 (BODYARMOUR) type  15 at -1695.6 -289.4  29.7
0213: $819 = create_pickup -18 (BODYARMOUR) type  15 at -567.6  1370.36  16.4
0213: $81A = create_pickup -18 (BODYARMOUR) type  15 at -921.9  722.9  11.0
0213: $81C = create_pickup -18 (BODYARMOUR) type  15 at -1058.9 -240.6  18.2
0213: $81D = create_pickup -18 (BODYARMOUR) type  15 at -625.5  622.2  11.7
0213: $81E = create_pickup -18 (BODYARMOUR) type  15 at -733.5 -1294.7  12.4
0213: $81F = create_pickup -18 (BODYARMOUR) type  15 at -1177.0 -915.3  14.9
0213: $81B = create_pickup -18 (BODYARMOUR) type  15 at -1171.0 -457.4  10.7
0213: $820 = create_pickup -87 (ADRENALINE) type  15 at -37.7 -938.3  10.5
0213: $821 = create_pickup -87 (ADRENALINE) type  15 at  471.1 -444.1  10.6
0213: $822 = create_pickup -87 (ADRENALINE) type  15 at  448.6  16.6  11.0
0213: $823 = create_pickup -87 (ADRENALINE) type  15 at  425.6  221.1  16.2
0213: $824 = create_pickup -87 (ADRENALINE) type  15 at  428.4  947.5  13.2
0213: $825 = create_pickup -87 (ADRENALINE) type  1 at  385.6  752.3  11.7
0213: $826 = create_pickup -87 (ADRENALINE) type  15 at -366.6 -500.3  11.3
0213: $827 = create_pickup -87 (ADRENALINE) type  15 at -342.2 -591.5  36.9
0213: $828 = create_pickup -87 (ADRENALINE) type  15 at -381.2  1065.2  13.0
0213: $829 = create_pickup -87 (ADRENALINE) type  15 at -730.1  1226.3  24.2
0213: $82A = create_pickup -87 (ADRENALINE) type  15 at -1095.1  99.4  12.3
0213: $82B = create_pickup -87 (ADRENALINE) type  15 at -967.1 -62.6  11.0
0213: $82C = create_pickup -87 (ADRENALINE) type  15 at -1022.1 -547.0  11.2
0213: $82D = create_pickup -87 (ADRENALINE) type  15 at -882.0  111.2  9.3
0213: $82E = create_pickup -87 (ADRENALINE) type  1 at -857.1 -83.6  11.5
0213: $82F = create_pickup -87 (ADRENALINE) type  1 at -839.0  740.6  11.3
02EC: put_hidden_package_at  479.6 -1718.5  15.6
02EC: put_hidden_package_at  708.4 -498.2  12.3
02EC: put_hidden_package_at -213.0 -1647.1  13.1
02EC: put_hidden_package_at -368.4 -1733.2  11.6
02EC: put_hidden_package_at -104.3 -1600.3  10.4
02EC: put_hidden_package_at -234.7 -1082.6  13.6
02EC: put_hidden_package_at  88.0 -991.7  19.1
02EC: put_hidden_package_at  205.4 -888.9  12.1
02EC: put_hidden_package_at  183.1 -652.9  10.8
02EC: put_hidden_package_at  370.9 -469.5  13.8
02EC: put_hidden_package_at  298.8 -278.5  11.9
02EC: put_hidden_package_at  321.8 -774.3  22.8
02EC: put_hidden_package_at  491.8 -45.3  10.0
02EC: put_hidden_package_at  472.8  116.0  11.2
02EC: put_hidden_package_at  379.6  212.9  11.3
02EC: put_hidden_package_at  290.1  295.4  13.5
02EC: put_hidden_package_at  470.9  1123.6  24.5
02EC: put_hidden_package_at  407.6  1018.2  25.3
02EC: put_hidden_package_at  561.6  1157.1  18.9
02EC: put_hidden_package_at  891.8  873.8  16.4
02EC: put_hidden_package_at  353.7 -564.3  56.4
02EC: put_hidden_package_at  306.9  1177.5  17.4
02EC: put_hidden_package_at  271.3  932.9  9.8
02EC: put_hidden_package_at  328.7  717.2  22.8
02EC: put_hidden_package_at  473.3  16.4  33.0
02EC: put_hidden_package_at  352.5  282.2  19.6
02EC: put_hidden_package_at  70.1 -479.6  13.6
02EC: put_hidden_package_at  53.6 -446.5  7.6
02EC: put_hidden_package_at  266.3 -249.9  36.1
02EC: put_hidden_package_at  413.9  1217.4  18.4
02EC: put_hidden_package_at -172.4 -1341.3  3.9
02EC: put_hidden_package_at -233.1 -931.2  9.8
02EC: put_hidden_package_at  69.7 -796.6  11.7
02EC: put_hidden_package_at  107.5 -551.9  14.7
02EC: put_hidden_package_at  233.9 -132.2  8.0
02EC: put_hidden_package_at  424.5  89.3  11.3
02EC: put_hidden_package_at  401.6  431.1  11.4
02EC: put_hidden_package_at  193.9  678.8  12.9
02EC: put_hidden_package_at  589.4  36.0  16.7
02EC: put_hidden_package_at  519.9 -135.4  35.2
02EC: put_hidden_package_at -41.8  922.4  19.4
02EC: put_hidden_package_at -16.1  991.7  10.9
02EC: put_hidden_package_at  60.7  916.5  10.8
02EC: put_hidden_package_at -68.9  1124.0  17.0
02EC: put_hidden_package_at  82.7  1113.8  18.7
02EC: put_hidden_package_at  70.5  599.3  14.5
02EC: put_hidden_package_at  162.4  246.4  12.2
02EC: put_hidden_package_at  43.1 -150.9  12.2
02EC: put_hidden_package_at -46.6  257.7  24.5
02EC: put_hidden_package_at  43.4 -15.0  17.3
02EC: put_hidden_package_at -236.9 -588.1  10.3
02EC: put_hidden_package_at -519.0 -599.3  10.3
02EC: put_hidden_package_at -580.5 -422.6  19.8
02EC: put_hidden_package_at -310.4 -415.5  10.1
02EC: put_hidden_package_at -245.4 -323.8  10.2
02EC: put_hidden_package_at -246.9  1219.5  10.9
02EC: put_hidden_package_at -451.0  1286.6  12.6
02EC: put_hidden_package_at -764.3  1266.0  11.5
02EC: put_hidden_package_at -1550.1  1403.1  8.7
02EC: put_hidden_package_at -790.8  1119.4  9.8
02EC: put_hidden_package_at -451.5  1119.7  61.7
02EC: put_hidden_package_at -567.4  776.1  22.8
02EC: put_hidden_package_at -898.7  430.4  10.9
02EC: put_hidden_package_at -979.2  266.7  8.9
02EC: put_hidden_package_at -856.3  228.5  12.9
02EC: put_hidden_package_at -1072.5  351.7  11.2
02EC: put_hidden_package_at -1161.6  431.1  11.0
02EC: put_hidden_package_at -975.1  191.9  12.6
02EC: put_hidden_package_at -1033.4  44.0  11.1
02EC: put_hidden_package_at -994.0 -250.3  10.7
02EC: put_hidden_package_at -1104.9 -120.9  20.1
02EC: put_hidden_package_at -1131.6 -355.4  15.0
02EC: put_hidden_package_at -1195.2 -317.7  10.9
02EC: put_hidden_package_at -1093.7 -600.1  26.0
02EC: put_hidden_package_at -1179.9 -576.3  12.0
02EC: put_hidden_package_at -1018.2 -874.1  17.9
02EC: put_hidden_package_at -855.3 -631.8  11.3
02EC: put_hidden_package_at -1179.2 -718.8  22.8
02EC: put_hidden_package_at -802.9 -1184.6  11.1
02EC: put_hidden_package_at -620.8 -1342.4  16.3
02EC: put_hidden_package_at -1024.6 -1494.6  19.4
02EC: put_hidden_package_at -1090.2 -1199.2  11.2
02EC: put_hidden_package_at -829.2 -1461.0  12.6
02EC: put_hidden_package_at -1160.6 -1333.8  14.9
02EC: put_hidden_package_at -1369.3 -1255.7  18.2
02EC: put_hidden_package_at -1280.9 -1146.5  22.2
02EC: put_hidden_package_at -1773.8 -1053.2  14.8
02EC: put_hidden_package_at -1187.3 -1041.4  14.8
02EC: put_hidden_package_at -1477.3 -881.0  32.4
02EC: put_hidden_package_at -1561.8 -1059.5  14.8
02EC: put_hidden_package_at -1349.1 -1090.4  24.5
02EC: put_hidden_package_at -1567.3 -1055.5  21.3
02EC: put_hidden_package_at -1366.4 -928.0  20.8
02EC: put_hidden_package_at -1523.5 -819.1  14.8
02EC: put_hidden_package_at -1829.1 -887.6  14.8
02EC: put_hidden_package_at -1726.5 -419.2  14.8
02EC: put_hidden_package_at -1737.2 -299.2  14.8
02EC: put_hidden_package_at -1328.0 -537.1  13.9
02EC: put_hidden_package_at -1063.5 -965.5  14.8
02EC: put_hidden_package_at -1265.8 -1346.9  29.6
055B: $830 = create_clothes_pickup  11 at -1200.3 -322.9  10.9
0004: $831 =  0  ;; 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

;-------------Mission 1---------------
; Originally: (no description)


:Label0396AE
03A4: name_thread "INTRO"
0004: $ONMISSION =  1  ;; integer values
0004: $D =  0  ;; integer values
0001: wait  0 ms
016A: fade  0 ()  0 ms
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03AF: set_streaming  0 (disabled)
03AD: set_rubbish  0 (invisible)
054C: use_GXT_table "INTRO"
03EF: player $PLAYER_CHAR make_safe
044D: load_splash "INTRO1"
0169: set_fade_color  2  2  2
0001: wait  250 ms
023C: load_special_actor  1 "SFRENDA"
023C: load_special_actor  2 "SFRENDB"
023C: load_special_actor  3 "CSSONNY"
023C: load_special_actor  4 "SGOONA"
023C: load_special_actor  5 "SGOONB"
02F3: load_object #CUTOBJ01 "SVNTRAY"
02F3: load_object #CUTOBJ02 "DRINK"
02F3: load_object #CUTOBJ03 "MBTBEMP"
02F3: load_object #CUTOBJ04 "SCHAIR"
03AF: set_streaming  0 (disabled)
03AD: set_rubbish  0 (invisible)
04BB: select_interiour  1  ;; select render area
0363: toggle_model_render_at  231.4 -1277.7  19.0 radius  50.0 object -88 (MOB_MOBROOM2)  1
0363: toggle_model_render_at  231.4 -1277.7  19.0 radius  50.0 object -89 (MOB_DETAILSB)  1
03CB: set_camera  231.4 -1277.7  19.0
04F9: interiour_colors  16  0
038B: load_requested_models

:Label0397D5
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label03981F
0001: wait  0 ms
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039818
0002: jump £Label03C3C4

:Label039818
0002: jump £Label0397D5

:Label03981F
00D6: if  23
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
8248:   NOT   model #CUTOBJ04 available
004D: jump_if_false £Label039869
0001: wait  0 ms
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039862
0002: jump £Label03C3C4

:Label039862
0002: jump £Label03981F

:Label039869
02E4: load_cutscene_data "INT_A"
0244: set_cutscene_pos  231.411 -1277.707  19.069
041D: set_camera_near_clip  .1
02E5: $7F = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7F "SFRENDA"
02E5: $80 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $80 "SFRENDB"
02E5: $8A = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $8A "CSSONNY"
02E5: $81 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $81 "SGOONA"
02E5: $82 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $82 "SGOONB"
02E5: $97 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $97 "SVNTRAY"
02E5: $98 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $98 "DRINK01"
02E5: $99 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $99 "DRINK02"
02E5: $9A = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $9A "DRINK03"
02E5: $7E = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $7E "MBTBEMP"
02E5: $D8 = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $D8 "SCHAIR"
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label039983
00D6: if  0
001A:    1246 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0399C6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label0399BF
0002: jump £Label03C3C4

:Label0399BF
0002: jump £Label039983

:Label0399C6
00BC: text_highpriority "INT1_A"  10000 ms  1  ;; Tommy Vercetti...Huh! shit.

:Label0399D5
00D6: if  0
001A:    2708 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039A18
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039A11
0002: jump £Label03C3C4

:Label039A11
0002: jump £Label0399D5

:Label039A18
00BC: text_highpriority "INT1_B"  10000 ms  1  ;; Didn't think they'd ever let him out.

:Label039A27
00D6: if  0
001A:    4796 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039A6A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039A63
0002: jump £Label03C3C4

:Label039A63
0002: jump £Label039A27

:Label039A6A
00BC: text_highpriority "INT1_C"  10000 ms  1  ;; He kept his head down, helps people forget.

:Label039A79
00D6: if  0
001A:    7086 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039ABC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039AB5
0002: jump £Label03C3C4

:Label039AB5
0002: jump £Label039A79

:Label039ABC
00BC: text_highpriority "INT1_D"  10000 ms  1  ;; People will remember soon enough.

:Label039ACB
00D6: if  0
001A:    8404 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039B0E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039B07
0002: jump £Label03C3C4

:Label039B07
0002: jump £Label039ACB

:Label039B0E
00BC: text_highpriority "INT1_E"  10000 ms  1  ;; When they see him walking down the streets of their neighborhoods.

:Label039B1D
00D6: if  0
001A:    10756 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039B60
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039B59
0002: jump £Label03C3C4

:Label039B59
0002: jump £Label039B1D

:Label039B60
00BC: text_highpriority "INT1_F"  10000 ms  1  ;; It will be bad for business.

:Label039B6F
00D6: if  0
001A:    12614 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039BB2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039BAB
0002: jump £Label03C3C4

:Label039BAB
0002: jump £Label039B6F

:Label039BB2
00BC: text_highpriority "INT1_G"  10000 ms  1  ;; Well, what are we gonna do, Sonny?

:Label039BC1
00D6: if  0
001A:    14813 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039C04
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039BFD
0002: jump £Label03C3C4

:Label039BFD
0002: jump £Label039BC1

:Label039C04
00BC: text_highpriority "INT1_H"  10000 ms  1  ;; We treat him like an old friend and keep him busy out of town. OK?

:Label039C13
00D6: if  0
001A:    18741 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039C56
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039C4F
0002: jump £Label03C3C4

:Label039C4F
0002: jump £Label039C13

:Label039C56
00BC: text_highpriority "INT1_I"  10000 ms  1  ;; We been talking about expanding down South, right?

:Label039C65
00D6: if  0
001A:    21294 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039CA8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039CA1
0002: jump £Label03C3C4

:Label039CA1
0002: jump £Label039C65

:Label039CA8
00BC: text_highpriority "INT1_J"  10000 ms  1  ;; Vice City is twenty-four carat gold these days.

:Label039CB7
00D6: if  0
001A:    24399 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039CFA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039CF3
0002: jump £Label03C3C4

:Label039CF3
0002: jump £Label039CB7

:Label039CFA
00BC: text_highpriority "INT1_K"  10000 ms  1  ;; The Colombians, the Mexicans, hell,

:Label039D09
00D6: if  0
001A:    26496 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039D4C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039D45
0002: jump £Label03C3C4

:Label039D45
0002: jump £Label039D09

:Label039D4C
00BC: text_highpriority "INT1_L"  10000 ms  1  ;; even those Cuban refugees are cutting themselves a piece of some nice action.

:Label039D5B
00D6: if  0
001A:    31264 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039D9E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039D97
0002: jump £Label03C3C4

:Label039D97
0002: jump £Label039D5B

:Label039D9E
00BC: text_highpriority "INT1_M"  10000 ms  1  ;; But it's all drugs, Sonny,

:Label039DAD
00D6: if  0
001A:    32904 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039DF2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039DEB
0002: jump £Label03C3C4

:Label039DEB
0002: jump £Label039DAD

:Label039DF2
00BC: text_highpriority "INT1_N"  10000 ms  1  ;; None of the families will touch that shit!

:Label039E01
00D6: if  0
001A:    35200 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039E46
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039E3F
0002: jump £Label03C3C4

:Label039E3F
0002: jump £Label039E01

:Label039E46
00BC: text_highpriority "INT1_O"  10000 ms  1  ;; Times are changing.

:Label039E55
00D6: if  0
001A:    36522 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039E9A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039E93
0002: jump £Label03C3C4

:Label039E93
0002: jump £Label039E55

:Label039E9A
00BC: text_highpriority "INT1_P"  10000 ms  1  ;; The families can't keep their backs turned while our enemies reap the rewards.

:Label039EA9
00D6: if  0
001A:    41196 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039EEE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039EE7
0002: jump £Label03C3C4

:Label039EE7
0002: jump £Label039EA9

:Label039EEE
00BC: text_highpriority "INT1_Q"  10000 ms  1  ;; So, we send someone down to do the dirty work for us...

:Label039EFD
00D6: if  0
001A:    45232 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039F42
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039F3B
0002: jump £Label03C3C4

:Label039F3B
0002: jump £Label039EFD

:Label039F42
00BC: text_highpriority "INT1_R"  10000 ms  1  ;; and cut ourselves a nice quiet slice. OK?

:Label039F51
00D6: if  0
001A:    48992 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039F96
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039F8F
0002: jump £Label03C3C4

:Label039F8F
0002: jump £Label039F51

:Label039F96
00BC: text_highpriority "INT1_S"  10000 ms  1  ;; Who's our contact down there?

:Label039FA5
00D6: if  0
001A:    50206 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label039FEA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label039FE3
0002: jump £Label03C3C4

:Label039FE3
0002: jump £Label039FA5

:Label039FEA
00BC: text_highpriority "INT1_T"  10000 ms  1  ;; Ken Rosenberg, schmuck of a lawyer.

:Label039FF9
00D6: if  0
001A:    52509 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A03E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A037
0002: jump £Label03C3C4

:Label03A037
0002: jump £Label039FF9

:Label03A03E
00BC: text_highpriority "INT1_U"  10000 ms  1  ;; How's he gonna hold Vercetti's leash?

:Label03A04D
00D6: if  0
001A:    54340 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A092
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A08B
0002: jump £Label03C3C4

:Label03A08B
0002: jump £Label03A04D

:Label03A092
00BC: text_highpriority "INT1_V"  10000 ms  1  ;; We don't need him to.

:Label03A0A1
00D6: if  0
001A:    56291 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A0E6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A0DF
0002: jump £Label03C3C4

:Label03A0DF
0002: jump £Label03A0A1

:Label03A0E6
00BC: text_highpriority "INT1_W"  10000 ms  1  ;; We just set him loose in Vice City,

:Label03A0F5
00D6: if  0
001A:    57900 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A13A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A133
0002: jump £Label03C3C4

:Label03A133
0002: jump £Label03A0F5

:Label03A13A
00BC: text_highpriority "INT1_X"  10000 ms  1  ;; we give him a little cash to get started. OK?

:Label03A149
00D6: if  0
001A:    61168 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A18E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A187
0002: jump £Label03C3C4

:Label03A187
0002: jump £Label03A149

:Label03A18E
00BC: text_highpriority "INT1_Y"  10000 ms  1  ;; Give it a few months.

:Label03A19D
00D6: if  0
001A:    62518 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A1E2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A1DB
0002: jump £Label03C3C4

:Label03A1DB
0002: jump £Label03A19D

:Label03A1E2
00BC: text_highpriority "INT1_Z"  10000 ms  1  ;; Then we go down,

:Label03A1F1
00D6: if  0
001A:    64169 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A236
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A22F
0002: jump £Label03C3C4

:Label03A22F
0002: jump £Label03A1F1

:Label03A236
00BC: text_highpriority "INT1_A1"  10000 ms  1  ;; pay him a little visit, right?

:Label03A245
00D6: if  0
001A:    65706 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A28A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A283
0002: jump £Label03C3C4

:Label03A283
0002: jump £Label03A245

:Label03A28A
00BC: text_highpriority "INT1_A2"  10000 ms  1  ;; see how he's doing.

:Label03A299
00D6: if  0
001A:    66784 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A2DE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A2D7
0002: jump £Label03C3C4

:Label03A2D7
0002: jump £Label03A299

:Label03A2DE
00BE: text_clear_all

:Label03A2E0
00D6: if  0
001A:    68240 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A325
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A31E
0002: jump £Label03C3C4

:Label03A31E
0002: jump £Label03A2E0

:Label03A325
00BE: text_clear_all
0169: set_fade_color  1  1  1
016A: fade  0 ()  2000 ms

:Label03A336
00D6: if  0
016B:   fading
004D: jump_if_false £Label03A36E
0001: wait  0 ms
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A367
0002: jump £Label03C3C4

:Label03A367
0002: jump £Label03A336

:Label03A36E
02EA: end_cutscene
04FA: reset_interior_colors  0
03AD: set_rubbish  1 (visible)
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0363: toggle_model_render_at  231.4 -1277.7  19.0 radius  50.0 object -88 (MOB_MOBROOM2)  0
0363: toggle_model_render_at  231.4 -1277.7  19.0 radius  50.0 object -89 (MOB_DETAILSB)  0
04BB: select_interiour  0  ;; select render area
0001: wait  0 ms
0522: (unknown)
044D: load_splash "INTRO2"
0169: set_fade_color  2  2  2
0001: wait  250 ms
01B6: set_weather  4
00C0: set_current_time  12  0
023C: load_special_actor  1 "CSKEN"
023C: load_special_actor  2 "CSPLAY"
023C: load_special_actor  3 "SGOONA"
023C: load_special_actor  4 "SGOONB"
02F3: load_object #CUTOBJ01 "AIRPLAN"
02F3: load_object #CUTOBJ02 "MERCED"
02F3: load_object #CUTOBJ03 "BRFCASE"
0247: request_model -90 (AP_RADAR1_01)
0247: request_model -91 (VEG_PALM04)
03CB: set_camera -1592.0 -545.0  15.0
04E4: unknown_refresh_game_renderer_at -1654.0 -1388.0
038B: load_requested_models

:Label03A47D
00D6: if  25
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label03A4CD
0001: wait  0 ms
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A4C6
0002: jump £Label03C3C4

:Label03A4C6
0002: jump £Label03A47D

:Label03A4CD
00D6: if  22
8248:   NOT   model #CUTOBJ03 available
8248:   NOT   model -90 (AP_RADAR1_01) available
8248:   NOT   model -91 (VEG_PALM04) available
004D: jump_if_false £Label03A510
0001: wait  0 ms
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A509
0002: jump £Label03C3C4

:Label03A509
0002: jump £Label03A4CD

:Label03A510
0055: put_player $PLAYER_CHAR at -1654.0 -1388.0 -100.0
0569: "AIRPLAN"
02E4: load_cutscene_data "INT_M"
0244: set_cutscene_pos -1601.536 -548.298  13.679
02E5: $8D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $7D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $81 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $81 "SGOONA"
02E5: $82 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $82 "SGOONB"
02E5: $D0 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D0 "AIRPLAN"
02E5: $CF = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $CF "MERCED"
0418: (unknown) $CF  1 
02E5: $83 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $83 "BRFCASE"
0525: unknown_cutscene_command $8D $CF "MERCBOD"
0525: unknown_cutscene_command $7D $CF "MERCBOD"
0525: unknown_cutscene_command $81 $CF "MERCBOD"
0525: unknown_cutscene_command $82 $CF "MERCBOD"
016A: fade  1 (back)  3000 ms
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label03A631
00D6: if  0
001A:    4860 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A674
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A66D
0002: jump £Label03C3C4

:Label03A66D
0002: jump £Label03A631

:Label03A674
00BC: text_highpriority "INT2_A"  10000 ms  1  ;; Hey, hey, guys! It's, uh, Ken Rosenberg here! Hey! Heh, heh, hey, great, hey!

:Label03A683
00D6: if  0
001A:    6400 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A6C6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A6BF
0002: jump £Label03C3C4

:Label03A6BF
0002: jump £Label03A683

:Label03A6C6
041D: set_camera_near_clip  .15

:Label03A6CD
00D6: if  0
001A:    9600 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A710
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A709
0002: jump £Label03C3C4

:Label03A709
0002: jump £Label03A6CD

:Label03A710
00BC: text_highpriority "INT2_B"  10000 ms  1  ;; Well, uh, I'm gonna drive you guys to the meet, okay?

:Label03A71F
00D6: if  0
001A:    12342 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A762
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A75B
0002: jump £Label03C3C4

:Label03A75B
0002: jump £Label03A71F

:Label03A762
00BC: text_highpriority "INT2_C"  10000 ms  1  ;; Now, I've talked to the suppliers and they are very, huh-ha,

:Label03A771
00D6: if  0
001A:    15840 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A7B4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A7AD
0002: jump £Label03C3C4

:Label03A7AD
0002: jump £Label03A771

:Label03A7B4
00BC: text_highpriority "INT2_D"  10000 ms  1  ;; keen to start a business relationship, so, uh,

:Label03A7C3
00D6: if  0
001A:    17556 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A806
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A7FF
0002: jump £Label03C3C4

:Label03A7FF
0002: jump £Label03A7C3

:Label03A806
00BC: text_highpriority "INT2_E"  10000 ms  1  ;; if all goes well, we should, uh,

:Label03A815
00D6: if  0
001A:    20640 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A858
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A851
0002: jump £Label03C3C4

:Label03A851
0002: jump £Label03A815

:Label03A858
00BC: text_highpriority "INT2_F"  10000 ms  1  ;; be doing very nicely for ourselves, which is, y'know...

:Label03A867
00D6: if  0
001A:    23018 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A8AA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A8A3
0002: jump £Label03C3C4

:Label03A8A3
0002: jump £Label03A867

:Label03A8AA
00BC: text_highpriority "INT2_G"  10000 ms  1  ;; good..

:Label03A8B9
00D6: if  0
001A:    25863 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A8FC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A8F5
0002: jump £Label03C3C4

:Label03A8F5
0002: jump £Label03A8B9

:Label03A8FC
00BC: text_highpriority "INT2_H"  10000 ms  1  ;; Okay, so. They're brothers, okay.

:Label03A90B
00D6: if  0
001A:    26000 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A94E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A947
0002: jump £Label03C3C4

:Label03A947
0002: jump £Label03A90B

:Label03A94E
00D6: if  0
001A:    27624 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A991
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A98A
0002: jump £Label03C3C4

:Label03A98A
0002: jump £Label03A94E

:Label03A991
00BC: text_highpriority "INT2_I"  10000 ms  1  ;; One operates the uh, the business,

:Label03A9A0
00D6: if  0
001A:    29348 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03A9E3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03A9DC
0002: jump £Label03C3C4

:Label03A9DC
0002: jump £Label03A9A0

:Label03A9E3
00BC: text_highpriority "INT2_J"  10000 ms  1  ;; and the other one does the flying.

:Label03A9F2
00D6: if  0
001A:    30300 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03AA35
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03AA2E
0002: jump £Label03C3C4

:Label03AA2E
0002: jump £Label03A9F2

:Label03AA35
00BE: text_clear_all
0169: set_fade_color  1  1  1
016A: fade  0 ()  2000 ms

:Label03AA46
00D6: if  0
016B:   fading
004D: jump_if_false £Label03AA9A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0
0028:   $CUT_SCENE_TIME >=  33300  ;; integer values
004D: jump_if_false £Label03AA73
00BE: text_clear_all

:Label03AA73
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03AA93
0002: jump £Label03C3C4

:Label03AA93
0002: jump £Label03AA46

:Label03AA9A
00BE: text_clear_all
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model -90 (AP_RADAR1_01)
0249: release_model -91 (VEG_PALM04)
0001: wait  0 ms
044D: load_splash "INTRO3"
0169: set_fade_color  2  2  2
0001: wait  250 ms
01B6: set_weather  0
00C0: set_current_time  20  0
023C: load_special_actor  1 "CSKEN"
023C: load_special_actor  2 "CSDEAL"
023C: load_special_actor  3 "SGOONA"
023C: load_special_actor  4 "SGOONB"
023C: load_special_actor  5 "CSASSA"
023C: load_special_actor  6 "CSASSB"
023C: load_special_actor  7 "CSASSC"
023C: load_special_actor  8 "CSPLAY"
02F3: load_object #CUTOBJ01 "CS_CHOP"
02F3: load_object #CUTOBJ02 "BRFCASE"
02F3: load_object #CUTOBJ03 "DELCASE"
02F3: load_object #CUTOBJ04 "MERCED"
0247: request_model -92 (DOC_CRANEEGGS04)
0247: request_model -93 (DOC_CRANE_CAB04)
0247: request_model -94 (DOCKFUEL07)
04E4: unknown_refresh_game_renderer_at -692.0 -1559.0
0055: put_player $PLAYER_CHAR at -683.145 -1581.747  11.53
03CB: set_camera -692.0 -1559.0  12.0
04F9: interiour_colors  14  0
038B: load_requested_models

:Label03ABC3
00D6: if  25
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
823D:   NOT   special_actor  6 loaded
004D: jump_if_false £Label03AC11
0001: wait  0 ms
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03AC0A
0002: jump £Label03C3C4

:Label03AC0A
0002: jump £Label03ABC3

:Label03AC11
00D6: if  25
823D:   NOT   special_actor  7 loaded
823D:   NOT   special_actor  8 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
8248:   NOT   model #CUTOBJ04 available
004D: jump_if_false £Label03AC63
0001: wait  0 ms
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03AC5C
0002: jump £Label03C3C4

:Label03AC5C
0002: jump £Label03AC11

:Label03AC63
00D6: if  22
8248:   NOT   model -92 (DOC_CRANEEGGS04) available
8248:   NOT   model -93 (DOC_CRANE_CAB04) available
8248:   NOT   model -94 (DOCKFUEL07) available
004D: jump_if_false £Label03ACA5
0001: wait  0 ms
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03AC9E
0002: jump £Label03C3C4

:Label03AC9E
0002: jump £Label03AC63

:Label03ACA5
0569: "CS_CHOP"
02E4: load_cutscene_data "INT_D"
0244: set_cutscene_pos -690.0 -1568.0  11.44
02E5: $7D = create_cutscene_object #SPECIAL08
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $8F = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8F "CSDEAL"
02E5: $81 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $81 "SGOONA"
02E5: $82 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $82 "SGOONB"
02E5: $91 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $91 "CSASSA"
02E5: $92 = create_cutscene_object #SPECIAL06
02E6: set_cutscene_anim $92 "CSASSB"
02E5: $93 = create_cutscene_object #SPECIAL07
02E6: set_cutscene_anim $93 "CSASSC"
02E5: $94 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $94 "CS_CHOP"
0418: (unknown) $94  1 
02E5: $83 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $83 "BRFCASE"
02E5: $84 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $84 "DELCASE"
02E5: $CF = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $CF "MERCED"
0418: (unknown) $CF  1 
0525: unknown_cutscene_command $8D $CF "MERCBOD"
016A: fade  1 (back)  2000 ms
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label03ADEE
00D6: if  0
001A:    6500 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03AE31
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03AE2A
0002: jump £Label03C3C4

:Label03AE2A
0002: jump £Label03ADEE

:Label03AE31
0598: unknown_cutscene_command $94  10.0  8

:Label03AE3D
00D6: if  0
001A:    8743 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03AE8C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03AE79
0002: jump £Label03C3C4

:Label03AE79
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03AE3D

:Label03AE8C
00BC: text_highpriority "INT3_A"  10000 ms  1  ;; Ok, that's them in the chopper.
0598: unknown_cutscene_command $94  10.0  8

:Label03AEA7
00D6: if  0
001A:    10784 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03AEF6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03AEE3
0002: jump £Label03C3C4

:Label03AEE3
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03AEA7

:Label03AEF6
00BC: text_highpriority "INT3_B"  10000 ms  1  ;; All right, here's the deal.
0598: unknown_cutscene_command $94  10.0  8

:Label03AF11
00D6: if  0
001A:    12040 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03AF60
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03AF4D
0002: jump £Label03C3C4

:Label03AF4D
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03AF11

:Label03AF60
00BC: text_highpriority "INT3_C"  10000 ms  1  ;; They want a straight exchange on open ground.
0598: unknown_cutscene_command $94  10.0  8

:Label03AF7B
00D6: if  0
001A:    14488 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03AFCA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03AFB7
0002: jump £Label03C3C4

:Label03AFB7
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03AF7B

:Label03AFCA
00BC: text_highpriority "INT3_D"  10000 ms  1  ;; All right? Ok. Stay tight, let's go.
0598: unknown_cutscene_command $94  10.0  4

:Label03AFE5
00D6: if  0
001A:    17072 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B034
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B021
0002: jump £Label03C3C4

:Label03B021
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03AFE5

:Label03B034
03D5: remove_text "INT3_D"  ;; All right? Ok. Stay tight, let's go.
0598: unknown_cutscene_command $94  10.0  4

:Label03B04A
00D6: if  0
001A:    20384 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B099
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B086
0002: jump £Label03C3C4

:Label03B086
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B04A

:Label03B099
0598: unknown_cutscene_command $94  10.0  4

:Label03B0A5
00D6: if  0
001A:    23200 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B0F4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B0E1
0002: jump £Label03C3C4

:Label03B0E1
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B0A5

:Label03B0F4
0598: unknown_cutscene_command $94  10.0  4

:Label03B100
00D6: if  0
001A:    35596 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B151
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B13E
0002: jump £Label03C3C4

:Label03B13E
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B100

:Label03B151
00BC: text_highpriority "INT3_G"  10000 ms  1  ;; Got it?
0598: unknown_cutscene_command $94  10.0  4

:Label03B16C
00D6: if  0
001A:    36430 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B1BD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B1AA
0002: jump £Label03C3C4

:Label03B1AA
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B16C

:Label03B1BD
00BC: text_highpriority "INT3_H"  10000 ms  1  ;; 100% pure grade-A Colombian, my friend.
0598: unknown_cutscene_command $94  10.0  4

:Label03B1D8
00D6: if  0
001A:    39824 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B229
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B216
0002: jump £Label03C3C4

:Label03B216
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B1D8

:Label03B229
00BC: text_highpriority "INT3_M"  10000 ms  1  ;; Let me see it.
0598: unknown_cutscene_command $94  10.0  4

:Label03B244
00D6: if  0
001A:    40896 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B295
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B282
0002: jump £Label03C3C4

:Label03B282
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B244

:Label03B295
00BC: text_highpriority "INT3_I"  10000 ms  1  ;; The greens?
0598: unknown_cutscene_command $94  10.0  4

:Label03B2B0
00D6: if  0
001A:    42518 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B301
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B2EE
0002: jump £Label03C3C4

:Label03B2EE
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B2B0

:Label03B301
00BC: text_highpriority "INT3_J"  10000 ms  1  ;; Tens and twenties...used.
0598: unknown_cutscene_command $94  10.0  4

:Label03B31C
00D6: if  0
001A:    46872 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B36D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B35A
0002: jump £Label03C3C4

:Label03B35A
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B31C

:Label03B36D
00BC: text_highpriority "INT3_K"  10000 ms  1  ;; I think we have a deal, my friend. HA HA!
0598: unknown_cutscene_command $94  10.0  4

:Label03B388
00D6: if  0
001A:    51100 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B3CD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B3C6
0002: jump £Label03C3C4

:Label03B3C6
0002: jump £Label03B388

:Label03B3CD
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03B3FA
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415

:Label03B3FA
0598: unknown_cutscene_command $94  10.0  4

:Label03B406
00D6: if  0
001A:    51233 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B457
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B444
0002: jump £Label03C3C4

:Label03B444
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B406

:Label03B457
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03B484
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415

:Label03B484
0598: unknown_cutscene_command $94  10.0  4

:Label03B490
00D6: if  0
001A:    51366 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B4E1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B4CE
0002: jump £Label03C3C4

:Label03B4CE
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B490

:Label03B4E1
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03B50E
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415

:Label03B50E
0598: unknown_cutscene_command $94  10.0  4

:Label03B51A
00D6: if  0
001A:    51500 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B56B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B558
0002: jump £Label03C3C4

:Label03B558
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B51A

:Label03B56B
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03B5B8
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415
058A: unknown -696.522 -1577.432  12.826 -696.492 -1577.354  12.815

:Label03B5B8
0598: unknown_cutscene_command $94  10.0  4

:Label03B5C4
00D6: if  0
001A:    51633 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B615
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B602
0002: jump £Label03C3C4

:Label03B602
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B5C4

:Label03B615
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03B642
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415

:Label03B642
0598: unknown_cutscene_command $94  10.0  4

:Label03B64E
00D6: if  0
001A:    51733 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B69F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B68C
0002: jump £Label03C3C4

:Label03B68C
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B64E

:Label03B69F
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03B6CC
058A: unknown -696.442 -1577.358  12.765 -696.402 -1577.286  12.749

:Label03B6CC
0598: unknown_cutscene_command $94  10.0  4

:Label03B6D8
00D6: if  0
001A:    51766 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B729
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B716
0002: jump £Label03C3C4

:Label03B716
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B6D8

:Label03B729
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03B756
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415

:Label03B756
0598: unknown_cutscene_command $94  10.0  4

:Label03B762
00D6: if  0
001A:    51900 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B7B3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B7A0
0002: jump £Label03C3C4

:Label03B7A0
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B762

:Label03B7B3
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03B7E0
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415

:Label03B7E0
0598: unknown_cutscene_command $94  10.0  4

:Label03B7EC
00D6: if  0
001A:    51966 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B83D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B82A
0002: jump £Label03C3C4

:Label03B82A
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B7EC

:Label03B83D
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03B86A
058A: unknown -696.448 -1577.274  12.666 -696.405 -1577.206  12.643

:Label03B86A
0598: unknown_cutscene_command $94  10.0  4

:Label03B876
00D6: if  0
001A:    52033 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B8C7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B8B4
0002: jump £Label03C3C4

:Label03B8B4
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B876

:Label03B8C7
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03B914
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415
058A: unknown -696.354 -1578.122  13.06 -695.836 -1577.301  13.02

:Label03B914
0598: unknown_cutscene_command $94  10.0  4

:Label03B920
00D6: if  0
001A:    52166 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B971
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B95E
0002: jump £Label03C3C4

:Label03B95E
0598: unknown_cutscene_command $94  10.0  4
0002: jump £Label03B920

:Label03B971
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03B99E
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415

:Label03B99E
0598: unknown_cutscene_command $94  10.0  6

:Label03B9AA
00D6: if  0
001A:    52200 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03B9FB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03B9E8
0002: jump £Label03C3C4

:Label03B9E8
0598: unknown_cutscene_command $94  10.0  6
0002: jump £Label03B9AA

:Label03B9FB
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03BA28
058A: unknown -696.437 -1577.235  12.658 -696.391 -1577.17  12.635

:Label03BA28
0598: unknown_cutscene_command $94  10.0  6

:Label03BA34
00D6: if  0
001A:    52256 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03BA85
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03BA72
0002: jump £Label03C3C4

:Label03BA72
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03BA34

:Label03BA85
00BC: text_highpriority "INT3_N"  2000 ms  1  ;; Oh Shit!
0598: unknown_cutscene_command $94  10.0  8

:Label03BAA0
00D6: if  0
001A:    52300 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03BAF1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03BADE
0002: jump £Label03C3C4

:Label03BADE
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03BAA0

:Label03BAF1
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03BB1E
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415

:Label03BB1E
0598: unknown_cutscene_command $94  10.0  8

:Label03BB2A
00D6: if  0
001A:    52433 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03BB7B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03BB68
0002: jump £Label03C3C4

:Label03BB68
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03BB2A

:Label03BB7B
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03BBC8
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415
058A: unknown -696.439 -1577.222  12.653 -696.391 -1577.158  12.63

:Label03BBC8
0598: unknown_cutscene_command $94  10.0  8

:Label03BBD4
00D6: if  0
001A:    52566 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03BC25
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03BC12
0002: jump £Label03C3C4

:Label03BC12
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03BBD4

:Label03BC25
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03BC52
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415

:Label03BC52
0598: unknown_cutscene_command $94  10.0  8

:Label03BC5E
00D6: if  0
001A:    52666 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03BCAF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03BC9C
0002: jump £Label03C3C4

:Label03BC9C
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03BC5E

:Label03BCAF
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03BCDC
058A: unknown -696.465 -1577.189  12.648 -696.419 -1577.213  12.625

:Label03BCDC
0598: unknown_cutscene_command $94  10.0  8

:Label03BCE8
00D6: if  0
001A:    52700 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03BD39
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03BD26
0002: jump £Label03C3C4

:Label03BD26
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03BCE8

:Label03BD39
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03BD66
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415

:Label03BD66
0598: unknown_cutscene_command $94  10.0  8

:Label03BD72
00D6: if  0
001A:    52833 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03BDC3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03BDB0
0002: jump £Label03C3C4

:Label03BDB0
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03BD72

:Label03BDC3
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03BDF0
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415

:Label03BDF0
0598: unknown_cutscene_command $94  10.0  8

:Label03BDFC
00D6: if  0
001A:    52900 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03BE4D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03BE3A
0002: jump £Label03C3C4

:Label03BE3A
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03BDFC

:Label03BE4D
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03BE7A
058A: unknown -696.576 -1577.111  12.686 -696.538 -1577.04  12.667

:Label03BE7A
0598: unknown_cutscene_command $94  10.0  8

:Label03BE86
00D6: if  0
001A:    52966 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03BED7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03BEC4
0002: jump £Label03C3C4

:Label03BEC4
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03BE86

:Label03BED7
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03BF04
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415

:Label03BF04
0598: unknown_cutscene_command $94  10.0  8

:Label03BF10
00D6: if  0
001A:    53100 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03BF61
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03BF4E
0002: jump £Label03C3C4

:Label03BF4E
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03BF10

:Label03BF61
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03BF8E
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415

:Label03BF8E
0598: unknown_cutscene_command $94  10.0  8

:Label03BF9A
00D6: if  0
001A:    53133 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03BFEB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03BFD8
0002: jump £Label03C3C4

:Label03BFD8
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03BF9A

:Label03BFEB
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03C018
058A: unknown -696.692 -1577.05  12.703 -696.665 -1576.973  12.686

:Label03C018
0598: unknown_cutscene_command $94  10.0  8

:Label03C024
00D6: if  0
001A:    53233 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03C075
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03C062
0002: jump £Label03C3C4

:Label03C062
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03C024

:Label03C075
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03C0A2
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415

:Label03C0A2
0598: unknown_cutscene_command $94  10.0  8

:Label03C0AE
00D6: if  0
001A:    53366 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03C0FF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03C0EC
0002: jump £Label03C3C4

:Label03C0EC
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03C0AE

:Label03C0FF
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03C16C
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415
058A: unknown -696.354 -1578.122  13.06 -695.836 -1577.301  13.02
058A: unknown -696.781 -1576.899  12.688 -696.676 -1576.918  12.67

:Label03C16C
0598: unknown_cutscene_command $94  10.0  8

:Label03C178
00D6: if  0
001A:    53500 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03C1C9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03C1B6
0002: jump £Label03C3C4

:Label03C1B6
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03C178

:Label03C1C9
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03C1F6
058A: unknown -684.222 -1577.189  12.384 -695.416 -1576.626  12.415

:Label03C1F6
0598: unknown_cutscene_command $94  10.0  8

:Label03C202
00D6: if  0
001A:    57000 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03C253
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03C240
0002: jump £Label03C3C4

:Label03C240
0598: unknown_cutscene_command $94  10.0  8
0002: jump £Label03C202

:Label03C253
00D6: if  0
001A:    58736 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03C298
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03C291
0002: jump £Label03C3C4

:Label03C291
0002: jump £Label03C253

:Label03C298
00BC: text_highpriority "INT3_L"  10000 ms  1  ;; Go on, get out of here! Drive!

:Label03C2A7
00D6: if  0
001A:    60800 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03C2EC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03C2E5
0002: jump £Label03C3C4

:Label03C2E5
0002: jump £Label03C2A7

:Label03C2EC
00BE: text_clear_all

:Label03C2EE
00D6: if  0
001A:    63212 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03C333
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03C32C
0002: jump £Label03C3C4

:Label03C32C
0002: jump £Label03C2EE

:Label03C333
0169: set_fade_color  1  1  1
016A: fade  0 ()  2000 ms

:Label03C342
00D6: if  0
016B:   fading
004D: jump_if_false £Label03C37A
0001: wait  0 ms
0050: gosub £Label03CF19
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03C373
0002: jump £Label03C3C4

:Label03C373
0002: jump £Label03C342

:Label03C37A
04FA: reset_interior_colors  0
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
0296: unload_special_actor  6
0296: unload_special_actor  7
0296: unload_special_actor  8
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0249: release_model -92 (DOC_CRANEEGGS04)
0249: release_model -93 (DOC_CRANE_CAB04)
0249: release_model -94 (DOCKFUEL07)
0001: wait  0 ms

:Label03C3C4
044D: load_splash "INTRO4"
0169: set_fade_color  2  2  2
00D6: if  0
0038:   $D ==  2  ;; integer values
004D: jump_if_false £Label03C409
016A: fade  0 ()  1000 ms
00BE: text_clear_all

:Label03C3F1
00D6: if  0
016B:   fading
004D: jump_if_false £Label03C409
0001: wait  0 ms
0002: jump £Label03C3F1

:Label03C409
01B7: release_weather
00C0: set_current_time  21  0
02EA: end_cutscene
04FA: reset_interior_colors  0
04BB: select_interiour  0  ;; select render area
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
0296: unload_special_actor  6
0296: unload_special_actor  7
0296: unload_special_actor  8
0296: unload_special_actor  9
0296: unload_special_actor  10
0296: unload_special_actor  11
0296: unload_special_actor  12
0296: unload_special_actor  13
0296: unload_special_actor  14
0296: unload_special_actor  15
0296: unload_special_actor  16
0296: unload_special_actor  17
0296: unload_special_actor  18
0296: unload_special_actor  19
0296: unload_special_actor  20
0296: unload_special_actor  21
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0249: release_model #CUTOBJ05
0249: release_model -92 (DOC_CRANEEGGS04)
0249: release_model -93 (DOC_CRANE_CAB04)
0249: release_model -94 (DOCKFUEL07)
0249: release_model -90 (AP_RADAR1_01)
0249: release_model -91 (VEG_PALM04)
0363: toggle_model_render_at  231.4 -1277.7  19.0 radius  50.0 object -88 (MOB_MOBROOM2)  0
0363: toggle_model_render_at  231.4 -1277.7  19.0 radius  50.0 object -89 (MOB_DETAILSB)  0
0001: wait  0 ms
01B7: release_weather
00C0: set_current_time  21  0
0006:  3@ =  0  ;; integer values
0006:  4@ =  0  ;; integer values
0006:  5@ =  0  ;; integer values
0006:  6@ =  0  ;; integer values
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03CF: load_wav "INTRO1" as  1
03CF: load_wav "INTRO2" as  2

:Label03C529
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label03C547
0001: wait  0 ms
0002: jump £Label03C529

:Label03C547
0247: request_model #ADMIRAL
0247: request_model #FAGGIO
023C: load_special_actor  10 "IGKEN"
038B: load_requested_models

:Label03C55F
00D6: if  22
8248:   NOT   model #ADMIRAL available
8248:   NOT   model #FAGGIO available
823D:   NOT   special_actor  10 loaded
004D: jump_if_false £Label03C583
0001: wait  0 ms
0002: jump £Label03C55F

:Label03C583
0395: clear_area  0 at  114.2 -823.3 range  9.7  1.0
04E4: unknown_refresh_game_renderer_at  86.428 -852.238
03CB: set_camera  114.2 -823.3  9.7
0395: clear_area  1 at  86.428 -852.238 range  9.325  50.0
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0055: put_player $PLAYER_CHAR at  86.428 -852.238  9.325
0395: clear_area  1 at  86.485 -851.933 range  10.0  10.0
00A5:  0@ = create_car #ADMIRAL at  83.54 -851.669  10.0
02AC: set_car  0@ immunities  1  1  1  1  1
0175: set_car  0@ z_angle_to  330.0
01D4: actor $PLAYER_ACTOR go_to_car  0@ and_enter_it_as_a_passenger
0129:  2@ = create_actor  4 #SPECIAL10 in_car  0@ driverseat
01ED: reset_actor  2@ flags
02AB: set_actor  2@ immunities  1  1  1  1  1
00A9: set_car  0@ to_normal_driver
0229: set_car  0@ color_to  84  84
00A5:  1@ = create_car #FAGGIO at  127.4 -818.5  9.5
0175: set_car  1@ z_angle_to  250.6
041E: set_radio_station  9 -1
0249: release_model #ADMIRAL
0249: release_model #FAGGIO

:Label03C6A1
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false £Label03C6CC
0001: wait  0 ms
00D6: if  0
0119:   car  0@ wrecked
004D: jump_if_false £Label03C6C5

:Label03C6C5
0002: jump £Label03C6A1

:Label03C6CC
016A: fade  1 (back)  1000 ms
0395: clear_area  1 at  116.583 -796.821 range  11.423  1.0
015F: set_camera_position  116.583 -796.821  11.423  0.0  0.0  0.0
0160: point_camera  116.573 -797.821  11.414  2
00D6: if  0
8119:   NOT   car  0@ wrecked
004D: jump_if_false £Label03C764
04BA: set_car  0@ speed_instantly  20.0
00A7: car  0@ drive_to  103.1 -832.3  9.317
00AD: set_car  0@ max_speed_to  30.0
00AE: unknown_set_car  0@ to_ignore_traffic_lights  2
0006:  4@ =  1  ;; integer values

:Label03C764
0006:  16@ =  0  ;; integer values
0006:  17@ =  0  ;; integer values

:Label03C772
00D6: if  21
8039:   NOT    3@ ==  8  ;; integer values
8039:   NOT    4@ ==  4  ;; integer values
004D: jump_if_false £Label03CBAB
0001: wait  0 ms
00D6: if  0
0119:   car  0@ wrecked
004D: jump_if_false £Label03C7A6
0002: jump £Label03C952

:Label03C7A6
00D6: if  0
0039:    4@ ==  1  ;; integer values
004D: jump_if_false £Label03C830
00D6: if  0
0029:    17@ >=  30000  ;; integer values
004D: jump_if_false £Label03C830
00D6: if  0
8119:   NOT   car  0@ wrecked
004D: jump_if_false £Label03C830
00D6: if  0
81AF:   NOT   car  0@  0 ()near_point  132.6 -818.278  9.446 radius  3.0  3.0  4.0
004D: jump_if_false £Label03C830
0006:  4@ =  3  ;; integer values
00AB: put_car  0@ at  132.6 -818.278  9.446
0175: set_car  0@ z_angle_to  206.0214

:Label03C830
00D6: if  0
0039:    4@ ==  1  ;; integer values
004D: jump_if_false £Label03C88D
00D6: if  0
01AF:   car  0@  0 ()near_point  103.1 -832.3  9.317 radius  4.0  4.0  4.0
004D: jump_if_false £Label03C88D
00A7: car  0@ drive_to  113.371 -819.078  9.317
0006:  4@ =  2  ;; integer values

:Label03C88D
00D6: if  0
0039:    4@ ==  2  ;; integer values
004D: jump_if_false £Label03C8EA
00D6: if  0
01AF:   car  0@  0 ()near_point  113.371 -819.078  9.317 radius  4.0  4.0  4.0
004D: jump_if_false £Label03C8EA
00A7: car  0@ drive_to  132.6 -818.278  9.446
0006:  4@ =  3  ;; integer values

:Label03C8EA
00D6: if  0
0039:    4@ ==  3  ;; integer values
004D: jump_if_false £Label03C952
00D6: if  0
01AF:   car  0@  0 ()near_point  132.6 -818.278  9.446 radius  3.0  3.0  4.0
004D: jump_if_false £Label03C952
00D6: if  0
8119:   NOT   car  0@ wrecked
004D: jump_if_false £Label03C952
00AD: set_car  0@ max_speed_to  0.0
00A9: set_car  0@ to_normal_driver
0006:  4@ =  4  ;; integer values

:Label03C952
00D6: if  0
0118:   actor  2@ dead
004D: jump_if_false £Label03C962

:Label03C962
00D6: if  0
0039:    3@ ==  0  ;; integer values
004D: jump_if_false £Label03C99C
03D1: play_wav  1
00BC: text_highpriority "INTRO1"  10000 ms  1  ;; I poke my head out of the gutter for one freakin' second and fate shovels shit in my face!
0006:  16@ =  0  ;; integer values
0006:  17@ =  0  ;; integer values
0006:  3@ =  1  ;; integer values

:Label03C99C
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label03CA1A
00D6: if  0
0029:    17@ >=  2000  ;; integer values
004D: jump_if_false £Label03CA1A
0395: clear_area  0 at  104.88 -808.433 range  12.108  1.0
015F: set_camera_position  104.88 -808.433  12.108  0.0  0.0  0.0
0160: point_camera  105.771 -808.888  12.091  2
0006:  17@ =  0  ;; integer values
0006:  6@ =  1  ;; integer values

:Label03CA1A
00D6: if  0
0039:    3@ ==  1  ;; integer values
004D: jump_if_false £Label03CA72
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label03CA72
03D5: remove_text "INTRO1"  ;; I poke my head out of the gutter for one freakin' second and fate shovels shit in my face!
00D6: if  0
0029:    16@ >=  1000  ;; integer values
004D: jump_if_false £Label03CA72
03D1: play_wav  2
00BC: text_highpriority "INTRO2"  10000 ms  1  ;; Go get some sleep.
0006:  3@ =  2  ;; integer values

:Label03CA72
00D6: if  0
0039:    3@ ==  2  ;; integer values
004D: jump_if_false £Label03CA97
03CF: load_wav "INTRO3" as  1
0006:  3@ =  3  ;; integer values

:Label03CA97
00D6: if  0
0039:    3@ ==  3  ;; integer values
004D: jump_if_false £Label03CAC9
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label03CAC9
03D5: remove_text "INTRO2"  ;; Go get some sleep.
0006:  3@ =  4  ;; integer values

:Label03CAC9
00D6: if  0
0039:    3@ ==  4  ;; integer values
004D: jump_if_false £Label03CB04
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label03CB04
03CF: load_wav "INTRO4" as  2
0006:  16@ =  0  ;; integer values
0006:  3@ =  5  ;; integer values

:Label03CB04
00D6: if  0
0039:    3@ ==  5  ;; integer values
004D: jump_if_false £Label03CB43
00D6: if  0
0029:    16@ >=  900  ;; integer values
004D: jump_if_false £Label03CB43
03D1: play_wav  1
00BC: text_highpriority "INTRO3"  10000 ms  1  ;; What are you gonna do?
0006:  3@ =  6  ;; integer values

:Label03CB43
00D6: if  0
0039:    3@ ==  6  ;; integer values
004D: jump_if_false £Label03CB75
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label03CB75
03D5: remove_text "INTRO3"  ;; What are you gonna do?
0006:  3@ =  7  ;; integer values

:Label03CB75
00D6: if  0
0039:    3@ ==  7  ;; integer values
004D: jump_if_false £Label03CBA4
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label03CBA4
0006:  16@ =  0  ;; integer values
0006:  3@ =  8  ;; integer values

:Label03CBA4
0002: jump £Label03C772

:Label03CBAB
00D6: if  0
001B:    300 >  16@  ;; integer values
004D: jump_if_false £Label03CBE9
0001: wait  0 ms
00D6: if  0
0119:   car  0@ wrecked
004D: jump_if_false £Label03CBD2

:Label03CBD2
00D6: if  0
0118:   actor  2@ dead
004D: jump_if_false £Label03CBE2

:Label03CBE2
0002: jump £Label03CBAB

:Label03CBE9
03D1: play_wav  2
00BC: text_highpriority "INTRO4"  10000 ms  1  ;; I'll drop by your office tomorrow and we can start sorting this mess out.
0001: wait  400 ms
00D6: if  0
0119:   car  0@ wrecked
004D: jump_if_false £Label03CC11

:Label03CC11
00D6: if  0
0118:   actor  2@ dead
004D: jump_if_false £Label03CC21

:Label03CC21
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label03CC5B
0001: wait  0 ms
00D6: if  0
0119:   car  0@ wrecked
004D: jump_if_false £Label03CC44

:Label03CC44
00D6: if  0
0118:   actor  2@ dead
004D: jump_if_false £Label03CC54

:Label03CC54
0002: jump £Label03CC21

:Label03CC5B
03D5: remove_text "INTRO4"  ;; I'll drop by your office tomorrow and we can start sorting this mess out.
00D6: if  0
8119:   NOT   car  0@ wrecked
004D: jump_if_false £Label03CC8D
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label03CC8D
01D3: actor  2@ leave_car  0@

:Label03CC8D
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label03CCD8

:Label03CC9D
00D6: if  0
00DF:   actor  2@ driving
004D: jump_if_false £Label03CCD8
0001: wait  0 ms
00D6: if  0
0119:   car  0@ wrecked
004D: jump_if_false £Label03CCC1

:Label03CCC1
00D6: if  0
0118:   actor  2@ dead
004D: jump_if_false £Label03CCD1

:Label03CCD1
0002: jump £Label03CC9D

:Label03CCD8
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label03CCFE
0211: actor  2@ walk_to  125.809 -815.263
0319: set_actor  2@ wander_state_to  1 (off)

:Label03CCFE
0006:  16@ =  0  ;; integer values

:Label03CD05
00D6: if  0
001B:    1500 >  16@  ;; integer values
004D: jump_if_false £Label03CD33
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label03CD2C

:Label03CD2C
0002: jump £Label03CD05

:Label03CD33
0395: clear_area  0 at  113.655 -815.814 range  11.029  1.0
015F: set_camera_position  113.655 -815.814  11.029  0.0  0.0  0.0
0160: point_camera  114.307 -816.57  11.083  2
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label03CDAC
009F: set_actor  2@ objective_to-1
011C: actor  2@ clear_objective
00A1: put_actor  2@ at  125.809 -815.263  9.444

:Label03CDAC
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label03CDD9
0211: actor  2@ walk_to  116.269 -825.438
0319: set_actor  2@ wander_state_to  1 (off)
0006:  5@ =  1  ;; integer values

:Label03CDD9
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false £Label03CE0E
00A1: put_actor $PLAYER_ACTOR at  136.457 -817.37  9.44
0173: set_actor $PLAYER_ACTOR z_angle_to  225.495
0002: jump £Label03CE22

:Label03CE0E
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  136.457 -817.37  9.44

:Label03CE22
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false £Label03CE3C
0173: set_actor $PLAYER_ACTOR z_angle_to  225.495

:Label03CE3C
0006:  17@ =  0  ;; integer values

:Label03CE43
00D6: if  0
001B:    1350 >  17@  ;; integer values
004D: jump_if_false £Label03CE71
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label03CE6A

:Label03CE6A
0002: jump £Label03CE43

:Label03CE71
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03D5: remove_text "INTRO4"  ;; I'll drop by your office tomorrow and we can start sorting this mess out.
041E: set_radio_station  1 -1
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03AD: set_rubbish  1 (visible)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
01C3: remove_references_to_car  0@  ;; Like turning a car into any random car
01C3: remove_references_to_car  1@  ;; Like turning a car into any random car
014C: set_parked_car_generator $778 cars_to_generate_to  101
009B: destroy_actor_instantly  2@
0004: $DC =  1  ;; integer values
0004: $ONMISSION =  0  ;; integer values
00D6: if  0
8119:   NOT   car  0@ wrecked
004D: jump_if_false £Label03CEE5
02AC: set_car  0@ immunities  0  0  0  0  0

:Label03CEE5
0296: unload_special_actor  10
0249: release_model #ADMIRAL
0249: release_model #FAGGIO
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
044D: load_splash "SPLASH1"
0169: set_fade_color  0  0  0
00D8: mission_cleanup
004E: end_thread
0051: return

:Label03CF19
00D6: if  0
0038:   $D ==  0  ;; integer values
004D: jump_if_false £Label03CF49
00D6: if  1
80E1:   NOT   key_pressed  0  16
80E1:   NOT   key_pressed  0  12
004D: jump_if_false £Label03CF49
0004: $D =  1  ;; integer values

:Label03CF49
00D6: if  0
0038:   $D ==  1  ;; integer values
004D: jump_if_false £Label03CF6F
00D6: if  0
056A: (unknown)
004D: jump_if_false £Label03CF6F
0004: $D =  2  ;; integer values

:Label03CF6F
0051: return

;-------------Mission 2---------------
; Originally: An Old Friend


:Label03CF71
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "HOTEL"
0001: wait  0 ms
054C: use_GXT_table "HOTEL"
04F9: interiour_colors  16  0
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0336: (unknown) $PLAYER_CHAR  0 
03AF: set_streaming  0 (disabled)
03AD: set_rubbish  0 (invisible)
04BB: select_interiour  1  ;; select render area
0363: toggle_model_render_at  231.4 -1277.7  19.0 radius  50.0 object -88 (MOB_MOBROOM2)  1
0363: toggle_model_render_at  231.4 -1277.7  19.0 radius  50.0 object -89 (MOB_DETAILSB)  1
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSSONNY"
02F3: load_object #CUTOBJ01 "PLYPHON"
02F3: load_object #CUTOBJ02 "COLPHON"
02F3: load_object #CUTOBJ03 "MBTBFUL"
02F3: load_object #CUTOBJ04 "SCHAIR"
038B: load_requested_models
03CB: set_camera  231.4 -1277.7  19.0

:Label03D04A
00D6: if  25
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
8248:   NOT   model #CUTOBJ04 available
004D: jump_if_false £Label03D07C
0001: wait  0 ms
0002: jump £Label03D04A

:Label03D07C
02E4: load_cutscene_data "INT_B"
0244: set_cutscene_pos  231.411 -1277.707  19.069
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8A = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8A "CSSONNY"
02E5: $8B = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $8B "PLYPHON"
02E5: $8C = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $8C "COLPHON"
02E5: $7E = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $7E "MBTBFUL"
02E5: $D8 = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $D8 "SCHAIR"
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label03D130
00D6: if  0
001A:    6133 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D153
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D130

:Label03D153
00BC: text_highpriority "INTB_B"  10000 ms  1  ;; Hello Sonny.

:Label03D162
00D6: if  0
001A:    7184 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D185
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D162

:Label03D185
00BC: text_highpriority "INTB_A"  10000 ms  1  ;; Tommy! Tommy, it's been too long.

:Label03D194
00D6: if  0
001A:    13174 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D1B7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D194

:Label03D1B7
00BC: text_highpriority "INTB_C"  10000 ms  1  ;; I know, I know. You're just overwhelmed with emotion.

:Label03D1C6
00D6: if  0
001A:    15932 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D1E9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D1C6

:Label03D1E9
00BC: text_highpriority "INTB_D"  10000 ms  1  ;; Fifteen years - seems like only yesterday.

:Label03D1F8
00D6: if  0
001A:    19096 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D21B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D1F8

:Label03D21B
00BC: text_highpriority "INTB_E"  10000 ms  1  ;; I guess that's a perspective thing.

:Label03D22A
00D6: if  0
001A:    20800 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D24D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D22A

:Label03D24D
00BC: text_highpriority "INTB_F"  10000 ms  1  ;; Hey, doing time for the family is no piece of cake,

:Label03D25C
00D6: if  0
001A:    23076 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D27F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D25C

:Label03D27F
00BC: text_highpriority "INTB_G"  10000 ms  1  ;; but the family looks after its own, ok?

:Label03D28E
00D6: if  0
001A:    25352 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D2B1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D28E

:Label03D2B1
00BC: text_highpriority "INTB_H"  10000 ms  1  ;; So, how'd the deal go down - you sitting on some white gold?

:Label03D2C0
00D6: if  0
001A:    29045 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D2E3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D2C0

:Label03D2E3
00BC: text_highpriority "INTB_I"  10000 ms  1  ;; Look Sonny, we were set up. The deal was an ambush. Harry and Lee are dead.

:Label03D2F2
00D6: if  0
001A:    32884 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D317
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D2F2

:Label03D317
00BC: text_highpriority "INTB_J"  10000 ms  1  ;; You better be kidding me Tommy. Tell me you still got the money.

:Label03D326
00D6: if  0
001A:    36816 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D34B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D326

:Label03D34B
00BC: text_highpriority "INTB_K"  10000 ms  1  ;; ...no Sonny...I don't have the money.

:Label03D35A
00D6: if  0
001A:    39960 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D37F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D35A

:Label03D37F
00BC: text_highpriority "INTB_L"  10000 ms  1  ;; That was my money, Tommy, MY MONEY!

:Label03D38E
00D6: if  0
001A:    46333 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D3B3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D38E

:Label03D3B3
00BC: text_highpriority "INTB_M"  10000 ms  1  ;; You better not be screwing me Tommy because you know I'm not a man to be screwed with!

:Label03D3C2
00D6: if  0
001A:    49904 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D3E7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D3C2

:Label03D3E7
00BC: text_highpriority "INTB_N"  10000 ms  1  ;; Wait Sonny.

:Label03D3F6
00D6: if  0
001A:    51480 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D41B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D3F6

:Label03D41B
00BC: text_highpriority "INTB_O"  10000 ms  1  ;; You have my personal assurance that I'm going to get your money back and the drugs.

:Label03D42A
00D6: if  0
001A:    54960 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D44F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D42A

:Label03D44F
00BC: text_highpriority "INTB_P"  10000 ms  1  ;; And I'm gonna mail you the dicks of those responsible.

:Label03D45E
00D6: if  0
001A:    56800 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D483
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D45E

:Label03D483
00BC: text_highpriority "INTB_Q"  10000 ms  1  ;; Hey, I already know that. You're not a fool Tommy, but I warn you, neither am I.

:Label03D492
00D6: if  0
001A:    61668 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D4B7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D492

:Label03D4B7
00BC: text_highpriority "INTB_R"  10000 ms  1  ;; If it was anybody else you'd be DEAD already.

:Label03D4C6
00D6: if  0
001A:    64584 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D4EB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D4C6

:Label03D4EB
00BC: text_highpriority "INTB_S"  10000 ms  1  ;; But because it's you, because we got history, I'm gonna let you handle this.

:Label03D4FA
00D6: if  0
001A:    69612 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D51F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D4FA

:Label03D51F
00BC: text_highpriority "INTB_T"  10000 ms  1  ;; Look, Sonny, you got my word.

:Label03D52E
00D6: if  0
001A:    72104 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D553
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D52E

:Label03D553
00BC: text_highpriority "INTB_U"  10000 ms  1  ;; I'll be in touch.

:Label03D562
00D6: if  0
001A:    75104 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D587
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D562

:Label03D587
00BE: text_clear_all

:Label03D589
00D6: if  0
001A:    77104 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D5AE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D589

:Label03D5AE
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label03D5B7
00D6: if  0
016B:   fading
004D: jump_if_false £Label03D5CF
0001: wait  0 ms
0002: jump £Label03D5B7

:Label03D5CF
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
03CB: set_camera  237.8 -1279.9  10.0
030C: set_mission_points +=  1
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0363: toggle_model_render_at  231.4 -1277.7  19.0 radius  50.0 object -88 (MOB_MOBROOM2)  0
0363: toggle_model_render_at  231.4 -1277.7  19.0 radius  50.0 object -89 (MOB_DETAILSB)  0
0164: disable_marker $42
0164: disable_marker $DF
02A7: $DF = create_icon_marker_and_sphere $1A1 at $1C8 $1C9 $1CA
0459: end_thread_named "LAW1"
004F: create_thread ££Label00B208 
00C0: set_current_time  8  0
01B6: set_weather  0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  1000 ms
016A: fade  1 (back)  1500 ms
0055: put_player $PLAYER_CHAR at  223.1 -1276.7  11.0
0171: set_player $PLAYER_CHAR z_angle_to  258.0
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
011C: actor $PLAYER_ACTOR clear_objective
0004: $ONMISSION =  0  ;; integer values
0004: $DE =  1  ;; integer values
01B7: release_weather
04FA: reset_interior_colors  0
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 3---------------
; Originally: The Party


:Label03D6C5
0050: gosub £Label03D6E9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label03D6E0
0050: gosub £Label040645

:Label03D6E0
0050: gosub £Label0408FC
004E: end_thread

:Label03D6E9
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "LAWYER1"
0001: wait  0 ms
054C: use_GXT_table "LAWYER1"
058E: set_restart_mission_taxi_destination  110.6 -824.2  9.6  327.9
0006:  12@ =  0  ;; integer values
0004: $3A =  0  ;; integer values
0006:  2@ =  0  ;; integer values
0004: $834 =  0  ;; integer values
0004: $83A =  0  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0004: $26 =  0  ;; integer values
0004: $27 =  0  ;; integer values
0004: $28 =  0  ;; integer values
0004: $83B =  0  ;; integer values
03E6: remove_text_box
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label03D7A3
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 £Label03D7A3
0353: refresh_actor $PLAYER_ACTOR

:Label03D7A3
03CF: load_wav "MONO_1" as  1
04BB: select_interiour  6  ;; select render area
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKEN"
02F3: load_object #CUTOBJ01 "LWCHARA"
02F3: load_object #CUTOBJ02 "LWCHARB"
02F3: load_object #CUTOBJ03 "LCFAN"
02F3: load_object #CUTOBJ04 "INVITE"
02F3: load_object #CUTOBJ05 "LAWDOOR"
038B: load_requested_models

:Label03D80E
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
004D: jump_if_false £Label03D83B
0001: wait  0 ms
0002: jump £Label03D80E

:Label03D83B
00D6: if  21
8248:   NOT   model #CUTOBJ04 available
8248:   NOT   model #CUTOBJ05 available
004D: jump_if_false £Label03D85B
0001: wait  0 ms
0002: jump £Label03D83B

:Label03D85B
03CB: set_camera  140.6 -1367.4  13.1
02E4: load_cutscene_data "LAW_1A"
0244: set_cutscene_pos  141.441 -1366.722  12.163
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $BF = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $BF "LWCHARA"
02E5: $C0 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $C0 "LWCHARB"
02E5: $CA = create_cutscene_object #CUTOBJ03
04BC: "LCFAN"
02E6: set_cutscene_anim $CA "LCFAN"
02E5: $CD = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $CD "INVITE"
02E5: $D2 = create_cutscene_object #CUTOBJ05
02E6: set_cutscene_anim $D2 "LAWDOOR"
0395: clear_area  1 at  119.0 -826.8 range  9.8  .5
0055: put_player $PLAYER_CHAR at  119.0 -826.8  9.8
0171: set_player $PLAYER_CHAR z_angle_to  60.0
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label03D975
00D6: if  0
001A:    520 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D998
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D975

:Label03D998
00BC: text_highpriority "LAW1_A"  10000 ms  1  ;; Go get some sleep, he says -

:Label03D9A7
00D6: if  0
001A:    2808 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D9CA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D9A7

:Label03D9CA
00BC: text_highpriority "LAW1_B"  10000 ms  1  ;; - I have been sitting in this chair all night with the lights off drinking coffee!

:Label03D9D9
00D6: if  0
001A:    8465 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03D9FC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03D9D9

:Label03D9FC
00BC: text_highpriority "LAW1_C"  10000 ms  1  ;; This is a disaster. We are so screwed, man!

:Label03DA0B
00D6: if  0
001A:    12636 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DA2E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DA0B

:Label03DA2E
00BC: text_highpriority "LAW1_D"  10000 ms  1  ;; These gorillas, listen to me, are gonna come down here and rip my head off. It's ridiculous!

:Label03DA3D
00D6: if  0
001A:    18310 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DA60
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DA3D

:Label03DA60
00BC: text_highpriority "LAW1_E"  10000 ms  1  ;; I did NOT go to law school for this! Ok, now what the hell are we gonna do?

:Label03DA6F
00D6: if  0
001A:    23141 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DA92
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DA6F

:Label03DA92
00BC: text_highpriority "LAW1_F"  10000 ms  1  ;; Shut up, sit down, relax. I'll tell you what we're gonna do.

:Label03DAA1
00D6: if  0
001A:    29472 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DAC4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DAA1

:Label03DAC4
00BC: text_highpriority "LAW1_G"  10000 ms  1  ;; You're gonna find out who took our cocaine - and then, I'm gonna kill them.

:Label03DAD3
00D6: if  0
001A:    34436 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DAF8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DAD3

:Label03DAF8
00BC: text_highpriority "LAW1_H"  10000 ms  1  ;; That's a good idea. That's a GREAT idea. Let me think, let me think, let me think.

:Label03DB07
00D6: if  0
001A:    38414 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DB2C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DB07

:Label03DB2C
00BC: text_highpriority "LAW1_I"  10000 ms  1  ;; - OH! There's this retired Colonel, Colonel Juan Garcia Cortez.

:Label03DB3B
00D6: if  0
001A:    43502 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DB60
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DB3B

:Label03DB60
00BC: text_highpriority "LAW1_J"  10000 ms  1  ;; He's the one that helped me set up this deal

:Label03DB6F
00D6: if  0
001A:    45330 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DB94
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DB6F

:Label03DB94
00BC: text_highpriority "LAW1_K"  10000 ms  1  ;; well away from Vice City's established thugs. Ok?

:Label03DBA3
00D6: if  0
001A:    48666 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DBC8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DBA3

:Label03DBC8
00BC: text_highpriority "LAW1_L"  10000 ms  1  ;; Now, listen. He's holding his party out in the bay on his expensive yacht

:Label03DBD7
00D6: if  0
001A:    52276 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DBFC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DBD7

:Label03DBFC
00BC: text_highpriority "LAW1_M"  10000 ms  1  ;; and all of Vice City's big players are gonna be there. OK?

:Label03DC0B
00D6: if  0
001A:    54976 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DC30
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DC0B

:Label03DC30
00BC: text_highpriority "LAW1_N"  10000 ms  1  ;; I have an invite, of course I have an invite,

:Label03DC3F
00D6: if  0
001A:    57081 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DC64
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DC3F

:Label03DC64
00BC: text_highpriority "LAW1_O"  10000 ms  1  ;; but there's no way that I'm going out there, sticking my head out the door - no way! Not gonna happen.

:Label03DC73
00D6: if  0
001A:    60482 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DC98
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DC73

:Label03DC98
00BC: text_highpriority "LAW1_P"  10000 ms  1  ;; I told you, shut up! I'll go myself...

:Label03DCA7
00D6: if  0
001A:    63363 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DCCC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DCA7

:Label03DCCC
00BC: text_highpriority "LAW1_Q"  10000 ms  1  ;; Ho - whoa, whoa! Hey, I like 1978 too, but, y'know, this isn't gonna be a beer and strippers do.

:Label03DCDB
00D6: if  0
001A:    69392 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DD00
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DCDB

:Label03DD00
00BC: text_highpriority "LAW1_R"  10000 ms  1  ;; I mean, no offense, but I think that you might turn heads on the runway for the wrong reasons.

:Label03DD0F
00D6: if  0
001A:    73341 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DD34
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DD0F

:Label03DD34
00BC: text_highpriority "LAW1_S"  10000 ms  1  ;; What's wrong with the way I'm dressed?

:Label03DD43
00D6: if  0
001A:    74197 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DD68
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DD43

:Label03DD68
00BC: text_highpriority "LAW1_T"  10000 ms  1  ;; Ok, look, here. Stop by Rafael's, tell him I sent 'ya. He'll make you look respectable.

:Label03DD77
00D6: if  0
001A:    80061 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DD9C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DD77

:Label03DD9C
00BC: text_highpriority "LAW1_U"  10000 ms  1  ;; OK, go, c'mon...

:Label03DDAB
00D6: if  0
001A:    82432 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DDD0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DDAB

:Label03DDD0
00BE: text_clear_all

:Label03DDD2
00D6: if  0
001A:    83692 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03DDF7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03DDD2

:Label03DDF7
016A: fade  0 ()  1500 ms
00BE: text_clear_all
0001: wait  1000 ms
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label03DE3F
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label03DE3F
03D1: play_wav  1

:Label03DE25
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label03DE3F
0001: wait  0 ms
0002: jump £Label03DE25

:Label03DE3F
00D6: if  0
016B:   fading
004D: jump_if_false £Label03DE57
0001: wait  0 ms
0002: jump £Label03DE3F

:Label03DE57
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
03C8: rotate_player-180-degrees
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0249: release_model #CUTOBJ05
04BB: select_interiour  0  ;; select render area
03CB: set_camera  117.1 -825.6  9.8
0247: request_model #HMYST
0247: request_model #CHEETAH
0247: request_model #INFERNUS
0247: request_model #STRETCH
0247: request_model #BANSHEE
0001: wait  500 ms
016A: fade  1 (back)  1500 ms

:Label03DEB9
00D6: if  24
8248:   NOT   model #HMYST available
8248:   NOT   model #CHEETAH available
8248:   NOT   model #INFERNUS available
8248:   NOT   model #STRETCH available
8248:   NOT   model #BANSHEE available
004D: jump_if_false £Label03DEE7
0001: wait  0 ms
0002: jump £Label03DEB9

:Label03DEE7
01B5: force_weather  0
0005: $63 =  95.4  ;; floating-point values
0005: $64 = -1135.5  ;; floating-point values
0005: $65 =  9.4  ;; floating-point values
0005: $841 = -237.0  ;; floating-point values
0005: $842 = -1360.1  ;; floating-point values
0005: $843 =  7.07  ;; floating-point values
0005: $83E =  101.8  ;; floating-point values
0005: $83F = -1479.1  ;; floating-point values
0005: $840 =  10.4  ;; floating-point values
014C: set_parked_car_generator $79D cars_to_generate_to  0
00BC: text_highpriority "LAW1_1"  10000 ms  1  ;; ~g~Go get some new threads from Rafael's clothes shop.
02A8: $3B = create_marker  28 at $63 $64 $65
0001: wait  3500 ms
03E5: text_box "HELP20"  ;; Follow the ~h~T-shirt~w~ blip on the radar to find Rafael's.
03E7: flash_hud  8
0001: wait  2000 ms
03E7: flash_hud -1

:Label03DF87
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot $63 $64 $65 radius  1.5  1.5  3.0
004D: jump_if_false £Label03DFBC
0001: wait  0 ms
0002: jump £Label03DF87

:Label03DFBC
0164: disable_marker $3B
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0247: request_model #FREEWAY
015F: set_camera_position  91.813 -1131.116  17.251  0.0  0.0  0.0
0160: point_camera  92.39 -1131.74  16.724  2
0211: actor $PLAYER_ACTOR walk_to  96.4 -1136.7
0001: wait  1300 ms
016A: fade  0 ()  1000 ms

:Label03E01F
00D6: if  0
016B:   fading
004D: jump_if_false £Label03E037
0001: wait  0 ms
0002: jump £Label03E01F

:Label03E037
00D6: if  0
8248:   NOT   model #FREEWAY available
004D: jump_if_false £Label03E052
0001: wait  0 ms
0002: jump £Label03E037

:Label03E052
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  2
004D: jump_if_false £Label03E069
0110: clear_player $PLAYER_CHAR wanted_level

:Label03E069
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label03E09D
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER2"
038B: load_requested_models
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label03E09D
0353: refresh_actor $PLAYER_ACTOR

:Label03E09D
03CF: load_wav "LAW1_7" as  1
03CF: load_wav "LAW1_8" as  2
0395: clear_area  0 at  94.9 -1135.0 range  9.4  1.0
011C: actor $PLAYER_ACTOR clear_objective
0055: put_player $PLAYER_CHAR at  94.9 -1135.0  9.4
0171: set_player $PLAYER_CHAR z_angle_to  57.9
01B8: set_player $PLAYER_CHAR armed_weapon_to  0
0395: clear_area  0 at  78.3 -1130.1 range  9.8  8.0
00A5:  14@ = create_car #FREEWAY at  78.3 -1130.1 -100.0
0175: set_car  14@ z_angle_to  180.0
0129:  13@ = create_actor  4 #HMYST in_car  14@ driverseat
0243: set_actor  13@ ped_stats_to  16
01ED: reset_actor  13@ flags
00AD: set_car  14@ max_speed_to  0.0
016A: fade  1 (back)  1500 ms
015F: set_camera_position  94.027 -1134.133  10.002  0.0  0.0  0.0
0160: point_camera  94.724 -1134.82  9.797  2
0001: wait  1000 ms
0460: set_camera_pointing_time  5.0  3000
015F: set_camera_position  94.027 -1134.133  10.002  0.0  0.0  0.0
0160: point_camera  94.656 -1134.754  10.469  1
0006:  17@ =  0  ;; integer values

:Label03E1D5
00D6: if  0
8019:   NOT    17@ >  5000  ;; integer values
004D: jump_if_false £Label03E20B
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label03E204
0002: jump £Label03E20B

:Label03E204
0002: jump £Label03E1D5

:Label03E20B
00D6: if  0
8119:   NOT   car  14@ wrecked
004D: jump_if_false £Label03E258
0395: clear_area  0 at  78.3 -1130.1 range  9.8  8.0
00A7: car  14@ drive_to  78.0 -1141.3  9.8
00AD: set_car  14@ max_speed_to  6.0
00AE: unknown_set_car  14@ to_ignore_traffic_lights  3

:Label03E258
00D6: if  0
8118:   NOT   actor  13@ dead
004D: jump_if_false £Label03E270
022E: set_player $PLAYER_CHAR to_look_at_actor  13@

:Label03E270
0395: clear_area  0 at  78.3 -1130.1 range  9.8  10.0
0395: clear_area  0 at  78.0 -1143.3 range  9.8  10.0
015F: set_camera_position  76.009 -1140.519  9.861  0.0  0.0  0.0
0160: point_camera  76.83 -1139.953  9.938  2
0006:  17@ =  0  ;; integer values

:Label03E2DA
00D6: if  0
8019:   NOT    17@ >  500  ;; integer values
004D: jump_if_false £Label03E2F8
0001: wait  0 ms
0002: jump £Label03E2DA

:Label03E2F8
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label03E31A
03D1: play_wav  1
00BC: text_highpriority "LAW1_12"  1200 ms  1  ;; Hmmmm...nice bike.

:Label03E31A
0006:  17@ =  0  ;; integer values

:Label03E321
00D6: if  0
8019:   NOT    17@ >  3500  ;; integer values
004D: jump_if_false £Label03E35E
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label03E357
0004: $3A =  1  ;; integer values
0002: jump £Label03E3DD

:Label03E357
0002: jump £Label03E321

:Label03E35E
00D6: if  0
8118:   NOT   actor  13@ dead
004D: jump_if_false £Label03E399
00D6: if  0
8119:   NOT   car  14@ wrecked
004D: jump_if_false £Label03E399
00D6: if  0
00DB:   actor  13@ in_car  14@
004D: jump_if_false £Label03E399
01D3: actor  13@ leave_car  14@

:Label03E399
0006:  17@ =  0  ;; integer values

:Label03E3A0
00D6: if  0
8019:   NOT    17@ >  1000  ;; integer values
004D: jump_if_false £Label03E3DD
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label03E3D6
0004: $3A =  1  ;; integer values
0002: jump £Label03E3DD

:Label03E3D6
0002: jump £Label03E3A0

:Label03E3DD
00D6: if  0
0038:   $3A ==  1  ;; integer values
004D: jump_if_false £Label03E47F
016A: fade  0 ()  1000 ms
0001: wait  1000 ms
00D6: if  0
8118:   NOT   actor  13@ dead
004D: jump_if_false £Label03E478
00D6: if  0
8119:   NOT   car  14@ wrecked
004D: jump_if_false £Label03E478
00D6: if  0
00DB:   actor  13@ in_car  14@
004D: jump_if_false £Label03E478
0362: remove_actor  13@ from_car_and_place_at  77.1 -1140.6  9.4
0395: clear_area  0 at  77.1 -1140.6 range  9.4  1.0
00AB: put_car  14@ at  78.0 -1138.6 -100.0
0175: set_car  14@ z_angle_to  180.0

:Label03E478
016A: fade  1 (back)  1000 ms

:Label03E47F
0230: set_player $PLAYER_CHAR stop_looking
03C8: rotate_player-180-degrees
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
011C: actor $PLAYER_ACTOR clear_objective
00D6: if  0
8119:   NOT   car  14@ wrecked
004D: jump_if_false £Label03E4B2
01C3: remove_references_to_car  14@  ;; Like turning a car into any random car
0249: release_model #FREEWAY

:Label03E4B2
00BC: text_highpriority "LAW1_2"  10000 ms  1  ;; ~g~Get to the Colonel's boat.
018A: $13 = create_checkpoint_at $841 $842 $843

:Label03E4CF
00D6: if  1
80FA:   NOT   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_in_car $841 $842 $843 radius  4.0  4.0  4.0
80F6:   NOT   player $PLAYER_CHAR  0 ()near_point_on_foot $841 $842 $843 radius  4.0  4.0  4.0
004D: jump_if_false £Label03E795
0001: wait  0 ms
00D6: if  1
0038:   $83A ==  0  ;; integer values
8118:   NOT   actor  13@ dead
004D: jump_if_false £Label03E56C
00D6: if  0
8119:   NOT   car  14@ wrecked
004D: jump_if_false £Label03E56C
00D6: if  0
80DB:   NOT   actor  13@ in_car  14@
004D: jump_if_false £Label03E56C
0211: actor  13@ walk_to  74.9 -1177.6
0004: $83A =  1  ;; integer values

:Label03E56C
00D6: if  0
0039:    2@ ==  0  ;; integer values
004D: jump_if_false £Label03E616
00D6: if  1
8118:   NOT   actor  13@ dead
8119:   NOT   car  14@ wrecked
004D: jump_if_false £Label03E60F
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor  13@ radius  20.0  20.0  10.0
004D: jump_if_false £Label03E60F
00D6: if  0
00DC:   player $PLAYER_CHAR driving  14@
004D: jump_if_false £Label03E60F
0319: set_actor  13@ wander_state_to  1 (off)
011A: set_actor  13@ flags  1
0006:  2@ =  1  ;; integer values
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label03E60F
03D1: play_wav  2
00BC: text_highpriority "LAW1_13"  1000 ms  1  ;; No! My Bike!
0006:  17@ =  0  ;; integer values
0006:  16@ =  0  ;; integer values

:Label03E60F
0002: jump £Label03E6D2

:Label03E616
00D6: if  1
8118:   NOT   actor  13@ dead
8119:   NOT   car  14@ wrecked
004D: jump_if_false £Label03E6D2
00D6: if  0
80DB:   NOT   actor  13@ in_car  14@
004D: jump_if_false £Label03E6AD
00D6: if  0
0184:   actor  13@ health >=  99
004D: jump_if_false £Label03E68B
00D6: if  0
8019:   NOT    16@ >  3000  ;; integer values
004D: jump_if_false £Label03E67C
0372: set_actor  13@ anim  16 wait_state_time  1000 ms
020F: actor  13@ look_at_player $PLAYER_CHAR
0002: jump £Label03E684

:Label03E67C
01D5: actor  13@ go_to_and_drive_car  14@

:Label03E684
0002: jump £Label03E6A6

:Label03E68B
00D6: if  0
0019:    17@ >  2000  ;; integer values
004D: jump_if_false £Label03E6A6
01D5: actor  13@ go_to_and_drive_car  14@

:Label03E6A6
0002: jump £Label03E6D2

:Label03E6AD
00AD: set_car  14@ max_speed_to  15.0
00A7: car  14@ drive_to  505.9  61.0  11.0
00AE: unknown_set_car  14@ to_ignore_traffic_lights  2

:Label03E6D2
00D6: if  1
0038:   $834 ==  0  ;; integer values
00F5:   player $PLAYER_CHAR  0 ()near_point $841 $842 $843 radius  80.0  150.0  40.0
004D: jump_if_false £Label03E78E
00A5: $836 = create_car #CHEETAH at -236.6 -1374.6 -100.0
0175: set_car $836 z_angle_to  280.3
00A5: $837 = create_car #INFERNUS at -240.8 -1355.3 -100.0
0175: set_car $837 z_angle_to  99.8
00A5: $838 = create_car #STRETCH at -244.2 -1339.2 -100.0
0175: set_car $838 z_angle_to  103.8
00A5: $839 = create_car #BANSHEE at -233.3 -1386.0 -100.0
0175: set_car $839 z_angle_to  96.8
0004: $834 =  1  ;; integer values

:Label03E78E
0002: jump £Label03E4CF

:Label03E795
0164: disable_marker $13
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -229.438 -1364.204  12.607  0.0  0.0  0.0
0160: point_camera -230.424 -1364.068  12.511  2
0001: wait  1000 ms
016A: fade  0 ()  1500 ms
00BA: text_styled "LAW_1"  20000 ms  2  ;; The Party

:Label03E7F3
00D6: if  0
016B:   fading
004D: jump_if_false £Label03E80B
0001: wait  0 ms
0002: jump £Label03E7F3

:Label03E80B
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -95 (LODCARGOSHP03)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -96 (LODCARGOSHP04)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -97 (LODCARGOSHP05)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -98 (LODCARGOSHP24)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -99 (LODCARGOSHP25)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -100 (LODCARGOSHP28)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -101 (LODCARGOSHP32)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -102 (LODCARGOSHP35)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -103 (LODCARGOSHP41)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -104 (LODCARGOSHP47)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -105 (LODCARGOSHP50)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -106 (LODCARGOSHP51)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -107 (LODCARGOSHP64)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -108 (LODCARGOSHP70)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -109 (LODCARGOSHP71)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -110 (LODCARGOSHP72)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -111 (LODCARGOSHP73)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -112 (LODARGOHULL2)  0
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label03EA5A
00DA: $83C = player $PLAYER_CHAR car
00AA: store_car $83C position_to $844 $845 $846
0174: $847 = car $83C z_angle
03F3: get_car $83C color  3@  4@
0441: $83D = car $83C model
00D6: if  0
00DC:   player $PLAYER_CHAR driving $83C
004D: jump_if_false £Label03EA53
012A: put_player $PLAYER_CHAR at -246.5 -1360.5  7.1 and_remove_from_car
00A6: destroy_car $83C
0004: $83B =  1  ;; integer values

:Label03EA53
0002: jump £Label03EA6E

:Label03EA5A
0055: put_player $PLAYER_CHAR at -246.5 -1360.5  7.1

:Label03EA6E
00A6: destroy_car $836
00A6: destroy_car $837
00A6: destroy_car $838
00A6: destroy_car $839
00D6: if  0
8118:   NOT   actor  13@ dead
004D: jump_if_false £Label03EA97
01C2: remove_references_to_actor  13@  ;; Like turning an actor into a random pedestrian

:Label03EA97
0249: release_model #FREEWAY
0249: release_model #HMYST
0249: release_model #CHEETAH
0249: release_model #INFERNUS
0249: release_model #STRETCH
0249: release_model #BANSHEE
01BD: $1D = current_time_in_ms
0004: $1E =  0  ;; integer values

:Label03EAC0
00D6: if  1
83EE:   NOT   player $PLAYER_CHAR controllable
001A:    5000 > $1E  ;; integer values
004D: jump_if_false £Label03EAF8
0001: wait  0 ms
01BD: $1C = current_time_in_ms
0084: $1E = $1C  ;; integer values and handles
0060: $1E -= $1D  ;; integer values
0002: jump £Label03EAC0

:Label03EAF8
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish  0 (invisible)
03B7: process_cut_scene_only  0 (true)
03AF: set_streaming  0 (disabled)
0522: (unknown)
0545: (unknown)
023C: load_special_actor  1 "CSPLAY2"
023C: load_special_actor  2 "CSDIAZ"
023C: load_special_actor  3 "CSMERC2"
023C: load_special_actor  4 "CSCANDY"
023C: load_special_actor  5 "CSGONZ"
023C: load_special_actor  6 "CSJEZZ"
023C: load_special_actor  7 "CSBJ"
023C: load_special_actor  8 "CSERVRA"
023C: load_special_actor  9 "CSRICH"
023C: load_special_actor  10 "CSDIREC"
023C: load_special_actor  11 "CGONA"
023C: load_special_actor  12 "DGOONA"
023C: load_special_actor  13 "DGOONB"
023C: load_special_actor  14 "CSAVERY"
023C: load_special_actor  15 "CSDLOVE"
023C: load_special_actor  16 "CSKENT"
023C: load_special_actor  17 "CSALSB2"
023C: load_special_actor  18 "CSCOLO"
0247: request_model #WFYG1
0247: request_model #WFYG2
0247: request_model -8 (YT_MAIN_BODY)
0247: request_model -9 (YT_MAIN_BODY2)
0247: request_model -113 (BIG_POLY_TINGS_B)
038B: load_requested_models

:Label03EBFB
00D6: if  25
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
823D:   NOT   special_actor  6 loaded
004D: jump_if_false £Label03EC29
0001: wait  0 ms
0002: jump £Label03EBFB

:Label03EC29
00D6: if  24
823D:   NOT   special_actor  7 loaded
823D:   NOT   special_actor  8 loaded
823D:   NOT   special_actor  9 loaded
823D:   NOT   special_actor  10 loaded
823D:   NOT   special_actor  12 loaded
004D: jump_if_false £Label03EC53
0001: wait  0 ms
0002: jump £Label03EC29

:Label03EC53
00D6: if  25
823D:   NOT   special_actor  13 loaded
823D:   NOT   special_actor  14 loaded
823D:   NOT   special_actor  15 loaded
823D:   NOT   special_actor  16 loaded
823D:   NOT   special_actor  17 loaded
823D:   NOT   special_actor  18 loaded
004D: jump_if_false £Label03EC81
0001: wait  0 ms
0002: jump £Label03EC53

:Label03EC81
00D6: if  24
8248:   NOT   model #WFYG1 available
8248:   NOT   model #WFYG2 available
8248:   NOT   model -8 (YT_MAIN_BODY) available
8248:   NOT   model -9 (YT_MAIN_BODY2) available
8248:   NOT   model -113 (BIG_POLY_TINGS_B) available
004D: jump_if_false £Label03ECAB
0001: wait  0 ms
0002: jump £Label03EC81

:Label03ECAB
02E4: load_cutscene_data "LAW_1B"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 +=  .003  ;; floating-point values
000D: $1C1 -=  1.381  ;; floating-point values
0009: $1C2 +=  3.149  ;; floating-point values
0244: set_cutscene_pos $1C0 $1C1 $1C2
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A1 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A1 "CSDIAZ"
02E5: $A2 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $A2 "CSMERC"
02E5: $A5 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $A5 "CSCANDY"
02E5: $A6 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $A6 "CSGONZ"
02E5: $AC = create_cutscene_object #SPECIAL06
02E6: set_cutscene_anim $AC "CSJEZZ"
02E5: $B1 = create_cutscene_object #SPECIAL07
02E6: set_cutscene_anim $B1 "CSBJ"
02E5:  11@ = create_cutscene_object #SPECIAL08
02E6: set_cutscene_anim  11@ "CSERVRA"
02E5:  6@ = create_cutscene_object #SPECIAL09
02E6: set_cutscene_anim  6@ "CSRICH"
02E5: $A3 = create_cutscene_object #SPECIAL10
02E6: set_cutscene_anim $A3 "CSDIREC"
02E5:  7@ = create_cutscene_object #SPECIAL11
02E6: set_cutscene_anim  7@ "CGONA"
02E5:  8@ = create_cutscene_object #SPECIAL12
02E6: set_cutscene_anim  8@ "DGOONA"
02E5:  9@ = create_cutscene_object #SPECIAL13
02E6: set_cutscene_anim  9@ "DGOONB"
02E5: $95 = create_cutscene_object #SPECIAL14
02E6: set_cutscene_anim $95 "CSAVERY"
02E5: $DB = create_cutscene_object #SPECIAL15
02E6: set_cutscene_anim $DB "CSDLOVE"
02E5: $8E = create_cutscene_object #SPECIAL16
02E6: set_cutscene_anim $8E "CSKENT"
02E5:  10@ = create_cutscene_object #SPECIAL17
02E6: set_cutscene_anim  10@ "CSALSB"
02E5: $96 = create_cutscene_object #SPECIAL18
02E6: set_cutscene_anim $96 "CSCOLO"
02E5:  0@ = create_cutscene_object #WFYG1
02E6: set_cutscene_anim  0@ "WFYG1"
02E5:  1@ = create_cutscene_object #WFYG2
02E6: set_cutscene_anim  1@ "WFYG2"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
029B: $835 = init_object -113 (BIG_POLY_TINGS_B) at $1C0 $1C1 $1C2
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
00BE: text_clear_all

:Label03EEB5
00D6: if  0
001A:    11329 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03EED8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03EEB5

:Label03EED8
00BC: text_highpriority "LAWP_1"  10000 ms  1  ;; Buenas noches.

:Label03EEE7
00D6: if  0
001A:    13188 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03EF0A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03EEE7

:Label03EF0A
00BC: text_highpriority "LAWP_2"  10000 ms  1  ;; I understand you are here on the behalf of Mr. Rosenberg,

:Label03EF19
00D6: if  0
001A:    16708 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03EF3C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03EF19

:Label03EF3C
00BC: text_highpriority "LAWP_3"  10000 ms  1  ;; I hope any recent problems have not affected his health, or uh,

:Label03EF4B
00D6: if  0
001A:    20045 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03EF6E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03EF4B

:Label03EF6E
00BC: text_highpriority "LAWP_4"  10000 ms  1  ;; mental well being, Mr...uh?

:Label03EF7D
00D6: if  0
001A:    22161 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03EFA0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03EF7D

:Label03EFA0
00BC: text_highpriority "LAWP_5"  10000 ms  1  ;; Vercetti. He's just got a touch of...agoraphobia.

:Label03EFAF
00D6: if  0
001A:    26685 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03EFD2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03EFAF

:Label03EFD2
00BC: text_highpriority "LAWP_6"  10000 ms  1  ;; Excellent, excellent. And you?

:Label03EFE1
00D6: if  0
001A:    28985 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F004
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03EFE1

:Label03F004
00BC: text_highpriority "LAWP_7"  10000 ms  1  ;; I just want my merchandise.

:Label03F013
00D6: if  0
001A:    30685 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F036
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F013

:Label03F036
00BC: text_highpriority "LAWP_8"  10000 ms  1  ;; Ah. It's an unfortunate set of circumstances for all involved.

:Label03F045
00D6: if  0
001A:    35229 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F06A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F045

:Label03F06A
00BC: text_highpriority "LAWP_9"  10000 ms  1  ;; Of course I have initiated my own lines of inquiry,

:Label03F079
00D6: if  0
001A:    38229 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F09E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F079

:Label03F09E
00BC: text_highpriority "LAWP_10"  10000 ms  1  ;; but such a delicate matter will take time.

:Label03F0AD
00D6: if  0
001A:    40853 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F0D2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F0AD

:Label03F0D2
00BC: text_highpriority "LAWP_11"  10000 ms  1  ;; Perhaps we will talk later.

:Label03F0E1
00D6: if  0
001A:    42509 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F106
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F0E1

:Label03F106
00BC: text_highpriority "LAWP_12"  10000 ms  1  ;; Meanwhile, let me introduce you to my daughter,

:Label03F115
00D6: if  0
001A:    44583 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F13A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F115

:Label03F13A
00BC: text_highpriority "LAWP_13"  10000 ms  1  ;; Mercedes!

:Label03F149
00D6: if  0
001A:    47037 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F16E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F149

:Label03F16E
00BC: text_highpriority "LAWP_14"  10000 ms  1  ;; Caramia, could you look after our guest while I attend to my necessary obligations?

:Label03F17D
00D6: if  0
001A:    52149 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F1A2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F17D

:Label03F1A2
00BC: text_highpriority "LAWP_15"  10000 ms  1  ;; Of course, daddy.

:Label03F1B1
00D6: if  0
001A:    53893 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F1D6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F1B1

:Label03F1D6
00BC: text_highpriority "LAWP_16"  10000 ms  1  ;; Please excuse me.

:Label03F1E5
00D6: if  0
001A:    55613 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F20A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F1E5

:Label03F20A
00BC: text_highpriority "LAWP_17"  10000 ms  1  ;; Mercedes!?

:Label03F219
00D6: if  0
001A:    56697 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F23E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F219

:Label03F23E
00BC: text_highpriority "LAWP_18"  10000 ms  1  ;; You try living with it.

:Label03F24D
00D6: if  0
001A:    59025 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F272
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F24D

:Label03F272
00BC: text_highpriority "LAWP_19"  10000 ms  1  ;; Anyway, let me point out some of our more distinguished guests...

:Label03F281
00D6: if  0
001A:    62885 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F2A6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F281

:Label03F2A6
00BC: text_highpriority "LAWP_20"  10000 ms  1  ;; That's our congressman Alex Shrub with rising silicone star Candy Suxxx...

:Label03F2B5
00D6: if  0
001A:    68309 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F2DA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F2B5

:Label03F2DA
00BC: text_highpriority "LAWP_21"  10000 ms  1  ;; And have you met my lovely wife Laura? No?

:Label03F2E9
00D6: if  0
001A:    70783 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F30E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F2E9

:Label03F30E
00BC: text_highpriority "LAWP_22"  10000 ms  1  ;; Well, unfortunately she's in Alabama. This is Candy.

:Label03F31D
00D6: if  0
001A:    73163 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F342
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F31D

:Label03F342
00BC: text_highpriority "LAWP_23"  10000 ms  1  ;; And over there we have the Vice City Mambas' star tight end, BJ -

:Label03F351
00D6: if  0
001A:    77173 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F376
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F351

:Label03F376
00BC: text_highpriority "LAWP_24"  10000 ms  1  ;; always the charmer.

:Label03F385
00D6: if  0
001A:    79309 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F3AA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F385

:Label03F3AA
00BC: text_highpriority "LAWP_25"  10000 ms  1  ;; I blocked down on him and then I put him in a wheelchair!

:Label03F3B9
00D6: if  0
001A:    82073 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F3DE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F3B9

:Label03F3DE
00BC: text_highpriority "LAWP_26"  10000 ms  1  ;; Haha, that is good!

:Label03F3ED
00D6: if  0
001A:    84485 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F412
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F3ED

:Label03F412
00BC: text_highpriority "LAWP_27"  10000 ms  1  ;; Well now, I'm looking at some prime real estate property.

:Label03F421
00D6: if  0
001A:    86381 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F446
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F421

:Label03F446
00BC: text_highpriority "LAWP_28"  10000 ms  1  ;; And that poolside amphibian is Jezz Torrent,

:Label03F455
00D6: if  0
001A:    89181 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F47A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F455

:Label03F47A
00BC: text_highpriority "LAWP_29"  10000 ms  1  ;; lead singer with Love Fist.

:Label03F489
00D6: if  0
001A:    90941 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F4AE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F489

:Label03F4AE
00BC: text_highpriority "LAWP_30"  10000 ms  1  ;; Can I tell yous - do you know how they play ping-pong in Thailand?

:Label03F4BD
00D6: if  0
001A:    95519 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F4E2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F4BD

:Label03F4E2
00BC: text_highpriority "LAWP_31"  10000 ms  1  ;; Let me tell you's,

:Label03F4F1
00D6: if  0
001A:    96827 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F516
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F4F1

:Label03F516
00BC: text_highpriority "LAWP_32"  10000 ms  1  ;; it does not involve a paddle, if you know what I mean!

:Label03F525
00D6: if  0
001A:    99557 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F54A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F525

:Label03F54A
00BC: text_highpriority "LAWP_33"  10000 ms  1  ;; Impotent.

:Label03F559
00D6: if  0
001A:    100981 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F57E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F559

:Label03F57E
00BC: text_highpriority "LAWP_34"  10000 ms  1  ;; And the chatty trio.

:Label03F58D
00D6: if  0
001A:    102213 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F5B2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F58D

:Label03F5B2
00BC: text_highpriority "LAWP_35"  10000 ms  1  ;; That sleeping sweat gland is Papa's right hand gimp, Gonzalez

:Label03F5C1
00D6: if  0
001A:    106309 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F5E6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F5C1

:Label03F5E6
00BC: text_highpriority "LAWP_36"  10000 ms  1  ;; and the other two are Pastor Richards

:Label03F5F5
00D6: if  0
001A:    108929 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F61A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F5F5

:Label03F61A
00BC: text_highpriority "LAWP_37"  10000 ms  1  ;; and pseudo intellectual film director, Steve Scott.

:Label03F629
00D6: if  0
001A:    112581 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F64E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F629

:Label03F64E
00BC: text_highpriority "LAWP_38"  10000 ms  1  ;; ...passion with the nympho invaders,

:Label03F65D
00D6: if  0
001A:    114053 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F682
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F65D

:Label03F682
00BC: text_highpriority "LAWP_39"  10000 ms  1  ;; when the giant shark comes in and

:Label03F691
00D6: if  0
001A:    115737 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F6B6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F691

:Label03F6B6
00BC: text_highpriority "LAWP_40"  10000 ms  1  ;; just bites their dicks off!

:Label03F6C5
00D6: if  0
001A:    117845 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F6EA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F6C5

:Label03F6EA
00BC: text_highpriority "LAWP_41"  10000 ms  1  ;; Ha now, you never saw anything like that before, have you?

:Label03F6F9
00D6: if  0
001A:    119447 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F71E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F6F9

:Label03F71E
00BC: text_highpriority "LAWP_42"  10000 ms  1  ;; Colonel!

:Label03F72D
00D6: if  0
001A:    120817 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F752
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F72D

:Label03F752
00BC: text_highpriority "LAWP_43"  10000 ms  1  ;; your parties as ever are a triumph, hahahaha!

:Label03F761
00D6: if  0
001A:    125301 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F786
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F761

:Label03F786
00BC: text_highpriority "LAWP_44"  10000 ms  1  ;; I can only apologize for my late arrival.

:Label03F795
00D6: if  0
001A:    128354 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F7BA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F795

:Label03F7BA
00BC: text_highpriority "LAWP_45"  10000 ms  1  ;; Ah, de nada amigo. How do we find you?

:Label03F7C9
00D6: if  0
001A:    130562 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F7EE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F7C9

:Label03F7EE
00BC: text_highpriority "LAWP_46"  10000 ms  1  ;; Our business is very trying - barbarians at the gates.

:Label03F7FD
00D6: if  0
001A:    134137 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F822
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F7FD

:Label03F822
00BC: text_highpriority "LAWP_47"  10000 ms  1  ;; A time for rewarding one's friends and liquidating one's enemies, amigo.

:Label03F831
00D6: if  0
001A:    139457 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F856
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F831

:Label03F856
00BC: text_highpriority "LAWP_48"  10000 ms  1  ;; Who's the loudmouth?

:Label03F865
00D6: if  0
001A:    140909 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F88A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F865

:Label03F88A
00BC: text_highpriority "LAWP_49"  10000 ms  1  ;; Ricardo Diaz. He's Mr. Coke.

:Label03F899
00D6: if  0
001A:    143688 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F8BE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F899

:Label03F8BE
00BC: text_highpriority "LAWP_50"  10000 ms  1  ;; Mercedes!

:Label03F8CD
00D6: if  0
001A:    144983 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F8F2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F8CD

:Label03F8F2
00BC: text_highpriority "LAWP_51"  10000 ms  1  ;; Oh, I was just taking my friend back into town.

:Label03F901
00D6: if  0
001A:    147884 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F926
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F901

:Label03F926
00BC: text_highpriority "LAWP_52"  10000 ms  1  ;; Another time, Ricardo!

:Label03F935
00D6: if  0
001A:    150069 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F95A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F935

:Label03F95A
00BC: text_highpriority "LAWP_53"  10000 ms  1  ;; Let's get out of here.

:Label03F969
00D6: if  0
001A:    151669 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F98E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F969

:Label03F98E
00BC: text_highpriority "LAWP_54"  10000 ms  1  ;; Actually, take me to the Pole Position club.

:Label03F99D
00D6: if  0
001A:    152669 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label03F9C2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label03F99D

:Label03F9C2
00BE: text_clear_all
00BA: text_styled "BEACH1"  3000 ms  2  ;; Ocean Beach
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label03F9DC
00D6: if  0
016B:   fading
004D: jump_if_false £Label03F9F4
0001: wait  0 ms
0002: jump £Label03F9DC

:Label03F9F4
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
0296: unload_special_actor  6
0296: unload_special_actor  7
0296: unload_special_actor  8
0296: unload_special_actor  9
0296: unload_special_actor  10
0296: unload_special_actor  11
0296: unload_special_actor  12
0296: unload_special_actor  13
0296: unload_special_actor  14
0296: unload_special_actor  15
0296: unload_special_actor  16
0296: unload_special_actor  17
0296: unload_special_actor  18
0249: release_model #WFYG1
0249: release_model #WFYG2
0249: release_model -8 (YT_MAIN_BODY)
0249: release_model -9 (YT_MAIN_BODY2)
0108: destroy_object $835
0249: release_model -113 (BIG_POLY_TINGS_B)
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -95 (LODCARGOSHP03)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -96 (LODCARGOSHP04)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -97 (LODCARGOSHP05)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -98 (LODCARGOSHP24)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -99 (LODCARGOSHP25)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -100 (LODCARGOSHP28)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -101 (LODCARGOSHP32)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -102 (LODCARGOSHP35)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -103 (LODCARGOSHP41)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -104 (LODCARGOSHP47)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -105 (LODCARGOSHP50)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -106 (LODCARGOSHP51)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -107 (LODCARGOSHP64)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -108 (LODCARGOSHP70)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -109 (LODCARGOSHP71)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -110 (LODCARGOSHP72)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -111 (LODCARGOSHP73)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -112 (LODARGOHULL2)  1
023C: load_special_actor  3 "IGMERC2"
03CF: load_wav "LAW1_1" as  1
03CF: load_wav "LAW1_2" as  2
0247: request_model #FREEWAY
0247: request_model #CHEETAH
0247: request_model #INFERNUS
0247: request_model #STRETCH
0247: request_model #BANSHEE
04E4: unknown_refresh_game_renderer_at -246.5 -1360.5
038B: load_requested_models
03AF: set_streaming  1 (enabled)
03B7: process_cut_scene_only  1 (false)

:Label03FC82
00D6: if  25
8248:   NOT   model #FREEWAY available
8248:   NOT   model #CHEETAH available
8248:   NOT   model #INFERNUS available
8248:   NOT   model #STRETCH available
8248:   NOT   model #BANSHEE available
823D:   NOT   special_actor  3 loaded
004D: jump_if_false £Label03FCB5
0001: wait  0 ms
0002: jump £Label03FC82

:Label03FCB5
0395: clear_area  1 at -246.5 -1360.5 range  7.1  1.0
0395: clear_area  1 at -249.1 -1362.1 range  7.1  1.0
0395: clear_area  1 at -236.6 -1374.6 range  7.1  1.0
0395: clear_area  1 at -240.8 -1355.3 range  7.1  1.0
0395: clear_area  1 at -244.2 -1339.2 range  7.1  1.0
0395: clear_area  1 at -233.3 -1386.0 range  7.1  1.0
00A5: $836 = create_car #CHEETAH at -236.6 -1374.6 -100.0
0175: set_car $836 z_angle_to  280.3
00A5: $837 = create_car #INFERNUS at -240.8 -1355.3 -100.0
0175: set_car $837 z_angle_to  99.8
00A5: $838 = create_car #STRETCH at -244.2 -1339.2 -100.0
0175: set_car $838 z_angle_to  103.8
00A5: $839 = create_car #BANSHEE at -233.3 -1386.0 -100.0
0175: set_car $839 z_angle_to  96.8
00D6: if  0
0038:   $83B ==  1  ;; integer values
004D: jump_if_false £Label03FE06
0247: request_model $83D
038B: load_requested_models
00A5: $83C = create_car $83D at $844 $845 $846
0175: set_car $83C z_angle_to $847
0229: set_car $83C color_to  3@  4@

:Label03FE06
03CB: set_camera -245.8 -1360.7  7.1
0055: put_player $PLAYER_CHAR at -245.8 -1360.7  7.1
0171: set_player $PLAYER_CHAR z_angle_to  276.0
009A: $833 = create_actor  5 #SPECIAL03 at -244.5 -1362.1  7.1
039E: (unknown) $833  1 
0526: unknown_actor $833  1
0187:  5@ = create_marker_above_actor $833
0164: disable_marker  5@
0173: set_actor $833 z_angle_to  276.0
0245: set_actor $833 walk_style_to  46
0319: set_actor $833 wander_state_to  1 (off)
01DF: tie_actor $833 to_player $PLAYER_CHAR
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
00D6: if  0
0118:   actor $833 dead
004D: jump_if_false £Label03FEC9
00BC: text_highpriority "LAW1_4"  5000 ms  1  ;; ~r~You killed the Colonel's daughter!
0002: jump £Label040645

:Label03FEC9
00BC: text_highpriority "LAW1_3"  5000 ms  1  ;; ~g~Take the Colonel's daughter to the Pole Position club.
018A: $13 = create_checkpoint_at $83E $83F $840
0006:  17@ =  0  ;; integer values
01C3: remove_references_to_car $836  ;; Like turning a car into any random car
01C3: remove_references_to_car $837  ;; Like turning a car into any random car
01C3: remove_references_to_car $838  ;; Like turning a car into any random car
01C3: remove_references_to_car $839  ;; Like turning a car into any random car
0249: release_model #CHEETAH
0249: release_model #INFERNUS
0249: release_model #STRETCH
0249: release_model #BANSHEE
00D6: if  0
0038:   $83B ==  1  ;; integer values
004D: jump_if_false £Label03FF2C
0249: release_model $83D

:Label03FF2C
00D6: if  21
80FE:   NOT   actor $833  1 (in-sphere)near_point $83E $83F $840 radius  2.5  2.5  3.0
80F8:   NOT   player $PLAYER_CHAR stopped  1 (in-sphere)near_point $83E $83F $840 radius  2.5  2.5  3.0
004D: jump_if_false £Label0402A7
0001: wait  0 ms
00D6: if  0
0118:   actor $833 dead
004D: jump_if_false £Label03FF9F
00BC: text_highpriority "LAW1_4"  5000 ms  1  ;; ~r~You killed the Colonel's daughter!
0002: jump £Label040645

:Label03FF9F
00D6: if  0
8118:   NOT   actor $833 dead
004D: jump_if_false £Label04027A
00D6: if  0
80FB:   NOT   player $PLAYER_CHAR  0 ()near_actor $833 radius  30.0  30.0  10.0
004D: jump_if_false £Label040000
00D6: if  0
0039:    12@ ==  0  ;; integer values
004D: jump_if_false £Label03FFF9
0164: disable_marker  5@
0187:  5@ = create_marker_above_actor $833
0006:  12@ =  1  ;; integer values

:Label03FFF9
0002: jump £Label04003E

:Label040000
00D6: if  0
0039:    12@ ==  1  ;; integer values
004D: jump_if_false £Label04003E
00D6: if  0
8320:   NOT   actor $833 in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label04003E
01E0: clear_leader $833
01DF: tie_actor $833 to_player $PLAYER_CHAR
0164: disable_marker  5@
0006:  12@ =  0  ;; integer values

:Label04003E
00D6: if  0
00DF:   actor $833 driving
004D: jump_if_false £Label04027A
00D6: if  0
0038:   $26 ==  0  ;; integer values
004D: jump_if_false £Label0400B7
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label040082
03D1: play_wav  1
00BC: text_highpriority "LAW1_5"  5000 ms  1  ;; Will you be working for my father?

:Label040082
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0400B7
0001: wait  500 ms
03D1: play_wav  2
00BC: text_highpriority "LAW1_6"  5000 ms  1  ;; Maybe.
0004: $26 =  1  ;; integer values
0006:  17@ =  0  ;; integer values

:Label0400B7
00D6: if  0
8118:   NOT   actor $833 dead
004D: jump_if_false £Label0401B2
00D6: if  0
847A:   NOT $833
004D: jump_if_false £Label0401B2
00D6: if  2
0038:   $27 ==  0  ;; integer values
0038:   $26 ==  1  ;; integer values
0019:    17@ >  500  ;; integer values
004D: jump_if_false £Label0401B2
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label040130
03CF: load_wav "LAW1_3" as  1
03CF: load_wav "LAW1_2" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label04014A

:Label040130
00D6: if  1
03D0:   wav  1 loaded
03D0:   wav  2 loaded
004D: jump_if_false £Label04014A
0004: $22 =  1  ;; integer values

:Label04014A
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label0401B2
03D1: play_wav  1
00BC: text_highpriority "LAW1_7"  5000 ms  1  ;; Do you mind me resting my hand in your lap?
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0401B2
0001: wait  1000 ms
03D1: play_wav  2
00BC: text_highpriority "LAW1_8"  5000 ms  1  ;; Maybe...
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0004: $27 =  1  ;; integer values
0006:  17@ =  0  ;; integer values

:Label0401B2
00D6: if  0
8118:   NOT   actor $833 dead
004D: jump_if_false £Label04027A
00D6: if  2
0038:   $28 ==  0  ;; integer values
0038:   $26 ==  1  ;; integer values
0019:    17@ >  1000  ;; integer values
004D: jump_if_false £Label04027A
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label04020F
03CF: load_wav "LAW1_4" as  1
0004: $21 =  1  ;; integer values
0002: jump £Label040225

:Label04020F
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label040225
0004: $22 =  1  ;; integer values

:Label040225
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label04027A
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label04027A
0001: wait  500 ms
03D1: play_wav  1
00BC: text_highpriority "LAW1_9"  5000 ms  1  ;; It's so difficult having a rich and powerful father. Vamos.
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0004: $28 =  1  ;; integer values
0006:  17@ =  0  ;; integer values

:Label04027A
00D6: if  0
0118:   actor $833 dead
004D: jump_if_false £Label0402A0
00BC: text_highpriority "LAW1_4"  5000 ms  1  ;; ~r~You killed the Colonel's daughter!
0002: jump £Label040645

:Label0402A0
0002: jump £Label03FF2C

:Label0402A7
0164: disable_marker $13
0004: $3A =  0  ;; integer values
03CF: load_wav "LAW1_5" as  1
03CF: load_wav "LAW1_6" as  2
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
8118:   NOT   actor $833 dead
004D: jump_if_false £Label0402EE
022E: set_player $PLAYER_CHAR to_look_at_actor $833

:Label0402EE
043C: unknown_set_game_sounds  0
016A: fade  0 ()  1000 ms
0001: wait  1000 ms
0108: destroy_object $3EF
00D6: if  0
8118:   NOT   actor $833 dead
004D: jump_if_false £Label040396
00D6: if  0
00DF:   actor $833 driving
004D: jump_if_false £Label040360
0395: clear_area  1 at  98.1 -1475.3 range  9.4  1.0
0362: remove_actor $833 from_car_and_place_at  98.1 -1475.3  9.4
0173: set_actor $833 z_angle_to  33.0
0002: jump £Label040396

:Label040360
0395: clear_area  1 at  98.1 -1475.3 range  9.4  1.0
00A1: put_actor $833 at  98.1 -1475.3  9.4
0173: set_actor $833 z_angle_to  33.0

:Label040396
0001: wait  0 ms
016A: fade  1 (back)  1000 ms
015F: set_camera_position  93.918 -1480.097  10.341  0.0  0.0  0.0
0160: point_camera  94.234 -1479.158  10.476  2
00D6: if  0
8118:   NOT   actor $833 dead
004D: jump_if_false £Label040404
01E0: clear_leader $833
0319: set_actor $833 wander_state_to  0 (wander)
011C: actor $833 clear_objective
0211: actor $833 walk_to  97.0 -1471.4

:Label040404
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label040426
03D1: play_wav  1
00BC: text_highpriority "LAW1_10"  5000 ms  1  ;; See you around, handsome!

:Label040426
0006:  17@ =  0  ;; integer values

:Label04042D
00D6: if  0
80ED:   NOT   actor $833  0 ()near_point_on_foot  97.0 -1471.4 radius  .4  .4
004D: jump_if_false £Label0404D3
0001: wait  0 ms
00D6: if  0
0118:   actor $833 dead
004D: jump_if_false £Label040484
00BC: text_highpriority "LAW1_4"  5000 ms  1  ;; ~r~You killed the Colonel's daughter!
0002: jump £Label040645
0002: jump £Label040493

:Label040484
0211: actor $833 walk_to  97.0 -1471.4

:Label040493
00D6: if  0
0019:    17@ >  10000  ;; integer values
004D: jump_if_false £Label0404AD
0002: jump £Label040656

:Label0404AD
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0404CC
0004: $3A =  1  ;; integer values
0002: jump £Label04060C

:Label0404CC
0002: jump £Label04042D

:Label0404D3
00D6: if  0
8118:   NOT   actor $833 dead
004D: jump_if_false £Label04052A
011C: actor $833 clear_objective
0211: actor $833 walk_to  93.5 -1464.9
015F: set_camera_position  98.558 -1472.228  9.79  0.0  0.0  0.0
0160: point_camera  97.862 -1471.546  10.0  2

:Label04052A
0006:  17@ =  0  ;; integer values

:Label040531
00D6: if  0
80ED:   NOT   actor $833  0 ()near_point_on_foot  93.5 -1464.9 radius  1.5  1.5
004D: jump_if_false £Label04060C
0001: wait  0 ms
00D6: if  0
0118:   actor $833 dead
004D: jump_if_false £Label040588
00BC: text_highpriority "LAW1_4"  5000 ms  1  ;; ~r~You killed the Colonel's daughter!
0002: jump £Label040645
0002: jump £Label040597

:Label040588
0211: actor $833 walk_to  93.5 -1464.9

:Label040597
00D6: if  0
0019:    17@ >  10000  ;; integer values
004D: jump_if_false £Label0405B1
0002: jump £Label040656

:Label0405B1
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0405D0
0004: $3A =  1  ;; integer values
0002: jump £Label04060C

:Label0405D0
00D6: if  0
0019:    17@ >  500  ;; integer values
004D: jump_if_false £Label040605
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label040605
03D1: play_wav  2
00BC: text_highpriority "LAW1_11"  2000 ms  1  ;; I'm sure you will.

:Label040605
0002: jump £Label040531

:Label04060C
00D6: if  0
0038:   $3A ==  1  ;; integer values
004D: jump_if_false £Label040631
016A: fade  0 ()  1000 ms
0001: wait  1000 ms
016A: fade  1 (back)  1000 ms

:Label040631
009B: destroy_actor_instantly $833
02EB: restore_camera_with_jumpcut
043C: unknown_set_game_sounds  1
00BE: text_clear_all
0002: jump £Label040656

:Label040645
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label040656
0004: $PASSED_LAW1_THE_PARTY =  1  ;; integer values
0394: play_music  1
01E3: text_1number_styled "M_PASS"  100  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  100
0318: set_latest_mission_passed "LAW_1"  ;; The Party
030C: set_mission_points +=  1
004F: create_thread ££Label00B2B6 
04EC: set_zone_car_class_info "OCEAND1"  1  200  0  200  300  0  0  100  100  100  500  500
04EC: set_zone_car_class_info "OCEAND1"  0  200  0  250  300  0  0  100  50  100  500  500
04EC: set_zone_car_class_info "OCEAND2"  1  200  0  200  300  0  0  100  100  100  500  500
04EC: set_zone_car_class_info "OCEAND2"  0  200  0  250  300  0  0  100  50  100  500  500
04EC: set_zone_car_class_info "BEACH1"  1  300  0  250  250  0  0  100  100  0  500  500
04EC: set_zone_car_class_info "BEACH1"  0  300  0  250  250  0  0  100  0  100  500  500
04EC: set_zone_car_class_info "BEACH2"  1  260  0  240  250  0  0  100  50  100  500  500
04EC: set_zone_car_class_info "BEACH2"  0  200  0  300  300  0  0  100  0  100  500  500
04EC: set_zone_car_class_info "STREET3"  1  300  0  350  200  0  0  100  0  50  500  500
04EC: set_zone_car_class_info "STREET3"  0  250  0  300  250  0  0  150  0  50  500  500
04EC: set_zone_car_class_info "CLUB2"  1  300  0  350  200  0  0  100  0  50  500  500
04EC: set_zone_car_class_info "CLUB2"  0  250  0  300  250  0  0  150  0  50  500  500
04EC: set_zone_car_class_info "SHOP2"  1  300  0  350  200  0  0  100  0  50  500  500
04EC: set_zone_car_class_info "SHOP2"  0  250  0  300  250  0  0  100  0  100  500  500
055B: $504 = create_clothes_pickup  1 at  226.4 -1265.6  20.1
0004: $4FD =  1  ;; integer values
055B: $505 = create_clothes_pickup  2 at  97.5 -1133.6  10.4
0004: $4F1 =  1  ;; integer values
004F: create_thread ££Label02B4BF 
0051: return

:Label0408FC
0004: $ONMISSION =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $13
0164: disable_marker $3B
0164: disable_marker  5@
0108: destroy_object $3EF
029B: $3EF = init_object -23 (STRIPCLBDRCLSD) at  97.203 -1469.731  10.578
01C7: remove_object_from_mission_cleanup_list $3EF
0249: release_model #FREEWAY
0249: release_model #HMYST
0249: release_model #CHEETAH
0249: release_model #INFERNUS
0249: release_model #STRETCH
0249: release_model #BANSHEE
014C: set_parked_car_generator $79D cars_to_generate_to  101
0296: unload_special_actor  3
040D: unload_wav  1
040D: unload_wav  2
01B7: release_weather
00D8: mission_cleanup
0051: return

;-------------Mission 4---------------
; Originally: Back Alley Brawl


:Label04096D
0050: gosub £Label040991
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label040988
0050: gosub £Label043D70

:Label040988
0050: gosub £Label043DC3
004E: end_thread

:Label040991
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "LAWYER2"
0001: wait  0 ms
054C: use_GXT_table "LAWYER2"
058E: set_restart_mission_taxi_destination  110.6 -824.2  9.6  327.9
0006:  14@ =  0  ;; integer values
0004: $854 =  0  ;; integer values
0004: $855 =  0  ;; integer values
0004: $856 =  0  ;; integer values
0004: $857 =  0  ;; integer values
0004: $858 =  0  ;; integer values
0004: $859 =  0  ;; integer values
0004: $85A =  0  ;; integer values
0004: $848 =  0  ;; integer values
0004: $26 =  0  ;; integer values
0004: $27 =  0  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0006:  5@ =  0  ;; integer values
0004: $849 =  0  ;; integer values
0004: $38 =  0  ;; integer values
0005: $85F =  433.7  ;; floating-point values
0005: $860 = -575.9  ;; floating-point values
0005: $861 =  9.7  ;; floating-point values
0006:  6@ =  0  ;; integer values
0004: $84A =  0  ;; integer values
0004: $85C =  0  ;; integer values
0004: $85D =  0  ;; integer values
0006:  8@ =  0  ;; integer values
0006:  12@ =  0  ;; integer values
0006:  7@ =  0  ;; integer values
0006:  13@ =  0  ;; integer values
0004: $84B =  0  ;; integer values
0004: $85E =  0  ;; integer values
03E6: remove_text_box
04BB: select_interiour  6  ;; select render area
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKEN"
02F3: load_object #CUTOBJ01 "LWCHARA"
02F3: load_object #CUTOBJ02 "LWCHARB"
02F3: load_object #CUTOBJ03 "LCFAN"
02F3: load_object #CUTOBJ04 "LAWDOOR"
038B: load_requested_models

:Label040AF0
00D6: if  25
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
8248:   NOT   model #CUTOBJ04 available
004D: jump_if_false £Label040B22
0001: wait  0 ms
0002: jump £Label040AF0

:Label040B22
03CB: set_camera  140.6 -1367.4  13.1
02E4: load_cutscene_data "LAW_2A"
0244: set_cutscene_pos  141.441 -1366.722  12.163
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $BF = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $BF "LWCHARA"
02E5: $C0 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $C0 "LWCHARB"
02E5: $CA = create_cutscene_object #CUTOBJ03
04BC: "LCFAN"
02E6: set_cutscene_anim $CA "LCFAN"
02E5: $D2 = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $D2 "LAWDOOR"
0395: clear_area  1 at  119.0 -826.8 range  9.8  .5
0055: put_player $PLAYER_CHAR at  119.0 -826.8  9.8
0171: set_player $PLAYER_CHAR z_angle_to  60.0
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label040C27
00D6: if  0
001A:    987 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label040C4A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label040C27

:Label040C4A
00BC: text_highpriority "LAW2_A"  10000 ms  1  ;; Ah! Well, I hope you're having a good time. Because I'm going out of my mind with worry here. What did you find out?

:Label040C59
00D6: if  0
001A:    6800 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label040C7C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label040C59

:Label040C7C
00BC: text_highpriority "LAW2_B"  10000 ms  1  ;; That there are more criminals in this town than in prison. We need a lead from the streets...

:Label040C8B
00D6: if  0
001A:    11088 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label040CAE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label040C8B

:Label040CAE
00BC: text_highpriority "LAW2_C"  10000 ms  1  ;; Ok, let me think, let me think, let me think -

:Label040CBD
00D6: if  0
001A:    12888 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label040CE0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label040CBD

:Label040CE0
00BC: text_highpriority "LAW2_D"  10000 ms  1  ;; - AH! I've got it!

:Label040CEF
00D6: if  0
001A:    14496 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label040D12
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label040CEF

:Label040D12
00BC: text_highpriority "LAW2_E"  10000 ms  1  ;; Ok, There's this limey, some music industry slimeball,

:Label040D21
00D6: if  0
001A:    17164 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label040D44
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label040D21

:Label040D44
00BC: text_highpriority "LAW2_F"  10000 ms  1  ;; goes by the name of Kent Paul.

:Label040D53
00D6: if  0
001A:    18793 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label040D76
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label040D53

:Label040D76
00BC: text_highpriority "LAW2_G"  10000 ms  1  ;; Anyway, he's got his nose so far up most of Vice City's ass

:Label040D85
00D6: if  0
001A:    22223 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label040DA8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label040D85

:Label040DA8
00BC: text_highpriority "LAW2_H"  10000 ms  1  ;; that if anybody knows the whereabouts of 20 k's of coke,

:Label040DB7
00D6: if  0
001A:    25376 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label040DDA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label040DB7

:Label040DDA
00BC: text_highpriority "LAW2_I"  10000 ms  1  ;; it's this guy, all right? He's always at The Malibu.

:Label040DE9
00D6: if  0
001A:    28768 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label040E0C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label040DE9

:Label040E0C
00BC: text_highpriority "LAW2_J"  10000 ms  1  ;; I'll go pay him a visit.

:Label040E1B
00D6: if  0
001A:    31266 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label040E3E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label040E1B

:Label040E3E
00BC: text_highpriority "LAW2_K"  10000 ms  1  ;; Take it easy now.

:Label040E4D
00D6: if  0
001A:    32433 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label040E70
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label040E4D

:Label040E70
00BE: text_clear_all

:Label040E72
00D6: if  0
001A:    33422 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label040E97
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label040E72

:Label040E97
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label040EA0
00D6: if  0
016B:   fading
004D: jump_if_false £Label040EB8
0001: wait  0 ms
0002: jump £Label040EA0

:Label040EB8
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
03C8: rotate_player-180-degrees
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
04BB: select_interiour  0  ;; select render area
03CB: set_camera  117.1 -825.6  9.8
0004: $3E1 =  1  ;; integer values
0108: destroy_object $3F5
029B: $3F5 = init_object -20 (OD_CLBDR_OPEN) at  490.34 -77.017  11.598
01C7: remove_object_from_mission_cleanup_list $3F5
0004: $3F4 =  1  ;; integer values
0004: $3F3 =  0  ;; integer values
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "LAW2_6"  10000 ms  2  ;; ~g~Go to the Malibu Club and find Kent Paul.
018A:  15@ = create_checkpoint_at $201 $202 $203

:Label040F4F
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot  491.0 -77.7  10.4 radius  2.0  2.0  3.0
004D: jump_if_false £Label040FD9
0001: wait  0 ms
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point  491.0 -77.7  10.4 radius  2.0  2.0  3.0
004D: jump_if_false £Label040FD2
00D6: if  0
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false £Label040FD2
00DA: $84C = player $PLAYER_CHAR car
0002: jump £Label040FD9

:Label040FD2
0002: jump £Label040F4F

:Label040FD9
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position  502.203 -95.118  10.771  0.0  0.0  0.0
0160: point_camera  501.811 -94.212  10.93  2
00D6: if  0
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false £Label041070
00D6: if  0
8119:   NOT   car $84C wrecked
004D: jump_if_false £Label041055
00AB: put_car $84C at  496.3 -82.8  9.0
0175: set_car $84C z_angle_to  116.6

:Label041055
012A: put_player $PLAYER_CHAR at  493.2 -79.7  10.4 and_remove_from_car
0002: jump £Label041084

:Label041070
0055: put_player $PLAYER_CHAR at  493.2 -79.7  10.4

:Label041084
0171: set_player $PLAYER_CHAR z_angle_to  58.0
0211: actor $PLAYER_ACTOR walk_to  487.8 -74.3
0001: wait  1000 ms
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms

:Label0410B1
00D6: if  0
016B:   fading
004D: jump_if_false £Label0410C9
0001: wait  0 ms
0002: jump £Label0410B1

:Label0410C9
011C: actor $PLAYER_ACTOR clear_objective
0004: $3E1 =  0  ;; integer values
0108: destroy_object $3F5
029B: $3F5 = init_object -25 (OD_CLBDR_CLOSE) at  490.34 -77.017  11.598
01C7: remove_object_from_mission_cleanup_list $3F5
0004: $3F3 =  1  ;; integer values
0004: $3F4 =  0  ;; integer values
0004: $3DA =  0  ;; integer values
0247: request_model #INFERNUS
0247: request_model #COLT45
01BD: $1D = current_time_in_ms
0004: $1E =  0  ;; integer values

:Label041120
00D6: if  1
83EE:   NOT   player $PLAYER_CHAR controllable
001A:    5000 > $1E  ;; integer values
004D: jump_if_false £Label041158
0001: wait  0 ms
01BD: $1C = current_time_in_ms
0084: $1E = $1C  ;; integer values and handles
0060: $1E -= $1D  ;; integer values
0002: jump £Label041120

:Label041158
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  0 (disabled)
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKENT"
023C: load_special_actor  3 "BOUNCA"
023C: load_special_actor  4 "FLOOZYB"
04BB: select_interiour  17  ;; select render area
04F9: interiour_colors  1  0
038B: load_requested_models

:Label0411A1
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
004D: jump_if_false £Label0411C7
0001: wait  0 ms
0002: jump £Label0411A1

:Label0411C7
03CB: set_camera  476.972 -65.499  8.943
0395: clear_area  1 at  476.972 -65.499 range  8.943  15.0
02E4: load_cutscene_data "LAW_2B"
0244: set_cutscene_pos  476.972 -65.499  8.943
041D: set_camera_near_clip  .3
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8E = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8E "CSKENT"
02E5:  0@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  0@ "BOUNCA"
02E5: $AF = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $AF "FLOOZYB"
0395: clear_area  1 at  493.1 -82.4 range  9.8  1.0
0055: put_player $PLAYER_CHAR at  493.1 -82.4  9.8
0171: set_player $PLAYER_CHAR z_angle_to  220.0
016A: fade  1 (back)  1500 ms
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0412AA
00D6: if  0
001A:    1018 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0412CD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0412AA

:Label0412CD
00BC: text_highpriority "LAW2B_A"  10000 ms  1  ;; Where'd you pop up from?

:Label0412DC
00D6: if  0
001A:    2526 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0412FF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0412DC

:Label0412FF
00BC: text_highpriority "LAW2B_B"  10000 ms  1  ;; I've been looking for a bird like you for ages, mate...

:Label04130E
00D6: if  0
001A:    5339 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label041331
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04130E

:Label041331
00BC: text_highpriority "LAW2B_D"  10000 ms  1  ;; I'm looking for some English guy...

:Label041340
00D6: if  0
001A:    9000 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label041363
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label041340

:Label041363
00BC: text_highpriority "LAW2B_C"  10000 ms  1  ;; Kent Paul, mate. Yeah, I'm the guvnor 'round here.

:Label041372
00D6: if  0
001A:    11311 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label041395
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label041372

:Label041395
00BC: text_highpriority "LAW2B_E"  10000 ms  1  ;; I sort things out, you know what I mean?

:Label0413A4
00D6: if  0
001A:    12536 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0413C7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0413A4

:Label0413C7
00BC: text_highpriority "LAW2B_F"  10000 ms  1  ;; I'll treat you. Whatever you want, I'll get you, girl.

:Label0413D6
00D6: if  0
001A:    14601 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0413F9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0413D6

:Label0413F9
00BC: text_highpriority "LAW2B_G"  10000 ms  1  ;; Don't you worry about a thing, mate.

:Label041408
00D6: if  0
001A:    16228 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04142B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label041408

:Label04142B
00BC: text_highpriority "LAW2B_H"  10000 ms  1  ;; Get lost, honey.

:Label04143A
00D6: if  0
001A:    18290 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04145D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04143A

:Label04145D
00BC: text_highpriority "LAW2B_I"  10000 ms  1  ;; Oi oi oi oi oi!

:Label04146C
00D6: if  0
001A:    20060 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04148F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04146C

:Label04148F
00BC: text_highpriority "LAW2B_J"  10000 ms  1  ;; You Kent Paul? I'm a friend of Rosenberg's...

:Label04149E
00D6: if  0
001A:    23582 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0414C1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04149E

:Label0414C1
00BC: text_highpriority "LAW2B_K"  10000 ms  1  ;; Rosenberg...Rosenberg...Oh, that bonkers ambulance chaser!

:Label0414D0
00D6: if  0
001A:    31000 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0414F3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0414D0

:Label0414F3
00BC: text_highpriority "LAW2B_L"  10000 ms  1  ;; That guy could defend an innocent man all the way to death row!

:Label041502
00D6: if  0
001A:    34762 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label041527
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label041502

:Label041527
00BC: text_highpriority "LAW2B_M"  10000 ms  1  ;; Give us another drink, bruv.

:Label041536
00D6: if  0
001A:    36141 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04155B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label041536

:Label04155B
00BC: text_highpriority "LAW2B_N"  10000 ms  1  ;; Everybody's a comedian.

:Label04156A
00D6: if  0
001A:    37719 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04158F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04156A

:Label04158F
00BC: text_highpriority "LAW2B_O"  10000 ms  1  ;; Listen to me, I'm missing twenty keys and a lot of cash...

:Label04159E
00D6: if  0
001A:    40549 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0415C3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04159E

:Label0415C3
00BC: text_highpriority "LAW2B_P"  10000 ms  1  ;; Drugs, mate? It's a mug's game.

:Label0415D2
00D6: if  0
001A:    42314 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0415F7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0415D2

:Label0415F7
00BC: text_highpriority "LAW2B_Q"  10000 ms  1  ;; What do you know about it?

:Label041606
00D6: if  0
001A:    44319 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04162B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label041606

:Label04162B
00BC: text_highpriority "LAW2B_R"  10000 ms  1  ;; Oi oi! What I was coming to was,

:Label04163A
00D6: if  0
001A:    46344 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04165F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04163A

:Label04165F
00BC: text_highpriority "LAW2B_S"  10000 ms  1  ;; there's some chef-cum-trumpetshifter who deals out kitchen of a hotel on Ocean Drive.

:Label04166E
00D6: if  0
001A:    50737 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label041693
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04166E

:Label041693
00BC: text_highpriority "LAW2B_T"  10000 ms  1  ;; He's been looking real pleased with himself lately. You could go and check him out...?!

:Label0416A2
00D6: if  0
001A:    54654 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0416C7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0416A2

:Label0416C7
00BC: text_highpriority "LAW2B_U"  10000 ms  1  ;; I will - and I'll be seeing you around.

:Label0416D6
00D6: if  0
001A:    60868 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0416FB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0416D6

:Label0416FB
00BC: text_highpriority "LAW2B_V"  10000 ms  1  ;; Yeah, that's right. Go on - walk away, you mug. I'll knock you spark out!

:Label04170A
00D6: if  0
001A:    64355 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04172F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04170A

:Label04172F
00BC: text_highpriority "LAW2B_W"  10000 ms  1  ;; Give me a drink - and where's that slut!

:Label04173E
00D6: if  0
001A:    66768 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label041763
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04173E

:Label041763
00BE: text_clear_all
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label04176E
00D6: if  0
016B:   fading
004D: jump_if_false £Label041786
0001: wait  0 ms
0002: jump £Label04176E

:Label041786
00BA: text_styled "BEACH3"  5000 ms  2  ;; Vice Point
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
04FA: reset_interior_colors  0
04BB: select_interiour  0  ;; select render area
03CB: set_camera  493.1 -82.4  9.8
0004: $3E1 =  0  ;; integer values
023C: load_special_actor  3 "CHEF"
023C: load_special_actor  4 "IGBUDDY"
0247: request_model #CELLPHONE
038B: load_requested_models

:Label0417EC
00D6: if  21
8248:   NOT   model #INFERNUS available
8248:   NOT   model #COLT45 available
004D: jump_if_false £Label04180C
0001: wait  0 ms
0002: jump £Label0417EC

:Label04180C
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
0164: disable_marker  15@
009A: $84D = create_actor  5 #SPECIAL03 at $85F $860 $861
0173: set_actor $84D z_angle_to  70.0
0223: set_actor $84D health_to  100
052B: actor $84D hold_cellphone  1
01ED: reset_actor $84D flags
00BC: text_highpriority "LAW2_7"  10000 ms  2  ;; ~g~Go and find the chef on Ocean Drive.
0187: $13 = create_marker_above_actor $84D
0006:  17@ =  0  ;; integer values

:Label04186A
00D6: if  0
8118:   NOT   actor $84D dead
004D: jump_if_false £Label041E0C
0001: wait  0 ms
00D6: if  0
0038:   $85C ==  0  ;; integer values
004D: jump_if_false £Label041C6D
00D6: if  0
8118:   NOT   actor $84D dead
004D: jump_if_false £Label041C66
00D6: if  0
8184:   NOT   actor $84D health >=  99
004D: jump_if_false £Label0418C8
052B: actor $84D hold_cellphone  0
01CA: actor $84D kill_player $PLAYER_CHAR
0004: $85C =  1  ;; integer values

:Label0418C8
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $84D radius  8.0  8.0  3.0
004D: jump_if_false £Label041A24
00D6: if  0
0038:   $85D ==  0  ;; integer values
004D: jump_if_false £Label041A24
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label04191E
03E2: actor $PLAYER_ACTOR exit_car

:Label04191E
015F: set_camera_position  434.913 -575.577  11.245  0.0  0.0  0.0
0160: point_camera  433.925 -575.73  11.256  2
0001: wait  2000 ms
00D6: if  0
8118:   NOT   actor $84D dead
004D: jump_if_false £Label041A24
015F: set_camera_position  431.418 -566.374  16.361  0.0  0.0  0.0
0160: point_camera  431.554 -567.186  15.795  2
00D6: if  0
8118:   NOT   actor $84D dead
004D: jump_if_false £Label0419C9
022C: set_actor $84D to_look_at_actor $PLAYER_ACTOR
022C: set_actor $PLAYER_ACTOR to_look_at_actor $84D
020E: actor $84D look_at_actor $PLAYER_ACTOR
020E: actor $PLAYER_ACTOR look_at_actor $84D

:Label0419C9
0006:  17@ =  0  ;; integer values

:Label0419D0
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label041A12
0001: wait  0 ms
00D6: if  0
0019:    17@ >  2000  ;; integer values
004D: jump_if_false £Label041A0B
012A: put_player $PLAYER_CHAR at  428.4 -573.7  9.7 and_remove_from_car

:Label041A0B
0002: jump £Label0419D0

:Label041A12
0211: actor $PLAYER_ACTOR walk_to $85F $860
0004: $85D =  1  ;; integer values

:Label041A24
00D6: if  0
0038:   $85D ==  1  ;; integer values
004D: jump_if_false £Label041C66
00D6: if  0
8118:   NOT   actor $84D dead
004D: jump_if_false £Label041C66
00D6: if  1
0038:   $26 ==  0  ;; integer values
0019:    17@ >  0  ;; integer values
004D: jump_if_false £Label041B4F
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label041A97
03CF: load_wav "LAW2_1" as  1
03CF: load_wav "LAW2_2" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label041AB1

:Label041A97
00D6: if  1
03D0:   wav  1 loaded
03D0:   wav  2 loaded
004D: jump_if_false £Label041AB1
0004: $22 =  1  ;; integer values

:Label041AB1
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label041B4F
04E2: $PLAYER_CHAR  1
03D1: play_wav  1
00D6: if  0
8118:   NOT   actor $84D dead
004D: jump_if_false £Label041AE5
052B: actor $84D hold_cellphone  0

:Label041AE5
00BC: text_highpriority "LAW2_1"  2000 ms  2  ;; Hey, whatchoo lookin' at?
0372: set_actor $84D anim  19 wait_state_time  10000 ms
0293: $12 = current_controls
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label041B4F
0372: set_actor $84D anim  0 wait_state_time  100 ms
0001: wait  500 ms
03D1: play_wav  2
00BC: text_highpriority "LAW2_2"  2000 ms  2  ;; You better start talking..
0004: $26 =  1  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0006:  17@ =  0  ;; integer values

:Label041B4F
00D6: if  0
8118:   NOT   actor $84D dead
004D: jump_if_false £Label041B88
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $84D radius  .7  .7  2.0
004D: jump_if_false £Label041B88
011C: actor $PLAYER_ACTOR clear_objective

:Label041B88
00D6: if  2
0038:   $26 ==  1  ;; integer values
0038:   $27 ==  0  ;; integer values
0019:    17@ >  2000  ;; integer values
004D: jump_if_false £Label041C66
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label041BD5
03CF: load_wav "LAW2_3" as  1
0004: $21 =  1  ;; integer values
0002: jump £Label041BEB

:Label041BD5
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label041BEB
0004: $22 =  1  ;; integer values

:Label041BEB
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label041C66
03D1: play_wav  1
00BC: text_highpriority "LAW2_3"  2000 ms  2  ;; Hey, make me, you prick!
04E3: unknown_player $PLAYER_CHAR  2  60000
0372: set_actor $84D anim  19 wait_state_time  1500 ms
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label041C66
04E2: $PLAYER_CHAR  0
0004: $26 =  1  ;; integer values
0004: $27 =  1  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0006:  17@ =  0  ;; integer values
0004: $85C =  1  ;; integer values

:Label041C66
0002: jump £Label041E05

:Label041C6D
00D6: if  0
0039:    13@ ==  0  ;; integer values
004D: jump_if_false £Label041D20
00D6: if  0
8118:   NOT   actor $84D dead
004D: jump_if_false £Label041D0A
022F: set_actor $84D stop_looking
01CA: actor $84D kill_player $PLAYER_CHAR
011C: actor $PLAYER_ACTOR clear_objective
0372: set_actor $84D anim  0 wait_state_time  0 ms
0293: $12 = current_controls
00D6: if  21
0038:   $12 ==  0  ;; integer values
0038:   $12 ==  1  ;; integer values
004D: jump_if_false £Label041CD2
03E5: text_box "HELP17"  ;; Press the ~h~~k~~PED_FIREWEAPON~ ~w~button to attack the chef.

:Label041CD2
00D6: if  0
0038:   $12 ==  2  ;; integer values
004D: jump_if_false £Label041CEE
03E5: text_box "HELP18"  ;; Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to attack the chef.

:Label041CEE
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label041D0A
03E5: text_box "HELP55"  ;; Press the ~h~~k~~PED_FIREWEAPON~~w~ button to attack the chef.

:Label041D0A
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0006:  13@ =  1  ;; integer values

:Label041D20
00D6: if  0
8118:   NOT   actor $84D dead
004D: jump_if_false £Label041E05
00D6: if  0
80FF:   NOT   actor $84D  0 ()near_point_on_foot  433.7 -575.9  9.7 radius  8.0  8.0  3.0
004D: jump_if_false £Label041D8F
00D6: if  0
0039:    12@ ==  0  ;; integer values
004D: jump_if_false £Label041D88
0211: actor $84D walk_to  433.7 -575.9
0006:  12@ =  1  ;; integer values

:Label041D88
0002: jump £Label041DBF

:Label041D8F
00D6: if  0
0039:    12@ ==  1  ;; integer values
004D: jump_if_false £Label041DBF
00D6: if  0
0126:   actor $84D walking
004D: jump_if_false £Label041DBF
052B: actor $84D hold_cellphone  1
0006:  12@ =  0  ;; integer values

:Label041DBF
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  433.7 -575.9  9.7 radius  8.0  8.0  3.0
004D: jump_if_false £Label041E05
052B: actor $84D hold_cellphone  0
01CA: actor $84D kill_player $PLAYER_CHAR
0006:  12@ =  0  ;; integer values

:Label041E05
0002: jump £Label04186A

:Label041E0C
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
022F: set_actor $PLAYER_ACTOR stop_looking
0164: disable_marker $13
00D6: if  0
056D:   unknown_actor $84D dead_but_active
004D: jump_if_false £Label041E67
04A5: unknown_store_dead_actor $84D position_to $85F $860 $861
0009: $861 +=  .5  ;; floating-point values
0213:  10@ = create_pickup #CELLPHONE type  3 at $85F $860 $861
0002: jump £Label041E7A

:Label041E67
0213:  10@ = create_pickup #CELLPHONE type  3 at $85F $860 $861

:Label041E7A
03DC:  11@ = create_marker_above_pickup  10@
00BC: text_highpriority "LAW2_11"  5000 ms  2  ;; ~g~Pick up his cell phone.

:Label041E91
00D6: if  0
8214:   NOT   pickup  10@ picked_up
004D: jump_if_false £Label041EAC
0001: wait  0 ms
0002: jump £Label041E91

:Label041EAC
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03D5: remove_text "LAW2_11"  ;; ~g~Pick up his cell phone.
03E5: text_box "LAW2_12"  ;; Cell phone acquired! You can now receive phone calls.
0164: disable_marker  11@
0001: wait  1500 ms
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label041EE0
00D6: if  0
016B:   fading
004D: jump_if_false £Label041EF8
0001: wait  0 ms
0002: jump £Label041EE0

:Label041EF8
03E6: remove_text_box
009B: destroy_actor_instantly $84D
0164: disable_marker $13
01BD: $1D = current_time_in_ms
0004: $1E =  0  ;; integer values

:Label041F10
00D6: if  1
83EE:   NOT   player $PLAYER_CHAR controllable
001A:    5000 > $1E  ;; integer values
004D: jump_if_false £Label041F48
0001: wait  0 ms
01BD: $1C = current_time_in_ms
0084: $1E = $1C  ;; integer values and handles
0060: $1E -= $1D  ;; integer values
0002: jump £Label041F10

:Label041F48
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  0 (disabled)
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSBUDDY"
02F3: load_object #CUTOBJ01 "GUNCOLT"
03CB: set_camera  440.163 -567.622  10.031
038B: load_requested_models

:Label041F8D
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false £Label041FB4
0001: wait  0 ms
0002: jump £Label041F8D

:Label041FB4
0395: clear_area  1 at $85F $860 range $861  20.0
02E4: load_cutscene_data "LAW_2C"
0244: set_cutscene_pos  440.163 -567.622  10.031
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $88 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5:  1@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  1@ "CHEF01"
02E5:  2@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  2@ "CHEF02"
02E5:  3@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  3@ "CHEF03"
02E5:  9@ = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  9@ "GUNCOLT"
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label04208C
012A: put_player $PLAYER_CHAR at  433.0 -574.5  9.6 and_remove_from_car
0002: jump £Label0420A0

:Label04208C
0055: put_player $PLAYER_CHAR at  433.0 -574.5  9.6

:Label0420A0
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0420B6
00D6: if  0
001A:    3050 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0420D9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0420B6

:Label0420D9
00BC: text_highpriority "LAW2C_A"  10000 ms  1  ;; Oh, way to go, tough guy. Beat him to a pulp. That should make him real chatty.

:Label0420E8
00D6: if  0
001A:    9000 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04210B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0420E8

:Label04210B
00BC: text_highpriority "LAW2C_B"  10000 ms  1  ;; You want some, too?

:Label04211A
00D6: if  0
001A:    10080 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04213D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04211A

:Label04213D
00BC: text_highpriority "LAW2C_C"  10000 ms  1  ;; Hey, chill. I want what you want, brother.

:Label04214C
00D6: if  0
001A:    13080 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04216F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04214C

:Label04216F
00BC: text_highpriority "LAW2C_D"  10000 ms  1  ;; Oh, yeah? And what's that?

:Label04217E
00D6: if  0
001A:    14250 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0421A1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04217E

:Label0421A1
00BC: text_highpriority "LAW2C_E"  10000 ms  1  ;; Your green - and my dead brother's white lady. Unfortunately, you just silenced our lead.

:Label0421B0
00D6: if  0
001A:    21170 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0421D3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0421B0

:Label0421D3
00BC: text_highpriority "LAW2C_F"  10000 ms  1  ;; Accidents happen. Get lost.

:Label0421E2
00D6: if  0
001A:    23160 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label042205
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0421E2

:Label042205
00BC: text_highpriority "LAW2C_G"  10000 ms  1  ;; Hey, hey, whoa. No need to go all 'Lone Ranger' on my ass.

:Label042214
00D6: if  0
001A:    28030 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label042237
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label042214

:Label042237
00BC: text_highpriority "LAW2C_H"  10000 ms  1  ;; The way I see it - we two hombres in a strange town. We need to watch each other's back.

:Label042246
00D6: if  0
001A:    34070 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04226B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label042246

:Label04226B
00BC: text_highpriority "LAW2C_I"  10000 ms  1  ;; My back's just fine, brother...

:Label04227A
00D6: if  0
001A:    36060 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04229F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04227A

:Label04229F
00BC: text_highpriority "LAW2C_J"  10000 ms  1  ;; You sure about that? Here, take this.

:Label0422AE
00D6: if  0
001A:    39100 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0422D3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0422AE

:Label0422D3
00BC: text_highpriority "LAW2C_K"  10000 ms  1  ;; Follow me!

:Label0422E2
00D6: if  0
001A:    40100 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label042307
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0422E2

:Label042307
00BE: text_clear_all

:Label042309
00D6: if  0
001A:    40744 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04232E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label042309

:Label04232E
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label042337
00D6: if  0
016B:   fading
004D: jump_if_false £Label04234F
0001: wait  0 ms
0002: jump £Label042337

:Label04234F
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0247: request_model #CLEAVER
0247: request_model #KNIFECUR

:Label042373
00D6: if  21
8248:   NOT   model #CLEAVER available
8248:   NOT   model #KNIFECUR available
004D: jump_if_false £Label042393
0001: wait  0 ms
0002: jump £Label042373

:Label042393
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0423BE
012A: put_player $PLAYER_CHAR at  433.0 -574.5  9.6 and_remove_from_car
0002: jump £Label0423D2

:Label0423BE
0055: put_player $PLAYER_CHAR at  433.0 -574.5  9.6

:Label0423D2
0171: set_player $PLAYER_CHAR z_angle_to  327.0
0395: clear_area  0 at  265.7 -929.3 range  9.7  4.0
009A: $LANCE_VANCE = create_actor  5 #SPECIAL04 at  433.1 -575.8  9.6
0173: set_actor $LANCE_VANCE z_angle_to  143.0
0243: set_actor $LANCE_VANCE ped_stats_to  16
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on  1
0568: $LANCE_VANCE  1
0446: (unknown) $LANCE_VANCE  0 
01B2: give_actor $LANCE_VANCE weapon  17 ammo  9999  ;; Load the weapon model before using this
0187: $39 = create_marker_above_actor $LANCE_VANCE
0395: clear_area  0 at  431.3 -655.4 range  9.7  6.0
00A5: $1A = create_car #INFERNUS at  431.3 -655.4  10.6
0224: set_car $1A health_to  2000
020A: set_car $1A door_status_to  1
0175: set_car $1A z_angle_to  156.0
0229: set_car $1A color_to  1  1
0186: $85B = create_marker_above_car $1A
039E: (unknown) $LANCE_VANCE  1 
0526: unknown_actor $LANCE_VANCE  1
01B1: give_player $PLAYER_CHAR weapon  17 ammo  34  ;; Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  17
0395: clear_area  0 at  439.0 -567.7 range  9.6  1.0
009A: $84E = create_actor  5 #SPECIAL03 at  439.2 -567.9  9.6
01ED: reset_actor $84E flags
0243: set_actor $84E ped_stats_to  16
01B2: give_actor $84E weapon  8 ammo  0  ;; Load the weapon model before using this
0173: set_actor $84E z_angle_to  154.0
0395: clear_area  0 at  437.4 -567.8 range  9.6  1.0
009A: $84F = create_actor  5 #SPECIAL03 at  438.2 -567.8  9.6
01ED: reset_actor $84F flags
0243: set_actor $84F ped_stats_to  16
01B2: give_actor $84F weapon  5 ammo  0  ;; Load the weapon model before using this
0173: set_actor $84F z_angle_to  154.0
0395: clear_area  0 at  435.4 -566.2 range  9.6  1.0
009A: $850 = create_actor  5 #SPECIAL03 at  437.2 -567.4  9.6
01ED: reset_actor $850 flags
0243: set_actor $850 ped_stats_to  16
01B2: give_actor $850 weapon  8 ammo  0  ;; Load the weapon model before using this
0173: set_actor $850 z_angle_to  154.0
0006:  17@ =  0  ;; integer values
03CF: load_wav "LAW2_4" as  1
02A3: toggle_widescreen  1 (on)
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $84F dead
004D: jump_if_false £Label0425DE
04C6: $PLAYER_ACTOR $84F

:Label0425DE
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
015F: set_camera_position  430.001 -576.716  11.667  0.0  0.0  0.0
0160: point_camera  430.808 -576.17  11.442  2
0001: wait  1000 ms
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label042641
0239: actor $LANCE_VANCE run_to  421.0 -598.1

:Label042641
0001: wait  1000 ms
015F: set_camera_position  430.575 -575.37  11.484  0.0  0.0  0.0
0160: point_camera  430.389 -576.35  11.405  2
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label04268C
03D1: play_wav  1

:Label04268C
00BC: text_highpriority "LAW2_4"  2000 ms  2  ;; This way!
0001: wait  500 ms
0293: $12 = current_controls
00D6: if  21
0038:   $12 ==  0  ;; integer values
0038:   $12 ==  1  ;; integer values
004D: jump_if_false £Label0426C8
03E5: text_box "GUN_2A"  ;; Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire!

:Label0426C8
00D6: if  0
0038:   $12 ==  2  ;; integer values
004D: jump_if_false £Label0426E4
03E5: text_box "GUN_2C"  ;; Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire!

:Label0426E4
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label042700
03E5: text_box "GUN_2D"  ;; Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire!

:Label042700
011C: actor $PLAYER_ACTOR clear_objective
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
00D6: if  0
0119:   car $1A wrecked
004D: jump_if_false £Label042729
0002: jump £Label043D70

:Label042729
00D6: if  0
0118:   actor $LANCE_VANCE dead
004D: jump_if_false £Label04274F
00BC: text_highpriority "COK2_26"  5000 ms  2  ;; ~r~You killed Lance!
0002: jump £Label043D70

:Label04274F
0006:  17@ =  0  ;; integer values
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
041E: set_radio_station  3 -1
03CF: load_wav "LANAMU1" as  1
03CF: load_wav "LANAMU2" as  2
0006:  16@ =  0  ;; integer values

:Label042789
00D6: if  21
80DC:   NOT   player $PLAYER_CHAR driving $1A
80DB:   NOT   actor $LANCE_VANCE in_car $1A
004D: jump_if_false £Label042D05
0001: wait  0 ms
00D6: if  0
0038:   $84B ==  0  ;; integer values
004D: jump_if_false £Label042801
00D6: if  0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label042801
00D6: if  0
0038:   $12 ==  2  ;; integer values
004D: jump_if_false £Label0427F0
03E5: text_box "HELP2A2"  ;; Press the ~h~~k~~PED_SPRINT~~w~ button when running to ~h~sprint
0002: jump £Label0427FA

:Label0427F0
03E5: text_box "HELP2_A"  ;; Press the ~h~~k~~PED_SPRINT~ ~w~button when running to ~h~sprint

:Label0427FA
0004: $84B =  1  ;; integer values

:Label042801
00D6: if  0
0038:   $84B ==  1  ;; integer values
004D: jump_if_false £Label042837
00D6: if  0
0019:    16@ >  9000  ;; integer values
004D: jump_if_false £Label042837
03E5: text_box "HELP3"  ;; You can only sprint for short periods before becoming tired.
0004: $84B =  2  ;; integer values

:Label042837
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label042A1E
00D6: if  0
00FE:   actor $LANCE_VANCE  0 ()near_point  427.6 -584.7  10.6 radius  1.0  1.0  5.0
004D: jump_if_false £Label04288D
0239: actor $LANCE_VANCE run_to  421.0 -598.1
0411: (unknown) $LANCE_VANCE  0 

:Label04288D
00D6: if  0
00FE:   actor $LANCE_VANCE  0 ()near_point  421.0 -598.1  10.6 radius  1.0  1.0  5.0
004D: jump_if_false £Label0428D3
0239: actor $LANCE_VANCE run_to  413.3 -614.3
0411: (unknown) $LANCE_VANCE  0 

:Label0428D3
00D6: if  0
00FE:   actor $LANCE_VANCE  0 ()near_point  413.3 -614.3  10.6 radius  1.0  1.0  5.0
004D: jump_if_false £Label042919
0239: actor $LANCE_VANCE run_to  405.6 -632.4
0411: (unknown) $LANCE_VANCE  0 

:Label042919
00D6: if  0
00FE:   actor $LANCE_VANCE  0 ()near_point  405.6 -632.4  10.6 radius  1.0  1.0  5.0
004D: jump_if_false £Label04295F
0239: actor $LANCE_VANCE run_to  429.1 -648.7
0411: (unknown) $LANCE_VANCE  0 

:Label04295F
00D6: if  0
00FE:   actor $LANCE_VANCE  0 ()near_point  429.1 -648.7  10.6 radius  1.0  1.0  5.0
004D: jump_if_false £Label0429BE
00D6: if  0
0038:   $849 ==  0  ;; integer values
004D: jump_if_false £Label0429BE
0239: actor $LANCE_VANCE run_to  429.5 -653.7
0411: (unknown) $LANCE_VANCE  0 
0004: $849 =  1  ;; integer values

:Label0429BE
00D6: if  0
8119:   NOT   car $1A wrecked
004D: jump_if_false £Label042A1E
00D6: if  0
00FE:   actor $LANCE_VANCE  0 ()near_point  429.5 -653.7  10.6 radius  1.0  1.0  5.0
004D: jump_if_false £Label042A1E
01ED: reset_actor $LANCE_VANCE flags
00D6: if  0
80DB:   NOT   actor $LANCE_VANCE in_car $1A
004D: jump_if_false £Label042A1E
01D4: actor $LANCE_VANCE go_to_car $1A and_enter_it_as_a_passenger

:Label042A1E
00D6: if  0
0118:   actor $LANCE_VANCE dead
004D: jump_if_false £Label042A44
00BC: text_highpriority "COK2_26"  5000 ms  2  ;; ~r~You killed Lance!
0002: jump £Label043D70

:Label042A44
00D6: if  0
0119:   car $1A wrecked
004D: jump_if_false £Label042A5B
0002: jump £Label043D70

:Label042A5B
00D6: if  0
0019:    17@ >  1000  ;; integer values
004D: jump_if_false £Label042BC2
00D6: if  0
0039:    8@ ==  0  ;; integer values
004D: jump_if_false £Label042AE4
00D6: if  0
8118:   NOT   actor $84E dead
004D: jump_if_false £Label042A9F
011A: set_actor $84E flags  1
01CA: actor $84E kill_player $PLAYER_CHAR

:Label042A9F
00D6: if  0
8118:   NOT   actor $84F dead
004D: jump_if_false £Label042ABE
011A: set_actor $84F flags  1
01CA: actor $84F kill_player $PLAYER_CHAR

:Label042ABE
00D6: if  0
8118:   NOT   actor $850 dead
004D: jump_if_false £Label042ADD
011A: set_actor $850 flags  1
01CA: actor $850 kill_player $PLAYER_CHAR

:Label042ADD
0006:  8@ =  1  ;; integer values

:Label042AE4
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
8118:   NOT   actor $84E dead
004D: jump_if_false £Label042B35
00D6: if  0
8510:   NOT   unknown_actor $84E on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label042B35
009E: set_actor $84E path $5F $60 $61 unknown  2.0  1

:Label042B35
00D6: if  0
8118:   NOT   actor $84F dead
004D: jump_if_false £Label042B78
00D6: if  0
8510:   NOT   unknown_actor $84F on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label042B78
009E: set_actor $84F path $5F $60 $61 unknown  2.0  1

:Label042B78
00D6: if  0
8118:   NOT   actor $850 dead
004D: jump_if_false £Label042BBB
00D6: if  0
8510:   NOT   unknown_actor $850 on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label042BBB
009E: set_actor $850 path $5F $60 $61 unknown  2.0  1

:Label042BBB
0006:  17@ =  0  ;; integer values

:Label042BC2
00D6: if  1
0118:   actor $84E dead
0038:   $855 ==  0  ;; integer values
004D: jump_if_false £Label042BE7
000A:  14@ +=  1  ;; integer values
0004: $855 =  1  ;; integer values

:Label042BE7
00D6: if  1
0118:   actor $84F dead
0038:   $856 ==  0  ;; integer values
004D: jump_if_false £Label042C0C
000A:  14@ +=  1  ;; integer values
0004: $856 =  1  ;; integer values

:Label042C0C
00D6: if  1
0118:   actor $850 dead
0038:   $857 ==  0  ;; integer values
004D: jump_if_false £Label042C31
000A:  14@ +=  1  ;; integer values
0004: $857 =  1  ;; integer values

:Label042C31
00D6: if  0
8119:   NOT   car $1A wrecked
004D: jump_if_false £Label042CFE
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1A
004D: jump_if_false £Label042CFE
00D6: if  0
80FB:   NOT   player $PLAYER_CHAR  0 ()near_actor $LANCE_VANCE radius  5.0  5.0  10.0
004D: jump_if_false £Label042CB4
00D6: if  0
0038:   $38 ==  0  ;; integer values
004D: jump_if_false £Label042CAD
0164: disable_marker $39
0187: $39 = create_marker_above_actor $LANCE_VANCE
00BC: text_highpriority "LAW2_13"  5000 ms  2  ;; ~g~You've left Lance behind! Go and get him!
0004: $38 =  1  ;; integer values

:Label042CAD
0002: jump £Label042CFE

:Label042CB4
00D6: if  0
8119:   NOT   car $1A wrecked
004D: jump_if_false £Label042CFE
00D6: if  0
80DB:   NOT   actor $LANCE_VANCE in_car $1A
004D: jump_if_false £Label042CDF
01D4: actor $LANCE_VANCE go_to_car $1A and_enter_it_as_a_passenger

:Label042CDF
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1A
004D: jump_if_false £Label042CF7
0164: disable_marker $39

:Label042CF7
0004: $38 =  0  ;; integer values

:Label042CFE
0002: jump £Label042789

:Label042D05
0164: disable_marker $85B
0164: disable_marker $39
02A8:  4@ = create_marker  16 at $213 $214 $215
0001: wait  1000 ms
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label042D46
03D1: play_wav  1
00BC: text_highpriority "LAW2_16"  4000 ms  2  ;; One thing you gotta realize about this town. You gotta pack some heat.

:Label042D46
0001: wait  500 ms

:Label042D4B
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label042D65
0001: wait  0 ms
0002: jump £Label042D4B

:Label042D65
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label042D87
03D1: play_wav  2
00BC: text_highpriority "LAW2_17"  2000 ms  2  ;; C'mon, the local gun shop's a couple of blocks away.

:Label042D87
0004: $84A =  1  ;; integer values
0001: wait  2000 ms
014C: set_parked_car_generator $728 cars_to_generate_to  0
00D6: if  0
0118:   actor $LANCE_VANCE dead
004D: jump_if_false £Label042DC0
00BC: text_highpriority "COK2_26"  5000 ms  2  ;; ~r~You killed Lance!
0002: jump £Label043D70

:Label042DC0
00D6: if  0
0119:   car $1A wrecked
004D: jump_if_false £Label042DD7
0002: jump £Label043D70

:Label042DD7
00BC: text_highpriority "LAW2_15"  10000 ms  2  ;; ~g~Go to Ammu-Nation.
0006:  16@ =  0  ;; integer values

:Label042DED
00D6: if  0
80F8:   NOT   player $PLAYER_CHAR stopped  1 (in-sphere)near_point -53.7 -1482.9  10.4 radius  3.0  4.0  3.0
004D: jump_if_false £Label0431CA
0001: wait  0 ms
00D6: if  0
0118:   actor $LANCE_VANCE dead
004D: jump_if_false £Label042E47
00BC: text_highpriority "COK2_26"  5000 ms  2  ;; ~r~You killed Lance!
0002: jump £Label043D70

:Label042E47
00D6: if  0
0119:   car $1A wrecked
004D: jump_if_false £Label042E5E
0002: jump £Label043D70

:Label042E5E
00D6: if  0
80FB:   NOT   player $PLAYER_CHAR  0 ()near_actor $LANCE_VANCE radius  10.0  10.0  10.0
004D: jump_if_false £Label042EBE
00D6: if  0
0038:   $38 ==  0  ;; integer values
004D: jump_if_false £Label042EB7
0164: disable_marker $39
0187: $39 = create_marker_above_actor $LANCE_VANCE
00BC: text_highpriority "LAW2_13"  5000 ms  2  ;; ~g~You've left Lance behind! Go and get him!
0004: $38 =  1  ;; integer values

:Label042EB7
0002: jump £Label042F08

:Label042EBE
00D6: if  0
8119:   NOT   car $1A wrecked
004D: jump_if_false £Label042F08
00D6: if  0
80DB:   NOT   actor $LANCE_VANCE in_car $1A
004D: jump_if_false £Label042EE9
01D4: actor $LANCE_VANCE go_to_car $1A and_enter_it_as_a_passenger

:Label042EE9
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1A
004D: jump_if_false £Label042F01
0164: disable_marker $39

:Label042F01
0004: $38 =  0  ;; integer values

:Label042F08
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1A
004D: jump_if_false £Label042F5B
00D6: if  0
80DB:   NOT   actor $LANCE_VANCE in_car $1A
004D: jump_if_false £Label042F54
00D6: if  0
0038:   $84A ==  0  ;; integer values
004D: jump_if_false £Label042F54
0164: disable_marker $85B
0186: $85B = create_marker_above_car $1A
0004: $84A =  1  ;; integer values

:Label042F54
0002: jump £Label042F79

:Label042F5B
00D6: if  0
0038:   $84A ==  1  ;; integer values
004D: jump_if_false £Label042F79
0164: disable_marker $85B
0004: $84A =  0  ;; integer values

:Label042F79
00D6: if  0
0019:    17@ >  1000  ;; integer values
004D: jump_if_false £Label04306A
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
8118:   NOT   actor $84E dead
004D: jump_if_false £Label042FDD
00D6: if  0
8510:   NOT   unknown_actor $84E on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label042FDD
009E: set_actor $84E path $5F $60 $61 unknown  2.0  1

:Label042FDD
00D6: if  0
8118:   NOT   actor $84F dead
004D: jump_if_false £Label043020
00D6: if  0
8510:   NOT   unknown_actor $84F on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label043020
009E: set_actor $84F path $5F $60 $61 unknown  2.0  1

:Label043020
00D6: if  0
8118:   NOT   actor $850 dead
004D: jump_if_false £Label043063
00D6: if  0
8510:   NOT   unknown_actor $850 on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label043063
009E: set_actor $850 path $5F $60 $61 unknown  2.0  1

:Label043063
0006:  17@ =  0  ;; integer values

:Label04306A
00D6: if  0
8118:   NOT   actor $84E dead
004D: jump_if_false £Label0430A5
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $84E radius  120.0  120.0
004D: jump_if_false £Label04309E
01C2: remove_references_to_actor $84E  ;; Like turning an actor into a random pedestrian

:Label04309E
0002: jump £Label0430AA

:Label0430A5
01C2: remove_references_to_actor $84E  ;; Like turning an actor into a random pedestrian

:Label0430AA
00D6: if  0
8118:   NOT   actor $84F dead
004D: jump_if_false £Label0430E5
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $84F radius  120.0  120.0
004D: jump_if_false £Label0430DE
01C2: remove_references_to_actor $84F  ;; Like turning an actor into a random pedestrian

:Label0430DE
0002: jump £Label0430EA

:Label0430E5
01C2: remove_references_to_actor $84F  ;; Like turning an actor into a random pedestrian

:Label0430EA
00D6: if  0
8118:   NOT   actor $850 dead
004D: jump_if_false £Label043125
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $850 radius  120.0  120.0
004D: jump_if_false £Label04311E
01C2: remove_references_to_actor $850  ;; Like turning an actor into a random pedestrian

:Label04311E
0002: jump £Label04312A

:Label043125
01C2: remove_references_to_actor $850  ;; Like turning an actor into a random pedestrian

:Label04312A
00D6: if  0
0039:    7@ ==  0  ;; integer values
004D: jump_if_false £Label0431C3
00D6: if  0
0019:    16@ >  3000  ;; integer values
004D: jump_if_false £Label0431C3
03E5: text_box "LAW3_15"  ;; Follow the ~h~Gun blip~w~ on the radar to find ~h~Ammu-Nation.
03E7: flash_hud  8

:Label04315D
00D6: if  0
8019:   NOT    16@ >  5000  ;; integer values
004D: jump_if_false £Label0431B8
0001: wait  0 ms
00D6: if  0
0118:   actor $LANCE_VANCE dead
004D: jump_if_false £Label04319A
00BC: text_highpriority "COK2_26"  5000 ms  2  ;; ~r~You killed Lance!
0002: jump £Label043D70

:Label04319A
00D6: if  0
0119:   car $1A wrecked
004D: jump_if_false £Label0431B1
0002: jump £Label043D70

:Label0431B1
0002: jump £Label04315D

:Label0431B8
03E7: flash_hud -1
0006:  7@ =  1  ;; integer values

:Label0431C3
0002: jump £Label042DED

:Label0431CA
03CF: load_wav "LAW2_5" as  2
0164: disable_marker  4@
00D6: if  0
8118:   NOT   actor $355 dead
004D: jump_if_false £Label0431F0
022F: set_actor $355 stop_looking

:Label0431F0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
015F: set_camera_position -54.73 -1479.25  11.418  0.0  0.0  0.0
0160: point_camera -55.647 -1479.631  11.299  2
03E5: text_box "LAW3_11"  ;; Stand in the ~q~pink marker~w~ to view the weapons on offer.
0006:  16@ =  0  ;; integer values

:Label04323B
00D6: if  0
8019:   NOT    16@ >  1000  ;; integer values
004D: jump_if_false £Label043259
0001: wait  0 ms
0002: jump £Label04323B

:Label043259
00D6: if  0
8019:   NOT    16@ >  3000  ;; integer values
004D: jump_if_false £Label04328F
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label043288
0002: jump £Label04352C

:Label043288
0002: jump £Label043259

:Label04328F
015F: set_camera_position -63.091 -1483.06  12.398  0.0  0.0  0.0
0160: point_camera -63.189 -1484.055  12.396  2
03E5: text_box "LAW3_12"  ;; You can select weapons by pressing ~h~left~w~ or ~h~right~w~ on the ~h~directional button.
0006:  16@ =  0  ;; integer values
0001: wait  500 ms

:Label0432D8
00D6: if  0
8019:   NOT    16@ >  3500  ;; integer values
004D: jump_if_false £Label043344
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label04333D

:Label043300
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label043336
0001: wait  0 ms
00D6: if  0
0019:    16@ >  3500  ;; integer values
004D: jump_if_false £Label04332F
0002: jump £Label04352C

:Label04332F
0002: jump £Label043300

:Label043336
0002: jump £Label04352C

:Label04333D
0002: jump £Label0432D8

:Label043344
015F: set_camera_position -61.233 -1482.864  11.818  0.0  0.0  0.0
0160: point_camera -61.601 -1483.793  11.811  2
03E5: text_box "LAW3_13"  ;; If you have enough cash you can buy weapons by pressing the ~h~~k~~PED_SPRINT~ ~w~button.
0006:  16@ =  0  ;; integer values

:Label043388
00D6: if  0
8019:   NOT    16@ >  4000  ;; integer values
004D: jump_if_false £Label0433BE
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0433B7
0002: jump £Label04352C

:Label0433B7
0002: jump £Label043388

:Label0433BE
015F: set_camera_position -68.227 -1479.893  11.67  0.0  0.0  0.0
0160: point_camera -67.359 -1480.372  11.544  2
03E5: text_box "LAW3_14"  ;; You can exit the shop by pressing the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button.
0006:  16@ =  0  ;; integer values

:Label043402
00D6: if  0
8019:   NOT    16@ >  4000  ;; integer values
004D: jump_if_false £Label043438
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label043431
0002: jump £Label04352C

:Label043431
0002: jump £Label043402

:Label043438
015F: set_camera_position -63.091 -1483.06  12.398  0.0  0.0  0.0
0160: point_camera -63.189 -1484.055  12.396  2
03E5: text_box "HELP46"  ;; There are eight different types of weapon.
0006:  16@ =  0  ;; integer values

:Label04347C
00D6: if  0
8019:   NOT    16@ >  4000  ;; integer values
004D: jump_if_false £Label0434B2
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0434AB
0002: jump £Label04352C

:Label0434AB
0002: jump £Label04347C

:Label0434B2
015F: set_camera_position -61.233 -1482.864  11.818  0.0  0.0  0.0
0160: point_camera -61.601 -1483.793  11.811  2
03E5: text_box "HELP47"  ;; You can carry one of each type of weapon at a time - one type of pistol, one type of shotgun.
0006:  16@ =  0  ;; integer values

:Label0434F6
00D6: if  0
8019:   NOT    16@ >  4000  ;; integer values
004D: jump_if_false £Label04352C
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label043525
0002: jump £Label04352C

:Label043525
0002: jump £Label0434F6

:Label04352C
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
018A:  4@ = create_checkpoint_at  242.6 -1281.2  10.0
00BC: text_highpriority "LAW2_10"  15000 ms  2  ;; ~g~Drive back to the hotel.
00D6: if  0
0118:   actor $LANCE_VANCE dead
004D: jump_if_false £Label043580
00BC: text_highpriority "COK2_26"  5000 ms  2  ;; ~r~You killed Lance!
0002: jump £Label043D70

:Label043580
00D6: if  0
0119:   car $1A wrecked
004D: jump_if_false £Label043597
0002: jump £Label043D70

:Label043597
00D6: if  22
80B1:   NOT   car $1A  0 ()in_cube  272.8 -1341.5  16.0  212.5 -1280.0  8.0
8448:   NOT   actor $LANCE_VANCE in_car $1A
8448:   NOT   actor $PLAYER_ACTOR in_car $1A
004D: jump_if_false £Label043872
0001: wait  0 ms
00D6: if  0
0118:   actor $LANCE_VANCE dead
004D: jump_if_false £Label043601
00BC: text_highpriority "COK2_26"  5000 ms  2  ;; ~r~You killed Lance!
0002: jump £Label043D70

:Label043601
00D6: if  0
0119:   car $1A wrecked
004D: jump_if_false £Label043618
0002: jump £Label043D70

:Label043618
00D6: if  2
00B1:   car $1A  0 ()in_cube  272.9 -1220.6  16.0  212.5 -1280.0  8.0
0448:   actor $LANCE_VANCE in_car $1A
0448:   actor $PLAYER_ACTOR in_car $1A
004D: jump_if_false £Label04365F
0002: jump £Label043872

:Label04365F
00D6: if  0
80FB:   NOT   player $PLAYER_CHAR  0 ()near_actor $LANCE_VANCE radius  10.0  10.0  10.0
004D: jump_if_false £Label0436BF
00D6: if  0
0038:   $38 ==  0  ;; integer values
004D: jump_if_false £Label0436B8
0164: disable_marker $39
0187: $39 = create_marker_above_actor $LANCE_VANCE
00BC: text_highpriority "LAW2_13"  5000 ms  2  ;; ~g~You've left Lance behind! Go and get him!
0004: $38 =  1  ;; integer values

:Label0436B8
0002: jump £Label043709

:Label0436BF
00D6: if  0
8119:   NOT   car $1A wrecked
004D: jump_if_false £Label043709
00D6: if  0
80DB:   NOT   actor $LANCE_VANCE in_car $1A
004D: jump_if_false £Label0436EA
01D4: actor $LANCE_VANCE go_to_car $1A and_enter_it_as_a_passenger

:Label0436EA
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1A
004D: jump_if_false £Label043702
0164: disable_marker $39

:Label043702
0004: $38 =  0  ;; integer values

:Label043709
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1A
004D: jump_if_false £Label04375C
00D6: if  0
80DB:   NOT   actor $LANCE_VANCE in_car $1A
004D: jump_if_false £Label043755
00D6: if  0
0038:   $84A ==  0  ;; integer values
004D: jump_if_false £Label043755
0164: disable_marker $85B
0186: $85B = create_marker_above_car $1A
0004: $84A =  1  ;; integer values

:Label043755
0002: jump £Label04377A

:Label04375C
00D6: if  0
0038:   $84A ==  1  ;; integer values
004D: jump_if_false £Label04377A
0164: disable_marker $85B
0004: $84A =  0  ;; integer values

:Label04377A
00D6: if  0
0019:    17@ >  1000  ;; integer values
004D: jump_if_false £Label04386B
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
8118:   NOT   actor $84E dead
004D: jump_if_false £Label0437DE
00D6: if  0
8510:   NOT   unknown_actor $84E on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label0437DE
009E: set_actor $84E path $5F $60 $61 unknown  2.0  1

:Label0437DE
00D6: if  0
8118:   NOT   actor $84F dead
004D: jump_if_false £Label043821
00D6: if  0
8510:   NOT   unknown_actor $84F on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label043821
009E: set_actor $84F path $5F $60 $61 unknown  2.0  1

:Label043821
00D6: if  0
8118:   NOT   actor $850 dead
004D: jump_if_false £Label043864
00D6: if  0
8510:   NOT   unknown_actor $850 on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label043864
009E: set_actor $850 path $5F $60 $61 unknown  2.0  1

:Label043864
0006:  17@ =  0  ;; integer values

:Label04386B
0002: jump £Label043597

:Label043872
016A: fade  0 ()  500 ms

:Label043879
00D6: if  0
016B:   fading
004D: jump_if_false £Label043891
0001: wait  0 ms
0002: jump £Label043879

:Label043891
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
8119:   NOT   car $1A wrecked
004D: jump_if_false £Label0438B4
0174: $862 = car $1A z_angle

:Label0438B4
00D6: if  0
00B1:   car $1A  0 ()in_cube  272.8 -1341.5  16.0  212.5 -1280.0  8.0
004D: jump_if_false £Label0439CA
00D6: if  0
8119:   NOT   car $1A wrecked
004D: jump_if_false £Label0439C3
00AD: set_car $1A max_speed_to  0.0
00AE: unknown_set_car $1A to_ignore_traffic_lights  3
0395: clear_area  1 at  232.1 -1323.4 range  10.9  40.0
00AB: put_car $1A at  236.7 -1308.2 -100.0
0175: set_car $1A z_angle_to  347.3
00AD: set_car $1A max_speed_to  20.0
00A7: car $1A drive_to  242.35 -1279.9  10.9
0395: clear_area  1 at  242.2 -1279.9 range  10.9  20.0
0395: clear_area  0 at  247.264 -1281.508 range  10.495  40.0
015F: set_camera_position  239.295 -1283.295  10.713  0.0  0.0  0.0
0160: point_camera  239.799 -1282.436  10.622  2
0004: $85E =  1  ;; integer values

:Label0439C3
0002: jump £Label043AA2

:Label0439CA
00D6: if  0
8119:   NOT   car $1A wrecked
004D: jump_if_false £Label043AA2
00AD: set_car $1A max_speed_to  0.0
00AE: unknown_set_car $1A to_ignore_traffic_lights  3
0395: clear_area  1 at  246.3 -1257.7 range  10.9  40.0
00AB: put_car $1A at  246.3 -1257.7 -100.0
0175: set_car $1A z_angle_to  171.8
00AD: set_car $1A max_speed_to  20.0
00A7: car $1A drive_to  242.2 -1279.9  10.9
0395: clear_area  1 at  242.2 -1279.9 range  10.9  20.0
0395: clear_area  0 at  247.264 -1281.508 range  10.495  40.0
015F: set_camera_position  237.96 -1286.392  10.586  0.0  0.0  0.0
0160: point_camera  238.473 -1285.534  10.609  2

:Label043AA2
016A: fade  1 (back)  1000 ms
0001: wait  3000 ms
00D6: if  0
8119:   NOT   car $1A wrecked
004D: jump_if_false £Label043AC6
01D3: actor $PLAYER_ACTOR leave_car $1A

:Label043AC6
0001: wait  1300 ms
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label043AE0
04F3: move_actor $LANCE_VANCE from_car_passengerseat_to_driverseat

:Label043AE0
00D6: if  0
0038:   $85E ==  0  ;; integer values
004D: jump_if_false £Label043B2C
015F: set_camera_position  237.787 -1282.583  12.615  0.0  0.0  0.0
0160: point_camera  238.638 -1282.366  12.135  2
0002: jump £Label043B5F

:Label043B2C
015F: set_camera_position  239.975 -1273.806  12.873  0.0  0.0  0.0
0160: point_camera  240.511 -1274.468  12.35  2

:Label043B5F
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label043B7F
022E: set_player $PLAYER_CHAR to_look_at_actor $LANCE_VANCE
022C: set_actor $LANCE_VANCE to_look_at_actor $PLAYER_ACTOR

:Label043B7F
0001: wait  1000 ms
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label043B97
03D1: play_wav  2

:Label043B97
00BC: text_highpriority "LAW2_5"  4000 ms  2  ;; I'm going to go see what I can dig up. I'll be watching you, Tommy.
0001: wait  4000 ms
00D6: if  0
8119:   NOT   car $1A wrecked
004D: jump_if_false £Label043CC4
0395: clear_area  0 at  200.2 -1460.3 range  10.9  40.0
0395: clear_area  0 at  242.2 -1279.9 range  10.9  40.0
03BA: clear_cars_from_cube  213.4 -1376.9  0.0  279.7 -1216.2  30.0
00D6: if  0
0038:   $85E ==  0  ;; integer values
004D: jump_if_false £Label043C57
015F: set_camera_position  245.135 -1276.517  11.71  0.0  0.0  0.0
0160: point_camera  244.775 -1277.43  11.519  2
0002: jump £Label043C8A

:Label043C57
015F: set_camera_position  242.804 -1271.559  10.617  0.0  0.0  0.0
0160: point_camera  242.975 -1272.544  10.603  2

:Label043C8A
00A7: car $1A drive_to  200.2 -1460.3  10.9
00AD: set_car $1A max_speed_to  40.0
00AE: unknown_set_car $1A to_ignore_traffic_lights  3
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label043CC4
022F: set_actor $LANCE_VANCE stop_looking

:Label043CC4
0006:  17@ =  0  ;; integer values

:Label043CCB
00D6: if  0
81AF:   NOT   car $1A  0 ()near_point  200.2 -1460.3  10.9 radius  4.0  4.0  4.0
004D: jump_if_false £Label043D5D
0001: wait  0 ms
00D6: if  0
0019:    17@ >  4000  ;; integer values
004D: jump_if_false £Label043D19
0002: jump £Label043D62

:Label043D19
00D6: if  0
0118:   actor $LANCE_VANCE dead
004D: jump_if_false £Label043D3F
00BC: text_highpriority "COK2_26"  5000 ms  2  ;; ~r~You killed Lance!
0002: jump £Label043D70

:Label043D3F
00D6: if  0
0119:   car $1A wrecked
004D: jump_if_false £Label043D56
0002: jump £Label043D70

:Label043D56
0002: jump £Label043CCB

:Label043D5D
022F: set_actor $PLAYER_ACTOR stop_looking

:Label043D62
02EB: restore_camera_with_jumpcut
00A6: destroy_car $1A
0002: jump £Label043D81

:Label043D70
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label043D81
0004: $PASSED_LAW2_BACK_ALLEY_BRAWL =  1  ;; integer values
0394: play_music  1
01E3: text_1number_styled "M_PASS"  200  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  200
0318: set_latest_mission_passed "LAW_2"  ;; Back Alley Brawl
030C: set_mission_points +=  1
004F: create_thread ££Label00B370 
0051: return

:Label043DC3
0004: $ONMISSION =  0  ;; integer values
0108: destroy_object $3F5
029B: $3F5 = init_object -25 (OD_CLBDR_CLOSE) at  490.34 -77.017  11.598
01C7: remove_object_from_mission_cleanup_list $3F5
0004: $3F3 =  1  ;; integer values
0004: $3F4 =  0  ;; integer values
0004: $3E1 =  0  ;; integer values
0004: $3DA =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #INFERNUS
0249: release_model #CLEAVER
0249: release_model #COLT45
0249: release_model #CELLPHONE
0249: release_model #KNIFECUR
0296: unload_special_actor  3
0296: unload_special_actor  4
040D: unload_wav  1
040D: unload_wav  2
0164: disable_marker  15@
0164: disable_marker $13
0164: disable_marker $39
0164: disable_marker  4@
014C: set_parked_car_generator $728 cars_to_generate_to  101
0164: disable_marker  11@
0215: destroy_pickup  10@
0164: disable_marker $85B
00D8: mission_cleanup
0051: return

;-------------Mission 5---------------
; Originally: Jury Fury


:Label043E62
0050: gosub £Label043E86
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label043E7D
0050: gosub £Label045DD3

:Label043E7D
0050: gosub £Label045E2D
004E: end_thread

:Label043E86
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "LAWYER3"
0001: wait  0 ms
054C: use_GXT_table "LAWYER3"
058E: set_restart_mission_taxi_destination  110.6 -824.2  9.6  327.9
0006:  9@ =  0  ;; integer values
0006:  8@ =  0  ;; integer values
0006:  10@ =  0  ;; integer values
0004: $867 =  0  ;; integer values
0004: $870 =  0  ;; integer values
0004: $866 =  0  ;; integer values
0004: $877 =  0  ;; integer values
0006:  2@ =  0  ;; integer values
0006:  4@ =  0  ;; integer values
0006:  14@ =  0  ;; integer values
0004: $872 =  0  ;; integer values
0004: $868 =  0  ;; integer values
03E6: remove_text_box
03CF: load_wav "MONO15" as  1
04BB: select_interiour  6  ;; select render area
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKEN"
02F3: load_object #CUTOBJ01 "LWCHARA"
02F3: load_object #CUTOBJ02 "LWCHARB"
02F3: load_object #CUTOBJ03 "LCFAN"
02F3: load_object #CUTOBJ04 "LAWDOOR"
038B: load_requested_models

:Label043F71
00D6: if  25
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
8248:   NOT   model #CUTOBJ04 available
004D: jump_if_false £Label043FA3
0001: wait  0 ms
0002: jump £Label043F71

:Label043FA3
03CB: set_camera  140.6 -1367.4  13.1
02E4: load_cutscene_data "LAW_3"
0244: set_cutscene_pos  141.441 -1366.722  12.163
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $BF = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $BF "LWCHARA"
02E5: $C0 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $C0 "LWCHARB"
02E5: $CA = create_cutscene_object #CUTOBJ03
04BC: "LCFAN"
02E6: set_cutscene_anim $CA "LCFAN"
02E5: $D2 = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $D2 "LAWDOOR"
0395: clear_area  1 at  119.0 -826.8 range  9.8  .5
0055: put_player $PLAYER_CHAR at  119.0 -826.8  9.8
0171: set_player $PLAYER_CHAR z_angle_to  60.0
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0440A8
00D6: if  0
001A:    3008 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0440CB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0440A8

:Label0440CB
00BC: text_highpriority "LAW3_A"  10000 ms  1  ;; Aaah! Oh, for god's sake, it's you! Oh, Jeez - I'm gonna need new pants!

:Label0440DA
00D6: if  0
001A:    9424 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0440FD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0440DA

:Label0440FD
00BC: text_highpriority "LAW3_B"  10000 ms  1  ;; Hey, those psychos from up north - they've been on the horn, and they're coming down here soon.

:Label04410C
00D6: if  0
001A:    13402 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04412F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04410C

:Label04412F
00BC: text_highpriority "LAW3_C"  10000 ms  1  ;; Now where is the goddamn money?!

:Label04413E
00D6: if  0
001A:    15408 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label044161
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04413E

:Label044161
00BC: text_highpriority "LAW3_D"  10000 ms  1  ;; Relax, relax. We're not at that part yet.

:Label044170
00D6: if  0
001A:    18308 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label044193
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label044170

:Label044193
00BC: text_highpriority "LAW3_E"  10000 ms  1  ;; Ohhh... I thought that you were taking care of this, I really did!

:Label0441A2
00D6: if  0
001A:    22306 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0441C5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0441A2

:Label0441C5
00BC: text_highpriority "LAW3_F"  10000 ms  1  ;; And now those guidos say we gotta do them a favor.

:Label0441D4
00D6: if  0
001A:    24656 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0441F7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0441D4

:Label0441F7
00BC: text_highpriority "LAW3_G"  10000 ms  1  ;; You mean I gotta do 'em a favor.

:Label044206
00D6: if  0
001A:    26240 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label044229
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label044206

:Label044229
00BC: text_highpriority "LAW3_H"  10000 ms  1  ;; Oh, of course that's what I mean. Do I look like I can intimidate a jury?

:Label044238
00D6: if  0
001A:    30832 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04425B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label044238

:Label04425B
00BC: text_highpriority "LAW3_I"  10000 ms  1  ;; I couldn't intimidate a child - and believe me, I've tried.

:Label04426A
00D6: if  0
001A:    33842 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04428F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04426A

:Label04428F
00BC: text_highpriority "LAW3_J"  10000 ms  1  ;; Now, look. It's either that, or Forelli's cousin, Giorgio, gets five years for fraud.

:Label04429E
00D6: if  0
001A:    38624 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0442C3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04429E

:Label0442C3
00BC: text_highpriority "LAW3_K"  10000 ms  1  ;; You gotta take these guys OUT!

:Label0442D2
00D6: if  0
001A:    40752 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0442F7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0442D2

:Label0442F7
00BC: text_highpriority "LAW3_L"  10000 ms  1  ;; I understand. Help the jury change their minds. Don't worry about it.

:Label044306
00D6: if  0
001A:    43488 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04432B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label044306

:Label04432B
00BC: text_highpriority "LAW3_M"  10000 ms  1  ;; No no no no no - NO! I tried that. The jury case didn't go so well,

:Label04433A
00D6: if  0
001A:    49133 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04435F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04433A

:Label04435F
00BC: text_highpriority "LAW3_N"  10000 ms  1  ;; so MAKE them change their minds.

:Label04436E
00D6: if  0
001A:    51776 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label044393
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04436E

:Label044393
00BE: text_clear_all

:Label044395
00D6: if  0
001A:    52896 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0443BA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label044395

:Label0443BA
016A: fade  0 ()  1500 ms
00BE: text_clear_all
0001: wait  1000 ms
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label044402
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label044402
03D1: play_wav  1

:Label0443E8
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label044402
0001: wait  0 ms
0002: jump £Label0443E8

:Label044402
00D6: if  0
016B:   fading
004D: jump_if_false £Label04441A
0001: wait  0 ms
0002: jump £Label044402

:Label04441A
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0247: request_model #HMORI
0247: request_model #BMYBU
0247: request_model #ADMIRAL
0247: request_model #BFYBE
0247: request_model #SPAND
0247: request_model #GLENDALE
0247: request_model #HMYAP
0247: request_model #HAMMER
0247: request_model #SENTINEL
0247: request_model #WMOGO
023C: load_special_actor  4 "SPANDXA"
0004: $86A =  0  ;; integer values
0004: $86B =  0  ;; integer values
0006:  5@ =  0  ;; integer values
0006:  6@ =  0  ;; integer values
0006:  7@ =  0  ;; integer values
0004: $873 =  0  ;; integer values
0004: $874 =  0  ;; integer values
0004: $869 =  0  ;; integer values

:Label0444AD
00D6: if  25
8248:   NOT   model #HMORI available
8248:   NOT   model #ADMIRAL available
8248:   NOT   model #BFYBE available
8248:   NOT   model #SPAND available
8248:   NOT   model #GLENDALE available
8248:   NOT   model #BMYBU available
004D: jump_if_false £Label0444DE
0001: wait  0 ms
0002: jump £Label0444AD

:Label0444DE
00D6: if  22
8248:   NOT   model #HMYAP available
8248:   NOT   model #SENTINEL available
8248:   NOT   model #WMOGO available
004D: jump_if_false £Label044501
0001: wait  0 ms
0002: jump £Label0444DE

:Label044501
04BB: select_interiour  0  ;; select render area
03CB: set_camera  117.1 -825.6  9.8
03CF: load_wav "LAW3_24" as  1
0001: wait  0 ms
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03C8: rotate_player-180-degrees
016A: fade  1 (back)  1000 ms
015F: set_camera_position  110.714 -816.945  14.589  0.0  0.0  0.0
0160: point_camera  111.238 -817.658  14.123  2
0395: clear_area  1 at  95.8 -843.2 range  10.0  20.0
00A5:  0@ = create_car #GLENDALE at  95.8 -843.2  10.0
0129:  15@ = create_actor  4 #WMOGO in_car  0@ driverseat
0175: set_car  0@ z_angle_to  316.0
0395: clear_area  1 at  113.7 -825.0 range  9.7  10.0
009A:  1@ = create_actor  4 #HMYAP at  113.7 -825.0  9.7
0173: set_actor  1@ z_angle_to  67.0
01ED: reset_actor  1@ flags
0372: set_actor  1@ anim  3 wait_state_time  3000 ms

:Label0445FB
00D6: if  0
016B:   fading
004D: jump_if_false £Label044613
0001: wait  0 ms
0002: jump £Label0445FB

:Label044613
0001: wait  1000 ms
00D6: if  0
8118:   NOT   actor  1@ dead
004D: jump_if_false £Label044637
0211: actor  1@ walk_to  104.0 -819.8

:Label044637
00D6: if  0
8119:   NOT   car  0@ wrecked
004D: jump_if_false £Label04467E
00AD: set_car  0@ max_speed_to  40.0
00AE: unknown_set_car  0@ to_ignore_traffic_lights  3
04BA: set_car  0@ speed_instantly  20.0
00A0: store_actor  1@ position_to $87B $87C $87D
02C2: car  0@ drive_to_point $87B $87C $87D

:Label04467E
0006:  16@ =  0  ;; integer values

:Label044685
00D6: if  0
8019:   NOT    16@ >  3000  ;; integer values
004D: jump_if_false £Label0446F7
0001: wait  0 ms
00D6: if  0
0118:   actor  1@ dead
004D: jump_if_false £Label0446F0
00D6: if  0
0039:    4@ ==  0  ;; integer values
004D: jump_if_false £Label0446F0
04A5: unknown_store_dead_actor  1@ position_to $87E $87F $880
0009: $880 +=  .5  ;; floating-point values
0213:  3@ = create_pickup #HAMMER type  3 at $87E $87F $880
0006:  4@ =  1  ;; integer values

:Label0446F0
0002: jump £Label044685

:Label0446F7
00D6: if  0
8118:   NOT   actor  15@ dead
004D: jump_if_false £Label044726
00D6: if  0
8119:   NOT   car  0@ wrecked
004D: jump_if_false £Label044726
01D3: actor  15@ leave_car  0@
0243: set_actor  15@ ped_stats_to  39

:Label044726
015F: set_camera_position  110.834 -827.258  12.204  0.0  0.0  0.0
0160: point_camera  111.632 -826.843  11.761  2
00BC: text_highpriority "LAW3_24"  3000 ms  2  ;; ~g~That hammer would be useful.
0006:  16@ =  0  ;; integer values

:Label04476F
00D6: if  0
8019:   NOT    16@ >  3000  ;; integer values
004D: jump_if_false £Label0447CF
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor  15@ dead
004D: jump_if_false £Label0447C8
00D6: if  0
8119:   NOT   car  0@ wrecked
004D: jump_if_false £Label0447C8
00D6: if  0
80DB:   NOT   actor  15@ in_car  0@
004D: jump_if_false £Label0447C8
0239: actor  15@ run_to  137.6 -786.9

:Label0447C8
0002: jump £Label04476F

:Label0447CF
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0447E2
03D1: play_wav  1

:Label0447E2
02A8: $875 = create_marker  18 at $21C $21D $21E
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
03C8: rotate_player-180-degrees

:Label044801
00D6: if  0
823D:   NOT   special_actor  4 loaded
004D: jump_if_false £Label04481B
0001: wait  0 ms
0002: jump £Label044801

:Label04481B
0249: release_model #GLENDALE
0249: release_model #WMOGO
0249: release_model #HMYAP
01C2: remove_references_to_actor  15@  ;; Like turning an actor into a random pedestrian
0395: clear_area  1 at  191.4 -1026.7 range  9.4  2.0
009A: $863 = create_actor  4 #HMORI at  191.4 -1026.7  9.4
0243: set_actor $863 ped_stats_to  39
02A9: set_actor $863 immune_to_nonplayer  1
0187: $86D = create_marker_above_actor $863
0223: set_actor $863 health_to  300
0173: set_actor $863 z_angle_to  202.0
01ED: reset_actor $863 flags
0319: set_actor $863 wander_state_to  1 (off)
0395: clear_area  1 at  189.3 -1033.0 range  10.2  4.0
00A5: $86F = create_car #ADMIRAL at  189.3 -1033.0  9.4
0175: set_car $86F z_angle_to  261.0
020A: set_car $86F door_status_to  3
01EC: make_car $86F very_heavy  1
053F: set_car $86F tires_vulnerable  0
009A: $865 = create_actor  4 #BFYBE at  191.6 -1028.0  9.4
0243: set_actor $865 ped_stats_to  39
01ED: reset_actor $865 flags
0395: clear_area  1 at  536.4  217.4 range  13.6  4.0
00A5: $876 = create_car #SENTINEL at  536.4  217.4  13.6
0175: set_car $876 z_angle_to  270.0
020A: set_car $876 door_status_to  3
0186: $86E = create_marker_above_car $876
00AD: set_car $876 max_speed_to  0.0
01EC: make_car $876 very_heavy  1
00BC: text_highpriority "LAW3_7"  15000 ms  2  ;; ~g~Go and intimidate the two jurors, but DON'T kill them!
0001: wait  4000 ms
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label044987
0519: unknown_car $86F flag  1

:Label044987
00D6: if  0
8119:   NOT   car $876 wrecked
004D: jump_if_false £Label04499E
0519: unknown_car $876 flag  1

:Label04499E
00D6: if  0
8118:   NOT   actor $863 dead
004D: jump_if_false £Label0449B5
04D7: lock_actor $863 in_current_position  1

:Label0449B5
00D6: if  0
8118:   NOT   actor $865 dead
004D: jump_if_false £Label0449CC
04D7: lock_actor $865 in_current_position  1

:Label0449CC
03E5: text_box "HELP23"  ;; You can follow the ~h~hammer blip~w~ on the radar if you want to buy melee weapons from the hardware store.
03E7: flash_hud  8
0001: wait  2000 ms
03E7: flash_hud -1
0006:  17@ =  0  ;; integer values
0209: $870 = random_int  0  6
0050: gosub £Label045ED8
0006:  16@ =  0  ;; integer values

:Label044A01
00D6: if  0
8038:   NOT   $869 ==  2  ;; integer values
004D: jump_if_false £Label045DCC
0001: wait  0 ms
00D6: if  0
0038:   $86A ==  0  ;; integer values
004D: jump_if_false £Label044A7C
00D6: if  0
0118:   actor $863 dead
004D: jump_if_false £Label044A56
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3
0002: jump £Label044A7C

:Label044A56
00D6: if  0
050D: $863
004D: jump_if_false £Label044A7C
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3

:Label044A7C
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label0451D4
00D6: if  0
0039:    14@ ==  0  ;; integer values
004D: jump_if_false £Label044B09
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $86F radius  30.0  30.0  0
004D: jump_if_false £Label044B09
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label044B02
0519: unknown_car $86F flag  0
00D6: if  0
8118:   NOT   actor $863 dead
004D: jump_if_false £Label044AEB
04D7: lock_actor $863 in_current_position  0

:Label044AEB
00D6: if  0
8118:   NOT   actor $865 dead
004D: jump_if_false £Label044B02
04D7: lock_actor $865 in_current_position  0

:Label044B02
0006:  14@ =  1  ;; integer values

:Label044B09
00D6: if  0
8118:   NOT   actor $863 dead
004D: jump_if_false £Label0451D4
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label0451D4
00D6: if  0
00DB:   actor $863 in_car $86F
004D: jump_if_false £Label0451D4
00D6: if  0
8185:   NOT   car $86F health >=  700
004D: jump_if_false £Label044B6C
01D3: actor $863 leave_car $86F
020A: set_car $86F door_status_to  1
0006:  9@ =  1  ;; integer values
0004: $867 =  1  ;; integer values

:Label044B6C
00D6: if  1
0039:    9@ ==  0  ;; integer values
0038:   $86A ==  0  ;; integer values
004D: jump_if_false £Label0451D4
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label044BFB
00DA: $86C = player $PLAYER_CHAR car
00D6: if  0
8119:   NOT   car $86C wrecked
004D: jump_if_false £Label044BFB
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  197.1 -1033.8  10.2 radius  8.0  6.0  4.0
004D: jump_if_false £Label044BFB
00AB: put_car $86C at  201.9 -1020.8  9.4
0175: set_car $86C z_angle_to  180.0

:Label044BFB
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label044C12
01EC: make_car $86F very_heavy  0

:Label044C12
020A: set_car $86F door_status_to  7
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00AD: set_car $86F max_speed_to  0.0
015F: set_camera_position  183.803 -1029.408  11.956  0.0  0.0  0.0
0160: point_camera  184.615 -1029.963  11.78  2
0395: clear_area  1 at  189.3 -1033.0 range  10.2  10.0
0395: clear_area  1 at  208.8 -1008.1 range  9.5  10.0
00A5: $871 = create_car #SPAND at  208.8 -1008.1  9.5
0129:  11@ = create_actor  4 #SPECIAL04 in_car $871 driverseat
0243: set_actor  11@ ped_stats_to  14
0175: set_car $871 z_angle_to  165.0
00AD: set_car $871 max_speed_to  40.0
04BA: set_car $871 speed_instantly  19.0
00AE: unknown_set_car $871 to_ignore_traffic_lights  3
00A7: car $871 drive_to  203.5 -1037.7  10.1
01EC: make_car $871 very_heavy  1
0395: clear_area  1 at  202.8 -1035.7 range  10.1  10.0
00A7: car $86F drive_to  202.8 -1035.7  10.1
00AD: set_car $86F max_speed_to  50.0
00AE: unknown_set_car $86F to_ignore_traffic_lights  3
0006:  17@ =  0  ;; integer values

:Label044D3F
00D6: if  0
8019:   NOT    17@ >  1200  ;; integer values
004D: jump_if_false £Label044DB0
0001: wait  0 ms
00D6: if  0
0118:   actor $863 dead
004D: jump_if_false £Label044D83
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3
0002: jump £Label044DA9

:Label044D83
00D6: if  0
050D: $863
004D: jump_if_false £Label044DA9
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3

:Label044DA9
0002: jump £Label044D3F

:Label044DB0
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label044E11
053F: set_car $86F tires_vulnerable  1
04FE: unknown_car $86F flag  0
050B: $86F
00D6: if  0
8119:   NOT   car $871 wrecked
004D: jump_if_false £Label044DE8
050B: $871

:Label044DE8
00A9: set_car $86F to_normal_driver
00AD: set_car $86F max_speed_to  0.0
00D6: if  0
8119:   NOT   car $871 wrecked
004D: jump_if_false £Label044E11
00AD: set_car $871 max_speed_to  0.0

:Label044E11
0006:  17@ =  0  ;; integer values

:Label044E18
00D6: if  0
8019:   NOT    17@ >  250  ;; integer values
004D: jump_if_false £Label044E89
0001: wait  0 ms
00D6: if  0
0118:   actor $863 dead
004D: jump_if_false £Label044E5C
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3
0002: jump £Label044E82

:Label044E5C
00D6: if  0
050D: $863
004D: jump_if_false £Label044E82
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3

:Label044E82
0002: jump £Label044E18

:Label044E89
00D6: if  0
8119:   NOT   car $871 wrecked
004D: jump_if_false £Label044EC9
0407: create_coordinate $878 $879 $87A from_car $871 offset  0.0 -3.0  0.0
0213:  12@ = create_pickup #HAMMER type  3 at $878 $879 $87A

:Label044EC9
00D6: if  0
8019:   NOT    17@ >  500  ;; integer values
004D: jump_if_false £Label044F3A
0001: wait  0 ms
00D6: if  0
0118:   actor $863 dead
004D: jump_if_false £Label044F0D
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3
0002: jump £Label044F33

:Label044F0D
00D6: if  0
050D: $863
004D: jump_if_false £Label044F33
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3

:Label044F33
0002: jump £Label044EC9

:Label044F3A
00D6: if  0
8119:   NOT   car $871 wrecked
004D: jump_if_false £Label044F7A
0407: create_coordinate $878 $879 $87A from_car $871 offset  0.0 -3.0  0.0
0213:  13@ = create_pickup #HAMMER type  3 at $878 $879 $87A

:Label044F7A
0006:  17@ =  0  ;; integer values

:Label044F81
00D6: if  0
8019:   NOT    17@ >  1500  ;; integer values
004D: jump_if_false £Label044FF2
0001: wait  0 ms
00D6: if  0
0118:   actor $863 dead
004D: jump_if_false £Label044FC5
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3
0002: jump £Label044FEB

:Label044FC5
00D6: if  0
050D: $863
004D: jump_if_false £Label044FEB
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3

:Label044FEB
0002: jump £Label044F81

:Label044FF2
02A3: toggle_widescreen  0 (off)
015F: set_camera_position  206.657 -1030.398  13.139  0.0  0.0  0.0
0160: point_camera  206.057 -1031.136  12.829  2
00D6: if  0
0038:   $868 ==  0  ;; integer values
004D: jump_if_false £Label04505A
03E5: text_box "HELP40"  ;; You can smash cars up by using the hammer or a similar weapon.
0006:  16@ =  0  ;; integer values
0004: $868 =  1  ;; integer values
0002: jump £Label045069

:Label04505A
00BC: text_highpriority "LAW3_9"  4000 ms  2  ;; ~g~Smash up the Juror's car to get him out!

:Label045069
0006:  17@ =  0  ;; integer values

:Label045070
00D6: if  0
8019:   NOT    17@ >  4000  ;; integer values
004D: jump_if_false £Label045182
0001: wait  0 ms
00D6: if  0
0118:   actor $863 dead
004D: jump_if_false £Label0450B4
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3
0002: jump £Label0450DA

:Label0450B4
00D6: if  0
050D: $863
004D: jump_if_false £Label0450DA
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3

:Label0450DA
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label04517B

:Label0450EB
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label045174
0001: wait  0 ms
00D6: if  0
0019:    17@ >  4000  ;; integer values
004D: jump_if_false £Label04511A
0002: jump £Label045182

:Label04511A
00D6: if  0
0118:   actor $863 dead
004D: jump_if_false £Label045147
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3
0002: jump £Label04516D

:Label045147
00D6: if  0
050D: $863
004D: jump_if_false £Label04516D
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3

:Label04516D
0002: jump £Label0450EB

:Label045174
0002: jump £Label045182

:Label04517B
0002: jump £Label045070

:Label045182
00D6: if  0
8118:   NOT   actor $863 dead
004D: jump_if_false £Label04519A
0223: set_actor $863 health_to  300

:Label04519A
00D6: if  0
8119:   NOT   car $871 wrecked
004D: jump_if_false £Label0451B1
01EC: make_car $871 very_heavy  0

:Label0451B1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
00BC: text_highpriority "LAW3_9"  6000 ms  2  ;; ~g~Smash up the Juror's car to get him out!
0006:  9@ =  1  ;; integer values

:Label0451D4
00D6: if  0
0119:   car $86F wrecked
004D: jump_if_false £Label0451F2
0050: gosub £Label045F8E
0002: jump £Label045613

:Label0451F2
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label045613
00D6: if  0
8118:   NOT   actor $863 dead
004D: jump_if_false £Label0452C7
00D6: if  0
0038:   $872 ==  0  ;; integer values
004D: jump_if_false £Label0452C7
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $86F radius  20.0  20.0  0
004D: jump_if_false £Label0452C7
00D6: if  22
02DF: unknown_player $PLAYER_CHAR
8184:   NOT   actor $863 health >=  299
0457:   unknown_player $PLAYER_CHAR unknown_actor $863
004D: jump_if_false £Label0452C7
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label0452C0
00D6: if  0
8118:   NOT   actor $863 dead
004D: jump_if_false £Label04529A
01D5: actor $863 go_to_and_drive_car $86F
02A9: set_actor $863 immune_to_nonplayer  1
0223: set_actor $863 health_to  300

:Label04529A
00D6: if  0
8118:   NOT   actor $865 dead
004D: jump_if_false £Label0452C0
0239: actor $865 run_to  227.2 -1040.8
0006:  10@ =  1  ;; integer values

:Label0452C0
0004: $872 =  1  ;; integer values

:Label0452C7
00D6: if  0
81AF:   NOT   car $86F  0 ()near_point  189.3 -1033.0  9.4 radius  2.0  2.0  2.0
004D: jump_if_false £Label045328
00D6: if  0
8185:   NOT   car $86F health >=  600
004D: jump_if_false £Label045328
00D6: if  0
8118:   NOT   actor $863 dead
004D: jump_if_false £Label045328
0006:  9@ =  1  ;; integer values
0004: $867 =  1  ;; integer values

:Label045328
00D6: if  0
0038:   $86A ==  0  ;; integer values
004D: jump_if_false £Label045613
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label04542D
00D6: if  0
8118:   NOT   actor $863 dead
004D: jump_if_false £Label04542D
00D6: if  0
00DB:   actor $863 in_car $86F
004D: jump_if_false £Label04542D
00D6: if  0
8185:   NOT   car $86F health >=  950
004D: jump_if_false £Label04542D
00D6: if  0
0038:   $877 ==  0  ;; integer values
004D: jump_if_false £Label04542D
03CF: load_wav "LAW3_11" as  2

:Label04539E
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label045422
0001: wait  0 ms
00D6: if  0
0119:   car $86F wrecked
004D: jump_if_false £Label0453C8
0050: gosub £Label045F8E

:Label0453C8
00D6: if  0
0118:   actor $863 dead
004D: jump_if_false £Label0453F5
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3
0002: jump £Label04541B

:Label0453F5
00D6: if  0
050D: $863
004D: jump_if_false £Label04541B
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3

:Label04541B
0002: jump £Label04539E

:Label045422
03D1: play_wav  2
0004: $877 =  1  ;; integer values

:Label04542D
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label045520
00D6: if  0
8118:   NOT   actor $863 dead
004D: jump_if_false £Label045520
00D6: if  0
00DB:   actor $863 in_car $86F
004D: jump_if_false £Label045520
00D6: if  0
8185:   NOT   car $86F health >=  850
004D: jump_if_false £Label045520
00D6: if  0
0038:   $877 ==  1  ;; integer values
004D: jump_if_false £Label045520
03CF: load_wav "LAW3_13" as  2

:Label045491
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label045515
0001: wait  0 ms
00D6: if  0
0119:   car $86F wrecked
004D: jump_if_false £Label0454BB
0050: gosub £Label045F8E

:Label0454BB
00D6: if  0
0118:   actor $863 dead
004D: jump_if_false £Label0454E8
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3
0002: jump £Label04550E

:Label0454E8
00D6: if  0
050D: $863
004D: jump_if_false £Label04550E
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3

:Label04550E
0002: jump £Label045491

:Label045515
03D1: play_wav  2
0004: $877 =  2  ;; integer values

:Label045520
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label045613
00D6: if  0
8118:   NOT   actor $863 dead
004D: jump_if_false £Label045613
00D6: if  0
00DB:   actor $863 in_car $86F
004D: jump_if_false £Label045613
00D6: if  0
8185:   NOT   car $86F health >=  750
004D: jump_if_false £Label045613
00D6: if  0
0038:   $877 ==  2  ;; integer values
004D: jump_if_false £Label045613
03CF: load_wav "LAW3_12" as  2

:Label045584
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label045608
0001: wait  0 ms
00D6: if  0
0119:   car $86F wrecked
004D: jump_if_false £Label0455AE
0050: gosub £Label045F8E

:Label0455AE
00D6: if  0
0118:   actor $863 dead
004D: jump_if_false £Label0455DB
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3
0002: jump £Label045601

:Label0455DB
00D6: if  0
050D: $863
004D: jump_if_false £Label045601
00BC: text_highpriority "LAW3_8"  5000 ms  2  ;; ~r~You killed a Juror!
0002: jump £Label045DD3

:Label045601
0002: jump £Label045584

:Label045608
03D1: play_wav  2
0004: $877 =  3  ;; integer values

:Label045613
00D6: if  0
8118:   NOT   actor $865 dead
004D: jump_if_false £Label04568A
00D6: if  0
0039:    10@ ==  0  ;; integer values
004D: jump_if_false £Label045683
00D6: if  21
8184:   NOT   actor $865 health >=  99
0039:    5@ ==  1  ;; integer values
004D: jump_if_false £Label045683
0239: actor $865 run_to  227.2 -1040.8
00D6: if  0
8118:   NOT   actor $863 dead
004D: jump_if_false £Label04567C
02A9: set_actor $863 immune_to_nonplayer  1
0223: set_actor $863 health_to  300

:Label04567C
0006:  10@ =  1  ;; integer values

:Label045683
0002: jump £Label045691

:Label04568A
0006:  10@ =  1  ;; integer values

:Label045691
00D6: if  0
8118:   NOT   actor $863 dead
004D: jump_if_false £Label045937
00D6: if  0
8118:   NOT   actor $865 dead
004D: jump_if_false £Label045713
00D6: if  0
0039:    8@ ==  0  ;; integer values
004D: jump_if_false £Label045713
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $863 radius  50.0  50.0
004D: jump_if_false £Label045713
020E: actor $863 look_at_actor $865
020E: actor $865 look_at_actor $863
03F9: make_actors $863 $865 converse_in  999999999 ms
03F9: make_actors $865 $863 converse_in  999999999 ms
0006:  8@ =  1  ;; integer values

:Label045713
00D6: if  0
0039:    10@ ==  1  ;; integer values
004D: jump_if_false £Label04576D
00D6: if  0
0039:    5@ ==  0  ;; integer values
004D: jump_if_false £Label04576D
00D6: if  0
0038:   $866 ==  0  ;; integer values
004D: jump_if_false £Label04576D
0467: unknown_actor $863
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label045766
01D5: actor $863 go_to_and_drive_car $86F

:Label045766
0004: $866 =  1  ;; integer values

:Label04576D
00D6: if  22
031D:   actor $863 hit_by_weapon  46
031D:   actor $863 hit_by_weapon  40
031D:   actor $863 hit_by_weapon  39
004D: jump_if_false £Label0457E4
00D6: if  0
0039:    5@ ==  0  ;; integer values
004D: jump_if_false £Label0457E4
0008: $873 +=  1  ;; integer values
0467: unknown_actor $863
00D6: if  0
0038:   $867 ==  0  ;; integer values
004D: jump_if_false £Label0457D5
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label0457D5
01D5: actor $863 go_to_and_drive_car $86F

:Label0457D5
0223: set_actor $863 health_to  300
0006:  5@ =  1  ;; integer values

:Label0457E4
00D6: if  22
031D:   actor $863 hit_by_weapon  46
031D:   actor $863 hit_by_weapon  40
031D:   actor $863 hit_by_weapon  39
004D: jump_if_false £Label04585B
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label04585B
0008: $873 +=  1  ;; integer values
0467: unknown_actor $863
00D6: if  0
0038:   $867 ==  0  ;; integer values
004D: jump_if_false £Label04584C
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label04584C
01D5: actor $863 go_to_and_drive_car $86F

:Label04584C
0223: set_actor $863 health_to  300
0006:  6@ =  1  ;; integer values

:Label04585B
00D6: if  22
031D:   actor $863 hit_by_weapon  46
031D:   actor $863 hit_by_weapon  40
031D:   actor $863 hit_by_weapon  39
004D: jump_if_false £Label0458D2
00D6: if  0
0039:    7@ ==  0  ;; integer values
004D: jump_if_false £Label0458D2
0008: $873 +=  1  ;; integer values
0467: unknown_actor $863
00D6: if  0
0038:   $867 ==  0  ;; integer values
004D: jump_if_false £Label0458C3
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label0458C3
01D5: actor $863 go_to_and_drive_car $86F

:Label0458C3
0223: set_actor $863 health_to  300
0006:  7@ =  1  ;; integer values

:Label0458D2
00D6: if  0
0038:   $873 ==  3  ;; integer values
004D: jump_if_false £Label0458EB
0050: gosub £Label045F8E

:Label0458EB
00D6: if  0
0039:    9@ ==  1  ;; integer values
004D: jump_if_false £Label045937
00D6: if  0
8118:   NOT   actor $863 dead
004D: jump_if_false £Label045937
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label045937
00D6: if  0
80DB:   NOT   actor $863 in_car $86F
004D: jump_if_false £Label045937
0050: gosub £Label045F8E

:Label045937
00D6: if  0
0038:   $868 ==  1  ;; integer values
004D: jump_if_false £Label04596D
00D6: if  0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label04596D
03E5: text_box "HELP53"  ;; Press ~h~~k~~PED_CYCLE_WEAPON_LEFT~~w~ button or ~h~~k~~PED_CYCLE_WEAPON_RIGHT~~w~ button to cycle through your available weapons.
0004: $868 =  2  ;; integer values

:Label04596D
00D6: if  0
0119:   car $876 wrecked
004D: jump_if_false £Label045984
0002: jump £Label045A2F

:Label045984
00D6: if  0
8119:   NOT   car $876 wrecked
004D: jump_if_false £Label045DC5
00D6: if  0
0039:    2@ ==  0  ;; integer values
004D: jump_if_false £Label045A1C
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $876 radius  20.0  20.0  0
004D: jump_if_false £Label045A1C
00BC: text_highpriority "LAW3_20"  15000 ms  2  ;; ~g~Smash up the Juror's car!
00D6: if  0
8119:   NOT   car $876 wrecked
004D: jump_if_false £Label0459EB
0519: unknown_car $876 flag  0

:Label0459EB
00D6: if  0
0038:   $868 ==  0  ;; integer values
004D: jump_if_false £Label045A15
03E5: text_box "HELP40"  ;; You can smash cars up by using the hammer or a similar weapon.
0006:  16@ =  0  ;; integer values
0004: $868 =  1  ;; integer values

:Label045A15
0006:  2@ =  1  ;; integer values

:Label045A1C
00D6: if  0
8185:   NOT   car $876 health >=  600
004D: jump_if_false £Label045DC5

:Label045A2F
00D6: if  0
0038:   $86B ==  0  ;; integer values
004D: jump_if_false £Label045DC5
016A: fade  0 ()  500 ms
03CF: load_wav "LAW3_20" as  2

:Label045A54
00D6: if  0
016B:   fading
004D: jump_if_false £Label045A6C
0001: wait  0 ms
0002: jump £Label045A54

:Label045A6C
03CB: set_camera  551.8  194.5  13.6
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
8119:   NOT   car $876 wrecked
004D: jump_if_false £Label045A9F
020A: set_car $876 door_status_to  1

:Label045A9F
0395: clear_area  1 at  542.0  207.8 range  13.8  1.0
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label045AE2
0055: put_player $PLAYER_CHAR at  542.0  207.8  13.8
0002: jump £Label045AF6

:Label045AE2
012A: put_player $PLAYER_CHAR at  542.0  207.8  13.8 and_remove_from_car

:Label045AF6
00D6: if  0
8119:   NOT   car $876 wrecked
004D: jump_if_false £Label045B40
00D6: if  0
01AD:   car $876  0 ()near_point  551.8  194.5  4.0  4.0
004D: jump_if_false £Label045B40
00AB: put_car $876 at  541.7  196.0  13.8

:Label045B40
0171: set_player $PLAYER_CHAR z_angle_to  225.0
0395: clear_area  1 at  551.8  194.5 range  13.8  1.0
009A: $864 = create_actor  4 #BMYBU at  551.8  194.5  13.6
0173: set_actor $864 z_angle_to  35.0
0164: disable_marker $86E
015F: set_camera_position  553.126  190.922  15.789  0.0  0.0  0.0
0160: point_camera  552.636  191.782  15.65  2
0211: actor $PLAYER_ACTOR walk_to  551.8  194.5

:Label045BCB
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label045BE5
0001: wait  0 ms
0002: jump £Label045BCB

:Label045BE5
016A: fade  1 (back)  500 ms
03D1: play_wav  2
00BC: text_highpriority "LAW3_21"  3000 ms  2  ;; I can't believe this is happening!
0001: wait  1500 ms
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label045C17
03D1: play_wav  1

:Label045C17
03CF: load_wav "LAW3_23" as  2
00D6: if  0
0038:   $870 ==  0  ;; integer values
004D: jump_if_false £Label045C44
00BC: text_highpriority "LAW3_1"  3000 ms  1  ;; Giorgio sends his regards.

:Label045C44
00D6: if  0
0038:   $870 ==  1  ;; integer values
004D: jump_if_false £Label045C65
00BC: text_highpriority "LAW3_2"  3000 ms  1  ;; Remember, guilty is a dirty word.

:Label045C65
00D6: if  0
0038:   $870 ==  2  ;; integer values
004D: jump_if_false £Label045C86
00BC: text_highpriority "LAW3_3"  3000 ms  1  ;; Innocent until I say otherwise.

:Label045C86
00D6: if  0
0038:   $870 ==  3  ;; integer values
004D: jump_if_false £Label045CA7
00BC: text_highpriority "LAW3_4"  3000 ms  1  ;; You know he's not guilty.

:Label045CA7
00D6: if  0
0038:   $870 ==  4  ;; integer values
004D: jump_if_false £Label045CC8
00BC: text_highpriority "LAW3_5"  3000 ms  1  ;; You remember Giorgio? You remember he's innocent.

:Label045CC8
00D6: if  0
0038:   $870 ==  5  ;; integer values
004D: jump_if_false £Label045CE9
00BC: text_highpriority "LAW3_6"  3000 ms  1  ;; Not guilty, understand? Good.

:Label045CE9
0001: wait  1500 ms

:Label045CEE
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label045D08
0001: wait  0 ms
0002: jump £Label045CEE

:Label045D08
00D6: if  0
8118:   NOT   actor $864 dead
004D: jump_if_false £Label045D27
0239: actor $864 run_to  535.7  177.3

:Label045D27
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label045D3A
03D1: play_wav  2

:Label045D3A
015F: set_camera_position  548.683  203.05  13.808  0.0  0.0  0.0
0160: point_camera  548.314  202.122  13.859  2
0001: wait  3000 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
011C: actor $PLAYER_ACTOR clear_objective
009B: destroy_actor_instantly $864
01C3: remove_references_to_car $876  ;; Like turning a car into any random car
0209: $870 = random_int  0  6
00D6: if  0
8119:   NOT   car $876 wrecked
004D: jump_if_false £Label045DB0
01EC: make_car $876 very_heavy  0

:Label045DB0
0050: gosub £Label045ED8
0008: $869 +=  1  ;; integer values
0004: $86B =  1  ;; integer values

:Label045DC5
0002: jump £Label044A01

:Label045DCC
0002: jump £Label045DE4

:Label045DD3
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label045DE4
0004: $PASSED_LAW3_JURY_FURY =  1  ;; integer values
0394: play_music  1
01E3: text_1number_styled "M_PASS"  400  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  400
0318: set_latest_mission_passed "LAW_3"  ;; Jury Fury
030C: set_mission_points +=  1
0004: $363 =  1  ;; integer values
004F: create_thread ££Label00B42A 
0051: return

:Label045E2D
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $ONMISSION =  0  ;; integer values
0164: disable_marker $86D
0164: disable_marker $86E
0164: disable_marker $875
0249: release_model #HMORI
0249: release_model #ADMIRAL
0249: release_model #BFYBE
0249: release_model #SPAND
0249: release_model #GLENDALE
0249: release_model #BMYBU
0249: release_model #HAMMER
0249: release_model #HMYAP
0249: release_model #SENTINEL
0249: release_model #WMOGO
01C3: remove_references_to_car  0@  ;; Like turning a car into any random car
01C3: remove_references_to_car $86F  ;; Like turning a car into any random car
01C3: remove_references_to_car $876  ;; Like turning a car into any random car
0215: destroy_pickup  12@
0215: destroy_pickup  13@
0215: destroy_pickup  3@
0296: unload_special_actor  4
040D: unload_wav  1
040D: unload_wav  2
00D8: mission_cleanup
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label045EBF
01EC: make_car $86F very_heavy  0
053F: set_car $86F tires_vulnerable  1

:Label045EBF
00D6: if  0
8119:   NOT   car $876 wrecked
004D: jump_if_false £Label045ED6
01EC: make_car $876 very_heavy  0

:Label045ED6
0051: return

:Label045ED8
00D6: if  0
0038:   $870 ==  0  ;; integer values
004D: jump_if_false £Label045EF6
03CF: load_wav "LAW3_1" as  1

:Label045EF6
00D6: if  0
0038:   $870 ==  1  ;; integer values
004D: jump_if_false £Label045F14
03CF: load_wav "LAW3_2" as  1

:Label045F14
00D6: if  0
0038:   $870 ==  2  ;; integer values
004D: jump_if_false £Label045F32
03CF: load_wav "LAW3_3" as  1

:Label045F32
00D6: if  0
0038:   $870 ==  3  ;; integer values
004D: jump_if_false £Label045F50
03CF: load_wav "LAW3_4" as  1

:Label045F50
00D6: if  0
0038:   $870 ==  4  ;; integer values
004D: jump_if_false £Label045F6E
03CF: load_wav "LAW3_5" as  1

:Label045F6E
00D6: if  0
0038:   $870 ==  5  ;; integer values
004D: jump_if_false £Label045F8C
03CF: load_wav "LAW3_6" as  1

:Label045F8C
0051: return

:Label045F8E
00D6: if  0
0038:   $86A ==  0  ;; integer values
004D: jump_if_false £Label04626B
00D6: if  0
8118:   NOT   actor $863 dead
004D: jump_if_false £Label04626B
016A: fade  0 ()  500 ms
04E2: $PLAYER_CHAR  1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
022E: set_player $PLAYER_CHAR to_look_at_actor $863
0164: disable_marker $86D
011C: actor $863 clear_objective
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label045FEE
03D1: play_wav  1

:Label045FEE
03CF: load_wav "LAW3_22" as  2
00D6: if  0
0038:   $870 ==  0  ;; integer values
004D: jump_if_false £Label04601B
00BC: text_highpriority "LAW3_1"  3000 ms  1  ;; Giorgio sends his regards.

:Label04601B
00D6: if  0
0038:   $870 ==  1  ;; integer values
004D: jump_if_false £Label04603C
00BC: text_highpriority "LAW3_2"  3000 ms  1  ;; Remember, guilty is a dirty word.

:Label04603C
00D6: if  0
0038:   $870 ==  2  ;; integer values
004D: jump_if_false £Label04605D
00BC: text_highpriority "LAW3_3"  3000 ms  1  ;; Innocent until I say otherwise.

:Label04605D
00D6: if  0
0038:   $870 ==  3  ;; integer values
004D: jump_if_false £Label04607E
00BC: text_highpriority "LAW3_4"  3000 ms  1  ;; You know he's not guilty.

:Label04607E
00D6: if  0
0038:   $870 ==  4  ;; integer values
004D: jump_if_false £Label04609F
00BC: text_highpriority "LAW3_5"  3000 ms  1  ;; You remember Giorgio? You remember he's innocent.

:Label04609F
00D6: if  0
0038:   $870 ==  5  ;; integer values
004D: jump_if_false £Label0460C0
00BC: text_highpriority "LAW3_6"  3000 ms  1  ;; Not guilty, understand? Good.

:Label0460C0
00D6: if  0
016B:   fading
004D: jump_if_false £Label0460D8
0001: wait  0 ms
0002: jump £Label0460C0

:Label0460D8
03CB: set_camera  204.5 -1007.6  9.4
0006:  17@ =  0  ;; integer values
015F: set_camera_position  203.625 -1010.455  10.988  0.0  0.0  0.0
0160: point_camera  203.922 -1009.509  10.862  2
0230: set_player $PLAYER_CHAR stop_looking
0395: clear_area  1 at  202.7 -1016.4 range  9.6  1.0
0055: put_player $PLAYER_CHAR at  202.7 -1016.4  9.6
009B: destroy_actor_instantly $863
0395: clear_area  1 at  204.5 -1007.6 range  9.4  5.0
009A: $863 = create_actor  4 #HMORI at  204.5 -1007.6  9.4
016A: fade  1 (back)  500 ms
00D6: if  0
8118:   NOT   actor $863 dead
004D: jump_if_false £Label0461BD
011A: set_actor $863 flags  1
0319: set_actor $863 wander_state_to  1 (off)
0239: actor $863 run_to  215.6 -958.6

:Label0461BD
0006:  17@ =  0  ;; integer values

:Label0461C4
00D6: if  0
8019:   NOT    17@ >  5000  ;; integer values
004D: jump_if_false £Label046204
0001: wait  0 ms
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0461FD
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label0461FD
03D1: play_wav  2

:Label0461FD
0002: jump £Label0461C4

:Label046204
0209: $870 = random_int  0  6
0050: gosub £Label045ED8
0171: set_player $PLAYER_CHAR z_angle_to  0.0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
04E2: $PLAYER_CHAR  0
0008: $869 +=  1  ;; integer values
009B: destroy_actor_instantly $863
01C3: remove_references_to_car $86F  ;; Like turning a car into any random car
01C3: remove_references_to_car $871  ;; Like turning a car into any random car
01C2: remove_references_to_actor  11@  ;; Like turning an actor into a random pedestrian
00D6: if  0
8119:   NOT   car $86F wrecked
004D: jump_if_false £Label046264
020A: set_car $86F door_status_to  1

:Label046264
0004: $86A =  1  ;; integer values

:Label04626B
0051: return

;-------------Mission 6---------------
; Originally: Riot


:Label04626D
0050: gosub £Label046291
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label046288
0050: gosub £Label0485A1

:Label046288
0050: gosub £Label04864F
004E: end_thread

:Label046291
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "LAWYER4"
0001: wait  0 ms
054C: use_GXT_table "LAWYER4"
058E: set_restart_mission_taxi_destination  110.6 -824.2  9.6  327.9
0005: $63 =  95.4  ;; floating-point values
0005: $64 = -1135.5  ;; floating-point values
0005: $65 =  9.4  ;; floating-point values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0004: $26 =  0  ;; integer values
0004: $27 =  0  ;; integer values
0004: $28 =  0  ;; integer values
0004: $29 =  0  ;; integer values
0004: $2A =  0  ;; integer values
0004: $896 =  0  ;; integer values
0004: $8AE =  0  ;; integer values
0004: $89D =  0  ;; integer values
0004: $89E =  0  ;; integer values
0004: $8A3 =  0  ;; integer values
0004: $8A4 =  0  ;; integer values
0006:  0@ =  0  ;; integer values
0006:  1@ =  0  ;; integer values
0006:  2@ =  0  ;; integer values
0006:  3@ =  0  ;; integer values
0006:  4@ =  0  ;; integer values
0006:  5@ =  0  ;; integer values
0006:  6@ =  0  ;; integer values
0006:  7@ =  0  ;; integer values
0006:  8@ =  0  ;; integer values
0006:  9@ =  0  ;; integer values
0006:  10@ =  0  ;; integer values
0006:  11@ =  0  ;; integer values
0006:  12@ =  0  ;; integer values
0006:  13@ =  0  ;; integer values
0006:  14@ =  0  ;; integer values
0006:  15@ =  0  ;; integer values
0004: $8A9 =  0  ;; integer values
0004: $8AA =  0  ;; integer values
0004: $8AB =  0  ;; integer values
0004: $8AC =  0  ;; integer values
0004: $8AD =  0  ;; integer values
0004: $3A =  0  ;; integer values
0004: $8B1 =  0  ;; integer values
0004: $8B2 =  0  ;; integer values
0004: $8B3 =  0  ;; integer values
0004: $8B4 =  0  ;; integer values
0004: $8B5 =  0  ;; integer values
0004: $8B6 =  0  ;; integer values
0004: $8B7 =  0  ;; integer values
0004: $8B8 =  0  ;; integer values
0004: $8B9 =  0  ;; integer values
0004: $8BA =  0  ;; integer values
0004: $8BB =  0  ;; integer values
0004: $8BC =  0  ;; integer values
0004: $8BD =  0  ;; integer values
0004: $8BE =  0  ;; integer values
0004: $8BF =  0  ;; integer values
0004: $8C0 =  0  ;; integer values
0004: $8C1 =  0  ;; integer values
0004: $8C2 =  0  ;; integer values
0004: $8C3 =  0  ;; integer values
0004: $8C4 =  0  ;; integer values
0004: $8C5 =  0  ;; integer values
0004: $89C =  0  ;; integer values
0004: $897 =  127  ;; integer values
0004: $8C6 =  0  ;; integer values
0004: $8C7 =  0  ;; integer values
03E6: remove_text_box
0004: $8A5 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0464C7
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 £Label0464C7
0353: refresh_actor $PLAYER_ACTOR

:Label0464C7
04BB: select_interiour  6  ;; select render area
03CF: load_wav "MONO_8" as  1
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKEN"
023C: load_special_actor  3 "CSAVERY"
02F3: load_object #CUTOBJ01 "LWCHARA"
02F3: load_object #CUTOBJ02 "LWCHARB"
02F3: load_object #CUTOBJ03 "LCFAN"
02F3: load_object #CUTOBJ04 "LAWDOOR"
038B: load_requested_models

:Label046531
00D6: if  25
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
004D: jump_if_false £Label046562
0001: wait  0 ms
0002: jump £Label046531

:Label046562
00D6: if  0
8248:   NOT   model #CUTOBJ04 available
004D: jump_if_false £Label04657D
0001: wait  0 ms
0002: jump £Label046562

:Label04657D
03CB: set_camera  140.6 -1367.4  13.1
02E4: load_cutscene_data "LAW_4"
0244: set_cutscene_pos  141.441 -1366.722  12.163
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $95 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $95 "CSAVERY"
02E5: $BF = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $BF "LWCHARA"
02E5: $C0 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $C0 "LWCHARB"
02E5: $CA = create_cutscene_object #CUTOBJ03
04BC: "LCFAN"
02E6: set_cutscene_anim $CA "LCFAN"
02E5: $D2 = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $D2 "LAWDOOR"
0395: clear_area  1 at  119.0 -826.8 range  9.8  .5
0055: put_player $PLAYER_CHAR at  119.0 -826.8  9.8
0171: set_player $PLAYER_CHAR z_angle_to  60.0
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label046696
00D6: if  0
001A:    45 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0466B8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label046696

:Label0466B8
00BC: text_highpriority "LAW4_A"  10000 ms  1  ;; Avery, it goes without saying... Tommy! Tommy! Any progress? No, no, no - tell me later, tell me later.

:Label0466C7
00D6: if  0
001A:    4210 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0466EA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0466C7

:Label0466EA
00BC: text_highpriority "LAW4_B"  10000 ms  1  ;; Tommy, this is Avery Carrington - I believe you met at the party?

:Label0466F9
00D6: if  0
001A:    7190 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04671C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0466F9

:Label04671C
00BC: text_highpriority "LAW4_C"  10000 ms  1  ;; Not in person.

:Label04672B
00D6: if  0
001A:    8052 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04674E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04672B

:Label04674E
00BC: text_highpriority "LAW4_D"  10000 ms  1  ;; Howdy.

:Label04675D
00D6: if  0
001A:    9403 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label046780
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04675D

:Label046780
00BC: text_highpriority "LAW4_E"  10000 ms  1  ;; Avery here has a proposition.

:Label04678F
00D6: if  0
001A:    13088 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0467B2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04678F

:Label0467B2
00BC: text_highpriority "LAW4_F"  10000 ms  1  ;; Haven't we got other things on our mind?

:Label0467C1
00D6: if  0
001A:    15052 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0467E4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0467C1

:Label0467E4
00BC: text_highpriority "LAW4_G"  10000 ms  1  ;; I'm trying to keep the wolves from the door, so could you please cut me some slack?

:Label0467F3
00D6: if  0
001A:    19432 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label046816
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0467F3

:Label046816
00BC: text_highpriority "LAW4_H"  10000 ms  1  ;; I'm stretched like a wire and even if I'm dead by the end of the week, I'd like to think that I didn't die poor.

:Label046825
00D6: if  0
001A:    23825 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label046848
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label046825

:Label046848
00BC: text_highpriority "LAW4_I"  10000 ms  1  ;; Now just calm down, both of you.

:Label046857
00D6: if  0
001A:    26892 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04687A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label046857

:Label04687A
00BC: text_highpriority "LAW4_J"  10000 ms  1  ;; Son, you help me and any greaseballs giving you a hard time, I'll see to it they take a long dirt nap.

:Label046889
00D6: if  0
001A:    32978 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0468AE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label046889

:Label0468AE
00BC: text_highpriority "LAW4_K"  10000 ms  1  ;; Ok. What could I do for ya'?

:Label0468BD
00D6: if  0
001A:    34995 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0468E2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0468BD

:Label0468E2
00BC: text_highpriority "LAW4_L"  10000 ms  1  ;; This delivery company's got its depot on some prime land. They won't sell.

:Label0468F1
00D6: if  0
001A:    40136 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label046916
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0468F1

:Label046916
00BC: text_highpriority "LAW4_M"  10000 ms  1  ;; They're hanging on like a big old prairie rat, so we gotta go in there and smoke that vermin out.

:Label046925
00D6: if  0
001A:    46049 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04694A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label046925

:Label04694A
00BC: text_highpriority "LAW4_N"  10000 ms  1  ;; Head on down there and stir up a hornet's nest

:Label046959
00D6: if  0
001A:    48481 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04697E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label046959

:Label04697E
00BC: text_highpriority "LAW4_O"  10000 ms  1  ;; - the security will have their hands full and then you can sneak in and put 'em out of business.

:Label04698D
00D6: if  0
001A:    52177 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0469B2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04698D

:Label0469B2
00BC: text_highpriority "LAW4_P"  10000 ms  1  ;; And you could drop by Rafael's for a change of clothes. You might be there a while, but yeah, go for it.

:Label0469C1
00D6: if  0
001A:    56220 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0469E6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0469C1

:Label0469E6
00BC: text_highpriority "LAW4_Q"  10000 ms  1  ;; Should be a riot.

:Label0469F5
00D6: if  0
001A:    57286 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label046A1A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0469F5

:Label046A1A
00BC: text_highpriority "LAW4_R"  10000 ms  1  ;; If the balls drop like they should, stop by my office sometime...

:Label046A29
00D6: if  0
001A:    60052 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label046A4E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label046A29

:Label046A4E
016A: fade  0 ()  1500 ms

:Label046A55
00D6: if  0
001A:    61052 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label046A7A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label046A55

:Label046A7A
00BE: text_clear_all
0001: wait  1000 ms
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label046ABB
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label046ABB
03D1: play_wav  1

:Label046AA1
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label046ABB
0001: wait  0 ms
0002: jump £Label046AA1

:Label046ABB
00D6: if  0
016B:   fading
004D: jump_if_false £Label046AD3
0001: wait  0 ms
0002: jump £Label046ABB

:Label046AD3
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
03C8: rotate_player-180-degrees
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
04BB: select_interiour  0  ;; select render area
03CB: set_camera  117.1 -825.6  9.8
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
0215: destroy_pickup $505
04E3: unknown_player $PLAYER_CHAR  1  60000
00BC: text_highpriority "LAW1_1"  10000 ms  1  ;; ~g~Go get some new threads from Rafael's clothes shop.
02A8: $3B = create_marker  28 at $63 $64 $65
018A: $13 = create_checkpoint_at  299.0 -314.6  11.4
0247: request_model #SPAND
023C: load_special_actor  4 "SPANDXA"
023C: load_special_actor  5 "SPANDXB"
0247: request_model #NITESTICK
0247: request_model #GDA
0247: request_model -114 (BARREL4)
0247: request_model #COLT45
04ED: load_animation "RIOT"

:Label046B99
00D6: if  22
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
84EE:   NOT   animation "RIOT" loaded
004D: jump_if_false £Label046BC1
0001: wait  0 ms
0002: jump £Label046B99

:Label046BC1
00D6: if  24
8248:   NOT   model #SPAND available
8248:   NOT   model #NITESTICK available
8248:   NOT   model #GDA available
8248:   NOT   model -114 (BARREL4) available
8248:   NOT   model #COLT45 available
004D: jump_if_false £Label046BEE
0001: wait  0 ms
0002: jump £Label046BC1

:Label046BEE
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point  299.0 -314.6  11.4 radius  70.0  70.0  30.0
004D: jump_if_false £Label046C6C
0001: wait  0 ms
00D6: if  0
0038:   $8A5 ==  0  ;; integer values
004D: jump_if_false £Label046C65
00D6: if  0
00F6:   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot $63 $64 $65 radius  1.2  1.2  3.0
004D: jump_if_false £Label046C65
0050: gosub £Label048DF8

:Label046C65
0002: jump £Label046BEE

:Label046C6C
0552: $897
009A: $881 = create_actor  4 #SPECIAL04 at  304.7 -316.8  10.9
01ED: reset_actor $881 flags
0243: set_actor $881 ped_stats_to  16
02A9: set_actor $881 immune_to_nonplayer  1
0372: set_actor $881 anim  29 wait_state_time  99999999 ms
009A: $882 = create_actor  4 #SPECIAL05 at  302.8 -318.8  10.9
01ED: reset_actor $882 flags
0243: set_actor $882 ped_stats_to  16
02A9: set_actor $882 immune_to_nonplayer  1
0372: set_actor $882 anim  29 wait_state_time  99999999 ms
009A: $883 = create_actor  4 #SPECIAL04 at  301.6 -316.7  10.9
01ED: reset_actor $883 flags
0243: set_actor $883 ped_stats_to  16
02A9: set_actor $883 immune_to_nonplayer  1
0372: set_actor $883 anim  29 wait_state_time  99999999 ms
009A: $884 = create_actor  4 #SPECIAL05 at  299.8 -318.2  10.9
01ED: reset_actor $884 flags
0243: set_actor $884 ped_stats_to  16
02A9: set_actor $884 immune_to_nonplayer  1
0372: set_actor $884 anim  29 wait_state_time  99999999 ms
009A: $885 = create_actor  4 #SPECIAL04 at  300.9 -321.6  10.9
01ED: reset_actor $885 flags
0243: set_actor $885 ped_stats_to  16
02A9: set_actor $885 immune_to_nonplayer  1
0372: set_actor $885 anim  29 wait_state_time  99999999 ms
009A: $886 = create_actor  4 #SPECIAL05 at  299.0 -322.1  10.9
01ED: reset_actor $886 flags
0243: set_actor $886 ped_stats_to  16
02A9: set_actor $886 immune_to_nonplayer  1
0372: set_actor $886 anim  29 wait_state_time  99999999 ms
009A: $887 = create_actor  4 #SPECIAL04 at  295.0 -320.7  10.9
01ED: reset_actor $887 flags
0243: set_actor $887 ped_stats_to  16
02A9: set_actor $887 immune_to_nonplayer  1
0372: set_actor $887 anim  29 wait_state_time  99999999 ms
009A: $888 = create_actor  4 #SPECIAL05 at  293.5 -317.8  10.9
01ED: reset_actor $888 flags
0243: set_actor $888 ped_stats_to  16
02A9: set_actor $888 immune_to_nonplayer  1
0372: set_actor $888 anim  29 wait_state_time  99999999 ms
009A: $889 = create_actor  4 #SPECIAL04 at  296.2 -325.3  10.9
01ED: reset_actor $889 flags
0243: set_actor $889 ped_stats_to  16
02A9: set_actor $889 immune_to_nonplayer  1
0372: set_actor $889 anim  29 wait_state_time  99999999 ms
009A: $88A = create_actor  4 #SPECIAL05 at  299.3 -329.3  10.9
01ED: reset_actor $88A flags
0243: set_actor $88A ped_stats_to  16
02A9: set_actor $88A immune_to_nonplayer  1
0372: set_actor $88A anim  29 wait_state_time  99999999 ms
009A: $88B = create_actor  4 #SPECIAL04 at  303.8 -329.7  10.9
01ED: reset_actor $88B flags
0243: set_actor $88B ped_stats_to  16
02A9: set_actor $88B immune_to_nonplayer  1
0372: set_actor $88B anim  29 wait_state_time  99999999 ms
009A: $88C = create_actor  4 #SPECIAL05 at  308.5 -328.4  10.9
01ED: reset_actor $88C flags
0243: set_actor $88C ped_stats_to  16
02A9: set_actor $88C immune_to_nonplayer  1
0372: set_actor $88C anim  29 wait_state_time  99999999 ms
009A: $88D = create_actor  4 #SPECIAL04 at  310.2 -324.2  10.9
01ED: reset_actor $88D flags
0243: set_actor $88D ped_stats_to  16
02A9: set_actor $88D immune_to_nonplayer  1
0372: set_actor $88D anim  29 wait_state_time  99999999 ms
009A: $88E = create_actor  4 #SPECIAL05 at  305.6 -322.2  10.9
01ED: reset_actor $88E flags
0243: set_actor $88E ped_stats_to  16
02A9: set_actor $88E immune_to_nonplayer  1
0372: set_actor $88E anim  29 wait_state_time  99999999 ms
009A: $88F = create_actor  4 #SPECIAL04 at  300.0 -317.5  10.9
01ED: reset_actor $88F flags
0243: set_actor $88F ped_stats_to  16
02A9: set_actor $88F immune_to_nonplayer  1
0372: set_actor $88F anim  29 wait_state_time  99999999 ms
009A: $890 = create_actor  4 #SPECIAL05 at  294.9 -317.6  10.9
01ED: reset_actor $890 flags
0243: set_actor $890 ped_stats_to  16
02A9: set_actor $890 immune_to_nonplayer  1
0372: set_actor $890 anim  29 wait_state_time  99999999 ms
009A: $891 = create_actor  4 #SPECIAL04 at  291.0 -320.0  10.9
01ED: reset_actor $891 flags
0243: set_actor $891 ped_stats_to  16
02A9: set_actor $891 immune_to_nonplayer  1
0372: set_actor $891 anim  29 wait_state_time  99999999 ms
009A: $892 = create_actor  4 #SPECIAL05 at  293.0 -324.8  10.9
01ED: reset_actor $892 flags
0243: set_actor $892 ped_stats_to  16
02A9: set_actor $892 immune_to_nonplayer  1
0372: set_actor $892 anim  29 wait_state_time  99999999 ms
009A: $893 = create_actor  4 #SPECIAL04 at  291.6 -317.2  10.9
01ED: reset_actor $893 flags
0243: set_actor $893 ped_stats_to  16
02A9: set_actor $893 immune_to_nonplayer  1
0372: set_actor $893 anim  29 wait_state_time  99999999 ms
009A: $894 = create_actor  4 #SPECIAL05 at  301.1 -324.0  10.9
01ED: reset_actor $894 flags
0243: set_actor $894 ped_stats_to  16
02A9: set_actor $894 immune_to_nonplayer  1
0372: set_actor $894 anim  29 wait_state_time  99999999 ms
009A: $895 = create_actor  4 #SPECIAL04 at  297.6 -327.649  10.9
01ED: reset_actor $895 flags
0243: set_actor $895 ped_stats_to  16
02A9: set_actor $895 immune_to_nonplayer  1
0372: set_actor $895 anim  29 wait_state_time  99999999 ms
009A: $8A0 = create_actor  5 #GDA at  301.2 -311.5  10.9
01ED: reset_actor $8A0 flags
0243: set_actor $8A0 ped_stats_to  16
0173: set_actor $8A0 z_angle_to  180.0
02A9: set_actor $8A0 immune_to_nonplayer  1
01B2: give_actor $8A0 weapon  4 ammo  0  ;; Load the weapon model before using this
009A: $8A1 = create_actor  5 #GDA at  303.2 -311.5  10.9
01ED: reset_actor $8A1 flags
0243: set_actor $8A1 ped_stats_to  16
0173: set_actor $8A1 z_angle_to  180.0
02A9: set_actor $8A1 immune_to_nonplayer  1
01B2: give_actor $8A1 weapon  4 ammo  0  ;; Load the weapon model before using this
009A: $8A2 = create_actor  5 #GDA at  304.0 -298.7  10.9
01ED: reset_actor $8A2 flags
0243: set_actor $8A2 ped_stats_to  16
0173: set_actor $8A2 z_angle_to  180.0
02A9: set_actor $8A2 immune_to_nonplayer  1
0223: set_actor $8A2 health_to  70
01B2: give_actor $8A2 weapon  17 ammo  300  ;; Load the weapon model before using this
0350: unknown_actor $8A2 not_scared_flag  1
00A5: $899 = create_car #SPAND at  286.7 -302.1  11.9
0175: set_car $899 z_angle_to  270.0
00A5: $89A = create_car #SPAND at  312.2 -304.7  11.9
0175: set_car $89A z_angle_to  90.0
00A5: $89B = create_car #SPAND at  312.2 -300.7  11.9
0175: set_car $89B z_angle_to  90.0
0107: $89F = create_object -114 (BARREL4) at  309.3 -298.6  10.9
0107: $898 = create_object -114 (BARREL4) at  284.3 -312.4  10.9
035D: make_object $898 targetable
035D: make_object $89F targetable
0006:  17@ =  0  ;; integer values

:Label04725D
00D6: if  22
8119:   NOT   car $899 wrecked
8119:   NOT   car $89A wrecked
8119:   NOT   car $89B wrecked
004D: jump_if_false £Label04850C
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $881 dead
004D: jump_if_false £Label0472CD
00D6: if  2
8184:   NOT   actor $881 health >=  99
0039:    0@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label0472C6
0008: $8A4 +=  1  ;; integer values
053D: $881
01CA: actor $881 kill_player $PLAYER_CHAR
0006:  0@ =  1  ;; integer values

:Label0472C6
0002: jump £Label0472F4

:Label0472CD
00D6: if  0
0038:   $8B1 ==  0  ;; integer values
004D: jump_if_false £Label0472F4
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8B1 =  1  ;; integer values

:Label0472F4
00D6: if  0
8118:   NOT   actor $882 dead
004D: jump_if_false £Label047346
00D6: if  2
8184:   NOT   actor $882 health >=  99
0039:    1@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label04733F
0008: $8A4 +=  1  ;; integer values
053D: $882
01CA: actor $882 kill_player $PLAYER_CHAR
0006:  1@ =  1  ;; integer values

:Label04733F
0002: jump £Label04736D

:Label047346
00D6: if  0
0038:   $8B2 ==  0  ;; integer values
004D: jump_if_false £Label04736D
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8B2 =  1  ;; integer values

:Label04736D
00D6: if  0
8118:   NOT   actor $883 dead
004D: jump_if_false £Label0473BF
00D6: if  2
8184:   NOT   actor $883 health >=  99
0039:    2@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label0473B8
0008: $8A4 +=  1  ;; integer values
053D: $883
01CA: actor $883 kill_player $PLAYER_CHAR
0006:  2@ =  1  ;; integer values

:Label0473B8
0002: jump £Label0473E6

:Label0473BF
00D6: if  0
0038:   $8B3 ==  0  ;; integer values
004D: jump_if_false £Label0473E6
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8B3 =  1  ;; integer values

:Label0473E6
00D6: if  0
8118:   NOT   actor $884 dead
004D: jump_if_false £Label047438
00D6: if  2
8184:   NOT   actor $884 health >=  99
0039:    3@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label047431
0008: $8A4 +=  1  ;; integer values
053D: $884
01CA: actor $884 kill_player $PLAYER_CHAR
0006:  3@ =  1  ;; integer values

:Label047431
0002: jump £Label04745F

:Label047438
00D6: if  0
0038:   $8B4 ==  0  ;; integer values
004D: jump_if_false £Label04745F
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8B4 =  1  ;; integer values

:Label04745F
00D6: if  0
8118:   NOT   actor $885 dead
004D: jump_if_false £Label0474B1
00D6: if  2
8184:   NOT   actor $885 health >=  99
0039:    4@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label0474AA
0008: $8A4 +=  1  ;; integer values
053D: $885
01CA: actor $885 kill_player $PLAYER_CHAR
0006:  4@ =  1  ;; integer values

:Label0474AA
0002: jump £Label0474D8

:Label0474B1
00D6: if  0
0038:   $8B5 ==  0  ;; integer values
004D: jump_if_false £Label0474D8
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8B5 =  1  ;; integer values

:Label0474D8
00D6: if  0
8118:   NOT   actor $886 dead
004D: jump_if_false £Label04752A
00D6: if  2
8184:   NOT   actor $886 health >=  99
0039:    5@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label047523
0008: $8A4 +=  1  ;; integer values
053D: $886
01CA: actor $886 kill_player $PLAYER_CHAR
0006:  5@ =  1  ;; integer values

:Label047523
0002: jump £Label047551

:Label04752A
00D6: if  0
0038:   $8B6 ==  0  ;; integer values
004D: jump_if_false £Label047551
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8B6 =  1  ;; integer values

:Label047551
00D6: if  0
8118:   NOT   actor $887 dead
004D: jump_if_false £Label0475A3
00D6: if  2
8184:   NOT   actor $887 health >=  99
0039:    6@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label04759C
0008: $8A4 +=  1  ;; integer values
053D: $887
01CA: actor $887 kill_player $PLAYER_CHAR
0006:  6@ =  1  ;; integer values

:Label04759C
0002: jump £Label0475CA

:Label0475A3
00D6: if  0
0038:   $8B7 ==  0  ;; integer values
004D: jump_if_false £Label0475CA
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8B7 =  1  ;; integer values

:Label0475CA
00D6: if  0
8118:   NOT   actor $888 dead
004D: jump_if_false £Label04761C
00D6: if  2
8184:   NOT   actor $888 health >=  99
0039:    7@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label047615
0008: $8A4 +=  1  ;; integer values
053D: $888
01CA: actor $888 kill_player $PLAYER_CHAR
0006:  7@ =  1  ;; integer values

:Label047615
0002: jump £Label047643

:Label04761C
00D6: if  0
0038:   $8B8 ==  0  ;; integer values
004D: jump_if_false £Label047643
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8B8 =  1  ;; integer values

:Label047643
00D6: if  0
8118:   NOT   actor $889 dead
004D: jump_if_false £Label047695
00D6: if  2
8184:   NOT   actor $889 health >=  99
0039:    8@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label04768E
0008: $8A4 +=  1  ;; integer values
053D: $889
01CA: actor $889 kill_player $PLAYER_CHAR
0006:  8@ =  1  ;; integer values

:Label04768E
0002: jump £Label0476BC

:Label047695
00D6: if  0
0038:   $8B9 ==  0  ;; integer values
004D: jump_if_false £Label0476BC
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8B9 =  1  ;; integer values

:Label0476BC
00D6: if  0
8118:   NOT   actor $88A dead
004D: jump_if_false £Label04770E
00D6: if  2
8184:   NOT   actor $88A health >=  99
0039:    9@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label047707
0008: $8A4 +=  1  ;; integer values
053D: $88A
01CA: actor $88A kill_player $PLAYER_CHAR
0006:  9@ =  1  ;; integer values

:Label047707
0002: jump £Label047735

:Label04770E
00D6: if  0
0038:   $8BA ==  0  ;; integer values
004D: jump_if_false £Label047735
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8BA =  1  ;; integer values

:Label047735
00D6: if  0
8118:   NOT   actor $88B dead
004D: jump_if_false £Label047787
00D6: if  2
8184:   NOT   actor $88B health >=  99
0039:    10@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label047780
0008: $8A4 +=  1  ;; integer values
053D: $88B
01CA: actor $88B kill_player $PLAYER_CHAR
0006:  10@ =  1  ;; integer values

:Label047780
0002: jump £Label0477AE

:Label047787
00D6: if  0
0038:   $8BB ==  0  ;; integer values
004D: jump_if_false £Label0477AE
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8BB =  1  ;; integer values

:Label0477AE
00D6: if  0
8118:   NOT   actor $88C dead
004D: jump_if_false £Label047800
00D6: if  2
8184:   NOT   actor $88C health >=  99
0039:    11@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label0477F9
0008: $8A4 +=  1  ;; integer values
053D: $88C
01CA: actor $88C kill_player $PLAYER_CHAR
0006:  11@ =  1  ;; integer values

:Label0477F9
0002: jump £Label047827

:Label047800
00D6: if  0
0038:   $8BC ==  0  ;; integer values
004D: jump_if_false £Label047827
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8BC =  1  ;; integer values

:Label047827
00D6: if  0
8118:   NOT   actor $88D dead
004D: jump_if_false £Label047879
00D6: if  2
8184:   NOT   actor $88D health >=  99
0039:    12@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label047872
0008: $8A4 +=  1  ;; integer values
053D: $88D
01CA: actor $88D kill_player $PLAYER_CHAR
0006:  12@ =  1  ;; integer values

:Label047872
0002: jump £Label0478A0

:Label047879
00D6: if  0
0038:   $8BD ==  0  ;; integer values
004D: jump_if_false £Label0478A0
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8BD =  1  ;; integer values

:Label0478A0
00D6: if  0
8118:   NOT   actor $88E dead
004D: jump_if_false £Label0478F2
00D6: if  2
8184:   NOT   actor $88E health >=  99
0039:    13@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label0478EB
0008: $8A4 +=  1  ;; integer values
053D: $88E
01CA: actor $88E kill_player $PLAYER_CHAR
0006:  13@ =  1  ;; integer values

:Label0478EB
0002: jump £Label047919

:Label0478F2
00D6: if  0
0038:   $8BE ==  0  ;; integer values
004D: jump_if_false £Label047919
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8BE =  1  ;; integer values

:Label047919
00D6: if  0
8118:   NOT   actor $88F dead
004D: jump_if_false £Label04796B
00D6: if  2
8184:   NOT   actor $88F health >=  99
0039:    14@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label047964
0008: $8A4 +=  1  ;; integer values
053D: $88F
01CA: actor $88F kill_player $PLAYER_CHAR
0006:  14@ =  1  ;; integer values

:Label047964
0002: jump £Label047992

:Label04796B
00D6: if  0
0038:   $8BF ==  0  ;; integer values
004D: jump_if_false £Label047992
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8BF =  1  ;; integer values

:Label047992
00D6: if  0
8118:   NOT   actor $890 dead
004D: jump_if_false £Label0479E4
00D6: if  2
8184:   NOT   actor $890 health >=  99
0039:    15@ ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label0479DD
0008: $8A4 +=  1  ;; integer values
053D: $890
01CA: actor $890 kill_player $PLAYER_CHAR
0006:  15@ =  1  ;; integer values

:Label0479DD
0002: jump £Label047A0B

:Label0479E4
00D6: if  0
0038:   $8C0 ==  0  ;; integer values
004D: jump_if_false £Label047A0B
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8C0 =  1  ;; integer values

:Label047A0B
00D6: if  0
8118:   NOT   actor $891 dead
004D: jump_if_false £Label047A5D
00D6: if  2
8184:   NOT   actor $891 health >=  99
0038:   $8A9 ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label047A56
0008: $8A4 +=  1  ;; integer values
053D: $891
01CA: actor $891 kill_player $PLAYER_CHAR
0004: $8A9 =  1  ;; integer values

:Label047A56
0002: jump £Label047A84

:Label047A5D
00D6: if  0
0038:   $8C1 ==  0  ;; integer values
004D: jump_if_false £Label047A84
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8C1 =  1  ;; integer values

:Label047A84
00D6: if  0
8118:   NOT   actor $892 dead
004D: jump_if_false £Label047AD6
00D6: if  2
8184:   NOT   actor $892 health >=  99
0038:   $8AA ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label047ACF
0008: $8A4 +=  1  ;; integer values
053D: $892
01CA: actor $892 kill_player $PLAYER_CHAR
0004: $8AA =  1  ;; integer values

:Label047ACF
0002: jump £Label047AFD

:Label047AD6
00D6: if  0
0038:   $8C2 ==  0  ;; integer values
004D: jump_if_false £Label047AFD
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8C2 =  1  ;; integer values

:Label047AFD
00D6: if  0
8118:   NOT   actor $893 dead
004D: jump_if_false £Label047B4F
00D6: if  2
8184:   NOT   actor $893 health >=  99
0038:   $8AB ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label047B48
0008: $8A4 +=  1  ;; integer values
053D: $893
01CA: actor $893 kill_player $PLAYER_CHAR
0004: $8AB =  1  ;; integer values

:Label047B48
0002: jump £Label047B76

:Label047B4F
00D6: if  0
0038:   $8C3 ==  0  ;; integer values
004D: jump_if_false £Label047B76
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8C3 =  1  ;; integer values

:Label047B76
00D6: if  0
8118:   NOT   actor $894 dead
004D: jump_if_false £Label047BC8
00D6: if  2
8184:   NOT   actor $894 health >=  99
0038:   $8AC ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label047BC1
0008: $8A4 +=  1  ;; integer values
053D: $894
01CA: actor $894 kill_player $PLAYER_CHAR
0004: $8AC =  1  ;; integer values

:Label047BC1
0002: jump £Label047BEF

:Label047BC8
00D6: if  0
0038:   $8C4 ==  0  ;; integer values
004D: jump_if_false £Label047BEF
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8C4 =  1  ;; integer values

:Label047BEF
00D6: if  0
8118:   NOT   actor $895 dead
004D: jump_if_false £Label047C41
00D6: if  2
8184:   NOT   actor $895 health >=  99
0038:   $8AD ==  0  ;; integer values
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label047C3A
0008: $8A4 +=  1  ;; integer values
053D: $895
01CA: actor $895 kill_player $PLAYER_CHAR
0004: $8AD =  1  ;; integer values

:Label047C3A
0002: jump £Label047C68

:Label047C41
00D6: if  0
0038:   $8C5 ==  0  ;; integer values
004D: jump_if_false £Label047C68
0008: $896 +=  1  ;; integer values
0050: gosub £Label049043
0004: $8C5 =  1  ;; integer values

:Label047C68
00D6: if  0
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label047CAC
00D6: if  0
0018:   $8A4 >  3  ;; integer values
004D: jump_if_false £Label047C93
0050: gosub £Label048970

:Label047C93
00D6: if  0
0018:   $896 >  2  ;; integer values
004D: jump_if_false £Label047CAC
0050: gosub £Label048970

:Label047CAC
00D6: if  0
0018:   $896 >  14  ;; integer values
004D: jump_if_false £Label047CDB
00D6: if  0
0038:   $89C ==  0  ;; integer values
004D: jump_if_false £Label047CDB
0552:  0
0004: $89C =  1  ;; integer values

:Label047CDB
00D6: if  0
0038:   $89D ==  0  ;; integer values
004D: jump_if_false £Label047D30
00D6: if  0
0038:   $8A5 ==  0  ;; integer values
004D: jump_if_false £Label047D30
00D6: if  0
00F6:   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot $63 $64 $65 radius  1.2  1.2  3.0
004D: jump_if_false £Label047D30
0050: gosub £Label048DF8

:Label047D30
00D6: if  0
0118:   actor $8A0 dead
004D: jump_if_false £Label047D96
00D6: if  0
0038:   $8C6 ==  0  ;; integer values
004D: jump_if_false £Label047D96
00D6: if  0
056D:   unknown_actor $8A0 dead_but_active
004D: jump_if_false £Label047D8F
04A5: unknown_store_dead_actor $8A0 position_to $8C8 $8C9 $8CA
0009: $8CA +=  .5  ;; floating-point values
032B: $8AF = create_weapon_pickup #COLT45  3 ammo  17 at $8C8 $8C9 $8CA

:Label047D8F
0004: $8C6 =  1  ;; integer values

:Label047D96
00D6: if  0
0118:   actor $8A1 dead
004D: jump_if_false £Label047DFC
00D6: if  0
0038:   $8C7 ==  0  ;; integer values
004D: jump_if_false £Label047DFC
00D6: if  0
056D:   unknown_actor $8A1 dead_but_active
004D: jump_if_false £Label047DF5
04A5: unknown_store_dead_actor $8A1 position_to $8C8 $8C9 $8CA
0009: $8CA +=  .5  ;; floating-point values
032B: $8B0 = create_weapon_pickup #COLT45  3 ammo  17 at $8C8 $8C9 $8CA

:Label047DF5
0004: $8C7 =  1  ;; integer values

:Label047DFC
00D6: if  0
0038:   $89D ==  1  ;; integer values
004D: jump_if_false £Label04804A
00D6: if  0
0019:    17@ >  2000  ;; integer values
004D: jump_if_false £Label048043
00D6: if  0
0038:   $89E ==  0  ;; integer values
004D: jump_if_false £Label048043
00D6: if  21
8118:   NOT   actor $8A0 dead
8118:   NOT   actor $8A1 dead
004D: jump_if_false £Label047ED3
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
03CF: load_wav "LAW4_10" as  1
015F: set_camera_position  303.649 -309.1  13.43  0.0  0.0  0.0
0160: point_camera  303.292 -309.982  13.122  2
0001: wait  500 ms

:Label047E97
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label047EB1
0001: wait  0 ms
0002: jump £Label047E97

:Label047EB1
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label047ED3
03D1: play_wav  1
00BC: text_highpriority "LAW4_5"  2000 ms  1  ;; Sticks out, boys! Let's crack some commie skulls!

:Label047ED3
0164: disable_marker $13
0164: disable_marker $3B
00D6: if  0
8119:   NOT   car $899 wrecked
004D: jump_if_false £Label047EF5
0186: $8A6 = create_marker_above_car $899

:Label047EF5
00D6: if  0
8119:   NOT   car $89A wrecked
004D: jump_if_false £Label047F0D
0186: $8A7 = create_marker_above_car $89A

:Label047F0D
00D6: if  0
8119:   NOT   car $89B wrecked
004D: jump_if_false £Label047F25
0186: $8A8 = create_marker_above_car $89B

:Label047F25
018C: play_sound  3 at  298.0 -313.6  11.0
018D: $C = create_sound  2 at  298.0 -313.6  11.0

:Label047F4E
00D6: if  0
834E:   NOT unknown_move_object $6F2 to  304.0 -313.6  11.0 unknown_angle  .1  .1  0.0  0
004D: jump_if_false £Label047F89
0001: wait  0 ms
0002: jump £Label047F4E

:Label047F89
018E: stop_sound $C
018C: play_sound  3 at  304.0 -313.6  11.0
00D6: if  0
8118:   NOT   actor $8A0 dead
004D: jump_if_false £Label047FC6
0243: set_actor $8A0 ped_stats_to  30
011A: set_actor $8A0 flags  16
011A: set_actor $8A0 flags  1

:Label047FC6
00D6: if  0
8118:   NOT   actor $8A1 dead
004D: jump_if_false £Label047FEB
0243: set_actor $8A1 ped_stats_to  30
011A: set_actor $8A1 flags  16
011A: set_actor $8A1 flags  1

:Label047FEB
00D6: if  0
8118:   NOT   actor $8A2 dead
004D: jump_if_false £Label048009
011A: set_actor $8A2 flags  1
02E2: set_actor $8A2 weapon_accuracy_to  10

:Label048009
00D6: if  21
8118:   NOT   actor $8A0 dead
8118:   NOT   actor $8A1 dead
004D: jump_if_false £Label04802D
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player

:Label04802D
00BC: text_highpriority "LAW4_14"  8000 ms  1  ;; ~g~Destroy the vans in the compound!
0004: $89E =  1  ;; integer values

:Label048043
0002: jump £Label04823D

:Label04804A
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  299.0 -314.6  11.4 radius  20.0  20.0  10.0
004D: jump_if_false £Label04823D
00D6: if  1
0038:   $26 ==  0  ;; integer values
0019:    17@ >  6000  ;; integer values
004D: jump_if_false £Label048158
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label0480CC
03CF: load_wav "LAW4_1A" as  1
03CF: load_wav "LAW4_1B" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label0480E6

:Label0480CC
00D6: if  1
03D0:   wav  1 loaded
03D0:   wav  2 loaded
004D: jump_if_false £Label0480E6
0004: $22 =  1  ;; integer values

:Label0480E6
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label048158
03D1: play_wav  1
00BC: text_highpriority "LAW4_1"  3000 ms  1  ;; Please disperse. The management will discuss any grievances in the appropriate manner!
00D6: if  1
03D2:   wav  1 ended
0019:    17@ >  19000  ;; integer values
004D: jump_if_false £Label048158
03D1: play_wav  2
00BC: text_highpriority "LAW4_2"  3000 ms  1  ;; Please disperse. Go back to your homes!
0004: $26 =  1  ;; integer values
0004: $27 =  0  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0006:  17@ =  0  ;; integer values

:Label048158
00D6: if  2
0038:   $26 ==  1  ;; integer values
0038:   $27 ==  0  ;; integer values
0019:    17@ >  10000  ;; integer values
004D: jump_if_false £Label04823D
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label0481B1
03CF: load_wav "LAW4_1C" as  1
03CF: load_wav "LAW4_1D" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label0481CB

:Label0481B1
00D6: if  1
03D0:   wav  1 loaded
03D0:   wav  2 loaded
004D: jump_if_false £Label0481CB
0004: $22 =  1  ;; integer values

:Label0481CB
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label04823D
03D1: play_wav  1
00BC: text_highpriority "LAW4_3"  2000 ms  1  ;; Please disperse! This is inappropriate!
00D6: if  1
03D2:   wav  1 ended
0019:    17@ >  23000  ;; integer values
004D: jump_if_false £Label04823D
03D1: play_wav  2
00BC: text_highpriority "LAW4_4"  2000 ms  1  ;; Please disperse. You will all end up on the streets.
0004: $27 =  1  ;; integer values
0004: $26 =  0  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0006:  17@ =  0  ;; integer values

:Label04823D
00D6: if  0
0038:   $8AE ==  0  ;; integer values
004D: jump_if_false £Label04849F
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube  315.9 -313.0  9.0  282.4 -297.7  15.0
004D: jump_if_false £Label04849F
00D6: if  0
8118:   NOT   actor $8A2 dead
004D: jump_if_false £Label0482C9
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
015F: set_camera_position  301.571 -303.655  15.242  0.0  0.0  0.0
0160: point_camera  302.286 -303.089  14.833  2

:Label0482C9
03E5: text_box "HELP38"  ;; If you take out someone who's holding a weapon, they will drop it.
0001: wait  500 ms
0006:  16@ =  0  ;; integer values

:Label0482DF
00D6: if  0
8019:   NOT    16@ >  2500  ;; integer values
004D: jump_if_false £Label04834B
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label048344

:Label048307
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label04833D
0001: wait  0 ms
00D6: if  0
0019:    16@ >  2500  ;; integer values
004D: jump_if_false £Label048336
0002: jump £Label0483C8

:Label048336
0002: jump £Label048307

:Label04833D
0002: jump £Label0483C8

:Label048344
0002: jump £Label0482DF

:Label04834B
0006:  16@ =  0  ;; integer values
03E5: text_box "HELP39"  ;; You can target and shoot explosive barrels but keep your distance.

:Label04835C
00D6: if  0
8019:   NOT    16@ >  3500  ;; integer values
004D: jump_if_false £Label0483C8
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0483C1

:Label048384
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0483BA
0001: wait  0 ms
00D6: if  0
0019:    16@ >  3500  ;; integer values
004D: jump_if_false £Label0483B3
0002: jump £Label0483C8

:Label0483B3
0002: jump £Label048384

:Label0483BA
0002: jump £Label0483C8

:Label0483C1
0002: jump £Label04835C

:Label0483C8
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D6: if  0
8118:   NOT   actor $8A2 dead
004D: jump_if_false £Label0483EA
0350: unknown_actor $8A2 not_scared_flag  0

:Label0483EA
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label048412
03E5: text_box "HELP58"  ;; While targeting you can press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button or ~k~~PED_CYCLE_TARGET_RIGHT~ ~w~button to cycle through targets.
0002: jump £Label04841C

:Label048412
03E5: text_box "HELP59"  ;; While targeting you can press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button or ~k~~PED_CYCLE_TARGET_RIGHT~ ~w~button to cycle through targets.

:Label04841C
00D6: if  0
0038:   $89E ==  0  ;; integer values
004D: jump_if_false £Label048498
00D6: if  0
8118:   NOT   actor $8A0 dead
004D: jump_if_false £Label048454
0243: set_actor $8A0 ped_stats_to  30
011A: set_actor $8A0 flags  1
01CA: actor $8A0 kill_player $PLAYER_CHAR

:Label048454
00D6: if  0
8118:   NOT   actor $8A1 dead
004D: jump_if_false £Label04847A
0243: set_actor $8A1 ped_stats_to  30
011A: set_actor $8A1 flags  1
01CA: actor $8A1 kill_player $PLAYER_CHAR

:Label04847A
00D6: if  0
8118:   NOT   actor $8A2 dead
004D: jump_if_false £Label048498
011A: set_actor $8A2 flags  1
02E2: set_actor $8A2 weapon_accuracy_to  10

:Label048498
0004: $8AE =  1  ;; integer values

:Label04849F
00D6: if  0
0038:   $8A3 ==  0  ;; integer values
004D: jump_if_false £Label0484FE
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  299.0 -314.6  11.4 radius  20.0  20.0  10.0
004D: jump_if_false £Label0484FE
00BC: text_highpriority "LAW4_13"  8000 ms  1  ;; ~g~Start fighting with at least 4 workers to get a riot started.
0006:  17@ =  0  ;; integer values
0004: $8A3 =  1  ;; integer values

:Label0484FE
0050: gosub £Label049002
0002: jump £Label04725D

:Label04850C
00D6: if  0
0038:   $89E ==  0  ;; integer values
004D: jump_if_false £Label04859A
018C: play_sound  3 at  298.0 -313.6  11.0
018D: $C = create_sound  2 at  298.0 -313.6  11.0

:Label048547
00D6: if  0
834E:   NOT unknown_move_object $6F2 to  304.0 -313.6  11.0 unknown_angle  .15  .15  0.0  0
004D: jump_if_false £Label048582
0001: wait  0 ms
0002: jump £Label048547

:Label048582
018E: stop_sound $C
018C: play_sound  3 at  304.0 -313.6  11.0

:Label04859A
0002: jump £Label0485C6

:Label0485A1
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
01BC: put_object $6F2 at  298.0 -313.6  11.0
0051: return

:Label0485C6
0004: $PASSED_LAW4_RIOT =  1  ;; integer values
0394: play_music  1
01E3: text_1number_styled "M_PASS"  1000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  1000
0318: set_latest_mission_passed "LAW_4"  ;; Riot
030C: set_mission_points +=  1
0164: disable_marker $DF
0164: disable_marker $F3
0004: $388 =  1  ;; integer values
055B: $506 = create_clothes_pickup  3 at  364.2  1086.1  19.0
0004: $4F2 =  1  ;; integer values
004F: create_thread ££Label02B4E9 
02A7: $F3 = create_icon_marker_and_sphere $1A5 at $1D1 $1D2 $1D3
004F: create_thread ££Label00BC71 
0051: return

:Label04864F
0004: $ONMISSION =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $13
0164: disable_marker $3B
0164: disable_marker $8A6
0164: disable_marker $8A7
0164: disable_marker $8A8
0249: release_model #SPAND
0249: release_model #NITESTICK
0249: release_model #GDA
0249: release_model -114 (BARREL4)
0249: release_model #COLT45
00D6: if  0
0038:   $4F1 ==  1  ;; integer values
004D: jump_if_false £Label0486B3
055B: $505 = create_clothes_pickup  2 at  97.5 -1133.6  10.4

:Label0486B3
0215: destroy_pickup $8AF
0215: destroy_pickup $8B0
0296: unload_special_actor  4
0296: unload_special_actor  5
040D: unload_wav  1
040D: unload_wav  2
0552:  0
00D6: if  0
8118:   NOT   actor $881 dead
004D: jump_if_false £Label0486ED
053D: $881
02A9: set_actor $881 immune_to_nonplayer  0

:Label0486ED
00D6: if  0
8118:   NOT   actor $882 dead
004D: jump_if_false £Label048709
053D: $882
02A9: set_actor $882 immune_to_nonplayer  0

:Label048709
00D6: if  0
8118:   NOT   actor $883 dead
004D: jump_if_false £Label048725
053D: $883
02A9: set_actor $883 immune_to_nonplayer  0

:Label048725
00D6: if  0
8118:   NOT   actor $884 dead
004D: jump_if_false £Label048741
053D: $884
02A9: set_actor $884 immune_to_nonplayer  0

:Label048741
00D6: if  0
8118:   NOT   actor $885 dead
004D: jump_if_false £Label04875D
053D: $885
02A9: set_actor $885 immune_to_nonplayer  0

:Label04875D
00D6: if  0
8118:   NOT   actor $886 dead
004D: jump_if_false £Label048779
053D: $886
02A9: set_actor $886 immune_to_nonplayer  0

:Label048779
00D6: if  0
8118:   NOT   actor $887 dead
004D: jump_if_false £Label048795
053D: $887
02A9: set_actor $887 immune_to_nonplayer  0

:Label048795
00D6: if  0
8118:   NOT   actor $888 dead
004D: jump_if_false £Label0487B1
053D: $888
02A9: set_actor $888 immune_to_nonplayer  0

:Label0487B1
00D6: if  0
8118:   NOT   actor $889 dead
004D: jump_if_false £Label0487CD
053D: $889
02A9: set_actor $889 immune_to_nonplayer  0

:Label0487CD
00D6: if  0
8118:   NOT   actor $88A dead
004D: jump_if_false £Label0487E9
053D: $88A
02A9: set_actor $88A immune_to_nonplayer  0

:Label0487E9
00D6: if  0
8118:   NOT   actor $88B dead
004D: jump_if_false £Label048805
053D: $88B
02A9: set_actor $88B immune_to_nonplayer  0

:Label048805
00D6: if  0
8118:   NOT   actor $88C dead
004D: jump_if_false £Label048821
053D: $88C
02A9: set_actor $88C immune_to_nonplayer  0

:Label048821
00D6: if  0
8118:   NOT   actor $88D dead
004D: jump_if_false £Label04883D
053D: $88D
02A9: set_actor $88D immune_to_nonplayer  0

:Label04883D
00D6: if  0
8118:   NOT   actor $88E dead
004D: jump_if_false £Label048859
053D: $88E
02A9: set_actor $88E immune_to_nonplayer  0

:Label048859
00D6: if  0
8118:   NOT   actor $88F dead
004D: jump_if_false £Label048875
053D: $88F
02A9: set_actor $88F immune_to_nonplayer  0

:Label048875
00D6: if  0
8118:   NOT   actor $890 dead
004D: jump_if_false £Label048891
053D: $890
02A9: set_actor $890 immune_to_nonplayer  0

:Label048891
00D6: if  0
8118:   NOT   actor $891 dead
004D: jump_if_false £Label0488AD
053D: $891
02A9: set_actor $891 immune_to_nonplayer  0

:Label0488AD
00D6: if  0
8118:   NOT   actor $892 dead
004D: jump_if_false £Label0488C9
053D: $892
02A9: set_actor $892 immune_to_nonplayer  0

:Label0488C9
00D6: if  0
8118:   NOT   actor $893 dead
004D: jump_if_false £Label0488E5
053D: $893
02A9: set_actor $893 immune_to_nonplayer  0

:Label0488E5
00D6: if  0
8118:   NOT   actor $894 dead
004D: jump_if_false £Label048901
053D: $894
02A9: set_actor $894 immune_to_nonplayer  0

:Label048901
00D6: if  0
8118:   NOT   actor $895 dead
004D: jump_if_false £Label04891D
053D: $895
02A9: set_actor $895 immune_to_nonplayer  0

:Label04891D
00D6: if  0
8118:   NOT   actor $8A0 dead
004D: jump_if_false £Label048934
02A9: set_actor $8A0 immune_to_nonplayer  0

:Label048934
00D6: if  0
8118:   NOT   actor $8A1 dead
004D: jump_if_false £Label04894B
02A9: set_actor $8A1 immune_to_nonplayer  0

:Label04894B
00D6: if  0
8118:   NOT   actor $8A2 dead
004D: jump_if_false £Label048962
02A9: set_actor $8A2 immune_to_nonplayer  0

:Label048962
04EF: release_animation "RIOT"
00D8: mission_cleanup
0051: return

:Label048970
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $881 dead
004D: jump_if_false £Label04899E
053D: $881
0243: set_actor $881 ped_stats_to  30
011A: set_actor $881 flags  16
011A: set_actor $881 flags  1

:Label04899E
00D6: if  0
8118:   NOT   actor $882 dead
004D: jump_if_false £Label0489C8
053D: $882
0243: set_actor $882 ped_stats_to  30
011A: set_actor $882 flags  16
011A: set_actor $882 flags  1

:Label0489C8
00D6: if  0
8118:   NOT   actor $883 dead
004D: jump_if_false £Label0489F2
053D: $883
0243: set_actor $883 ped_stats_to  30
011A: set_actor $883 flags  16
011A: set_actor $883 flags  1

:Label0489F2
00D6: if  0
8118:   NOT   actor $884 dead
004D: jump_if_false £Label048A1C
053D: $884
0243: set_actor $884 ped_stats_to  30
011A: set_actor $884 flags  16
011A: set_actor $884 flags  1

:Label048A1C
00D6: if  0
8118:   NOT   actor $885 dead
004D: jump_if_false £Label048A46
053D: $885
0243: set_actor $885 ped_stats_to  30
011A: set_actor $885 flags  16
011A: set_actor $885 flags  1

:Label048A46
00D6: if  0
8118:   NOT   actor $886 dead
004D: jump_if_false £Label048A70
053D: $886
0243: set_actor $886 ped_stats_to  30
011A: set_actor $886 flags  16
011A: set_actor $886 flags  1

:Label048A70
00D6: if  0
8118:   NOT   actor $887 dead
004D: jump_if_false £Label048A9A
053D: $887
0243: set_actor $887 ped_stats_to  30
011A: set_actor $887 flags  16
011A: set_actor $887 flags  1

:Label048A9A
00D6: if  0
8118:   NOT   actor $888 dead
004D: jump_if_false £Label048AC4
053D: $888
0243: set_actor $888 ped_stats_to  30
011A: set_actor $888 flags  16
011A: set_actor $888 flags  1

:Label048AC4
00D6: if  0
8118:   NOT   actor $889 dead
004D: jump_if_false £Label048AEE
053D: $889
0243: set_actor $889 ped_stats_to  30
011A: set_actor $889 flags  16
011A: set_actor $889 flags  1

:Label048AEE
00D6: if  0
8118:   NOT   actor $88A dead
004D: jump_if_false £Label048B18
053D: $88A
0243: set_actor $88A ped_stats_to  30
011A: set_actor $88A flags  16
011A: set_actor $88A flags  1

:Label048B18
00D6: if  0
8118:   NOT   actor $88B dead
004D: jump_if_false £Label048B42
053D: $88B
0243: set_actor $88B ped_stats_to  30
011A: set_actor $88B flags  16
011A: set_actor $88B flags  1

:Label048B42
00D6: if  0
8118:   NOT   actor $88C dead
004D: jump_if_false £Label048B6C
053D: $88C
0243: set_actor $88C ped_stats_to  30
011A: set_actor $88C flags  16
011A: set_actor $88C flags  1

:Label048B6C
00D6: if  0
8118:   NOT   actor $88D dead
004D: jump_if_false £Label048B96
053D: $88D
0243: set_actor $88D ped_stats_to  30
011A: set_actor $88D flags  16
011A: set_actor $88D flags  1

:Label048B96
00D6: if  0
8118:   NOT   actor $88E dead
004D: jump_if_false £Label048BC0
053D: $88E
0243: set_actor $88E ped_stats_to  30
011A: set_actor $88E flags  16
011A: set_actor $88E flags  1

:Label048BC0
00D6: if  0
8118:   NOT   actor $88F dead
004D: jump_if_false £Label048BEA
053D: $88F
0243: set_actor $88F ped_stats_to  30
011A: set_actor $88F flags  16
011A: set_actor $88F flags  1

:Label048BEA
00D6: if  0
8118:   NOT   actor $890 dead
004D: jump_if_false £Label048C14
053D: $890
0243: set_actor $890 ped_stats_to  30
011A: set_actor $890 flags  16
011A: set_actor $890 flags  1

:Label048C14
00D6: if  0
8118:   NOT   actor $891 dead
004D: jump_if_false £Label048C3E
053D: $891
0243: set_actor $891 ped_stats_to  30
011A: set_actor $891 flags  16
011A: set_actor $891 flags  1

:Label048C3E
00D6: if  0
8118:   NOT   actor $892 dead
004D: jump_if_false £Label048C68
053D: $892
0243: set_actor $892 ped_stats_to  30
011A: set_actor $892 flags  16
011A: set_actor $892 flags  1

:Label048C68
00D6: if  0
8118:   NOT   actor $893 dead
004D: jump_if_false £Label048C92
053D: $893
0243: set_actor $893 ped_stats_to  30
011A: set_actor $893 flags  16
011A: set_actor $893 flags  1

:Label048C92
00D6: if  0
8118:   NOT   actor $894 dead
004D: jump_if_false £Label048CBC
053D: $894
0243: set_actor $894 ped_stats_to  30
011A: set_actor $894 flags  16
011A: set_actor $894 flags  1

:Label048CBC
00D6: if  0
8118:   NOT   actor $895 dead
004D: jump_if_false £Label048CE6
053D: $895
0243: set_actor $895 ped_stats_to  30
011A: set_actor $895 flags  16
011A: set_actor $895 flags  1

:Label048CE6
00D6: if  0
0038:   $8A5 ==  0  ;; integer values
004D: jump_if_false £Label048DE8
00D6: if  0
8118:   NOT   actor $881 dead
004D: jump_if_false £Label048D10
01CA: actor $881 kill_player $PLAYER_CHAR

:Label048D10
00D6: if  0
8118:   NOT   actor $883 dead
004D: jump_if_false £Label048D28
01CA: actor $883 kill_player $PLAYER_CHAR

:Label048D28
00D6: if  0
8118:   NOT   actor $885 dead
004D: jump_if_false £Label048D40
01CA: actor $885 kill_player $PLAYER_CHAR

:Label048D40
00D6: if  0
8118:   NOT   actor $887 dead
004D: jump_if_false £Label048D58
01CA: actor $887 kill_player $PLAYER_CHAR

:Label048D58
00D6: if  0
8118:   NOT   actor $889 dead
004D: jump_if_false £Label048D70
01CA: actor $889 kill_player $PLAYER_CHAR

:Label048D70
00D6: if  0
8118:   NOT   actor $88B dead
004D: jump_if_false £Label048D88
01CA: actor $88B kill_player $PLAYER_CHAR

:Label048D88
00D6: if  0
8118:   NOT   actor $88D dead
004D: jump_if_false £Label048DA0
01CA: actor $88D kill_player $PLAYER_CHAR

:Label048DA0
00D6: if  0
8118:   NOT   actor $88F dead
004D: jump_if_false £Label048DB8
01CA: actor $88F kill_player $PLAYER_CHAR

:Label048DB8
00D6: if  0
8118:   NOT   actor $891 dead
004D: jump_if_false £Label048DD0
01CA: actor $891 kill_player $PLAYER_CHAR

:Label048DD0
00D6: if  0
8118:   NOT   actor $893 dead
004D: jump_if_false £Label048DE8
01CA: actor $893 kill_player $PLAYER_CHAR

:Label048DE8
0004: $89D =  1  ;; integer values
0006:  17@ =  0  ;; integer values
0051: return

:Label048DF8
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position  91.813 -1131.116  17.251  0.0  0.0  0.0
0160: point_camera  92.39 -1131.74  16.724  2
0211: actor $PLAYER_ACTOR walk_to  96.4 -1136.7
0001: wait  1300 ms
016A: fade  0 ()  1000 ms

:Label048E51
00D6: if  0
016B:   fading
004D: jump_if_false £Label048E69
0001: wait  0 ms
0002: jump £Label048E51

:Label048E69
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  2
004D: jump_if_false £Label048E80
0110: clear_player $PLAYER_CHAR wanted_level

:Label048E80
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label048EB4
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER3"
038B: load_requested_models
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label048EB4
0353: refresh_actor $PLAYER_ACTOR

:Label048EB4
0395: clear_area  0 at  94.9 -1135.0 range  9.4  1.0
011C: actor $PLAYER_ACTOR clear_objective
0055: put_player $PLAYER_CHAR at  94.9 -1135.0  9.4
0171: set_player $PLAYER_CHAR z_angle_to  57.9
01B8: set_player $PLAYER_CHAR armed_weapon_to  0
016A: fade  1 (back)  1500 ms
015F: set_camera_position  94.027 -1134.133  10.002  0.0  0.0  0.0
0160: point_camera  94.724 -1134.82  9.797  2
0001: wait  1000 ms
0460: set_camera_pointing_time  5.0  3000
015F: set_camera_position  94.027 -1134.133  10.002  0.0  0.0  0.0
0160: point_camera  94.656 -1134.754  10.469  1
0006:  17@ =  0  ;; integer values

:Label048F79
00D6: if  0
8019:   NOT    17@ >  5000  ;; integer values
004D: jump_if_false £Label048FB6
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label048FAF
0004: $3A =  1  ;; integer values
0002: jump £Label048FB6

:Label048FAF
0002: jump £Label048F79

:Label048FB6
00D6: if  0
0038:   $3A ==  1  ;; integer values
004D: jump_if_false £Label048FDB
016A: fade  0 ()  1000 ms
0001: wait  1000 ms
016A: fade  1 (back)  1000 ms

:Label048FDB
0230: set_player $PLAYER_CHAR stop_looking
03C8: rotate_player-180-degrees
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
011C: actor $PLAYER_ACTOR clear_objective
0164: disable_marker $3B
0004: $8A5 =  1  ;; integer values
0051: return

:Label049002
00D6: if  0
0119:   car $899 wrecked
004D: jump_if_false £Label049017
0164: disable_marker $8A6

:Label049017
00D6: if  0
0119:   car $89A wrecked
004D: jump_if_false £Label04902C
0164: disable_marker $8A7

:Label04902C
00D6: if  0
0119:   car $89B wrecked
004D: jump_if_false £Label049041
0164: disable_marker $8A8

:Label049041
0051: return

:Label049043
00D6: if  0
0038:   $89C ==  0  ;; integer values
004D: jump_if_false £Label049061
000C: $897 -=  6  ;; integer values
0552: $897

:Label049061
0051: return

;-------------Mission 7---------------
; Originally: Treacherous Swine


:Label049063
03A4: name_thread "GENERL1"
0050: gosub £Label049091
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label049088
0050: gosub £Label04B307

:Label049088
0050: gosub £Label04B388
004E: end_thread

:Label049091
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "GENERA1"
058E: set_restart_mission_taxi_destination -163.0 -1439.4  9.0  201.5
0004: $8D8 =  0  ;; integer values
0004: $8D9 =  0  ;; integer values
0004: $8DB =  0  ;; integer values
0004: $8DC =  0  ;; integer values
0004: $8DD =  0  ;; integer values
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -95 (LODCARGOSHP03)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -96 (LODCARGOSHP04)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -97 (LODCARGOSHP05)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -98 (LODCARGOSHP24)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -99 (LODCARGOSHP25)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -100 (LODCARGOSHP28)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -101 (LODCARGOSHP32)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -102 (LODCARGOSHP35)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -103 (LODCARGOSHP41)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -104 (LODCARGOSHP47)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -105 (LODCARGOSHP50)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -106 (LODCARGOSHP51)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -107 (LODCARGOSHP64)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -108 (LODCARGOSHP70)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -109 (LODCARGOSHP71)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -110 (LODCARGOSHP72)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -111 (LODCARGOSHP73)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -112 (LODARGOHULL2)  0
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSCOLO"
023C: load_special_actor  3 "CGONA"
023C: load_special_actor  4 "CSERVRB"
02F3: load_object #CUTOBJ01 "LOBTRAY"
02F3: load_object #CUTOBJ02 "LOBSTER"
02F3: load_object #CUTOBJ03 "COKNIFE"
02F3: load_object #CUTOBJ04 "COLTRAY"
0247: request_model -115 (BIG_POLY_TINGS)
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 +=  .003  ;; floating-point values
000D: $1C1 -=  1.381  ;; floating-point values
0009: $1C2 +=  3.149  ;; floating-point values
03CB: set_camera $1C0 $1C1 $1C2
038B: load_requested_models

:Label049360
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
004D: jump_if_false £Label049386
0001: wait  0 ms
0002: jump £Label049360

:Label049386
00D6: if  24
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
8248:   NOT   model #CUTOBJ04 available
8248:   NOT   model -115 (BIG_POLY_TINGS) available
004D: jump_if_false £Label0493B4
0001: wait  0 ms
0002: jump £Label049386

:Label0493B4
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
029B: $2CC = init_object -115 (BIG_POLY_TINGS) at $1C0 $1C1 $1C2
02E4: load_cutscene_data "COL_1"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 +=  .003  ;; floating-point values
000D: $1C1 -=  1.381  ;; floating-point values
0009: $1C2 +=  3.149  ;; floating-point values
0244: set_cutscene_pos $1C0 $1C1 $1C2
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $96 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $96 "CSCOLO"
02E5: $C1 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $C1 "CGONA"
02E5: $9C = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $9C "CSERVRB"
02E5: $C6 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $C6 "LOBTRAY"
02E5: $C7 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $C7 "LOBSTER"
02E5: $C8 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $C8 "COKNIFE"
02E5: $C9 = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $C9 "COLTRAY"
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0494D4
00D6: if  0
001A:    1250 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0494F7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0494D4

:Label0494F7
00BC: text_highpriority "GEN1_A"  10000 ms  1  ;; Mr. Vercetti!

:Label049506
00D6: if  0
001A:    3050 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label049529
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label049506

:Label049529
00BC: text_highpriority "GEN1_B"  10000 ms  1  ;; Colonel.

:Label049538
00D6: if  0
001A:    4110 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04955B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label049538

:Label04955B
00BC: text_highpriority "GEN1_C"  10000 ms  1  ;; Thank you for coming. Please sit. Lobster?

:Label04956A
00D6: if  0
001A:    8180 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04958D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04956A

:Label04958D
00BC: text_highpriority "GEN1_D"  10000 ms  1  ;; No - thanks.

:Label04959C
00D6: if  0
001A:    10130 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0495BF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04959C

:Label0495BF
00BC: text_highpriority "GEN1_E"  10000 ms  1  ;; I'm ashamed to admit that one of the causes of our mutual problem appears to have been the loose tongue of a man I used to trust.

:Label0495CE
00D6: if  0
001A:    17220 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0495F1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0495CE

:Label0495F1
00BC: text_highpriority "GEN1_F"  10000 ms  1  ;; I've been carrying Gonzalez for years, but now his incompetence reaches new heights!

:Label049600
00D6: if  0
001A:    23040 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label049623
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label049600

:Label049623
00BC: text_highpriority "GEN1_G"  10000 ms  1  ;; It is only right that you kill Gonzalez...

:Label049632
00D6: if  0
001A:    25170 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label049655
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label049632

:Label049655
00BC: text_highpriority "GEN1_H"  10000 ms  1  ;; Did he do it? It's the money that's important to me.

:Label049664
00D6: if  0
001A:    28100 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label049687
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label049664

:Label049687
00BC: text_highpriority "GEN1_I"  10000 ms  1  ;; For this kindness I'll reward you, and then we will find your money together.

:Label049696
00D6: if  0
001A:    34160 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0496BB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label049696

:Label0496BB
00BC: text_highpriority "GEN1_J"  10000 ms  1  ;; He will be at his Penthouse, half drunk probably. Use this...

:Label0496CA
00D6: if  0
001A:    37160 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0496EF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0496CA

:Label0496EF
00BE: text_clear_all

:Label0496F1
00D6: if  0
001A:    42112 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label049716
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0496F1

:Label049716
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label04971F
00D6: if  0
016B:   fading
004D: jump_if_false £Label049737
0001: wait  0 ms
0002: jump £Label04971F

:Label049737
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0108: destroy_object $2CC
0249: release_model -115 (BIG_POLY_TINGS)
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -95 (LODCARGOSHP03)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -96 (LODCARGOSHP04)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -97 (LODCARGOSHP05)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -98 (LODCARGOSHP24)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -99 (LODCARGOSHP25)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -100 (LODCARGOSHP28)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -101 (LODCARGOSHP32)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -102 (LODCARGOSHP35)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -103 (LODCARGOSHP41)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -104 (LODCARGOSHP47)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -105 (LODCARGOSHP50)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -106 (LODCARGOSHP51)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -107 (LODCARGOSHP64)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -108 (LODCARGOSHP70)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -109 (LODCARGOSHP71)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -110 (LODCARGOSHP72)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -111 (LODCARGOSHP73)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -112 (LODARGOHULL2)  1
04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67
0395: clear_area  1 at -244.2799 -1360.67 range  7.0786  1.0
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67  7.0786
0171: set_player $PLAYER_CHAR z_angle_to  279.1362
0373: set_camera_directly_behind_player
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0169: set_fade_color  0  0  0
0001: wait  500 ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  1  60000
01B6: set_weather  4
0247: request_model #CHNSAW
0247: request_model #CLA

:Label0499B8
00D6: if  21
8248:   NOT   model #CHNSAW available
8248:   NOT   model #CLA available
004D: jump_if_false £Label0499D7
0001: wait  0 ms
0002: jump £Label0499B8

:Label0499D7
023C: load_special_actor  1 "IGGONZ"

:Label0499E3
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false £Label0499FD
0001: wait  0 ms
0002: jump £Label0499E3

:Label0499FD
038B: load_requested_models
022B: create_forbidden_for_peds_cube  479.9 -1.4  11.0  450.3  59.5  40.0
01B1: give_player $PLAYER_CHAR weapon  11 ammo  1  ;; Load the weapon model before using this
018A: $8D5 = create_checkpoint_at  476.8  30.4  11.0
0376: $8D2 = create_random_actor -242.8 -1342.5  7.1
0173: set_actor $8D2 z_angle_to  204.5
0376: $8D3 = create_random_actor -240.8 -1344.1  7.1
0173: set_actor $8D3 z_angle_to  89.6
0376: $8D4 = create_random_actor -242.3 -1344.7  7.1
0173: set_actor $8D4 z_angle_to  349.2
03F9: make_actors $8D2 $8D3 converse_in  86400000 ms
03F9: make_actors $8D4 $8D3 converse_in  86400000 ms
0108: destroy_object $718
029B: $8CE = init_object -116 (SPAD_DR_OPEN3) at  464.663  30.336  23.881
01C7: remove_object_from_mission_cleanup_list $8CE
0108: destroy_object $717
029B: $8CF = init_object -117 (SPAD_DR_OPEN2) at  461.961  31.436  31.24
01C7: remove_object_from_mission_cleanup_list $8CF
0108: destroy_object $716
029B: $8D0 = init_object -118 (SPAD_DR_OPEN1) at  454.321  31.436  35.198
01C7: remove_object_from_mission_cleanup_list $8D0
029B: $8D1 = init_object -119 (SEXYPOOLCOVER) at  470.68  30.336  30.19
01C7: remove_object_from_mission_cleanup_list $8D1
016A: fade  1 (back)  1500 ms
0006:  17@ =  0  ;; integer values
00BC: text_highpriority "GEN1_05"  5000 ms  1  ;; ~g~Go and kill Gonzalez!

:Label049B48
00D6: if  0
8057:   NOT   player $PLAYER_CHAR  0 ()in_cube  476.5  27.3  11.28  474.8  33.0  14.3
004D: jump_if_false £Label049C48
0001: wait  0 ms
00D6: if  0
0038:   $8DD ==  0  ;; integer values
004D: jump_if_false £Label049BBC
00D6: if  0
8121:   NOT   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false £Label049BBC
01C2: remove_references_to_actor $8D2  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $8D3  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $8D4  ;; Like turning an actor into a random pedestrian
0004: $8DD =  1  ;; integer values

:Label049BBC
00D6: if  0
8118:   NOT   actor $8D2 dead
004D: jump_if_false £Label049BE1
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label049BE1
01C2: remove_references_to_actor $8D2  ;; Like turning an actor into a random pedestrian

:Label049BE1
00D6: if  0
8118:   NOT   actor $8D3 dead
004D: jump_if_false £Label049C06
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label049C06
01C2: remove_references_to_actor $8D3  ;; Like turning an actor into a random pedestrian

:Label049C06
00D6: if  0
8118:   NOT   actor $8D4 dead
004D: jump_if_false £Label049C2B
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label049C2B
01C2: remove_references_to_actor $8D4  ;; Like turning an actor into a random pedestrian

:Label049C2B
03A1: unknown_clear_point  475.5  30.3  11.0 radius  3.0
0002: jump £Label049B48

:Label049C48
00BE: text_clear_all
0164: disable_marker $8D5
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
01B1: give_player $PLAYER_CHAR weapon  11 ammo  1  ;; Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  11
009A: $8CB = create_actor  4 #SPECIAL01 at  466.0  38.2  32.0
01ED: reset_actor $8CB flags
0223: set_actor $8CB health_to  150
02A9: set_actor $8CB immune_to_nonplayer  1
0245: set_actor $8CB walk_style_to  50
009A: $8CC = create_actor  4 #CLA at  466.1  40.1  32.0
01ED: reset_actor $8CC flags
0173: set_actor $8CC z_angle_to  180.0
03F9: make_actors $8CB $8CC converse_in  9999999 ms
009A: $8CD = create_actor  4 #CLA at  464.3  43.7  32.0
01ED: reset_actor $8CD flags
0239: actor $PLAYER_ACTOR run_to  475.7  30.3
0006:  16@ =  0  ;; integer values

:Label049D04
0001: wait  0 ms
00D6: if  0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label049D22
0002: jump £Label049D55

:Label049D22
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label049D4E
00D6: if  0
0126:   actor $PLAYER_ACTOR walking
004D: jump_if_false £Label049D4E
0192: set_actor $PLAYER_ACTOR objective_to_stand_still
0002: jump £Label049D55

:Label049D4E
0002: jump £Label049D04

:Label049D55
011C: actor $PLAYER_ACTOR clear_objective
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label049D69
00D6: if  0
016B:   fading
004D: jump_if_false £Label049D81
0001: wait  0 ms
0002: jump £Label049D69

:Label049D81
0055: put_player $PLAYER_CHAR at  454.4  31.3  33.86
0171: set_player $PLAYER_CHAR z_angle_to  270.0
015F: set_camera_position  468.1  41.0  33.5  0.0  0.0  0.0
0160: point_camera  461.0  32.8  33.0  2
016A: fade  1 (back)  500 ms
0006:  16@ =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label049DFF
0211: actor $PLAYER_ACTOR walk_to  460.7  27.5

:Label049DFF
00D6: if  1
80E3:   NOT   player $PLAYER_CHAR  0 ()near_point  460.7  27.5 radius  .5  .5
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label049EAF
0001: wait  0 ms
00D6: if  0
00E3:   player $PLAYER_CHAR  0 ()near_point  460.7  27.5 radius  4.0  4.0
004D: jump_if_false £Label049EA8
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label049E8F
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label049E88
0004: $3D =  0  ;; integer values
0002: jump £Label04A1D2

:Label049E88
0002: jump £Label049EA8

:Label049E8F
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label049EA8
0004: $3D =  1  ;; integer values

:Label049EA8
0002: jump £Label049DFF

:Label049EAF
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label049ECC
011C: actor $PLAYER_ACTOR clear_objective
0210: player $PLAYER_CHAR look_at_actor $8CB

:Label049ECC
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  10000 ms
03CF: load_wav "COL1_5" as  1

:Label049EE2
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label049EFC
0001: wait  0 ms
0002: jump £Label049EE2

:Label049EFC
00BC: text_highpriority "GEN1_10"  4000 ms  1  ;; I'm going to shut that big mouth of yours!
03D1: play_wav  1

:Label049F0F
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label049F7A
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label049F5A
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label049F53
0004: $3D =  0  ;; integer values
0002: jump £Label04A1D2

:Label049F53
0002: jump £Label049F73

:Label049F5A
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label049F73
0004: $3D =  1  ;; integer values

:Label049F73
0002: jump £Label049F0F

:Label049F7A
040D: unload_wav  1
03D5: remove_text "GEN1_10"  ;; I'm going to shut that big mouth of yours!
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label049FBB
0372: set_actor $8CB anim  0 wait_state_time  100 ms
020F: actor $8CB look_at_player $PLAYER_CHAR
0372: set_actor $8CB anim  0 wait_state_time  100 ms

:Label049FBB
00D6: if  0
8118:   NOT   actor $8CC dead
004D: jump_if_false £Label049FD0
011C: actor $8CC clear_objective

:Label049FD0
015F: set_camera_position  462.4  23.3  36.2  0.0  0.0  0.0
0160: point_camera  459.2  33.1  34.0  2
03CF: load_wav "COL1_1" as  1

:Label04A00F
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label04A029
0001: wait  0 ms
0002: jump £Label04A00F

:Label04A029
00BC: text_highpriority "GEN1_06"  4000 ms  1  ;; Eh! He's got a blade!
03D1: play_wav  1

:Label04A03C
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label04A0A7
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label04A087
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label04A080
0004: $3D =  0  ;; integer values
0002: jump £Label04A1D2

:Label04A080
0002: jump £Label04A0A0

:Label04A087
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label04A0A0
0004: $3D =  1  ;; integer values

:Label04A0A0
0002: jump £Label04A03C

:Label04A0A7
040D: unload_wav  1
03D5: remove_text "GEN1_06"  ;; Eh! He's got a blade!
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A0DD
0372: set_actor $8CB anim  0 wait_state_time  100 ms
0239: actor $8CB run_to  466.1  42.7

:Label04A0DD
00D6: if  0
8118:   NOT   actor $8CC dead
004D: jump_if_false £Label04A0F5
01CA: actor $8CC kill_player $PLAYER_CHAR

:Label04A0F5
00D6: if  0
8118:   NOT   actor $8CD dead
004D: jump_if_false £Label04A10D
01CA: actor $8CD kill_player $PLAYER_CHAR

:Label04A10D
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  10000 ms
03CF: load_wav "COL1_6" as  1

:Label04A123
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label04A13D
0001: wait  0 ms
0002: jump £Label04A123

:Label04A13D
00BC: text_highpriority "GEN1_11"  4000 ms  1  ;; Stop running you fat slimeball!
03D1: play_wav  1

:Label04A150
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label04A1BB
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label04A19B
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label04A194
0004: $3D =  0  ;; integer values
0002: jump £Label04A1D2

:Label04A194
0002: jump £Label04A1B4

:Label04A19B
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label04A1B4
0004: $3D =  1  ;; integer values

:Label04A1B4
0002: jump £Label04A150

:Label04A1BB
040D: unload_wav  1
03D5: remove_text "GEN1_11"  ;; Stop running you fat slimeball!
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms

:Label04A1D2
0108: destroy_object $716
0108: destroy_object $8D0
029B: $716 = init_object -76 (SPAD_DR_CLOSED1) at  465.375  30.336  33.181
01C7: remove_object_from_mission_cleanup_list $716
0055: put_player $PLAYER_CHAR at  460.7  27.5  33.8
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
011C: actor $PLAYER_ACTOR clear_objective
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms
00D6: if  0
8118:   NOT   actor $8CC dead
004D: jump_if_false £Label04A23B
01CA: actor $8CC kill_player $PLAYER_CHAR

:Label04A23B
00D6: if  0
8118:   NOT   actor $8CD dead
004D: jump_if_false £Label04A253
01CA: actor $8CD kill_player $PLAYER_CHAR

:Label04A253
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A274
0372: set_actor $8CB anim  0 wait_state_time  100 ms
0187: $8D6 = create_marker_above_actor $8CB

:Label04A274
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0006:  16@ =  0  ;; integer values
0006:  17@ =  250  ;; integer values

:Label04A290
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A57C
00D6: if  0
0038:   $8D8 ==  0  ;; integer values
004D: jump_if_false £Label04A318
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A318
00D6: if  0
00EC:   actor $8CB  0 ()near_point  466.1  42.7 radius  1.0  1.0
004D: jump_if_false £Label04A309
0239: actor $8CB run_to  472.3  42.8
0004: $8D8 =  1  ;; integer values
0002: jump £Label04A318

:Label04A309
0239: actor $8CB run_to  466.1  42.7

:Label04A318
00D6: if  0
0038:   $8D8 ==  1  ;; integer values
004D: jump_if_false £Label04A38C
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A38C
00D6: if  0
00EC:   actor $8CB  0 ()near_point  472.3  42.8 radius  1.0  1.0
004D: jump_if_false £Label04A37D
0239: actor $8CB run_to  472.5  35.9
0004: $8D8 =  2  ;; integer values
0002: jump £Label04A38C

:Label04A37D
0239: actor $8CB run_to  472.3  42.8

:Label04A38C
00D6: if  0
0038:   $8D8 ==  2  ;; integer values
004D: jump_if_false £Label04A4A6
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A4A6
00D6: if  0
00EC:   actor $8CB  0 ()near_point  472.5  35.9 radius  1.0  1.0
004D: jump_if_false £Label04A497
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube  434.7  51.5  45.6  480.4  12.0  24.0
004D: jump_if_false £Label04A46A
03CF: load_wav "COL1_2" as  1

:Label04A410
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label04A42A
0001: wait  0 ms
0002: jump £Label04A410

:Label04A42A
00BC: text_highpriority "GEN1_07"  4000 ms  1  ;; Go away from me, you cheap bastard!
03D1: play_wav  1

:Label04A43D
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A45C
0001: wait  0 ms
0002: jump £Label04A43D

:Label04A45C
040D: unload_wav  1
03D5: remove_text "GEN1_07"  ;; Go away from me, you cheap bastard!

:Label04A46A
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A489
0239: actor $8CB run_to  464.0  35.6

:Label04A489
0004: $8D8 =  3  ;; integer values
0002: jump £Label04A4A6

:Label04A497
0239: actor $8CB run_to  472.5  35.9

:Label04A4A6
00D6: if  0
0038:   $8D8 ==  3  ;; integer values
004D: jump_if_false £Label04A51A
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A51A
00D6: if  0
00EC:   actor $8CB  0 ()near_point  464.0  35.6 radius  1.0  1.0
004D: jump_if_false £Label04A50B
0239: actor $8CB run_to  463.0  31.6
0004: $8D8 =  4  ;; integer values
0002: jump £Label04A51A

:Label04A50B
0239: actor $8CB run_to  464.0  35.6

:Label04A51A
00D6: if  0
0038:   $8D8 ==  4  ;; integer values
004D: jump_if_false £Label04A575
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A575
00D6: if  0
00EC:   actor $8CB  0 ()near_point  463.0  31.6 radius  1.0  1.0
004D: jump_if_false £Label04A575
011C: actor $8CB clear_objective
0350: unknown_actor $8CB not_scared_flag  1
0002: jump £Label04A5CF

:Label04A575
0002: jump £Label04A5C1

:Label04A57C
018C: play_sound  1 at  0.0  0.0  0.0
00BC: text_highpriority "GEN1_19"  5000 ms  1  ;; ~g~The Vice City Police are on to you!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
00D6: if  21
0329:   garage $2AC respray_done
0329:   garage $2AD respray_done
004D: jump_if_false £Label04A5BA

:Label04A5BA
0002: jump £Label04AFD1

:Label04A5C1
0050: gosub £Label04B461
0002: jump £Label04A290

:Label04A5CF
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)
015F: set_camera_position  470.2  37.1  34.2  0.0  0.0  0.0
0160: point_camera  460.1  31.0  32.0  2
0006:  16@ =  0  ;; integer values

:Label04A61B
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A677
00D6: if  0
00EC:   actor $8CB  0 ()near_point  457.8  31.4 radius  1.0  1.0
004D: jump_if_false £Label04A668
011C: actor $8CB clear_objective
0002: jump £Label04A698
0002: jump £Label04A677

:Label04A668
0239: actor $8CB run_to  457.8  31.4

:Label04A677
00D6: if  0
0019:    16@ >  3000  ;; integer values
004D: jump_if_false £Label04A691
0002: jump £Label04A698

:Label04A691
0002: jump £Label04A61B

:Label04A698
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label04A6A7
00D6: if  0
016B:   fading
004D: jump_if_false £Label04A6BF
0001: wait  0 ms
0002: jump £Label04A6A7

:Label04A6BF
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A6ED
00A1: put_actor $8CB at  474.7  29.9  11.07
0173: set_actor $8CB z_angle_to  92.5

:Label04A6ED
016A: fade  1 (back)  500 ms
015F: set_camera_position  484.2  37.0  12.8  0.0  0.0  0.0
0160: point_camera  479.7  27.5  11.5  2
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A74D
0350: unknown_actor $8CB not_scared_flag  0
0239: actor $8CB run_to  482.8  30.9

:Label04A74D
03CF: load_wav "COL1_3" as  1

:Label04A759
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label04A773
0001: wait  0 ms
0002: jump £Label04A759

:Label04A773
00BC: text_highpriority "GEN1_08"  4000 ms  1  ;; Oh sweet Jesus, I've wasted my life and my looks!
03D1: play_wav  1

:Label04A786
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A7A5
0001: wait  0 ms
0002: jump £Label04A786

:Label04A7A5
040D: unload_wav  1
03D5: remove_text "GEN1_08"  ;; Oh sweet Jesus, I've wasted my life and my looks!
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A7D7
01BE: set_actor $8CB to_look_at_spot  474.7  29.9  11.07

:Label04A7D7
0001: wait  1000 ms
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A7FB
0239: actor $8CB run_to  402.1 -462.2

:Label04A7FB
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube  434.7  51.5  45.6  480.4  12.0  24.0
004D: jump_if_false £Label04A849
00A1: put_actor $PLAYER_ACTOR at  474.7  29.9  11.07
0173: set_actor $PLAYER_ACTOR z_angle_to  92.5

:Label04A849
0350: unknown_actor $PLAYER_ACTOR not_scared_flag  0
0239: actor $PLAYER_ACTOR run_to  482.8  30.9
03CF: load_wav "COL1_7" as  1

:Label04A86B
00D6: if  1
83D0:   NOT   wav  1 loaded
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A88A
0001: wait  0 ms
0002: jump £Label04A86B

:Label04A88A
00BC: text_highpriority "GEN1_12"  4000 ms  1  ;; Stand still and I'll make it quick!
03D1: play_wav  1

:Label04A89D
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04A8BC
0001: wait  0 ms
0002: jump £Label04A89D

:Label04A8BC
040D: unload_wav  1
03D5: remove_text "GEN1_12"  ;; Stand still and I'll make it quick!
0001: wait  1500 ms
0108: destroy_object $8CE
0108: destroy_object $718
029B: $718 = init_object -78 (SPAD_DR_CLOSED3) at  464.663  30.336  23.881
01C7: remove_object_from_mission_cleanup_list $718
011C: actor $PLAYER_ACTOR clear_objective
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
00BC: text_highpriority "GEN1_05"  5000 ms  1  ;; ~g~Go and kill Gonzalez!
0006:  16@ =  0  ;; integer values
0006:  17@ =  250  ;; integer values

:Label04A92B
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04ADAA
00D6: if  0
0019:    16@ >  500  ;; integer values
004D: jump_if_false £Label04AA44
00D6: if  0
8510:   NOT   unknown_actor $8CB on_path  402.1 -462.2  10.1 radius  1.0
004D: jump_if_false £Label04A998
009E: set_actor $8CB path  402.1 -462.2  10.1 unknown  1.0  1
0002: jump £Label04A9A7

:Label04A998
0239: actor $8CB run_to  402.1 -462.2

:Label04A9A7
00D6: if  0
8118:   NOT   actor $8CC dead
004D: jump_if_false £Label04AA3D
00D6: if  0
80FB:   NOT   player $PLAYER_CHAR  0 ()near_actor $8CC radius  5.0  5.0  5.0
004D: jump_if_false £Label04AA35
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
8510:   NOT   unknown_actor $8CC on_path $5F $60 $61 radius  1.0
004D: jump_if_false £Label04AA23
009E: set_actor $8CC path $5F $60 $61 unknown  1.0  1
0002: jump £Label04AA2E

:Label04AA23
0239: actor $8CC run_to $5F $60

:Label04AA2E
0002: jump £Label04AA3D

:Label04AA35
01CA: actor $8CC kill_player $PLAYER_CHAR

:Label04AA3D
0006:  16@ =  0  ;; integer values

:Label04AA44
00D6: if  0
0019:    17@ >  500  ;; integer values
004D: jump_if_false £Label04AAF4
00D6: if  0
8118:   NOT   actor $8CD dead
004D: jump_if_false £Label04AAED
00D6: if  0
80FB:   NOT   player $PLAYER_CHAR  0 ()near_actor $8CD radius  5.0  5.0  5.0
004D: jump_if_false £Label04AAE5
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
8510:   NOT   unknown_actor $8CD on_path $5F $60 $61 radius  1.0
004D: jump_if_false £Label04AAD3
009E: set_actor $8CD path $5F $60 $61 unknown  1.0  1
0002: jump £Label04AADE

:Label04AAD3
0239: actor $8CD run_to $5F $60

:Label04AADE
0002: jump £Label04AAED

:Label04AAE5
01CA: actor $8CD kill_player $PLAYER_CHAR

:Label04AAED
0006:  17@ =  0  ;; integer values

:Label04AAF4
00D6: if  0
0038:   $8D9 ==  0  ;; integer values
004D: jump_if_false £Label04AB99
00D6: if  0
8057:   NOT   player $PLAYER_CHAR  0 ()in_cube  434.7  51.5  45.6  480.4  12.0  24.0
004D: jump_if_false £Label04AB99
00D6: if  0
8118:   NOT   actor $8CC dead
004D: jump_if_false £Label04AB64
00A1: put_actor $8CC at  477.0  28.7  11.0
0173: set_actor $8CC z_angle_to  272.4

:Label04AB64
00D6: if  0
8118:   NOT   actor $8CD dead
004D: jump_if_false £Label04AB92
00A1: put_actor $8CD at  477.0  32.7  11.0
0173: set_actor $8CD z_angle_to  272.4

:Label04AB92
0004: $8D9 =  1  ;; integer values

:Label04AB99
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $8CB radius  5.0  5.0
004D: jump_if_false £Label04ABEA
00D6: if  0
0038:   $8D8 ==  4  ;; integer values
004D: jump_if_false £Label04ABD1
0004: $8D8 =  5  ;; integer values

:Label04ABD1
00D6: if  0
0038:   $8D8 ==  6  ;; integer values
004D: jump_if_false £Label04ABEA
0004: $8D8 =  7  ;; integer values

:Label04ABEA
00D6: if  0
0038:   $8D8 ==  5  ;; integer values
004D: jump_if_false £Label04AC69
03CF: load_wav "COL1_4" as  1

:Label04AC08
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label04AC22
0001: wait  0 ms
0002: jump £Label04AC08

:Label04AC22
00BC: text_highpriority "GEN1_09"  4000 ms  1  ;; I pay you double, Tommy, DOUBLE!
03D1: play_wav  1

:Label04AC35
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04AC54
0001: wait  0 ms
0002: jump £Label04AC35

:Label04AC54
040D: unload_wav  1
03D5: remove_text "GEN1_09"  ;; I pay you double, Tommy, DOUBLE!
0004: $8D8 =  6  ;; integer values

:Label04AC69
00D6: if  0
0118:   actor $8CB dead
004D: jump_if_false £Label04ACBE
018C: play_sound  1 at  0.0  0.0  0.0
00BC: text_highpriority "GEN1_19"  5000 ms  1  ;; ~g~The Vice City Police are on to you!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
00D6: if  21
0329:   garage $2AC respray_done
0329:   garage $2AD respray_done
004D: jump_if_false £Label04ACB7

:Label04ACB7
0002: jump £Label04AFD1

:Label04ACBE
00D6: if  0
0038:   $8D8 ==  7  ;; integer values
004D: jump_if_false £Label04AD5C
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $8CB radius  5.0  5.0
004D: jump_if_false £Label04AD55
03CF: load_wav "COL1_8" as  1

:Label04ACFB
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label04AD15
0001: wait  0 ms
0002: jump £Label04ACFB

:Label04AD15
00BC: text_highpriority "GEN1_13"  4000 ms  1  ;; Quit your squealing, no one cares, fatso!
03D1: play_wav  1

:Label04AD28
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04AD47
0001: wait  0 ms
0002: jump £Label04AD28

:Label04AD47
040D: unload_wav  1
03D5: remove_text "GEN1_13"  ;; Quit your squealing, no one cares, fatso!

:Label04AD55
0004: $8D8 =  8  ;; integer values

:Label04AD5C
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04ADA3
00D6: if  0
00FE:   actor $8CB  0 ()near_point  398.3 -469.8  11.9 radius  15.0  15.0  15.0
004D: jump_if_false £Label04ADA3
0002: jump £Label04ADF6

:Label04ADA3
0002: jump £Label04ADEF

:Label04ADAA
018C: play_sound  1 at  0.0  0.0  0.0
00BC: text_highpriority "GEN1_19"  5000 ms  1  ;; ~g~The Vice City Police are on to you!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
00D6: if  21
0329:   garage $2AC respray_done
0329:   garage $2AD respray_done
004D: jump_if_false £Label04ADE8

:Label04ADE8
0002: jump £Label04AFD1

:Label04ADEF
0002: jump £Label04A92B

:Label04ADF6
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
0004: $3E8 =  1  ;; integer values
03CB: set_camera  393.5 -476.4  12.3
0395: clear_area  1 at  405.5 -473.2 range  9.0  30.0
015F: set_camera_position  403.96 -463.42  15.2  0.0  0.0  0.0
0160: point_camera  396.33 -472.82  11.8  2
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  398.3 -469.8  11.9 radius  15.0  15.0  15.0
004D: jump_if_false £Label04AEAF
0055: put_player $PLAYER_CHAR at  401.6179 -464.7001  9.6664

:Label04AEAF
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube  434.7  51.5  45.6  480.4  12.0  24.0
004D: jump_if_false £Label04AEFD
0055: put_player $PLAYER_CHAR at  479.5  30.11  10.07
0171: set_player $PLAYER_CHAR z_angle_to  274.5

:Label04AEFD
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04AF30
011C: actor $8CB clear_objective
00A1: put_actor $8CB at  405.5 -473.2  9.0
0173: set_actor $8CB z_angle_to  49.0

:Label04AF30
0001: wait  1000 ms
00D6: if  0
8118:   NOT   actor $8CB dead
004D: jump_if_false £Label04AF94
00D6: if  0
8510:   NOT   unknown_actor $8CB on_path $5F $60 $61 radius  1.0
004D: jump_if_false £Label04AF85
009E: set_actor $8CB path  393.5 -476.4  12.3 unknown  1.0  1
0002: jump £Label04AF94

:Label04AF85
0239: actor $8CB run_to  393.5 -476.4

:Label04AF94
0001: wait  3000 ms
0004: $3E8 =  0  ;; integer values
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
009B: destroy_actor_instantly $8CB
02A3: toggle_widescreen  0 (off)
00BC: text_highpriority "GEN1_18"  5000 ms  1  ;; ~r~Gonzalez has made it safely to the Police Station!
0002: jump £Label04B307

:Label04AFD1
0164: disable_marker $8D6
00D6: if  0
8038:   NOT   $8D8 ==  1  ;; integer values
004D: jump_if_false £Label04AFEF
0004: $8D8 =  0  ;; integer values

:Label04AFEF
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube  434.7  51.5  45.6  480.4  12.0  24.0
004D: jump_if_false £Label04B03F
0108: destroy_object $716
029B: $8D0 = init_object -118 (SPAD_DR_OPEN1) at  454.321  31.436  35.198
01C7: remove_object_from_mission_cleanup_list $8D0

:Label04B03F
00BB: text_lowpriority "GEN1_23"  10000 ms  1  ;; ~g~Go back through the doors to return to the ground floor.

:Label04B04E
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube  434.7  51.5  45.6  480.4  12.0  24.0
004D: jump_if_false £Label04B1C5
0001: wait  0 ms
03A1: unknown_clear_point  461.7  31.5  29.9 radius  3.0
03A1: unknown_clear_point  454.1  31.3  33.8 radius  3.0
00D6: if  21
0057:   player $PLAYER_CHAR  0 ()in_cube  463.22  32.4  30.2  462.04  30.47  32.5
0057:   player $PLAYER_CHAR  0 ()in_cube  455.9  30.33  33.83  454.15  32.56  36.57
004D: jump_if_false £Label04B1BE
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label04B112
00D6: if  0
016B:   fading
004D: jump_if_false £Label04B12A
0001: wait  0 ms
0002: jump £Label04B112

:Label04B12A
0108: destroy_object $8D0
0108: destroy_object $8CF
0108: destroy_object $8CE
0108: destroy_object $716
0108: destroy_object $717
0108: destroy_object $718
029B: $716 = init_object -76 (SPAD_DR_CLOSED1) at  465.375  30.336  33.181
01C7: remove_object_from_mission_cleanup_list $716
029B: $717 = init_object -77 (SPAD_DR_CLOSED2) at  465.375  30.336  33.181
01C7: remove_object_from_mission_cleanup_list $717
029B: $718 = init_object -78 (SPAD_DR_CLOSED3) at  464.663  30.336  23.881
01C7: remove_object_from_mission_cleanup_list $718
0055: put_player $PLAYER_CHAR at  479.5  30.11  10.07
0171: set_player $PLAYER_CHAR z_angle_to  274.5
016A: fade  1 (back)  500 ms

:Label04B1BE
0002: jump £Label04B04E

:Label04B1C5
03D5: remove_text "GEN1_23"  ;; ~g~Go back through the doors to return to the ground floor.
00BB: text_lowpriority "GEN1_20"  10000 ms  1  ;; ~g~Get into a vehicle.

:Label04B1DE
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label04B200
0001: wait  0 ms
0050: gosub £Label04B461
0002: jump £Label04B1DE

:Label04B200
03D5: remove_text "GEN1_20"  ;; ~g~Get into a vehicle.
00BB: text_lowpriority "GEN1_21"  5000 ms  1  ;; ~g~Get to the~h~ Pay 'N' Spray~g~ in~h~ Vice Point~g~.
0335: set_free_paynspray_to  1 (true)
018A: $8D7 = create_checkpoint_at  327.2  429.9  10.3

:Label04B231
0001: wait  0 ms
00D6: if  21
0329:   garage $2AC respray_done
0329:   garage $2AD respray_done
004D: jump_if_false £Label04B26C
0164: disable_marker $8D7
0001: wait  4000 ms
03D5: remove_text "GEN1_22"  ;; Drive your vehicle into the spray shop to lose your ~h~wanted level, ~h~repair and ~h~respray your vehicle. Cost - ~h~$100. This time it's free.
0002: jump £Label04B318
0002: jump £Label04B285

:Label04B26C
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false £Label04B285
0002: jump £Label04B318

:Label04B285
00D6: if  0
0038:   $8D8 ==  0  ;; integer values
004D: jump_if_false £Label04B2DD
00D6: if  1
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point  327.2  429.9  10.3 radius  2.5  2.5  2.5
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label04B2DD
03E5: text_box "GEN1_22"  ;; Drive your vehicle into the spray shop to lose your ~h~wanted level, ~h~repair and ~h~respray your vehicle. Cost - ~h~$100. This time it's free.
0004: $8D8 =  1  ;; integer values

:Label04B2DD
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label04B2F9
0164: disable_marker $8D7
0002: jump £Label04AFD1

:Label04B2F9
0050: gosub £Label04B461
0002: jump £Label04B231

:Label04B307
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label04B318
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  250  5000 ms  1  ;; MISSION PASSED! $~1~
055B: $50A = create_clothes_pickup  8 at  414.3  1042.0  25.4
0004: $4F6 =  1  ;; integer values
004F: create_thread ££Label02B564 
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  250
0318: set_latest_mission_passed "COL_1"  ;; Treacherous Swine
030C: set_mission_points +=  1
0004: $389 =  1  ;; integer values
004F: create_thread ££Label00B592 
0004: $PASSED_COL1_TREACHEROUS_SWINE =  1  ;; integer values
0051: return

:Label04B388
0004: $ONMISSION =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
034F: destroy_actor_with_fade $8CB  ;; The actor fades away like a ghost
0296: unload_special_actor  1
0249: release_model #CLA
0249: release_model #CHNSAW
0335: set_free_paynspray_to  0 (false)
01B7: release_weather
0004: $3E8 =  0  ;; integer values
0108: destroy_object $8D0
0108: destroy_object $8CF
0108: destroy_object $8CE
0108: destroy_object $716
0108: destroy_object $717
0108: destroy_object $718
029B: $716 = init_object -76 (SPAD_DR_CLOSED1) at  465.375  30.336  33.181
01C7: remove_object_from_mission_cleanup_list $716
029B: $717 = init_object -77 (SPAD_DR_CLOSED2) at  465.375  30.336  33.181
01C7: remove_object_from_mission_cleanup_list $717
029B: $718 = init_object -78 (SPAD_DR_CLOSED3) at  464.663  30.336  23.881
01C7: remove_object_from_mission_cleanup_list $718
0108: destroy_object $8D1
0164: disable_marker $8D5
0164: disable_marker $8D6
0164: disable_marker $8D7
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
022A: remove_forbidden_for_peds_cube  479.9 -1.4  11.0  450.3  59.5  40.0
00D8: mission_cleanup
0051: return

:Label04B461
00D6: if  0
0019:    16@ >  500  ;; integer values
004D: jump_if_false £Label04B511
00D6: if  0
8118:   NOT   actor $8CC dead
004D: jump_if_false £Label04B50A
00D6: if  0
80FB:   NOT   player $PLAYER_CHAR  0 ()near_actor $8CC radius  7.0  7.0  7.0
004D: jump_if_false £Label04B502
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
8510:   NOT   unknown_actor $8CC on_path $5F $60 $61 radius  1.0
004D: jump_if_false £Label04B4F0
009E: set_actor $8CC path $5F $60 $61 unknown  1.0  1
0002: jump £Label04B4FB

:Label04B4F0
0239: actor $8CC run_to $5F $60

:Label04B4FB
0002: jump £Label04B50A

:Label04B502
01CA: actor $8CC kill_player $PLAYER_CHAR

:Label04B50A
0006:  16@ =  0  ;; integer values

:Label04B511
00D6: if  0
0019:    17@ >  500  ;; integer values
004D: jump_if_false £Label04B5C1
00D6: if  0
8118:   NOT   actor $8CD dead
004D: jump_if_false £Label04B5BA
00D6: if  0
80FB:   NOT   player $PLAYER_CHAR  0 ()near_actor $8CD radius  7.0  7.0  7.0
004D: jump_if_false £Label04B5B2
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
8510:   NOT   unknown_actor $8CD on_path $5F $60 $61 radius  1.0
004D: jump_if_false £Label04B5A0
009E: set_actor $8CD path $5F $60 $61 unknown  1.0  1
0002: jump £Label04B5AB

:Label04B5A0
0239: actor $8CD run_to $5F $60

:Label04B5AB
0002: jump £Label04B5BA

:Label04B5B2
01CA: actor $8CD kill_player $PLAYER_CHAR

:Label04B5BA
0006:  17@ =  0  ;; integer values

:Label04B5C1
0051: return

;-------------Mission 8---------------
; Originally: Mall Shootout


:Label04B5C3
0050: gosub £Label04B5E7
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label04B5DE
0050: gosub £Label04DC6A

:Label04B5DE
0050: gosub £Label04DCC4
004E: end_thread

:Label04B5E7
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
03A4: name_thread "COL2"
0001: wait  0 ms
054C: use_GXT_table "GENERA2"
058E: set_restart_mission_taxi_destination -163.0 -1439.4  9.0  201.5
0004: $8E6 =  0  ;; integer values
0004: $8E7 =  0  ;; integer values
0004: $8E8 = -1  ;; integer values
0004: $8E1 =  0  ;; integer values
0004: $8E9 =  0  ;; integer values
0004: $8E2 =  0  ;; integer values
0005: $62 =  0.0  ;; floating-point values
0004: $8E3 =  0  ;; integer values
0004: $8E4 =  0  ;; integer values
0004: $8E5 =  0  ;; integer values
0004: $A2F =  1  ;; integer values
0004: $A00 =  0  ;; integer values
0004: $A01 =  0  ;; integer values
0004: $A02 =  0  ;; integer values
0004: $A03 =  0  ;; integer values
0004: $A04 =  0  ;; integer values
0004: $A07 =  0  ;; integer values
0004: $A08 =  0  ;; integer values
0004: $A09 =  0  ;; integer values
0004: $8EA =  2  ;; integer values
0004: $8EC =  0  ;; integer values
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSCOLO"
023C: load_special_actor  3 "CGONB"
023C: load_special_actor  4 "CSERVRB"
0247: request_model -8 (YT_MAIN_BODY)
0247: request_model -9 (YT_MAIN_BODY2)
0247: request_model -10 (YT_DOORS14)
0247: request_model -11 (YT_TMP_BOAT)
0247: request_model -12 (LODMAIN_BODY)
0247: request_model -115 (BIG_POLY_TINGS)
0247: request_model -14 (YT_GANGPLNK_TMP)
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
029B: $2CC = init_object -115 (BIG_POLY_TINGS) at $1C0 $1C1 $1C2
038B: load_requested_models

:Label04B720
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
004D: jump_if_false £Label04B746
0001: wait  0 ms
0002: jump £Label04B720

:Label04B746
00D6: if  25
8248:   NOT   model -8 (YT_MAIN_BODY) available
8248:   NOT   model -9 (YT_MAIN_BODY2) available
8248:   NOT   model -10 (YT_DOORS14) available
8248:   NOT   model -11 (YT_TMP_BOAT) available
8248:   NOT   model -12 (LODMAIN_BODY) available
8248:   NOT   model -115 (BIG_POLY_TINGS) available
004D: jump_if_false £Label04B774
0001: wait  0 ms
0002: jump £Label04B746

:Label04B774
00D6: if  0
8248:   NOT   model -14 (YT_GANGPLNK_TMP) available
004D: jump_if_false £Label04B78E
0001: wait  0 ms
0002: jump £Label04B774

:Label04B78E
041D: set_camera_near_clip  .1
02E4: load_cutscene_data "COL_2"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 +=  .003  ;; floating-point values
000D: $1C1 -=  1.381  ;; floating-point values
0009: $1C2 +=  3.149  ;; floating-point values
0244: set_cutscene_pos $1C0 $1C1 $1C2
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSCOLO"
02E5: $8DE = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $8DE "CGONB"
02E5: $8DF = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $8DF "CSERVRB"
04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67
03CB: set_camera -244.2799 -1360.67  7.0786
0395: clear_area  1 at -244.2799 -1360.67 range  7.0786  1.0
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67  7.0786
0171: set_player $PLAYER_CHAR z_angle_to  279.1362
0373: set_camera_directly_behind_player
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
041D: set_camera_near_clip  .3
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label04B8A0
00D6: if  0
001A:    5347 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04B8C3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04B8A0

:Label04B8C3
00BC: text_highpriority "COL2_A"  10000 ms  1  ;; Tommy! Come, join me.

:Label04B8D2
00D6: if  0
001A:    9864 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04B8F5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04B8D2

:Label04B8F5
00BC: text_highpriority "COL2_B"  10000 ms  1  ;; This looks delicious, huh? Tapir snout?

:Label04B904
00D6: if  0
001A:    13052 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04B927
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04B904

:Label04B927
00BC: text_highpriority "COL2_C"  10000 ms  1  ;; Uhhh... no, no. No, thanks.

:Label04B936
00D6: if  0
001A:    14891 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04B959
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04B936

:Label04B959
00BC: text_highpriority "COL2_D"  10000 ms  1  ;; Tommy, you are like a pampas breeze that has freed me from the stench of corruption,

:Label04B968
00D6: if  0
001A:    20085 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04B98B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04B968

:Label04B98B
00BC: text_highpriority "COL2_E"  10000 ms  1  ;; although, I must appear to mourn his passing and carry on with business as usual.

:Label04B99A
00D6: if  0
001A:    24630 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04B9BD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04B99A

:Label04B9BD
00BC: text_highpriority "COL2_F"  10000 ms  1  ;; This isn't getting me any closer to my money...

:Label04B9CC
00D6: if  0
001A:    26918 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04B9EF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04B9CC

:Label04B9EF
00BC: text_highpriority "COL2_G"  10000 ms  1  ;; Tommy, my friend, you are not in Liberty now. Here we do things differently.

:Label04B9FE
00D6: if  0
001A:    33020 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04BA23
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04B9FE

:Label04BA23
00BC: text_highpriority "COL2_H"  10000 ms  1  ;; I will continue with my enquiries but in the meantime I have a valuable deal to close.

:Label04BA32
00D6: if  0
001A:    38898 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04BA57
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04BA32

:Label04BA57
00BC: text_highpriority "COL2_I"  10000 ms  1  ;; A favor for a friend, Cortez?

:Label04BA66
00D6: if  0
001A:    40828 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04BA8B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04BA66

:Label04BA8B
00BC: text_highpriority "COL2_J"  10000 ms  1  ;; You're a good friend, Tommy. I knew you would not let me down.

:Label04BA9A
00D6: if  0
001A:    44168 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04BABF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04BA9A

:Label04BABF
00BC: text_highpriority "COL2_K"  10000 ms  1  ;; I need you to meet a courier who has obtained some valuable technology for me...

:Label04BACE
00D6: if  0
001A:    48182 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04BAF3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04BACE

:Label04BAF3
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label04BB04
00D6: if  0
016B:   fading
004D: jump_if_false £Label04BB1C
0001: wait  0 ms
0002: jump £Label04BB04

:Label04BB1C
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false £Label04BB34
0001: wait  0 ms
0002: jump £Label04BB1C

:Label04BB34
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0108: destroy_object $2CC
0249: release_model -8 (YT_MAIN_BODY)
0249: release_model -9 (YT_MAIN_BODY2)
0249: release_model -10 (YT_DOORS14)
0249: release_model -11 (YT_TMP_BOAT)
0249: release_model -12 (LODMAIN_BODY)
0249: release_model -115 (BIG_POLY_TINGS)
0249: release_model -14 (YT_GANGPLNK_TMP)
04E3: unknown_player $PLAYER_CHAR  0  60000
0247: request_model #PCJ600
0247: request_model #COLT45
0247: request_model #UZI
023C: load_special_actor  1 "FSFA"
023C: load_special_actor  2 "COURIER"
03CF: load_wav "COL2_1" as  1
03CF: load_wav "COL2_2" as  2
038B: load_requested_models

:Label04BBB8
00D6: if  24
8248:   NOT   model #PCJ600 available
8248:   NOT   model #COLT45 available
8248:   NOT   model #UZI available
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label04BBE5
0001: wait  0 ms
0002: jump £Label04BBB8

:Label04BBE5
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "COL2_B1"  15000 ms  1  ;; ~g~Meet the courier at the mall.
01BD: $8EB = current_time_in_ms
0008: $8EB +=  20000  ;; integer values
009A:  0@ = create_actor  4 #SPECIAL02 at  6.1112 -937.0656  15.076
02A9: set_actor  0@ immune_to_nonplayer  1
0411: (unknown)  0@  0 
0173: set_actor  0@ z_angle_to  262.8159
01ED: reset_actor  0@ flags
02A9: set_actor  0@ immune_to_nonplayer  1
0350: unknown_actor  0@ not_scared_flag  1
0243: set_actor  0@ ped_stats_to  16
0489: unknown_actor  0@ flag  1
0481:  6.0
0187: $8E0 = create_marker_above_actor  0@
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label04BD5A
009A:  1@ = create_actor  4 #SPECIAL01 at  18.9999 -928.7729  15.0727
009A:  2@ = create_actor  4 #SPECIAL01 at  18.9999 -928.7729  15.0727
009A:  3@ = create_actor  4 #SPECIAL01 at  18.9999 -928.7729  15.0727
009A:  4@ = create_actor  4 #SPECIAL01 at  18.9999 -928.7729  15.0727
009A:  6@ = create_actor  4 #SPECIAL01 at  18.9999 -928.7729  15.0727
009A:  7@ = create_actor  4 #SPECIAL01 at -15.6727 -929.0634  15.066
009A:  8@ = create_actor  4 #SPECIAL01 at -10.2667 -937.9695  9.4077
009A:  9@ = create_actor  4 #SPECIAL01 at -9.9934 -939.7717  9.4492
009A:  11@ = create_actor  4 #SPECIAL01 at -15.225 -949.0593  15.072

:Label04BD5A
0004: $3D =  0  ;; integer values

:Label04BD61
0001: wait  0 ms
01BD: $12CB = current_time_in_ms
00D6: if  0
0018:   $8E1 >  0  ;; integer values
004D: jump_if_false £Label04BD9C
00D6: if  0
0038:   $8E5 ==  0  ;; integer values
004D: jump_if_false £Label04BD9C
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0004: $8E5 =  1  ;; integer values

:Label04BD9C
00D6: if  0
001A:    12 > $8E6  ;; integer values
004D: jump_if_false £Label04BE16
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label04BDD4
00BC: text_highpriority "COL2_F1"  5000 ms  1  ;; ~r~You killed the contact!
0002: jump £Label04DC6A

:Label04BDD4
00D6: if  0
001A:    1 > $8E6  ;; integer values
004D: jump_if_false £Label04BE11
00D6: if  0
8184:   NOT   actor  0@ health >=  95
004D: jump_if_false £Label04BE0A
01B2: give_actor  0@ weapon  23 ammo  9999  ;; Load the weapon model before using this
01CA: actor  0@ kill_player $PLAYER_CHAR

:Label04BE0A
0002: jump £Label04BE16

:Label04BE11
048F:  0@

:Label04BE16
00D6: if  0
0038:   $8EC ==  0  ;; integer values
004D: jump_if_false £Label04BE77
00D6: if  0
001C:   $12CB > $8EB  ;; integer values
004D: jump_if_false £Label04BE77
03E6: remove_text_box
03E5: text_box "AMMUHLP"  ;; If you need any weapons visit ~h~Ammu-Nation~w~. Follow the ~h~Gun blip~w~ on the radar.
0164: disable_marker $1B1
02A8: $1B1 = create_marker  16 at $213 $214 $215
03E7: flash_hud  8
0084: $8EB = $12CB  ;; integer values and handles
0008: $8EB +=  3000  ;; integer values
0004: $8EC =  1  ;; integer values

:Label04BE77
00D6: if  0
0038:   $8EC ==  1  ;; integer values
004D: jump_if_false £Label04BEA7
00D6: if  0
001C:   $12CB > $8EB  ;; integer values
004D: jump_if_false £Label04BEA7
03E7: flash_hud -1
0004: $8EC =  2  ;; integer values

:Label04BEA7
00D6: if  0
0038:   $8E9 ==  0  ;; integer values
004D: jump_if_false £Label04BF06
00D6: if  0
00E3:   player $PLAYER_CHAR  0 ()near_point  3.353 -938.9778 radius  100.0  100.0
004D: jump_if_false £Label04BF06
03E6: remove_text_box
03E5: text_box "BLIPHLP"  ;; The blip on the radar is a triangle pointing up, this shows that the target is higher than the player.
03E7: flash_hud  8
0084: $8E2 = $12CB  ;; integer values and handles
0008: $8E2 +=  3000  ;; integer values
0004: $8E9 =  1  ;; integer values

:Label04BF06
00D6: if  0
0038:   $8E9 ==  1  ;; integer values
004D: jump_if_false £Label04BF36
00D6: if  0
001C:   $12CB > $8E2  ;; integer values
004D: jump_if_false £Label04BF36
03E7: flash_hud -1
0004: $8E9 =  2  ;; integer values

:Label04BF36
00D6: if  1
0018:   $8E6 >  1  ;; integer values
001A:    12 > $8E6  ;; integer values
004D: jump_if_false £Label04C096
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label04C07D
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label04C076
040D: unload_wav  1
040D: unload_wav  2
03EB: clear_small_messages_only
00D6: if  0
001A:    5 > $8E6  ;; integer values
004D: jump_if_false £Label04BFBE
009A:  1@ = create_actor  4 #SPECIAL01 at  4.2931 -947.4683  20.733
009A:  2@ = create_actor  4 #SPECIAL01 at  2.4581 -947.4636  20.733

:Label04BFBE
00D6: if  0
001A:    9 > $8E6  ;; integer values
004D: jump_if_false £Label04C000
009A:  3@ = create_actor  4 #SPECIAL01 at  2.7139 -936.8358  9.3967
009A:  4@ = create_actor  4 #SPECIAL01 at  4.6123 -937.3372  9.3965

:Label04C000
00D6: if  0
001A:    11 > $8E6  ;; integer values
004D: jump_if_false £Label04C058
0411: (unknown)  0@  0 
02A9: set_actor  0@ immune_to_nonplayer  0
00A1: put_actor  0@ at -8.3703 -934.7144  9.4119
0411: (unknown)  0@  0 
0502: unknown_actor  0@ sprint_to  1.7873 -928.6034
0411: (unknown)  0@  0 
0004: $8E8 =  4  ;; integer values

:Label04C058
0004: $8E6 =  12  ;; integer values
0084: $8E7 = $12CB  ;; integer values and handles
000C: $8E7 -=  500  ;; integer values
0004: $3D =  2  ;; integer values

:Label04C076
0002: jump £Label04C096

:Label04C07D
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label04C096
0004: $3D =  1  ;; integer values

:Label04C096
00D6: if  0
0038:   $8E6 ==  13  ;; integer values
004D: jump_if_false £Label04C179
00D6: if  0
8057:   NOT   player $PLAYER_CHAR  0 ()in_cube -39.0665 -968.8087  9.4111  47.3099 -909.2296  33.5801
004D: jump_if_false £Label04C113
01C2: remove_references_to_actor  1@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  2@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  3@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  4@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  6@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  7@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  8@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  9@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11@  ;; Like turning an actor into a random pedestrian
0004: $8E6 =  14  ;; integer values
0002: jump £Label04C179

:Label04C113
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label04C179
00D6: if  0
0038:   $8E8 ==  7  ;; integer values
004D: jump_if_false £Label04C179
00D6: if  0
02CB:   actor  0@ bounding_sphere_visible
004D: jump_if_false £Label04C179
01C2: remove_references_to_actor  1@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  2@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  3@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  4@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  6@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  7@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  8@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  9@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11@  ;; Like turning an actor into a random pedestrian
0004: $8E6 =  14  ;; integer values

:Label04C179
00D6: if  0
0038:   $8E6 ==  12  ;; integer values
004D: jump_if_false £Label04C49C
00D6: if  21
03D2:   wav  1 ended
0038:   $3D ==  2  ;; integer values
004D: jump_if_false £Label04C49C
00D6: if  21
03D0:   wav  2 loaded
0038:   $3D ==  2  ;; integer values
004D: jump_if_false £Label04C49C
00D6: if  0
001C:   $12CB > $8E7  ;; integer values
004D: jump_if_false £Label04C49C
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -2.3434 -939.0732  15.4658
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
8038:   NOT   $3D ==  2  ;; integer values
004D: jump_if_false £Label04C20E
03D1: play_wav  2

:Label04C20E
0004: $A2F =  0  ;; integer values
009A:  6@ = create_actor  4 #SPECIAL01 at  18.9999 -928.7729  15.0727
0291: unknown_actor  6@ unknown_behavior_flag  1
0243: set_actor  6@ ped_stats_to  16
011A: set_actor  6@ flags  1
01B2: give_actor  6@ weapon  17 ammo  999  ;; Load the weapon model before using this
01CA: actor  6@ kill_player $PLAYER_CHAR
009A:  7@ = create_actor  4 #SPECIAL01 at -15.6727 -929.0634  15.066
0291: unknown_actor  7@ unknown_behavior_flag  1
0243: set_actor  7@ ped_stats_to  16
011A: set_actor  7@ flags  1
01B2: give_actor  7@ weapon  17 ammo  999  ;; Load the weapon model before using this
01CA: actor  7@ kill_player $PLAYER_CHAR
009A:  8@ = create_actor  4 #SPECIAL01 at -10.2667 -937.9695  9.4077
0291: unknown_actor  8@ unknown_behavior_flag  1
0243: set_actor  8@ ped_stats_to  16
011A: set_actor  8@ flags  1
01B2: give_actor  8@ weapon  17 ammo  999  ;; Load the weapon model before using this
01CA: actor  8@ kill_player $PLAYER_CHAR
009A:  9@ = create_actor  4 #SPECIAL01 at -9.9934 -939.7717  9.4492
0291: unknown_actor  9@ unknown_behavior_flag  1
0243: set_actor  9@ ped_stats_to  16
011A: set_actor  9@ flags  1
01B2: give_actor  9@ weapon  17 ammo  999  ;; Load the weapon model before using this
01CA: actor  9@ kill_player $PLAYER_CHAR
009A:  11@ = create_actor  4 #SPECIAL01 at -15.225 -949.0593  15.072
0291: unknown_actor  11@ unknown_behavior_flag  1
0243: set_actor  11@ ped_stats_to  16
011A: set_actor  11@ flags  1
01B2: give_actor  11@ weapon  17 ammo  999  ;; Load the weapon model before using this
01CA: actor  11@ kill_player $PLAYER_CHAR
00D6: if  0
8118:   NOT   actor  1@ dead
004D: jump_if_false £Label04C387
0291: unknown_actor  1@ unknown_behavior_flag  1
0243: set_actor  1@ ped_stats_to  16
011A: set_actor  1@ flags  1
01B2: give_actor  1@ weapon  17 ammo  999  ;; Load the weapon model before using this
01CA: actor  1@ kill_player $PLAYER_CHAR

:Label04C387
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label04C3BE
0291: unknown_actor  2@ unknown_behavior_flag  1
0243: set_actor  2@ ped_stats_to  16
011A: set_actor  2@ flags  1
01B2: give_actor  2@ weapon  17 ammo  999  ;; Load the weapon model before using this
01CA: actor  2@ kill_player $PLAYER_CHAR

:Label04C3BE
00D6: if  0
8118:   NOT   actor  3@ dead
004D: jump_if_false £Label04C3F5
0291: unknown_actor  3@ unknown_behavior_flag  1
0243: set_actor  3@ ped_stats_to  16
011A: set_actor  3@ flags  1
01B2: give_actor  3@ weapon  17 ammo  999  ;; Load the weapon model before using this
01CA: actor  3@ kill_player $PLAYER_CHAR

:Label04C3F5
00D6: if  0
8118:   NOT   actor  4@ dead
004D: jump_if_false £Label04C42C
0291: unknown_actor  4@ unknown_behavior_flag  1
0243: set_actor  4@ ped_stats_to  16
011A: set_actor  4@ flags  1
01B2: give_actor  4@ weapon  17 ammo  999  ;; Load the weapon model before using this
01CA: actor  4@ kill_player $PLAYER_CHAR

:Label04C42C
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label04C495
0187: $8E0 = create_marker_above_actor  0@
00BC: text_highpriority "COL2_B2"  10000 ms  1  ;; ~g~The courier is fleeing with the guidance chips! Don't let him get away!
00A5:  5@ = create_car #PCJ600 at  41.7295 -897.1017  9.3919
0175: set_car  5@ z_angle_to  359.1412
00A5:  12@ = create_car #PCJ600 at  36.1736 -895.8868  9.3919
0175: set_car  12@ z_angle_to  266.8658

:Label04C495
0004: $8E6 =  13  ;; integer values

:Label04C49C
00D6: if  0
0018:   $8E6 >  12  ;; integer values
004D: jump_if_false £Label04C4D9
00D6: if  0
80E3:   NOT   player $PLAYER_CHAR  0 ()near_point  36.1736 -895.8868 radius  120.0  120.0
004D: jump_if_false £Label04C4D9
01C3: remove_references_to_car  12@  ;; Like turning a car into any random car

:Label04C4D9
00D6: if  0
0038:   $8E6 ==  11  ;; integer values
004D: jump_if_false £Label04C58F
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label04C58F
00D6: if  0
001C:   $12CB > $8E7  ;; integer values
004D: jump_if_false £Label04C58F
015F: set_camera_position -16.767 -942.2947  10.064  0.0  0.0  0.0
0160: point_camera -15.8789 -941.8711  10.2422  2
0395: clear_area  0 at -5.4288 -939.4909 range  13.0343  10.0
022A: remove_forbidden_for_peds_cube  .778 -944.7307  14.4913  7.0235 -931.7332  23.0981
0084: $8E7 = $12CB  ;; integer values and handles
0008: $8E7 +=  2000  ;; integer values
0004: $8E6 =  12  ;; integer values

:Label04C58F
00D6: if  0
0038:   $8E6 ==  10  ;; integer values
004D: jump_if_false £Label04C60F
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label04C60F
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label04C60F
00D6: if  0
001C:   $12CB > $8E7  ;; integer values
004D: jump_if_false £Label04C60F
03CF: load_wav "COL2_8" as  2
03D1: play_wav  1
00BC: text_highpriority "COL2_9"  5000 ms  1  ;; You American idiot! They followed you here!
0004: $8E8 =  0  ;; integer values
0084: $8E7 = $12CB  ;; integer values and handles
0008: $8E7 +=  2000  ;; integer values
0004: $8E6 =  11  ;; integer values

:Label04C60F
00D6: if  0
0038:   $8E6 ==  9  ;; integer values
004D: jump_if_false £Label04C71A
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label04C71A
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label04C71A
015F: set_camera_position  2.7282 -949.3295  23.6051  0.0  0.0  0.0
0160: point_camera  2.7581 -948.4955  23.054  2
00D6: if  0
8118:   NOT   actor  1@ dead
004D: jump_if_false £Label04C6AB
00A1: put_actor  1@ at  4.2931 -947.4683 -100.0
011C: actor  1@ clear_objective
020F: actor  1@ look_at_player $PLAYER_CHAR
04C6:  1@ $PLAYER_ACTOR

:Label04C6AB
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label04C6E4
00A1: put_actor  2@ at  2.4581 -947.4636 -100.0
011C: actor  2@ clear_objective
020F: actor  2@ look_at_player $PLAYER_CHAR
04C6:  2@ $PLAYER_ACTOR

:Label04C6E4
00BC: text_highpriority "COL2_6A"  5000 ms  1  ;; Freeze, imperialist American pig! Zat iz propertay of ze government Francais. 'And eet over!
03D1: play_wav  2
03CF: load_wav "COL2_9" as  1
0084: $8E7 = $12CB  ;; integer values and handles
0008: $8E7 +=  1000  ;; integer values
0004: $8E6 =  10  ;; integer values

:Label04C71A
00D6: if  0
0038:   $8E6 ==  8  ;; integer values
004D: jump_if_false £Label04C79D
009A:  3@ = create_actor  4 #SPECIAL01 at  2.5231 -924.9479  9.3967
009A:  4@ = create_actor  4 #SPECIAL01 at  5.3188 -924.7693  9.3965
0411: (unknown)  3@  0 
0211: actor  3@ walk_to  2.7139 -936.8358
0411: (unknown)  3@  0 
0411: (unknown)  4@  0 
0211: actor  4@ walk_to  4.6123 -937.3372
0411: (unknown)  4@  0 
0004: $8E6 =  9  ;; integer values

:Label04C79D
00D6: if  0
0038:   $8E6 ==  7  ;; integer values
004D: jump_if_false £Label04C80B
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label04C80B
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label04C80B
00BC: text_highpriority "COL2_5"  2000 ms  1  ;; Oh...d'accord.
03D1: play_wav  1
03CF: load_wav "COL2_6A" as  2
01D2: actor  0@ follow_player $PLAYER_CHAR
0084: $8E7 = $12CB  ;; integer values and handles
0008: $8E7 +=  700  ;; integer values
0004: $8E6 =  8  ;; integer values

:Label04C80B
00D6: if  0
0038:   $8E6 ==  6  ;; integer values
004D: jump_if_false £Label04C871
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label04C871
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label04C871
00BC: text_highpriority "COL2_4"  3000 ms  1  ;; Look, Cortez sent me. Just give me the damn chips.
03D1: play_wav  2
03CF: load_wav "COL2_5" as  1
0084: $8E7 = $12CB  ;; integer values and handles
0008: $8E7 +=  4000  ;; integer values
0004: $8E6 =  7  ;; integer values

:Label04C871
00D6: if  0
0038:   $8E6 ==  5  ;; integer values
004D: jump_if_false £Label04C8C7
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label04C8C7
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label04C8C7
00BC: text_highpriority "COL2_3"  2000 ms  1  ;; Ah, comment?
03D1: play_wav  1
03CF: load_wav "COL2_4" as  2
0004: $8E6 =  6  ;; integer values

:Label04C8C7
00D6: if  0
0038:   $8E6 ==  4  ;; integer values
004D: jump_if_false £Label04C9D2
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label04C9D2
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label04C9D2
015F: set_camera_position  3.8965 -930.553  16.1132  0.0  0.0  0.0
0160: point_camera  3.8828 -931.5497  16.1934  2
020F: actor  0@ look_at_player $PLAYER_CHAR
00BC: text_highpriority "COL2_2"  5000 ms  1  ;; What?
03D1: play_wav  2
03CF: load_wav "COL2_3" as  1
009A:  1@ = create_actor  4 #SPECIAL01 at  4.6792 -951.7053  20.733
009A:  2@ = create_actor  4 #SPECIAL01 at  2.1545 -954.6406  20.733
0411: (unknown)  1@  0 
0211: actor  1@ walk_to  4.2931 -947.4683
0411: (unknown)  1@  0 
0411: (unknown)  2@  0 
0211: actor  2@ walk_to  2.4581 -947.4636
0411: (unknown)  2@  0 
0084: $8E7 = $12CB  ;; integer values and handles
0008: $8E7 +=  1000  ;; integer values
0004: $8E6 =  5  ;; integer values

:Label04C9D2
00D6: if  0
0038:   $8E6 ==  3  ;; integer values
004D: jump_if_false £Label04CA76
00D6: if  0
001C:   $12CB > $8E7  ;; integer values
004D: jump_if_false £Label04CA76
0172: $8ED = actor  0@ z_angle
000D: $8ED -=  12.0  ;; floating-point values
00D6: if  0
0022:    115.6022 > $8ED  ;; floating-point values
004D: jump_if_false £Label04CA61
0005: $8ED =  115.6022  ;; floating-point values
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label04CA61
0084: $8E7 = $12CB  ;; integer values and handles
0008: $8E7 +=  1500  ;; integer values
0004: $8E6 =  4  ;; integer values
00BC: text_highpriority "COL2_1"  5000 ms  1  ;; Ze rain, she is tres wet zis time of the year...
03D1: play_wav  1

:Label04CA61
0173: set_actor  0@ z_angle_to $8ED
022F: set_actor  0@ stop_looking
022D: set_actor  0@ to_look_at_player $PLAYER_CHAR

:Label04CA76
00D6: if  0
0038:   $8E6 ==  2  ;; integer values
004D: jump_if_false £Label04CABC
00D6: if  0
001C:   $12CB > $8E7  ;; integer values
004D: jump_if_false £Label04CABC
0372: set_actor  0@ anim  3 wait_state_time  900 ms
0084: $8E7 = $12CB  ;; integer values and handles
0008: $8E7 +=  1000  ;; integer values
0004: $8E6 =  3  ;; integer values

:Label04CABC
00D6: if  0
0038:   $8E6 ==  1  ;; integer values
004D: jump_if_false £Label04CAE5
0084: $8E7 = $12CB  ;; integer values and handles
0008: $8E7 +=  500  ;; integer values
0004: $8E6 =  2  ;; integer values

:Label04CAE5
00D6: if  0
0038:   $8E6 ==  0  ;; integer values
004D: jump_if_false £Label04CC14
00D6: if  0
00FC:   player $PLAYER_CHAR  0 ()near_actor  0@ on_foot radius  3.0  3.0  2.0
004D: jump_if_false £Label04CC14
0164: disable_marker $8E0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
011C: actor  0@ clear_objective
0395: clear_area  1 at  4.1929 -938.9565 range  15.076  5.0
0055: put_player $PLAYER_CHAR at  3.0914 -938.557  15.076
0210: player $PLAYER_CHAR look_at_actor  0@
015F: set_camera_position  8.1222 -935.515  17.0304  0.0  0.0  0.0
0160: point_camera  7.3126 -936.0714  16.8437  2
00A1: put_actor  0@ at  6.1112 -937.0656  15.076
0173: set_actor  0@ z_angle_to  262.8159
022B: create_forbidden_for_peds_cube  .778 -944.7307  14.4913  7.0235 -931.7332  23.0981
0395: clear_area  0 at  3.6782 -939.0247 range  16.0038  6.0
0164: disable_marker $1B1
04CE: $1B1 = create_icon_marker_without_sphere  16 at $213 $214 $215
0004: $8E6 =  1  ;; integer values

:Label04CC14
00D6: if  0
0018:   $8E6 >  10  ;; integer values
004D: jump_if_false £Label04DC63
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label04D9F4
00A0: store_actor  0@ position_to $8EE $8EF $8F0
00D6: if  0
0038:   $8E8 ==  0  ;; integer values
004D: jump_if_false £Label04CC81
0411: (unknown)  0@  0 
0502: unknown_actor  0@ sprint_to  1.8336 -938.0876
0411: (unknown)  0@  0 
02A9: set_actor  0@ immune_to_nonplayer  0
0004: $8E8 =  1  ;; integer values

:Label04CC81
00D6: if  0
0038:   $8E8 ==  1  ;; integer values
004D: jump_if_false £Label04CCD6
00D6: if  0
00ED:   actor  0@  0 ()near_point_on_foot  1.8336 -938.0876 radius  1.0  1.0
004D: jump_if_false £Label04CCD6
0502: unknown_actor  0@ sprint_to -11.6307 -938.0319
0411: (unknown)  0@  0 
0004: $8E8 =  2  ;; integer values

:Label04CCD6
00D6: if  0
0038:   $8E8 ==  2  ;; integer values
004D: jump_if_false £Label04CD2B
00D6: if  0
00ED:   actor  0@  0 ()near_point_on_foot -11.6307 -938.0319 radius  1.0  1.0
004D: jump_if_false £Label04CD2B
0502: unknown_actor  0@ sprint_to -11.4825 -935.4515
0411: (unknown)  0@  0 
0004: $8E8 =  3  ;; integer values

:Label04CD2B
00D6: if  0
0038:   $8E8 ==  3  ;; integer values
004D: jump_if_false £Label04CD80
00D6: if  0
00ED:   actor  0@  0 ()near_point_on_foot -11.4825 -935.4515 radius  1.0  1.0
004D: jump_if_false £Label04CD80
0502: unknown_actor  0@ sprint_to  1.7873 -928.6034
0411: (unknown)  0@  0 
0004: $8E8 =  4  ;; integer values

:Label04CD80
00D6: if  0
0038:   $8E8 ==  4  ;; integer values
004D: jump_if_false £Label04CDD5
00D6: if  0
00ED:   actor  0@  0 ()near_point_on_foot  1.7873 -928.6034 radius  1.0  1.0
004D: jump_if_false £Label04CDD5
0502: unknown_actor  0@ sprint_to  5.9929 -904.009
0411: (unknown)  0@  0 
0004: $8E8 =  5  ;; integer values

:Label04CDD5
00D6: if  0
0038:   $8E8 ==  5  ;; integer values
004D: jump_if_false £Label04CE2A
00D6: if  0
00ED:   actor  0@  0 ()near_point_on_foot  5.9929 -904.009 radius  1.0  1.0
004D: jump_if_false £Label04CE2A
0502: unknown_actor  0@ sprint_to  40.2117 -897.6254
0411: (unknown)  0@  0 
0004: $8E8 =  6  ;; integer values

:Label04CE2A
00D6: if  0
0038:   $8E8 ==  6  ;; integer values
004D: jump_if_false £Label04CE8F
00D6: if  0
00ED:   actor  0@  0 ()near_point_on_foot  40.2117 -897.6254 radius  1.0  1.0
004D: jump_if_false £Label04CE8F
00D6: if  0
8119:   NOT   car  5@ wrecked
004D: jump_if_false £Label04CE8F
0319: set_actor  0@ wander_state_to  1 (off)
0411: (unknown)  0@  1 
01D5: actor  0@ go_to_and_drive_car  5@
0004: $8E8 =  7  ;; integer values

:Label04CE8F
00D6: if  0
0018:   $8E6 >  13  ;; integer values
004D: jump_if_false £Label04CF84
00D6: if  0
0038:   $8E8 ==  7  ;; integer values
004D: jump_if_false £Label04CF84
00D6: if  0
8119:   NOT   car  5@ wrecked
004D: jump_if_false £Label04CF32
00D6: if  0
00DB:   actor  0@ in_car  5@
004D: jump_if_false £Label04CF2B
00A7: car  5@ drive_to  267.4104  1287.846  16.1968
00AD: set_car  5@ max_speed_to  25.0
00AE: unknown_set_car  5@ to_ignore_traffic_lights  2
00D6: if  0
0038:   $A01 ==  0  ;; integer values
004D: jump_if_false £Label04CF24
0004: $A01 =  1  ;; integer values
0084: $A1A = $12CB  ;; integer values and handles
0008: $A1A +=  6000  ;; integer values

:Label04CF24
0004: $8E8 =  8  ;; integer values

:Label04CF2B
0002: jump £Label04CF84

:Label04CF32
00D6: if  0
82D8:   NOT   actor  0@ currentweapon ==  23
004D: jump_if_false £Label04CF53
01B2: give_actor  0@ weapon  23 ammo  9999  ;; Load the weapon model before using this
011C: actor  0@ clear_objective

:Label04CF53
00D6: if  0
0038:   $A03 ==  0  ;; integer values
004D: jump_if_false £Label04CF7C
0004: $A03 =  1  ;; integer values
0084: $A1C = $12CB  ;; integer values and handles
0008: $A1C +=  6000  ;; integer values

:Label04CF7C
01CA: actor  0@ kill_player $PLAYER_CHAR

:Label04CF84
00D6: if  0
0018:   $8E8 >  7  ;; integer values
004D: jump_if_false £Label04D075
00D6: if  0
8119:   NOT   car  5@ wrecked
004D: jump_if_false £Label04D075
00D6: if  0
00DB:   actor  0@ in_car  5@
004D: jump_if_false £Label04D075
0054: store_player $PLAYER_CHAR position_to $5F $60 $1BF
00A0: store_actor  0@ position_to $1BD $1BE $1BF
0086: $12FE = $5F  ;; floating-point values only
0061: $12FE -= $1BD  ;; floating-point values
0086: $12FF = $60  ;; floating-point values only
0061: $12FF -= $1BE  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1300 = $12FE  ;; floating-point values only
0059: $1300 += $12FF  ;; floating-point values
01FB: $1300 = square_root $1300
0005: $1B49 =  800.0  ;; floating-point values
0071: $1B49 /= $1300  ;; floating-point values
00D6: if  0
0020:   $1B49 >  38.0  ;; floating-point values
004D: jump_if_false £Label04D04E
0005: $1B49 =  38.0  ;; floating-point values

:Label04D04E
00D6: if  0
0022:    10.0 > $1B49  ;; floating-point values
004D: jump_if_false £Label04D06D
0005: $1B49 =  10.0  ;; floating-point values

:Label04D06D
00AD: set_car  5@ max_speed_to $1B49

:Label04D075
00D6: if  0
0038:   $8E8 ==  8  ;; integer values
004D: jump_if_false £Label04D20D
00D6: if  0
80DF:   NOT   actor  0@ driving
004D: jump_if_false £Label04D11E
00D6: if  0
8119:   NOT   car  5@ wrecked
004D: jump_if_false £Label04D0E6
00D6: if  0
0038:   $A02 ==  0  ;; integer values
004D: jump_if_false £Label04D0D0
0004: $A02 =  1  ;; integer values
0084: $A1B = $12CB  ;; integer values and handles
0008: $A1B +=  6000  ;; integer values

:Label04D0D0
01D5: actor  0@ go_to_and_drive_car  5@
0004: $8E8 =  9  ;; integer values
0002: jump £Label04D117

:Label04D0E6
01D0: actor  0@ avoid_player $PLAYER_CHAR
00D6: if  0
0038:   $A04 ==  0  ;; integer values
004D: jump_if_false £Label04D117
0004: $A04 =  1  ;; integer values
0084: $A1D = $12CB  ;; integer values and handles
0008: $A1D +=  6000  ;; integer values

:Label04D117
0002: jump £Label04D20D

:Label04D11E
00D6: if  0
8119:   NOT   car  5@ wrecked
004D: jump_if_false £Label04D20D
00D6: if  0
0038:   $8E3 ==  0  ;; integer values
004D: jump_if_false £Label04D187
00D6: if  0
01AD:   car  5@  0 ()near_point  267.4104  1287.846  15.0  15.0
004D: jump_if_false £Label04D187
0477: unknown_car  5@  6  200
0084: $8E4 = $12CB  ;; integer values and handles
0008: $8E4 +=  199  ;; integer values
0004: $8E3 =  1  ;; integer values

:Label04D187
00D6: if  0
0038:   $8E3 ==  1  ;; integer values
004D: jump_if_false £Label04D1BD
00D6: if  0
001C:   $12CB > $8E4  ;; integer values
004D: jump_if_false £Label04D1BD
0477: unknown_car  5@  3  5000
0004: $8E3 =  2  ;; integer values

:Label04D1BD
00D6: if  0
0038:   $8E3 ==  2  ;; integer values
004D: jump_if_false £Label04D20D
00D6: if  0
01C1:   car  5@ stopped
004D: jump_if_false £Label04D20D
0477: unknown_car  5@  1  5000
0502: unknown_actor  0@ sprint_to  266.123  1297.013
0411: (unknown)  0@  0 
0004: $8E8 =  10  ;; integer values
0004: $8E3 =  3  ;; integer values

:Label04D20D
00D6: if  0
0038:   $8E8 ==  9  ;; integer values
004D: jump_if_false £Label04D2C7
00D6: if  0
8119:   NOT   car  5@ wrecked
004D: jump_if_false £Label04D275
00D6: if  0
00DB:   actor  0@ in_car  5@
004D: jump_if_false £Label04D26E
00AD: set_car  5@ max_speed_to  25.0
00AE: unknown_set_car  5@ to_ignore_traffic_lights  2
00A7: car  5@ drive_to  267.4104  1287.846  16.1968
0004: $8E8 =  8  ;; integer values

:Label04D26E
0002: jump £Label04D2C7

:Label04D275
00D6: if  0
82D8:   NOT   actor  0@ currentweapon ==  23
004D: jump_if_false £Label04D296
01B2: give_actor  0@ weapon  23 ammo  9999  ;; Load the weapon model before using this
011C: actor  0@ clear_objective

:Label04D296
00D6: if  0
0038:   $A03 ==  0  ;; integer values
004D: jump_if_false £Label04D2BF
0004: $A03 =  1  ;; integer values
0084: $A1C = $12CB  ;; integer values and handles
0008: $A1C +=  6000  ;; integer values

:Label04D2BF
01CA: actor  0@ kill_player $PLAYER_CHAR

:Label04D2C7
00D6: if  0
0038:   $8E8 ==  10  ;; integer values
004D: jump_if_false £Label04D381
00D6: if  0
001A:    4 > $8E3  ;; integer values
004D: jump_if_false £Label04D32E
00D6: if  0
00ED:   actor  0@  0 ()near_point_on_foot  266.123  1297.013 radius  1.0  1.0
004D: jump_if_false £Label04D32E
0502: unknown_actor  0@ sprint_to  264.7184  1307.362
0411: (unknown)  0@  0 
0004: $8E3 =  4  ;; integer values

:Label04D32E
00D6: if  0
0038:   $8E3 ==  4  ;; integer values
004D: jump_if_false £Label04D381
00D6: if  0
00ED:   actor  0@  0 ()near_point_on_foot  264.7184  1307.362 radius  1.0  1.0
004D: jump_if_false £Label04D381
009B: destroy_actor_instantly  0@
00BC: text_highpriority "COL2_F4"  5000 ms  1  ;; ~r~The courier has escaped! You failed to get the guidance chips.
0002: jump £Label04DC6A

:Label04D381
00D6: if  0
0038:   $A00 ==  2  ;; integer values
004D: jump_if_false £Label04D3B7
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label04D3B7
0004: $A00 =  3  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label04BD61

:Label04D3B7
00D6: if  0
0038:   $A00 ==  1  ;; integer values
004D: jump_if_false £Label04D3E3
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label04D3E3
03D1: play_wav  1
0004: $A00 =  2  ;; integer values

:Label04D3E3
00D6: if  0
0038:   $A00 ==  0  ;; integer values
004D: jump_if_false £Label04D421
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label04D421
03CF: load_wav "COL2_7" as  1
0004: $A00 =  1  ;; integer values
0004: $A2F =  1  ;; integer values

:Label04D421
00D6: if  0
0018:   $A01 >  0  ;; integer values
004D: jump_if_false £Label04D4EE
00D6: if  0
0038:   $A01 ==  3  ;; integer values
004D: jump_if_false £Label04D469
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label04D469
0004: $A01 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label04BD61

:Label04D469
00D6: if  0
0038:   $A01 ==  2  ;; integer values
004D: jump_if_false £Label04D4B0
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label04D4B0
00A0: store_actor  0@ position_to $1BD $1BE $1BF
03D7: set_wav  1 location $1BD $1BE $1BF
03D1: play_wav  1
0004: $A01 =  3  ;; integer values

:Label04D4B0
00D6: if  0
0038:   $A01 ==  1  ;; integer values
004D: jump_if_false £Label04D4EE
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label04D4EE
03CF: load_wav "COL2_10" as  1
0004: $A01 =  2  ;; integer values
0004: $A2F =  1  ;; integer values

:Label04D4EE
00D6: if  0
0018:   $A02 >  0  ;; integer values
004D: jump_if_false £Label04D5BB
00D6: if  0
0038:   $A02 ==  3  ;; integer values
004D: jump_if_false £Label04D536
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label04D536
0004: $A02 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label04BD61

:Label04D536
00D6: if  0
0038:   $A02 ==  2  ;; integer values
004D: jump_if_false £Label04D57D
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label04D57D
00A0: store_actor  0@ position_to $1BD $1BE $1BF
03D7: set_wav  1 location $1BD $1BE $1BF
03D1: play_wav  1
0004: $A02 =  3  ;; integer values

:Label04D57D
00D6: if  0
0038:   $A02 ==  1  ;; integer values
004D: jump_if_false £Label04D5BB
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label04D5BB
03CF: load_wav "COL2_11" as  1
0004: $A02 =  2  ;; integer values
0004: $A2F =  1  ;; integer values

:Label04D5BB
00D6: if  0
0018:   $A03 >  0  ;; integer values
004D: jump_if_false £Label04D688
00D6: if  0
0038:   $A03 ==  3  ;; integer values
004D: jump_if_false £Label04D603
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label04D603
0004: $A03 =  4  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label04BD61

:Label04D603
00D6: if  0
0038:   $A03 ==  2  ;; integer values
004D: jump_if_false £Label04D64A
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label04D64A
00A0: store_actor  0@ position_to $1BD $1BE $1BF
03D7: set_wav  1 location $1BD $1BE $1BF
03D1: play_wav  1
0004: $A03 =  3  ;; integer values

:Label04D64A
00D6: if  0
0038:   $A03 ==  1  ;; integer values
004D: jump_if_false £Label04D688
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label04D688
03CF: load_wav "COL2_12" as  1
0004: $A03 =  2  ;; integer values
0004: $A2F =  1  ;; integer values

:Label04D688
00D6: if  0
0018:   $A04 >  0  ;; integer values
004D: jump_if_false £Label04D755
00D6: if  0
0038:   $A04 ==  3  ;; integer values
004D: jump_if_false £Label04D6D0
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label04D6D0
0004: $A04 =  4  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label04BD61

:Label04D6D0
00D6: if  0
0038:   $A04 ==  2  ;; integer values
004D: jump_if_false £Label04D717
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label04D717
00A0: store_actor  0@ position_to $1BD $1BE $1BF
03D7: set_wav  1 location $1BD $1BE $1BF
03D1: play_wav  1
0004: $A04 =  3  ;; integer values

:Label04D717
00D6: if  0
0038:   $A04 ==  1  ;; integer values
004D: jump_if_false £Label04D755
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label04D755
03CF: load_wav "COL2_13" as  1
0004: $A04 =  2  ;; integer values
0004: $A2F =  1  ;; integer values

:Label04D755
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor  0@ radius  15.0  15.0
004D: jump_if_false £Label04D794
00D6: if  0
0038:   $8EA ==  0  ;; integer values
004D: jump_if_false £Label04D78D
0004: $8EA =  1  ;; integer values

:Label04D78D
0002: jump £Label04D79B

:Label04D794
0004: $8EA =  0  ;; integer values

:Label04D79B
00D6: if  0
0018:   $8E6 >  12  ;; integer values
004D: jump_if_false £Label04D9ED
00D6: if  0
0038:   $A07 ==  2  ;; integer values
004D: jump_if_false £Label04D7E3
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label04D7E3
0004: $A07 =  3  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label04BD61

:Label04D7E3
00D6: if  0
0038:   $A07 ==  1  ;; integer values
004D: jump_if_false £Label04D80F
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label04D80F
03D1: play_wav  1
0004: $A07 =  2  ;; integer values

:Label04D80F
00D6: if  0
0038:   $8EA ==  1  ;; integer values
004D: jump_if_false £Label04D86D
00D6: if  0
0038:   $A07 ==  0  ;; integer values
004D: jump_if_false £Label04D86D
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label04D86D
03CF: load_wav "COL2_14" as  1
0004: $A07 =  1  ;; integer values
0004: $A2F =  1  ;; integer values
0004: $8EA =  2  ;; integer values
0002: jump £Label04BD61

:Label04D86D
00D6: if  0
0038:   $A08 ==  2  ;; integer values
004D: jump_if_false £Label04D8A3
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label04D8A3
0004: $A08 =  3  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label04BD61

:Label04D8A3
00D6: if  0
0038:   $A08 ==  1  ;; integer values
004D: jump_if_false £Label04D8CF
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label04D8CF
03D1: play_wav  1
0004: $A08 =  2  ;; integer values

:Label04D8CF
00D6: if  0
0038:   $8EA ==  1  ;; integer values
004D: jump_if_false £Label04D92D
00D6: if  0
0038:   $A08 ==  0  ;; integer values
004D: jump_if_false £Label04D92D
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label04D92D
03CF: load_wav "COL2_15" as  1
0004: $A08 =  1  ;; integer values
0004: $A2F =  1  ;; integer values
0004: $8EA =  2  ;; integer values
0002: jump £Label04BD61

:Label04D92D
00D6: if  0
0038:   $A09 ==  2  ;; integer values
004D: jump_if_false £Label04D963
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label04D963
0004: $A09 =  3  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label04BD61

:Label04D963
00D6: if  0
0038:   $A09 ==  1  ;; integer values
004D: jump_if_false £Label04D98F
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label04D98F
03D1: play_wav  1
0004: $A09 =  2  ;; integer values

:Label04D98F
00D6: if  0
0038:   $8EA ==  1  ;; integer values
004D: jump_if_false £Label04D9ED
00D6: if  0
0038:   $A09 ==  0  ;; integer values
004D: jump_if_false £Label04D9ED
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label04D9ED
03CF: load_wav "COL2_16" as  1
0004: $A09 =  1  ;; integer values
0004: $A2F =  1  ;; integer values
0004: $8EA =  2  ;; integer values
0002: jump £Label04BD61

:Label04D9ED
0002: jump £Label04DC63

:Label04D9F4
00D6: if  0
0038:   $8E1 ==  0  ;; integer values
004D: jump_if_false £Label04DAAC
040D: unload_wav  1
040D: unload_wav  2
00D6: if  0
84AD:   NOT  0@
004D: jump_if_false £Label04DA96
00BC: text_highpriority "COL2_F2"  5000 ms  1  ;; ~g~The courier is dead. Grab the guidance chips.
0164: disable_marker $8E0
00D6: if  0
056D:   unknown_actor  0@ dead_but_active
004D: jump_if_false £Label04DA69
04A5: unknown_store_dead_actor  0@ position_to $1BD $1BE $1BF
0213:  10@ = create_pickup -120 (BRIEFCASE) type  3 at $1BD $1BE $1BF
0002: jump £Label04DA7B

:Label04DA69
0213:  10@ = create_pickup -120 (BRIEFCASE) type  3 at $8EE $8EF $8F0

:Label04DA7B
0164: disable_marker $8E0
03DC: $8E0 = create_marker_above_pickup  10@
0004: $8E1 =  1  ;; integer values
0002: jump £Label04DAAC

:Label04DA96
00BC: text_highpriority "COL2_F3"  5000 ms  1  ;; ~r~The guidance chips are at the bottom of the sea.
0002: jump £Label04DC6A

:Label04DAAC
00D6: if  0
0038:   $8E1 ==  1  ;; integer values
004D: jump_if_false £Label04DB10
00D6: if  0
0214:   pickup  10@ picked_up
004D: jump_if_false £Label04DB10
0004: $8E1 =  2  ;; integer values
0164: disable_marker $8E0
018A: $8E0 = create_checkpoint_at -245.002 -1360.817  7.0786
00BC: text_highpriority "COL2_B3"  5000 ms  1  ;; ~g~Take the guidance chips back to the Colonel.
018C: play_sound  1 at  0.0  0.0  0.0

:Label04DB10
00D6: if  0
0038:   $8E1 ==  2  ;; integer values
004D: jump_if_false £Label04DC63
00D6: if  0
00F6:   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -245.002 -1360.817  7.0786 radius  2.0  2.0  3.0
004D: jump_if_false £Label04DC63
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
0001: wait  0 ms
0001: wait  0 ms
015F: set_camera_position -245.1924 -1364.166  8.6417  0.0  0.0  0.0
0160: point_camera -246.0084 -1363.588  8.6193  2
0055: put_player $PLAYER_CHAR at -245.002 -1360.817  7.0786
02A3: toggle_widescreen  1 (on)
0239: actor $PLAYER_ACTOR run_to -258.4183 -1360.653
0001: wait  1000 ms
0169: set_fade_color  0  0  1
016A: fade  0 ()  1000 ms

:Label04DBDA
00D6: if  0
016B:   fading
004D: jump_if_false £Label04DBF2
0001: wait  0 ms
0002: jump £Label04DBDA

:Label04DBF2
011C: actor $PLAYER_ACTOR clear_objective
0395: clear_area  1 at -244.2799 -1360.67 range  7.0786  1.0
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67  7.0786
0171: set_player $PLAYER_CHAR z_angle_to  279.1362
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1000 ms

:Label04DC44
00D6: if  0
016B:   fading
004D: jump_if_false £Label04DC5C
0001: wait  0 ms
0002: jump £Label04DC44

:Label04DC5C
0002: jump £Label04DC7B

:Label04DC63
0002: jump £Label04BD61

:Label04DC6A
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label04DC7B
0004: $PASSED_COL2_MALL_SHOOTOUT =  1  ;; integer values
01E3: text_1number_styled "M_PASS"  500  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  500
0318: set_latest_mission_passed "COL_2"  ;; Mall Shootout
0394: play_music  1
030C: set_mission_points +=  1
0004: $386 =  1  ;; integer values
004F: create_thread ££Label00B640 
0051: return

:Label04DCC4
0004: $ONMISSION =  0  ;; integer values
00D6: if  0
0038:   $8E1 ==  1  ;; integer values
004D: jump_if_false £Label04DCE2
0215: destroy_pickup  10@

:Label04DCE2
034F: destroy_actor_with_fade  0@  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade  1@  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade  2@  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade  3@  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade  4@  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade  6@  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade  7@  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade  8@  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade  9@  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade  11@  ;; The actor fades away like a ghost
0164: disable_marker $1B1
04CE: $1B1 = create_icon_marker_without_sphere  16 at $213 $214 $215
0164: disable_marker $8E0
022A: remove_forbidden_for_peds_cube  .778 -944.7307  14.4913  7.0235 -931.7332  23.0981
0249: release_model #PCJ600
0249: release_model #COLT45
0249: release_model #UZI
0296: unload_special_actor  1
0296: unload_special_actor  2
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 9---------------
; Originally: Guardian Angels


:Label04DD6E
03A4: name_thread "GENERL3"
0050: gosub £Label04DD9C
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label04DD93
0050: gosub £Label0543AC

:Label04DD93
0050: gosub £Label05440B
004E: end_thread

:Label04DD9C
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "GENERA3"
058E: set_restart_mission_taxi_destination -163.0 -1439.4  9.0  201.5
0004: $938 =  0  ;; integer values
0005: $939 =  156.0404  ;; floating-point values
0005: $93A = -1193.324  ;; floating-point values
0005: $93B =  17.8427  ;; floating-point values
0005: $940 =  462.29  ;; floating-point values
0005: $941 = -486.0  ;; floating-point values
0005: $942 =  10.48  ;; floating-point values
0005: $93C =  463.4609  ;; floating-point values
0005: $93D = -461.3178  ;; floating-point values
0005: $93E =  9.486246  ;; floating-point values
0005: $93F =  178.791  ;; floating-point values
0005: $905 =  457.6495  ;; floating-point values
0005: $906 = -512.88  ;; floating-point values
0005: $907 =  9.899856  ;; floating-point values
0005: $908 =  454.1362  ;; floating-point values
0005: $909 = -503.9373  ;; floating-point values
0005: $90A =  16.9188  ;; floating-point values
0005: $90C =  462.877  ;; floating-point values
0005: $90D = -514.963  ;; floating-point values
0005: $90E =  16.951  ;; floating-point values
0005: $90F =  12.838  ;; floating-point values
0005: $8FF =  446.7785  ;; floating-point values
0005: $900 = -525.1792  ;; floating-point values
0005: $901 =  9.5282  ;; floating-point values
0005: $902 =  315.6846  ;; floating-point values
0004: $943 =  0  ;; integer values
0004: $945 =  0  ;; integer values
0005: $946 =  497.03  ;; floating-point values
0005: $947 = -518.829  ;; floating-point values
0005: $948 =  10.6891  ;; floating-point values
0005: $949 =  163.719  ;; floating-point values
0005: $94A =  455.754  ;; floating-point values
0005: $94B = -528.0207  ;; floating-point values
0004: $94D =  0  ;; integer values
0005: $94E =  423.574  ;; floating-point values
0005: $94F = -513.052  ;; floating-point values
0005: $950 =  9.774  ;; floating-point values
0005: $951 =  248.0281  ;; floating-point values
0005: $952 =  451.082  ;; floating-point values
0005: $953 = -523.164  ;; floating-point values
0005: $954 =  10.4  ;; floating-point values
0004: $956 =  0  ;; integer values
0005: $957 =  486.535  ;; floating-point values
0005: $958 = -537.118  ;; floating-point values
0005: $959 =  11.191  ;; floating-point values
0005: $95A =  250.382  ;; floating-point values
0004: $95C =  0  ;; integer values
0005: $95D =  465.478  ;; floating-point values
0005: $95E = -416.186  ;; floating-point values
0005: $95F =  11.2568  ;; floating-point values
0005: $960 =  172.784  ;; floating-point values
0005: $961 =  459.131  ;; floating-point values
0005: $962 = -485.317  ;; floating-point values
0005: $963 =  11.136  ;; floating-point values
0004: $965 =  0  ;; integer values
0005: $966 =  425.64  ;; floating-point values
0005: $967 = -513.68  ;; floating-point values
0005: $968 =  9.785  ;; floating-point values
0005: $969 =  245.37  ;; floating-point values
0005: $96A =  451.121  ;; floating-point values
0005: $96B = -519.82  ;; floating-point values
0005: $96C =  10.486  ;; floating-point values
0004: $91E =  0  ;; integer values
0004: $91F =  0  ;; integer values
0004: $920 =  0  ;; integer values
0004: $921 =  0  ;; integer values
0004: $922 =  0  ;; integer values
0004: $923 =  0  ;; integer values
0004: $924 =  0  ;; integer values
0004: $925 =  0  ;; integer values
0004: $926 =  0  ;; integer values
0004: $927 =  0  ;; integer values
0004: $970 =  0  ;; integer values
0004: $971 =  0  ;; integer values
0004: $972 =  0  ;; integer values
0004: $973 =  0  ;; integer values
0004: $974 =  0  ;; integer values
0004: $8FC =  0  ;; integer values
0004: $97A =  0  ;; integer values
0004: $97B =  0  ;; integer values
0004: $97C =  0  ;; integer values
0004: $97D =  0  ;; integer values
0004: $8F2 =  0  ;; integer values
0004: $97E =  0  ;; integer values
0004: $8FD =  0  ;; integer values
0004: $982 =  0  ;; integer values
0004: $97F =  0  ;; integer values
0004: $998 =  0  ;; integer values
0004: $999 =  0  ;; integer values
0004: $99A =  0  ;; integer values
0004: $970 =  0  ;; integer values
0004: $938 =  0  ;; integer values
0004: $99D =  0  ;; integer values
0004: $99F =  0  ;; integer values
0004: $9A0 =  0  ;; integer values
0004: $9A1 =  0  ;; integer values
0004: $9A2 =  0  ;; integer values
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -95 (LODCARGOSHP03)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -96 (LODCARGOSHP04)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -97 (LODCARGOSHP05)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -98 (LODCARGOSHP24)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -99 (LODCARGOSHP25)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -100 (LODCARGOSHP28)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -101 (LODCARGOSHP32)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -102 (LODCARGOSHP35)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -103 (LODCARGOSHP41)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -104 (LODCARGOSHP47)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -105 (LODCARGOSHP50)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -106 (LODCARGOSHP51)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -107 (LODCARGOSHP64)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -108 (LODCARGOSHP70)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -109 (LODCARGOSHP71)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -110 (LODCARGOSHP72)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -111 (LODCARGOSHP73)  0
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -112 (LODARGOHULL2)  0
03CF: load_wav "MONO_9" as  1
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSCOLO"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 +=  .003  ;; floating-point values
000D: $1C1 -=  1.381  ;; floating-point values
0009: $1C2 +=  3.149  ;; floating-point values
0244: set_cutscene_pos $1C0 $1C1 $1C2
03CB: set_camera $1C0 $1C1 $1C2
038B: load_requested_models

:Label04E351
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label04E36F
0001: wait  0 ms
0002: jump £Label04E351

:Label04E36F
041D: set_camera_near_clip  .1
02E4: load_cutscene_data "COL_3A"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 +=  .003  ;; floating-point values
000D: $1C1 -=  1.381  ;; floating-point values
0009: $1C2 +=  3.149  ;; floating-point values
0244: set_cutscene_pos $1C0 $1C1 $1C2
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $96 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $96 "CSCOLO"
0395: clear_area  1 at -244.2799 -1360.67 range  7.0786  1.0
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67  7.0786
0171: set_player $PLAYER_CHAR z_angle_to  279.1362
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label04E42B
00D6: if  0
001A:    2880 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04E44E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04E42B

:Label04E44E
00BC: text_highpriority "GEN3_A"  10000 ms  1  ;; Thomas, I appreciate your coming.

:Label04E45D
00D6: if  0
001A:    4968 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04E480
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04E45D

:Label04E480
00BC: text_highpriority "GEN3_B"  10000 ms  1  ;; Forgive me for getting straight to business.

:Label04E48F
00D6: if  0
001A:    8932 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04E4B2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04E48F

:Label04E4B2
00BC: text_highpriority "GEN3_C"  10000 ms  1  ;; Diaz has asked me to oversee a minor business transaction.

:Label04E4C1
00D6: if  0
001A:    11868 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04E4E4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04E4C1

:Label04E4E4
00BC: text_highpriority "GEN3_D"  10000 ms  1  ;; Let's hope it goes better than last time, huh?

:Label04E4F3
00D6: if  0
001A:    13573 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04E516
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04E4F3

:Label04E516
00BC: text_highpriority "GEN3_E"  10000 ms  1  ;; Which is why I thought of you, my friend.

:Label04E525
00D6: if  0
001A:    16601 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04E548
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04E525

:Label04E548
00BC: text_highpriority "GEN3_F"  10000 ms  1  ;; I've dropped some protection at the multistory carpark.

:Label04E557
00D6: if  0
001A:    19737 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04E57A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04E557

:Label04E57A
00BC: text_highpriority "GEN3_G"  10000 ms  1  ;; Pick it up - then go and watch over Diaz's men at the drop off.

:Label04E589
00D6: if  0
001A:    23717 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04E5AC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04E589

:Label04E5AC
00BC: text_highpriority "GEN3_H"  10000 ms  1  ;; Gracias, amigo.

:Label04E5BB
00D6: if  0
001A:    24768 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label04E5DE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label04E5BB

:Label04E5DE
016A: fade  0 ()  1500 ms
00BE: text_clear_all
0001: wait  1000 ms
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label04E613
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label04E613
03D1: play_wav  1
0004: $9A2 =  1  ;; integer values

:Label04E613
00D6: if  0
016B:   fading
004D: jump_if_false £Label04E62B
0001: wait  0 ms
0002: jump £Label04E613

:Label04E62B
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -95 (LODCARGOSHP03)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -96 (LODCARGOSHP04)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -97 (LODCARGOSHP05)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -98 (LODCARGOSHP24)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -99 (LODCARGOSHP25)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -100 (LODCARGOSHP28)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -101 (LODCARGOSHP32)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -102 (LODCARGOSHP35)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -103 (LODCARGOSHP41)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -104 (LODCARGOSHP47)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -105 (LODCARGOSHP50)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -106 (LODCARGOSHP51)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -107 (LODCARGOSHP64)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -108 (LODCARGOSHP70)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -109 (LODCARGOSHP71)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -110 (LODCARGOSHP72)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -111 (LODCARGOSHP73)  1
0363: toggle_model_render_at -647.0 -1323.0  19.9 radius  100.0 object -112 (LODARGOHULL2)  1
04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67
0395: clear_area  1 at -244.2799 -1360.67 range  7.0786  1.0
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67  7.0786
0171: set_player $PLAYER_CHAR z_angle_to  279.1362
0373: set_camera_directly_behind_player
04BB: select_interiour  0  ;; select render area
0247: request_model #ADMIRAL
0247: request_model #CLA
0247: request_model #CLB
0247: request_model #INFERNUS
0247: request_model #UZI
0247: request_model #RUGER
023C: load_special_actor  1 "IGBUDDY"
023C: load_special_actor  2 "IGDIAZ"

:Label04E88B
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label04E8A9
0001: wait  0 ms
0002: jump £Label04E88B

:Label04E8A9
00D6: if  24
8248:   NOT   model #ADMIRAL available
8248:   NOT   model #CLA available
8248:   NOT   model #CLB available
8248:   NOT   model #INFERNUS available
8248:   NOT   model #UZI available
004D: jump_if_false £Label04E8D6
0001: wait  0 ms
0002: jump £Label04E8A9

:Label04E8D6
00D6: if  0
8248:   NOT   model #RUGER available
004D: jump_if_false £Label04E8F1
0001: wait  0 ms
0002: jump £Label04E8D6

:Label04E8F1
00D6: if  0
0038:   $9A2 ==  1  ;; integer values
004D: jump_if_false £Label04E91D

:Label04E903
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label04E91D
0001: wait  0 ms
0002: jump £Label04E903

:Label04E91D
03CF: load_wav "COL3_1" as  1
03CF: load_wav "COL3_2" as  2

:Label04E935
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label04E953
0001: wait  0 ms
0002: jump £Label04E935

:Label04E953
01B6: set_weather  4
016A: fade  1 (back)  1500 ms
032B: $8F1 = create_weapon_pickup #RUGER  3 ammo  210 at $939 $93A $93B
03DC: $936 = create_marker_above_pickup $8F1
00BC: text_highpriority "GEN3_20"  10000 ms  2  ;; ~g~The Colonel has arranged some firepower for you at the multistory carpark.
0481:  3.0

:Label04E992
0001: wait  0 ms
00D6: if  0
00E3:   player $PLAYER_CHAR  0 ()near_point  457.6495 -512.88 radius  100.0  100.0
004D: jump_if_false £Label04E9C3
010D: set_player $PLAYER_CHAR wanted_level_to  0

:Label04E9C3
00D6: if  0
0038:   $8FC ==  0  ;; integer values
004D: jump_if_false £Label04EB0B
00D6: if  0
0038:   $938 ==  0  ;; integer values
004D: jump_if_false £Label04EB0B
00D6: if  0
0214:   pickup $8F1 picked_up
004D: jump_if_false £Label04EB0B
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0249: release_model #RUGER
0001: wait  100 ms
00A5: $98E = create_car #INFERNUS at  132.7045 -1211.924  15.2615
0175: set_car $98E z_angle_to  358.8415
0229: set_car $98E color_to  1  1
0129: $8F3 = create_actor  21 #SPECIAL01 in_car $98E driverseat
01ED: reset_actor $8F3 flags
0568: $8F3  1
00A9: set_car $98E to_normal_driver
01B8: set_player $PLAYER_CHAR armed_weapon_to  0
0223: set_actor $8F3 health_to  600
02C2: car $98E drive_to_point  132.4825 -1199.147  16.7405
00AD: set_car $98E max_speed_to  15.0
0395: clear_area  1 at  132.7045 -1211.924 range  15.2615  30.0
015F: set_camera_position  146.4568 -1198.274  17.66698  0.0  0.0  0.0
0159: camera_on_ped $8F3  15  2
0395: clear_area  1 at  154.763 -1193.619 range  16.7333  8.0
0055: put_player $PLAYER_CHAR at  154.763 -1193.619  16.7333
0171: set_player $PLAYER_CHAR z_angle_to  122.5278
0004: $8FC =  1  ;; integer values
0004: $938 =  1  ;; integer values
0006:  16@ =  0  ;; integer values

:Label04EB0B
00D6: if  0
0038:   $8FC ==  1  ;; integer values
004D: jump_if_false £Label04EC08
00D6: if  0
0038:   $938 ==  1  ;; integer values
004D: jump_if_false £Label04EC08
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04EC08
00D6: if  0
8119:   NOT   car $98E wrecked
004D: jump_if_false £Label04EC08
00D6: if  0
01AF:   car $98E  0 ()near_point  132.4825 -1199.147  16.7405 radius  3.0  3.0  3.0
004D: jump_if_false £Label04EBD0
0055: put_player $PLAYER_CHAR at  154.763 -1193.619  16.7333
0171: set_player $PLAYER_CHAR z_angle_to  122.5278
02C2: car $98E drive_to_point  151.2979 -1196.164  16.7405
00AD: set_car $98E max_speed_to  15.0
0004: $8FC =  2  ;; integer values
0006:  16@ =  0  ;; integer values
0002: jump £Label04EC08

:Label04EBD0
00D6: if  0
0019:    16@ >  25000  ;; integer values
004D: jump_if_false £Label04EC08
00AB: put_car $98E at  133.0962 -1199.203  16.7405
0175: set_car $98E z_angle_to  272.7057
0006:  16@ =  0  ;; integer values

:Label04EC08
00D6: if  0
0038:   $8FC ==  2  ;; integer values
004D: jump_if_false £Label04ED3D
00D6: if  0
0038:   $938 ==  1  ;; integer values
004D: jump_if_false £Label04ED3D
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04ED3D
00D6: if  0
8119:   NOT   car $98E wrecked
004D: jump_if_false £Label04ED3D
00D6: if  0
01AF:   car $98E  0 ()near_point  151.2979 -1196.164  16.7405 radius  3.0  3.0  3.0
004D: jump_if_false £Label04ED05
00A9: set_car $98E to_normal_driver
0001: wait  750 ms
015F: set_camera_position  155.74 -1190.988  17.96301  0.0  0.0  0.0
0160: point_camera  155.1032 -1191.757  17.90614  2
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04ECF0
00D6: if  0
8119:   NOT   car $98E wrecked
004D: jump_if_false £Label04ECF0
01D3: actor $8F3 leave_car $98E
0210: player $PLAYER_CHAR look_at_actor $8F3
0006:  16@ =  0  ;; integer values

:Label04ECF0
0004: $8FC =  3  ;; integer values
0006:  16@ =  0  ;; integer values
0002: jump £Label04ED3D

:Label04ED05
00D6: if  0
0019:    16@ >  25000  ;; integer values
004D: jump_if_false £Label04ED3D
00AB: put_car $98E at  151.3173 -1196.147  16.7405
0175: set_car $98E z_angle_to  268.9265
0006:  16@ =  0  ;; integer values

:Label04ED3D
00D6: if  0
0038:   $8FC ==  3  ;; integer values
004D: jump_if_false £Label04EDD7
00D6: if  0
0038:   $938 ==  1  ;; integer values
004D: jump_if_false £Label04EDD7
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04EDD7
00D6: if  0
80DF:   NOT   actor $8F3 driving
004D: jump_if_false £Label04EDD7
04C2: $8F3 $PLAYER_ACTOR
0006:  16@ =  0  ;; integer values
00BC: text_highpriority "GEN3_1"  5000 ms  1  ;; Hogging all the action, I see...
03D1: play_wav  1

:Label04EDA3
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04EDC2
0001: wait  0 ms
0002: jump £Label04EDA3

:Label04EDC2
040D: unload_wav  1
03D5: remove_text "GEN3_1"  ;; Hogging all the action, I see...
0004: $8FC =  4  ;; integer values

:Label04EDD7
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04F099
00D6: if  0
0038:   $8FC ==  4  ;; integer values
004D: jump_if_false £Label04F099
00D6: if  0
0038:   $938 ==  1  ;; integer values
004D: jump_if_false £Label04F099
00D6: if  21
0126:   actor $8F3 walking
0019:    16@ >  20000  ;; integer values
004D: jump_if_false £Label04F099
00BC: text_highpriority "GEN3_2"  5000 ms  1  ;; Look, you wanna do something other than just shadowing me everywhere? Why don't you come along and show me if you're any use.
03D1: play_wav  2

:Label04EE36
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04EE6D
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label04EE66
0002: jump £Label04EFC7

:Label04EE66
0002: jump £Label04EE36

:Label04EE6D
040D: unload_wav  2
03D5: remove_text "GEN3_2"  ;; Look, you wanna do something other than just shadowing me everywhere? Why don't you come along and show me if you're any use.
03CF: load_wav "COL3_2A" as  1
03CF: load_wav "COL3_2B" as  2

:Label04EE93
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label04EEB1
0001: wait  0 ms
0002: jump £Label04EE93

:Label04EEB1
015F: set_camera_position  156.1723 -1199.14  18.43115  0.0  0.0  0.0
0160: point_camera  155.5315 -1198.387  18.27806  2
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04EEFE
0372: set_actor $8F3 anim  19 wait_state_time  10000 ms

:Label04EEFE
00BC: text_highpriority "GEN3_3"  5000 ms  1  ;; I might just do that. The name's Lance, by the way.
03D1: play_wav  1

:Label04EF11
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04EF48
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label04EF41
0002: jump £Label04EFC7

:Label04EF41
0002: jump £Label04EF11

:Label04EF48
040D: unload_wav  1
03D5: remove_text "GEN3_3"  ;; I might just do that. The name's Lance, by the way.
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04EF6F
0372: set_actor $8F3 anim  0 wait_state_time  100 ms

:Label04EF6F
00BC: text_highpriority "GEN3_4"  5000 ms  1  ;; Tommy Vercetti. Let's go...
03D1: play_wav  2

:Label04EF82
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04EFB9
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label04EFB2
0002: jump £Label04EFC7

:Label04EFB2
0002: jump £Label04EF82

:Label04EFB9
040D: unload_wav  2
03D5: remove_text "GEN3_4"  ;; Tommy Vercetti. Let's go...

:Label04EFC7
040D: unload_wav  1
040D: unload_wav  2
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04EFF1
0372: set_actor $8F3 anim  0 wait_state_time  100 ms

:Label04EFF1
03EB: clear_small_messages_only
03CF: load_wav "COL3_3" as  1
03CF: load_wav "COL3_4" as  2

:Label04F00B
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label04F029
0001: wait  0 ms
0002: jump £Label04F00B

:Label04F029
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04F059
01DF: tie_actor $8F3 to_player $PLAYER_CHAR
04F5: unknown_actor $8F3 kiss_player $PLAYER_CHAR on  1
0004: $97E =  1  ;; integer values
0319: set_actor $8F3 wander_state_to  1 (off)

:Label04F059
0006:  16@ =  0  ;; integer values
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
018A: $937 = create_checkpoint_at $905 $906  11.062
00BC: text_highpriority "GEN3_44"  10000 ms  2  ;; ~g~Go with Lance to the drop off and watch over Diaz.
041E: set_radio_station  3 -1
0004: $938 =  2  ;; integer values

:Label04F099
00D6: if  0
0038:   $938 ==  2  ;; integer values
004D: jump_if_false £Label04F0E8
00D6: if  0
0038:   $9A0 ==  0  ;; integer values
004D: jump_if_false £Label04F0E8
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label04F0E8
03E5: text_box "GEN3_57"  ;; The Kruger is an assault rifle, which allows you to manually aim in 1st person.
0006:  16@ =  0  ;; integer values
0004: $9A0 =  1  ;; integer values

:Label04F0E8
00D6: if  0
0038:   $938 ==  2  ;; integer values
004D: jump_if_false £Label04F16D
00D6: if  0
0038:   $9A0 ==  1  ;; integer values
004D: jump_if_false £Label04F16D
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label04F16D
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label04F155
03E5: text_box "GEN3_59"  ;; Press and hold the~h~ ~k~~PED_LOCK_TARGET~~w~ button to ~h~aim~w~ with an assault rifle.
0006:  16@ =  0  ;; integer values
0004: $9A0 =  2  ;; integer values
0002: jump £Label04F16D

:Label04F155
03E5: text_box "GEN3_58"  ;; Press and hold the~h~ ~k~~PED_LOCK_TARGET~~w~ button to ~h~aim~w~ with an assault rifle.
0006:  16@ =  0  ;; integer values
0004: $9A0 =  2  ;; integer values

:Label04F16D
00D6: if  0
0038:   $938 ==  2  ;; integer values
004D: jump_if_false £Label04F223
00D6: if  0
0038:   $9A0 ==  2  ;; integer values
004D: jump_if_false £Label04F223
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label04F223
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label04F1DA
03E5: text_box "GEN3_62"  ;; Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle.
0006:  16@ =  0  ;; integer values
0004: $9A0 =  3  ;; integer values
0002: jump £Label04F223

:Label04F1DA
00D6: if  0
0038:   $12 ==  2  ;; integer values
004D: jump_if_false £Label04F20B
03E5: text_box "GEN3_61"  ;; Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle.
0006:  16@ =  0  ;; integer values
0004: $9A0 =  3  ;; integer values
0002: jump £Label04F223

:Label04F20B
03E5: text_box "GEN3_60"  ;; Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle.
0006:  16@ =  0  ;; integer values
0004: $9A0 =  3  ;; integer values

:Label04F223
00D6: if  0
0038:   $938 ==  2  ;; integer values
004D: jump_if_false £Label04F57C
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04F57C
00D6: if  0
00F8:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point $905 $906 $907 radius  3.0  3.0  1.5
004D: jump_if_false £Label04F57C
00D6: if  0
0101:   actor $8F3 stopped_near_point $905 $906 $907 radius  3.0  3.0  1.5 sphere  0
004D: jump_if_false £Label04F57C
0249: release_model #INFERNUS
01C3: remove_references_to_car $98E  ;; Like turning a car into any random car
022B: create_forbidden_for_peds_cube  378.103 -785.55 -10.908  448.572 -365.738  15.096
01E8: create_forbidden_for_cars_cube  378.103 -785.55 -10.908  448.572 -365.738  15.096
022B: create_forbidden_for_peds_cube  461.047 -407.806 -5.549  470.15 -391.0296  16.9967
01E8: create_forbidden_for_cars_cube  461.047 -407.806 -5.549  470.15 -391.0296  16.9967
022B: create_forbidden_for_peds_cube  435.0 -524.0  8.06  471.0 -543.0  10.22
01E8: create_forbidden_for_cars_cube  435.0 -524.0  8.06  471.0 -543.0  10.22
022B: create_forbidden_for_peds_cube  459.0238 -516.2858 -9.8426  442.6711 -521.8006  9.3815
022B: create_forbidden_for_peds_cube  453.827 -521.7261 -9.8193  458.1206 -518.6826  9.8448
022B: create_forbidden_for_peds_cube  463.6935 -522.5222 -9.9304  458.2091 -523.7589  9.9072
01E8: create_forbidden_for_cars_cube  360.1251 -718.2709  5.6599  358.0144 -714.4711  15.5665
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0164: disable_marker $937
0004: $97E =  2  ;; integer values
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label04F40F
03E2: actor $PLAYER_ACTOR exit_car

:Label04F40F
00D6: if  0
00DF:   actor $8F3 driving
004D: jump_if_false £Label04F424
03E2: actor $8F3 exit_car

:Label04F424
0395: clear_area  1 at $93C $93D range  50.0  50.0
00A5: $8F8 = create_car #ADMIRAL at $93C $93D $93E
0229: set_car $8F8 color_to  8  8
0175: set_car $8F8 z_angle_to $93F
00A9: set_car $8F8 to_normal_driver
020A: set_car $8F8 door_status_to  3
02AC: set_car $8F8 immunities  1  1  1  1  1
053F: set_car $8F8 tires_vulnerable  0
0129: $8F7 = create_actor  10 #SPECIAL02 in_car $8F8 driverseat
00A9: set_car $8F8 to_normal_driver
01ED: reset_actor $8F7 flags
0223: set_actor $8F7 health_to  500
0568: $8F7  1
01C8: $8F5 = create_actor  10 #CLB in_car $8F8 passenger_seat  0
01B2: give_actor $8F5 weapon  23 ammo  3000  ;; Load the weapon model before using this
01ED: reset_actor $8F5 flags
0223: set_actor $8F5 health_to  10
011A: set_actor $8F5 flags  256
0243: set_actor $8F5 ped_stats_to  16
02E2: set_actor $8F5 weapon_accuracy_to  10
0568: $8F5  1
01C8: $8F6 = create_actor  10 #CLA in_car $8F8 passenger_seat  1
01B2: give_actor $8F6 weapon  23 ammo  3000  ;; Load the weapon model before using this
01ED: reset_actor $8F6 flags
0223: set_actor $8F6 health_to  10
011A: set_actor $8F6 flags  256
0243: set_actor $8F6 ped_stats_to  16
02E2: set_actor $8F6 weapon_accuracy_to  10
0568: $8F6  1
00AD: set_car $8F8 max_speed_to  14.0
02C2: car $8F8 drive_to_point $940 $941 $942
015F: set_camera_position  453.4417 -534.7897  19.79188  0.0  0.0  0.0
0160: point_camera  453.7277 -533.8484  19.61285  2
0004: $938 =  3  ;; integer values
0006:  16@ =  0  ;; integer values

:Label04F57C
00D6: if  0
0038:   $938 ==  3  ;; integer values
004D: jump_if_false £Label04F7D7
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04F7D7
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label04F7D7
00D6: if  0
8118:   NOT   actor $8F5 dead
004D: jump_if_false £Label04F7D7
00D6: if  0
8118:   NOT   actor $8F6 dead
004D: jump_if_false £Label04F7D7
00D6: if  0
8119:   NOT   car $8F8 wrecked
004D: jump_if_false £Label04F7D7
00D6: if  0
01AD:   car $8F8  0 ()near_point $940 $941  1.3  1.0
004D: jump_if_false £Label04F7A5
015F: set_camera_position  462.3436 -491.1512  11.73179  0.0  0.0  0.0
0160: point_camera  462.3286 -490.1543  11.65438  2
00A9: set_car $8F8 to_normal_driver
00D6: if  0
80DF:   NOT   actor $8F3 driving
004D: jump_if_false £Label04F79E
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label04F79E
0395: clear_area  1 at  461.4244 -493.8346 range  100.0  100.0
0055: put_player $PLAYER_CHAR at  461.4597 -494.8022 -100.0
00A1: put_actor $8F3 at  462.4995 -495.6623 -100.0
0395: clear_area  1 at  461.4244 -493.8346 range  100.0  100.0
0210: player $PLAYER_CHAR look_at_actor $8F7
020E: actor $8F3 look_at_actor $8F7
01E0: clear_leader $8F3
0319: set_actor $8F3 wander_state_to  0 (wander)
01B8: set_player $PLAYER_CHAR armed_weapon_to  0
00D6: if  0
00DF:   actor $8F7 driving
004D: jump_if_false £Label04F6E8
03E2: actor $8F7 exit_car

:Label04F6E8
0211: actor $8F7 walk_to  461.4244 -493.8346
0001: wait  350 ms
0004: $943 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $8F5 dead
004D: jump_if_false £Label04F72D
00D6: if  0
00DF:   actor $8F5 driving
004D: jump_if_false £Label04F72D
03E2: actor $8F5 exit_car
0001: wait  250 ms

:Label04F72D
00D6: if  0
8118:   NOT   actor $8F6 dead
004D: jump_if_false £Label04F752
00D6: if  0
00DF:   actor $8F6 driving
004D: jump_if_false £Label04F752
03E2: actor $8F6 exit_car

:Label04F752
00D6: if  0
8118:   NOT   actor $8F5 dead
004D: jump_if_false £Label04F771
0211: actor $8F5 walk_to  460.9342 -492.7018

:Label04F771
00D6: if  0
8118:   NOT   actor $8F6 dead
004D: jump_if_false £Label04F790
0211: actor $8F6 walk_to  462.7259 -492.7736

:Label04F790
0004: $938 =  4  ;; integer values
0006:  16@ =  0  ;; integer values

:Label04F79E
0002: jump £Label04F7D7

:Label04F7A5
00D6: if  0
0019:    16@ >  20000  ;; integer values
004D: jump_if_false £Label04F7D7
00AB: put_car $8F8 at $940 $941 -100.0
0175: set_car $8F8 z_angle_to $93F
0006:  16@ =  0  ;; integer values

:Label04F7D7
00D6: if  0
0038:   $943 ==  1  ;; integer values
004D: jump_if_false £Label04F849
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label04F849
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04F849
00D6: if  0
82CB:   NOT   actor $8F7 bounding_sphere_visible
004D: jump_if_false £Label04F849
015F: set_camera_position  458.0866 -494.786  11.68491  0.0  0.0  0.0
0159: camera_on_ped $8F7  15  2
0004: $943 =  2  ;; integer values

:Label04F849
00D6: if  0
0038:   $938 ==  4  ;; integer values
004D: jump_if_false £Label04FAE4
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label04FAE4
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04FAE4
00D6: if  0
00E7:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot  461.4445 -495.2143 radius  2.0  2.0
004D: jump_if_false £Label04FAAC
00D6: if  0
00F0:   actor $8F3 stopped  0 ()near_point_on_foot  461.4445 -495.2143 radius  2.0  2.0
004D: jump_if_false £Label04FA6D
00D6: if  0
00F0:   actor $8F7 stopped  0 ()near_point_on_foot  461.4445 -495.2143 radius  2.0  2.0
004D: jump_if_false £Label04FA2E
00D6: if  0
8118:   NOT   actor $8F5 dead
004D: jump_if_false £Label04FA27
00D6: if  0
8118:   NOT   actor $8F6 dead
004D: jump_if_false £Label04FA27
00D6: if  0
8119:   NOT   car $8F8 wrecked
004D: jump_if_false £Label04FA27
0319: set_actor $8F3 wander_state_to  0 (wander)
011C: actor $8F7 clear_objective
011C: actor $PLAYER_ACTOR clear_objective
020F: actor $8F7 look_at_player $PLAYER_CHAR
0519: unknown_car $8F8 flag  1
0372: set_actor $8F7 anim  19 wait_state_time  10000 ms
00BC: text_highpriority "GEN3_5"  5000 ms  1  ;; You must be Cortez's new gun.
03D1: play_wav  1

:Label04F95A
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label04F979
0001: wait  0 ms
0002: jump £Label04F95A

:Label04F979
040D: unload_wav  1
03D5: remove_text "GEN3_5"  ;; You must be Cortez's new gun.
0372: set_actor $8F7 anim  0 wait_state_time  100 ms
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  10000 ms
00BC: text_highpriority "GEN3_6"  5000 ms  1  ;; Until more gainful opportunities arise.
03D1: play_wav  2

:Label04F9AD
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label04F9CC
0001: wait  0 ms
0002: jump £Label04F9AD

:Label04F9CC
040D: unload_wav  2
03D5: remove_text "GEN3_6"  ;; Until more gainful opportunities arise.
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms
03CF: load_wav "COL3_5" as  1
03CF: load_wav "COL3_6" as  2

:Label04F9FB
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label04FA19
0001: wait  0 ms
0002: jump £Label04F9FB

:Label04FA19
0006:  16@ =  0  ;; integer values
0004: $938 =  5  ;; integer values

:Label04FA27
0002: jump £Label04FA66

:Label04FA2E
00D6: if  0
0019:    16@ >  20000  ;; integer values
004D: jump_if_false £Label04FA66
00A1: put_actor $8F7 at  461.4244 -493.8346 -100.0
0173: set_actor $8F7 z_angle_to  169.954
0006:  16@ =  0  ;; integer values

:Label04FA66
0002: jump £Label04FAA5

:Label04FA6D
00D6: if  0
0019:    16@ >  20000  ;; integer values
004D: jump_if_false £Label04FAA5
00A1: put_actor $8F3 at  462.4995 -495.6623 -100.0
0173: set_actor $8F3 z_angle_to  350.0
0006:  16@ =  0  ;; integer values

:Label04FAA5
0002: jump £Label04FAE4

:Label04FAAC
00D6: if  0
0019:    16@ >  20000  ;; integer values
004D: jump_if_false £Label04FAE4
0055: put_player $PLAYER_CHAR at  461.4597 -494.8022 -100.0
0171: set_player $PLAYER_CHAR z_angle_to  350.0
0006:  16@ =  0  ;; integer values

:Label04FAE4
00D6: if  0
0038:   $938 ==  5  ;; integer values
004D: jump_if_false £Label04FC69
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label04FC69
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04FC69
00D6: if  0
0019:    16@ >  500  ;; integer values
004D: jump_if_false £Label04FC69
0350: unknown_actor $8F7 not_scared_flag  1
0210: player $PLAYER_CHAR look_at_actor $8F3
020F: actor $8F3 look_at_player $PLAYER_CHAR
015F: set_camera_position  463.0205 -492.5053  11.51502  0.0  0.0  0.0
0159: camera_on_ped $PLAYER_ACTOR  15  2
00D6: if  0
8118:   NOT   actor $8F6 dead
004D: jump_if_false £Label04FB80
0337: unknown_actor $8F6 flag  0

:Label04FB80
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  10000 ms
00BC: text_highpriority "GEN3_7"  5000 ms  1  ;; They'll be here any minute - we both better get a good vantage point...
03D1: play_wav  1

:Label04FB9D
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label04FBBC
0001: wait  0 ms
0002: jump £Label04FB9D

:Label04FBBC
040D: unload_wav  1
03D5: remove_text "GEN3_7"  ;; They'll be here any minute - we both better get a good vantage point...
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label04FBE3
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms

:Label04FBE3
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04FBFD
0372: set_actor $8F3 anim  19 wait_state_time  10000 ms

:Label04FBFD
00BC: text_highpriority "GEN3_8"  5000 ms  1  ;; OK! I'll take the balcony, you get the roof across the yard.
03D1: play_wav  2

:Label04FC10
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label04FC2F
0001: wait  0 ms
0002: jump £Label04FC10

:Label04FC2F
040D: unload_wav  2
03D5: remove_text "GEN3_8"  ;; OK! I'll take the balcony, you get the roof across the yard.
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04FC56
0372: set_actor $8F3 anim  0 wait_state_time  100 ms

:Label04FC56
01E0: clear_leader $8F3
0006:  16@ =  0  ;; integer values
0004: $938 =  6  ;; integer values

:Label04FC69
00D6: if  0
0038:   $938 ==  6  ;; integer values
004D: jump_if_false £Label04FD3A
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label04FD3A
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04FD3A
00D6: if  0
8118:   NOT   actor $8F5 dead
004D: jump_if_false £Label04FD3A
00D6: if  0
8118:   NOT   actor $8F6 dead
004D: jump_if_false £Label04FD3A
01B2: give_actor $8F7 weapon  23 ammo  3000  ;; Load the weapon model before using this
0337: unknown_actor $8F6 flag  1
02A3: toggle_widescreen  0 (off)
015A: restore_camera
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
018A: $90B = create_checkpoint_at $908 $909 $90A
009E: set_actor $8F3 path $90C $90D $90E unknown  1.0  1
0350: unknown_actor $8F7 not_scared_flag  1
0350: unknown_actor $8F5 not_scared_flag  1
0350: unknown_actor $8F6 not_scared_flag  1
0514: unknown_actor $8F7  3  0
0514: unknown_actor $8F5  3  0
0514: unknown_actor $8F6  3  0
0006:  16@ =  0  ;; integer values
0004: $938 =  7  ;; integer values

:Label04FD3A
00D6: if  0
0038:   $938 ==  7  ;; integer values
004D: jump_if_false £Label04FD9B
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04FD9B
00D6: if  0
80FF:   NOT   actor $8F3  0 ()near_point_on_foot $90C $90D $90E radius  2.0  2.0  2.0
004D: jump_if_false £Label04FD9B
009E: set_actor $8F3 path $90C $90D $90E unknown  1.0  1

:Label04FD9B
00D6: if  0
0018:   $938 >  6  ;; integer values
004D: jump_if_false £Label04FE35
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label04FDD3
0226: $8FB = actor $8F7 health
0014: $8FB /=  5  ;; integer values
0002: jump £Label04FDDA

:Label04FDD3
0004: $8FB =  0  ;; integer values

:Label04FDDA
00D6: if  0
002A:    0 >= $8FB  ;; integer values
004D: jump_if_false £Label04FDF1
0151: remove_status_text $8FB

:Label04FDF1
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label04FE17
0226: $99C = actor $8F3 health
0014: $99C /=  6  ;; integer values
0002: jump £Label04FE1E

:Label04FE17
0004: $99C =  0  ;; integer values

:Label04FE1E
00D6: if  0
002A:    0 >= $99C  ;; integer values
004D: jump_if_false £Label04FE35
0151: remove_status_text $99C

:Label04FE35
00D6: if  1
0018:   $938 >  7  ;; integer values
001A:    13 > $938  ;; integer values
004D: jump_if_false £Label0508E9
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label050741
00D6: if  0
0118:   actor $8F5 dead
004D: jump_if_false £Label04FEA0
00D6: if  0
0038:   $97C ==  0  ;; integer values
004D: jump_if_false £Label04FEA0
00D6: if  0
0038:   $97A ==  0  ;; integer values
004D: jump_if_false £Label04FEA0
0004: $97A =  1  ;; integer values
0004: $97B =  0  ;; integer values

:Label04FEA0
00D6: if  0
0038:   $998 ==  0  ;; integer values
004D: jump_if_false £Label04FEE9
00D6: if  0
031D:   actor $8F3 hit_by_weapon  22
004D: jump_if_false £Label04FEE9
0467: unknown_actor $8F3
00D6: if  0
0038:   $97A ==  0  ;; integer values
004D: jump_if_false £Label04FEE9
0004: $97A =  3  ;; integer values
0004: $97B =  0  ;; integer values

:Label04FEE9
00D6: if  0
02E0: unknown_actor $8F3
004D: jump_if_false £Label04FF2B
00D6: if  0
0038:   $97D ==  0  ;; integer values
004D: jump_if_false £Label04FF2B
00D6: if  0
0038:   $97A ==  0  ;; integer values
004D: jump_if_false £Label04FF2B
0004: $97A =  4  ;; integer values
0004: $97B =  0  ;; integer values

:Label04FF2B
00D6: if  0
02E0: unknown_actor $8F3
004D: jump_if_false £Label04FF6D
00D6: if  0
0038:   $97D ==  1  ;; integer values
004D: jump_if_false £Label04FF6D
00D6: if  0
0038:   $97A ==  0  ;; integer values
004D: jump_if_false £Label04FF6D
0004: $97A =  5  ;; integer values
0004: $97B =  0  ;; integer values

:Label04FF6D
00D6: if  0
02E0: unknown_actor $8F3
004D: jump_if_false £Label04FFAF
00D6: if  0
0038:   $97D ==  2  ;; integer values
004D: jump_if_false £Label04FFAF
00D6: if  0
0038:   $97A ==  0  ;; integer values
004D: jump_if_false £Label04FFAF
0004: $97A =  9  ;; integer values
0004: $97B =  0  ;; integer values

:Label04FFAF
00D6: if  0
0038:   $998 ==  1  ;; integer values
004D: jump_if_false £Label04FFF8
00D6: if  0
031D:   actor $8F3 hit_by_weapon  22
004D: jump_if_false £Label04FFF8
0467: unknown_actor $8F3
00D6: if  0
0038:   $97A ==  0  ;; integer values
004D: jump_if_false £Label04FFF8
0004: $97A =  6  ;; integer values
0004: $97B =  0  ;; integer values

:Label04FFF8
00D6: if  0
0038:   $998 ==  2  ;; integer values
004D: jump_if_false £Label050041
00D6: if  0
031D:   actor $8F3 hit_by_weapon  22
004D: jump_if_false £Label050041
0467: unknown_actor $8F3
00D6: if  0
0038:   $97A ==  0  ;; integer values
004D: jump_if_false £Label050041
0004: $97A =  7  ;; integer values
0004: $97B =  0  ;; integer values

:Label050041
00D6: if  0
0038:   $998 ==  3  ;; integer values
004D: jump_if_false £Label05008A
00D6: if  0
031D:   actor $8F3 hit_by_weapon  22
004D: jump_if_false £Label05008A
0467: unknown_actor $8F3
00D6: if  0
0038:   $97A ==  0  ;; integer values
004D: jump_if_false £Label05008A
0004: $97A =  8  ;; integer values
0004: $97B =  0  ;; integer values

:Label05008A
00D6: if  0
0038:   $97A ==  1  ;; integer values
004D: jump_if_false £Label050160
00D6: if  0
0038:   $97B ==  0  ;; integer values
004D: jump_if_false £Label0500C8
03CF: load_wav "COL3_10" as  1
0004: $97B =  1  ;; integer values
0002: jump £Label050160

:Label0500C8
00D6: if  0
0038:   $97B ==  1  ;; integer values
004D: jump_if_false £Label0500F0
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0500F0
0004: $97B =  2  ;; integer values

:Label0500F0
00D6: if  0
0038:   $97B ==  2  ;; integer values
004D: jump_if_false £Label05011C
00BC: text_highpriority "GEN3_16"  5000 ms  1  ;; Diaz's men are getting cut down!
03D1: play_wav  1
0004: $97B =  3  ;; integer values

:Label05011C
00D6: if  0
0038:   $97B ==  3  ;; integer values
004D: jump_if_false £Label050160
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label050160
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_16"  ;; Diaz's men are getting cut down!
0004: $97C =  1  ;; integer values

:Label050160
00D6: if  0
0038:   $97A ==  3  ;; integer values
004D: jump_if_false £Label050236
00D6: if  0
0038:   $97B ==  0  ;; integer values
004D: jump_if_false £Label05019E
03CF: load_wav "COL3_8" as  1
0004: $97B =  1  ;; integer values
0002: jump £Label050236

:Label05019E
00D6: if  0
0038:   $97B ==  1  ;; integer values
004D: jump_if_false £Label0501C6
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0501C6
0004: $97B =  2  ;; integer values

:Label0501C6
00D6: if  0
0038:   $97B ==  2  ;; integer values
004D: jump_if_false £Label0501F2
00BC: text_highpriority "GEN3_14"  5000 ms  1  ;; Tommy! I need some help here!
03D1: play_wav  1
0004: $97B =  3  ;; integer values

:Label0501F2
00D6: if  0
0038:   $97B ==  3  ;; integer values
004D: jump_if_false £Label050236
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label050236
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_14"  ;; Tommy! I need some help here!
0004: $998 =  1  ;; integer values

:Label050236
00D6: if  0
0038:   $97A ==  4  ;; integer values
004D: jump_if_false £Label05030C
00D6: if  0
0038:   $97B ==  0  ;; integer values
004D: jump_if_false £Label050274
03CF: load_wav "COL3_18" as  1
0004: $97B =  1  ;; integer values
0002: jump £Label05030C

:Label050274
00D6: if  0
0038:   $97B ==  1  ;; integer values
004D: jump_if_false £Label05029C
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05029C
0004: $97B =  2  ;; integer values

:Label05029C
00D6: if  0
0038:   $97B ==  2  ;; integer values
004D: jump_if_false £Label0502C8
00BC: text_highpriority "GEN3_46"  5000 ms  1  ;; Sheeit!
03D1: play_wav  1
0004: $97B =  3  ;; integer values

:Label0502C8
00D6: if  0
0038:   $97B ==  3  ;; integer values
004D: jump_if_false £Label05030C
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05030C
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_46"  ;; Sheeit!
0004: $97D =  1  ;; integer values

:Label05030C
00D6: if  0
0038:   $97A ==  5  ;; integer values
004D: jump_if_false £Label0503E2
00D6: if  0
0038:   $97B ==  0  ;; integer values
004D: jump_if_false £Label05034A
03CF: load_wav "COL3_9" as  1
0004: $97B =  1  ;; integer values
0002: jump £Label0503E2

:Label05034A
00D6: if  0
0038:   $97B ==  1  ;; integer values
004D: jump_if_false £Label050372
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label050372
0004: $97B =  2  ;; integer values

:Label050372
00D6: if  0
0038:   $97B ==  2  ;; integer values
004D: jump_if_false £Label05039E
00BC: text_highpriority "GEN3_15"  5000 ms  1  ;; Don't worry, I got you covered!
03D1: play_wav  1
0004: $97B =  3  ;; integer values

:Label05039E
00D6: if  0
0038:   $97B ==  3  ;; integer values
004D: jump_if_false £Label0503E2
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0503E2
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_15"  ;; Don't worry, I got you covered!
0004: $97D =  2  ;; integer values

:Label0503E2
00D6: if  0
0038:   $97A ==  6  ;; integer values
004D: jump_if_false £Label0504B8
00D6: if  0
0038:   $97B ==  0  ;; integer values
004D: jump_if_false £Label050420
03CF: load_wav "COL3_20" as  1
0004: $97B =  1  ;; integer values
0002: jump £Label0504B8

:Label050420
00D6: if  0
0038:   $97B ==  1  ;; integer values
004D: jump_if_false £Label050448
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label050448
0004: $97B =  2  ;; integer values

:Label050448
00D6: if  0
0038:   $97B ==  2  ;; integer values
004D: jump_if_false £Label050474
00BC: text_highpriority "GEN3_48"  5000 ms  1  ;; Damn!
03D1: play_wav  1
0004: $97B =  3  ;; integer values

:Label050474
00D6: if  0
0038:   $97B ==  3  ;; integer values
004D: jump_if_false £Label0504B8
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0504B8
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_48"  ;; Damn!
0004: $998 =  2  ;; integer values

:Label0504B8
00D6: if  0
0038:   $97A ==  7  ;; integer values
004D: jump_if_false £Label05058E
00D6: if  0
0038:   $97B ==  0  ;; integer values
004D: jump_if_false £Label0504F6
03CF: load_wav "COL3_17" as  1
0004: $97B =  1  ;; integer values
0002: jump £Label05058E

:Label0504F6
00D6: if  0
0038:   $97B ==  1  ;; integer values
004D: jump_if_false £Label05051E
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05051E
0004: $97B =  2  ;; integer values

:Label05051E
00D6: if  0
0038:   $97B ==  2  ;; integer values
004D: jump_if_false £Label05054A
00BC: text_highpriority "GEN3_47"  5000 ms  1  ;; Tommy!
03D1: play_wav  1
0004: $97B =  3  ;; integer values

:Label05054A
00D6: if  0
0038:   $97B ==  3  ;; integer values
004D: jump_if_false £Label05058E
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05058E
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_47"  ;; Tommy!
0004: $998 =  3  ;; integer values

:Label05058E
00D6: if  0
0038:   $97A ==  8  ;; integer values
004D: jump_if_false £Label050664
00D6: if  0
0038:   $97B ==  0  ;; integer values
004D: jump_if_false £Label0505CC
03CF: load_wav "COL3_19" as  1
0004: $97B =  1  ;; integer values
0002: jump £Label050664

:Label0505CC
00D6: if  0
0038:   $97B ==  1  ;; integer values
004D: jump_if_false £Label0505F4
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0505F4
0004: $97B =  2  ;; integer values

:Label0505F4
00D6: if  0
0038:   $97B ==  2  ;; integer values
004D: jump_if_false £Label050620
00BC: text_highpriority "GEN3_48"  5000 ms  1  ;; Damn!
03D1: play_wav  1
0004: $97B =  3  ;; integer values

:Label050620
00D6: if  0
0038:   $97B ==  3  ;; integer values
004D: jump_if_false £Label050664
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label050664
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_48"  ;; Damn!
0004: $998 =  4  ;; integer values

:Label050664
00D6: if  0
0038:   $97A ==  9  ;; integer values
004D: jump_if_false £Label05073A
00D6: if  0
0038:   $97B ==  0  ;; integer values
004D: jump_if_false £Label0506A2
03CF: load_wav "COL3_23" as  1
0004: $97B =  1  ;; integer values
0002: jump £Label05073A

:Label0506A2
00D6: if  0
0038:   $97B ==  1  ;; integer values
004D: jump_if_false £Label0506CA
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0506CA
0004: $97B =  2  ;; integer values

:Label0506CA
00D6: if  0
0038:   $97B ==  2  ;; integer values
004D: jump_if_false £Label0506F6
00BC: text_highpriority "GEN3_52"  5000 ms  1  ;; These Haitians think they can take RICARDO DIAZ!?!
03D1: play_wav  1
0004: $97B =  3  ;; integer values

:Label0506F6
00D6: if  0
0038:   $97B ==  3  ;; integer values
004D: jump_if_false £Label05073A
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05073A
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_52"  ;; These Haitians think they can take RICARDO DIAZ!?!
0004: $97D =  3  ;; integer values

:Label05073A
0002: jump £Label0508E9

:Label050741
00D6: if  0
0038:   $97A ==  1  ;; integer values
004D: jump_if_false £Label050776
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_16"  ;; Diaz's men are getting cut down!
0004: $97C =  1  ;; integer values

:Label050776
00D6: if  0
0038:   $97A ==  3  ;; integer values
004D: jump_if_false £Label0507AB
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_14"  ;; Tommy! I need some help here!
0004: $998 =  1  ;; integer values

:Label0507AB
00D6: if  0
0038:   $97A ==  4  ;; integer values
004D: jump_if_false £Label0507E0
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_46"  ;; Sheeit!
0004: $97D =  1  ;; integer values

:Label0507E0
00D6: if  0
0038:   $97A ==  5  ;; integer values
004D: jump_if_false £Label050815
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_15"  ;; Don't worry, I got you covered!
0004: $97D =  2  ;; integer values

:Label050815
00D6: if  0
0038:   $97A ==  6  ;; integer values
004D: jump_if_false £Label05084A
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_48"  ;; Damn!
0004: $998 =  2  ;; integer values

:Label05084A
00D6: if  0
0038:   $97A ==  7  ;; integer values
004D: jump_if_false £Label05087F
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_47"  ;; Tommy!
0004: $998 =  3  ;; integer values

:Label05087F
00D6: if  0
0038:   $97A ==  8  ;; integer values
004D: jump_if_false £Label0508B4
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_48"  ;; Damn!
0004: $998 =  4  ;; integer values

:Label0508B4
00D6: if  0
0038:   $97A ==  9  ;; integer values
004D: jump_if_false £Label0508E9
0004: $97B =  0  ;; integer values
0004: $97A =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "GEN3_52"  ;; These Haitians think they can take RICARDO DIAZ!?!
0004: $97D =  3  ;; integer values

:Label0508E9
00D6: if  0
0038:   $938 ==  7  ;; integer values
004D: jump_if_false £Label050BBB
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label050BBB
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label050BBB
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot $908 $909 $90A radius  1.0  1.0  2.0
004D: jump_if_false £Label050BBB
00D6: if  0
00FF:   actor $8F3  0 ()near_point_on_foot $90C $90D $90E radius  2.0  2.0  2.0
004D: jump_if_false £Label050B91
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
01EB: set_car_density_to  0.0
0173: set_actor $8F3 z_angle_to $90F
0164: disable_marker $90B
02A9: set_actor $8F7 immune_to_nonplayer  1
0247: request_model #CUBAN
0247: request_model #CBA
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #BURRITO
0247: request_model #VOODOO
0247: request_model #TEC9

:Label0509B5
00D6: if  22
8248:   NOT   model #CUBAN available
8248:   NOT   model #CBA available
8248:   NOT   model #VOODOO available
004D: jump_if_false £Label0509D9
0001: wait  0 ms
0002: jump £Label0509B5

:Label0509D9
00D6: if  23
8248:   NOT   model #TEC9 available
8248:   NOT   model #HNA available
8248:   NOT   model #HNB available
8248:   NOT   model #BURRITO available
004D: jump_if_false £Label050A01
0001: wait  0 ms
0002: jump £Label0509D9

:Label050A01
0395: clear_area  1 at $8FF $900 range  500.0  500.0
00A5: $8FE = create_car #CUBAN at $8FF $900 $901
053F: set_car $8FE tires_vulnerable  0
02AA: set_car $8FE immune_to_nonplayer  1
04E0: unknown_car $8FE  3
0175: set_car $8FE z_angle_to $902
0224: set_car $8FE health_to  3500
0129: $903 = create_actor  7 #CBA in_car $8FE driverseat
01B2: give_actor $903 weapon  22 ammo  3000  ;; Load the weapon model before using this
00A9: set_car $8FE to_normal_driver
01ED: reset_actor $903 flags
011A: set_actor $903 flags  256
0223: set_actor $903 health_to  10
0568: $903  1
01C8: $904 = create_actor  7 #CBA in_car $8FE passenger_seat  0
01B2: give_actor $904 weapon  22 ammo  3000  ;; Load the weapon model before using this
01ED: reset_actor $904 flags
011A: set_actor $904 flags  256
0223: set_actor $904 health_to  10
01DE: tie_actor $904 to_actor $903
0568: $904  1
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label050AD4
020E: actor $8F7 look_at_actor $903

:Label050AD4
015F: set_camera_position  461.6998 -476.1379  18.4551  0.0  0.0  0.0
0160: point_camera  461.5766 -477.0688  18.11078  2
00AB: put_car $8FE at  448.662 -525.4344  9.576
0175: set_car $8FE z_angle_to  329.7276
02C2: car $8FE drive_to_point  465.2766 -496.3094  10.82948
00AD: set_car $8FE max_speed_to  8.0
020E: actor $PLAYER_ACTOR look_at_actor $903
00BC: text_highpriority "GEN3_37"  10000 ms  2  ;; ~g~Here come the Cubans. Watch over the deal making sure Diaz and Lance are safe.
04F7: unknown_status_text $8FB  1 line  1 "GEN3_22"  ;; Diaz's Health:
04F7: unknown_status_text $99C  1 line  2 "GEN3_49"  ;; lance's health:
0006:  16@ =  0  ;; integer values
0004: $938 =  8  ;; integer values
0002: jump £Label050BBB

:Label050B91
00D6: if  0
0019:    16@ >  35000  ;; integer values
004D: jump_if_false £Label050BBB
00A1: put_actor $8F3 at $90C $90D $90E
0006:  16@ =  0  ;; integer values

:Label050BBB
00D6: if  0
0038:   $938 ==  8  ;; integer values
004D: jump_if_false £Label050CDA
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label050CDA
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label050CDA
00D6: if  0
8118:   NOT   actor $903 dead
004D: jump_if_false £Label050CDA
00D6: if  0
8118:   NOT   actor $904 dead
004D: jump_if_false £Label050CDA
00D6: if  0
8119:   NOT   car $8FE wrecked
004D: jump_if_false £Label050CDA
00D6: if  0
01AD:   car $8FE  0 ()near_point  465.2766 -496.3094  1.5  1.5
004D: jump_if_false £Label050CA2
00AD: set_car $8FE max_speed_to  0.0
0210: player $PLAYER_CHAR look_at_actor $903
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03D5: remove_text "GEN3_37"  ;; ~g~Here come the Cubans. Watch over the deal making sure Diaz and Lance are safe.
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
011A: set_actor $8F7 flags  256
0243: set_actor $8F7 ped_stats_to  16
01D3: actor $903 leave_car $8FE
01D3: actor $904 leave_car $8FE
0004: $938 =  9  ;; integer values
0006:  16@ =  0  ;; integer values
0002: jump £Label050CDA

:Label050CA2
00D6: if  0
0019:    16@ >  20000  ;; integer values
004D: jump_if_false £Label050CDA
00AB: put_car $8FE at  465.2766 -496.3094 -100.0
0175: set_car $8FE z_angle_to  349.697
0006:  16@ =  0  ;; integer values

:Label050CDA
00D6: if  0
0038:   $938 ==  9  ;; integer values
004D: jump_if_false £Label050D88
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label050D88
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label050D88
00D6: if  0
8118:   NOT   actor $903 dead
004D: jump_if_false £Label050D88
00D6: if  0
8118:   NOT   actor $904 dead
004D: jump_if_false £Label050D88
00D6: if  0
80DF:   NOT   actor $903 driving
004D: jump_if_false £Label050D88
00D6: if  0
80DF:   NOT   actor $904 driving
004D: jump_if_false £Label050D88
00D6: if  0
8119:   NOT   car $8FE wrecked
004D: jump_if_false £Label050D88
020A: set_car $8FE door_status_to  3
0211: actor $903 walk_to  461.4597 -494.8022
0211: actor $904 walk_to  462.4995 -495.6623
0004: $938 =  10  ;; integer values

:Label050D88
00D6: if  0
0038:   $938 ==  10  ;; integer values
004D: jump_if_false £Label050F07
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label050F07
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label050F07
00D6: if  0
8118:   NOT   actor $903 dead
004D: jump_if_false £Label050F07
00D6: if  0
8118:   NOT   actor $904 dead
004D: jump_if_false £Label050F07
00D6: if  21
00F0:   actor $903 stopped  0 ()near_point_on_foot  461.4445 -495.2143 radius  2.5  2.5
0019:    16@ >  35000  ;; integer values
004D: jump_if_false £Label050F07
00D6: if  21
00F0:   actor $904 stopped  0 ()near_point_on_foot  461.4445 -495.2143 radius  3.0  3.0
0019:    16@ >  35000  ;; integer values
004D: jump_if_false £Label050F07
00A0: store_actor $903 position_to $983 $984 $985
00A0: store_actor $8F7 position_to $986 $987 $988
0011: $984 *= -1.0  ;; floating-point values
0011: $987 *= -1.0  ;; floating-point values
0086: $989 = $983  ;; floating-point values only
0059: $989 += $986  ;; floating-point values
0086: $98A = $987  ;; floating-point values only
0059: $98A += $984  ;; floating-point values
0015: $989 /=  2.0  ;; floating-point values
0015: $98A /=  2.0  ;; floating-point values
0011: $98A *= -1.0  ;; floating-point values
0107: $981 = create_object -120 (BRIEFCASE) at $989 $98A  10.0625
02A9: set_actor $8F7 immune_to_nonplayer  0
0446: (unknown) $8F7  0 
0446: (unknown) $8F3  0 
03F9: make_actors $903 $8F7 converse_in  20000 ms
01E0: clear_leader $904
0350: unknown_actor $904 not_scared_flag  1
0350: unknown_actor $903 not_scared_flag  1
0006:  16@ =  0  ;; integer values
04E3: unknown_player $PLAYER_CHAR  2  120000
0004: $938 =  11  ;; integer values

:Label050F07
00D6: if  0
0038:   $938 ==  11  ;; integer values
004D: jump_if_false £Label050FC2
00D6: if  0
0019:    16@ >  4000  ;; integer values
004D: jump_if_false £Label050FC2
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label050FC2
00D6: if  0
8118:   NOT   actor $8F5 dead
004D: jump_if_false £Label050FC2
00D6: if  0
8118:   NOT   actor $8F6 dead
004D: jump_if_false £Label050FC2
00D6: if  0
8118:   NOT   actor $904 dead
004D: jump_if_false £Label050FC2
0350: unknown_actor $8F3 not_scared_flag  1
011A: set_actor $8F3 flags  256
01B2: give_actor $8F3 weapon  23 ammo  300000  ;; Load the weapon model before using this
0243: set_actor $8F3 ped_stats_to  16
0350: unknown_actor $8F5 not_scared_flag  0
0350: unknown_actor $8F6 not_scared_flag  0
0350: unknown_actor $904 not_scared_flag  0
03E5: text_box "HELP45"  ;; Press the ~h~~k~~PED_DUCK~~w~ button to duck. This will increase the accuracy of guns you are holding.
0006:  16@ =  0  ;; integer values
0006:  17@ =  0  ;; integer values
0004: $938 =  12  ;; integer values

:Label050FC2
00D6: if  0
0018:   $938 >  5  ;; integer values
004D: jump_if_false £Label0510BF
00D6: if  0
001A:    13 > $938  ;; integer values
004D: jump_if_false £Label0510BF
00D6: if  0
0038:   $970 ==  0  ;; integer values
004D: jump_if_false £Label0510BF
00D6: if  24
051A:   unknown_actor $8F7 actor $PLAYER_ACTOR
051A:   unknown_actor $8F5 actor $PLAYER_ACTOR
051A:   unknown_actor $8F6 actor $PLAYER_ACTOR
0118:   actor $8F5 dead
0118:   actor $8F6 dead
004D: jump_if_false £Label0510BF
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label05103C
011A: set_actor $8F7 flags  1

:Label05103C
00D6: if  0
8118:   NOT   actor $8F5 dead
004D: jump_if_false £Label051053
011A: set_actor $8F5 flags  1

:Label051053
00D6: if  0
8118:   NOT   actor $8F6 dead
004D: jump_if_false £Label05106A
011A: set_actor $8F6 flags  1

:Label05106A
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label05107F
054E: $8F7

:Label05107F
00D6: if  0
8118:   NOT   actor $8F5 dead
004D: jump_if_false £Label051094
054E: $8F5

:Label051094
00D6: if  0
8118:   NOT   actor $8F6 dead
004D: jump_if_false £Label0510A9
054E: $8F6

:Label0510A9
00BC: text_highpriority "GEN3_33"  7000 ms  1  ;; ~r~Check your fire!! You're supposed to be watching over Diaz and his men, not shooting them!
0002: jump £Label0543AC

:Label0510BF
00D6: if  0
0018:   $938 >  7  ;; integer values
004D: jump_if_false £Label05117E
00D6: if  0
001A:    13 > $938  ;; integer values
004D: jump_if_false £Label05117E
00D6: if  0
0038:   $970 ==  0  ;; integer values
004D: jump_if_false £Label05117E
00D6: if  21
051A:   unknown_actor $903 actor $PLAYER_ACTOR
051A:   unknown_actor $904 actor $PLAYER_ACTOR
004D: jump_if_false £Label05117E
00D6: if  0
8118:   NOT   actor $903 dead
004D: jump_if_false £Label051127
011A: set_actor $903 flags  1

:Label051127
00D6: if  0
8118:   NOT   actor $904 dead
004D: jump_if_false £Label05113E
011A: set_actor $904 flags  1

:Label05113E
00BC: text_highpriority "GEN3_34"  7000 ms  1  ;; ~r~There ain't gonna be a deal if you shoot the Cubans!
00D6: if  0
8118:   NOT   actor $903 dead
004D: jump_if_false £Label051162
054E: $8F7

:Label051162
00D6: if  0
8118:   NOT   actor $904 dead
004D: jump_if_false £Label051177
054E: $8F5

:Label051177
0002: jump £Label0543AC

:Label05117E
00D6: if  0
0038:   $999 ==  1  ;; integer values
004D: jump_if_false £Label0511E8
00D6: if  0
0038:   $938 ==  12  ;; integer values
004D: jump_if_false £Label0511E8
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label0511E8
00D6: if  0
0038:   $99D ==  0  ;; integer values
004D: jump_if_false £Label0511E8
0350: unknown_actor $8F7 not_scared_flag  0
0239: actor $8F7 run_to  463.2771 -495.5872
0004: $99D =  1  ;; integer values
0004: $999 =  2  ;; integer values

:Label0511E8
00D6: if  0
0038:   $999 ==  2  ;; integer values
004D: jump_if_false £Label05125A
00D6: if  0
0038:   $938 ==  12  ;; integer values
004D: jump_if_false £Label05125A
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label05125A
00D6: if  0
00ED:   actor $8F7  0 ()near_point_on_foot  463.2771 -495.5872 radius  1.0  1.0
004D: jump_if_false £Label05125A
0350: unknown_actor $8F7 not_scared_flag  1
0173: set_actor $8F7 z_angle_to  69.0
0004: $999 =  3  ;; integer values

:Label05125A
00D6: if  0
0038:   $938 ==  12  ;; integer values
004D: jump_if_false £Label0512B8
00D6: if  0
0038:   $999 ==  3  ;; integer values
004D: jump_if_false £Label0512B8
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label0512B8
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label0512B8
00D6: if  0
02E0: unknown_actor $8F3
004D: jump_if_false £Label0512B8
04EB: unknown_actor $8F7 bank  1 account_number  5000

:Label0512B8
00D6: if  0
0038:   $938 ==  12  ;; integer values
004D: jump_if_false £Label051354
00D6: if  0
82AD:   NOT   player $PLAYER_CHAR in_area  453.5544 -461.5191  441.1417 -531.2878 radius  33.5 sphere  0
004D: jump_if_false £Label051354
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label051354
00D6: if  0
82CB:   NOT   actor $8F7 bounding_sphere_visible
004D: jump_if_false £Label051354
00D6: if  0
8038:   NOT   $974 ==  1  ;; integer values
004D: jump_if_false £Label051354
00D6: if  0
8038:   NOT   $973 ==  1  ;; integer values
004D: jump_if_false £Label051354
0321: kill_actor $8F7
00BC: text_highpriority "GEN3_56"  5000 ms  1  ;; ~r~Diaz was ambushed and died! Next time keep him in your sights!
0002: jump £Label0543AC

:Label051354
00D6: if  0
0038:   $938 ==  12  ;; integer values
004D: jump_if_false £Label052A36
00D6: if  0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label0516E5
00D6: if  0
0038:   $945 ==  0  ;; integer values
004D: jump_if_false £Label051494
0395: clear_area  0 at $946 $947 range $948  5.0
00A5: $944 = create_car #VOODOO at $946 $947 $948
053F: set_car $944 tires_vulnerable  0
02AA: set_car $944 immune_to_nonplayer  1
0175: set_car $944 z_angle_to $949
0129: $910 = create_actor  8 #HNA in_car $944 driverseat
054A: unknown_actor $910 flag  0
01B2: give_actor $910 weapon  22 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $910 flags
011A: set_actor $910 flags  1024
011A: set_actor $910 flags  128
0243: set_actor $910 ped_stats_to  16
0162: tie_marker $928 to_actor $910  4  2
0168: show_on_radar $928  2
0223: set_actor $910 health_to  150
01C8: $911 = create_actor  8 #HNB in_car $944 passenger_seat  0
054A: unknown_actor $911 flag  0
01B2: give_actor $911 weapon  22 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $911 flags
011A: set_actor $911 flags  1024
011A: set_actor $911 flags  128
0243: set_actor $911 ped_stats_to  16
0162: tie_marker $929 to_actor $911  4  2
0168: show_on_radar $929  2
0223: set_actor $911 health_to  150
020A: set_car $944 door_status_to  3
0224: set_car $944 health_to  5000
00A9: set_car $944 to_normal_driver
0004: $970 =  1  ;; integer values
0004: $945 =  1  ;; integer values

:Label051494
00D6: if  0
0038:   $945 ==  1  ;; integer values
004D: jump_if_false £Label0514E2
00D6: if  0
8119:   NOT   car $944 wrecked
004D: jump_if_false £Label0514E2
02C2: car $944 drive_to_point  462.3186 -503.6335  10.77767
00AD: set_car $944 max_speed_to  24.0
00AE: unknown_set_car $944 to_ignore_traffic_lights  3
0004: $945 =  2  ;; integer values

:Label0514E2
00D6: if  0
0038:   $945 ==  2  ;; integer values
004D: jump_if_false £Label05152D
00D6: if  0
8119:   NOT   car $944 wrecked
004D: jump_if_false £Label05152D
00D6: if  0
01AD:   car $944  0 ()near_point $94A $94B  4.0  4.0
004D: jump_if_false £Label05152D
0004: $945 =  3  ;; integer values

:Label05152D
00D6: if  0
0038:   $945 ==  3  ;; integer values
004D: jump_if_false £Label051556
00D6: if  0
8119:   NOT   car $944 wrecked
004D: jump_if_false £Label051556
0004: $945 =  4  ;; integer values

:Label051556
00D6: if  0
0038:   $945 ==  4  ;; integer values
004D: jump_if_false £Label05163B
00D6: if  0
8119:   NOT   car $944 wrecked
004D: jump_if_false £Label05163B
00D6: if  0
8118:   NOT   actor $910 dead
004D: jump_if_false £Label05163B
00D6: if  0
8118:   NOT   actor $911 dead
004D: jump_if_false £Label05163B
00D6: if  0
01AD:   car $944  0 ()near_point  462.3186 -503.6335  3.0  3.0
004D: jump_if_false £Label05163B
00D6: if  0
0038:   $999 ==  0  ;; integer values
004D: jump_if_false £Label0515E6
00BC: text_highpriority "GEN3_19"  7000 ms  2  ;; ~g~Haitians! They're busting the deal! Protect Diaz!
0004: $999 =  1  ;; integer values

:Label0515E6
00A9: set_car $944 to_normal_driver
0224: set_car $944 health_to  1000
02AA: set_car $944 immune_to_nonplayer  1
03E2: actor $910 exit_car
03E2: actor $911 exit_car
00D6: if  0
8118:   NOT   actor $904 dead
004D: jump_if_false £Label05161C
020E: actor $904 look_at_actor $910

:Label05161C
00D6: if  0
8118:   NOT   actor $903 dead
004D: jump_if_false £Label051634
020E: actor $903 look_at_actor $911

:Label051634
0004: $945 =  5  ;; integer values

:Label05163B
00D6: if  0
8118:   NOT   actor $910 dead
004D: jump_if_false £Label0516E5
00D6: if  0
80DF:   NOT   actor $910 driving
004D: jump_if_false £Label0516E5
00D6: if  0
0038:   $945 ==  5  ;; integer values
004D: jump_if_false £Label0516E5
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0516B4
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $910 radius  5.0  5.0
004D: jump_if_false £Label0516AD
01BD: $98F = current_time_in_ms
04EB: unknown_actor $910 bank  1 account_number  300000

:Label0516AD
0002: jump £Label0516E5

:Label0516B4
01BD: $990 = current_time_in_ms
0084: $991 = $990  ;; integer values and handles
0060: $991 -= $98F  ;; integer values
00D6: if  0
0018:   $991 >  1000  ;; integer values
004D: jump_if_false £Label0516E5
04EB: unknown_actor $910 bank  0 account_number  100

:Label0516E5
00D6: if  0
0019:    17@ >  14000  ;; integer values
004D: jump_if_false £Label0519AA
00D6: if  0
0038:   $94D ==  0  ;; integer values
004D: jump_if_false £Label051844
00D6: if  0
0038:   $970 ==  1  ;; integer values
004D: jump_if_false £Label051844
00D6: if  21
0018:   $945 >  3  ;; integer values
0119:   car $944 wrecked
004D: jump_if_false £Label051844
0395: clear_area  0 at $94E $94F range $950  3.0
00A5: $94C = create_car #VOODOO at $94E $94F $950
053F: set_car $94C tires_vulnerable  0
02AA: set_car $94C immune_to_nonplayer  1
0175: set_car $94C z_angle_to $951
0129: $912 = create_actor  8 #HNB in_car $94C driverseat
054A: unknown_actor $912 flag  0
01B2: give_actor $912 weapon  22 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $912 flags
011A: set_actor $912 flags  1024
011A: set_actor $912 flags  128
011A: set_actor $912 flags  8192
0243: set_actor $912 ped_stats_to  16
0162: tie_marker $92A to_actor $912  4  2
0168: show_on_radar $92A  2
0223: set_actor $912 health_to  130
01C8: $913 = create_actor  8 #HNA in_car $94C passenger_seat  0
054A: unknown_actor $913 flag  0
01B2: give_actor $913 weapon  22 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $913 flags
011A: set_actor $913 flags  1024
011A: set_actor $913 flags  128
0243: set_actor $913 ped_stats_to  16
0162: tie_marker $92B to_actor $913  4  2
0168: show_on_radar $92B  2
0223: set_actor $913 health_to  130
00A9: set_car $94C to_normal_driver
0224: set_car $94C health_to  5000
0004: $971 =  1  ;; integer values
020A: set_car $94C door_status_to  3
0004: $94D =  1  ;; integer values

:Label051844
00D6: if  0
0038:   $94D ==  1  ;; integer values
004D: jump_if_false £Label05188C
00D6: if  0
8119:   NOT   car $94C wrecked
004D: jump_if_false £Label05188C
00A7: car $94C drive_to $952 $953 $954
00AD: set_car $94C max_speed_to  30.0
00AE: unknown_set_car $94C to_ignore_traffic_lights  3
0004: $94D =  2  ;; integer values

:Label05188C
00D6: if  0
0038:   $94D ==  2  ;; integer values
004D: jump_if_false £Label0518B5
00D6: if  0
8119:   NOT   car $94C wrecked
004D: jump_if_false £Label0518B5
0004: $94D =  3  ;; integer values

:Label0518B5
00D6: if  0
0038:   $94D ==  3  ;; integer values
004D: jump_if_false £Label0518FC
00D6: if  0
8119:   NOT   car $94C wrecked
004D: jump_if_false £Label0518FC
02C2: car $94C drive_to_point  458.637 -512.0005  10.6906
00AD: set_car $94C max_speed_to  30.0
0004: $94D =  4  ;; integer values

:Label0518FC
00D6: if  0
0038:   $94D ==  4  ;; integer values
004D: jump_if_false £Label0519AA
00D6: if  0
8119:   NOT   car $94C wrecked
004D: jump_if_false £Label0519AA
00D6: if  0
01AD:   car $94C  0 ()near_point  459.637 -512.0005  3.0  3.0
004D: jump_if_false £Label0519AA
00A9: set_car $94C to_normal_driver
0224: set_car $94C health_to  1000
00D6: if  0
0038:   $999 ==  0  ;; integer values
004D: jump_if_false £Label051979
00BC: text_highpriority "GEN3_19"  7000 ms  2  ;; ~g~Haitians! They're busting the deal! Protect Diaz!
0004: $999 =  1  ;; integer values

:Label051979
00D6: if  0
8118:   NOT   actor $912 dead
004D: jump_if_false £Label05198E
03E2: actor $912 exit_car

:Label05198E
00D6: if  0
8118:   NOT   actor $913 dead
004D: jump_if_false £Label0519AA
03E2: actor $913 exit_car
0004: $94D =  5  ;; integer values

:Label0519AA
00D6: if  0
0019:    17@ >  24000  ;; integer values
004D: jump_if_false £Label051F58
00D6: if  0
0038:   $956 ==  0  ;; integer values
004D: jump_if_false £Label051B8B
00D6: if  0
0038:   $971 ==  1  ;; integer values
004D: jump_if_false £Label051B8B
00D6: if  21
0018:   $94D >  3  ;; integer values
0119:   car $94C wrecked
004D: jump_if_false £Label051B8B
0395: clear_area  0 at $957 $958 range $959  3.0
00A5: $955 = create_car #BURRITO at $957 $958 $959
053F: set_car $955 tires_vulnerable  0
02AA: set_car $955 immune_to_nonplayer  1
0175: set_car $955 z_angle_to $95A
0129: $914 = create_actor  8 #HNA in_car $955 driverseat
054A: unknown_actor $914 flag  0
01B2: give_actor $914 weapon  22 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $914 flags
011A: set_actor $914 flags  1024
011A: set_actor $914 flags  128
0243: set_actor $914 ped_stats_to  16
0223: set_actor $914 health_to  150
0162: tie_marker $92C to_actor $914  4  2
0168: show_on_radar $92C  2
01C8: $915 = create_actor  8 #HNB in_car $955 passenger_seat  0
054A: unknown_actor $915 flag  0
01B2: give_actor $915 weapon  22 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $915 flags
011A: set_actor $915 flags  1024
011A: set_actor $915 flags  128
0243: set_actor $915 ped_stats_to  16
0162: tie_marker $92D to_actor $915  4  2
0168: show_on_radar $92D  2
01C8: $916 = create_actor  8 #HNB in_car $955 passenger_seat  1
01B2: give_actor $916 weapon  22 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $916 flags
011A: set_actor $916 flags  1024
011A: set_actor $916 flags  128
0243: set_actor $916 ped_stats_to  16
0162: tie_marker $92E to_actor $916  4  2
0168: show_on_radar $92E  2
01C8: $917 = create_actor  8 #HNA in_car $955 passenger_seat  2
01B2: give_actor $917 weapon  22 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $917 flags
011A: set_actor $917 flags  1024
011A: set_actor $917 flags  128
0243: set_actor $917 ped_stats_to  16
0162: tie_marker $92F to_actor $917  4  2
0168: show_on_radar $92F  2
00A9: set_car $955 to_normal_driver
0224: set_car $955 health_to  1000
020A: set_car $955 door_status_to  3
0004: $972 =  1  ;; integer values
0004: $956 =  1  ;; integer values

:Label051B8B
00D6: if  0
0038:   $956 ==  1  ;; integer values
004D: jump_if_false £Label051BC3
00D6: if  0
8119:   NOT   car $955 wrecked
004D: jump_if_false £Label051BC3
0477: unknown_car $955  2  4000
01BD: $96F = current_time_in_ms
0004: $956 =  2  ;; integer values

:Label051BC3
00D6: if  0
0038:   $956 ==  2  ;; integer values
004D: jump_if_false £Label051C6D
00D6: if  0
8119:   NOT   car $955 wrecked
004D: jump_if_false £Label051C6D
01BD: $96D = current_time_in_ms
0084: $96E = $96D  ;; integer values and handles
0060: $96E -= $96F  ;; integer values
00D6: if  21
0018:   $96E >  3999  ;; integer values
0495:   unknown_car_check $955
004D: jump_if_false £Label051C6D
00D6: if  0
8118:   NOT   actor $914 dead
004D: jump_if_false £Label051C27
03E2: actor $914 exit_car

:Label051C27
00D6: if  0
8118:   NOT   actor $915 dead
004D: jump_if_false £Label051C3C
03E2: actor $915 exit_car

:Label051C3C
00D6: if  0
8118:   NOT   actor $916 dead
004D: jump_if_false £Label051C51
03E2: actor $916 exit_car

:Label051C51
00D6: if  0
8118:   NOT   actor $917 dead
004D: jump_if_false £Label051C66
03E2: actor $917 exit_car

:Label051C66
0004: $956 =  3  ;; integer values

:Label051C6D
00D6: if  0
0038:   $956 ==  3  ;; integer values
004D: jump_if_false £Label051F58
00D6: if  0
0038:   $91E ==  0  ;; integer values
004D: jump_if_false £Label051CE5
00D6: if  0
8118:   NOT   actor $914 dead
004D: jump_if_false £Label051CE5
00D6: if  0
80DF:   NOT   actor $914 driving
004D: jump_if_false £Label051CE5
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label051CE5
0319: set_actor $914 wander_state_to  1 (off)
0239: actor $914 run_to  472.159 -528.149
0411: (unknown) $914  0 
0004: $91E =  1  ;; integer values

:Label051CE5
00D6: if  0
0038:   $91E ==  1  ;; integer values
004D: jump_if_false £Label051D5A
00D6: if  0
8118:   NOT   actor $914 dead
004D: jump_if_false £Label051D5A
00D6: if  0
00ED:   actor $914  0 ()near_point_on_foot  472.159 -528.149 radius  1.0  1.0
004D: jump_if_false £Label051D5A
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label051D5A
0239: actor $914 run_to  473.9421 -522.4988
0411: (unknown) $914  0 
0004: $91E =  2  ;; integer values

:Label051D5A
00D6: if  0
0038:   $91E ==  2  ;; integer values
004D: jump_if_false £Label051DCF
00D6: if  0
8118:   NOT   actor $914 dead
004D: jump_if_false £Label051DCF
00D6: if  0
00ED:   actor $914  0 ()near_point_on_foot  473.9421 -522.4988 radius  1.0  1.0
004D: jump_if_false £Label051DCF
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label051DCF
0239: actor $914 run_to  461.8707 -519.9242
0411: (unknown) $914  0 
0004: $91E =  3  ;; integer values

:Label051DCF
00D6: if  0
0038:   $91E ==  3  ;; integer values
004D: jump_if_false £Label051E36
00D6: if  0
8118:   NOT   actor $914 dead
004D: jump_if_false £Label051E36
00D6: if  0
00ED:   actor $914  0 ()near_point_on_foot  461.8707 -519.9242 radius  1.0  1.0
004D: jump_if_false £Label051E36
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label051E36
01C9: actor $914 kill_actor $8F3
0004: $91E =  4  ;; integer values

:Label051E36
00D6: if  0
0038:   $91F ==  0  ;; integer values
004D: jump_if_false £Label051EB6
00D6: if  0
8119:   NOT   car $955 wrecked
004D: jump_if_false £Label051EB6
00D6: if  0
8118:   NOT   actor $915 dead
004D: jump_if_false £Label051EB6
00D6: if  0
80DF:   NOT   actor $915 driving
004D: jump_if_false £Label051EB6
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label051EB6
00D6: if  0
00F2:   actor $915 near_actor $8F7 radius  100.0  100.0  0
004D: jump_if_false £Label051EB6
01C9: actor $915 kill_actor $8F7
0004: $91F =  1  ;; integer values

:Label051EB6
00D6: if  0
0038:   $920 ==  0  ;; integer values
004D: jump_if_false £Label051F07
00D6: if  0
8118:   NOT   actor $916 dead
004D: jump_if_false £Label051F07
00D6: if  0
80DF:   NOT   actor $916 driving
004D: jump_if_false £Label051F07
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label051F07
01C9: actor $916 kill_actor $8F7
0004: $920 =  1  ;; integer values

:Label051F07
00D6: if  0
0038:   $921 ==  0  ;; integer values
004D: jump_if_false £Label051F58
00D6: if  0
8118:   NOT   actor $917 dead
004D: jump_if_false £Label051F58
00D6: if  0
80DF:   NOT   actor $917 driving
004D: jump_if_false £Label051F58
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label051F58
01C9: actor $917 kill_actor $8F7
0004: $921 =  1  ;; integer values

:Label051F58
00D6: if  0
0019:    17@ >  41000  ;; integer values
004D: jump_if_false £Label0524E2
00D6: if  0
0038:   $95C ==  0  ;; integer values
004D: jump_if_false £Label052132
00D6: if  0
0038:   $971 ==  1  ;; integer values
004D: jump_if_false £Label052132
0395: clear_area  0 at $95D $95E range $95F  3.0
00A5: $95B = create_car #BURRITO at $95D $95E $95F
053F: set_car $95B tires_vulnerable  0
02AA: set_car $95B immune_to_nonplayer  1
0175: set_car $95B z_angle_to $960
0129: $918 = create_actor  8 #HNB in_car $95B driverseat
054A: unknown_actor $918 flag  0
01B2: give_actor $918 weapon  22 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $918 flags
011A: set_actor $918 flags  1024
011A: set_actor $918 flags  128
0243: set_actor $918 ped_stats_to  16
0162: tie_marker $930 to_actor $918  4  2
0168: show_on_radar $930  2
01C8: $919 = create_actor  8 #HNA in_car $95B passenger_seat  0
054A: unknown_actor $919 flag  0
01B2: give_actor $919 weapon  22 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $919 flags
011A: set_actor $919 flags  1024
011A: set_actor $919 flags  128
011A: set_actor $919 flags  1
0243: set_actor $919 ped_stats_to  16
0162: tie_marker $931 to_actor $919  4  2
0223: set_actor $919 health_to  130
0168: show_on_radar $931  2
01C8: $91A = create_actor  8 #HNB in_car $95B passenger_seat  1
01B2: give_actor $91A weapon  22 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $91A flags
011A: set_actor $91A flags  1
011A: set_actor $91A flags  1024
011A: set_actor $91A flags  128
0243: set_actor $91A ped_stats_to  16
0162: tie_marker $932 to_actor $91A  4  2
0223: set_actor $91A health_to  130
0168: show_on_radar $932  2
01C8: $91B = create_actor  8 #HNA in_car $95B passenger_seat  2
01B2: give_actor $91B weapon  22 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $91B flags
011A: set_actor $91B flags  1024
011A: set_actor $91B flags  128
011A: set_actor $91B flags  1
0243: set_actor $91B ped_stats_to  16
0162: tie_marker $933 to_actor $91B  4  2
0168: show_on_radar $933  2
00A9: set_car $95B to_normal_driver
020A: set_car $95B door_status_to  3
0004: $95C =  1  ;; integer values

:Label052132
00D6: if  0
0038:   $95C ==  1  ;; integer values
004D: jump_if_false £Label052181
00D6: if  0
8119:   NOT   car $95B wrecked
004D: jump_if_false £Label052181
00A7: car $95B drive_to $961 $962 $963
00AD: set_car $95B max_speed_to  22.0
00AE: unknown_set_car $95B to_ignore_traffic_lights  3
0004: $973 =  1  ;; integer values
0004: $95C =  2  ;; integer values

:Label052181
00D6: if  0
8119:   NOT   car $95B wrecked
004D: jump_if_false £Label05222A
00D6: if  21
01AD:   car $95B  0 ()near_point $961 $962  10.0  10.0
0495:   unknown_car_check $95B
004D: jump_if_false £Label05222A
00D6: if  0
0038:   $95C ==  2  ;; integer values
004D: jump_if_false £Label05222A
00A9: set_car $95B to_normal_driver
00D6: if  0
8118:   NOT   actor $918 dead
004D: jump_if_false £Label0521E4
03E2: actor $918 exit_car

:Label0521E4
00D6: if  0
8118:   NOT   actor $919 dead
004D: jump_if_false £Label0521F9
03E2: actor $919 exit_car

:Label0521F9
00D6: if  0
8118:   NOT   actor $91A dead
004D: jump_if_false £Label05220E
03E2: actor $91A exit_car

:Label05220E
00D6: if  0
8118:   NOT   actor $91B dead
004D: jump_if_false £Label052223
03E2: actor $91B exit_car

:Label052223
0004: $95C =  3  ;; integer values

:Label05222A
00D6: if  0
0038:   $95C ==  3  ;; integer values
004D: jump_if_false £Label0524E2
00D6: if  0
0038:   $922 ==  0  ;; integer values
004D: jump_if_false £Label0522AC
00D6: if  0
8118:   NOT   actor $918 dead
004D: jump_if_false £Label0522AC
00D6: if  0
80DF:   NOT   actor $918 driving
004D: jump_if_false £Label0522AC
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label0522AC
00D6: if  0
00F2:   actor $918 near_actor $8F7 radius  50.0  100.0  0
004D: jump_if_false £Label0522AC
01C9: actor $918 kill_actor $8F7
0004: $922 =  1  ;; integer values

:Label0522AC
00D6: if  0
0038:   $923 ==  0  ;; integer values
004D: jump_if_false £Label05231C
00D6: if  0
8118:   NOT   actor $919 dead
004D: jump_if_false £Label05231C
00D6: if  0
80DF:   NOT   actor $919 driving
004D: jump_if_false £Label05231C
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label05231C
00D6: if  0
00F2:   actor $919 near_actor $8F7 radius  100.0  100.0  0
004D: jump_if_false £Label05231C
01C9: actor $919 kill_actor $8F7
0004: $923 =  1  ;; integer values

:Label05231C
00D6: if  0
0038:   $924 ==  0  ;; integer values
004D: jump_if_false £Label05235D
00D6: if  0
8118:   NOT   actor $91A dead
004D: jump_if_false £Label05235D
00D6: if  0
80DF:   NOT   actor $91A driving
004D: jump_if_false £Label05235D
01CA: actor $91A kill_player $PLAYER_CHAR
0004: $924 =  1  ;; integer values

:Label05235D
00D6: if  0
0038:   $925 ==  0  ;; integer values
004D: jump_if_false £Label0523AE
00D6: if  0
8118:   NOT   actor $91B dead
004D: jump_if_false £Label0523AE
00D6: if  0
80DF:   NOT   actor $91B driving
004D: jump_if_false £Label0523AE
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label0523AE
01C9: actor $91B kill_actor $8F7
0004: $925 =  1  ;; integer values

:Label0523AE
00D6: if  0
8118:   NOT   actor $918 dead
004D: jump_if_false £Label052448
00D6: if  0
0038:   $922 ==  1  ;; integer values
004D: jump_if_false £Label052448
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label052417
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $918 radius  5.0  5.0
004D: jump_if_false £Label052410
01BD: $992 = current_time_in_ms
04EB: unknown_actor $918 bank  1 account_number  300000

:Label052410
0002: jump £Label052448

:Label052417
01BD: $993 = current_time_in_ms
0084: $994 = $993  ;; integer values and handles
0060: $994 -= $992  ;; integer values
00D6: if  0
0018:   $994 >  500  ;; integer values
004D: jump_if_false £Label052448
04EB: unknown_actor $918 bank  0 account_number  100

:Label052448
00D6: if  0
8118:   NOT   actor $919 dead
004D: jump_if_false £Label0524E2
00D6: if  0
0038:   $923 ==  1  ;; integer values
004D: jump_if_false £Label0524E2
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0524B1
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $919 radius  5.0  5.0
004D: jump_if_false £Label0524AA
01BD: $995 = current_time_in_ms
04EB: unknown_actor $919 bank  1 account_number  300000

:Label0524AA
0002: jump £Label0524E2

:Label0524B1
01BD: $996 = current_time_in_ms
0084: $997 = $996  ;; integer values and handles
0060: $997 -= $995  ;; integer values
00D6: if  0
0018:   $997 >  1000  ;; integer values
004D: jump_if_false £Label0524E2
04EB: unknown_actor $919 bank  0 account_number  100

:Label0524E2
00D6: if  0
0019:    17@ >  56000  ;; integer values
004D: jump_if_false £Label0529F7
00D6: if  0
0038:   $965 ==  0  ;; integer values
004D: jump_if_false £Label05264B
00D6: if  0
0038:   $972 ==  1  ;; integer values
004D: jump_if_false £Label05264B
00D6: if  0
0038:   $971 ==  1  ;; integer values
004D: jump_if_false £Label05264B
00D6: if  21
0018:   $94D >  3  ;; integer values
0119:   car $94C wrecked
004D: jump_if_false £Label05264B
0395: clear_area  0 at $966 $967 range $968  3.0
00A5: $964 = create_car #VOODOO at $966 $967 $968
053F: set_car $964 tires_vulnerable  0
02AA: set_car $964 immune_to_nonplayer  1
0175: set_car $964 z_angle_to $969
0129: $91C = create_actor  8 #HNB in_car $964 driverseat
054A: unknown_actor $91C flag  0
01B2: give_actor $91C weapon  22 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $91C flags
011A: set_actor $91C flags  1024
011A: set_actor $91C flags  128
011A: set_actor $91C flags  1
0243: set_actor $91C ped_stats_to  16
0162: tie_marker $934 to_actor $91C  4  2
0168: show_on_radar $934  2
01C8: $91D = create_actor  8 #HNA in_car $964 passenger_seat  0
0223: set_actor $91D health_to  130
054A: unknown_actor $91D flag  0
01B2: give_actor $91D weapon  22 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $91D flags
011A: set_actor $91D flags  1024
011A: set_actor $91D flags  128
011A: set_actor $91D flags  1
0243: set_actor $91D ped_stats_to  16
0162: tie_marker $935 to_actor $91D  4  2
0168: show_on_radar $935  2
00A9: set_car $964 to_normal_driver
020A: set_car $964 door_status_to  3
0004: $974 =  1  ;; integer values
0004: $965 =  1  ;; integer values

:Label05264B
00D6: if  0
0038:   $965 ==  1  ;; integer values
004D: jump_if_false £Label052693
00D6: if  0
8119:   NOT   car $964 wrecked
004D: jump_if_false £Label052693
00A7: car $964 drive_to $96A $96B $96C
00AD: set_car $964 max_speed_to  30.0
00AE: unknown_set_car $964 to_ignore_traffic_lights  3
0004: $965 =  2  ;; integer values

:Label052693
00D6: if  0
0038:   $965 ==  2  ;; integer values
004D: jump_if_false £Label052732
00D6: if  0
8119:   NOT   car $964 wrecked
004D: jump_if_false £Label052732
00D6: if  21
01AD:   car $964  0 ()near_point $96A $96B  3.5  3.5
0495:   unknown_car_check $964
004D: jump_if_false £Label052732
00A9: set_car $964 to_normal_driver
00D6: if  0
8118:   NOT   actor $91C dead
004D: jump_if_false £Label052706
00D6: if  0
00DF:   actor $91C driving
004D: jump_if_false £Label052706
03E2: actor $91C exit_car

:Label052706
00D6: if  0
8118:   NOT   actor $91D dead
004D: jump_if_false £Label05272B
00D6: if  0
00DF:   actor $91D driving
004D: jump_if_false £Label05272B
03E2: actor $91D exit_car

:Label05272B
0004: $965 =  3  ;; integer values

:Label052732
00D6: if  0
0038:   $965 ==  3  ;; integer values
004D: jump_if_false £Label0529F7
00D6: if  0
0038:   $926 ==  0  ;; integer values
004D: jump_if_false £Label0527C4
00D6: if  0
8119:   NOT   car $964 wrecked
004D: jump_if_false £Label0527C4
00D6: if  0
8118:   NOT   actor $91C dead
004D: jump_if_false £Label0527C4
00D6: if  0
80DF:   NOT   actor $91C driving
004D: jump_if_false £Label0527C4
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label0527C4
00D6: if  0
00F2:   actor $91C near_actor $8F7 radius  50.0  50.0  0
004D: jump_if_false £Label0527C4
01C9: actor $91C kill_actor $8F7
0004: $926 =  1  ;; integer values

:Label0527C4
00D6: if  0
0038:   $927 ==  0  ;; integer values
004D: jump_if_false £Label05282A
00D6: if  0
8118:   NOT   actor $91D dead
004D: jump_if_false £Label05282A
00D6: if  0
80DF:   NOT   actor $91D driving
004D: jump_if_false £Label05282A
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label05282A
0319: set_actor $91D wander_state_to  1 (off)
0239: actor $91D run_to  456.27 -524.856
0411: (unknown) $91D  0 
0004: $927 =  1  ;; integer values

:Label05282A
00D6: if  0
0038:   $927 ==  1  ;; integer values
004D: jump_if_false £Label0528A6
00D6: if  0
8118:   NOT   actor $91D dead
004D: jump_if_false £Label0528A6
00D6: if  0
00ED:   actor $91D  0 ()near_point_on_foot  456.27 -524.856 radius  1.0  1.0
004D: jump_if_false £Label0528A6
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label0528A6
0319: set_actor $91D wander_state_to  1 (off)
0239: actor $91D run_to  472.159 -528.149
0411: (unknown) $91D  0 
0004: $927 =  2  ;; integer values

:Label0528A6
00D6: if  0
0038:   $927 ==  2  ;; integer values
004D: jump_if_false £Label05291B
00D6: if  0
8118:   NOT   actor $91D dead
004D: jump_if_false £Label05291B
00D6: if  0
00ED:   actor $91D  0 ()near_point_on_foot  472.159 -528.149 radius  1.0  1.0
004D: jump_if_false £Label05291B
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label05291B
0239: actor $91D run_to  473.9421 -522.4988
0411: (unknown) $91D  0 
0004: $927 =  3  ;; integer values

:Label05291B
00D6: if  0
0038:   $927 ==  3  ;; integer values
004D: jump_if_false £Label052990
00D6: if  0
8118:   NOT   actor $91D dead
004D: jump_if_false £Label052990
00D6: if  0
00ED:   actor $91D  0 ()near_point_on_foot  473.9421 -522.4988 radius  1.0  1.0
004D: jump_if_false £Label052990
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label052990
0239: actor $91D run_to  461.8707 -519.9242
0411: (unknown) $91D  0 
0004: $927 =  4  ;; integer values

:Label052990
00D6: if  0
0038:   $927 ==  4  ;; integer values
004D: jump_if_false £Label0529F7
00D6: if  0
8118:   NOT   actor $91D dead
004D: jump_if_false £Label0529F7
00D6: if  0
00ED:   actor $91D  0 ()near_point_on_foot  461.8707 -519.9242 radius  1.0  1.0
004D: jump_if_false £Label0529F7
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label0529F7
01C9: actor $91D kill_actor $8F3
0004: $927 =  5  ;; integer values

:Label0529F7
00D6: if  0
0119:   car $944 wrecked
004D: jump_if_false £Label052A0C
01C3: remove_references_to_car $944  ;; Like turning a car into any random car

:Label052A0C
00D6: if  0
0119:   car $94C wrecked
004D: jump_if_false £Label052A21
01C3: remove_references_to_car $94C  ;; Like turning a car into any random car

:Label052A21
00D6: if  0
0119:   car $955 wrecked
004D: jump_if_false £Label052A36
01C3: remove_references_to_car $955  ;; Like turning a car into any random car

:Label052A36
00D6: if  0
0038:   $938 ==  12  ;; integer values
004D: jump_if_false £Label052B4A
00D6: if  0
0038:   $974 ==  1  ;; integer values
004D: jump_if_false £Label052B4A
00D6: if  0
0118:   actor $910 dead
004D: jump_if_false £Label052B4A
00D6: if  0
0118:   actor $911 dead
004D: jump_if_false £Label052B4A
00D6: if  0
0118:   actor $912 dead
004D: jump_if_false £Label052B4A
00D6: if  0
0118:   actor $913 dead
004D: jump_if_false £Label052B4A
00D6: if  0
0118:   actor $914 dead
004D: jump_if_false £Label052B4A
00D6: if  0
0118:   actor $915 dead
004D: jump_if_false £Label052B4A
00D6: if  0
0118:   actor $916 dead
004D: jump_if_false £Label052B4A
00D6: if  0
0118:   actor $917 dead
004D: jump_if_false £Label052B4A
00D6: if  0
0118:   actor $918 dead
004D: jump_if_false £Label052B4A
00D6: if  0
0118:   actor $919 dead
004D: jump_if_false £Label052B4A
00D6: if  0
0118:   actor $91A dead
004D: jump_if_false £Label052B4A
00D6: if  0
0118:   actor $91B dead
004D: jump_if_false £Label052B4A
00D6: if  0
0118:   actor $91C dead
004D: jump_if_false £Label052B4A
00D6: if  0
0118:   actor $91D dead
004D: jump_if_false £Label052B4A
00BE: text_clear_all
0004: $938 =  13  ;; integer values
0006:  16@ =  0  ;; integer values

:Label052B4A
00D6: if  0
0038:   $938 ==  13  ;; integer values
004D: jump_if_false £Label052F6D
00D6: if  0
0019:    16@ >  100  ;; integer values
004D: jump_if_false £Label052F6D
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0247: request_model #SANCHEZ

:Label052B7E
00D6: if  0
8248:   NOT   model #SANCHEZ available
004D: jump_if_false £Label052B99
0001: wait  0 ms
0002: jump £Label052B7E

:Label052B99
03CF: load_wav "SNIPER" as  1
03CF: load_wav "COL3_24" as  2

:Label052BB1
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label052BCF
0001: wait  0 ms
0002: jump £Label052BB1

:Label052BCF
00A5: $975 = create_car #SANCHEZ at  467.9877 -432.7724  9.5777
0229: set_car $975 color_to  6  6
0175: set_car $975 z_angle_to  176.3589
0129: $977 = create_actor  8 #HNB in_car $975 driverseat
01ED: reset_actor $977 flags
02A9: set_actor $977 immune_to_nonplayer  1
02AA: set_car $975 immune_to_nonplayer  1
00A9: set_car $975 to_normal_driver
00AD: set_car $975 max_speed_to  20.0
02C2: car $975 drive_to_point  461.5507 -495.9435  10.06
04E0: unknown_car $975  5
00AE: unknown_set_car $975 to_ignore_traffic_lights  2
00A5: $978 = create_car #SANCHEZ at  465.387 -430.1095  9.53
0229: set_car $978 color_to  6  6
0175: set_car $978 z_angle_to  176.3589
0129: $979 = create_actor  8 #HNB in_car $978 driverseat
01ED: reset_actor $979 flags
02A9: set_actor $979 immune_to_nonplayer  1
02AA: set_car $978 immune_to_nonplayer  1
00A9: set_car $978 to_normal_driver
00AD: set_car $978 max_speed_to  30.0
02C2: car $978 drive_to_point  449.048 -548.812  9.71657
04E0: unknown_car $978  5
0395: clear_area  0 at  459.17 -384.687 range  300.0  300.0
00D6: if  0
8119:   NOT   car $8F8 wrecked
004D: jump_if_false £Label052CEB
0519: unknown_car $8F8 flag  0

:Label052CEB
00A6: destroy_car $8FE
00A6: destroy_car $944
00A6: destroy_car $94C
00A6: destroy_car $955
00A6: destroy_car $95B
00A6: destroy_car $964
00A6: destroy_car $8F8
0108: destroy_object $981
009B: destroy_actor_instantly $903
009B: destroy_actor_instantly $904
0249: release_model #CBA
0249: release_model #BURRITO
0249: release_model #HNA
00A5: $8F8 = create_car #ADMIRAL at  462.8591 -482.4778  10.09055
0175: set_car $8F8 z_angle_to  177.3171
0229: set_car $8F8 color_to  8  8
020A: set_car $8F8 door_status_to  3
02AA: set_car $8F8 immune_to_nonplayer  1
053F: set_car $8F8 tires_vulnerable  0
00A5: $8FE = create_car #CUBAN at  466.8876 -495.2599  10.79347
0175: set_car $8FE z_angle_to  339.8893
053F: set_car $8FE tires_vulnerable  0
00A5: $944 = create_car #VOODOO at  464.6875 -501.6888  10.79347
0175: set_car $944 z_angle_to  327.731
053F: set_car $944 tires_vulnerable  0
0107: $981 = create_object -120 (BRIEFCASE) at  461.5507 -495.9435  10.06
0249: release_model #CUBAN
0249: release_model #VOODOO
0249: release_model #TEC9
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube  452.2447 -472.5703 -5.0  462.9531 -541.2667  12.743
004D: jump_if_false £Label052E15
0004: $982 =  1  ;; integer values

:Label052E15
00D6: if  0
0038:   $982 ==  1  ;; integer values
004D: jump_if_false £Label052E4C
0055: put_player $PLAYER_CHAR at  453.3544 -508.6663  9.9747
0171: set_player $PLAYER_CHAR z_angle_to  174.428
0002: jump £Label052E6A

:Label052E4C
0055: put_player $PLAYER_CHAR at  454.112 -503.8624  16.9188
0171: set_player $PLAYER_CHAR z_angle_to  162.0138

:Label052E6A
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label052EAF
04EB: unknown_actor $8F7 bank  0 account_number  100
02A9: set_actor $8F7 immune_to_nonplayer  1
00A1: put_actor $8F7 at  463.8191 -496.5726  10.0225
0173: set_actor $8F7 z_angle_to  154.3421
02E2: set_actor $8F7 weapon_accuracy_to  70

:Label052EAF
00D6: if  0
8118:   NOT   actor $8F5 dead
004D: jump_if_false £Label052EF9
00A1: put_actor $8F5 at  464.8956 -493.4782  10.0225
0173: set_actor $8F5 z_angle_to  167.202
0350: unknown_actor $8F5 not_scared_flag  1
02E2: set_actor $8F5 weapon_accuracy_to  70
02A9: set_actor $8F5 immune_to_nonplayer  1
0002: jump £Label052F02

:Label052EF9
009B: destroy_actor_instantly $8F5
0249: release_model #CLA

:Label052F02
00D6: if  0
8118:   NOT   actor $8F6 dead
004D: jump_if_false £Label052F4C
00A1: put_actor $8F6 at  463.9327 -505.5049  9.9656
0173: set_actor $8F6 z_angle_to  90.4333
0350: unknown_actor $8F6 not_scared_flag  1
02E2: set_actor $8F6 weapon_accuracy_to  60
02A9: set_actor $8F6 immune_to_nonplayer  1
0002: jump £Label052F55

:Label052F4C
009B: destroy_actor_instantly $8F6
0249: release_model #CLB

:Label052F55
0151: remove_status_text $8FB
0151: remove_status_text $99C
0004: $938 =  14  ;; integer values
0006:  16@ =  0  ;; integer values

:Label052F6D
00D6: if  0
0038:   $938 ==  14  ;; integer values
004D: jump_if_false £Label052FFC
00D6: if  0
8118:   NOT   actor $977 dead
004D: jump_if_false £Label052FFC
00D6: if  0
8119:   NOT   car $975 wrecked
004D: jump_if_false £Label052FFC
00D6: if  0
00DB:   actor $977 in_car $975
004D: jump_if_false £Label052FFC
00D6: if  0
8118:   NOT   actor $979 dead
004D: jump_if_false £Label052FFC
00D6: if  0
8119:   NOT   car $978 wrecked
004D: jump_if_false £Label052FFC
00D6: if  0
00DB:   actor $979 in_car $978
004D: jump_if_false £Label052FFC
0158: camera_on_vehicle $978  14  2
0006:  16@ =  0  ;; integer values
0004: $938 =  15  ;; integer values

:Label052FFC
00D6: if  0
0038:   $938 ==  15  ;; integer values
004D: jump_if_false £Label05313F
00D6: if  0
8118:   NOT   actor $977 dead
004D: jump_if_false £Label05313F
00D6: if  0
8119:   NOT   car $975 wrecked
004D: jump_if_false £Label05313F
00D6: if  0
00DB:   actor $977 in_car $975
004D: jump_if_false £Label05313F
00D6: if  0
8118:   NOT   actor $979 dead
004D: jump_if_false £Label05313F
00D6: if  0
8119:   NOT   car $978 wrecked
004D: jump_if_false £Label05313F
00D6: if  0
00DB:   actor $979 in_car $978
004D: jump_if_false £Label05313F
00D6: if  0
01AD:   car $975  0 ()near_point  460.9107 -477.6669  5.0  5.0
004D: jump_if_false £Label0530D8
015F: set_camera_position  454.5264 -507.1066  13.64925  0.0  0.0  0.0
0158: camera_on_vehicle $975  15  2
0004: $938 =  16  ;; integer values
0006:  16@ =  0  ;; integer values
0002: jump £Label05313F

:Label0530D8
00D6: if  0
0019:    16@ >  15000  ;; integer values
004D: jump_if_false £Label05313F
00AB: put_car $975 at  460.9107 -477.6669 -100.0
0175: set_car $975 z_angle_to  169.954
00D6: if  0
8448:   NOT   actor $977 in_car $975
004D: jump_if_false £Label053124
036A: put_actor $977 in_car $975

:Label053124
02C2: car $975 drive_to_point  461.5507 -495.9435  10.06
0006:  16@ =  0  ;; integer values

:Label05313F
00D6: if  0
0038:   $938 ==  16  ;; integer values
004D: jump_if_false £Label0532E3
00D6: if  0
8118:   NOT   actor $977 dead
004D: jump_if_false £Label0532E3
00D6: if  0
8119:   NOT   car $975 wrecked
004D: jump_if_false £Label0532E3
00D6: if  0
00DB:   actor $977 in_car $975
004D: jump_if_false £Label0532E3
00D6: if  0
01AD:   car $975  0 ()near_point  461.5507 -495.9435  1.5  1.5
004D: jump_if_false £Label053290
0108: destroy_object $981
00BC: text_highpriority "GEN3_35"  7000 ms  2  ;; ~g~He's stolen Diaz's money!
0187: $976 = create_marker_above_actor $977
00AE: unknown_set_car $975 to_ignore_traffic_lights  2
00AD: set_car $975 max_speed_to  16.0
02C2: car $975 drive_to_point  449.048 -548.812  9.71657
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label053213
00D6: if  0
8118:   NOT   actor $977 dead
004D: jump_if_false £Label053213
01C9: actor $8F7 kill_actor $977

:Label053213
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label05323B
00D6: if  0
8118:   NOT   actor $979 dead
004D: jump_if_false £Label05323B
01C9: actor $8F3 kill_actor $979

:Label05323B
00BC: text_highpriority "GEN3_53"  5000 ms  1  ;; MY MONEY!
03D1: play_wav  2

:Label05324E
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label05326D
0001: wait  0 ms
0002: jump £Label05324E

:Label05326D
040D: unload_wav  2
03D5: remove_text "GEN3_53"  ;; MY MONEY!
0004: $938 =  17  ;; integer values
0006:  16@ =  0  ;; integer values
0002: jump £Label0532E3

:Label053290
00D6: if  0
0019:    16@ >  15000  ;; integer values
004D: jump_if_false £Label0532E3
00AB: put_car $975 at  461.5507 -495.9435 -100.0
0175: set_car $975 z_angle_to  169.954
00D6: if  0
8448:   NOT   actor $977 in_car $975
004D: jump_if_false £Label0532DC
036A: put_actor $977 in_car $975

:Label0532DC
0006:  16@ =  0  ;; integer values

:Label0532E3
00D6: if  0
0038:   $938 ==  17  ;; integer values
004D: jump_if_false £Label053524
00D6: if  0
8118:   NOT   actor $977 dead
004D: jump_if_false £Label053524
00D6: if  0
8119:   NOT   car $975 wrecked
004D: jump_if_false £Label053524
00D6: if  0
00DB:   actor $977 in_car $975
004D: jump_if_false £Label053524
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label053524
00D6: if  0
01AD:   car $975  0 ()near_point  449.048 -548.812  7.5  7.5
004D: jump_if_false £Label0534D1
00D6: if  0
8119:   NOT   car $978 wrecked
004D: jump_if_false £Label053375
00AF: set_car $978 driver_behaviour_to  10

:Label053375
03D1: play_wav  1
00D6: if  0
8118:   NOT   actor $979 dead
004D: jump_if_false £Label05338E
0321: kill_actor $979

:Label05338E
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label0533AD
0001: wait  0 ms
0002: jump £Label05338E

:Label0533AD
040D: unload_wav  1
00D6: if  0
8119:   NOT   car $8F8 wrecked
004D: jump_if_false £Label0533D0
036A: put_actor $8F7 in_car $8F8
054A: unknown_actor $8F7 flag  0

:Label0533D0
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $8F8 wrecked
004D: jump_if_false £Label053411
00AB: put_car $8F8 at  460.7918 -488.6781  10.0225
0175: set_car $8F8 z_angle_to  177.0297
02AC: set_car $8F8 immunities  1  1  1  1  1

:Label053411
009B: destroy_actor_instantly $8F5
0249: release_model #CLA
009B: destroy_actor_instantly $8F6
0249: release_model #CLB
00D6: if  0
8119:   NOT   car $978 wrecked
004D: jump_if_false £Label053451
00AB: put_car $978 at  453.323 -541.0601  9.7917
0175: set_car $978 z_angle_to  161.5261

:Label053451
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01EB: set_car_density_to  1.0
032B: $99E = create_weapon_pickup #UZI  3 ammo  90 at  455.9854 -531.2479  10.7576
00D6: if  0
8119:   NOT   car $978 wrecked
004D: jump_if_false £Label05349E
0161: tie_marker $99B to_car $978  0  1

:Label05349E
00D6: if  0
8119:   NOT   car $8F8 wrecked
004D: jump_if_false £Label0534B5
0519: unknown_car $8F8 flag  1

:Label0534B5
0006:  16@ =  0  ;; integer values
0004: $8FD =  1  ;; integer values
0004: $938 =  18  ;; integer values
0002: jump £Label053524

:Label0534D1
00D6: if  0
0019:    16@ >  25000  ;; integer values
004D: jump_if_false £Label053524
00AB: put_car $975 at  449.048 -548.812 -100.0
0175: set_car $975 z_angle_to  169.954
00D6: if  0
8448:   NOT   actor $977 in_car $975
004D: jump_if_false £Label05351D
036A: put_actor $977 in_car $975

:Label05351D
0006:  16@ =  0  ;; integer values

:Label053524
00D6: if  0
0038:   $938 ==  18  ;; integer values
004D: jump_if_false £Label05360F
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label05360B
00D6: if  0
0038:   $99F ==  0  ;; integer values
004D: jump_if_false £Label05356B
03CF: load_wav "COL3_25" as  1
0004: $99F =  1  ;; integer values

:Label05356B
00D6: if  0
0038:   $99F ==  1  ;; integer values
004D: jump_if_false £Label053593
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label053593
0004: $99F =  2  ;; integer values

:Label053593
00D6: if  0
0038:   $99F ==  2  ;; integer values
004D: jump_if_false £Label0535BF
00BC: text_highpriority "GEN3_54"  5000 ms  1  ;; Don't just stand there, you pricks, chase that Haitian dickhead down!
03D1: play_wav  1
0004: $99F =  3  ;; integer values

:Label0535BF
00D6: if  0
0038:   $99F ==  3  ;; integer values
004D: jump_if_false £Label053604
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label053604
040D: unload_wav  1
03D5: remove_text "GEN3_54"  ;; Don't just stand there, you pricks, chase that Haitian dickhead down!
00BC: text_highpriority "GEN3_36"  7000 ms  2  ;; ~g~Grab the bike, chase him down and get Diaz's money back!
0004: $99F =  4  ;; integer values

:Label053604
0002: jump £Label05360F

:Label05360B
040D: unload_wav  1

:Label05360F
00D6: if  0
8119:   NOT   car $978 wrecked
004D: jump_if_false £Label05370C
00D6: if  0
0442:   player $PLAYER_CHAR in_car $978
004D: jump_if_false £Label05370C
00D6: if  0
0038:   $9A1 ==  0  ;; integer values
004D: jump_if_false £Label05366F
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label05366F
03E5: text_box "GEN3_63"  ;; As well as performing drive-by's,~h~ motorbikes ~w~allow you to ~h~shoot forwards~w~.
0006:  16@ =  0  ;; integer values
0004: $9A1 =  1  ;; integer values

:Label05366F
00D6: if  0
0038:   $9A1 ==  1  ;; integer values
004D: jump_if_false £Label0536CF
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label0536B7
03E5: text_box "GEN3_66"  ;; To shoot forwards while on a bike press the ~h~~k~~PED_FIREWEAPON~~w~ button.
0006:  16@ =  0  ;; integer values
0004: $9A1 =  2  ;; integer values
0002: jump £Label0536CF

:Label0536B7
03E5: text_box "GEN3_64"  ;; To shoot forwards while on a bike press the ~h~~k~~PED_FIREWEAPON~~w~ button.
0006:  16@ =  0  ;; integer values
0004: $9A1 =  2  ;; integer values

:Label0536CF
00D6: if  0
0038:   $9A1 ==  2  ;; integer values
004D: jump_if_false £Label05370C
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label05370C
03E5: text_box "GEN3_67"  ;; You must have a sub machine gun to shoot forwards on a motorbike.
0006:  16@ =  0  ;; integer values
0004: $9A1 =  3  ;; integer values

:Label05370C
00D6: if  0
0038:   $99A ==  0  ;; integer values
004D: jump_if_false £Label053789
00D6: if  0
0018:   $938 >  17  ;; integer values
004D: jump_if_false £Label053789
00D6: if  0
8038:   NOT   $938 ==  50  ;; integer values
004D: jump_if_false £Label053789
00D6: if  0
8119:   NOT   car $978 wrecked
004D: jump_if_false £Label053789
00D6: if  22
0443:   player $PLAYER_CHAR in_a_car
81FC:   NOT   player $PLAYER_CHAR near_car $978 radius  65.0  65.0  0
0018:   $97F >  0  ;; integer values
004D: jump_if_false £Label053789
0164: disable_marker $99B
0004: $99A =  1  ;; integer values

:Label053789
00D6: if  0
0018:   $938 >  17  ;; integer values
004D: jump_if_false £Label05382A
00D6: if  0
001A:    20 > $938  ;; integer values
004D: jump_if_false £Label05382A
00D6: if  0
8118:   NOT   actor $977 dead
004D: jump_if_false £Label05382A
00D6: if  0
8119:   NOT   car $975 wrecked
004D: jump_if_false £Label05382A
00D6: if  0
02CB:   actor $977 bounding_sphere_visible
004D: jump_if_false £Label05382A
00D6: if  0
0448:   actor $977 in_car $975
004D: jump_if_false £Label05382A
00D6: if  0
00EB:   player $PLAYER_CHAR  0 ()near_actor_in_car $977 radius  50.0  50.0
004D: jump_if_false £Label053820
00AD: set_car $975 max_speed_to  30.0
0002: jump £Label05382A

:Label053820
00AD: set_car $975 max_speed_to  22.0

:Label05382A
00D6: if  0
0038:   $938 ==  18  ;; integer values
004D: jump_if_false £Label0538AA
00D6: if  0
8118:   NOT   actor $977 dead
004D: jump_if_false £Label0538AA
0050: gosub £Label05492D
00D6: if  0
8119:   NOT   car $975 wrecked
004D: jump_if_false £Label0538AA
00D6: if  0
00DB:   actor $977 in_car $975
004D: jump_if_false £Label0538AA
00D6: if  0
01AD:   car $975  0 ()near_point  258.262 -957.993  10.0  10.0
004D: jump_if_false £Label0538AA
0004: $8FD =  1  ;; integer values
0004: $938 =  19  ;; integer values

:Label0538AA
00D6: if  0
0038:   $938 ==  19  ;; integer values
004D: jump_if_false £Label05392A
00D6: if  0
8118:   NOT   actor $977 dead
004D: jump_if_false £Label05392A
0050: gosub £Label05492D
00D6: if  0
8119:   NOT   car $975 wrecked
004D: jump_if_false £Label05392A
00D6: if  0
00DB:   actor $977 in_car $975
004D: jump_if_false £Label05392A
00D6: if  0
01AD:   car $975  0 ()near_point  191.64 -1305.0  10.0  10.0
004D: jump_if_false £Label05392A
0004: $8FD =  1  ;; integer values
0004: $938 =  20  ;; integer values

:Label05392A
00D6: if  0
0038:   $938 ==  20  ;; integer values
004D: jump_if_false £Label053953
00D6: if  0
8118:   NOT   actor $977 dead
004D: jump_if_false £Label053953
0050: gosub £Label05492D

:Label053953
00D6: if  0
0018:   $938 >  17  ;; integer values
004D: jump_if_false £Label053A10
00D6: if  0
8038:   NOT   $938 ==  50  ;; integer values
004D: jump_if_false £Label053A10
00D6: if  0
0038:   $97F ==  0  ;; integer values
004D: jump_if_false £Label053A10
00D6: if  0
0118:   actor $977 dead
004D: jump_if_false £Label053A10
00D6: if  0
056D:   unknown_actor $977 dead_but_active
004D: jump_if_false £Label0539F3
0164: disable_marker $976
04A5: unknown_store_dead_actor $977 position_to $98B $98C $98D
0213: $8F9 = create_pickup -120 (BRIEFCASE) type  3 at $98B $98C $98D
03DC: $8FA = create_marker_above_pickup $8F9
00BC: text_highpriority "GEN3_29"  7000 ms  2  ;; ~g~Collect the briefcase and take it back to Diaz.
0004: $97F =  1  ;; integer values
0002: jump £Label053A10

:Label0539F3
00BC: text_highpriority "GEN3_50"  5000 ms  1  ;; ~r~You lost Diaz's money! Next time try not to reduce the money to ashes!
0004: $97F =  1  ;; integer values
0002: jump £Label0543AC

:Label053A10
00D6: if  0
0038:   $97F ==  1  ;; integer values
004D: jump_if_false £Label053A61
00D6: if  0
0214:   pickup $8F9 picked_up
004D: jump_if_false £Label053A61
0164: disable_marker $8FA
00BC: text_highpriority "GEN3_28"  7000 ms  2  ;; ~g~Take the briefcase back to Diaz.
018A: $980 = create_checkpoint_at  461.1141 -483.7427  10.0225
0004: $97F =  2  ;; integer values

:Label053A61
00D6: if  0
0038:   $97F ==  2  ;; integer values
004D: jump_if_false £Label053DE3
00D6: if  0
00E7:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot  462.8465 -488.8573 radius  1.0  1.0
004D: jump_if_false £Label053DE3
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label053DE3
00D6: if  0
8119:   NOT   car $8F8 wrecked
004D: jump_if_false £Label053DE3
0395: clear_area  1 at  461.1141 -483.7427 range  50.0  50.0
0164: disable_marker $980
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0519: unknown_car $8F8 flag  0
015F: set_camera_position  458.3597 -492.0299  11.40805  0.0  0.0  0.0
0160: point_camera  459.0232 -491.3191  11.1746  2
022D: set_actor $8F7 to_look_at_player $PLAYER_CHAR
022E: set_player $PLAYER_CHAR to_look_at_actor $8F7
0395: clear_area  0 at  459.03 -492.26 range  50.0  50.0
0055: put_player $PLAYER_CHAR at  462.3976 -488.8137  10.0225
0171: set_player $PLAYER_CHAR z_angle_to  94.7362
022E: set_player $PLAYER_CHAR to_look_at_actor $8F7
020F: actor $8F7 look_at_player $PLAYER_CHAR
0210: player $PLAYER_CHAR look_at_actor $8F7
01B8: set_player $PLAYER_CHAR armed_weapon_to  0
01B9: set_actor $8F7 armed_weapon_to  0
01C3: remove_references_to_car $8FE  ;; Like turning a car into any random car
01C3: remove_references_to_car $944  ;; Like turning a car into any random car
00A6: destroy_car $975
00A6: destroy_car $978
0395: clear_area  0 at  462.5829 -507.5089 range  10.62216  1.0
00A5: $975 = create_car #SANCHEZ at  462.5829 -507.5089  10.62216
0175: set_car $975 z_angle_to  345.749
0229: set_car $975 color_to  6  6
01C3: remove_references_to_car $8FE  ;; Like turning a car into any random car
01C3: remove_references_to_car $944  ;; Like turning a car into any random car
0395: clear_area  1 at  460.8782 -495.8145 range  10.018  2.0
0395: clear_area  1 at  460.3542 -498.9017 range  9.9931  2.0
0395: clear_area  1 at  459.4139 -503.3691 range  9.9561  2.0
0395: clear_area  1 at  458.4541 -507.1656 range  9.9158  2.0
0395: clear_area  1 at  457.2427 -513.5924 range  9.8549  2.0
03CF: load_wav "COL3_12" as  1
03CF: load_wav "COL3_13" as  2

:Label053C77
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label053C95
0001: wait  0 ms
0002: jump £Label053C77

:Label053C95
00BC: text_highpriority "GEN3_9"  5000 ms  1  ;; I live! Dickheads! And it's all down to you! What is your name?
03D1: play_wav  1

:Label053CA8
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label053CC7
0001: wait  0 ms
0002: jump £Label053CA8

:Label053CC7
040D: unload_wav  1
03D5: remove_text "GEN3_9"  ;; I live! Dickheads! And it's all down to you! What is your name?
00D6: if  0
8119:   NOT   car $8F8 wrecked
004D: jump_if_false £Label053CEE
0158: camera_on_vehicle $8F8  14  2

:Label053CEE
015F: set_camera_position  464.5828 -484.9439  11.91287  0.0  0.0  0.0
0160: point_camera  463.8417 -485.5769  11.68894  2
00BC: text_highpriority "GEN3_10"  5000 ms  1  ;; Tommy.
03D1: play_wav  2

:Label053D34
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label053D53
0001: wait  0 ms
0002: jump £Label053D34

:Label053D53
040D: unload_wav  2
03D5: remove_text "GEN3_10"  ;; Tommy.
03CF: load_wav "COL3_14" as  1
03CF: load_wav "COL3_15" as  2

:Label053D79
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label053D97
0001: wait  0 ms
0002: jump £Label053D79

:Label053D97
00BC: text_highpriority "GEN3_11"  5000 ms  1  ;; I see you soon, amigo, I think!
03D1: play_wav  1

:Label053DAA
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label053DC9
0001: wait  0 ms
0002: jump £Label053DAA

:Label053DC9
040D: unload_wav  1
03D5: remove_text "GEN3_11"  ;; I see you soon, amigo, I think!
0004: $97F =  3  ;; integer values
009B: destroy_actor_instantly $8F3

:Label053DE3
00D6: if  0
0038:   $97F ==  3  ;; integer values
004D: jump_if_false £Label053E5B
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label053E5B
00D6: if  0
8119:   NOT   car $8F8 wrecked
004D: jump_if_false £Label053E5B
00D6: if  0
0448:   actor $8F7 in_car $8F8
004D: jump_if_false £Label053E5B
00AD: set_car $8F8 max_speed_to  20.0
00A7: car $8F8 drive_to  454.0 -629.2  9.65577
00AE: unknown_set_car $8F8 to_ignore_traffic_lights  2
0006:  16@ =  0  ;; integer values
0004: $97F =  4  ;; integer values

:Label053E5B
00D6: if  0
0038:   $97F ==  4  ;; integer values
004D: jump_if_false £Label053F2C
00D6: if  0
8119:   NOT   car $8F8 wrecked
004D: jump_if_false £Label053F2C
00D6: if  21
81FC:   NOT   player $PLAYER_CHAR near_car $8F8 radius  30.0  30.0  0
0019:    16@ >  15000  ;; integer values
004D: jump_if_false £Label053F2C
0230: set_player $PLAYER_CHAR stop_looking
0372: set_actor $PLAYER_ACTOR anim  3 wait_state_time  2000 ms
00BC: text_highpriority "GEN3_12"  5000 ms  1  ;; Shit. Where's that guy Lance?
03D1: play_wav  2

:Label053EC6
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label053EE5
0001: wait  0 ms
0002: jump £Label053EC6

:Label053EE5
040D: unload_wav  2
03D5: remove_text "GEN3_12"  ;; Shit. Where's that guy Lance?
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms
00D6: if  0
8118:   NOT   actor $8F7 dead
004D: jump_if_false £Label053F11
022F: set_actor $8F7 stop_looking

:Label053F11
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump £Label0543C1
0004: $97F =  5  ;; integer values

:Label053F2C
00D6: if  0
0038:   $97E ==  1  ;; integer values
004D: jump_if_false £Label053F9D
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label053F9D
00D6: if  0
8320:   NOT   actor $8F3 in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label053F9D
00D6: if  0
0038:   $8F2 ==  0  ;; integer values
004D: jump_if_false £Label053F9D
00BC: text_highpriority "GEN3_23"  10000 ms  1  ;; ~g~You've left Lance behind! Go and get him!
0164: disable_marker $937
0187: $8F4 = create_marker_above_actor $8F3
0004: $938 =  50  ;; integer values
0004: $8F2 =  1  ;; integer values

:Label053F9D
00D6: if  0
0038:   $938 ==  50  ;; integer values
004D: jump_if_false £Label054020
00D6: if  0
8118:   NOT   actor $8F3 dead
004D: jump_if_false £Label054020
00D6: if  0
0320:   actor $8F3 in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label054020
00D6: if  0
0038:   $8F2 ==  1  ;; integer values
004D: jump_if_false £Label054020
018A: $937 = create_checkpoint_at $905 $906  11.062
0164: disable_marker $8F4
03D5: remove_text "GEN3_23"  ;; ~g~You've left Lance behind! Go and get him!
00BC: text_highpriority "GEN3_44"  5000 ms  2  ;; ~g~Go with Lance to the drop off and watch over Diaz.
0004: $8F2 =  0  ;; integer values
0004: $938 =  2  ;; integer values

:Label054020
00D6: if  0
0018:   $938 >  11  ;; integer values
004D: jump_if_false £Label054086
00D6: if  0
0118:   actor $903 dead
004D: jump_if_false £Label054047
01C2: remove_references_to_actor $903  ;; Like turning an actor into a random pedestrian

:Label054047
00D6: if  0
0118:   actor $904 dead
004D: jump_if_false £Label05405C
01C2: remove_references_to_actor $904  ;; Like turning an actor into a random pedestrian

:Label05405C
00D6: if  0
0118:   actor $8F5 dead
004D: jump_if_false £Label054071
01C2: remove_references_to_actor $8F5  ;; Like turning an actor into a random pedestrian

:Label054071
00D6: if  0
0118:   actor $8F6 dead
004D: jump_if_false £Label054086
01C2: remove_references_to_actor $8F6  ;; Like turning an actor into a random pedestrian

:Label054086
00D6: if  0
0018:   $945 >  1  ;; integer values
004D: jump_if_false £Label0540CC
00D6: if  0
0118:   actor $910 dead
004D: jump_if_false £Label0540B2
0164: disable_marker $928
01C2: remove_references_to_actor $910  ;; Like turning an actor into a random pedestrian

:Label0540B2
00D6: if  0
0118:   actor $911 dead
004D: jump_if_false £Label0540CC
0164: disable_marker $929
01C2: remove_references_to_actor $911  ;; Like turning an actor into a random pedestrian

:Label0540CC
00D6: if  0
0018:   $94D >  1  ;; integer values
004D: jump_if_false £Label054112
00D6: if  0
0118:   actor $912 dead
004D: jump_if_false £Label0540F8
0164: disable_marker $92A
01C2: remove_references_to_actor $912  ;; Like turning an actor into a random pedestrian

:Label0540F8
00D6: if  0
0118:   actor $913 dead
004D: jump_if_false £Label054112
0164: disable_marker $92B
01C2: remove_references_to_actor $913  ;; Like turning an actor into a random pedestrian

:Label054112
00D6: if  0
0018:   $956 >  1  ;; integer values
004D: jump_if_false £Label05418C
00D6: if  0
0118:   actor $914 dead
004D: jump_if_false £Label05413E
0164: disable_marker $92C
01C2: remove_references_to_actor $914  ;; Like turning an actor into a random pedestrian

:Label05413E
00D6: if  0
0118:   actor $915 dead
004D: jump_if_false £Label054158
0164: disable_marker $92D
01C2: remove_references_to_actor $915  ;; Like turning an actor into a random pedestrian

:Label054158
00D6: if  0
0118:   actor $916 dead
004D: jump_if_false £Label054172
0164: disable_marker $92E
01C2: remove_references_to_actor $916  ;; Like turning an actor into a random pedestrian

:Label054172
00D6: if  0
0118:   actor $917 dead
004D: jump_if_false £Label05418C
0164: disable_marker $92F
01C2: remove_references_to_actor $917  ;; Like turning an actor into a random pedestrian

:Label05418C
00D6: if  0
0018:   $95C >  1  ;; integer values
004D: jump_if_false £Label054206
00D6: if  0
0118:   actor $918 dead
004D: jump_if_false £Label0541B8
0164: disable_marker $930
01C2: remove_references_to_actor $918  ;; Like turning an actor into a random pedestrian

:Label0541B8
00D6: if  0
0118:   actor $919 dead
004D: jump_if_false £Label0541D2
0164: disable_marker $931
01C2: remove_references_to_actor $919  ;; Like turning an actor into a random pedestrian

:Label0541D2
00D6: if  0
0118:   actor $91A dead
004D: jump_if_false £Label0541EC
0164: disable_marker $932
01C2: remove_references_to_actor $91A  ;; Like turning an actor into a random pedestrian

:Label0541EC
00D6: if  0
0118:   actor $91B dead
004D: jump_if_false £Label054206
0164: disable_marker $933
01C2: remove_references_to_actor $91B  ;; Like turning an actor into a random pedestrian

:Label054206
00D6: if  0
0018:   $965 >  1  ;; integer values
004D: jump_if_false £Label05424C
00D6: if  0
0118:   actor $91C dead
004D: jump_if_false £Label054232
0164: disable_marker $934
01C2: remove_references_to_actor $91C  ;; Like turning an actor into a random pedestrian

:Label054232
00D6: if  0
0118:   actor $91D dead
004D: jump_if_false £Label05424C
0164: disable_marker $935
01C2: remove_references_to_actor $91D  ;; Like turning an actor into a random pedestrian

:Label05424C
00D6: if  0
0018:   $938 >  1  ;; integer values
004D: jump_if_false £Label0542A8
00D6: if  0
001A:    21 > $938  ;; integer values
004D: jump_if_false £Label0542A8
00D6: if  0
001A:    3 > $97F  ;; integer values
004D: jump_if_false £Label0542A8
00D6: if  0
0118:   actor $8F3 dead
004D: jump_if_false £Label0542A8
00BC: text_highpriority "GEN3_25"  5000 ms  1  ;; ~r~Lance died!
0002: jump £Label0543AC

:Label0542A8
00D6: if  0
0038:   $938 ==  50  ;; integer values
004D: jump_if_false £Label0542E0
00D6: if  0
0118:   actor $8F3 dead
004D: jump_if_false £Label0542E0
00BC: text_highpriority "GEN3_25"  5000 ms  1  ;; ~r~Lance died!
0002: jump £Label0543AC

:Label0542E0
00D6: if  0
0018:   $938 >  3  ;; integer values
004D: jump_if_false £Label05432A
00D6: if  0
001A:    50 > $938  ;; integer values
004D: jump_if_false £Label05432A
00D6: if  0
0118:   actor $8F7 dead
004D: jump_if_false £Label05432A
00BC: text_highpriority "GEN3_38"  5000 ms  1  ;; ~r~Diaz died! You failed to protect him!
0002: jump £Label0543AC

:Label05432A
00D6: if  0
0038:   $97F ==  0  ;; integer values
004D: jump_if_false £Label0543A5
00D6: if  0
0018:   $938 >  17  ;; integer values
004D: jump_if_false £Label0543A5
00D6: if  0
8038:   NOT   $938 ==  50  ;; integer values
004D: jump_if_false £Label0543A5
00D6: if  0
8118:   NOT   actor $977 dead
004D: jump_if_false £Label0543A5
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $977 radius  300.0  300.0
004D: jump_if_false £Label0543A5
00BC: text_highpriority "GEN3_30"  5000 ms  1  ;; ~r~He got away with the money! Diaz will have your balls for this!
0002: jump £Label0543AC

:Label0543A5
0002: jump £Label04E992

:Label0543AC
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
01F0: set_max_wanted_level_to  4
0051: return

:Label0543C1
0004: $PASSED_COL3_GUARDIAN_ANGELS =  1  ;; integer values
01E3: text_1number_styled "M_PASS"  1000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  1000
030C: set_mission_points +=  1
01F0: set_max_wanted_level_to  5
0394: play_music  1
0318: set_latest_mission_passed "COL_3"  ;; Guardian Angels
0004: $387 =  1  ;; integer values
0164: disable_marker $E4
0051: return

:Label05440B
0004: $ONMISSION =  0  ;; integer values
0164: disable_marker $936
0164: disable_marker $937
0164: disable_marker $90B
0164: disable_marker $980
0215: destroy_pickup $8F1
0215: destroy_pickup $99E
034F: destroy_actor_with_fade $8F7  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $8F3  ;; The actor fades away like a ghost
0296: unload_special_actor  1
0296: unload_special_actor  2
0108: destroy_object $981
00D6: if  0
8119:   NOT   car $8FE wrecked
004D: jump_if_false £Label05445E
020A: set_car $8FE door_status_to  1

:Label05445E
00D6: if  0
8119:   NOT   car $944 wrecked
004D: jump_if_false £Label054475
020A: set_car $944 door_status_to  1

:Label054475
00D6: if  0
8119:   NOT   car $8F8 wrecked
004D: jump_if_false £Label054493
020A: set_car $8F8 door_status_to  1
0519: unknown_car $8F8 flag  0

:Label054493
0249: release_model #ADMIRAL
0249: release_model #CLA
0249: release_model #CLB
0249: release_model #CUBAN
0249: release_model #HNA
0249: release_model #HNB
0249: release_model #CBA
0249: release_model #BURRITO
0249: release_model #VOODOO
0249: release_model #TEC9
0249: release_model #SANCHEZ
0249: release_model #UZI
0249: release_model #RUGER
0249: release_model #INFERNUS
0164: disable_marker $928
0164: disable_marker $929
0164: disable_marker $92A
0164: disable_marker $92B
0164: disable_marker $92C
0164: disable_marker $92D
0164: disable_marker $92E
0164: disable_marker $92F
0164: disable_marker $930
0164: disable_marker $931
0164: disable_marker $932
0164: disable_marker $933
0164: disable_marker $934
0164: disable_marker $935
0164: disable_marker $976
0164: disable_marker $8FA
0215: destroy_pickup $8F9
0164: disable_marker $99B
01E7: remove_forbidden_for_cars_cube  360.1251 -718.2709  5.6599  358.0144 -714.4711  15.5665
022A: remove_forbidden_for_peds_cube  378.103 -785.55 -10.908  448.572 -365.738  15.096
022A: remove_forbidden_for_peds_cube  461.047 -407.806 -5.549  470.15 -391.0296  16.9967
022A: remove_forbidden_for_peds_cube  435.0 -524.0  8.06  471.0 -543.0  10.22
022A: remove_forbidden_for_peds_cube  459.0238 -516.2858 -9.8426  442.6711 -521.8006  9.3815
01E7: remove_forbidden_for_cars_cube  378.103 -785.55 -10.908  448.572 -365.738  15.096
01E7: remove_forbidden_for_cars_cube  461.047 -407.806 -5.549  470.15 -391.0296  16.9967
01E7: remove_forbidden_for_cars_cube  435.0 -524.0  8.06  471.0 -543.0  10.22
022A: remove_forbidden_for_peds_cube  453.827 -521.7261 -9.8193  458.1206 -518.6826  9.8448
022B: create_forbidden_for_peds_cube  448.1194 -547.571 -9.5965  451.8866 -545.3828  9.7703
022B: create_forbidden_for_peds_cube  363.3187 -740.4727 -9.8304  358.7317 -742.9393  9.8132
022B: create_forbidden_for_peds_cube  363.3187 -740.4727 -9.8304  358.7317 -742.9393  9.8132
022B: create_forbidden_for_peds_cube  252.7259 -1010.698 -9.3932  247.8766 -1015.847  9.4152
01E8: create_forbidden_for_cars_cube  448.1194 -547.571 -9.5965  451.8866 -545.3828  9.7703
01E8: create_forbidden_for_cars_cube  363.3187 -740.4727 -9.8304  358.7317 -742.9393  9.8132
01E8: create_forbidden_for_cars_cube  363.3187 -740.4727 -9.8304  358.7317 -742.9393  9.8132
01E8: create_forbidden_for_cars_cube  252.7259 -1010.698 -9.3932  247.8766 -1015.847  9.4152
01E8: create_forbidden_for_cars_cube  458.3911 -489.0092 -10.0225  463.1796 -482.4622  10.0225
01E8: create_forbidden_for_cars_cube  433.9177 -580.8214 -9.7481  430.8031 -571.5383  9.644
022B: create_forbidden_for_peds_cube  433.9177 -580.8214 -9.7481  430.8031 -571.5383  9.644
022B: create_forbidden_for_peds_cube  461.4449 -458.5997 -9.5192  466.4395 -452.1389  9.5569
022B: create_forbidden_for_peds_cube  409.9822 -628.7527 -9.6987  401.5934 -633.8622  9.7065
022B: create_forbidden_for_peds_cube  397.3751 -659.5804 -9.9223  392.3924 -652.4006  12.6895
022B: create_forbidden_for_peds_cube  451.3571 -549.2508 -9.72  371.0886 -706.9174  12.9341
022A: remove_forbidden_for_peds_cube  467.448 -562.4217  10.0455  498.3176 -559.6038  10.0255
022A: remove_forbidden_for_peds_cube  463.6935 -522.5222 -9.9304  458.2091 -523.7589  9.9072
022A: remove_forbidden_for_peds_cube  403.8958 -706.7869  5.047491  401.1646 -707.5736  12.05998
022A: remove_forbidden_for_peds_cube  512.5228 -414.8388  5.066745  515.016 -419.5481  12.06674
022A: remove_forbidden_for_peds_cube  409.0673 -567.9186  5.203645  407.8025 -563.9974  11.11817
022A: remove_forbidden_for_peds_cube  387.9402 -553.2854  5.080599  388.5724 -557.2782  11.06856
022A: remove_forbidden_for_peds_cube  369.0032 -563.5308  8.19  374.3449 -563.1741  10.09998
01B7: release_weather
0151: remove_status_text $8FB
0151: remove_status_text $99C
0164: disable_marker $8F4
0164: disable_marker $99B
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label05492D
00D6: if  0
001A:    2 > $8FD  ;; integer values
004D: jump_if_false £Label054995
00D6: if  0
8119:   NOT   car $975 wrecked
004D: jump_if_false £Label05498E
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $975
004D: jump_if_false £Label054980
00D6: if  0
02BF:   car $975 sunk
004D: jump_if_false £Label054979
0004: $8FD =  2  ;; integer values

:Label054979
0002: jump £Label054987

:Label054980
0004: $8FD =  2  ;; integer values

:Label054987
0002: jump £Label054995

:Label05498E
0004: $8FD =  2  ;; integer values

:Label054995
00D6: if  0
0038:   $8FD ==  0  ;; integer values
004D: jump_if_false £Label0549CD
00D6: if  0
80DF:   NOT   actor $977 driving
004D: jump_if_false £Label0549CD
01D5: actor $977 go_to_and_drive_car $975
0319: set_actor $977 wander_state_to  1 (off)
0004: $8FD =  1  ;; integer values

:Label0549CD
00D6: if  0
0038:   $8FD ==  1  ;; integer values
004D: jump_if_false £Label054A69
00D6: if  0
0448:   actor $977 in_car $975
004D: jump_if_false £Label054A69
00AD: set_car $975 max_speed_to  30.0
00AE: unknown_set_car $975 to_ignore_traffic_lights  2
00D6: if  0
0038:   $938 ==  18  ;; integer values
004D: jump_if_false £Label054A30
02C2: car $975 drive_to_point  256.0 -969.15  9.622
0002: jump £Label054A62

:Label054A30
00D6: if  0
0038:   $938 ==  19  ;; integer values
004D: jump_if_false £Label054A5D
02C2: car $975 drive_to_point  191.64 -1305.0  9.101
0002: jump £Label054A62

:Label054A5D
00A8: set_car $975 to_psycho_driver

:Label054A62
0004: $8FD =  0  ;; integer values

:Label054A69
00D6: if  0
0038:   $8FD ==  2  ;; integer values
004D: jump_if_false £Label054AC0
00D6: if  21
044B: (unknown) $977 
0119:   car $975 wrecked
004D: jump_if_false £Label054AAB
011C: actor $977 clear_objective
01D0: actor $977 avoid_player $PLAYER_CHAR
0004: $8FD =  3  ;; integer values
0002: jump £Label054AC0

:Label054AAB
00D6: if  0
0449:   actor $977 in_a_car
004D: jump_if_false £Label054AC0
03E2: actor $977 exit_car

:Label054AC0
0051: return

;-------------Mission 10---------------
; Originally: Sir, Yes Sir!


:Label054AC2
0050: gosub £Label054AE6
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label054ADD
0050: gosub £Label05B9B9

:Label054ADD
0050: gosub £Label05BA09
004E: end_thread

:Label054AE6
0004: $ONMISSION =  1  ;; integer values
0004: $643 =  1  ;; integer values
03A4: name_thread "COL_4"
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "GENERA4"
058E: set_restart_mission_taxi_destination -163.0 -1439.4  9.0  201.5
0007:  9@ =  7.5  ;; floating-point values
0007:  14@ =  7.5  ;; floating-point values
0005: $A60 =  7.5  ;; floating-point values
0004: $9A7 = -1  ;; integer values
0004: $9CA = -1  ;; integer values
0004: $9CB = -1  ;; integer values
0004: $9BF = -1  ;; integer values
0004: $9C0 = -1  ;; integer values
0004: $9C1 = -1  ;; integer values
0004: $9C2 = -1  ;; integer values
0004: $9BE = -1  ;; integer values
0004: $9C3 = -1  ;; integer values
0004: $9C4 = -1  ;; integer values
0004: $9C5 = -1  ;; integer values
0004: $9C6 = -1  ;; integer values
0004: $9C9 = -1  ;; integer values
0004: $9D9 =  0  ;; integer values
0004: $9DA =  0  ;; integer values
0004: $9DD =  0  ;; integer values
0004: $9DE =  0  ;; integer values
0004: $9DF =  0  ;; integer values
0004: $9E2 =  0  ;; integer values
0004: $9D5 =  0  ;; integer values
0004: $9D6 =  0  ;; integer values
0004: $9E3 =  0  ;; integer values
0004: $9EF =  0  ;; integer values
0004: $9F0 =  0  ;; integer values
0004: $9D7 =  0  ;; integer values
0004: $9D8 =  0  ;; integer values
0005: $A57 =  0.0  ;; floating-point values
0004: $9E5 =  0  ;; integer values
0004: $9E6 =  0  ;; integer values
0004: $9E8 =  0  ;; integer values
0004: $9E9 =  0  ;; integer values
0004: $9F4 =  0  ;; integer values
0004: $9F5 =  0  ;; integer values
0004: $9F6 =  0  ;; integer values
0004: $9F7 =  0  ;; integer values
0004: $9F8 =  0  ;; integer values
0004: $9F9 =  0  ;; integer values
0004: $9FA =  0  ;; integer values
0004: $9FB =  0  ;; integer values
0004: $9EB =  0  ;; integer values
0004: $9EC =  0  ;; integer values
0004: $9ED =  0  ;; integer values
0004: $9EE =  0  ;; integer values
0004: $9FE =  0  ;; integer values
0004: $9FF =  0  ;; integer values
0004: $A34 =  0  ;; integer values
0004: $9DB =  0  ;; integer values
0004: $9DC =  0  ;; integer values
0004: $A35 =  0  ;; integer values
0004: $9FC =  0  ;; integer values
0004: $9FD =  0  ;; integer values
0005: $A5C =  0.0  ;; floating-point values
0005: $A5D =  0.0  ;; floating-point values
0005: $A58 =  0.0  ;; floating-point values
0005: $A59 =  0.0  ;; floating-point values
0005: $A5A =  0.0  ;; floating-point values
0005: $A5B =  0.0  ;; floating-point values
0005: $A55 =  0.0  ;; floating-point values
0005: $A56 =  0.0  ;; floating-point values
0007:  10@ = -100.0  ;; floating-point values
0005: $A63 =  0.0  ;; floating-point values
0005: $A64 =  0.0  ;; floating-point values
0005: $A67 =  0.0  ;; floating-point values
0005: $A69 =  0.0  ;; floating-point values
0005: $A68 =  0.0  ;; floating-point values
0005: $A6A =  0.0  ;; floating-point values
0004: $A38 =  0  ;; integer values
0004: $A39 =  0  ;; integer values
0004: $A3A =  0  ;; integer values
0004: $A3B =  0  ;; integer values
0004: $A3C =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0004: $A00 =  0  ;; integer values
0004: $A01 =  0  ;; integer values
0004: $A02 =  0  ;; integer values
0004: $A03 =  0  ;; integer values
0004: $A04 =  0  ;; integer values
0004: $A07 =  0  ;; integer values
0004: $A08 =  0  ;; integer values
0004: $A09 =  0  ;; integer values
0004: $A0A =  0  ;; integer values
0004: $A0B =  0  ;; integer values
0004: $A0D =  0  ;; integer values
0004: $A0E =  0  ;; integer values
0004: $A0F =  0  ;; integer values
0004: $A10 =  0  ;; integer values
0004: $A11 =  0  ;; integer values
0004: $A13 =  0  ;; integer values
0004: $A14 =  0  ;; integer values
0004: $A15 =  0  ;; integer values
0004: $A16 =  0  ;; integer values
0004: $A17 =  0  ;; integer values
0004: $A18 =  0  ;; integer values
0004: $A1D =  0  ;; integer values
0004: $A2B =  0  ;; integer values
0004: $A2D =  0  ;; integer values
0004: $A30 =  0  ;; integer values
0004: $A31 =  0  ;; integer values
0004: $A36 =  0  ;; integer values
0004: $A32 =  0  ;; integer values
0004: $A37 =  0  ;; integer values
0004: $9F1 =  0  ;; integer values
0004: $9F2 =  0  ;; integer values
0004: $9E4 =  0  ;; integer values
0004: $9E0 =  0  ;; integer values
0004: $A05 =  0  ;; integer values
0004: $9E7 =  0  ;; integer values
0004: $A3D =  0  ;; integer values
0004: $A3E =  0  ;; integer values
0004: $A3F =  0  ;; integer values
0004: $A40 =  0  ;; integer values
0004: $A41 =  0  ;; integer values
0004: $A42 =  0  ;; integer values
0004: $A43 =  0  ;; integer values
0004: $A44 =  0  ;; integer values
0004: $9EA =  0  ;; integer values
0004: $A45 =  0  ;; integer values
0004: $A46 =  0  ;; integer values
0004: $A33 =  0  ;; integer values
0004: $9F3 =  0  ;; integer values
0004: $9E1 =  0  ;; integer values
0004: $A47 =  0  ;; integer values
0004: $A48 =  0  ;; integer values
0004: $A49 =  0  ;; integer values
0004: $A4A =  0  ;; integer values
0004: $A4B =  0  ;; integer values
0004: $A0C =  0  ;; integer values
0004: $A12 =  0  ;; integer values
0004: $A4C =  0  ;; integer values
0004: $A4D =  0  ;; integer values
0004: $A4E =  0  ;; integer values
0004: $A52 =  0  ;; integer values
0004: $A53 =  0  ;; integer values
0004: $A54 =  0  ;; integer values
0004: $A23 =  0  ;; integer values
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSCOLO"
0247: request_model -8 (YT_MAIN_BODY)
0247: request_model -9 (YT_MAIN_BODY2)
0247: request_model -10 (YT_DOORS14)
0247: request_model -11 (YT_TMP_BOAT)
0247: request_model -12 (LODMAIN_BODY)
0247: request_model -115 (BIG_POLY_TINGS)
0247: request_model -14 (YT_GANGPLNK_TMP)
038B: load_requested_models

:Label054F59
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label054F77
0001: wait  0 ms
0002: jump £Label054F59

:Label054F77
00D6: if  25
8248:   NOT   model -8 (YT_MAIN_BODY) available
8248:   NOT   model -9 (YT_MAIN_BODY2) available
8248:   NOT   model -10 (YT_DOORS14) available
8248:   NOT   model -11 (YT_TMP_BOAT) available
8248:   NOT   model -12 (LODMAIN_BODY) available
8248:   NOT   model -115 (BIG_POLY_TINGS) available
004D: jump_if_false £Label054FA5
0001: wait  0 ms
0002: jump £Label054F77

:Label054FA5
00D6: if  0
8248:   NOT   model -14 (YT_GANGPLNK_TMP) available
004D: jump_if_false £Label054FBF
0001: wait  0 ms
0002: jump £Label054FA5

:Label054FBF
041D: set_camera_near_clip  .1
02E4: load_cutscene_data "COL_4A"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 +=  .003  ;; floating-point values
000D: $1C1 -=  1.381  ;; floating-point values
0009: $1C2 +=  3.149  ;; floating-point values
0244: set_cutscene_pos $1C0 $1C1 $1C2
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSCOLO"
04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67
0395: clear_area  1 at -244.2799 -1360.67 range  7.0786  1.0
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67  7.0786
0171: set_player $PLAYER_CHAR z_angle_to  279.1362
0373: set_camera_directly_behind_player
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
0004: $ADD =  210  ;; integer values
0050: gosub £Label05C518
00BC: text_highpriority "COL4_01"  10000 ms  1  ;; Diaz was pleased, and would like to meet you again.
0004: $ADD =  2773  ;; integer values
0050: gosub £Label05C518
00BC: text_highpriority "COL4_02"  10000 ms  1  ;; Is that a good thing?
0004: $ADD =  3669  ;; integer values
0050: gosub £Label05C518
00BC: text_highpriority "COL4_03"  10000 ms  1  ;; Of course! Although I'm starting to think that Diaz was responsible for our unfortunate loss...
0004: $ADD =  8935  ;; integer values
0050: gosub £Label05C518
00BC: text_highpriority "COL4_04"  10000 ms  1  ;; What makes you say that?
0004: $ADD =  10386  ;; integer values
0050: gosub £Label05C518
00BC: text_highpriority "COL4_05"  10000 ms  1  ;; One does not wave accusations at a man like Diaz - I'm merely thinking out loud...
0004: $ADD =  14243  ;; integer values
0050: gosub £Label05C518
00BC: text_highpriority "COL4_06"  10000 ms  1  ;; No matter. I have a proposal that you could profit from...
0004: $ADD =  16762  ;; integer values
0050: gosub £Label05C518
00BC: text_highpriority "COL4_07"  10000 ms  1  ;; I don't have time to run more errands, Cortez.
0004: $ADD =  19154  ;; integer values
0050: gosub £Label05C518
00BC: text_highpriority "COL4_08"  10000 ms  1  ;; I would have thought a man with such dangerous debts would be hungry for opportunities. Please, Tommy, at least hear me out.
0004: $ADD =  25653  ;; integer values
0050: gosub £Label05C518
00BC: text_highpriority "COL4_09"  10000 ms  1  ;; Go on...
0004: $ADD =  26526  ;; integer values
0050: gosub £Label05C518
00BC: text_highpriority "COL410"  10000 ms  1  ;; I have a buyer for a piece of military hardware that is being taken through town. Pick it up for me...
0004: $ADD =  32640  ;; integer values
0050: gosub £Label05C518
00BC: text_highpriority "COL411"  10000 ms  1  ;; and once you get it, I want you to call me immediately, then...
0004: $ADD =  34964  ;; integer values
0050: gosub £Label05C518
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0551FD
00D6: if  0
016B:   fading
004D: jump_if_false £Label055215
0001: wait  0 ms
0002: jump £Label0551FD

:Label055215
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false £Label05522D
0001: wait  0 ms
0002: jump £Label055215

:Label05522D
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model -8 (YT_MAIN_BODY)
0249: release_model -9 (YT_MAIN_BODY2)
0249: release_model -10 (YT_DOORS14)
0249: release_model -11 (YT_TMP_BOAT)
0249: release_model -12 (LODMAIN_BODY)
0249: release_model -115 (BIG_POLY_TINGS)
0249: release_model -14 (YT_GANGPLNK_TMP)
04E3: unknown_player $PLAYER_CHAR  1  60000
0247: request_model #RHINO
0247: request_model #BARRACKS
0247: request_model #ARMY
0247: request_model #PATRIOT
0247: request_model #RUGER
038B: load_requested_models

:Label05527F
00D6: if  24
8248:   NOT   model #RHINO available
8248:   NOT   model #BARRACKS available
8248:   NOT   model #ARMY available
8248:   NOT   model #PATRIOT available
8248:   NOT   model #RUGER available
004D: jump_if_false £Label0552AD
0001: wait  0 ms
0002: jump £Label05527F

:Label0552AD
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
035E: set_player $PLAYER_CHAR armour_to  200
0225: $1D1B = player $PLAYER_CHAR health
00D6: if  0
001A:    100 > $1D1B  ;; integer values
004D: jump_if_false £Label0552E5
0222: set_player $PLAYER_CHAR health_to  100

:Label0552E5
00D6: if  0
016B:   fading
004D: jump_if_false £Label0552FD
0001: wait  0 ms
0002: jump £Label0552E5

:Label0552FD
00BC: text_highpriority "COL4_B1"  20000 ms  1  ;; ~g~Go and acquire the piece of military hardware that is being taken through town.
01E8: create_forbidden_for_cars_cube -721.211  243.998  5.0 -651.211  693.998  25.0
01E8: create_forbidden_for_cars_cube -760.362  101.883  5.0 -700.362  251.883  25.0
01E8: create_forbidden_for_cars_cube -783.906 -46.826  5.0 -723.906  103.174  25.0
01E8: create_forbidden_for_cars_cube -853.397 -149.692  5.0 -773.397  .308  25.0
01E8: create_forbidden_for_cars_cube -870.656 -594.54  5.0 -810.656 -144.54  25.0
01E8: create_forbidden_for_cars_cube -837.282 -1041.814  5.0 -770.282 -591.814  25.0
01E8: create_forbidden_for_cars_cube -827.532 -1539.617  5.0 -747.532 -1039.617  25.0
0481:  6.0
00A5: $9A3 = create_car #PATRIOT at -751.1733  113.8836  9.8756
0175: set_car $9A3 z_angle_to  167.7853
00AD: set_car $9A3 max_speed_to  9@
00AE: unknown_set_car $9A3 to_ignore_traffic_lights  4
0466: unknown_car $9A3 flag  0
0229: set_car $9A3 color_to  43  72
02AA: set_car $9A3 immune_to_nonplayer  1
0129: $9A9 = create_actor  4 #ARMY in_car $9A3 driverseat
0084: $9A8 = $9A9  ;; integer values and handles
0050: gosub £Label05C3D5
01C8: $9AA = create_actor  4 #ARMY in_car $9A3 passenger_seat  0
0084: $9A8 = $9AA  ;; integer values and handles
0050: gosub £Label05C3D5
02C2: car $9A3 drive_to_point -843.4301 -1503.7  11.9556
0506: unknown  163 -1  1
00A5: $9A4 = create_car #BARRACKS at -749.1604  123.1814  9.8749
0175: set_car $9A4 z_angle_to  167.7853
00AD: set_car $9A4 max_speed_to  1.0
00AE: unknown_set_car $9A4 to_ignore_traffic_lights  4
0466: unknown_car $9A4 flag  0
02AA: set_car $9A4 immune_to_nonplayer  1
0129: $9AD = create_actor  4 #ARMY in_car $9A4 driverseat
0084: $9A8 = $9AD  ;; integer values and handles
0050: gosub £Label05C3D5
01C8: $9AE = create_actor  4 #ARMY in_car $9A4 passenger_seat  0
0084: $9A8 = $9AE  ;; integer values and handles
0050: gosub £Label05C3D5
009A: $9B5 = create_actor  4 #ARMY at -686.0  665.0  10.1
0084: $9A8 = $9B5  ;; integer values and handles
0050: gosub £Label05C3D5
0464: put_actor $9B5 into_turret_on_car $9A4 at_car_offset  .4242 -.0679  1.1322 unknown  3 angle  270.0 with_weapon  27
009A: $9B6 = create_actor  4 #ARMY at -686.0  664.0  10.1
0084: $9A8 = $9B6  ;; integer values and handles
0050: gosub £Label05C3D5
0464: put_actor $9B6 into_turret_on_car $9A4 at_car_offset -.7608 -1.4  1.1138 unknown  1 angle  270.0 with_weapon  27
009A: $9B7 = create_actor  4 #ARMY at -686.0  663.0  10.1
0084: $9A8 = $9B7  ;; integer values and handles
0050: gosub £Label05C3D5
0464: put_actor $9B7 into_turret_on_car $9A4 at_car_offset -.7595 -3.5704  1.1108 unknown  2 angle  270.0 with_weapon  27
009A: $9B8 = create_actor  4 #ARMY at -686.0  662.0  10.1
0084: $9A8 = $9B8  ;; integer values and handles
0050: gosub £Label05C3D5
0464: put_actor $9B8 into_turret_on_car $9A4 at_car_offset  .7158 -3.6996  1.1162 unknown  2 angle  270.0 with_weapon  27
02C2: car $9A4 drive_to_point -848.7084 -1482.733  10.992
00A5: $9A6 = create_car #RHINO at -747.1234  132.5895  9.8742
0175: set_car $9A6 z_angle_to  167.7853
00AD: set_car $9A6 max_speed_to  1.0
00AE: unknown_set_car $9A6 to_ignore_traffic_lights  4
0466: unknown_car $9A6 flag  0
0186: $9D4 = create_marker_above_car $9A6
0493: unknown_car $9A6  0
0129: $9C7 = create_actor  4 #ARMY in_car $9A6 driverseat
0084: $9A8 = $9C7  ;; integer values and handles
0050: gosub £Label05C3D5
01C8: $9C8 = create_actor  4 #ARMY in_car $9A6 passenger_seat  0
0084: $9A8 = $9C8  ;; integer values and handles
0050: gosub £Label05C3D5
009A: $9BD = create_actor  4 #ARMY at -686.0  662.0  10.1
0084: $9A8 = $9BD  ;; integer values and handles
0050: gosub £Label05C3D5
0464: put_actor $9BD into_turret_on_car $9A6 at_car_offset  .0455 -1.0043  1.9962 unknown  0 angle  360.0 with_weapon  27
02C2: car $9A6 drive_to_point -838.3314 -1492.5  11.0623
0506: unknown  163 -1  1
00A5: $9A5 = create_car #BARRACKS at -744.8403  143.1341  9.8734
0175: set_car $9A5 z_angle_to  167.7853
00AE: unknown_set_car $9A5 to_ignore_traffic_lights  4
00AD: set_car $9A5 max_speed_to  1.0
0466: unknown_car $9A5 flag  0
02AA: set_car $9A5 immune_to_nonplayer  1
0129: $9B1 = create_actor  4 #ARMY in_car $9A5 driverseat
0084: $9A8 = $9B1  ;; integer values and handles
0050: gosub £Label05C3D5
01C8: $9B2 = create_actor  4 #ARMY in_car $9A5 passenger_seat  0
0084: $9A8 = $9B2  ;; integer values and handles
0050: gosub £Label05C3D5
009A: $9B9 = create_actor  4 #ARMY at -686.0  665.0  10.1
0084: $9A8 = $9B9  ;; integer values and handles
0050: gosub £Label05C3D5
0464: put_actor $9B9 into_turret_on_car $9A5 at_car_offset  .4242 -.0679  1.1322 unknown  3 angle  270.0 with_weapon  27
009A: $9BA = create_actor  4 #ARMY at -686.0  664.0  10.1
0084: $9A8 = $9BA  ;; integer values and handles
0050: gosub £Label05C3D5
0464: put_actor $9BA into_turret_on_car $9A5 at_car_offset -.7608 -1.4  1.1138 unknown  1 angle  270.0 with_weapon  27
009A: $9BB = create_actor  4 #ARMY at -686.0  663.0  10.1
0084: $9A8 = $9BB  ;; integer values and handles
0050: gosub £Label05C3D5
0464: put_actor $9BB into_turret_on_car $9A5 at_car_offset -.7595 -3.5704  1.1108 unknown  2 angle  270.0 with_weapon  27
009A: $9BC = create_actor  4 #ARMY at -686.0  662.0  10.1
0084: $9A8 = $9BC  ;; integer values and handles
0050: gosub £Label05C3D5
0464: put_actor $9BC into_turret_on_car $9A5 at_car_offset  .7158 -3.6996  1.1162 unknown  2 angle  270.0 with_weapon  27
02C2: car $9A5 drive_to_point -856.1463 -1480.377  10.9387
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset  5.0  2.0  0.0
009A: $9B3 = create_actor  4 #ARMY at $1BD $1BE  10.0
0084: $9A8 = $9B3  ;; integer values and handles
0050: gosub £Label05C3D5
02A9: set_actor $9B3 immune_to_nonplayer  1
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset  5.0 -1.0  0.0
009A: $9B4 = create_actor  4 #ARMY at $1BD $1BE  10.0
0084: $9A8 = $9B4  ;; integer values and handles
0050: gosub £Label05C3D5
02A9: set_actor $9B4 immune_to_nonplayer  1
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset  5.0 -4.0  0.0
009A: $9AB = create_actor  4 #ARMY at $1BD $1BE  10.0
0084: $9A8 = $9AB  ;; integer values and handles
0050: gosub £Label05C3D5
02A9: set_actor $9AB immune_to_nonplayer  1
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -5.0  2.0  0.0
009A: $9AC = create_actor  4 #ARMY at $1BD $1BE  10.0
0084: $9A8 = $9AC  ;; integer values and handles
0050: gosub £Label05C3D5
02A9: set_actor $9AC immune_to_nonplayer  1
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -5.0 -1.0  0.0
009A: $9AF = create_actor  4 #ARMY at $1BD $1BE  10.0
0084: $9A8 = $9AF  ;; integer values and handles
0050: gosub £Label05C3D5
02A9: set_actor $9AF immune_to_nonplayer  1
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -5.0 -4.0  0.0
009A: $9B0 = create_actor  4 #ARMY at $1BD $1BE  10.0
0084: $9A8 = $9B0  ;; integer values and handles
0050: gosub £Label05C3D5
02A9: set_actor $9B0 immune_to_nonplayer  1

:Label055A6D
0001: wait  0 ms
0008: $A05 +=  1  ;; integer values
00D6: if  0
0018:   $A05 >  3  ;; integer values
004D: jump_if_false £Label055A91
0004: $A05 =  0  ;; integer values

:Label055A91
01BD: $12CB = current_time_in_ms
00D6: if  0
0038:   $A05 ==  0  ;; integer values
004D: jump_if_false £Label056018
00D6: if  0
8119:   NOT   car $9A3 wrecked
004D: jump_if_false £Label055FF8
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $9A3
004D: jump_if_false £Label055F9A
00D6: if  0
8118:   NOT   actor $9A9 dead
004D: jump_if_false £Label055F61
00D6: if  0
00DB:   actor $9A9 in_car $9A3
004D: jump_if_false £Label055F28
00AA: store_car $9A3 position_to  0@  1@  2@
0088: $12FE =  0@  ;; floating-point values only
000D: $12FE -= -837.0244  ;; floating-point values
0088: $12FF =  1@  ;; floating-point values only
000D: $12FF -= -1509.279  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1300 = $12FE  ;; floating-point values only
0059: $1300 += $12FF  ;; floating-point values
01FB: $A67 = square_root $1300
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label055DAA
00D6: if  0
8118:   NOT   actor $9AA dead
004D: jump_if_false £Label055C05
00D6: if  0
0038:   $A46 ==  0  ;; integer values
004D: jump_if_false £Label055BFE
00D6: if  0
0038:   $9E5 ==  5  ;; integer values
004D: jump_if_false £Label055BFE
00D6: if  0
00DB:   actor $9AA in_car $9A3
004D: jump_if_false £Label055BCF
0004: $9E5 =  0  ;; integer values
00D6: if  21
0038:   $A38 ==  0  ;; integer values
0038:   $A38 ==  7  ;; integer values
004D: jump_if_false £Label055BC8
0004: $9DF =  0  ;; integer values

:Label055BC8
0002: jump £Label055BFE

:Label055BCF
00D6: if  0
00DF:   actor $9AA driving
004D: jump_if_false £Label055BF6
03C0: $9C3 = actor $9AA car
01D3: actor $9AA leave_car $9C3
0002: jump £Label055BFE

:Label055BF6
01D4: actor $9AA go_to_car $9A3 and_enter_it_as_a_passenger

:Label055BFE
0002: jump £Label055C30

:Label055C05
00D6: if  0
8038:   NOT   $A46 ==  3  ;; integer values
004D: jump_if_false £Label055C30
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label055C30
0004: $9DD =  1  ;; integer values

:Label055C30
00D6: if  0
0118:   actor $9A9 dead
004D: jump_if_false £Label055C6B
00D6: if  0
8038:   NOT   $A45 ==  3  ;; integer values
004D: jump_if_false £Label055C6B
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label055C6B
0004: $9DD =  1  ;; integer values

:Label055C6B
00D6: if  0
031E:   unknown_vehicle_check $9A3 unknown  39
004D: jump_if_false £Label055CA3
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $9A3 radius  20.0  20.0  0
004D: jump_if_false £Label055CA3
0004: $A4C =  1  ;; integer values

:Label055CA3
00D6: if  0
031E:   unknown_vehicle_check $9A3 unknown  47
004D: jump_if_false £Label055CD7
0227: $A4F = car $9A3 health
00D6: if  0
001A:    800 > $A4F  ;; integer values
004D: jump_if_false £Label055CD7
0004: $9DD =  1  ;; integer values

:Label055CD7
0468: $9A3
00D6: if  0
81AD:   NOT   car $9A3  0 ()near_point -838.3314 -1490.493  50.0  50.0
004D: jump_if_false £Label055D4C
0086: $A6B = $A69  ;; floating-point values only
0061: $A6B -= $A67  ;; floating-point values
00D6: if  0
0020:   $A6B >  20.0  ;; floating-point values
004D: jump_if_false £Label055D42
00AD: set_car $9A3 max_speed_to  0.0
0477: unknown_car $9A3  1  200
0002: jump £Label055D4C

:Label055D42
00AD: set_car $9A3 max_speed_to  7.5

:Label055D4C
00D6: if  0
8038:   NOT   $A46 ==  3  ;; integer values
004D: jump_if_false £Label055D7D
0084: $9CA = $9A3  ;; integer values and handles
0084: $9CB = $9AA  ;; integer values and handles
0087:  10@ =  2@  ;; floating-point values only
0050: gosub £Label05BB2C

:Label055D7D
00D6: if  0
0038:   $9DF ==  1  ;; integer values
004D: jump_if_false £Label055DA3
00AD: set_car $9A3 max_speed_to  0.0
0477: unknown_car $9A3  1  500

:Label055DA3
0002: jump £Label055F21

:Label055DAA
00D6: if  0
0038:   $A23 ==  1  ;; integer values
004D: jump_if_false £Label055E84
00D6: if  21
0038:   $A34 ==  2  ;; integer values
0038:   $A34 ==  3  ;; integer values
004D: jump_if_false £Label055DDC
0004: $A34 =  0  ;; integer values

:Label055DDC
00D6: if  0
0038:   $A34 ==  0  ;; integer values
004D: jump_if_false £Label055E0D
00AD: set_car $9A3 max_speed_to  100.0
00AE: unknown_set_car $9A3 to_ignore_traffic_lights  2
00AF: set_car $9A3 driver_behaviour_to  2
0004: $A34 =  1  ;; integer values

:Label055E0D
00D6: if  0
0038:   $A34 ==  1  ;; integer values
004D: jump_if_false £Label055E7D
00D6: if  0
0038:   $A35 ==  10  ;; integer values
004D: jump_if_false £Label055E76
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $9A3 radius  20.0  20.0  0
004D: jump_if_false £Label055E68
00D6: if  0
8118:   NOT   actor $9AA dead
004D: jump_if_false £Label055E68
01CA: actor $9AA kill_player $PLAYER_CHAR

:Label055E68
0004: $A35 =  0  ;; integer values
0002: jump £Label055E7D

:Label055E76
0008: $A35 +=  1  ;; integer values

:Label055E7D
0002: jump £Label055F21

:Label055E84
00D6: if  21
0038:   $A34 ==  0  ;; integer values
0038:   $A34 ==  1  ;; integer values
004D: jump_if_false £Label055EA4
0004: $A34 =  2  ;; integer values

:Label055EA4
00D6: if  0
0038:   $A34 ==  2  ;; integer values
004D: jump_if_false £Label055EDC
00AD: set_car $9A3 max_speed_to  100.0
00AE: unknown_set_car $9A3 to_ignore_traffic_lights  2
00A7: car $9A3 drive_to  3@  4@  5@
0004: $A34 =  3  ;; integer values

:Label055EDC
00D6: if  0
0038:   $A34 ==  3  ;; integer values
004D: jump_if_false £Label055F21
00D6: if  0
01AD:   car $9A3  0 ()near_point  3@  4@  20.0  20.0
004D: jump_if_false £Label055F21
00AF: set_car $9A3 driver_behaviour_to  11
0477: unknown_car $9A3  1  500

:Label055F21
0002: jump £Label055F5A

:Label055F28
00D6: if  0
8038:   NOT   $A45 ==  3  ;; integer values
004D: jump_if_false £Label055F5A
0004: $9D9 =  1  ;; integer values
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label055F5A
0004: $9DD =  1  ;; integer values

:Label055F5A
0002: jump £Label055F93

:Label055F61
00D6: if  0
8038:   NOT   $A45 ==  3  ;; integer values
004D: jump_if_false £Label055F93
0004: $9D9 =  1  ;; integer values
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label055F93
0004: $9DD =  1  ;; integer values

:Label055F93
0002: jump £Label055FF1

:Label055F9A
02AA: set_car $9A3 immune_to_nonplayer  0
00D6: if  0
8118:   NOT   actor $9A9 dead
004D: jump_if_false £Label055FB9
01CA: actor $9A9 kill_player $PLAYER_CHAR

:Label055FB9
00D6: if  0
8118:   NOT   actor $9AA dead
004D: jump_if_false £Label055FD1
01CA: actor $9AA kill_player $PLAYER_CHAR

:Label055FD1
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label055FEA
0004: $9DD =  1  ;; integer values

:Label055FEA
0004: $9D9 =  1  ;; integer values

:Label055FF1
0002: jump £Label056018

:Label055FF8
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label056011
0004: $9DD =  1  ;; integer values

:Label056011
0004: $9D9 =  1  ;; integer values

:Label056018
00D6: if  0
0038:   $A05 ==  1  ;; integer values
004D: jump_if_false £Label0566EA
00D6: if  0
8119:   NOT   car $9A4 wrecked
004D: jump_if_false £Label05660E
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $9A4
004D: jump_if_false £Label0565B0
00D6: if  0
8118:   NOT   actor $9AD dead
004D: jump_if_false £Label056589
00D6: if  0
00DB:   actor $9AD in_car $9A4
004D: jump_if_false £Label056562
00AA: store_car $9A4 position_to  6@  7@  8@
0088: $12FE =  6@  ;; floating-point values only
000D: $12FE -= -837.0244  ;; floating-point values
0088: $12FF =  7@  ;; floating-point values only
000D: $12FF -= -1509.279  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1300 = $12FE  ;; floating-point values only
0059: $1300 += $12FF  ;; floating-point values
01FB: $A69 = square_root $1300
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label0563E4
00D6: if  0
8118:   NOT   actor $9AE dead
004D: jump_if_false £Label056175
00D6: if  0
0038:   $9E6 ==  5  ;; integer values
004D: jump_if_false £Label05616E
00D6: if  0
00DB:   actor $9AE in_car $9A4
004D: jump_if_false £Label05613F
0004: $9E6 =  0  ;; integer values
00D6: if  21
0038:   $A38 ==  0  ;; integer values
0038:   $A38 ==  7  ;; integer values
004D: jump_if_false £Label056138
0004: $9DF =  0  ;; integer values

:Label056138
0002: jump £Label05616E

:Label05613F
00D6: if  0
00DF:   actor $9AE driving
004D: jump_if_false £Label056166
03C0: $9C4 = actor $9AE car
01D3: actor $9AE leave_car $9C4
0002: jump £Label05616E

:Label056166
01D4: actor $9AE go_to_car $9A4 and_enter_it_as_a_passenger

:Label05616E
0002: jump £Label05618E

:Label056175
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05618E
0004: $9DD =  1  ;; integer values

:Label05618E
00D6: if  0
0118:   actor $9AD dead
004D: jump_if_false £Label0561B7
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label0561B7
0004: $9DD =  1  ;; integer values

:Label0561B7
00D6: if  0
031E:   unknown_vehicle_check $9A4 unknown  39
004D: jump_if_false £Label0561EF
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $9A4 radius  20.0  20.0  0
004D: jump_if_false £Label0561EF
0004: $A4D =  1  ;; integer values

:Label0561EF
00D6: if  0
031E:   unknown_vehicle_check $9A4 unknown  47
004D: jump_if_false £Label056223
0227: $A50 = car $9A4 health
00D6: if  0
001A:    800 > $A50  ;; integer values
004D: jump_if_false £Label056223
0004: $9DD =  1  ;; integer values

:Label056223
0468: $9A4
00D6: if  0
8038:   NOT   $9D9 ==  1  ;; integer values
004D: jump_if_false £Label056359
0088: $12FE =  6@  ;; floating-point values only
0067: $12FE -=  0@  ;; floating-point values
0088: $12FF =  7@  ;; floating-point values only
0067: $12FF -=  1@  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1300 = $12FE  ;; floating-point values only
0059: $1300 += $12FF  ;; floating-point values
01FB: $1300 = square_root $1300
0089:  9@ = $1300  ;; floating-point values only
000F:  9@ -=  3.0  ;; floating-point values
00D6: if  0
0021:    9@ >  100.0  ;; floating-point values
004D: jump_if_false £Label0562B3
0007:  9@ =  100.0  ;; floating-point values

:Label0562B3
00D6: if  0
0023:    0.0 >  9@  ;; floating-point values
004D: jump_if_false £Label0562D2
0007:  9@ =  0.0  ;; floating-point values

:Label0562D2
00D6: if  0
81AD:   NOT   car $9A4  0 ()near_point -838.3314 -1490.493  50.0  50.0
004D: jump_if_false £Label05634B
00D6: if  0
0024:   $A67 > $A69  ;; floating-point values only
004D: jump_if_false £Label056315
0007:  9@ =  0.0  ;; floating-point values

:Label056315
0086: $A6C = $A68  ;; floating-point values only
0061: $A6C -= $A69  ;; floating-point values
00D6: if  0
0020:   $A6C >  20.0  ;; floating-point values
004D: jump_if_false £Label056344
0007:  9@ =  0.0  ;; floating-point values

:Label056344
0002: jump £Label056352

:Label05634B
04E0: unknown_car $9A4  40

:Label056352
0002: jump £Label056363

:Label056359
0007:  9@ =  12.0  ;; floating-point values

:Label056363
0084: $9CA = $9A4  ;; integer values and handles
0084: $9CB = $9AE  ;; integer values and handles
0087:  10@ =  8@  ;; floating-point values only
0050: gosub £Label05BB2C
00D6: if  0
0038:   $9DF ==  0  ;; integer values
004D: jump_if_false £Label0563C9
00D6: if  0
0043:    9@ ==  0.0  ;; floating-point values
004D: jump_if_false £Label0563BA
0477: unknown_car $9A4  1  200
0002: jump £Label0563C2

:Label0563BA
00AD: set_car $9A4 max_speed_to  9@

:Label0563C2
0002: jump £Label0563DD

:Label0563C9
0007:  9@ =  0.0  ;; floating-point values
0477: unknown_car $9A4  1  500

:Label0563DD
0002: jump £Label05655B

:Label0563E4
00D6: if  0
0038:   $A23 ==  1  ;; integer values
004D: jump_if_false £Label0564BE
00D6: if  21
0038:   $9DB ==  2  ;; integer values
0038:   $9DB ==  3  ;; integer values
004D: jump_if_false £Label056416
0004: $9DB =  0  ;; integer values

:Label056416
00D6: if  0
0038:   $9DB ==  0  ;; integer values
004D: jump_if_false £Label056447
00AD: set_car $9A4 max_speed_to  100.0
00AE: unknown_set_car $9A4 to_ignore_traffic_lights  2
00AF: set_car $9A4 driver_behaviour_to  2
0004: $9DB =  1  ;; integer values

:Label056447
00D6: if  0
0038:   $9DB ==  1  ;; integer values
004D: jump_if_false £Label0564B7
00D6: if  0
0038:   $9FC ==  10  ;; integer values
004D: jump_if_false £Label0564B0
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $9A4 radius  20.0  20.0  0
004D: jump_if_false £Label0564A2
00D6: if  0
8118:   NOT   actor $9AE dead
004D: jump_if_false £Label0564A2
01CA: actor $9AE kill_player $PLAYER_CHAR

:Label0564A2
0004: $9FC =  0  ;; integer values
0002: jump £Label0564B7

:Label0564B0
0008: $9FC +=  1  ;; integer values

:Label0564B7
0002: jump £Label05655B

:Label0564BE
00D6: if  21
0038:   $9DB ==  0  ;; integer values
0038:   $9DB ==  1  ;; integer values
004D: jump_if_false £Label0564DE
0004: $9DB =  2  ;; integer values

:Label0564DE
00D6: if  0
0038:   $9DB ==  2  ;; integer values
004D: jump_if_false £Label056516
00AD: set_car $9A4 max_speed_to  100.0
00AE: unknown_set_car $9A4 to_ignore_traffic_lights  2
00A7: car $9A4 drive_to  3@  4@  5@
0004: $9DB =  3  ;; integer values

:Label056516
00D6: if  0
0038:   $9DB ==  3  ;; integer values
004D: jump_if_false £Label05655B
00D6: if  0
01AD:   car $9A4  0 ()near_point  3@  4@  20.0  20.0
004D: jump_if_false £Label05655B
00AF: set_car $9A4 driver_behaviour_to  11
0477: unknown_car $9A4  1  500

:Label05655B
0002: jump £Label056582

:Label056562
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05657B
0004: $9DD =  1  ;; integer values

:Label05657B
0004: $9DA =  1  ;; integer values

:Label056582
0002: jump £Label0565A9

:Label056589
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label0565A2
0004: $9DD =  1  ;; integer values

:Label0565A2
0004: $9DA =  1  ;; integer values

:Label0565A9
0002: jump £Label056607

:Label0565B0
02AA: set_car $9A4 immune_to_nonplayer  0
00D6: if  0
8118:   NOT   actor $9AD dead
004D: jump_if_false £Label0565CF
01CA: actor $9AD kill_player $PLAYER_CHAR

:Label0565CF
00D6: if  0
8118:   NOT   actor $9AE dead
004D: jump_if_false £Label0565E7
01CA: actor $9AE kill_player $PLAYER_CHAR

:Label0565E7
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label056600
0004: $9DD =  1  ;; integer values

:Label056600
0004: $9DA =  1  ;; integer values

:Label056607
0002: jump £Label05662E

:Label05660E
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label056627
0004: $9DD =  1  ;; integer values

:Label056627
0004: $9DA =  1  ;; integer values

:Label05662E
0084: $9D1 = $9B5  ;; integer values and handles
0084: $9D2 = $9A4  ;; integer values and handles
0084: $9D3 = $9AD  ;; integer values and handles
0084: $A06 = $9F4  ;; integer values and handles
0050: gosub £Label05C53D
0084: $9F4 = $A06  ;; integer values and handles
0084: $9D1 = $9B6  ;; integer values and handles
0084: $9D2 = $9A4  ;; integer values and handles
0084: $9D3 = $9AD  ;; integer values and handles
0084: $A06 = $9F5  ;; integer values and handles
0050: gosub £Label05C53D
0084: $9F5 = $A06  ;; integer values and handles
0084: $9D1 = $9B7  ;; integer values and handles
0084: $9D2 = $9A4  ;; integer values and handles
0084: $9D3 = $9AD  ;; integer values and handles
0084: $A06 = $9F6  ;; integer values and handles
0050: gosub £Label05C53D
0084: $9F6 = $A06  ;; integer values and handles
0084: $9D1 = $9B8  ;; integer values and handles
0084: $9D2 = $9A4  ;; integer values and handles
0084: $9D3 = $9AD  ;; integer values and handles
0084: $A06 = $9F7  ;; integer values and handles
0050: gosub £Label05C53D
0084: $9F7 = $A06  ;; integer values and handles

:Label0566EA
00D6: if  0
0038:   $A05 ==  2  ;; integer values
004D: jump_if_false £Label05897A
00D6: if  0
8119:   NOT   car $9A6 wrecked
004D: jump_if_false £Label058952
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $9A6
004D: jump_if_false £Label0585BB
00D6: if  1
03B1:   garage $2B1 door_closed
0018:   $A30 >  0  ;; integer values
004D: jump_if_false £Label05674C
00BC: text_highpriority "COL4_B2"  5000 ms  1  ;; ~r~The tank arrived at its destination safely!
0002: jump £Label05B9B9

:Label05674C
00D6: if  0
0038:   $A30 ==  1  ;; integer values
004D: jump_if_false £Label05685E
00D6: if  0
01AD:   car $9A6  0 ()near_point -836.007 -1500.523  13.5  13.5
004D: jump_if_false £Label05685E
00D6: if  0
02B3:   player $PLAYER_CHAR in_cube -823.448 -1488.083  10.852 -841.991 -1480.591  16.165 radius  30.0 sphere  0
004D: jump_if_false £Label05685E
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -833.708 -1509.877  12.489 radius  4.0  6.0  1.5
004D: jump_if_false £Label056809
00D6: if  0
0038:   $A33 ==  0  ;; integer values
004D: jump_if_false £Label056802
0004: $A33 =  1  ;; integer values

:Label056802
0002: jump £Label05685E

:Label056809
00D6: if  25
001A:    3 > $A3D  ;; integer values
001A:    3 > $A45  ;; integer values
001A:    3 > $A3F  ;; integer values
001A:    3 > $A40  ;; integer values
001A:    3 > $A46  ;; integer values
001A:    3 > $A42  ;; integer values
004D: jump_if_false £Label056857
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label056857
0004: $9DD =  1  ;; integer values

:Label056857
0004: $A30 =  2  ;; integer values

:Label05685E
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $9A6 radius  60.0  60.0  0
004D: jump_if_false £Label0568CA
0004: $A32 =  1  ;; integer values
00D6: if  0
0038:   $A37 ==  0  ;; integer values
004D: jump_if_false £Label0568BC
00BC: text_highpriority "COL4_B6"  5000 ms  1  ;; ~g~Find a way to steal the tank!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $A37 =  1  ;; integer values

:Label0568BC
010D: set_player $PLAYER_CHAR wanted_level_to  0
0002: jump £Label0568D1

:Label0568CA
0004: $A32 =  0  ;; integer values

:Label0568D1
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $9A6 radius  250.0  250.0  0
004D: jump_if_false £Label0568FE
0004: $A23 =  1  ;; integer values
0002: jump £Label056905

:Label0568FE
0004: $A23 =  0  ;; integer values

:Label056905
00AA: store_car $9A6 position_to  3@  4@  5@
0088: $12FE =  3@  ;; floating-point values only
000D: $12FE -= -837.0244  ;; floating-point values
0088: $12FF =  4@  ;; floating-point values only
000D: $12FF -= -1509.279  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1300 = $12FE  ;; floating-point values only
0059: $1300 += $12FF  ;; floating-point values
01FB: $A68 = square_root $1300
00D6: if  0
0118:   actor $9C7 dead
004D: jump_if_false £Label0569CA
00D6: if  0
8038:   NOT   $A43 ==  3  ;; integer values
004D: jump_if_false £Label0569CA
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label0569CA
00D6: if  0
056D:   unknown_actor $9C7 dead_but_active
004D: jump_if_false £Label0569C3
04A5: unknown_store_dead_actor $9C7 position_to $1BD $1BE $1BF
0213: $9CE = create_pickup -18 (BODYARMOUR) type  3 at $1BD $1BE $1BF

:Label0569C3
0004: $9DD =  1  ;; integer values

:Label0569CA
00D6: if  0
0118:   actor $9C8 dead
004D: jump_if_false £Label056A35
00D6: if  0
8038:   NOT   $A44 ==  3  ;; integer values
004D: jump_if_false £Label056A35
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label056A35
00D6: if  0
056D:   unknown_actor $9C8 dead_but_active
004D: jump_if_false £Label056A2E
04A5: unknown_store_dead_actor $9C8 position_to $1BD $1BE $1BF
0213: $9CF = create_pickup -18 (BODYARMOUR) type  3 at $1BD $1BE $1BF

:Label056A2E
0004: $9DD =  1  ;; integer values

:Label056A35
00D6: if  0
0038:   $9E1 ==  0  ;; integer values
004D: jump_if_false £Label056ACE
00D6: if  0
8038:   NOT   $9F0 ==  2  ;; integer values
004D: jump_if_false £Label056ACE
00D6: if  0
844A:   NOT (unknown) $PLAYER_CHAR 
004D: jump_if_false £Label056ACE
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -2.5017  .3918 -.1973
00D6: if  0
00E4:   player $PLAYER_CHAR  0 ()near_point_on_foot $1BD $1BE radius  1.0  1.0
004D: jump_if_false £Label056ACE
00BC: text_highpriority "COL4_B4"  5000 ms  1  ;; ~g~The tank is locked. Find a way to lure out the occupants.
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $9E1 =  1  ;; integer values

:Label056ACE
00D6: if  0
0038:   $A0C ==  0  ;; integer values
004D: jump_if_false £Label056B9D
00D6: if  0
0495:   unknown_car_check $9A6
004D: jump_if_false £Label056B9D
00D6: if  0
8118:   NOT   actor $9C7 dead
004D: jump_if_false £Label056B1B
00D6: if  0
00DB:   actor $9C7 in_car $9A6
004D: jump_if_false £Label056B1B
01CE: actor $9C7 avoid_player $PLAYER_CHAR

:Label056B1B
00D6: if  0
8118:   NOT   actor $9C8 dead
004D: jump_if_false £Label056B46
00D6: if  0
00DB:   actor $9C8 in_car $9A6
004D: jump_if_false £Label056B46
01CE: actor $9C8 avoid_player $PLAYER_CHAR

:Label056B46
00D6: if  0
0038:   $A08 ==  0  ;; integer values
004D: jump_if_false £Label056B6F
0004: $A08 =  1  ;; integer values
0084: $A1F = $12CB  ;; integer values and handles
0008: $A1F +=  6000  ;; integer values

:Label056B6F
020A: set_car $9A6 door_status_to  1
0004: $9F0 =  2  ;; integer values
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label056B96
0004: $9DD =  1  ;; integer values

:Label056B96
0004: $A0C =  1  ;; integer values

:Label056B9D
00D6: if  0
8038:   NOT   $9EA ==  3  ;; integer values
004D: jump_if_false £Label056DEE
00D6: if  0
8118:   NOT   actor $9BD dead
004D: jump_if_false £Label056C09
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label056BFA
00D6: if  0
0038:   $9EA ==  0  ;; integer values
004D: jump_if_false £Label056BF3
0174: $1316 = car $9A6 z_angle
0173: set_actor $9BD z_angle_to $1316

:Label056BF3
0002: jump £Label056C02

:Label056BFA
01CA: actor $9BD kill_player $PLAYER_CHAR

:Label056C02
0002: jump £Label056DEE

:Label056C09
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label056DE9
00D6: if  0
0038:   $9FE ==  0  ;; integer values
004D: jump_if_false £Label056C4B
0004: $9DF =  1  ;; integer values
0004: $9FE =  1  ;; integer values
0084: $9FF = $12CB  ;; integer values and handles
0008: $9FF +=  2000  ;; integer values

:Label056C4B
00D6: if  0
0038:   $9FE ==  1  ;; integer values
004D: jump_if_false £Label056CC9
00D6: if  0
001C:   $12CB > $9FF  ;; integer values
004D: jump_if_false £Label056CC9
00D6: if  0
0038:   $A0E ==  0  ;; integer values
004D: jump_if_false £Label056C99
0004: $A0E =  1  ;; integer values
0084: $A25 = $12CB  ;; integer values and handles
0008: $A25 +=  6000  ;; integer values

:Label056C99
00D6: if  0
0038:   $A18 ==  0  ;; integer values
004D: jump_if_false £Label056CC2
0004: $A18 =  1  ;; integer values
0084: $A2E = $12CB  ;; integer values and handles
0008: $A2E +=  8000  ;; integer values

:Label056CC2
0004: $9FE =  2  ;; integer values

:Label056CC9
00D6: if  0
0038:   $9FE ==  2  ;; integer values
004D: jump_if_false £Label056DA4
00D6: if  0
8118:   NOT   actor $9C7 dead
004D: jump_if_false £Label056DA4
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -5.0  0.0  0.0
0239: actor $9C7 run_to $1BD $1BE
020A: set_car $9A6 door_status_to  1
0004: $9F0 =  2  ;; integer values
00D6: if  0
00ED:   actor $9C7  0 ()near_point_on_foot $1BD $1BE radius  1.0  1.0
004D: jump_if_false £Label056DA4
011C: actor $9C7 clear_objective
00AA: store_car $9A6 position_to $1BD $1BE $1BF
00D6: if  0
0038:   $A09 ==  0  ;; integer values
004D: jump_if_false £Label056D7F
0004: $A09 =  1  ;; integer values
0084: $A20 = $12CB  ;; integer values and handles
0008: $A20 +=  6000  ;; integer values

:Label056D7F
01BE: set_actor $9C7 to_look_at_spot $1BD $1BE $1BF
0004: $9FE =  3  ;; integer values
0084: $9FF = $12CB  ;; integer values and handles
0008: $9FF +=  2000  ;; integer values

:Label056DA4
00D6: if  0
0038:   $9FE ==  3  ;; integer values
004D: jump_if_false £Label056DE2
00D6: if  0
001C:   $12CB > $9FF  ;; integer values
004D: jump_if_false £Label056DE2
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label056DE2
0004: $9DD =  1  ;; integer values

:Label056DE2
0002: jump £Label056DEE

:Label056DE9
0465: remove_actor $9BD from_turret_mode

:Label056DEE
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05751B
00D6: if  0
0038:   $A3D ==  0  ;; integer values
004D: jump_if_false £Label056E9C
00D6: if  0
8118:   NOT   actor $9B3 dead
004D: jump_if_false £Label056E71
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset  5.0  2.0  0.0
00D6: if  0
0038:   $9DF ==  0  ;; integer values
004D: jump_if_false £Label056E6A
0411: (unknown) $9B3  0 
0239: actor $9B3 run_to $1BD $1BE
0411: (unknown) $9B3  0 

:Label056E6A
0002: jump £Label056E9C

:Label056E71
00D6: if  0
8038:   NOT   $A3D ==  3  ;; integer values
004D: jump_if_false £Label056E9C
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label056E9C
0004: $9DD =  1  ;; integer values

:Label056E9C
00D6: if  0
0038:   $A3E ==  0  ;; integer values
004D: jump_if_false £Label056F26
00D6: if  0
8118:   NOT   actor $9B4 dead
004D: jump_if_false £Label056EFB
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset  5.0 -1.0  0.0
0411: (unknown) $9B4  0 
0239: actor $9B4 run_to $1BD $1BE
0411: (unknown) $9B4  0 
0002: jump £Label056F26

:Label056EFB
00D6: if  0
8038:   NOT   $A3E ==  3  ;; integer values
004D: jump_if_false £Label056F26
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label056F26
0004: $9DD =  1  ;; integer values

:Label056F26
00D6: if  0
0038:   $A3F ==  0  ;; integer values
004D: jump_if_false £Label057095
00D6: if  0
8118:   NOT   actor $9AB dead
004D: jump_if_false £Label05706A
00D6: if  22
0038:   $A4C ==  1  ;; integer values
0038:   $A4D ==  1  ;; integer values
0038:   $A4E ==  1  ;; integer values
004D: jump_if_false £Label057016
00D6: if  0
0038:   $A12 ==  0  ;; integer values
004D: jump_if_false £Label056FAA
00D6: if  0
0038:   $A16 ==  0  ;; integer values
004D: jump_if_false £Label056FA3
0004: $A16 =  1  ;; integer values
0084: $A2C = $12CB  ;; integer values and handles
0008: $A2C +=  6000  ;; integer values

:Label056FA3
0004: $A12 =  1  ;; integer values

:Label056FAA
0350: unknown_actor $9AB not_scared_flag  1
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label056FD8
03C1: $12B6 = player $PLAYER_CHAR car
01D9: actor $9AB run_away_from_car $12B6
0002: jump £Label056FE0

:Label056FD8
01CA: actor $9AB kill_player $PLAYER_CHAR

:Label056FE0
00D6: if  0
001C:   $12CB > $A52  ;; integer values
004D: jump_if_false £Label05700F
0004: $A4C =  0  ;; integer values
0004: $A4D =  0  ;; integer values
0004: $A4E =  0  ;; integer values
0004: $A12 =  0  ;; integer values

:Label05700F
0002: jump £Label057063

:Label057016
0350: unknown_actor $9AB not_scared_flag  0
0084: $A52 = $12CB  ;; integer values and handles
0008: $A52 +=  6000  ;; integer values
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset  5.0 -4.0  0.0
0411: (unknown) $9AB  0 
0239: actor $9AB run_to $1BD $1BE
0411: (unknown) $9AB  0 

:Label057063
0002: jump £Label057095

:Label05706A
00D6: if  0
8038:   NOT   $A3F ==  3  ;; integer values
004D: jump_if_false £Label057095
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label057095
0004: $9DD =  1  ;; integer values

:Label057095
00D6: if  0
01AD:   car $9A6  0 ()near_point -860.463 -204.449  8.0  75.0
004D: jump_if_false £Label0570C9
0004: $9E0 =  1  ;; integer values
0002: jump £Label0570D0

:Label0570C9
0004: $9E0 =  0  ;; integer values

:Label0570D0
00D6: if  0
0038:   $A40 ==  0  ;; integer values
004D: jump_if_false £Label0571A2
00D6: if  0
8118:   NOT   actor $9AC dead
004D: jump_if_false £Label057177
00D6: if  0
0038:   $9E0 ==  1  ;; integer values
004D: jump_if_false £Label057128
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -3.5 -4.0  0.0
0002: jump £Label057145

:Label057128
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -5.0  2.0  0.0

:Label057145
00D6: if  0
0038:   $9DF ==  0  ;; integer values
004D: jump_if_false £Label057170
0411: (unknown) $9AC  0 
0239: actor $9AC run_to $1BD $1BE
0411: (unknown) $9AC  0 

:Label057170
0002: jump £Label0571A2

:Label057177
00D6: if  0
8038:   NOT   $A40 ==  3  ;; integer values
004D: jump_if_false £Label0571A2
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label0571A2
0004: $9DD =  1  ;; integer values

:Label0571A2
00D6: if  0
0038:   $A41 ==  0  ;; integer values
004D: jump_if_false £Label05737E
00D6: if  0
8118:   NOT   actor $9AF dead
004D: jump_if_false £Label057353
00D6: if  22
0038:   $A4C ==  1  ;; integer values
0038:   $A4D ==  1  ;; integer values
0038:   $A4E ==  1  ;; integer values
004D: jump_if_false £Label0572B2
00D6: if  0
0118:   actor $9AB dead
004D: jump_if_false £Label057236
00D6: if  0
0038:   $A12 ==  0  ;; integer values
004D: jump_if_false £Label057236
00D6: if  0
0038:   $A16 ==  0  ;; integer values
004D: jump_if_false £Label05722F
0004: $A16 =  1  ;; integer values
0084: $A2C = $12CB  ;; integer values and handles
0008: $A2C +=  6000  ;; integer values

:Label05722F
0004: $A12 =  1  ;; integer values

:Label057236
0350: unknown_actor $9AF not_scared_flag  1
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label057264
03C1: $12B6 = player $PLAYER_CHAR car
01D9: actor $9AF run_away_from_car $12B6
0002: jump £Label05726C

:Label057264
01CA: actor $9AF kill_player $PLAYER_CHAR

:Label05726C
00D6: if  0
0118:   actor $9AB dead
004D: jump_if_false £Label0572AB
00D6: if  0
001C:   $12CB > $A52  ;; integer values
004D: jump_if_false £Label0572AB
0004: $A4C =  0  ;; integer values
0004: $A4D =  0  ;; integer values
0004: $A4E =  0  ;; integer values
0004: $A12 =  0  ;; integer values

:Label0572AB
0002: jump £Label05734C

:Label0572B2
00D6: if  0
0118:   actor $9AB dead
004D: jump_if_false £Label0572D9
0084: $A52 = $12CB  ;; integer values and handles
0008: $A52 +=  6000  ;; integer values
0002: jump £Label0572E0

:Label0572D9
0350: unknown_actor $9AB not_scared_flag  0

:Label0572E0
00D6: if  0
0038:   $9E0 ==  1  ;; integer values
004D: jump_if_false £Label057316
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -3.5 -1.0  0.0
0002: jump £Label057333

:Label057316
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -5.0 -1.0  0.0

:Label057333
0411: (unknown) $9AF  0 
0239: actor $9AF run_to $1BD $1BE
0411: (unknown) $9AF  0 

:Label05734C
0002: jump £Label05737E

:Label057353
00D6: if  0
8038:   NOT   $A41 ==  3  ;; integer values
004D: jump_if_false £Label05737E
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05737E
0004: $9DD =  1  ;; integer values

:Label05737E
00D6: if  0
0038:   $A42 ==  0  ;; integer values
004D: jump_if_false £Label05743E
00D6: if  0
8118:   NOT   actor $9B0 dead
004D: jump_if_false £Label057413
00D6: if  0
0038:   $9E0 ==  1  ;; integer values
004D: jump_if_false £Label0573D6
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -3.5  2.0  0.0
0002: jump £Label0573F3

:Label0573D6
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -5.0 -4.0  0.0

:Label0573F3
0411: (unknown) $9B0  0 
0239: actor $9B0 run_to $1BD $1BE
0411: (unknown) $9B0  0 
0002: jump £Label05743E

:Label057413
00D6: if  0
8038:   NOT   $A42 ==  3  ;; integer values
004D: jump_if_false £Label05743E
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05743E
0004: $9DD =  1  ;; integer values

:Label05743E
00D6: if  0
8118:   NOT   actor $9C8 dead
004D: jump_if_false £Label0574E9
00D6: if  0
0038:   $A44 ==  0  ;; integer values
004D: jump_if_false £Label0574E2
00D6: if  0
0038:   $9E8 ==  5  ;; integer values
004D: jump_if_false £Label0574E2
00D6: if  0
00DB:   actor $9C8 in_car $9A6
004D: jump_if_false £Label0574B3
0004: $9E8 =  0  ;; integer values
00D6: if  21
0038:   $A38 ==  0  ;; integer values
0038:   $A38 ==  7  ;; integer values
004D: jump_if_false £Label0574AC
0004: $9DF =  0  ;; integer values

:Label0574AC
0002: jump £Label0574E2

:Label0574B3
00D6: if  0
00DF:   actor $9C8 driving
004D: jump_if_false £Label0574DA
03C0: $9C5 = actor $9C8 car
01D3: actor $9C8 leave_car $9C5
0002: jump £Label0574E2

:Label0574DA
01D4: actor $9C8 go_to_car $9A6 and_enter_it_as_a_passenger

:Label0574E2
0002: jump £Label057514

:Label0574E9
00D6: if  0
8038:   NOT   $A44 ==  3  ;; integer values
004D: jump_if_false £Label057514
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label057514
0004: $9DD =  1  ;; integer values

:Label057514
0002: jump £Label057702

:Label05751B
00D6: if  0
0038:   $9F0 ==  0  ;; integer values
004D: jump_if_false £Label057546
0084: $9EF = $12CB  ;; integer values and handles
0008: $9EF +=  100000  ;; integer values
0004: $9F0 =  1  ;; integer values

:Label057546
00D6: if  0
0038:   $9F0 ==  1  ;; integer values
004D: jump_if_false £Label057672
00D6: if  0
0119:   car $9A3 wrecked
004D: jump_if_false £Label0575F8
00D6: if  0
0119:   car $9A4 wrecked
004D: jump_if_false £Label0575F8
00D6: if  0
0119:   car $9A5 wrecked
004D: jump_if_false £Label0575F8
00D6: if  0
0118:   actor $9B3 dead
004D: jump_if_false £Label0575F8
00D6: if  0
0118:   actor $9B4 dead
004D: jump_if_false £Label0575F8
00D6: if  0
0118:   actor $9AB dead
004D: jump_if_false £Label0575F8
00D6: if  0
0118:   actor $9AC dead
004D: jump_if_false £Label0575F8
00D6: if  0
0118:   actor $9AF dead
004D: jump_if_false £Label0575F8
00D6: if  0
0118:   actor $9B0 dead
004D: jump_if_false £Label0575F8
0084: $9EF = $12CB  ;; integer values and handles
000C: $9EF -=  500  ;; integer values

:Label0575F8
00D6: if  0
001C:   $12CB > $9EF  ;; integer values
004D: jump_if_false £Label057672
00D6: if  0
8118:   NOT   actor $9C7 dead
004D: jump_if_false £Label057623
01CE: actor $9C7 avoid_player $PLAYER_CHAR

:Label057623
00D6: if  0
8118:   NOT   actor $9C8 dead
004D: jump_if_false £Label05763B
01CE: actor $9C8 avoid_player $PLAYER_CHAR

:Label05763B
00D6: if  0
0038:   $A08 ==  0  ;; integer values
004D: jump_if_false £Label057664
0004: $A08 =  1  ;; integer values
0084: $A1F = $12CB  ;; integer values and handles
0008: $A1F +=  6000  ;; integer values

:Label057664
020A: set_car $9A6 door_status_to  1
0004: $9F0 =  2  ;; integer values

:Label057672
00D6: if  0
8118:   NOT   actor $9B3 dead
004D: jump_if_false £Label05768A
01CA: actor $9B3 kill_player $PLAYER_CHAR

:Label05768A
00D6: if  0
8118:   NOT   actor $9B4 dead
004D: jump_if_false £Label0576A2
01CA: actor $9B4 kill_player $PLAYER_CHAR

:Label0576A2
00D6: if  0
8118:   NOT   actor $9AB dead
004D: jump_if_false £Label0576BA
01CA: actor $9AB kill_player $PLAYER_CHAR

:Label0576BA
00D6: if  0
8118:   NOT   actor $9AC dead
004D: jump_if_false £Label0576D2
01CA: actor $9AC kill_player $PLAYER_CHAR

:Label0576D2
00D6: if  0
8118:   NOT   actor $9AF dead
004D: jump_if_false £Label0576EA
01CA: actor $9AF kill_player $PLAYER_CHAR

:Label0576EA
00D6: if  0
8118:   NOT   actor $9B0 dead
004D: jump_if_false £Label057702
01CA: actor $9B0 kill_player $PLAYER_CHAR

:Label057702
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label0582D7
00D6: if  0
8118:   NOT   actor $9C7 dead
004D: jump_if_false £Label05779C
00D6: if  0
050D: $9C7
004D: jump_if_false £Label05779C
00D6: if  0
8118:   NOT   actor $9C8 dead
004D: jump_if_false £Label05779C
01CE: actor $9C8 avoid_player $PLAYER_CHAR
020A: set_car $9A6 door_status_to  1
0004: $9F0 =  2  ;; integer values
00D6: if  0
0038:   $A07 ==  0  ;; integer values
004D: jump_if_false £Label057783
0004: $A07 =  1  ;; integer values
0084: $A1E = $12CB  ;; integer values and handles
0008: $A1E +=  6000  ;; integer values

:Label057783
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05779C
0004: $9DD =  1  ;; integer values

:Label05779C
00D6: if  0
8118:   NOT   actor $9C8 dead
004D: jump_if_false £Label057B78
00D6: if  0
050D: $9C8
004D: jump_if_false £Label057824
00D6: if  0
8118:   NOT   actor $9C7 dead
004D: jump_if_false £Label057824
01CE: actor $9C7 avoid_player $PLAYER_CHAR
020A: set_car $9A6 door_status_to  1
0004: $9F0 =  2  ;; integer values
00D6: if  0
0038:   $A07 ==  0  ;; integer values
004D: jump_if_false £Label05780B
0004: $A07 =  1  ;; integer values
0084: $A1E = $12CB  ;; integer values and handles
0008: $A1E +=  6000  ;; integer values

:Label05780B
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label057824
0004: $9DD =  1  ;; integer values

:Label057824
00D6: if  0
0038:   $A38 ==  0  ;; integer values
004D: jump_if_false £Label0578C2
00D6: if  0
01AD:   car $9A6  0 ()near_point -834.422 -634.884  5.0  5.0
004D: jump_if_false £Label0578C2
0004: $9DF =  1  ;; integer values
00D6: if  0
0038:   $9E8 ==  0  ;; integer values
004D: jump_if_false £Label0578C2
020A: set_car $9A6 door_status_to  1
0004: $9F0 =  2  ;; integer values
00D6: if  0
0038:   $A0A ==  0  ;; integer values
004D: jump_if_false £Label0578AC
0004: $A0A =  1  ;; integer values
0084: $A21 = $12CB  ;; integer values and handles
0008: $A21 +=  6000  ;; integer values

:Label0578AC
0239: actor $9C8 run_to -844.5248 -639.313
0004: $A38 =  1  ;; integer values

:Label0578C2
00D6: if  0
0038:   $A38 ==  1  ;; integer values
004D: jump_if_false £Label057910
00D6: if  0
00ED:   actor $9C8  0 ()near_point_on_foot -844.5248 -639.313 radius  1.0  1.0
004D: jump_if_false £Label057910
0239: actor $9C8 run_to -850.9821 -633.8697
0004: $A38 =  2  ;; integer values

:Label057910
00D6: if  0
0038:   $A38 ==  2  ;; integer values
004D: jump_if_false £Label05795F
00D6: if  0
00ED:   actor $9C8  0 ()near_point_on_foot -850.9821 -633.8697 radius  1.0  1.0
004D: jump_if_false £Label05795F
0084: $A39 = $12CB  ;; integer values and handles
0008: $A39 +=  2000  ;; integer values
0004: $A38 =  3  ;; integer values

:Label05795F
00D6: if  0
0038:   $A38 ==  3  ;; integer values
004D: jump_if_false £Label05799A
00D6: if  0
001C:   $12CB > $A39  ;; integer values
004D: jump_if_false £Label05799A
0239: actor $9C8 run_to -850.9821 -633.8697
0004: $A38 =  4  ;; integer values

:Label05799A
00D6: if  0
0038:   $A38 ==  4  ;; integer values
004D: jump_if_false £Label0579E8
00D6: if  0
00ED:   actor $9C8  0 ()near_point_on_foot -850.9821 -633.8697 radius  1.0  1.0
004D: jump_if_false £Label0579E8
0239: actor $9C8 run_to -844.5248 -639.313
0004: $A38 =  5  ;; integer values

:Label0579E8
00D6: if  0
0038:   $A38 ==  5  ;; integer values
004D: jump_if_false £Label057A2F
00D6: if  0
00ED:   actor $9C8  0 ()near_point_on_foot -844.5248 -639.313 radius  1.0  1.0
004D: jump_if_false £Label057A2F
01D4: actor $9C8 go_to_car $9A6 and_enter_it_as_a_passenger
0004: $A38 =  6  ;; integer values

:Label057A2F
00D6: if  0
0038:   $A38 ==  6  ;; integer values
004D: jump_if_false £Label057B71
00D6: if  0
00DB:   actor $9C8 in_car $9A6
004D: jump_if_false £Label057B71
00D6: if  0
0038:   $A30 ==  0  ;; integer values
004D: jump_if_false £Label057B3D
00D6: if  0
0038:   $A0B ==  0  ;; integer values
004D: jump_if_false £Label057A8F
0004: $A0B =  1  ;; integer values
0084: $A22 = $12CB  ;; integer values and handles
0008: $A22 +=  6000  ;; integer values

:Label057A8F
021B: set_garage $2B1 to_accept_car $9A6
0360: open_garage $2B1
009A: $9CC = create_actor  4 #ARMY at -830.7947 -1500.054  11.067
0173: set_actor $9CC z_angle_to  2.1778
01B2: give_actor $9CC weapon  27 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $9CC flags
0243: set_actor $9CC ped_stats_to  16
02A9: set_actor $9CC immune_to_nonplayer  1
0350: unknown_actor $9CC not_scared_flag  1
0411: (unknown) $9CC  0 
009A: $9CD = create_actor  4 #ARMY at -824.3466 -1488.274  10.9186
0173: set_actor $9CD z_angle_to  117.421
01B2: give_actor $9CD weapon  27 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $9CD flags
0243: set_actor $9CD ped_stats_to  16
02A9: set_actor $9CD immune_to_nonplayer  1
0350: unknown_actor $9CD not_scared_flag  1
0411: (unknown) $9CD  0 
0004: $A30 =  1  ;; integer values

:Label057B3D
00D6: if  0
0038:   $9DE ==  0  ;; integer values
004D: jump_if_false £Label057B5D
0004: $9DF =  0  ;; integer values
0004: $A38 =  7  ;; integer values

:Label057B5D
02C2: car $9A6 drive_to_point -838.3314 -1492.5  11.0623

:Label057B71
0002: jump £Label057BA3

:Label057B78
00D6: if  0
8038:   NOT   $A44 ==  3  ;; integer values
004D: jump_if_false £Label057BA3
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label057BA3
0004: $9DD =  1  ;; integer values

:Label057BA3
00D6: if  0
01AD:   car $9A6  0 ()near_point -838.3314 -1492.5  3.0  3.0
004D: jump_if_false £Label057C3A
00D6: if  0
0038:   $A31 ==  0  ;; integer values
004D: jump_if_false £Label057C2C
00D6: if  0
02B3:   player $PLAYER_CHAR in_cube -823.448 -1488.083  10.852 -841.991 -1480.591  16.165 radius  30.0 sphere  0
004D: jump_if_false £Label057C1E
0004: $9E4 =  1  ;; integer values
0002: jump £Label057C25

:Label057C1E
0004: $9E4 =  0  ;; integer values

:Label057C25
0002: jump £Label057C33

:Label057C2C
0004: $9E4 =  0  ;; integer values

:Label057C33
0002: jump £Label057C41

:Label057C3A
0004: $9E4 =  0  ;; integer values

:Label057C41
00D6: if  0
0038:   $A3D ==  0  ;; integer values
004D: jump_if_false £Label0582D0
00D6: if  0
0038:   $A40 ==  0  ;; integer values
004D: jump_if_false £Label0582D0
00D6: if  0
0038:   $9DE ==  0  ;; integer values
004D: jump_if_false £Label057E01
00D6: if  21
01FF:   player $PLAYER_CHAR near_car $9A6 radius  8.0  10.0  3.0 unknown  0
0038:   $9E4 ==  1  ;; integer values
004D: jump_if_false £Label057DF1
00D6: if  0
001C:   $12CB > $A53  ;; integer values
004D: jump_if_false £Label057DEA
00A0: store_actor $9B3 position_to $1BD $1BE $1BF
0054: store_player $PLAYER_CHAR position_to $5F $60 $1BF
0086: $12FE = $1BD  ;; floating-point values only
0061: $12FE -= $5F  ;; floating-point values
0086: $12FF = $1BE  ;; floating-point values only
0061: $12FF -= $60  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1300 = $12FE  ;; floating-point values only
0059: $1300 += $12FF  ;; floating-point values
01FB: $A5E = square_root $1300
00A0: store_actor $9AC position_to $1BD $1BE $1BF
0086: $12FE = $1BD  ;; floating-point values only
0061: $12FE -= $5F  ;; floating-point values
0086: $12FF = $1BE  ;; floating-point values only
0061: $12FF -= $60  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1300 = $12FE  ;; floating-point values only
0059: $1300 += $12FF  ;; floating-point values
01FB: $A5F = square_root $1300
00D6: if  0
0024:   $A5F > $A5E  ;; floating-point values only
004D: jump_if_false £Label057D9B
022D: set_actor $9B3 to_look_at_player $PLAYER_CHAR
0005: $A5E = -100.0  ;; floating-point values
0002: jump £Label057DAD

:Label057D9B
022D: set_actor $9AC to_look_at_player $PLAYER_CHAR
0005: $A5F = -100.0  ;; floating-point values

:Label057DAD
00D6: if  0
0038:   $A0F ==  0  ;; integer values
004D: jump_if_false £Label057DD6
0004: $A0F =  1  ;; integer values
0084: $A26 = $12CB  ;; integer values and handles
0008: $A26 +=  6000  ;; integer values

:Label057DD6
01BD: $1AF0 = current_time_in_ms
0008: $1AF0 +=  5000  ;; integer values
0004: $9DE =  1  ;; integer values

:Label057DEA
0002: jump £Label057E01

:Label057DF1
0084: $A53 = $12CB  ;; integer values and handles
0008: $A53 +=  2000  ;; integer values

:Label057E01
00D6: if  0
0038:   $9DE ==  1  ;; integer values
004D: jump_if_false £Label057EF2
00D6: if  21
01FF:   player $PLAYER_CHAR near_car $9A6 radius  8.0  10.0  3.0 unknown  0
0038:   $9E4 ==  1  ;; integer values
004D: jump_if_false £Label057EA4
00D6: if  0
001C:   $12CB > $1AF0  ;; integer values
004D: jump_if_false £Label057E9D
00D6: if  0
0038:   $9DF ==  0  ;; integer values
004D: jump_if_false £Label057E6A
0004: $9DF =  1  ;; integer values

:Label057E6A
0004: $9DE =  2  ;; integer values
00D6: if  0
0042:   $A5E == -100.0  ;; floating-point values
004D: jump_if_false £Label057E95
01D2: actor $9B3 follow_player $PLAYER_CHAR
0002: jump £Label057E9D

:Label057E95
01D2: actor $9AC follow_player $PLAYER_CHAR

:Label057E9D
0002: jump £Label057EF2

:Label057EA4
00D6: if  3
0038:   $9E5 ==  0  ;; integer values
0038:   $9E6 ==  0  ;; integer values
0038:   $9E8 ==  0  ;; integer values
0038:   $9E9 ==  0  ;; integer values
004D: jump_if_false £Label057EEB
00D6: if  21
0038:   $A38 ==  0  ;; integer values
0038:   $A38 ==  7  ;; integer values
004D: jump_if_false £Label057EEB
0004: $9DF =  0  ;; integer values

:Label057EEB
0004: $9DE =  0  ;; integer values

:Label057EF2
00D6: if  0
0038:   $9DE ==  2  ;; integer values
004D: jump_if_false £Label058058
00D6: if  21
01FF:   player $PLAYER_CHAR near_car $9A6 radius  8.0  10.0  3.0 unknown  0
0038:   $9E4 ==  1  ;; integer values
004D: jump_if_false £Label05800A
00D6: if  0
0042:   $A5E == -100.0  ;; floating-point values
004D: jump_if_false £Label057FA7
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $9B3 radius  4.0  4.0
004D: jump_if_false £Label057FA0
00D6: if  0
0038:   $A14 ==  0  ;; integer values
004D: jump_if_false £Label057F8C
0004: $A14 =  1  ;; integer values
0084: $A2A = $12CB  ;; integer values and handles
0008: $A2A +=  6000  ;; integer values

:Label057F8C
01BD: $1AF0 = current_time_in_ms
0008: $1AF0 +=  6000  ;; integer values
0004: $9DE =  3  ;; integer values

:Label057FA0
0002: jump £Label058003

:Label057FA7
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $9AC radius  4.0  4.0
004D: jump_if_false £Label058003
00D6: if  0
0038:   $A14 ==  0  ;; integer values
004D: jump_if_false £Label057FEF
0004: $A14 =  1  ;; integer values
0084: $A2A = $12CB  ;; integer values and handles
0008: $A2A +=  6000  ;; integer values

:Label057FEF
01BD: $1AF0 = current_time_in_ms
0008: $1AF0 +=  6000  ;; integer values
0004: $9DE =  3  ;; integer values

:Label058003
0002: jump £Label058058

:Label05800A
00D6: if  3
0038:   $9E5 ==  0  ;; integer values
0038:   $9E6 ==  0  ;; integer values
0038:   $9E8 ==  0  ;; integer values
0038:   $9E9 ==  0  ;; integer values
004D: jump_if_false £Label058051
00D6: if  21
0038:   $A38 ==  0  ;; integer values
0038:   $A38 ==  7  ;; integer values
004D: jump_if_false £Label058051
0004: $9DF =  0  ;; integer values

:Label058051
0004: $9DE =  0  ;; integer values

:Label058058
00D6: if  0
0038:   $9DE ==  3  ;; integer values
004D: jump_if_false £Label05821A
00D6: if  21
01FF:   player $PLAYER_CHAR near_car $9A6 radius  8.0  10.0  3.0 unknown  0
0038:   $9E4 ==  1  ;; integer values
004D: jump_if_false £Label0581CC
00D6: if  0
001C:   $12CB > $1AF0  ;; integer values
004D: jump_if_false £Label0581C5
00D6: if  0
0038:   $A13 ==  0  ;; integer values
004D: jump_if_false £Label0580D1
0004: $A13 =  1  ;; integer values
0084: $A29 = $12CB  ;; integer values and handles
0008: $A29 +=  6000  ;; integer values

:Label0580D1
00D6: if  0
0042:   $A5E == -100.0  ;; floating-point values
004D: jump_if_false £Label05811C
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label05810D
03C1: $12B6 = player $PLAYER_CHAR car
01D9: actor $9B3 run_away_from_car $12B6
0002: jump £Label058115

:Label05810D
01CA: actor $9B3 kill_player $PLAYER_CHAR

:Label058115
0002: jump £Label05814B

:Label05811C
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label058143
03C1: $12B6 = player $PLAYER_CHAR car
01D9: actor $9AC run_away_from_car $12B6
0002: jump £Label05814B

:Label058143
01CA: actor $9AC kill_player $PLAYER_CHAR

:Label05814B
00D6: if  0
01FF:   player $PLAYER_CHAR near_car $9A6 radius  2.0  2.0  1.0 unknown  0
004D: jump_if_false £Label0581BE
00D6: if  0
0038:   $A0D ==  0  ;; integer values
004D: jump_if_false £Label058198
0004: $A0D =  1  ;; integer values
0084: $A24 = $12CB  ;; integer values and handles
0008: $A24 +=  6000  ;; integer values

:Label058198
00D6: if  0
8118:   NOT   actor $9C8 dead
004D: jump_if_false £Label0581B0
01CA: actor $9C8 kill_player $PLAYER_CHAR

:Label0581B0
020A: set_car $9A6 door_status_to  1
0004: $9F0 =  2  ;; integer values

:Label0581BE
0004: $9DE =  4  ;; integer values

:Label0581C5
0002: jump £Label05821A

:Label0581CC
00D6: if  3
0038:   $9E5 ==  0  ;; integer values
0038:   $9E6 ==  0  ;; integer values
0038:   $9E8 ==  0  ;; integer values
0038:   $9E9 ==  0  ;; integer values
004D: jump_if_false £Label058213
00D6: if  21
0038:   $A38 ==  0  ;; integer values
0038:   $A38 ==  7  ;; integer values
004D: jump_if_false £Label058213
0004: $9DF =  0  ;; integer values

:Label058213
0004: $9DE =  0  ;; integer values

:Label05821A
00D6: if  0
0038:   $9DE ==  4  ;; integer values
004D: jump_if_false £Label0582D0
00D6: if  1
81FF:   NOT   player $PLAYER_CHAR near_car $9A6 radius  8.0  10.0  3.0 unknown  0
0038:   $9E4 ==  0  ;; integer values
004D: jump_if_false £Label0582D0
00D6: if  0
8118:   NOT   actor $9C8 dead
004D: jump_if_false £Label058282
00D6: if  0
80DB:   NOT   actor $9C8 in_car $9A6
004D: jump_if_false £Label058282
01D4: actor $9C8 go_to_car $9A6 and_enter_it_as_a_passenger

:Label058282
00D6: if  3
0038:   $9E5 ==  0  ;; integer values
0038:   $9E6 ==  0  ;; integer values
0038:   $9E8 ==  0  ;; integer values
0038:   $9E9 ==  0  ;; integer values
004D: jump_if_false £Label0582C9
00D6: if  21
0038:   $A38 ==  0  ;; integer values
0038:   $A38 ==  7  ;; integer values
004D: jump_if_false £Label0582C9
0004: $9DF =  0  ;; integer values

:Label0582C9
0004: $9DE =  0  ;; integer values

:Label0582D0
0002: jump £Label0582F7

:Label0582D7
00D6: if  0
8038:   NOT   $9DE == -1  ;; integer values
004D: jump_if_false £Label0582F7
00AE: unknown_set_car $9A6 to_ignore_traffic_lights  3
0004: $9DE = -1  ;; integer values

:Label0582F7
00D6: if  0
81AD:   NOT   car $9A6  0 ()near_point -838.3314 -1490.493  50.0  50.0
004D: jump_if_false £Label05832B
0004: $9E7 =  1  ;; integer values
0002: jump £Label058332

:Label05832B
0004: $9E7 =  0  ;; integer values

:Label058332
00D6: if  0
8038:   NOT   $9DA ==  1  ;; integer values
004D: jump_if_false £Label0583D3
0088: $12FE =  3@  ;; floating-point values only
0067: $12FE -=  6@  ;; floating-point values
0088: $12FF =  4@  ;; floating-point values only
0067: $12FF -=  7@  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1300 = $12FE  ;; floating-point values only
0059: $1300 += $12FF  ;; floating-point values
01FB: $1300 = square_root $1300
00D6: if  0
0024:   $A69 > $A68  ;; floating-point values only
004D: jump_if_false £Label0583CC
00D6: if  0
0038:   $9E7 ==  1  ;; integer values
004D: jump_if_false £Label0583C2
0005: $1300 =  5.0  ;; floating-point values
0002: jump £Label0583CC

:Label0583C2
0005: $1300 =  10.0  ;; floating-point values

:Label0583CC
0002: jump £Label05847E

:Label0583D3
00D6: if  0
8038:   NOT   $9D9 ==  1  ;; integer values
004D: jump_if_false £Label058474
0088: $12FE =  3@  ;; floating-point values only
0067: $12FE -=  0@  ;; floating-point values
0088: $12FF =  4@  ;; floating-point values only
0067: $12FF -=  1@  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1300 = $12FE  ;; floating-point values only
0059: $1300 += $12FF  ;; floating-point values
01FB: $1300 = square_root $1300
00D6: if  0
0024:   $A67 > $A68  ;; floating-point values only
004D: jump_if_false £Label05846D
00D6: if  0
0038:   $9E7 ==  1  ;; integer values
004D: jump_if_false £Label058463
0005: $1300 =  5.0  ;; floating-point values
0002: jump £Label05846D

:Label058463
0005: $1300 =  10.0  ;; floating-point values

:Label05846D
0002: jump £Label05847E

:Label058474
0005: $1300 =  12.0  ;; floating-point values

:Label05847E
0086: $A60 = $1300  ;; floating-point values only
000D: $A60 -=  5.0  ;; floating-point values
00D6: if  0
0020:   $A60 >  100.0  ;; floating-point values
004D: jump_if_false £Label0584AF
0005: $A60 =  100.0  ;; floating-point values

:Label0584AF
00D6: if  0
0022:    0.0 > $A60  ;; floating-point values
004D: jump_if_false £Label0584CE
0005: $A60 =  0.0  ;; floating-point values

:Label0584CE
00D6: if  0
0038:   $9E7 ==  1  ;; integer values
004D: jump_if_false £Label05850F
0086: $A6D = $A6A  ;; floating-point values only
0061: $A6D -= $A68  ;; floating-point values
00D6: if  0
0020:   $A6D >  20.0  ;; floating-point values
004D: jump_if_false £Label05850F
0005: $A60 =  0.0  ;; floating-point values

:Label05850F
00D6: if  0
0038:   $9DF ==  0  ;; integer values
004D: jump_if_false £Label058556
00D6: if  0
0042:   $A60 ==  0.0  ;; floating-point values
004D: jump_if_false £Label058547
0477: unknown_car $9A6  1  500
0002: jump £Label05854F

:Label058547
00AD: set_car $9A6 max_speed_to $A60

:Label05854F
0002: jump £Label05856A

:Label058556
0005: $A60 =  0.0  ;; floating-point values
0477: unknown_car $9A6  1  500

:Label05856A
00D6: if  21
0038:   $A38 ==  0  ;; integer values
0038:   $A38 ==  7  ;; integer values
004D: jump_if_false £Label0585B4
00D6: if  0
8038:   NOT   $A44 ==  3  ;; integer values
004D: jump_if_false £Label0585B4
0084: $9CA = $9A6  ;; integer values and handles
0084: $9CB = $9C8  ;; integer values and handles
0087:  10@ =  5@  ;; floating-point values only
0050: gosub £Label05BB2C

:Label0585B4
0002: jump £Label05894B

:Label0585BB
00D6: if  0
8118:   NOT   actor $9BD dead
004D: jump_if_false £Label0585F6
00A0: store_actor $9BD position_to $1BD $1BE $1BF
0465: remove_actor $9BD from_turret_mode
0009: $1BF +=  .5  ;; floating-point values
00A1: put_actor $9BD at $1BD $1BE $1BF

:Label0585F6
00D6: if  0
0038:   $9D7 ==  0  ;; integer values
004D: jump_if_false £Label05894B
00D6: if  0
0038:   $A03 ==  0  ;; integer values
004D: jump_if_false £Label058631
0004: $A03 =  1  ;; integer values
0084: $A1C = $12CB  ;; integer values and handles
0008: $A1C +=  6000  ;; integer values

:Label058631
0084: $A3B = $12CB  ;; integer values and handles
0008: $A3B +=  6000  ;; integer values
00BC: text_highpriority "COL4_B3"  5000 ms  1  ;; ~g~Drop the tank off in the Colonels lockup before it self destructs.
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0164: disable_marker $9D4
018A: $9D4 = create_checkpoint_at -1053.572 -478.045  11.2887
01E7: remove_forbidden_for_cars_cube -721.211  243.998  5.0 -651.211  693.998  25.0
01E7: remove_forbidden_for_cars_cube -760.362  101.883  5.0 -700.362  251.883  25.0
01E7: remove_forbidden_for_cars_cube -783.906 -46.826  5.0 -723.906  103.174  25.0
01E7: remove_forbidden_for_cars_cube -853.397 -149.692  5.0 -773.397  .308  25.0
01E7: remove_forbidden_for_cars_cube -870.656 -594.54  5.0 -810.656 -144.54  25.0
01E7: remove_forbidden_for_cars_cube -837.282 -1041.814  5.0 -777.282 -591.814  25.0
01E7: remove_forbidden_for_cars_cube -827.532 -1539.617  5.0 -747.532 -1039.617  25.0
0084: $9C9 = $9A6  ;; integer values and handles
021B: set_garage $2B0 to_accept_car $9C9
0493: unknown_car $9A6  1
0004: $9A6 = -1  ;; integer values
0004: $9D5 =  1  ;; integer values
0004: $9DD =  1  ;; integer values
0004: $9D7 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $9B3 dead
004D: jump_if_false £Label0587B0
011A: set_actor $9B3 flags  1
01CA: actor $9B3 kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9B3  ;; Like turning an actor into a random pedestrian

:Label0587B0
00D6: if  0
8118:   NOT   actor $9B4 dead
004D: jump_if_false £Label0587D4
011A: set_actor $9B4 flags  1
01CA: actor $9B4 kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9B4  ;; Like turning an actor into a random pedestrian

:Label0587D4
00D6: if  0
8118:   NOT   actor $9AB dead
004D: jump_if_false £Label0587F8
011A: set_actor $9AB flags  1
01CA: actor $9AB kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9AB  ;; Like turning an actor into a random pedestrian

:Label0587F8
00D6: if  0
8118:   NOT   actor $9AC dead
004D: jump_if_false £Label05881C
011A: set_actor $9AC flags  1
01CA: actor $9AC kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9AC  ;; Like turning an actor into a random pedestrian

:Label05881C
00D6: if  0
8118:   NOT   actor $9AF dead
004D: jump_if_false £Label058840
011A: set_actor $9AF flags  1
01CA: actor $9AF kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9AF  ;; Like turning an actor into a random pedestrian

:Label058840
00D6: if  0
8118:   NOT   actor $9B0 dead
004D: jump_if_false £Label058864
011A: set_actor $9B0 flags  1
01CA: actor $9B0 kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9B0  ;; Like turning an actor into a random pedestrian

:Label058864
00D6: if  0
8118:   NOT   actor $9C7 dead
004D: jump_if_false £Label058888
011A: set_actor $9C7 flags  1
01CA: actor $9C7 kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9C7  ;; Like turning an actor into a random pedestrian

:Label058888
00D6: if  0
8118:   NOT   actor $9C8 dead
004D: jump_if_false £Label0588AC
011A: set_actor $9C8 flags  1
01CA: actor $9C8 kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9C8  ;; Like turning an actor into a random pedestrian

:Label0588AC
00D6: if  0
8118:   NOT   actor $9A9 dead
004D: jump_if_false £Label0588D0
011A: set_actor $9A9 flags  1
01CA: actor $9A9 kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9A9  ;; Like turning an actor into a random pedestrian

:Label0588D0
00D6: if  0
8118:   NOT   actor $9AA dead
004D: jump_if_false £Label0588F4
011A: set_actor $9AA flags  1
01CA: actor $9AA kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9AA  ;; Like turning an actor into a random pedestrian

:Label0588F4
00D6: if  0
8118:   NOT   actor $9AE dead
004D: jump_if_false £Label058918
011A: set_actor $9AE flags  1
01CA: actor $9AE kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9AE  ;; Like turning an actor into a random pedestrian

:Label058918
00D6: if  0
8118:   NOT   actor $9B2 dead
004D: jump_if_false £Label05893C
011A: set_actor $9B2 flags  1
01CA: actor $9B2 kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9B2  ;; Like turning an actor into a random pedestrian

:Label05893C
01C3: remove_references_to_car $9A3  ;; Like turning a car into any random car
01C3: remove_references_to_car $9A4  ;; Like turning a car into any random car
01C3: remove_references_to_car $9A5  ;; Like turning a car into any random car

:Label05894B
0002: jump £Label05897A

:Label058952
00D6: if  0
0038:   $9D7 ==  0  ;; integer values
004D: jump_if_false £Label05897A
00BC: text_highpriority "COL4_B5"  5000 ms  1  ;; ~r~The tank has been destroyed!
0002: jump £Label05B9B9

:Label05897A
00D6: if  0
0038:   $9D7 ==  1  ;; integer values
004D: jump_if_false £Label058C5C
00D6: if  0
021C:   car_inside_garage $2B0
004D: jump_if_false £Label0589A3
0002: jump £Label05B9CA

:Label0589A3
00D6: if  0
0119:   car $9C9 wrecked
004D: jump_if_false £Label0589C9
00BC: text_highpriority "COL4_B5"  5000 ms  1  ;; ~r~The tank has been destroyed!
0002: jump £Label05B9B9

:Label0589C9
00D6: if  0
81AD:   NOT   car $9C9  0 ()near_point -1058.095 -478.054  30.0  30.0
004D: jump_if_false £Label0589FD
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3
0002: jump £Label058A04

:Label0589FD
010D: set_player $PLAYER_CHAR wanted_level_to  0

:Label058A04
00D6: if  0
00DC:   player $PLAYER_CHAR driving $9C9
004D: jump_if_false £Label058B20
00D6: if  0
0038:   $A36 ==  0  ;; integer values
004D: jump_if_false £Label058A7F
00D6: if  0
00F7:   player $PLAYER_CHAR  1 (in-sphere)near_point_in_car -1058.095 -478.054  10.0896 radius  4.0  4.0  3.0
004D: jump_if_false £Label058A7F
00BC: text_highpriority "COL4_B7"  5000 ms  1  ;; ~g~Drive the tank into the garage.
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $A36 =  1  ;; integer values

:Label058A7F
00D6: if  0
0038:   $A36 ==  1  ;; integer values
004D: jump_if_false £Label058AE7
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -1043.661 -476.886  12.038 radius  7.0  8.0  2.0
004D: jump_if_false £Label058AE7
00BC: text_highpriority "COL4_B8"  5000 ms  1  ;; ~g~Get out of the tank and walk out of the garage.
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $A36 =  2  ;; integer values

:Label058AE7
00D6: if  0
0038:   $9D5 ==  0  ;; integer values
004D: jump_if_false £Label058B19
0164: disable_marker $9D4
018A: $9D4 = create_checkpoint_at -1053.572 -478.045  11.2887
0004: $9D5 =  1  ;; integer values

:Label058B19
0002: jump £Label058B58

:Label058B20
00D6: if  0
0038:   $9D5 ==  1  ;; integer values
004D: jump_if_false £Label058B58
00D6: if  0
8038:   NOT   $A36 ==  2  ;; integer values
004D: jump_if_false £Label058B58
0164: disable_marker $9D4
0186: $9D4 = create_marker_above_car $9C9
0004: $9D5 =  0  ;; integer values

:Label058B58
00D6: if  0
001C:   $12CB > $A3B  ;; integer values
004D: jump_if_false £Label058BBC
00D6: if  0
0038:   $A3C ==  0  ;; integer values
004D: jump_if_false £Label058BBC
00D6: if  0
0038:   $A00 ==  0  ;; integer values
004D: jump_if_false £Label058BA6
0004: $A00 =  1  ;; integer values
0084: $A19 = $12CB  ;; integer values and handles
0008: $A19 +=  6000  ;; integer values

:Label058BA6
03C4: set_status_text_to $9D8  1 (bar) "DETON"  ;; DETONATION:
0004: $A3C =  1  ;; integer values

:Label058BBC
00D6: if  0
0018:   $A3C >  0  ;; integer values
004D: jump_if_false £Label058C5C
00D6: if  0
0020:   $A57 >  100.0  ;; floating-point values
004D: jump_if_false £Label058BF6
0004: $9D8 =  100  ;; integer values
020B: explode_car $9C9
0002: jump £Label058C08

:Label058BF6
0078: $A57 += unknown_inaccurate_float_timer  .017  ;; floating-point values
008C: $9D8 = float_to_integer $A57

:Label058C08
00D6: if  0
0018:   $9D8 >  95  ;; integer values
004D: jump_if_false £Label058C5C
00D6: if  0
0038:   $A3C ==  1  ;; integer values
004D: jump_if_false £Label058C5C
00D6: if  0
0038:   $A01 ==  0  ;; integer values
004D: jump_if_false £Label058C55
0004: $A01 =  1  ;; integer values
0084: $A1A = $12CB  ;; integer values and handles
0008: $A1A +=  6000  ;; integer values

:Label058C55
0004: $A3C =  2  ;; integer values

:Label058C5C
00D6: if  0
0018:   $A30 >  0  ;; integer values
004D: jump_if_false £Label0591A3
00D6: if  0
02B3:   player $PLAYER_CHAR in_cube -823.448 -1488.083  10.852 -841.991 -1480.591  16.165 radius  30.0 sphere  0
004D: jump_if_false £Label058F13
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -833.708 -1509.877  12.489 radius  4.0  6.0  1.5
004D: jump_if_false £Label058EBD
00D6: if  0
8118:   NOT   actor $9CC dead
004D: jump_if_false £Label058DBC
00D6: if  0
0038:   $9F1 ==  0  ;; integer values
004D: jump_if_false £Label058D19
0411: (unknown) $9CC  0 
0239: actor $9CC run_to -838.6741 -1498.07
0411: (unknown) $9CC  0 
0004: $9F1 =  1  ;; integer values

:Label058D19
00D6: if  0
0038:   $9F1 ==  1  ;; integer values
004D: jump_if_false £Label058D6E
00D6: if  0
00ED:   actor $9CC  0 ()near_point_on_foot -838.6741 -1498.07 radius  1.0  1.0
004D: jump_if_false £Label058D6E
0239: actor $9CC run_to -845.7342 -1501.918
0411: (unknown) $9CC  0 
0004: $9F1 =  2  ;; integer values

:Label058D6E
00D6: if  0
0038:   $9F1 ==  2  ;; integer values
004D: jump_if_false £Label058DB5
00D6: if  0
00ED:   actor $9CC  0 ()near_point_on_foot -845.7342 -1501.918 radius  1.0  1.0
004D: jump_if_false £Label058DB5
01CA: actor $9CC kill_player $PLAYER_CHAR
0004: $9F1 =  3  ;; integer values

:Label058DB5
0002: jump £Label058EB6

:Label058DBC
01C2: remove_references_to_actor $9CC  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $9CD dead
004D: jump_if_false £Label058EAA
00D6: if  0
0038:   $9F2 ==  0  ;; integer values
004D: jump_if_false £Label058E07
0411: (unknown) $9CD  0 
0239: actor $9CD run_to -838.6741 -1498.07
0411: (unknown) $9CD  0 
0004: $9F2 =  1  ;; integer values

:Label058E07
00D6: if  0
0038:   $9F2 ==  1  ;; integer values
004D: jump_if_false £Label058E5C
00D6: if  0
00ED:   actor $9CD  0 ()near_point_on_foot -838.6741 -1498.07 radius  1.0  1.0
004D: jump_if_false £Label058E5C
0239: actor $9CD run_to -845.7342 -1501.918
0411: (unknown) $9CD  0 
0004: $9F2 =  2  ;; integer values

:Label058E5C
00D6: if  0
0038:   $9F2 ==  2  ;; integer values
004D: jump_if_false £Label058EA3
00D6: if  0
00ED:   actor $9CD  0 ()near_point_on_foot -845.7342 -1501.918 radius  1.0  1.0
004D: jump_if_false £Label058EA3
01CA: actor $9CD kill_player $PLAYER_CHAR
0004: $9F2 =  3  ;; integer values

:Label058EA3
0002: jump £Label058EB6

:Label058EAA
01C2: remove_references_to_actor $9CD  ;; Like turning an actor into a random pedestrian
0004: $A31 =  1  ;; integer values

:Label058EB6
0002: jump £Label058F0C

:Label058EBD
00D6: if  0
8118:   NOT   actor $9CC dead
004D: jump_if_false £Label058EDC
01CA: actor $9CC kill_player $PLAYER_CHAR
0002: jump £Label058EE1

:Label058EDC
01C2: remove_references_to_actor $9CC  ;; Like turning an actor into a random pedestrian

:Label058EE1
00D6: if  0
8118:   NOT   actor $9CD dead
004D: jump_if_false £Label058F00
01CA: actor $9CD kill_player $PLAYER_CHAR
0002: jump £Label058F05

:Label058F00
01C2: remove_references_to_actor $9CD  ;; Like turning an actor into a random pedestrian

:Label058F05
0004: $A31 =  0  ;; integer values

:Label058F0C
0002: jump £Label0591A3

:Label058F13
00D6: if  0
8118:   NOT   actor $9CC dead
004D: jump_if_false £Label059056
00D6: if  0
0038:   $9F1 ==  0  ;; integer values
004D: jump_if_false £Label058F6A
00D6: if  0
00ED:   actor $9CC  0 ()near_point_on_foot -830.7947 -1500.054 radius  1.0  1.0
004D: jump_if_false £Label058F6A
011C: actor $9CC clear_objective
0173: set_actor $9CC z_angle_to  2.1778

:Label058F6A
00D6: if  0
0038:   $9F1 ==  1  ;; integer values
004D: jump_if_false £Label058FA0
0411: (unknown) $9CC  0 
0239: actor $9CC run_to -830.7947 -1500.054
0411: (unknown) $9CC  0 
0004: $9F1 =  0  ;; integer values

:Label058FA0
00D6: if  0
0038:   $9F1 ==  3  ;; integer values
004D: jump_if_false £Label058FD6
0411: (unknown) $9CC  0 
0239: actor $9CC run_to -839.5587 -1496.724
0411: (unknown) $9CC  0 
0004: $9F1 =  2  ;; integer values

:Label058FD6
00D6: if  0
0038:   $9F1 ==  2  ;; integer values
004D: jump_if_false £Label05904F
0411: (unknown) $9CC  0 
0239: actor $9CC run_to -839.5587 -1496.724
0411: (unknown) $9CC  0 
00D6: if  0
00ED:   actor $9CC  0 ()near_point_on_foot -839.5587 -1496.724 radius  1.0  1.0
004D: jump_if_false £Label05904F
0411: (unknown) $9CC  0 
0239: actor $9CC run_to -830.7947 -1500.054
0411: (unknown) $9CC  0 
0004: $9F1 =  0  ;; integer values

:Label05904F
0002: jump £Label05905B

:Label059056
01C2: remove_references_to_actor $9CC  ;; Like turning an actor into a random pedestrian

:Label05905B
00D6: if  0
8118:   NOT   actor $9CD dead
004D: jump_if_false £Label05919E
00D6: if  0
0038:   $9F2 ==  0  ;; integer values
004D: jump_if_false £Label0590B2
00D6: if  0
00ED:   actor $9CD  0 ()near_point_on_foot -824.3466 -1488.274 radius  1.0  1.0
004D: jump_if_false £Label0590B2
011C: actor $9CD clear_objective
0173: set_actor $9CD z_angle_to  117.421

:Label0590B2
00D6: if  0
0038:   $9F2 ==  1  ;; integer values
004D: jump_if_false £Label0590E8
0411: (unknown) $9CD  0 
0239: actor $9CD run_to -824.3466 -1488.274
0411: (unknown) $9CD  0 
0004: $9F2 =  0  ;; integer values

:Label0590E8
00D6: if  0
0038:   $9F2 ==  3  ;; integer values
004D: jump_if_false £Label05911E
0411: (unknown) $9CD  0 
0239: actor $9CD run_to -839.5587 -1496.724
0411: (unknown) $9CD  0 
0004: $9F2 =  2  ;; integer values

:Label05911E
00D6: if  0
0038:   $9F2 ==  2  ;; integer values
004D: jump_if_false £Label059197
0411: (unknown) $9CD  0 
0239: actor $9CD run_to -839.5587 -1496.724
0411: (unknown) $9CD  0 
00D6: if  0
00ED:   actor $9CD  0 ()near_point_on_foot -839.5587 -1496.724 radius  1.0  1.0
004D: jump_if_false £Label059197
0411: (unknown) $9CD  0 
0239: actor $9CD run_to -824.3466 -1488.274
0411: (unknown) $9CD  0 
0004: $9F2 =  0  ;; integer values

:Label059197
0002: jump £Label0591A3

:Label05919E
01C2: remove_references_to_actor $9CD  ;; Like turning an actor into a random pedestrian

:Label0591A3
00D6: if  0
0038:   $A33 ==  1  ;; integer values
004D: jump_if_false £Label059671
00D6: if  0
0038:   $A02 ==  0  ;; integer values
004D: jump_if_false £Label0591DE
0004: $A02 =  1  ;; integer values
0084: $A1B = $12CB  ;; integer values and handles
0008: $A1B +=  6000  ;; integer values

:Label0591DE
00D6: if  0
8118:   NOT   actor $9B3 dead
004D: jump_if_false £Label059214
0084: $9D0 = $9B3  ;; integer values and handles
0084: $A54 = $A3D  ;; integer values and handles
0050: gosub £Label05C3F4
0084: $A3D = $A54  ;; integer values and handles
0002: jump £Label05922D

:Label059214
00D6: if  0
8038:   NOT   $A3D ==  3  ;; integer values
004D: jump_if_false £Label05922D
0004: $9DD =  1  ;; integer values

:Label05922D
00D6: if  0
8118:   NOT   actor $9B4 dead
004D: jump_if_false £Label059263
0084: $9D0 = $9B4  ;; integer values and handles
0084: $A54 = $A3E  ;; integer values and handles
0050: gosub £Label05C3F4
0084: $A3E = $A54  ;; integer values and handles
0002: jump £Label05927C

:Label059263
00D6: if  0
8038:   NOT   $A3E ==  3  ;; integer values
004D: jump_if_false £Label05927C
0004: $9DD =  1  ;; integer values

:Label05927C
00D6: if  0
8118:   NOT   actor $9AB dead
004D: jump_if_false £Label0592B2
0084: $9D0 = $9AB  ;; integer values and handles
0084: $A54 = $A3F  ;; integer values and handles
0050: gosub £Label05C3F4
0084: $A3F = $A54  ;; integer values and handles
0002: jump £Label0592CB

:Label0592B2
00D6: if  0
8038:   NOT   $A3F ==  3  ;; integer values
004D: jump_if_false £Label0592CB
0004: $9DD =  1  ;; integer values

:Label0592CB
00D6: if  0
8118:   NOT   actor $9AC dead
004D: jump_if_false £Label059301
0084: $9D0 = $9AC  ;; integer values and handles
0084: $A54 = $A40  ;; integer values and handles
0050: gosub £Label05C3F4
0084: $A40 = $A54  ;; integer values and handles
0002: jump £Label05931A

:Label059301
00D6: if  0
8038:   NOT   $A40 ==  3  ;; integer values
004D: jump_if_false £Label05931A
0004: $9DD =  1  ;; integer values

:Label05931A
00D6: if  0
8118:   NOT   actor $9AF dead
004D: jump_if_false £Label059350
0084: $9D0 = $9AF  ;; integer values and handles
0084: $A54 = $A41  ;; integer values and handles
0050: gosub £Label05C3F4
0084: $A41 = $A54  ;; integer values and handles
0002: jump £Label059369

:Label059350
00D6: if  0
8038:   NOT   $A41 ==  3  ;; integer values
004D: jump_if_false £Label059369
0004: $9DD =  1  ;; integer values

:Label059369
00D6: if  0
8118:   NOT   actor $9B0 dead
004D: jump_if_false £Label05939F
0084: $9D0 = $9B0  ;; integer values and handles
0084: $A54 = $A42  ;; integer values and handles
0050: gosub £Label05C3F4
0084: $A42 = $A54  ;; integer values and handles
0002: jump £Label0593B8

:Label05939F
00D6: if  0
8038:   NOT   $A42 ==  3  ;; integer values
004D: jump_if_false £Label0593B8
0004: $9DD =  1  ;; integer values

:Label0593B8
00D6: if  0
8118:   NOT   actor $9A9 dead
004D: jump_if_false £Label0593EE
0084: $9D0 = $9A9  ;; integer values and handles
0084: $A54 = $A45  ;; integer values and handles
0050: gosub £Label05C3F4
0084: $A45 = $A54  ;; integer values and handles
0002: jump £Label059407

:Label0593EE
00D6: if  0
8038:   NOT   $A45 ==  3  ;; integer values
004D: jump_if_false £Label059407
0004: $9DD =  1  ;; integer values

:Label059407
00D6: if  0
8118:   NOT   actor $9AA dead
004D: jump_if_false £Label05943D
0084: $9D0 = $9AA  ;; integer values and handles
0084: $A54 = $A46  ;; integer values and handles
0050: gosub £Label05C3F4
0084: $A46 = $A54  ;; integer values and handles
0002: jump £Label059456

:Label05943D
00D6: if  0
8038:   NOT   $A46 ==  3  ;; integer values
004D: jump_if_false £Label059456
0004: $9DD =  1  ;; integer values

:Label059456
00D6: if  0
8118:   NOT   actor $9C7 dead
004D: jump_if_false £Label05948C
0084: $9D0 = $9C7  ;; integer values and handles
0084: $A54 = $A43  ;; integer values and handles
0050: gosub £Label05C3F4
0084: $A43 = $A54  ;; integer values and handles
0002: jump £Label0594A5

:Label05948C
00D6: if  0
8038:   NOT   $A43 ==  3  ;; integer values
004D: jump_if_false £Label0594A5
0004: $9DD =  1  ;; integer values

:Label0594A5
00D6: if  0
8118:   NOT   actor $9C8 dead
004D: jump_if_false £Label0594DB
0084: $9D0 = $9C8  ;; integer values and handles
0084: $A54 = $A44  ;; integer values and handles
0050: gosub £Label05C3F4
0084: $A44 = $A54  ;; integer values and handles
0002: jump £Label0594F4

:Label0594DB
00D6: if  0
8038:   NOT   $A44 ==  3  ;; integer values
004D: jump_if_false £Label0594F4
0004: $9DD =  1  ;; integer values

:Label0594F4
00D6: if  0
8118:   NOT   actor $9BD dead
004D: jump_if_false £Label059658
00D6: if  0
0038:   $9EA ==  0  ;; integer values
004D: jump_if_false £Label05956C
0465: remove_actor $9BD from_turret_mode
00A0: store_actor $9BD position_to $1BD $1BE $1BF
0009: $1BF +=  1.0  ;; floating-point values
00A1: put_actor $9BD at $1BD $1BE $1BF
0291: unknown_actor $9BD unknown_behavior_flag  1
011A: set_actor $9BD flags  1
0239: actor $9BD run_to -829.7494 -1491.996
0411: (unknown) $9BD  0 
0004: $9EA =  1  ;; integer values

:Label05956C
00D6: if  0
0038:   $9EA ==  1  ;; integer values
004D: jump_if_false £Label0595E7
00D6: if  0
04FF: $9BD
004D: jump_if_false £Label0595A4
0239: actor $9BD run_to -829.7494 -1491.996
0411: (unknown) $9BD  0 

:Label0595A4
00D6: if  0
00ED:   actor $9BD  0 ()near_point_on_foot -829.7494 -1491.996 radius  1.0  1.0
004D: jump_if_false £Label0595E7
0239: actor $9BD run_to -826.0425 -1493.517
0411: (unknown) $9BD  0 
0004: $9EA =  2  ;; integer values

:Label0595E7
00D6: if  0
0038:   $9EA ==  2  ;; integer values
004D: jump_if_false £Label059651
00D6: if  0
04FF: $9BD
004D: jump_if_false £Label05961F
0239: actor $9BD run_to -826.0425 -1493.517
0411: (unknown) $9BD  0 

:Label05961F
00D6: if  0
00ED:   actor $9BD  0 ()near_point_on_foot -826.0425 -1493.517 radius  1.0  1.0
004D: jump_if_false £Label059651
009B: destroy_actor_instantly $9BD
0004: $9EA =  3  ;; integer values

:Label059651
0002: jump £Label059671

:Label059658
00D6: if  0
8038:   NOT   $9EA ==  3  ;; integer values
004D: jump_if_false £Label059671
0004: $9DD =  1  ;; integer values

:Label059671
00D6: if  0
0038:   $A05 ==  3  ;; integer values
004D: jump_if_false £Label059CD5
00D6: if  0
8119:   NOT   car $9A5 wrecked
004D: jump_if_false £Label059C00
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $9A5
004D: jump_if_false £Label059BA9
00D6: if  0
8118:   NOT   actor $9B1 dead
004D: jump_if_false £Label059B89
00D6: if  0
00DB:   actor $9B1 in_car $9A5
004D: jump_if_false £Label059B69
00AA: store_car $9A5 position_to  11@  12@  13@
0088: $12FE =  11@  ;; floating-point values only
000D: $12FE -= -837.0244  ;; floating-point values
0088: $12FF =  12@  ;; floating-point values only
000D: $12FF -= -1509.279  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1300 = $12FE  ;; floating-point values only
0059: $1300 += $12FF  ;; floating-point values
01FB: $A6A = square_root $1300
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label0599EB
00D6: if  0
8118:   NOT   actor $9B2 dead
004D: jump_if_false £Label0597CE
00D6: if  0
0038:   $9E9 ==  5  ;; integer values
004D: jump_if_false £Label0597C7
00D6: if  0
00DB:   actor $9B2 in_car $9A5
004D: jump_if_false £Label059798
0004: $9E9 =  0  ;; integer values
00D6: if  21
0038:   $A38 ==  0  ;; integer values
0038:   $A38 ==  7  ;; integer values
004D: jump_if_false £Label059791
0004: $9DF =  0  ;; integer values

:Label059791
0002: jump £Label0597C7

:Label059798
00D6: if  0
00DF:   actor $9B2 driving
004D: jump_if_false £Label0597BF
03C0: $9C6 = actor $9B2 car
01D3: actor $9B2 leave_car $9C6
0002: jump £Label0597C7

:Label0597BF
01D4: actor $9B2 go_to_car $9A5 and_enter_it_as_a_passenger

:Label0597C7
0002: jump £Label0597E7

:Label0597CE
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label0597E7
0004: $9DD =  1  ;; integer values

:Label0597E7
00D6: if  0
0118:   actor $9B1 dead
004D: jump_if_false £Label059810
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label059810
0004: $9DD =  1  ;; integer values

:Label059810
00D6: if  0
031E:   unknown_vehicle_check $9A5 unknown  39
004D: jump_if_false £Label059848
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $9A5 radius  20.0  20.0  0
004D: jump_if_false £Label059848
0004: $A4E =  1  ;; integer values

:Label059848
00D6: if  0
031E:   unknown_vehicle_check $9A5 unknown  47
004D: jump_if_false £Label05987C
0227: $A51 = car $9A5 health
00D6: if  0
001A:    800 > $A51  ;; integer values
004D: jump_if_false £Label05987C
0004: $9DD =  1  ;; integer values

:Label05987C
0468: $9A5
0088: $12FE =  11@  ;; floating-point values only
0067: $12FE -=  3@  ;; floating-point values
0088: $12FF =  12@  ;; floating-point values only
0067: $12FF -=  4@  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1300 = $12FE  ;; floating-point values only
0059: $1300 += $12FF  ;; floating-point values
01FB: $1300 = square_root $1300
0089:  14@ = $1300  ;; floating-point values only
000F:  14@ -=  4.0  ;; floating-point values
00D6: if  0
0021:    14@ >  100.0  ;; floating-point values
004D: jump_if_false £Label0598FA
0007:  14@ =  100.0  ;; floating-point values

:Label0598FA
00D6: if  0
0023:    0.0 >  14@  ;; floating-point values
004D: jump_if_false £Label059919
0007:  14@ =  0.0  ;; floating-point values

:Label059919
00D6: if  0
81AD:   NOT   car $9A5  0 ()near_point -838.3314 -1490.493  50.0  50.0
004D: jump_if_false £Label059963
00D6: if  0
0024:   $A68 > $A6A  ;; floating-point values only
004D: jump_if_false £Label05995C
0007:  14@ =  0.0  ;; floating-point values

:Label05995C
0002: jump £Label05996A

:Label059963
04E0: unknown_car $9A5  40

:Label05996A
0084: $9CA = $9A5  ;; integer values and handles
0084: $9CB = $9B2  ;; integer values and handles
0087:  10@ =  13@  ;; floating-point values only
0050: gosub £Label05BB2C
00D6: if  0
0038:   $9DF ==  0  ;; integer values
004D: jump_if_false £Label0599D0
00D6: if  0
0043:    14@ ==  0.0  ;; floating-point values
004D: jump_if_false £Label0599C1
0477: unknown_car $9A5  1  500
0002: jump £Label0599C9

:Label0599C1
00AD: set_car $9A5 max_speed_to  14@

:Label0599C9
0002: jump £Label0599E4

:Label0599D0
0007:  14@ =  0.0  ;; floating-point values
0477: unknown_car $9A5  1  500

:Label0599E4
0002: jump £Label059B62

:Label0599EB
00D6: if  0
0038:   $A23 ==  1  ;; integer values
004D: jump_if_false £Label059AC5
00D6: if  21
0038:   $9DC ==  2  ;; integer values
0038:   $9DC ==  3  ;; integer values
004D: jump_if_false £Label059A1D
0004: $9DC =  0  ;; integer values

:Label059A1D
00D6: if  0
0038:   $9DC ==  0  ;; integer values
004D: jump_if_false £Label059A4E
00AD: set_car $9A5 max_speed_to  100.0
00AE: unknown_set_car $9A5 to_ignore_traffic_lights  2
00AF: set_car $9A5 driver_behaviour_to  2
0004: $9DC =  1  ;; integer values

:Label059A4E
00D6: if  0
0038:   $9DC ==  1  ;; integer values
004D: jump_if_false £Label059ABE
00D6: if  0
0038:   $9FD ==  10  ;; integer values
004D: jump_if_false £Label059AB7
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $9A5 radius  20.0  20.0  0
004D: jump_if_false £Label059AA9
00D6: if  0
8118:   NOT   actor $9B2 dead
004D: jump_if_false £Label059AA9
01CA: actor $9B2 kill_player $PLAYER_CHAR

:Label059AA9
0004: $9FD =  0  ;; integer values
0002: jump £Label059ABE

:Label059AB7
0008: $9FD +=  1  ;; integer values

:Label059ABE
0002: jump £Label059B62

:Label059AC5
00D6: if  21
0038:   $9DC ==  0  ;; integer values
0038:   $9DC ==  1  ;; integer values
004D: jump_if_false £Label059AE5
0004: $9DC =  2  ;; integer values

:Label059AE5
00D6: if  0
0038:   $9DC ==  2  ;; integer values
004D: jump_if_false £Label059B1D
00AD: set_car $9A5 max_speed_to  100.0
00AE: unknown_set_car $9A5 to_ignore_traffic_lights  2
00A7: car $9A5 drive_to  3@  4@  5@
0004: $9DC =  3  ;; integer values

:Label059B1D
00D6: if  0
0038:   $9DC ==  3  ;; integer values
004D: jump_if_false £Label059B62
00D6: if  0
01AD:   car $9A5  0 ()near_point  3@  4@  20.0  20.0
004D: jump_if_false £Label059B62
00AF: set_car $9A5 driver_behaviour_to  11
0477: unknown_car $9A5  1  500

:Label059B62
0002: jump £Label059B82

:Label059B69
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label059B82
0004: $9DD =  1  ;; integer values

:Label059B82
0002: jump £Label059BA2

:Label059B89
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label059BA2
0004: $9DD =  1  ;; integer values

:Label059BA2
0002: jump £Label059BF9

:Label059BA9
02AA: set_car $9A5 immune_to_nonplayer  0
00D6: if  0
8118:   NOT   actor $9B1 dead
004D: jump_if_false £Label059BC8
01CA: actor $9B1 kill_player $PLAYER_CHAR

:Label059BC8
00D6: if  0
8118:   NOT   actor $9B2 dead
004D: jump_if_false £Label059BE0
01CA: actor $9B2 kill_player $PLAYER_CHAR

:Label059BE0
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label059BF9
0004: $9DD =  1  ;; integer values

:Label059BF9
0002: jump £Label059C19

:Label059C00
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label059C19
0004: $9DD =  1  ;; integer values

:Label059C19
0084: $9D1 = $9B9  ;; integer values and handles
0084: $9D2 = $9A5  ;; integer values and handles
0084: $9D3 = $9B1  ;; integer values and handles
0084: $A06 = $9F8  ;; integer values and handles
0050: gosub £Label05C53D
0084: $9F8 = $A06  ;; integer values and handles
0084: $9D1 = $9BA  ;; integer values and handles
0084: $9D2 = $9A5  ;; integer values and handles
0084: $9D3 = $9B1  ;; integer values and handles
0084: $A06 = $9F9  ;; integer values and handles
0050: gosub £Label05C53D
0084: $9F9 = $A06  ;; integer values and handles
0084: $9D1 = $9BB  ;; integer values and handles
0084: $9D2 = $9A5  ;; integer values and handles
0084: $9D3 = $9B1  ;; integer values and handles
0084: $A06 = $9FA  ;; integer values and handles
0050: gosub £Label05C53D
0084: $9FA = $A06  ;; integer values and handles
0084: $9D1 = $9BC  ;; integer values and handles
0084: $9D2 = $9A5  ;; integer values and handles
0084: $9D3 = $9B1  ;; integer values and handles
0084: $A06 = $9FB  ;; integer values and handles
0050: gosub £Label05C53D
0084: $9FB = $A06  ;; integer values and handles

:Label059CD5
00D6: if  0
803A:   NOT   $9DF == $A3A  ;; integer values and handles
004D: jump_if_false £Label059D5B
0084: $A3A = $9DF  ;; integer values and handles
00D6: if  0
0038:   $9DF ==  1  ;; integer values
004D: jump_if_false £Label059D32
00D6: if  0
0038:   $A10 ==  0  ;; integer values
004D: jump_if_false £Label059D2B
0004: $A10 =  1  ;; integer values
0084: $A27 = $12CB  ;; integer values and handles
0008: $A27 +=  6000  ;; integer values

:Label059D2B
0002: jump £Label059D5B

:Label059D32
00D6: if  0
0038:   $A11 ==  0  ;; integer values
004D: jump_if_false £Label059D5B
0004: $A11 =  1  ;; integer values
0084: $A28 = $12CB  ;; integer values and handles
0008: $A28 +=  6000  ;; integer values

:Label059D5B
00D6: if  0
0018:   $A00 >  0  ;; integer values
004D: jump_if_false £Label059E61
00D6: if  0
0038:   $A00 ==  3  ;; integer values
004D: jump_if_false £Label059DAD
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label059DAD
03D5: remove_text "COL4_24"  ;; Security protocol Delta India Echo triggered! Vehicle self destruct initiated!
0004: $A00 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label059DAD
00D6: if  0
0038:   $A00 ==  2  ;; integer values
004D: jump_if_false £Label059DFB
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label059DFB
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label059DF4
00BC: text_highpriority "COL4_24"  10000 ms  1  ;; Security protocol Delta India Echo triggered! Vehicle self destruct initiated!

:Label059DF4
0004: $A00 =  3  ;; integer values

:Label059DFB
00D6: if  0
0038:   $A00 ==  1  ;; integer values
004D: jump_if_false £Label059E5A
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label059E40
03CF: load_wav "COL4_24" as  1
0004: $A00 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label059E5A

:Label059E40
00D6: if  0
001C:   $12CB > $A19  ;; integer values
004D: jump_if_false £Label059E5A
0004: $A00 =  0  ;; integer values

:Label059E5A
0002: jump £Label059EA8

:Label059E61
00D6: if  0
0018:   $A00 >  0  ;; integer values
004D: jump_if_false £Label059EA8
00D6: if  0
0018:   $A00 >  1  ;; integer values
004D: jump_if_false £Label059EA1
0004: $A00 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label059EA8

:Label059EA1
0004: $A00 =  0  ;; integer values

:Label059EA8
00D6: if  0
0018:   $A01 >  0  ;; integer values
004D: jump_if_false £Label059FAE
00D6: if  0
0038:   $A01 ==  3  ;; integer values
004D: jump_if_false £Label059EFA
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label059EFA
03D5: remove_text "COL4_26"  ;; Prepare to die Communist scum!
0004: $A01 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label059EFA
00D6: if  0
0038:   $A01 ==  2  ;; integer values
004D: jump_if_false £Label059F48
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label059F48
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label059F41
00BC: text_highpriority "COL4_26"  10000 ms  1  ;; Prepare to die Communist scum!

:Label059F41
0004: $A01 =  3  ;; integer values

:Label059F48
00D6: if  0
0038:   $A01 ==  1  ;; integer values
004D: jump_if_false £Label059FA7
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label059F8D
03CF: load_wav "COL4_26" as  1
0004: $A01 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label059FA7

:Label059F8D
00D6: if  0
001C:   $12CB > $A1A  ;; integer values
004D: jump_if_false £Label059FA7
0004: $A01 =  0  ;; integer values

:Label059FA7
0002: jump £Label059FF5

:Label059FAE
00D6: if  0
0018:   $A01 >  0  ;; integer values
004D: jump_if_false £Label059FF5
00D6: if  0
0018:   $A01 >  1  ;; integer values
004D: jump_if_false £Label059FEE
0004: $A01 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label059FF5

:Label059FEE
0004: $A01 =  0  ;; integer values

:Label059FF5
00D6: if  1
0018:   $A02 >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
004D: jump_if_false £Label05A102
00D6: if  0
0038:   $A02 ==  3  ;; integer values
004D: jump_if_false £Label05A04E
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05A04E
03D5: remove_text "COL4_23"  ;; Objective completed! Platoon dismissed! - Lets go eat some doughnuts.
0004: $A02 =  4  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05A04E
00D6: if  0
0038:   $A02 ==  2  ;; integer values
004D: jump_if_false £Label05A09C
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05A09C
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05A095
00BC: text_highpriority "COL4_23"  10000 ms  1  ;; Objective completed! Platoon dismissed! - Lets go eat some doughnuts.

:Label05A095
0004: $A02 =  3  ;; integer values

:Label05A09C
00D6: if  0
0038:   $A02 ==  1  ;; integer values
004D: jump_if_false £Label05A0FB
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05A0E1
03CF: load_wav "COL4_23" as  1
0004: $A02 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05A0FB

:Label05A0E1
00D6: if  0
001C:   $12CB > $A1B  ;; integer values
004D: jump_if_false £Label05A0FB
0004: $A02 =  0  ;; integer values

:Label05A0FB
0002: jump £Label05A149

:Label05A102
00D6: if  0
0018:   $A02 >  0  ;; integer values
004D: jump_if_false £Label05A149
00D6: if  0
0018:   $A02 >  1  ;; integer values
004D: jump_if_false £Label05A142
0004: $A02 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05A149

:Label05A142
0004: $A02 =  0  ;; integer values

:Label05A149
00D6: if  1
0018:   $A03 >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
004D: jump_if_false £Label05A256
00D6: if  0
0038:   $A03 ==  3  ;; integer values
004D: jump_if_false £Label05A1A2
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05A1A2
03D5: remove_text "COL4_12"  ;; Civilian in the TANK! STOP HIM!
0004: $A03 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05A1A2
00D6: if  0
0038:   $A03 ==  2  ;; integer values
004D: jump_if_false £Label05A1F0
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05A1F0
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05A1E9
00BC: text_highpriority "COL4_12"  10000 ms  1  ;; Civilian in the TANK! STOP HIM!

:Label05A1E9
0004: $A03 =  3  ;; integer values

:Label05A1F0
00D6: if  0
0038:   $A03 ==  1  ;; integer values
004D: jump_if_false £Label05A24F
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05A235
03CF: load_wav "COL4_12" as  1
0004: $A03 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05A24F

:Label05A235
00D6: if  0
001C:   $12CB > $A1C  ;; integer values
004D: jump_if_false £Label05A24F
0004: $A03 =  0  ;; integer values

:Label05A24F
0002: jump £Label05A29D

:Label05A256
00D6: if  0
0018:   $A03 >  0  ;; integer values
004D: jump_if_false £Label05A29D
00D6: if  0
0018:   $A03 >  1  ;; integer values
004D: jump_if_false £Label05A296
0004: $A03 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05A29D

:Label05A296
0004: $A03 =  0  ;; integer values

:Label05A29D
00D6: if  1
0018:   $A07 >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
004D: jump_if_false £Label05A3AA
00D6: if  0
0038:   $A07 ==  3  ;; integer values
004D: jump_if_false £Label05A2F6
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05A2F6
03D5: remove_text "COL4_21"  ;; SNIPER!
0004: $A07 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05A2F6
00D6: if  0
0038:   $A07 ==  2  ;; integer values
004D: jump_if_false £Label05A344
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05A344
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05A33D
00BC: text_highpriority "COL4_21"  10000 ms  1  ;; SNIPER!

:Label05A33D
0004: $A07 =  3  ;; integer values

:Label05A344
00D6: if  0
0038:   $A07 ==  1  ;; integer values
004D: jump_if_false £Label05A3A3
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05A389
03CF: load_wav "COL4_21" as  1
0004: $A07 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05A3A3

:Label05A389
00D6: if  0
001C:   $12CB > $A1E  ;; integer values
004D: jump_if_false £Label05A3A3
0004: $A07 =  0  ;; integer values

:Label05A3A3
0002: jump £Label05A3F1

:Label05A3AA
00D6: if  0
0018:   $A07 >  0  ;; integer values
004D: jump_if_false £Label05A3F1
00D6: if  0
0018:   $A07 >  1  ;; integer values
004D: jump_if_false £Label05A3EA
0004: $A07 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05A3F1

:Label05A3EA
0004: $A07 =  0  ;; integer values

:Label05A3F1
00D6: if  1
0018:   $A08 >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
004D: jump_if_false £Label05A4FE
00D6: if  0
0038:   $A08 ==  3  ;; integer values
004D: jump_if_false £Label05A44A
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05A44A
03D5: remove_text "COL4_22"  ;; I'm getting out of here.
0004: $A08 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05A44A
00D6: if  0
0038:   $A08 ==  2  ;; integer values
004D: jump_if_false £Label05A498
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05A498
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05A491
00BC: text_highpriority "COL4_22"  10000 ms  1  ;; I'm getting out of here.

:Label05A491
0004: $A08 =  3  ;; integer values

:Label05A498
00D6: if  0
0038:   $A08 ==  1  ;; integer values
004D: jump_if_false £Label05A4F7
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05A4DD
03CF: load_wav "COL4_22" as  1
0004: $A08 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05A4F7

:Label05A4DD
00D6: if  0
001C:   $12CB > $A1F  ;; integer values
004D: jump_if_false £Label05A4F7
0004: $A08 =  0  ;; integer values

:Label05A4F7
0002: jump £Label05A545

:Label05A4FE
00D6: if  0
0018:   $A08 >  0  ;; integer values
004D: jump_if_false £Label05A545
00D6: if  0
0018:   $A08 >  1  ;; integer values
004D: jump_if_false £Label05A53E
0004: $A08 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05A545

:Label05A53E
0004: $A08 =  0  ;; integer values

:Label05A545
00D6: if  1
0018:   $9DD >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
004D: jump_if_false £Label05A67B
00D6: if  0
0038:   $A04 ==  3  ;; integer values
004D: jump_if_false £Label05A59E
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05A59E
03D5: remove_text "COL4_9"  ;; DEFENSIVE POSITIONS!
0004: $A04 =  4  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05A59E
00D6: if  0
0038:   $A04 ==  2  ;; integer values
004D: jump_if_false £Label05A5EC
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05A5EC
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05A5E5
00BC: text_highpriority "COL4_9"  10000 ms  1  ;; DEFENSIVE POSITIONS!

:Label05A5E5
0004: $A04 =  3  ;; integer values

:Label05A5EC
00D6: if  0
0038:   $A04 ==  1  ;; integer values
004D: jump_if_false £Label05A64B
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05A631
03CF: load_wav "COL4_9" as  1
0004: $A04 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05A64B

:Label05A631
00D6: if  0
001C:   $12CB > $A1D  ;; integer values
004D: jump_if_false £Label05A64B
0004: $A04 =  0  ;; integer values

:Label05A64B
00D6: if  0
0038:   $A04 ==  0  ;; integer values
004D: jump_if_false £Label05A674
0084: $A1D = $12CB  ;; integer values and handles
0008: $A1D +=  6000  ;; integer values
0004: $A04 =  1  ;; integer values

:Label05A674
0002: jump £Label05A6D4

:Label05A67B
00D6: if  0
0018:   $A04 >  0  ;; integer values
004D: jump_if_false £Label05A6D4
00D6: if  0
0018:   $A04 >  1  ;; integer values
004D: jump_if_false £Label05A6CD
00D6: if  0
8038:   NOT   $A04 ==  4  ;; integer values
004D: jump_if_false £Label05A6B8
0004: $A04 =  0  ;; integer values

:Label05A6B8
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05A6D4

:Label05A6CD
0004: $A04 =  0  ;; integer values

:Label05A6D4
00D6: if  1
0018:   $A09 >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
004D: jump_if_false £Label05A7E1
00D6: if  0
0038:   $A09 ==  3  ;; integer values
004D: jump_if_false £Label05A72D
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05A72D
03D5: remove_text "COL4_6"  ;; WE'RE TAKING ENEMY FIRE!
0004: $A09 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05A72D
00D6: if  0
0038:   $A09 ==  2  ;; integer values
004D: jump_if_false £Label05A77B
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05A77B
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05A774
00BC: text_highpriority "COL4_6"  10000 ms  1  ;; WE'RE TAKING ENEMY FIRE!

:Label05A774
0004: $A09 =  3  ;; integer values

:Label05A77B
00D6: if  0
0038:   $A09 ==  1  ;; integer values
004D: jump_if_false £Label05A7DA
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05A7C0
03CF: load_wav "COL4_6" as  1
0004: $A09 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05A7DA

:Label05A7C0
00D6: if  0
001C:   $12CB > $A20  ;; integer values
004D: jump_if_false £Label05A7DA
0004: $A09 =  0  ;; integer values

:Label05A7DA
0002: jump £Label05A828

:Label05A7E1
00D6: if  0
0018:   $A09 >  0  ;; integer values
004D: jump_if_false £Label05A828
00D6: if  0
0018:   $A09 >  1  ;; integer values
004D: jump_if_false £Label05A821
0004: $A09 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05A828

:Label05A821
0004: $A09 =  0  ;; integer values

:Label05A828
00D6: if  1
0018:   $A0A >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
004D: jump_if_false £Label05A935
00D6: if  0
0038:   $A0A ==  3  ;; integer values
004D: jump_if_false £Label05A881
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05A881
03D5: remove_text "COL4_19"  ;; Go get some doughnuts, soldier! - Sir, Yes Sir!
0004: $A0A =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05A881
00D6: if  0
0038:   $A0A ==  2  ;; integer values
004D: jump_if_false £Label05A8CF
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05A8CF
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05A8C8
00BC: text_highpriority "COL4_19"  10000 ms  1  ;; Go get some doughnuts, soldier! - Sir, Yes Sir!

:Label05A8C8
0004: $A0A =  3  ;; integer values

:Label05A8CF
00D6: if  0
0038:   $A0A ==  1  ;; integer values
004D: jump_if_false £Label05A92E
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05A914
03CF: load_wav "COL4_19" as  1
0004: $A0A =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05A92E

:Label05A914
00D6: if  0
001C:   $12CB > $A21  ;; integer values
004D: jump_if_false £Label05A92E
0004: $A0A =  0  ;; integer values

:Label05A92E
0002: jump £Label05A97C

:Label05A935
00D6: if  0
0018:   $A0A >  0  ;; integer values
004D: jump_if_false £Label05A97C
00D6: if  0
0018:   $A0A >  1  ;; integer values
004D: jump_if_false £Label05A975
0004: $A0A =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05A97C

:Label05A975
0004: $A0A =  0  ;; integer values

:Label05A97C
00D6: if  1
0018:   $A0B >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
004D: jump_if_false £Label05AA89
00D6: if  0
0038:   $A0B ==  3  ;; integer values
004D: jump_if_false £Label05A9D5
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05A9D5
03D5: remove_text "COL4_20"  ;; Target acquired, Sir
0004: $A0B =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05A9D5
00D6: if  0
0038:   $A0B ==  2  ;; integer values
004D: jump_if_false £Label05AA23
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05AA23
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05AA1C
00BC: text_highpriority "COL4_20"  10000 ms  1  ;; Target acquired, Sir

:Label05AA1C
0004: $A0B =  3  ;; integer values

:Label05AA23
00D6: if  0
0038:   $A0B ==  1  ;; integer values
004D: jump_if_false £Label05AA82
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05AA68
03CF: load_wav "COL4_20" as  1
0004: $A0B =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05AA82

:Label05AA68
00D6: if  0
001C:   $12CB > $A22  ;; integer values
004D: jump_if_false £Label05AA82
0004: $A0B =  0  ;; integer values

:Label05AA82
0002: jump £Label05AAD0

:Label05AA89
00D6: if  0
0018:   $A0B >  0  ;; integer values
004D: jump_if_false £Label05AAD0
00D6: if  0
0018:   $A0B >  1  ;; integer values
004D: jump_if_false £Label05AAC9
0004: $A0B =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05AAD0

:Label05AAC9
0004: $A0B =  0  ;; integer values

:Label05AAD0
00D6: if  1
0018:   $A0D >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
004D: jump_if_false £Label05ABDD
00D6: if  0
0038:   $A0D ==  3  ;; integer values
004D: jump_if_false £Label05AB29
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05AB29
03D5: remove_text "COL4_18"  ;; Someone's on the tank Sir!
0004: $A0D =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05AB29
00D6: if  0
0038:   $A0D ==  2  ;; integer values
004D: jump_if_false £Label05AB77
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05AB77
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05AB70
00BC: text_highpriority "COL4_18"  10000 ms  1  ;; Someone's on the tank Sir!

:Label05AB70
0004: $A0D =  3  ;; integer values

:Label05AB77
00D6: if  0
0038:   $A0D ==  1  ;; integer values
004D: jump_if_false £Label05ABD6
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05ABBC
03CF: load_wav "COL4_18" as  1
0004: $A0D =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05ABD6

:Label05ABBC
00D6: if  0
001C:   $12CB > $A24  ;; integer values
004D: jump_if_false £Label05ABD6
0004: $A0D =  0  ;; integer values

:Label05ABD6
0002: jump £Label05AC24

:Label05ABDD
00D6: if  0
0018:   $A0D >  0  ;; integer values
004D: jump_if_false £Label05AC24
00D6: if  0
0018:   $A0D >  1  ;; integer values
004D: jump_if_false £Label05AC1D
0004: $A0D =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05AC24

:Label05AC1D
0004: $A0D =  0  ;; integer values

:Label05AC24
00D6: if  2
0018:   $A0E >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05AD38
00D6: if  0
0038:   $A0E ==  3  ;; integer values
004D: jump_if_false £Label05AC84
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05AC84
03D5: remove_text "COL4_1"  ;; What's up with the Gunner? - Don't know Sir!
0004: $A0E =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05AC84
00D6: if  0
0038:   $A0E ==  2  ;; integer values
004D: jump_if_false £Label05ACD2
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05ACD2
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05ACCB
00BC: text_highpriority "COL4_1"  10000 ms  1  ;; What's up with the Gunner? - Don't know Sir!

:Label05ACCB
0004: $A0E =  3  ;; integer values

:Label05ACD2
00D6: if  0
0038:   $A0E ==  1  ;; integer values
004D: jump_if_false £Label05AD31
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05AD17
03CF: load_wav "COL4_1" as  1
0004: $A0E =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05AD31

:Label05AD17
00D6: if  0
001C:   $12CB > $A25  ;; integer values
004D: jump_if_false £Label05AD31
0004: $A0E =  0  ;; integer values

:Label05AD31
0002: jump £Label05AD7F

:Label05AD38
00D6: if  0
0018:   $A0E >  0  ;; integer values
004D: jump_if_false £Label05AD7F
00D6: if  0
0018:   $A0E >  1  ;; integer values
004D: jump_if_false £Label05AD78
0004: $A0E =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05AD7F

:Label05AD78
0004: $A0E =  0  ;; integer values

:Label05AD7F
00D6: if  2
0018:   $A18 >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05AE93
00D6: if  0
0038:   $A18 ==  3  ;; integer values
004D: jump_if_false £Label05ADDF
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05ADDF
03D5: remove_text "COL4_4"  ;; Get topside soldier. - Sir, Yes Sir!
0004: $A18 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05ADDF
00D6: if  0
0038:   $A18 ==  2  ;; integer values
004D: jump_if_false £Label05AE2D
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05AE2D
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05AE26
00BC: text_highpriority "COL4_4"  10000 ms  1  ;; Get topside soldier. - Sir, Yes Sir!

:Label05AE26
0004: $A18 =  3  ;; integer values

:Label05AE2D
00D6: if  0
0038:   $A18 ==  1  ;; integer values
004D: jump_if_false £Label05AE8C
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05AE72
03CF: load_wav "COL4_4" as  1
0004: $A18 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05AE8C

:Label05AE72
00D6: if  0
001C:   $12CB > $A2E  ;; integer values
004D: jump_if_false £Label05AE8C
0004: $A18 =  0  ;; integer values

:Label05AE8C
0002: jump £Label05AEDA

:Label05AE93
00D6: if  0
0018:   $A18 >  0  ;; integer values
004D: jump_if_false £Label05AEDA
00D6: if  0
0018:   $A18 >  1  ;; integer values
004D: jump_if_false £Label05AED3
0004: $A18 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05AEDA

:Label05AED3
0004: $A18 =  0  ;; integer values

:Label05AEDA
00D6: if  2
0018:   $A10 >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05AFEE
00D6: if  0
0038:   $A10 ==  3  ;; integer values
004D: jump_if_false £Label05AF3A
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05AF3A
03D5: remove_text "COL4_3"  ;; CONVOY HALT!
0004: $A10 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05AF3A
00D6: if  0
0038:   $A10 ==  2  ;; integer values
004D: jump_if_false £Label05AF88
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05AF88
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05AF81
00BC: text_highpriority "COL4_3"  10000 ms  1  ;; CONVOY HALT!

:Label05AF81
0004: $A10 =  3  ;; integer values

:Label05AF88
00D6: if  0
0038:   $A10 ==  1  ;; integer values
004D: jump_if_false £Label05AFE7
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05AFCD
03CF: load_wav "COL4_3" as  1
0004: $A10 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05AFE7

:Label05AFCD
00D6: if  0
001C:   $12CB > $A27  ;; integer values
004D: jump_if_false £Label05AFE7
0004: $A10 =  0  ;; integer values

:Label05AFE7
0002: jump £Label05B035

:Label05AFEE
00D6: if  0
0018:   $A10 >  0  ;; integer values
004D: jump_if_false £Label05B035
00D6: if  0
0018:   $A10 >  1  ;; integer values
004D: jump_if_false £Label05B02E
0004: $A10 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05B035

:Label05B02E
0004: $A10 =  0  ;; integer values

:Label05B035
00D6: if  2
0018:   $A11 >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05B149
00D6: if  0
0038:   $A11 ==  3  ;; integer values
004D: jump_if_false £Label05B095
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05B095
03D5: remove_text "COL4_17"  ;; Ok, PLATOON MOVE IT OUT!
0004: $A11 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05B095
00D6: if  0
0038:   $A11 ==  2  ;; integer values
004D: jump_if_false £Label05B0E3
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05B0E3
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05B0DC
00BC: text_highpriority "COL4_17"  10000 ms  1  ;; Ok, PLATOON MOVE IT OUT!

:Label05B0DC
0004: $A11 =  3  ;; integer values

:Label05B0E3
00D6: if  0
0038:   $A11 ==  1  ;; integer values
004D: jump_if_false £Label05B142
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05B128
03CF: load_wav "COL4_17" as  1
0004: $A11 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05B142

:Label05B128
00D6: if  0
001C:   $12CB > $A28  ;; integer values
004D: jump_if_false £Label05B142
0004: $A11 =  0  ;; integer values

:Label05B142
0002: jump £Label05B190

:Label05B149
00D6: if  0
0018:   $A11 >  0  ;; integer values
004D: jump_if_false £Label05B190
00D6: if  0
0018:   $A11 >  1  ;; integer values
004D: jump_if_false £Label05B189
0004: $A11 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05B190

:Label05B189
0004: $A11 =  0  ;; integer values

:Label05B190
00D6: if  2
0018:   $A0F >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05B2A4
00D6: if  0
0038:   $A0F ==  3  ;; integer values
004D: jump_if_false £Label05B1F0
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05B1F0
03D5: remove_text "COL4_7"  ;; Civilian, move away from the tank!
0004: $A0F =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05B1F0
00D6: if  0
0038:   $A0F ==  2  ;; integer values
004D: jump_if_false £Label05B23E
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05B23E
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05B237
00BC: text_highpriority "COL4_7"  10000 ms  1  ;; Civilian, move away from the tank!

:Label05B237
0004: $A0F =  3  ;; integer values

:Label05B23E
00D6: if  0
0038:   $A0F ==  1  ;; integer values
004D: jump_if_false £Label05B29D
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05B283
03CF: load_wav "COL4_7" as  1
0004: $A0F =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05B29D

:Label05B283
00D6: if  0
001C:   $12CB > $A26  ;; integer values
004D: jump_if_false £Label05B29D
0004: $A0F =  0  ;; integer values

:Label05B29D
0002: jump £Label05B2EB

:Label05B2A4
00D6: if  0
0018:   $A0F >  0  ;; integer values
004D: jump_if_false £Label05B2EB
00D6: if  0
0018:   $A0F >  1  ;; integer values
004D: jump_if_false £Label05B2E4
0004: $A0F =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05B2EB

:Label05B2E4
0004: $A0F =  0  ;; integer values

:Label05B2EB
00D6: if  2
0018:   $A13 >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05B3FF
00D6: if  0
0038:   $A13 ==  3  ;; integer values
004D: jump_if_false £Label05B34B
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05B34B
03D5: remove_text "COL4_14"  ;; Drop him soldier.
0004: $A13 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05B34B
00D6: if  0
0038:   $A13 ==  2  ;; integer values
004D: jump_if_false £Label05B399
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05B399
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05B392
00BC: text_highpriority "COL4_14"  10000 ms  1  ;; Drop him soldier.

:Label05B392
0004: $A13 =  3  ;; integer values

:Label05B399
00D6: if  0
0038:   $A13 ==  1  ;; integer values
004D: jump_if_false £Label05B3F8
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05B3DE
03CF: load_wav "COL4_14" as  1
0004: $A13 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05B3F8

:Label05B3DE
00D6: if  0
001C:   $12CB > $A29  ;; integer values
004D: jump_if_false £Label05B3F8
0004: $A13 =  0  ;; integer values

:Label05B3F8
0002: jump £Label05B446

:Label05B3FF
00D6: if  0
0018:   $A13 >  0  ;; integer values
004D: jump_if_false £Label05B446
00D6: if  0
0018:   $A13 >  1  ;; integer values
004D: jump_if_false £Label05B43F
0004: $A13 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05B446

:Label05B43F
0004: $A13 =  0  ;; integer values

:Label05B446
00D6: if  2
0018:   $A14 >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05B55A
00D6: if  0
0038:   $A14 ==  3  ;; integer values
004D: jump_if_false £Label05B4A6
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05B4A6
03D5: remove_text "COL4_8"  ;; I SAID, move away, IMMEDIATELY!
0004: $A14 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05B4A6
00D6: if  0
0038:   $A14 ==  2  ;; integer values
004D: jump_if_false £Label05B4F4
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05B4F4
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05B4ED
00BC: text_highpriority "COL4_8"  10000 ms  1  ;; I SAID, move away, IMMEDIATELY!

:Label05B4ED
0004: $A14 =  3  ;; integer values

:Label05B4F4
00D6: if  0
0038:   $A14 ==  1  ;; integer values
004D: jump_if_false £Label05B553
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05B539
03CF: load_wav "COL4_8" as  1
0004: $A14 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05B553

:Label05B539
00D6: if  0
001C:   $12CB > $A2A  ;; integer values
004D: jump_if_false £Label05B553
0004: $A14 =  0  ;; integer values

:Label05B553
0002: jump £Label05B5A1

:Label05B55A
00D6: if  0
0018:   $A14 >  0  ;; integer values
004D: jump_if_false £Label05B5A1
00D6: if  0
0018:   $A14 >  1  ;; integer values
004D: jump_if_false £Label05B59A
0004: $A14 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05B5A1

:Label05B59A
0004: $A14 =  0  ;; integer values

:Label05B5A1
00D6: if  2
0018:   $A15 >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05B6B5
00D6: if  0
0038:   $A15 ==  3  ;; integer values
004D: jump_if_false £Label05B601
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05B601
03D5: remove_text "COL4_11"  ;; Get that civilian out of our way soldier! - Sir, Yes Sir!
0004: $A15 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05B601
00D6: if  0
0038:   $A15 ==  2  ;; integer values
004D: jump_if_false £Label05B64F
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05B64F
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05B648
00BC: text_highpriority "COL4_11"  10000 ms  1  ;; Get that civilian out of our way soldier! - Sir, Yes Sir!

:Label05B648
0004: $A15 =  3  ;; integer values

:Label05B64F
00D6: if  0
0038:   $A15 ==  1  ;; integer values
004D: jump_if_false £Label05B6AE
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05B694
03CF: load_wav "COL4_11" as  1
0004: $A15 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05B6AE

:Label05B694
00D6: if  0
001C:   $12CB > $A2B  ;; integer values
004D: jump_if_false £Label05B6AE
0004: $A15 =  0  ;; integer values

:Label05B6AE
0002: jump £Label05B6FC

:Label05B6B5
00D6: if  0
0018:   $A15 >  0  ;; integer values
004D: jump_if_false £Label05B6FC
00D6: if  0
0018:   $A15 >  1  ;; integer values
004D: jump_if_false £Label05B6F5
0004: $A15 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05B6FC

:Label05B6F5
0004: $A15 =  0  ;; integer values

:Label05B6FC
00D6: if  2
0018:   $A16 >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05B810
00D6: if  0
0038:   $A16 ==  3  ;; integer values
004D: jump_if_false £Label05B75C
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05B75C
03D5: remove_text "COL4_13"  ;; This is a military convoy, do not obstruct our route.
0004: $A16 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05B75C
00D6: if  0
0038:   $A16 ==  2  ;; integer values
004D: jump_if_false £Label05B7AA
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05B7AA
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05B7A3
00BC: text_highpriority "COL4_13"  10000 ms  1  ;; This is a military convoy, do not obstruct our route.

:Label05B7A3
0004: $A16 =  3  ;; integer values

:Label05B7AA
00D6: if  0
0038:   $A16 ==  1  ;; integer values
004D: jump_if_false £Label05B809
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05B7EF
03CF: load_wav "COL4_13" as  1
0004: $A16 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05B809

:Label05B7EF
00D6: if  0
001C:   $12CB > $A2C  ;; integer values
004D: jump_if_false £Label05B809
0004: $A16 =  0  ;; integer values

:Label05B809
0002: jump £Label05B857

:Label05B810
00D6: if  0
0018:   $A16 >  0  ;; integer values
004D: jump_if_false £Label05B857
00D6: if  0
0018:   $A16 >  1  ;; integer values
004D: jump_if_false £Label05B850
0004: $A16 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05B857

:Label05B850
0004: $A16 =  0  ;; integer values

:Label05B857
00D6: if  2
0018:   $A17 >  0  ;; integer values
0038:   $A32 ==  1  ;; integer values
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05B96B
00D6: if  0
0038:   $A17 ==  3  ;; integer values
004D: jump_if_false £Label05B8B7
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label05B8B7
03D5: remove_text "COL4_15"  ;; Get that civilian vehicle out of our way! - Sir! Moving vehicle Sir!
0004: $A17 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D

:Label05B8B7
00D6: if  0
0038:   $A17 ==  2  ;; integer values
004D: jump_if_false £Label05B905
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label05B905
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label05B8FE
00BC: text_highpriority "COL4_15"  10000 ms  1  ;; Get that civilian vehicle out of our way! - Sir! Moving vehicle Sir!

:Label05B8FE
0004: $A17 =  3  ;; integer values

:Label05B905
00D6: if  0
0038:   $A17 ==  1  ;; integer values
004D: jump_if_false £Label05B964
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label05B94A
03CF: load_wav "COL4_15" as  1
0004: $A17 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label05B964

:Label05B94A
00D6: if  0
001C:   $12CB > $A2D  ;; integer values
004D: jump_if_false £Label05B964
0004: $A17 =  0  ;; integer values

:Label05B964
0002: jump £Label05B9B2

:Label05B96B
00D6: if  0
0018:   $A17 >  0  ;; integer values
004D: jump_if_false £Label05B9B2
00D6: if  0
0018:   $A17 >  1  ;; integer values
004D: jump_if_false £Label05B9AB
0004: $A17 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label055A6D
0002: jump £Label05B9B2

:Label05B9AB
0004: $A17 =  0  ;; integer values

:Label05B9B2
0002: jump £Label055A6D

:Label05B9B9
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label05B9CA
0004: $PASSED_COL4_SIR_YES_SIR =  1  ;; integer values
01E3: text_1number_styled "M_PASS"  2000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2000
0318: set_latest_mission_passed "COL_4"  ;; Sir, Yes Sir!
030C: set_mission_points +=  1
0394: play_music  1
0164: disable_marker $E4
0051: return

:Label05BA09
0004: $ONMISSION =  0  ;; integer values
0164: disable_marker $9D4
01E7: remove_forbidden_for_cars_cube -721.211  243.998  5.0 -651.211  693.998  25.0
01E7: remove_forbidden_for_cars_cube -760.362  101.883  5.0 -700.362  251.883  25.0
01E7: remove_forbidden_for_cars_cube -783.906 -46.826  5.0 -723.906  103.174  25.0
01E7: remove_forbidden_for_cars_cube -853.397 -149.692  5.0 -773.397  .308  25.0
01E7: remove_forbidden_for_cars_cube -870.656 -594.54  5.0 -810.656 -144.54  25.0
01E7: remove_forbidden_for_cars_cube -837.282 -1041.814  5.0 -777.282 -591.814  25.0
01E7: remove_forbidden_for_cars_cube -827.532 -1539.617  5.0 -747.532 -1039.617  25.0
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #RHINO
0249: release_model #BARRACKS
0249: release_model #ARMY
0249: release_model #PATRIOT
0249: release_model #RUGER
0151: remove_status_text $9D8
0215: destroy_pickup $9CE
0215: destroy_pickup $9CF
0004: $643 =  0  ;; integer values
00D8: mission_cleanup
0051: return

:Label05BB2C
00D6: if  0
003A:   $9CB == $9AA  ;; integer values and handles
004D: jump_if_false £Label05BB6F
0084: $9E2 = $9E5  ;; integer values and handles
0084: $9E3 = $9EB  ;; integer values and handles
0086: $A65 = $A5C  ;; floating-point values only
0086: $A66 = $A5D  ;; floating-point values only
0084: $9A7 = $9BF  ;; integer values and handles
0084: $A47 = $A48  ;; integer values and handles

:Label05BB6F
00D6: if  0
003A:   $9CB == $9AE  ;; integer values and handles
004D: jump_if_false £Label05BBB2
0084: $9E2 = $9E6  ;; integer values and handles
0084: $9E3 = $9EC  ;; integer values and handles
0086: $A65 = $A58  ;; floating-point values only
0086: $A66 = $A59  ;; floating-point values only
0084: $9A7 = $9C0  ;; integer values and handles
0084: $A47 = $A49  ;; integer values and handles

:Label05BBB2
00D6: if  0
003A:   $9CB == $9C8  ;; integer values and handles
004D: jump_if_false £Label05BBF5
0084: $9E2 = $9E8  ;; integer values and handles
0084: $9E3 = $9ED  ;; integer values and handles
0086: $A65 = $A5A  ;; floating-point values only
0086: $A66 = $A5B  ;; floating-point values only
0084: $9A7 = $9C1  ;; integer values and handles
0084: $A47 = $A4A  ;; integer values and handles

:Label05BBF5
00D6: if  0
003A:   $9CB == $9B2  ;; integer values and handles
004D: jump_if_false £Label05BC38
0084: $9E2 = $9E9  ;; integer values and handles
0084: $9E3 = $9EE  ;; integer values and handles
0086: $A65 = $A55  ;; floating-point values only
0086: $A66 = $A56  ;; floating-point values only
0084: $9A7 = $9C2  ;; integer values and handles
0084: $A47 = $A4B  ;; integer values and handles

:Label05BC38
00D6: if  0
01C1:   car $9CA stopped
004D: jump_if_false £Label05C2A7
0407: create_coordinate $A63 $A64 $1BF from_car $9CA offset  0.0  7.0  0.0
00D6: if  0
8118:   NOT   actor $9CB dead
004D: jump_if_false £Label05C2A0
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot $A63 $A64  10@ radius  4.0  4.0  2.0
004D: jump_if_false £Label05BE69
00D6: if  0
0038:   $9E2 ==  5  ;; integer values
004D: jump_if_false £Label05BCB8
0004: $9E2 =  0  ;; integer values

:Label05BCB8
00D6: if  0
0038:   $9E2 ==  0  ;; integer values
004D: jump_if_false £Label05BD8B
00D6: if  0
044B: (unknown) $9CB 
004D: jump_if_false £Label05BD1E
011C: actor $9CB clear_objective
01D2: actor $9CB follow_player $PLAYER_CHAR
00D6: if  0
0038:   $A15 ==  0  ;; integer values
004D: jump_if_false £Label05BD10
0004: $A15 =  1  ;; integer values
0084: $A2B = $12CB  ;; integer values and handles
0008: $A2B +=  6000  ;; integer values

:Label05BD10
0004: $9E2 =  1  ;; integer values
0002: jump £Label05BD72

:Label05BD1E
00D6: if  0
803A:   NOT   $9CB == $9C8  ;; integer values and handles
004D: jump_if_false £Label05BD72
00D6: if  0
00DF:   actor $9CB driving
004D: jump_if_false £Label05BD72
03C0: $9BE = actor $9CB car
020A: set_car $9BE door_status_to  1
00D6: if  0
003A:   $9BE == $9A6  ;; integer values and handles
004D: jump_if_false £Label05BD6A
0004: $9F0 =  2  ;; integer values

:Label05BD6A
01D3: actor $9CB leave_car $9BE

:Label05BD72
00D6: if  0
0038:   $9DF ==  0  ;; integer values
004D: jump_if_false £Label05BD8B
0004: $9DF =  1  ;; integer values

:Label05BD8B
00D6: if  0
0038:   $9E2 ==  1  ;; integer values
004D: jump_if_false £Label05BE0C
00D6: if  0
80DF:   NOT   actor $9CB driving
004D: jump_if_false £Label05BE0C
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $9CB radius  2.5  2.5
004D: jump_if_false £Label05BE0C
00D6: if  0
0038:   $A16 ==  0  ;; integer values
004D: jump_if_false £Label05BDF5
0004: $A16 =  1  ;; integer values
0084: $A2C = $12CB  ;; integer values and handles
0008: $A2C +=  6000  ;; integer values

:Label05BDF5
0084: $9E3 = $12CB  ;; integer values and handles
0008: $9E3 +=  7000  ;; integer values
0004: $9E2 =  2  ;; integer values

:Label05BE0C
00D6: if  0
0038:   $9E2 ==  2  ;; integer values
004D: jump_if_false £Label05BE69
00D6: if  0
001C:   $12CB > $9E3  ;; integer values
004D: jump_if_false £Label05BE69
00D6: if  0
0038:   $A13 ==  0  ;; integer values
004D: jump_if_false £Label05BE5A
0004: $A13 =  1  ;; integer values
0084: $A29 = $12CB  ;; integer values and handles
0008: $A29 +=  6000  ;; integer values

:Label05BE5A
01CA: actor $9CB kill_player $PLAYER_CHAR
0004: $9E2 =  3  ;; integer values

:Label05BE69
00D6: if  0
0038:   $9E2 ==  0  ;; integer values
004D: jump_if_false £Label05BE92
00D6: if  0
80DF:   NOT   actor $9CB driving
004D: jump_if_false £Label05BE92
0004: $9E2 =  5  ;; integer values

:Label05BE92
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  0 ()near_point_on_foot $A63 $A64  10@ radius  4.0  4.0  2.0
004D: jump_if_false £Label05C133
00D6: if  22
0038:   $9E2 ==  1  ;; integer values
0038:   $9E2 ==  2  ;; integer values
0038:   $9E2 ==  3  ;; integer values
004D: jump_if_false £Label05BF6C
0086: $A61 = $A63  ;; floating-point values only
0009: $A61 +=  4.0  ;; floating-point values
0086: $A62 = $A64  ;; floating-point values only
0009: $A62 +=  4.0  ;; floating-point values
0086: $1BD = $A61  ;; floating-point values only
000D: $1BD -=  8.0  ;; floating-point values
0086: $1BE = $A62  ;; floating-point values only
000D: $1BE -=  8.0  ;; floating-point values
053E: unknown $A61 $A62 $1BD $1BE -1 $9A7
00D6: if  0
0038:   $9A7 == -1  ;; integer values
004D: jump_if_false £Label05BF5E
0004: $9E2 =  5  ;; integer values
0004: $9D6 =  0  ;; integer values
0002: jump £Label05BF6C

:Label05BF5E
0004: $9E2 =  0  ;; integer values
0004: $9D6 =  1  ;; integer values

:Label05BF6C
00D6: if  0
0038:   $9E2 ==  8  ;; integer values
004D: jump_if_false £Label05BFEE
00D6: if  0
80DF:   NOT   actor $9CB driving
004D: jump_if_false £Label05BFEE
00D6: if  0
8119:   NOT   car $9A7 wrecked
004D: jump_if_false £Label05BFAD
01D5: actor $9CB go_to_and_drive_car $9A7
0002: jump £Label05BFB9

:Label05BFAD
011C: actor $9CB clear_objective
0004: $9E2 =  5  ;; integer values

:Label05BFB9
01C3: remove_references_to_car $9A7  ;; Like turning a car into any random car
00D6: if  0
0038:   $A17 ==  0  ;; integer values
004D: jump_if_false £Label05BFE7
0004: $A17 =  1  ;; integer values
0084: $A2D = $12CB  ;; integer values and handles
0008: $A2D +=  4000  ;; integer values

:Label05BFE7
0004: $9E2 =  4  ;; integer values

:Label05BFEE
00D6: if  0
0038:   $9E2 ==  0  ;; integer values
004D: jump_if_false £Label05C12C
00D6: if  0
8038:   NOT   $9D6 ==  1  ;; integer values
004D: jump_if_false £Label05C06D
0086: $A61 = $A63  ;; floating-point values only
0009: $A61 +=  4.0  ;; floating-point values
0086: $A62 = $A64  ;; floating-point values only
0009: $A62 +=  4.0  ;; floating-point values
0086: $1BD = $A61  ;; floating-point values only
000D: $1BD -=  8.0  ;; floating-point values
0086: $1BE = $A62  ;; floating-point values only
000D: $1BE -=  8.0  ;; floating-point values
053E: unknown $A61 $A62 $1BD $1BE -1 $9A7

:Label05C06D
00D6: if  0
8038:   NOT   $9A7 == -1  ;; integer values
004D: jump_if_false £Label05C12C
00D6: if  0
0119:   car $9A7 wrecked
004D: jump_if_false £Label05C0B0
00AE: unknown_set_car $9CA to_ignore_traffic_lights  3
01C3: remove_references_to_car $9A7  ;; Like turning a car into any random car
0004: $9E2 =  5  ;; integer values
0004: $9A7 = -1  ;; integer values
0002: jump £Label05C12C

:Label05C0B0
00D6: if  0
80DF:   NOT   actor $9CB driving
004D: jump_if_false £Label05C0DB
01D5: actor $9CB go_to_and_drive_car $9A7
01C3: remove_references_to_car $9A7  ;; Like turning a car into any random car
0004: $9E2 =  4  ;; integer values
0002: jump £Label05C113

:Label05C0DB
03C0: $9BE = actor $9CB car
020A: set_car $9BE door_status_to  1
00D6: if  0
003A:   $9BE == $9A6  ;; integer values and handles
004D: jump_if_false £Label05C104
0004: $9F0 =  2  ;; integer values

:Label05C104
01D3: actor $9CB leave_car $9BE
0004: $9E2 =  8  ;; integer values

:Label05C113
00D6: if  0
0038:   $9DF ==  0  ;; integer values
004D: jump_if_false £Label05C12C
0004: $9DF =  1  ;; integer values

:Label05C12C
0004: $9D6 =  0  ;; integer values

:Label05C133
00D6: if  0
0038:   $9E2 ==  4  ;; integer values
004D: jump_if_false £Label05C22D
00D6: if  0
00DF:   actor $9CB driving
004D: jump_if_false £Label05C1DC
01C3: remove_references_to_car $9A7  ;; Like turning a car into any random car
0004: $9A7 = -1  ;; integer values
03C0: $9A7 = actor $9CB car
00AA: store_car $9A7 position_to $1BD $1BE $1BF
000D: $1BD -=  10.0  ;; floating-point values
000D: $1BE -=  25.0  ;; floating-point values
02C0: set $A65 $A66 $1BF to_ped_path_coords_closest_to $1BD $1BE $1BF
00AD: set_car $9A7 max_speed_to  20.0
00AE: unknown_set_car $9A7 to_ignore_traffic_lights  2
02C2: car $9A7 drive_to_point $A65 $A66 $1BF
0084: $9E3 = $12CB  ;; integer values and handles
0008: $9E3 +=  10000  ;; integer values
0004: $9E2 =  6  ;; integer values
0002: jump £Label05C22D

:Label05C1DC
00D6: if  0
0119:   car $9A7 wrecked
004D: jump_if_false £Label05C1FF
011C: actor $9CB clear_objective
0004: $9E2 =  5  ;; integer values
0002: jump £Label05C22D

:Label05C1FF
00D6: if  0
81AD:   NOT   car $9A7  0 ()near_point $A63 $A64  4.0  4.0
004D: jump_if_false £Label05C22D
011C: actor $9CB clear_objective
0004: $9E2 =  5  ;; integer values

:Label05C22D
00D6: if  0
0038:   $9E2 ==  6  ;; integer values
004D: jump_if_false £Label05C2A0
00D6: if  0
00EE:   actor $9CB  0 ()near_point_in_car $A65 $A66 radius  3.0  3.0
004D: jump_if_false £Label05C26F
0004: $9E2 =  5  ;; integer values
0002: jump £Label05C2A0

:Label05C26F
00D6: if  0
001C:   $12CB > $9E3  ;; integer values
004D: jump_if_false £Label05C289
0004: $9E2 =  5  ;; integer values

:Label05C289
00D6: if  0
80DF:   NOT   actor $9CB driving
004D: jump_if_false £Label05C2A0
0004: $9E2 =  5  ;; integer values

:Label05C2A0
0002: jump £Label05C2C7

:Label05C2A7
00D6: if  1
8038:   NOT   $9E2 ==  0  ;; integer values
8038:   NOT   $9E2 ==  5  ;; integer values
004D: jump_if_false £Label05C2C7
0004: $9E2 =  5  ;; integer values

:Label05C2C7
00D6: if  0
003A:   $9CB == $9AA  ;; integer values and handles
004D: jump_if_false £Label05C30A
0084: $9E5 = $9E2  ;; integer values and handles
0084: $9EB = $9E3  ;; integer values and handles
0086: $A5C = $A65  ;; floating-point values only
0086: $A5D = $A66  ;; floating-point values only
0084: $9BF = $9A7  ;; integer values and handles
0084: $A48 = $A47  ;; integer values and handles

:Label05C30A
00D6: if  0
003A:   $9CB == $9AE  ;; integer values and handles
004D: jump_if_false £Label05C34D
0084: $9E6 = $9E2  ;; integer values and handles
0084: $9EC = $9E3  ;; integer values and handles
0086: $A58 = $A65  ;; floating-point values only
0086: $A59 = $A66  ;; floating-point values only
0084: $9C0 = $9A7  ;; integer values and handles
0084: $A49 = $A47  ;; integer values and handles

:Label05C34D
00D6: if  0
003A:   $9CB == $9C8  ;; integer values and handles
004D: jump_if_false £Label05C390
0084: $9E8 = $9E2  ;; integer values and handles
0084: $9ED = $9E3  ;; integer values and handles
0086: $A5A = $A65  ;; floating-point values only
0086: $A5B = $A66  ;; floating-point values only
0084: $9C1 = $9A7  ;; integer values and handles
0084: $A4A = $A47  ;; integer values and handles

:Label05C390
00D6: if  0
003A:   $9CB == $9B2  ;; integer values and handles
004D: jump_if_false £Label05C3D3
0084: $9E9 = $9E2  ;; integer values and handles
0084: $9EE = $9E3  ;; integer values and handles
0086: $A55 = $A65  ;; floating-point values only
0086: $A56 = $A66  ;; floating-point values only
0084: $9C2 = $9A7  ;; integer values and handles
0084: $A4B = $A47  ;; integer values and handles

:Label05C3D3
0051: return

:Label05C3D5
01B2: give_actor $9A8 weapon  27 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $9A8 flags
0243: set_actor $9A8 ped_stats_to  16
0319: set_actor $9A8 wander_state_to  1 (off)
0051: return

:Label05C3F4
00D6: if  0
0038:   $A54 ==  0  ;; integer values
004D: jump_if_false £Label05C431
0291: unknown_actor $9D0 unknown_behavior_flag  1
011A: set_actor $9D0 flags  1
0239: actor $9D0 run_to -829.7494 -1491.996
0411: (unknown) $9D0  0 
0004: $A54 =  1  ;; integer values

:Label05C431
00D6: if  0
0038:   $A54 ==  1  ;; integer values
004D: jump_if_false £Label05C4AC
00D6: if  0
04FF: $9D0
004D: jump_if_false £Label05C469
0239: actor $9D0 run_to -829.7494 -1491.996
0411: (unknown) $9D0  0 

:Label05C469
00D6: if  0
00ED:   actor $9D0  0 ()near_point_on_foot -829.7494 -1491.996 radius  1.0  1.0
004D: jump_if_false £Label05C4AC
0239: actor $9D0 run_to -826.0425 -1493.517
0411: (unknown) $9D0  0 
0004: $A54 =  2  ;; integer values

:Label05C4AC
00D6: if  0
0038:   $A54 ==  2  ;; integer values
004D: jump_if_false £Label05C516
00D6: if  0
04FF: $9D0
004D: jump_if_false £Label05C4E4
0239: actor $9D0 run_to -826.0425 -1493.517
0411: (unknown) $9D0  0 

:Label05C4E4
00D6: if  0
00ED:   actor $9D0  0 ()near_point_on_foot -826.0425 -1493.517 radius  1.0  1.0
004D: jump_if_false £Label05C516
009B: destroy_actor_instantly $9D0
0004: $A54 =  3  ;; integer values

:Label05C516
0051: return

:Label05C518
00D6: if  0
001C:   $ADD > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label05C53B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label05C518

:Label05C53B
0051: return

:Label05C53D
00D6: if  0
8119:   NOT   car $9D2 wrecked
004D: jump_if_false £Label05C759
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $9D2
004D: jump_if_false £Label05C72E
00D6: if  0
8118:   NOT   actor $9D3 dead
004D: jump_if_false £Label05C68E
00D6: if  0
00DB:   actor $9D3 in_car $9D2
004D: jump_if_false £Label05C607
00D6: if  0
8038:   NOT   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05C5C0
00D6: if  0
8118:   NOT   actor $9D1 dead
004D: jump_if_false £Label05C5B4
01CA: actor $9D1 kill_player $PLAYER_CHAR
0002: jump £Label05C5B9

:Label05C5B4
0465: remove_actor $9D1 from_turret_mode

:Label05C5B9
0002: jump £Label05C600

:Label05C5C0
00D6: if  0
0118:   actor $9D1 dead
004D: jump_if_false £Label05C5F0
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05C5E9
0004: $9DD =  1  ;; integer values

:Label05C5E9
0002: jump £Label05C600

:Label05C5F0
020F: actor $9D1 look_at_player $PLAYER_CHAR
04C6: $9D1 $PLAYER_ACTOR

:Label05C600
0002: jump £Label05C687

:Label05C607
00D6: if  0
0038:   $A06 ==  0  ;; integer values
004D: jump_if_false £Label05C687
00D6: if  0
8118:   NOT   actor $9D1 dead
004D: jump_if_false £Label05C687
0465: remove_actor $9D1 from_turret_mode
0407: create_coordinate $1BD $1BE $1BF from_car $9D2 offset  0.0 -11.0  0.0
0239: actor $9D1 run_to $1BD $1BE
00D6: if  0
00ED:   actor $9D1  0 ()near_point_on_foot $1BD $1BE radius  2.0  2.0
004D: jump_if_false £Label05C687
01CA: actor $9D1 kill_player $PLAYER_CHAR
0004: $A06 =  1  ;; integer values

:Label05C687
0002: jump £Label05C727

:Label05C68E
00D6: if  0
0038:   $9DD ==  0  ;; integer values
004D: jump_if_false £Label05C6A7
0004: $9DD =  1  ;; integer values

:Label05C6A7
00D6: if  0
0038:   $A06 ==  0  ;; integer values
004D: jump_if_false £Label05C727
00D6: if  0
8118:   NOT   actor $9D1 dead
004D: jump_if_false £Label05C727
0465: remove_actor $9D1 from_turret_mode
0407: create_coordinate $1BD $1BE $1BF from_car $9D2 offset  0.0 -11.0  0.0
0239: actor $9D1 run_to $1BD $1BE
00D6: if  0
00ED:   actor $9D1  0 ()near_point_on_foot $1BD $1BE radius  2.0  2.0
004D: jump_if_false £Label05C727
01CA: actor $9D1 kill_player $PLAYER_CHAR
0004: $A06 =  1  ;; integer values

:Label05C727
0002: jump £Label05C752

:Label05C72E
02AA: set_car $9D2 immune_to_nonplayer  0
0465: remove_actor $9D1 from_turret_mode
00D6: if  0
8118:   NOT   actor $9D1 dead
004D: jump_if_false £Label05C752
01CA: actor $9D1 kill_player $PLAYER_CHAR

:Label05C752
0002: jump £Label05C776

:Label05C759
0465: remove_actor $9D1 from_turret_mode
00D6: if  0
8118:   NOT   actor $9D1 dead
004D: jump_if_false £Label05C776
01CA: actor $9D1 kill_player $PLAYER_CHAR

:Label05C776
0051: return

;-------------Mission 11---------------
; Originally: All Hands On Deck!


:Label05C778
0050: gosub £Label05C79C
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label05C793
0050: gosub £Label063E47

:Label05C793
0050: gosub £Label064032
004E: end_thread

:Label05C79C
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "COL_5"
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "GENERA5"
058E: set_restart_mission_taxi_destination -163.0 -1439.4  9.0  201.5
0005: $AFA =  0.0  ;; floating-point values
0004: $ABD =  0  ;; integer values
0004: $ABE =  0  ;; integer values
0004: $AB5 =  0  ;; integer values
0004: $AB6 =  0  ;; integer values
0004: $ABA =  0  ;; integer values
0004: $ABB =  0  ;; integer values
0004: $ABC =  0  ;; integer values
0004: $ABF =  0  ;; integer values
0004: $AC1 =  0  ;; integer values
0004: $AC2 =  0  ;; integer values
0004: $AC3 =  0  ;; integer values
0004: $AC4 =  0  ;; integer values
0004: $AC5 =  0  ;; integer values
0004: $AC7 =  0  ;; integer values
0004: $AC8 =  0  ;; integer values
0004: $AC9 =  0  ;; integer values
0004: $ACA =  0  ;; integer values
0004: $ACB = -2  ;; integer values
0004: $A2F =  0  ;; integer values
0004: $A00 =  0  ;; integer values
0004: $A01 =  0  ;; integer values
0004: $A02 =  0  ;; integer values
0004: $A03 =  0  ;; integer values
0004: $A08 =  0  ;; integer values
0004: $A0A =  0  ;; integer values
0004: $A0B =  0  ;; integer values
0004: $A0D =  0  ;; integer values
0004: $A0E =  0  ;; integer values
0004: $A0F =  0  ;; integer values
0004: $A10 =  0  ;; integer values
0004: $A11 =  0  ;; integer values
0004: $A13 =  0  ;; integer values
0004: $A19 =  0  ;; integer values
0004: $A1A =  0  ;; integer values
0004: $A1B =  0  ;; integer values
0004: $A1C =  0  ;; integer values
0004: $A1F =  0  ;; integer values
0004: $A21 =  0  ;; integer values
0004: $A22 =  0  ;; integer values
0004: $A24 =  0  ;; integer values
0004: $A25 =  0  ;; integer values
0004: $A26 =  0  ;; integer values
0004: $A27 =  0  ;; integer values
0004: $A28 =  0  ;; integer values
0004: $A29 =  0  ;; integer values
0004: $AD0 =  0  ;; integer values
0004: $AD1 =  0  ;; integer values
0004: $AD2 =  0  ;; integer values
0004: $AD3 =  0  ;; integer values
0004: $AD4 =  0  ;; integer values
0004: $ACE =  0  ;; integer values
0004: $AE0 = -1  ;; integer values
0004: $AE1 = -1  ;; integer values
0004: $AEF = -1  ;; integer values
0004: $AE2 = -1  ;; integer values
0004: $ACF = -1  ;; integer values
0004: $AD7 =  0  ;; integer values
0004: $AD8 =  0  ;; integer values
0004: $ADB =  0  ;; integer values
0004: $ADC =  0  ;; integer values
0004: $AE4 =  0  ;; integer values
0004: $AE5 =  0  ;; integer values
0004: $AE6 =  0  ;; integer values
0004: $AE7 =  0  ;; integer values
0004: $AE8 =  0  ;; integer values
0004: $AE9 =  0  ;; integer values
0004: $AEA =  0  ;; integer values
0004: $AEB =  0  ;; integer values
0004: $AEC =  0  ;; integer values
0004: $AED =  0  ;; integer values
0004: $AEE =  0  ;; integer values
0004: $AE3 =  0  ;; integer values
0004: $AF0 =  0  ;; integer values
0004: $AF1 =  0  ;; integer values
0004: $AD5 =  0  ;; integer values
0004: $AD6 =  0  ;; integer values
0005: $AF5 =  10.0  ;; floating-point values
0004: $AB3 =  0  ;; integer values
0004: $ADA =  0  ;; integer values
0004: $ADF =  0  ;; integer values
0004: $AB4 =  0  ;; integer values
0004: $ACC = -1  ;; integer values
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0086: $AFC = $1C0  ;; floating-point values only
0086: $AFD = $1C1  ;; floating-point values only
0086: $AFE = $1C2  ;; floating-point values only
0482:  6.0
00C0: set_current_time  6  0
01B6: set_weather  0
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSCOLO"
023C: load_special_actor  3 "CGONA"
023C: load_special_actor  4 "CGONB"
0247: request_model -8 (YT_MAIN_BODY)
0247: request_model -9 (YT_MAIN_BODY2)
0247: request_model -10 (YT_DOORS14)
0247: request_model -11 (YT_TMP_BOAT)
0247: request_model -12 (LODMAIN_BODY)
0247: request_model -115 (BIG_POLY_TINGS)
0247: request_model -14 (YT_GANGPLNK_TMP)
038B: load_requested_models

:Label05CAA3
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
004D: jump_if_false £Label05CAC9
0001: wait  0 ms
0002: jump £Label05CAA3

:Label05CAC9
00D6: if  25
8248:   NOT   model -8 (YT_MAIN_BODY) available
8248:   NOT   model -9 (YT_MAIN_BODY2) available
8248:   NOT   model -10 (YT_DOORS14) available
8248:   NOT   model -11 (YT_TMP_BOAT) available
8248:   NOT   model -12 (LODMAIN_BODY) available
8248:   NOT   model -115 (BIG_POLY_TINGS) available
004D: jump_if_false £Label05CAF7
0001: wait  0 ms
0002: jump £Label05CAC9

:Label05CAF7
00D6: if  0
8248:   NOT   model -14 (YT_GANGPLNK_TMP) available
004D: jump_if_false £Label05CB11
0001: wait  0 ms
0002: jump £Label05CAF7

:Label05CB11
041D: set_camera_near_clip  .1
02E4: load_cutscene_data "COL_5A"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 +=  .003  ;; floating-point values
000D: $1C1 -=  1.381  ;; floating-point values
0009: $1C2 +=  3.149  ;; floating-point values
0244: set_cutscene_pos $1C0 $1C1 $1C2
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSCOLO"
02E5: $8DE = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $8DE "CGONA"
02E5: $8DF = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $8DF "CGONB"
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
0004: $ADD =  791  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5A_1"  10000 ms  1  ;; Circumstances force a hasty departure, amigo.
0004: $ADD =  3435  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5A_2"  10000 ms  1  ;; What's the problem?
0004: $ADD =  4140  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5A_3"  10000 ms  1  ;; Ehh, the French want their missile technology back and after that last incident,
0004: $ADD =  7919  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5A_4"  10000 ms  1  ;; I feel it is time to find safer harbors.
0004: $ADD =  9945  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5A_5"  10000 ms  1  ;; Wouldn't it be safer to fly?
0004: $ADD =  11371  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5A_6"  10000 ms  1  ;; I'd be dead before I reached check-in. Besides, I need to get my merchandise out of the country.
0004: $ADD =  16000  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5A_7"  10000 ms  1  ;; Need another gun?
0004: $ADD =  17365  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5A_8"  10000 ms  1  ;; You, my friend, are worth ten guns...
0004: $ADD =  21837  ;; integer values
0050: gosub £Label063CDC
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label05CCD7
00D6: if  0
016B:   fading
004D: jump_if_false £Label05CCEF
0001: wait  0 ms
0002: jump £Label05CCD7

:Label05CCEF
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false £Label05CD07
0001: wait  0 ms
0002: jump £Label05CCEF

:Label05CD07
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0249: release_model -8 (YT_MAIN_BODY)
0249: release_model -9 (YT_MAIN_BODY2)
0249: release_model -10 (YT_DOORS14)
0249: release_model -11 (YT_TMP_BOAT)
0249: release_model -12 (LODMAIN_BODY)
0249: release_model -115 (BIG_POLY_TINGS)
0249: release_model -14 (YT_GANGPLNK_TMP)
04E3: unknown_player $PLAYER_CHAR  3  60000
0247: request_model #HUNTER
0247: request_model #DINGHY
0247: request_model #SPEEDER
0247: request_model #RIO
0247: request_model #WASHING
0247: request_model #MAVERICK
0247: request_model #MARQUIS
0247: request_model #TROPIC
0247: request_model #RUGER
0247: request_model #KATANA
0247: request_model #HMOST
0247: request_model #UZI
0247: request_model #COLT45
023C: load_special_actor  1 "IGCOLON"
023C: load_special_actor  2 "CGONA"
038B: load_requested_models

:Label05CDA1
00D6: if  24
8248:   NOT   model #HUNTER available
8248:   NOT   model #DINGHY available
8248:   NOT   model #SPEEDER available
8248:   NOT   model #RIO available
8248:   NOT   model #WASHING available
004D: jump_if_false £Label05CDD0
0001: wait  0 ms
0002: jump £Label05CDA1

:Label05CDD0
00D6: if  24
8248:   NOT   model #MAVERICK available
8248:   NOT   model #MARQUIS available
8248:   NOT   model #TROPIC available
8248:   NOT   model #KATANA available
8248:   NOT   model #RUGER available
004D: jump_if_false £Label05CDFF
0001: wait  0 ms
0002: jump £Label05CDD0

:Label05CDFF
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #HMOST available
8248:   NOT   model #UZI available
8248:   NOT   model #COLT45 available
004D: jump_if_false £Label05CE2B
0001: wait  0 ms
0002: jump £Label05CDFF

:Label05CE2B
01B1: give_player $PLAYER_CHAR weapon  10 ammo  1  ;; Load the weapon model before using this
035E: set_player $PLAYER_CHAR armour_to  200
0225: $1D1B = player $PLAYER_CHAR health
00D6: if  0
001A:    100 > $1D1B  ;; integer values
004D: jump_if_false £Label05CE5D
0222: set_player $PLAYER_CHAR health_to  100

:Label05CE5D
0108: destroy_object $6F8
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
0108: destroy_object $2CC
0108: destroy_object $2D0
0108: destroy_object $2D1
0400: create_coordinate $1C0 $1C1 $1C2 from_object $2CA offset -.277 -16.662  3.152
0055: put_player $PLAYER_CHAR at $1C0 $1C1 $1C2
0171: set_player $PLAYER_CHAR z_angle_to  0.0
0373: set_camera_directly_behind_player
009A: $A7C = create_actor  4 #SPECIAL01 at $1C0 $1C1 $1C2
0084: $AAF = $A7C  ;; integer values and handles
0050: gosub £Label063DFD
0446: (unknown) $A7C  0 
02AB: set_actor $A7C immunities  0  0  1  1  0
02E2: set_actor $A7C weapon_accuracy_to  40
0223: set_actor $A7C health_to  500
04F4: unknown_actor $A7C mess_around_with_object $2CA -2.5 -1.996  4.179  0  360.0  27
009A: $A7D = create_actor  4 #SPECIAL02 at $1C0 $1C1 $1C2
0084: $AAF = $A7D  ;; integer values and handles
0050: gosub £Label063DFD
04F4: unknown_actor $A7D mess_around_with_object $2CA  4.288 -11.674  4.179  0  360.0  27
009A: $A7E = create_actor  4 #SPECIAL02 at $1C0 $1C1 $1C2
0084: $AAF = $A7E  ;; integer values and handles
0050: gosub £Label063DFD
04F4: unknown_actor $A7E mess_around_with_object $2CA -4.215 -8.161  4.179  0  360.0  27
009A: $A7F = create_actor  4 #SPECIAL02 at $1C0 $1C1 $1C2
0084: $AAF = $A7F  ;; integer values and handles
0050: gosub £Label063DFD
04F4: unknown_actor $A7F mess_around_with_object $2CA  4.267 -4.745  4.179  0  360.0  27
009A: $AAA = create_actor  4 #SPECIAL02 at $1C0 $1C1 $1C2
0084: $AAF = $AAA  ;; integer values and handles
0050: gosub £Label063DFD
04F4: unknown_actor $AAA mess_around_with_object $2CA -4.225 -12.46  4.179  0  360.0  27
049E: unknown_change_special_objects_flag $2D2  0.0
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label05D26F
00A5: $A83 = create_car #HUNTER at  36.0195 -447.5407  15.017
00A5: $A81 = create_car #HUNTER at  36.0195 -447.5407  15.017
009A: $A82 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $A6E = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $A6F = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $A70 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $A71 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $A76 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $A77 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $A78 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $A79 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $A8F = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $A90 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $A91 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $A92 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $A94 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $A95 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $A96 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $AA5 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $AA6 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
009A: $AA7 = create_actor  9 #HMOST at  36.0195 -447.5407  15.017
00A5: $A7A = create_car #WASHING at -238.2693 -1361.33  7.0786
00A5: $A75 = create_car #WASHING at -238.2693 -1361.33  7.0786

:Label05D26F
00A5: $A72 = create_car #MARQUIS at -327.2818 -1207.3  6.0
0175: set_car $A72 z_angle_to  90.0
02AA: set_car $A72 immune_to_nonplayer  1
00A5: $A73 = create_car #SPEEDER at -332.1327 -1221.623  6.0
0175: set_car $A73 z_angle_to  90.0
02AA: set_car $A73 immune_to_nonplayer  1
00A5: $A74 = create_car #RIO at -332.6164 -1233.008  6.0
0175: set_car $A74 z_angle_to  90.0
02AA: set_car $A74 immune_to_nonplayer  1
01BD: $12CB = current_time_in_ms
0084: $AC0 = $12CB  ;; integer values and handles
0008: $AC0 +=  12000  ;; integer values
0001: wait  0 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
015F: set_camera_position -410.4125 -1320.864  12.1604  0.0  0.0  0.0
0160: point_camera -409.6047 -1320.275  12.1915  2
0084: $AED = $12CB  ;; integer values and handles
0008: $AED +=  6100  ;; integer values

:Label05D359
0001: wait  0 ms
01BD: $12CB = current_time_in_ms
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
010D: set_player $PLAYER_CHAR wanted_level_to  0
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label05D3EC
00D6: if  0
84A8:   NOT $PLAYER_CHAR
004D: jump_if_false £Label05D3EC
00D6: if  0
8118:   NOT   actor $A7C dead
004D: jump_if_false £Label05D3AC
0321: kill_actor $A7C

:Label05D3AC
00BC: text_highpriority "COL5_B3"  5000 ms  1  ;; ~r~The Colonel is dead!
0169: set_fade_color  225  225  225
016A: fade  0 ()  1000 ms

:Label05D3CD
00D6: if  0
016B:   fading
004D: jump_if_false £Label05D3E5
0001: wait  0 ms
0002: jump £Label05D3CD

:Label05D3E5
0002: jump £Label063E47

:Label05D3EC
00D6: if  0
0038:   $AE3 ==  0  ;; integer values
004D: jump_if_false £Label05D42A
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  7 weapon $AB7 ammo $AB8 model $AB9
00D6: if  0
001A:    1 > $AB8  ;; integer values
004D: jump_if_false £Label05D42A
01B1: give_player $PLAYER_CHAR weapon  27 ammo  180  ;; Load the weapon model before using this

:Label05D42A
00D6: if  0
0038:   $AB4 ==  0  ;; integer values
004D: jump_if_false £Label05D46E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  6 weapon $AB7 ammo $AB8 model $AB9
00D6: if  0
001A:    1 > $AB8  ;; integer values
004D: jump_if_false £Label05D46E
01B1: give_player $PLAYER_CHAR weapon  23 ammo  80  ;; Load the weapon model before using this
0004: $AB4 =  1  ;; integer values

:Label05D46E
00D6: if  0
0038:   $ACE ==  2  ;; integer values
004D: jump_if_false £Label05D524
00D6: if  0
0038:   $AD5 ==  0  ;; integer values
004D: jump_if_false £Label05D4DA
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  7 weapon $AB7 ammo $AB8 model $AB9
00D6: if  0
001A:    1 > $AB8  ;; integer values
004D: jump_if_false £Label05D4DA
00BC: text_highpriority "COL5_B6"  5000 ms  1  ;; ~g~You have run out of ammo, get more from the stairs on the top deck.
0084: $AF1 = $12CB  ;; integer values and handles
0008: $AF1 +=  4000  ;; integer values
0004: $AD5 =  1  ;; integer values

:Label05D4DA
00D6: if  0
0038:   $AD6 ==  0  ;; integer values
004D: jump_if_false £Label05D524
00D6: if  0
8183:   NOT   player $PLAYER_CHAR health >  40
004D: jump_if_false £Label05D524
00BC: text_highpriority "COL5_B7"  5000 ms  1  ;; ~g~You are running low on health, get more from the stairs on the top deck.
0084: $AF1 = $12CB  ;; integer values and handles
0008: $AF1 +=  4000  ;; integer values
0004: $AD6 =  1  ;; integer values

:Label05D524
00D6: if  0
0038:   $AEE ==  0  ;; integer values
004D: jump_if_false £Label05D583
00D6: if  0
001C:   $12CB > $AED  ;; integer values
004D: jump_if_false £Label05D583
015F: set_camera_position -381.3522 -1363.918  18.9859  0.0  0.0  0.0
0160: point_camera -381.1456 -1362.953  18.8254  2
0004: $AEE =  1  ;; integer values

:Label05D583
00D6: if  0
0038:   $AEE ==  1  ;; integer values
004D: jump_if_false £Label05D608
00D6: if  0
0018:   $ABF >  0  ;; integer values
004D: jump_if_false £Label05D608
03CB: set_camera -264.5628 -1231.901  10.8113
015F: set_camera_position -264.5628 -1231.901  10.8113  0.0  0.0  0.0
00D6: if  0
8119:   NOT   car $A75 wrecked
004D: jump_if_false £Label05D5F1
0158: camera_on_vehicle $A75  15  2

:Label05D5F1
0084: $AED = $12CB  ;; integer values and handles
0008: $AED +=  5500  ;; integer values
0004: $AEE =  2  ;; integer values

:Label05D608
00D6: if  0
0038:   $AEE ==  2  ;; integer values
004D: jump_if_false £Label05D677
00D6: if  0
001C:   $12CB > $AED  ;; integer values
004D: jump_if_false £Label05D677
015F: set_camera_position -233.0363 -1221.283  9.3205  0.0  0.0  0.0
0160: point_camera -233.9623 -1220.907  9.3547  2
0084: $AED = $12CB  ;; integer values and handles
0008: $AED +=  4000  ;; integer values
0004: $AEE =  3  ;; integer values

:Label05D677
00D6: if  0
0038:   $AEE ==  3  ;; integer values
004D: jump_if_false £Label05D6E6
00D6: if  0
001C:   $12CB > $AED  ;; integer values
004D: jump_if_false £Label05D6E6
015F: set_camera_position -267.5756 -1219.911  10.2994  0.0  0.0  0.0
0160: point_camera -268.5739 -1219.966  10.2809  2
0084: $AED = $12CB  ;; integer values and handles
0008: $AED +=  4000  ;; integer values
0004: $AEE =  4  ;; integer values

:Label05D6E6
00D6: if  0
0038:   $AEE ==  4  ;; integer values
004D: jump_if_false £Label05D755
00D6: if  0
001C:   $12CB > $AED  ;; integer values
004D: jump_if_false £Label05D755
015F: set_camera_position -351.4564 -1232.334  10.4296  0.0  0.0  0.0
0160: point_camera -350.6927 -1231.689  10.4065  2
0084: $AED = $12CB  ;; integer values and handles
0008: $AED +=  4000  ;; integer values
0004: $AEE =  5  ;; integer values

:Label05D755
00D6: if  0
0038:   $AEE ==  5  ;; integer values
004D: jump_if_false £Label05D81B
00D6: if  0
001C:   $12CB > $AED  ;; integer values
004D: jump_if_false £Label05D81B
0176: $AFB = object $2CA z_angle
0171: set_player $PLAYER_CHAR z_angle_to $AFB
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
0038:   $AF0 ==  1  ;; integer values
004D: jump_if_false £Label05D7DC
00BC: text_highpriority "COL5_B2"  5000 ms  1  ;; ~g~Get up front and clear the route for the Colonel's yacht.
0084: $AF1 = $12CB  ;; integer values and handles
0008: $AF1 +=  4000  ;; integer values
0008: $AF0 +=  1  ;; integer values

:Label05D7DC
00D6: if  0
0038:   $AF0 ==  0  ;; integer values
004D: jump_if_false £Label05D814
00BC: text_highpriority "COL5_B1"  5000 ms  1  ;; ~g~Defend the Colonel and his yacht at all costs.
0084: $AF1 = $12CB  ;; integer values and handles
0008: $AF1 +=  4000  ;; integer values
0008: $AF0 +=  1  ;; integer values

:Label05D814
0004: $AEE =  6  ;; integer values

:Label05D81B
00D6: if  0
0038:   $AEE ==  10  ;; integer values
004D: jump_if_false £Label05D89B
00D6: if  0
001C:   $12CB > $AED  ;; integer values
004D: jump_if_false £Label05D89B
015F: set_camera_position  223.1382  976.4195  11.1547  0.0  0.0  0.0
0160: point_camera  222.8153  975.4747  11.2115  2
03CB: set_camera  222.8153  975.4747  11.2115
0084: $AED = $12CB  ;; integer values and handles
0008: $AED +=  4000  ;; integer values
0004: $AEE =  5  ;; integer values

:Label05D89B
00D6: if  0
0038:   $AEE ==  15  ;; integer values
004D: jump_if_false £Label05D90A
00D6: if  0
001C:   $12CB > $AED  ;; integer values
004D: jump_if_false £Label05D90A
015F: set_camera_position  203.4923  871.4227  23.2555  0.0  0.0  0.0
0160: point_camera  203.3397  872.3857  23.0336  2
0084: $AED = $12CB  ;; integer values and handles
0008: $AED +=  4000  ;; integer values
0004: $AEE =  16  ;; integer values

:Label05D90A
00D6: if  0
0038:   $AB6 ==  2  ;; integer values
004D: jump_if_false £Label05D9A7
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £Label05D9A7
015F: set_camera_position  75.9  748.5027  10.4895  0.0  0.0  0.0
00D6: if  0
8119:   NOT   car $A81 wrecked
004D: jump_if_false £Label05D962
0158: camera_on_vehicle $A81  15  2

:Label05D962
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
0395: clear_area  1 at  189.6395  888.1066 range  12.6813  60.0
0084: $AED = $12CB  ;; integer values and handles
0008: $AED +=  4000  ;; integer values
0004: $AEE =  5  ;; integer values
0004: $AB6 =  3  ;; integer values

:Label05D9A7
00D6: if  0
0038:   $AEE ==  16  ;; integer values
004D: jump_if_false £Label05DA1F
00D6: if  0
001C:   $12CB > $AED  ;; integer values
004D: jump_if_false £Label05DA1F
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms

:Label05D9DB
00D6: if  0
016B:   fading
004D: jump_if_false £Label05D9F3
0001: wait  0 ms
0002: jump £Label05D9DB

:Label05D9F3
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
049F: unknown_change_special_objects_flag $2D2  3250.0
049E: unknown_change_special_objects_flag $2D2  0.0
02EB: restore_camera_with_jumpcut
0001: wait  0 ms
0001: wait  0 ms
0002: jump £Label062EC9

:Label05DA1F
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0176: $AFB = object $2CA z_angle
00D6: if  0
0038:   $AB5 ==  0  ;; integer values
004D: jump_if_false £Label05DA86
00D6: if  0
0022:    5.0 > $AFA  ;; floating-point values
004D: jump_if_false £Label05DA6D
0078: $AFA += unknown_inaccurate_float_timer  .01  ;; floating-point values
0002: jump £Label05DA7E

:Label05DA6D
0005: $AFA =  5.0  ;; floating-point values
0004: $AB5 =  1  ;; integer values

:Label05DA7E
049E: unknown_change_special_objects_flag $2D2 $AFA

:Label05DA86
00D6: if  0
0038:   $AD0 ==  0  ;; integer values
004D: jump_if_false £Label05DB1C
00D6: if  0
04E5:   unknown_object $2CA near_point -277.999  614.19 radius  25.0  25.0 unknown  0
004D: jump_if_false £Label05DAE5
00D6: if  0
0038:   $AE3 ==  0  ;; integer values
004D: jump_if_false £Label05DAD7
0004: $AE3 =  1  ;; integer values

:Label05DAD7
0004: $AD0 =  3  ;; integer values
0002: jump £Label05DB1C

:Label05DAE5
00D6: if  2
0038:   $AD1 ==  1  ;; integer values
0038:   $AD2 ==  1  ;; integer values
0038:   $AD3 ==  1  ;; integer values
004D: jump_if_false £Label05DB1C
0084: $AD4 = $12CB  ;; integer values and handles
0008: $AD4 +=  8000  ;; integer values
0004: $AD0 =  1  ;; integer values

:Label05DB1C
00D6: if  0
0038:   $AE3 ==  1  ;; integer values
004D: jump_if_false £Label05DECC
01C3: remove_references_to_car $A75  ;; Like turning a car into any random car
01C3: remove_references_to_car $A7A  ;; Like turning a car into any random car
01C3: remove_references_to_car $A72  ;; Like turning a car into any random car
01C3: remove_references_to_car $A73  ;; Like turning a car into any random car
01C3: remove_references_to_car $A74  ;; Like turning a car into any random car
01C2: remove_references_to_actor $A6E  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A6F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A70  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A71  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A76  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A77  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A78  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A79  ;; Like turning an actor into a random pedestrian
00A5: $A86 = create_car #DINGHY at  246.161  934.99  6.0
0175: set_car $A86 z_angle_to  165.0
0129: $A97 = create_actor  9 #HMOST in_car $A86 driverseat
009A: $A98 = create_actor  9 #HMOST at  274.1312  969.9899  23.4139
0084: $AAE = $A98  ;; integer values and handles
0050: gosub £Label063D8A
0464: put_actor $A98 into_turret_on_car $A86 at_car_offset  .0742 -.8961  1.0623 unknown  2 angle  360.0 with_weapon  23
00A5: $A87 = create_car #DINGHY at  252.074  929.9  6.0
0175: set_car $A87 z_angle_to  165.0
0129: $A99 = create_actor  9 #HMOST in_car $A87 driverseat
009A: $A9A = create_actor  9 #HMOST at  274.1312  969.9899  23.4139
0084: $AAE = $A9A  ;; integer values and handles
0050: gosub £Label063D8A
0464: put_actor $A9A into_turret_on_car $A87 at_car_offset  .0742 -.8961  1.0623 unknown  2 angle  360.0 with_weapon  23
00A5: $A88 = create_car #RIO at  229.653  929.049  6.0
0175: set_car $A88 z_angle_to  124.5
0129: $AA1 = create_actor  9 #HMOST in_car $A88 driverseat
009A: $A9B = create_actor  9 #HMOST at  274.1312  969.9899  23.4139
0084: $AAE = $A9B  ;; integer values and handles
0050: gosub £Label063D8A
0464: put_actor $A9B into_turret_on_car $A88 at_car_offset  0.0  4.0  1.5 unknown  0 angle  360.0 with_weapon  23
00A5: $A89 = create_car #TROPIC at  217.382  940.656  6.0
0175: set_car $A89 z_angle_to -136.5
00A5: $A8A = create_car #DINGHY at  210.127  932.185  6.0
0175: set_car $A8A z_angle_to  166.5
0129: $A9C = create_actor  9 #HMOST in_car $A8A driverseat
009A: $A9D = create_actor  9 #HMOST at  274.1312  969.9899  23.4139
0084: $AAE = $A9D  ;; integer values and handles
0050: gosub £Label063D8A
0464: put_actor $A9D into_turret_on_car $A8A at_car_offset  .0742 -.8961  1.0623 unknown  2 angle  360.0 with_weapon  23
00A5: $A8B = create_car #MARQUIS at  201.639  942.166  6.0
0175: set_car $A8B z_angle_to  72.0
009A: $A9E = create_actor  9 #HMOST at  274.1312  969.9899  23.4139
0084: $AAE = $A9E  ;; integer values and handles
0050: gosub £Label063D8A
0464: put_actor $A9E into_turret_on_car $A8B at_car_offset  0.0 -2.0  1.2 unknown  0 angle  360.0 with_weapon  23
009A: $A9F = create_actor  9 #HMOST at  274.1312  969.9899  23.4139
0084: $AAE = $A9F  ;; integer values and handles
0050: gosub £Label063D8A
0464: put_actor $A9F into_turret_on_car $A8B at_car_offset  0.0  6.0  2.65 unknown  0 angle  360.0 with_weapon  23
009A: $AA0 = create_actor  9 #HMOST at  274.1312  969.9899  23.4139
0084: $AAE = $AA0  ;; integer values and handles
0050: gosub £Label063D8A
0464: put_actor $AA0 into_turret_on_car $A8B at_car_offset  0.0  10.0  1.9 unknown  0 angle  360.0 with_weapon  23
00A5: $A8C = create_car #TROPIC at  187.631  953.41  6.0
0175: set_car $A8C z_angle_to -126.0
00A5: $A8D = create_car #MARQUIS at  168.216  955.625  6.0
0175: set_car $A8D z_angle_to -106.5
00A5: $A8E = create_car #TROPIC at  195.398  767.808  6.0
0175: set_car $A8E z_angle_to -7.5
0129: $AA2 = create_actor  9 #HMOST in_car $A8E driverseat
0004: $AE3 =  2  ;; integer values

:Label05DECC
00D6: if  0
0038:   $AD0 ==  1  ;; integer values
004D: jump_if_false £Label05DF07
00D6: if  0
001C:   $12CB > $AD4  ;; integer values
004D: jump_if_false £Label05DF07
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms
0004: $AD0 =  2  ;; integer values

:Label05DF07
00D6: if  0
0038:   $AD0 ==  3  ;; integer values
004D: jump_if_false £Label05E019
00D6: if  0
0038:   $AE3 ==  0  ;; integer values
004D: jump_if_false £Label05DF32
0004: $AE3 =  1  ;; integer values

:Label05DF32
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
0400: create_coordinate $1C0 $1C1 $1C2 from_object $2CA offset -.277 -16.662  3.152
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label05DF7B
0055: put_player $PLAYER_CHAR at $1C0 $1C1 $1C2
0002: jump £Label05DF89

:Label05DF7B
012A: put_player $PLAYER_CHAR at $1C0 $1C1 $1C2 and_remove_from_car

:Label05DF89
0171: set_player $PLAYER_CHAR z_angle_to $AFB
0373: set_camera_directly_behind_player
03CB: set_camera $1C0 $1C1 $1C2
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
015F: set_camera_position  160.3909  797.2673  7.6438  0.0  0.0  0.0
0160: point_camera  159.4485  797.5592  7.8072  2
0084: $AED = $12CB  ;; integer values and handles
0008: $AED +=  8500  ;; integer values
0004: $AEE =  10  ;; integer values
0001: wait  500 ms
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
0004: $AD0 =  4  ;; integer values

:Label05E019
00D6: if  0
0038:   $AD0 ==  2  ;; integer values
004D: jump_if_false £Label05E050
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £Label05E050
049F: unknown_change_special_objects_flag $2D2  2700.0
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
0004: $AD0 =  3  ;; integer values

:Label05E050
00D6: if  0
0038:   $ACE ==  0  ;; integer values
004D: jump_if_false £Label05E08F
00D6: if  0
04E5:   unknown_object $2CA near_point  194.999  891.496 radius  25.0  25.0 unknown  0
004D: jump_if_false £Label05E08F
0004: $ACE =  1  ;; integer values

:Label05E08F
00D6: if  0
0038:   $ACE ==  1  ;; integer values
004D: jump_if_false £Label05E171
00D6: if  0
0038:   $AE4 ==  0  ;; integer values
004D: jump_if_false £Label05E0E3
00D6: if  0
0038:   $A02 ==  0  ;; integer values
004D: jump_if_false £Label05E0DC
0004: $A02 =  1  ;; integer values
0084: $A1B = $12CB  ;; integer values and handles
0008: $A1B +=  5000  ;; integer values

:Label05E0DC
0004: $AE4 =  1  ;; integer values

:Label05E0E3
00D6: if  0
8042:   NOT   $AFA ==  0.0  ;; floating-point values
004D: jump_if_false £Label05E137
00D6: if  0
0022:    0.0 > $AFA  ;; floating-point values
004D: jump_if_false £Label05E11E
0005: $AFA =  0.0  ;; floating-point values
0002: jump £Label05E128

:Label05E11E
007E: $AFA -= unknown_inaccurate_float_timer  .01  ;; floating-point values

:Label05E128
049E: unknown_change_special_objects_flag $2D2 $AFA
0002: jump £Label05E171

:Label05E137
0004: $ACE =  2  ;; integer values
0213: $AA8 = create_pickup -86 (HEALTH) type  2 at  189.4928  885.3084  13.7132
032B: $AA9 = create_weapon_pickup #RUGER  2 ammo  120 at  190.5261  885.2347  13.7132

:Label05E171
00D6: if  0
0038:   $ACE ==  2  ;; integer values
004D: jump_if_false £Label05E22B
00D6: if  0
0038:   $ACF == -1  ;; integer values
004D: jump_if_false £Label05E19C
0004: $ACF =  1  ;; integer values

:Label05E19C
00D6: if  0
0038:   $ACB == -2  ;; integer values
004D: jump_if_false £Label05E1C7
0084: $ADE = $12CB  ;; integer values and handles
0008: $ADE +=  45000  ;; integer values
0004: $ACB = -1  ;; integer values

:Label05E1C7
00D6: if  0
0038:   $AE0 == -1  ;; integer values
004D: jump_if_false £Label05E1E0
0004: $AE0 =  0  ;; integer values

:Label05E1E0
00D6: if  0
0038:   $AE1 == -1  ;; integer values
004D: jump_if_false £Label05E1F9
0004: $AE1 =  0  ;; integer values

:Label05E1F9
00D6: if  0
0038:   $AEF == -1  ;; integer values
004D: jump_if_false £Label05E212
0004: $AEF =  0  ;; integer values

:Label05E212
00D6: if  0
0038:   $AE2 == -1  ;; integer values
004D: jump_if_false £Label05E22B
0004: $AE2 =  0  ;; integer values

:Label05E22B
00D6: if  0
0038:   $AE8 ==  0  ;; integer values
004D: jump_if_false £Label05E29C
00D6: if  0
0018:   $AB6 >  0  ;; integer values
004D: jump_if_false £Label05E29C
00D6: if  0
0119:   car $A81 wrecked
004D: jump_if_false £Label05E29C
00D6: if  0
8119:   NOT   car $A8B wrecked
004D: jump_if_false £Label05E285
00BC: text_highpriority "COL5_B2"  200 ms  1  ;; ~g~Get up front and clear the route for the Colonel's yacht.
0002: jump £Label05E29C

:Label05E285
0084: $AED = $12CB  ;; integer values and handles
0008: $AED +=  6000  ;; integer values
0004: $AE8 =  1  ;; integer values

:Label05E29C
00D6: if  0
0038:   $AE8 ==  1  ;; integer values
004D: jump_if_false £Label05E385
00D6: if  0
001C:   $12CB > $AED  ;; integer values
004D: jump_if_false £Label05E385
01C2: remove_references_to_actor $A8F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A90  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A91  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A92  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A94  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A95  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A96  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $AA5  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $AA6  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $AA7  ;; Like turning an actor into a random pedestrian
00A6: destroy_car $A8B
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
015F: set_camera_position  218.3319  1001.141  10.0492  0.0  0.0  0.0
0160: point_camera  218.0191  1000.191  10.0691  2
049E: unknown_change_special_objects_flag $2D2  5.0
0395: clear_area  1 at $1C0 $1C1 range $1C2  100.0
0215: destroy_pickup $AA8
0215: destroy_pickup $AA9
0084: $AED = $12CB  ;; integer values and handles
0008: $AED +=  4000  ;; integer values
0004: $AEE =  15  ;; integer values
0004: $AE8 =  2  ;; integer values

:Label05E385
00D6: if  0
0038:   $AE8 ==  2  ;; integer values
004D: jump_if_false £Label05E3E9
00D6: if  0
001C:   $12CB > $AED  ;; integer values
004D: jump_if_false £Label05E3E9
00D6: if  0
0022:    5.0 > $AFA  ;; floating-point values
004D: jump_if_false £Label05E3D0
0078: $AFA += unknown_inaccurate_float_timer  .01  ;; floating-point values
0002: jump £Label05E3E1

:Label05E3D0
0005: $AFA =  5.0  ;; floating-point values
0004: $AE8 =  2  ;; integer values

:Label05E3E1
049E: unknown_change_special_objects_flag $2D2 $AFA

:Label05E3E9
00D6: if  0
8118:   NOT   actor $A7C dead
004D: jump_if_false £Label05E4FD
00D6: if  0
0038:   $AEB ==  0  ;; integer values
004D: jump_if_false £Label05E44D
00D6: if  0
8183:   NOT   player $PLAYER_CHAR health >  50
004D: jump_if_false £Label05E44D
00D6: if  0
0038:   $A11 ==  0  ;; integer values
004D: jump_if_false £Label05E446
0004: $A11 =  1  ;; integer values
0084: $A28 = $12CB  ;; integer values and handles
0008: $A28 +=  5000  ;; integer values

:Label05E446
0004: $AEB =  1  ;; integer values

:Label05E44D
00D6: if  0
0038:   $AE9 ==  0  ;; integer values
004D: jump_if_false £Label05E4A2
00D6: if  0
8184:   NOT   actor $A7C health >=  180
004D: jump_if_false £Label05E4A2
00D6: if  0
0038:   $A08 ==  0  ;; integer values
004D: jump_if_false £Label05E49B
0004: $A08 =  1  ;; integer values
0084: $A1F = $12CB  ;; integer values and handles
0008: $A1F +=  5000  ;; integer values

:Label05E49B
0004: $AE9 =  1  ;; integer values

:Label05E4A2
00D6: if  0
0038:   $AEA ==  0  ;; integer values
004D: jump_if_false £Label05E4F6
00D6: if  0
8184:   NOT   actor $A7C health >=  100
004D: jump_if_false £Label05E4F6
00D6: if  0
0038:   $A0A ==  0  ;; integer values
004D: jump_if_false £Label05E4EF
0004: $A0A =  1  ;; integer values
0084: $A21 = $12CB  ;; integer values and handles
0008: $A21 +=  5000  ;; integer values

:Label05E4EF
0004: $AEA =  1  ;; integer values

:Label05E4F6
0002: jump £Label05E53D

:Label05E4FD
00BC: text_highpriority "COL5_B3"  5000 ms  1  ;; ~r~The Colonel is dead!
0169: set_fade_color  225  225  225
016A: fade  0 ()  1000 ms

:Label05E51E
00D6: if  0
016B:   fading
004D: jump_if_false £Label05E536
0001: wait  0 ms
0002: jump £Label05E51E

:Label05E536
0002: jump £Label063E47

:Label05E53D
00D6: if  0
0118:   actor $A7D dead
004D: jump_if_false £Label05E552
034F: destroy_actor_with_fade $A7D  ;; The actor fades away like a ghost

:Label05E552
00D6: if  0
0118:   actor $A7E dead
004D: jump_if_false £Label05E567
034F: destroy_actor_with_fade $A7E  ;; The actor fades away like a ghost

:Label05E567
00D6: if  0
0118:   actor $A7F dead
004D: jump_if_false £Label05E57C
034F: destroy_actor_with_fade $A7F  ;; The actor fades away like a ghost

:Label05E57C
00D6: if  0
0118:   actor $AAA dead
004D: jump_if_false £Label05E591
034F: destroy_actor_with_fade $AAA  ;; The actor fades away like a ghost

:Label05E591
0084: $AAB = $A86  ;; integer values and handles
0084: $AAC = $A97  ;; integer values and handles
0084: $AAD = $A98  ;; integer values and handles
0084: $AD9 = $AE0  ;; integer values and handles
0050: gosub £Label063365
0084: $A86 = $AAB  ;; integer values and handles
0084: $AE0 = $AD9  ;; integer values and handles
0084: $AAB = $A87  ;; integer values and handles
0084: $AAC = $A99  ;; integer values and handles
0084: $AAD = $A9A  ;; integer values and handles
0084: $AD9 = $AE1  ;; integer values and handles
0050: gosub £Label063365
0084: $A87 = $AAB  ;; integer values and handles
0084: $AE1 = $AD9  ;; integer values and handles
0084: $AAB = $A8A  ;; integer values and handles
0084: $AAC = $A9C  ;; integer values and handles
0084: $AAD = $A9D  ;; integer values and handles
0084: $AD9 = $AE2  ;; integer values and handles
0050: gosub £Label063365
0084: $A8A = $AAB  ;; integer values and handles
0084: $AE2 = $AD9  ;; integer values and handles
00D6: if  0
8119:   NOT   car $A88 wrecked
004D: jump_if_false £Label05E94D
00D6: if  0
8118:   NOT   actor $AA1 dead
004D: jump_if_false £Label05E935
00D6: if  0
0038:   $AEF ==  0  ;; integer values
004D: jump_if_false £Label05E68D
02DB: set_boat $A88 speed_to  10.0
02D3: boat $A88 drive_to  171.0578  942.3843  6.0
0004: $AEF =  1  ;; integer values

:Label05E68D
00D6: if  0
0038:   $AEF ==  1  ;; integer values
004D: jump_if_false £Label05E6E0
00D6: if  0
01AD:   car $A88  0 ()near_point  171.0578  942.3843  8.0  8.0
004D: jump_if_false £Label05E6E0
02D3: boat $A88 drive_to  148.7975  947.8748  6.0
0004: $AEF =  2  ;; integer values

:Label05E6E0
00D6: if  0
0038:   $AEF ==  2  ;; integer values
004D: jump_if_false £Label05E733
00D6: if  0
01AD:   car $A88  0 ()near_point  148.7975  947.8748  8.0  8.0
004D: jump_if_false £Label05E733
02D3: boat $A88 drive_to  129.6003  936.7351  6.0
0004: $AEF =  3  ;; integer values

:Label05E733
00D6: if  0
0038:   $AEF ==  3  ;; integer values
004D: jump_if_false £Label05E786
00D6: if  0
01AD:   car $A88  0 ()near_point  129.6003  936.7351  8.0  8.0
004D: jump_if_false £Label05E786
02D3: boat $A88 drive_to  122.3512  920.2498  6.0
0004: $AEF =  4  ;; integer values

:Label05E786
00D6: if  0
0038:   $AEF ==  4  ;; integer values
004D: jump_if_false £Label05E7D9
00D6: if  0
01AD:   car $A88  0 ()near_point  122.3512  920.2498  8.0  8.0
004D: jump_if_false £Label05E7D9
02D3: boat $A88 drive_to  124.624  909.1359  6.0
0004: $AEF =  5  ;; integer values

:Label05E7D9
00D6: if  0
0038:   $AEF ==  5  ;; integer values
004D: jump_if_false £Label05E82C
00D6: if  0
01AD:   car $A88  0 ()near_point  124.624  909.1359  8.0  8.0
004D: jump_if_false £Label05E82C
02D3: boat $A88 drive_to  138.0438  900.7563  6.0
0004: $AEF =  6  ;; integer values

:Label05E82C
00D6: if  0
0038:   $AEF ==  6  ;; integer values
004D: jump_if_false £Label05E87F
00D6: if  0
01AD:   car $A88  0 ()near_point  138.0438  900.7563  8.0  8.0
004D: jump_if_false £Label05E87F
02D3: boat $A88 drive_to  161.4032  891.2236  6.0
0004: $AEF =  7  ;; integer values

:Label05E87F
00D6: if  0
0038:   $AEF ==  7  ;; integer values
004D: jump_if_false £Label05E8D2
00D6: if  0
01AD:   car $A88  0 ()near_point  161.4032  891.2236  8.0  8.0
004D: jump_if_false £Label05E8D2
02D3: boat $A88 drive_to  176.3047  887.8659  6.0
0004: $AEF =  8  ;; integer values

:Label05E8D2
00D6: if  0
0038:   $AEF ==  8  ;; integer values
004D: jump_if_false £Label05E92E
00D6: if  0
01AD:   car $A88  0 ()near_point  176.3047  887.8659  8.0  8.0
004D: jump_if_false £Label05E92E
02DB: set_boat $A88 speed_to  0.0
02D4: unknown_turn_off_car $A88 engine
0323: unknown_car $A88 flag  1
00AF: set_car $A88 driver_behaviour_to  11
0004: $AEF =  9  ;; integer values

:Label05E92E
0002: jump £Label05E946

:Label05E935
01C2: remove_references_to_actor $AA1  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $A88  ;; Like turning a car into any random car
0004: $A8A = -1  ;; integer values

:Label05E946
0002: jump £Label05E965

:Label05E94D
01C2: remove_references_to_actor $AA1  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $A88  ;; Like turning a car into any random car
0004: $A8A = -1  ;; integer values
0004: $AEF = -1  ;; integer values

:Label05E965
00D6: if  0
8119:   NOT   car $A8E wrecked
004D: jump_if_false £Label05EA5B
00D6: if  0
8118:   NOT   actor $AA2 dead
004D: jump_if_false £Label05EA1F
00D6: if  0
0038:   $ACF ==  1  ;; integer values
004D: jump_if_false £Label05E9BC
02D3: boat $A8E drive_to  200.4224  885.9669  6.0
02DB: set_boat $A8E speed_to  8.0
0004: $ACF =  2  ;; integer values

:Label05E9BC
00D6: if  0
0038:   $ACF ==  2  ;; integer values
004D: jump_if_false £Label05EA18
00D6: if  0
01AD:   car $A8E  0 ()near_point  200.4224  885.9669  8.0  8.0
004D: jump_if_false £Label05EA18
02DB: set_boat $A8E speed_to  0.0
00AF: set_car $A8E driver_behaviour_to  11
02D4: unknown_turn_off_car $A8E engine
0323: unknown_car $A8E flag  1
0004: $ACF =  3  ;; integer values

:Label05EA18
0002: jump £Label05EA54

:Label05EA1F
00AF: set_car $A8E driver_behaviour_to  11
02DB: set_boat $A8E speed_to  0.0
02D4: unknown_turn_off_car $A8E engine
0323: unknown_car $A8E flag  1
03A2: (unknown) $A8E  4 
01C3: remove_references_to_car $A8E  ;; Like turning a car into any random car
01C2: remove_references_to_actor $AA2  ;; Like turning an actor into a random pedestrian
0004: $A8E = -1  ;; integer values

:Label05EA54
0002: jump £Label05EA73

:Label05EA5B
01C3: remove_references_to_car $A8E  ;; Like turning a car into any random car
01C2: remove_references_to_actor $AA2  ;; Like turning an actor into a random pedestrian
0004: $A8E = -1  ;; integer values
0004: $ACF = -1  ;; integer values

:Label05EA73
00D6: if  0
0038:   $ACF ==  3  ;; integer values
004D: jump_if_false £Label05EAE8
00D6: if  0
0038:   $AD7 ==  0  ;; integer values
004D: jump_if_false £Label05EAE8
0054: store_player $PLAYER_CHAR position_to $1BD $1BE $1BF
00D6: if  0
0020:   $1BF >  11.2  ;; floating-point values
004D: jump_if_false £Label05EAE8
009A: $A8F = create_actor  9 #HMOST at  195.7159  886.0515  8.0
0084: $A85 = $A8F  ;; integer values and handles
0050: gosub £Label063D2E
0004: $AD7 =  1  ;; integer values

:Label05EAE8
00D6: if  0
8118:   NOT   actor $A8F dead
004D: jump_if_false £Label05EE0F
00D6: if  0
0038:   $AD7 ==  1  ;; integer values
004D: jump_if_false £Label05EB73
00D6: if  0
04FF: $A8F
004D: jump_if_false £Label05EB30
0239: actor $A8F run_to  196.3903  888.9396
0411: (unknown) $A8F  0 

:Label05EB30
00D6: if  0
00ED:   actor $A8F  0 ()near_point_on_foot  196.3903  888.9396 radius  1.0  1.0
004D: jump_if_false £Label05EB73
0239: actor $A8F run_to  194.5447  914.6995
0411: (unknown) $A8F  0 
0004: $AD7 =  2  ;; integer values

:Label05EB73
00D6: if  0
0038:   $AD7 ==  2  ;; integer values
004D: jump_if_false £Label05EBEE
00D6: if  0
04FF: $A8F
004D: jump_if_false £Label05EBAB
0239: actor $A8F run_to  194.5447  914.6995
0411: (unknown) $A8F  0 

:Label05EBAB
00D6: if  0
00ED:   actor $A8F  0 ()near_point_on_foot  194.5447  914.6995 radius  1.0  1.0
004D: jump_if_false £Label05EBEE
0239: actor $A8F run_to  192.41  901.3952
0411: (unknown) $A8F  0 
0004: $AD7 =  3  ;; integer values

:Label05EBEE
00D6: if  0
0038:   $AD7 ==  3  ;; integer values
004D: jump_if_false £Label05EC69
00D6: if  0
04FF: $A8F
004D: jump_if_false £Label05EC26
0239: actor $A8F run_to  192.41  901.3952
0411: (unknown) $A8F  0 

:Label05EC26
00D6: if  0
00ED:   actor $A8F  0 ()near_point_on_foot  192.41  901.3952 radius  1.0  1.0
004D: jump_if_false £Label05EC69
0239: actor $A8F run_to  196.3216  899.4728
0411: (unknown) $A8F  0 
0004: $AD7 =  4  ;; integer values

:Label05EC69
00D6: if  0
0038:   $AD7 ==  4  ;; integer values
004D: jump_if_false £Label05ECE4
00D6: if  0
04FF: $A8F
004D: jump_if_false £Label05ECA1
0239: actor $A8F run_to  196.3216  899.4728
0411: (unknown) $A8F  0 

:Label05ECA1
00D6: if  0
00ED:   actor $A8F  0 ()near_point_on_foot  196.3216  899.4728 radius  1.0  1.0
004D: jump_if_false £Label05ECE4
0239: actor $A8F run_to  192.9792  875.6545
0411: (unknown) $A8F  0 
0004: $AD7 =  5  ;; integer values

:Label05ECE4
00D6: if  0
0038:   $AD7 ==  5  ;; integer values
004D: jump_if_false £Label05ED58
00D6: if  0
04FF: $A8F
004D: jump_if_false £Label05ED15
0239: actor $A8F run_to  192.9792  875.6545

:Label05ED15
00D6: if  0
00ED:   actor $A8F  0 ()near_point_on_foot  192.9792  875.6545 radius  1.0  1.0
004D: jump_if_false £Label05ED58
0239: actor $A8F run_to  191.2296  869.7584
0411: (unknown) $A8F  0 
0004: $AD7 =  6  ;; integer values

:Label05ED58
00D6: if  0
0038:   $AD7 ==  6  ;; integer values
004D: jump_if_false £Label05EDEE
00D6: if  0
04FF: $A8F
004D: jump_if_false £Label05ED90
0239: actor $A8F run_to  191.2296  869.7584
0411: (unknown) $A8F  0 

:Label05ED90
00D6: if  0
00ED:   actor $A8F  0 ()near_point_on_foot  191.2296  869.7584 radius  2.0  2.0
004D: jump_if_false £Label05EDEE
01CA: actor $A8F kill_player $PLAYER_CHAR
00D6: if  0
0038:   $A0F ==  0  ;; integer values
004D: jump_if_false £Label05EDE7
0004: $A0F =  1  ;; integer values
0084: $A26 = $12CB  ;; integer values and handles
0008: $A26 +=  5000  ;; integer values

:Label05EDE7
0004: $AD7 =  7  ;; integer values

:Label05EDEE
00D6: if  0
0038:   $AD7 ==  7  ;; integer values
004D: jump_if_false £Label05EE08
01CA: actor $A8F kill_player $PLAYER_CHAR

:Label05EE08
0002: jump £Label05EE1B

:Label05EE0F
034F: destroy_actor_with_fade $A8F  ;; The actor fades away like a ghost
0004: $AD7 =  0  ;; integer values

:Label05EE1B
00D6: if  0
0018:   $AD7 >  1  ;; integer values
004D: jump_if_false £Label05EE90
00D6: if  0
0038:   $AD8 ==  0  ;; integer values
004D: jump_if_false £Label05EE90
0054: store_player $PLAYER_CHAR position_to $1BD $1BE $1BF
00D6: if  0
0020:   $1BF >  11.2  ;; floating-point values
004D: jump_if_false £Label05EE90
009A: $A90 = create_actor  9 #HMOST at  195.7159  886.0515  8.0
0084: $A85 = $A90  ;; integer values and handles
0050: gosub £Label063D2E
0004: $AD8 =  1  ;; integer values

:Label05EE90
00D6: if  0
8118:   NOT   actor $A90 dead
004D: jump_if_false £Label05F195
00D6: if  0
0038:   $AD8 ==  1  ;; integer values
004D: jump_if_false £Label05EF1B
00D6: if  0
04FF: $A90
004D: jump_if_false £Label05EED8
0239: actor $A90 run_to  196.3903  888.9396
0411: (unknown) $A90  0 

:Label05EED8
00D6: if  0
00ED:   actor $A90  0 ()near_point_on_foot  196.3903  888.9396 radius  1.0  1.0
004D: jump_if_false £Label05EF1B
0239: actor $A90 run_to  194.5447  914.6995
0411: (unknown) $A90  0 
0004: $AD8 =  2  ;; integer values

:Label05EF1B
00D6: if  0
0038:   $AD8 ==  2  ;; integer values
004D: jump_if_false £Label05EF96
00D6: if  0
04FF: $A90
004D: jump_if_false £Label05EF53
0239: actor $A90 run_to  194.5447  914.6995
0411: (unknown) $A90  0 

:Label05EF53
00D6: if  0
00ED:   actor $A90  0 ()near_point_on_foot  194.5447  914.6995 radius  1.0  1.0
004D: jump_if_false £Label05EF96
0239: actor $A90 run_to  192.41  901.3952
0411: (unknown) $A90  0 
0004: $AD8 =  3  ;; integer values

:Label05EF96
00D6: if  0
0038:   $AD8 ==  3  ;; integer values
004D: jump_if_false £Label05F011
00D6: if  0
04FF: $A90
004D: jump_if_false £Label05EFCE
0239: actor $A90 run_to  192.41  901.3952
0411: (unknown) $A90  0 

:Label05EFCE
00D6: if  0
00ED:   actor $A90  0 ()near_point_on_foot  192.41  901.3952 radius  1.0  1.0
004D: jump_if_false £Label05F011
0239: actor $A90 run_to  187.9892  900.3357
0411: (unknown) $A90  0 
0004: $AD8 =  4  ;; integer values

:Label05F011
00D6: if  0
0038:   $AD8 ==  4  ;; integer values
004D: jump_if_false £Label05F08C
00D6: if  0
04FF: $A90
004D: jump_if_false £Label05F049
0239: actor $A90 run_to  187.9892  900.3357
0411: (unknown) $A90  0 

:Label05F049
00D6: if  0
00ED:   actor $A90  0 ()near_point_on_foot  187.9892  900.3357 radius  1.0  1.0
004D: jump_if_false £Label05F08C
0239: actor $A90 run_to  184.6517  876.7971
0411: (unknown) $A90  0 
0004: $AD8 =  5  ;; integer values

:Label05F08C
00D6: if  0
0038:   $AD8 ==  5  ;; integer values
004D: jump_if_false £Label05F107
00D6: if  0
04FF: $A90
004D: jump_if_false £Label05F0C4
0239: actor $A90 run_to  184.6517  876.7971
0411: (unknown) $A90  0 

:Label05F0C4
00D6: if  0
00ED:   actor $A90  0 ()near_point_on_foot  184.6517  876.7971 radius  1.0  1.0
004D: jump_if_false £Label05F107
0239: actor $A90 run_to  184.4611  870.8157
0411: (unknown) $A90  0 
0004: $AD8 =  6  ;; integer values

:Label05F107
00D6: if  0
0038:   $AD8 ==  6  ;; integer values
004D: jump_if_false £Label05F174
00D6: if  0
04FF: $A90
004D: jump_if_false £Label05F13F
0239: actor $A90 run_to  184.4611  870.8157
0411: (unknown) $A90  0 

:Label05F13F
00D6: if  0
00ED:   actor $A90  0 ()near_point_on_foot  184.4611  870.8157 radius  2.0  2.0
004D: jump_if_false £Label05F174
01CA: actor $A90 kill_player $PLAYER_CHAR
0004: $AD8 =  7  ;; integer values

:Label05F174
00D6: if  0
0038:   $AD8 ==  7  ;; integer values
004D: jump_if_false £Label05F18E
01CA: actor $A90 kill_player $PLAYER_CHAR

:Label05F18E
0002: jump £Label05F1A1

:Label05F195
034F: destroy_actor_with_fade $A90  ;; The actor fades away like a ghost
0004: $AD8 =  0  ;; integer values

:Label05F1A1
00D6: if  0
0038:   $AEF ==  9  ;; integer values
004D: jump_if_false £Label05F216
00D6: if  0
0038:   $ADB ==  0  ;; integer values
004D: jump_if_false £Label05F216
0054: store_player $PLAYER_CHAR position_to $1BD $1BE $1BF
00D6: if  0
0020:   $1BF >  11.2  ;; floating-point values
004D: jump_if_false £Label05F216
009A: $A91 = create_actor  9 #HMOST at  184.5751  887.7821  8.0
0084: $A85 = $A91  ;; integer values and handles
0050: gosub £Label063D2E
0004: $ADB =  1  ;; integer values

:Label05F216
00D6: if  0
8118:   NOT   actor $A91 dead
004D: jump_if_false £Label05F544
00D6: if  0
0038:   $ADB ==  1  ;; integer values
004D: jump_if_false £Label05F2A1
00D6: if  0
04FF: $A91
004D: jump_if_false £Label05F25E
0239: actor $A91 run_to  184.8738  891.4559
0411: (unknown) $A91  0 

:Label05F25E
00D6: if  0
00ED:   actor $A91  0 ()near_point_on_foot  184.8738  891.4559 radius  1.0  1.0
004D: jump_if_false £Label05F2A1
0239: actor $A91 run_to  194.5447  914.6995
0411: (unknown) $A91  0 
0004: $ADB =  2  ;; integer values

:Label05F2A1
00D6: if  0
0038:   $ADB ==  2  ;; integer values
004D: jump_if_false £Label05F31C
00D6: if  0
04FF: $A91
004D: jump_if_false £Label05F2D9
0239: actor $A91 run_to  194.5447  914.6995
0411: (unknown) $A91  0 

:Label05F2D9
00D6: if  0
00ED:   actor $A91  0 ()near_point_on_foot  194.5447  914.6995 radius  1.0  1.0
004D: jump_if_false £Label05F31C
0239: actor $A91 run_to  192.41  901.3952
0411: (unknown) $A91  0 
0004: $ADB =  3  ;; integer values

:Label05F31C
00D6: if  0
0038:   $ADB ==  3  ;; integer values
004D: jump_if_false £Label05F397
00D6: if  0
04FF: $A91
004D: jump_if_false £Label05F354
0239: actor $A91 run_to  192.41  901.3952
0411: (unknown) $A91  0 

:Label05F354
00D6: if  0
00ED:   actor $A91  0 ()near_point_on_foot  192.41  901.3952 radius  1.0  1.0
004D: jump_if_false £Label05F397
0239: actor $A91 run_to  196.3216  899.4728
0411: (unknown) $A91  0 
0004: $ADB =  4  ;; integer values

:Label05F397
00D6: if  0
0038:   $ADB ==  4  ;; integer values
004D: jump_if_false £Label05F412
00D6: if  0
04FF: $A91
004D: jump_if_false £Label05F3CF
0239: actor $A91 run_to  196.3216  899.4728
0411: (unknown) $A91  0 

:Label05F3CF
00D6: if  0
00ED:   actor $A91  0 ()near_point_on_foot  196.3216  899.4728 radius  1.0  1.0
004D: jump_if_false £Label05F412
0239: actor $A91 run_to  192.9792  875.6545
0411: (unknown) $A91  0 
0004: $ADB =  5  ;; integer values

:Label05F412
00D6: if  0
0038:   $ADB ==  5  ;; integer values
004D: jump_if_false £Label05F48D
00D6: if  0
04FF: $A91
004D: jump_if_false £Label05F44A
0239: actor $A91 run_to  192.9792  875.6545
0411: (unknown) $A91  0 

:Label05F44A
00D6: if  0
00ED:   actor $A91  0 ()near_point_on_foot  192.9792  875.6545 radius  1.0  1.0
004D: jump_if_false £Label05F48D
0239: actor $A91 run_to  191.2296  869.7584
0411: (unknown) $A91  0 
0004: $ADB =  6  ;; integer values

:Label05F48D
00D6: if  0
0038:   $ADB ==  6  ;; integer values
004D: jump_if_false £Label05F523
00D6: if  0
04FF: $A91
004D: jump_if_false £Label05F4C5
0239: actor $A91 run_to  191.2296  869.7584
0411: (unknown) $A91  0 

:Label05F4C5
00D6: if  0
00ED:   actor $A91  0 ()near_point_on_foot  191.2296  869.7584 radius  2.0  2.0
004D: jump_if_false £Label05F523
01CA: actor $A91 kill_player $PLAYER_CHAR
00D6: if  0
0038:   $A0F ==  0  ;; integer values
004D: jump_if_false £Label05F51C
0004: $A0F =  1  ;; integer values
0084: $A26 = $12CB  ;; integer values and handles
0008: $A26 +=  5000  ;; integer values

:Label05F51C
0004: $ADB =  7  ;; integer values

:Label05F523
00D6: if  0
0038:   $ADB ==  7  ;; integer values
004D: jump_if_false £Label05F53D
01CA: actor $A91 kill_player $PLAYER_CHAR

:Label05F53D
0002: jump £Label05F550

:Label05F544
034F: destroy_actor_with_fade $A91  ;; The actor fades away like a ghost
0004: $ADB =  0  ;; integer values

:Label05F550
00D6: if  0
0018:   $ADB >  0  ;; integer values
004D: jump_if_false £Label05F5C5
00D6: if  0
0038:   $ADC ==  0  ;; integer values
004D: jump_if_false £Label05F5C5
0054: store_player $PLAYER_CHAR position_to $1BD $1BE $1BF
00D6: if  0
0020:   $1BF >  11.2  ;; floating-point values
004D: jump_if_false £Label05F5C5
009A: $A92 = create_actor  9 #HMOST at  184.5751  887.7821  8.0
0084: $A85 = $A92  ;; integer values and handles
0050: gosub £Label063D2E
0004: $ADC =  1  ;; integer values

:Label05F5C5
00D6: if  0
8118:   NOT   actor $A92 dead
004D: jump_if_false £Label05F8CA
00D6: if  0
0038:   $ADC ==  1  ;; integer values
004D: jump_if_false £Label05F650
00D6: if  0
04FF: $A92
004D: jump_if_false £Label05F60D
0239: actor $A92 run_to  184.8738  891.4559
0411: (unknown) $A92  0 

:Label05F60D
00D6: if  0
00ED:   actor $A92  0 ()near_point_on_foot  184.8738  891.4559 radius  1.0  1.0
004D: jump_if_false £Label05F650
0239: actor $A92 run_to  194.5447  914.6995
0411: (unknown) $A92  0 
0004: $ADC =  2  ;; integer values

:Label05F650
00D6: if  0
0038:   $ADC ==  2  ;; integer values
004D: jump_if_false £Label05F6CB
00D6: if  0
04FF: $A92
004D: jump_if_false £Label05F688
0239: actor $A92 run_to  194.5447  914.6995
0411: (unknown) $A92  0 

:Label05F688
00D6: if  0
00ED:   actor $A92  0 ()near_point_on_foot  194.5447  914.6995 radius  1.0  1.0
004D: jump_if_false £Label05F6CB
0239: actor $A92 run_to  192.41  901.3952
0411: (unknown) $A92  0 
0004: $ADC =  3  ;; integer values

:Label05F6CB
00D6: if  0
0038:   $ADC ==  3  ;; integer values
004D: jump_if_false £Label05F746
00D6: if  0
04FF: $A92
004D: jump_if_false £Label05F703
0239: actor $A92 run_to  192.41  901.3952
0411: (unknown) $A92  0 

:Label05F703
00D6: if  0
00ED:   actor $A92  0 ()near_point_on_foot  192.41  901.3952 radius  1.0  1.0
004D: jump_if_false £Label05F746
0239: actor $A92 run_to  187.9892  900.3357
0411: (unknown) $A92  0 
0004: $ADC =  4  ;; integer values

:Label05F746
00D6: if  0
0038:   $ADC ==  4  ;; integer values
004D: jump_if_false £Label05F7C1
00D6: if  0
04FF: $A92
004D: jump_if_false £Label05F77E
0239: actor $A92 run_to  187.9892  900.3357
0411: (unknown) $A92  0 

:Label05F77E
00D6: if  0
00ED:   actor $A92  0 ()near_point_on_foot  187.9892  900.3357 radius  1.0  1.0
004D: jump_if_false £Label05F7C1
0239: actor $A92 run_to  184.6517  876.7971
0411: (unknown) $A92  0 
0004: $ADC =  5  ;; integer values

:Label05F7C1
00D6: if  0
0038:   $ADC ==  5  ;; integer values
004D: jump_if_false £Label05F83C
00D6: if  0
04FF: $A92
004D: jump_if_false £Label05F7F9
0239: actor $A92 run_to  184.6517  876.7971
0411: (unknown) $A92  0 

:Label05F7F9
00D6: if  0
00ED:   actor $A92  0 ()near_point_on_foot  184.6517  876.7971 radius  1.0  1.0
004D: jump_if_false £Label05F83C
0239: actor $A92 run_to  184.4611  870.8157
0411: (unknown) $A92  0 
0004: $ADC =  6  ;; integer values

:Label05F83C
00D6: if  0
0038:   $ADC ==  6  ;; integer values
004D: jump_if_false £Label05F8A9
00D6: if  0
04FF: $A92
004D: jump_if_false £Label05F874
0239: actor $A92 run_to  184.4611  870.8157
0411: (unknown) $A92  0 

:Label05F874
00D6: if  0
00ED:   actor $A92  0 ()near_point_on_foot  184.4611  870.8157 radius  2.0  2.0
004D: jump_if_false £Label05F8A9
01CA: actor $A92 kill_player $PLAYER_CHAR
0004: $ADC =  7  ;; integer values

:Label05F8A9
00D6: if  0
0038:   $ADC ==  7  ;; integer values
004D: jump_if_false £Label05F8C3
01CA: actor $A92 kill_player $PLAYER_CHAR

:Label05F8C3
0002: jump £Label05F8D6

:Label05F8CA
034F: destroy_actor_with_fade $A92  ;; The actor fades away like a ghost
0004: $ADC =  0  ;; integer values

:Label05F8D6
00D6: if  0
0038:   $ACB == -1  ;; integer values
004D: jump_if_false £Label05F902
00D6: if  0
001C:   $12CB > $ADE  ;; integer values
004D: jump_if_false £Label05F902
0004: $ACB =  0  ;; integer values

:Label05F902
00D6: if  0
0038:   $ACB ==  0  ;; integer values
004D: jump_if_false £Label05F9BC
00A5: $A83 = create_car #MAVERICK at  314.2827  993.9822  13.2063
0129: $A93 = create_actor  9 #HMOST in_car $A83 driverseat
020A: set_car $A83 door_status_to  2
01C8: $A94 = create_actor  9 #HMOST in_car $A83 passenger_seat  0
0084: $AB0 = $A94  ;; integer values and handles
0050: gosub £Label063DC6
01C8: $A95 = create_actor  9 #HMOST in_car $A83 passenger_seat  1
0084: $AB0 = $A95  ;; integer values and handles
0050: gosub £Label063DC6
01C8: $A96 = create_actor  9 #HMOST in_car $A83 passenger_seat  2
0084: $AB0 = $A96  ;; integer values and handles
0050: gosub £Label063DC6
04BA: set_car $A83 speed_instantly  .1
04A2: heli $A83 fly_to  314.2827  993.9822  40.0 speed  30
0004: $ACB =  1  ;; integer values

:Label05F9BC
00D6: if  0
0018:   $ACB >  0  ;; integer values
004D: jump_if_false £Label05FF3D
00D6: if  0
8119:   NOT   car $A83 wrecked
004D: jump_if_false £Label05FEF9
00D6: if  0
8118:   NOT   actor $A93 dead
004D: jump_if_false £Label05FE68
00D6: if  0
0038:   $ACB ==  1  ;; integer values
004D: jump_if_false £Label05FA37
00D6: if  0
01AF:   car $A83  0 ()near_point  314.2827  993.9822  40.0 radius  5.0  5.0  4.0
004D: jump_if_false £Label05FA37
0004: $ACB =  2  ;; integer values

:Label05FA37
00D6: if  0
0038:   $ACB ==  2  ;; integer values
004D: jump_if_false £Label05FAF7
04A2: heli $A83 fly_to  188.1993  877.1445  30.0 speed  20
00D6: if  0
0038:   $AF0 ==  2  ;; integer values
004D: jump_if_false £Label05FAC0
00BC: text_highpriority "COL5_B5"  5000 ms  1  ;; ~g~Shoot down the helicopters, do not endanger the yacht.
0084: $AF1 = $12CB  ;; integer values and handles
0008: $AF1 +=  4000  ;; integer values
00D6: if  0
0038:   $A03 ==  0  ;; integer values
004D: jump_if_false £Label05FAB9
0004: $A03 =  1  ;; integer values
0084: $A1C = $12CB  ;; integer values and handles
0008: $A1C +=  5000  ;; integer values

:Label05FAB9
0008: $AF0 +=  1  ;; integer values

:Label05FAC0
00D6: if  0
01AF:   car $A83  0 ()near_point  188.1993  877.1445  30.0 radius  10.0  10.0  5.0
004D: jump_if_false £Label05FAF7
0004: $ACB =  3  ;; integer values

:Label05FAF7
00D6: if  0
0038:   $ACB ==  3  ;; integer values
004D: jump_if_false £Label05FB5B
04A2: heli $A83 fly_to  188.1993  877.1445  16.0 speed  10
00D6: if  0
01AD:   car $A83  0 ()near_point  188.1993  877.1445  5.0  5.0
004D: jump_if_false £Label05FB5B
0084: $AB2 = $12CB  ;; integer values and handles
0008: $AB2 +=  100  ;; integer values
0004: $ACB =  4  ;; integer values

:Label05FB5B
00D6: if  0
0038:   $ACB ==  4  ;; integer values
004D: jump_if_false £Label05FBAE
00D6: if  0
001C:   $12CB > $AB2  ;; integer values
004D: jump_if_false £Label05FBAE
00D6: if  0
8118:   NOT   actor $A94 dead
004D: jump_if_false £Label05FB98
01CA: actor $A94 kill_player $PLAYER_CHAR

:Label05FB98
0084: $AB2 = $12CB  ;; integer values and handles
0008: $AB2 +=  100  ;; integer values
0004: $ACB =  5  ;; integer values

:Label05FBAE
00D6: if  0
0038:   $ACB ==  5  ;; integer values
004D: jump_if_false £Label05FC01
00D6: if  0
001C:   $12CB > $AB2  ;; integer values
004D: jump_if_false £Label05FC01
00D6: if  0
8118:   NOT   actor $A95 dead
004D: jump_if_false £Label05FBEB
01CA: actor $A95 kill_player $PLAYER_CHAR

:Label05FBEB
0084: $AB2 = $12CB  ;; integer values and handles
0008: $AB2 +=  80  ;; integer values
0004: $ACB =  6  ;; integer values

:Label05FC01
00D6: if  0
0038:   $ACB ==  6  ;; integer values
004D: jump_if_false £Label05FCB5
00D6: if  0
001C:   $12CB > $AB2  ;; integer values
004D: jump_if_false £Label05FCB5
00D6: if  0
8118:   NOT   actor $A96 dead
004D: jump_if_false £Label05FC3E
01CA: actor $A96 kill_player $PLAYER_CHAR

:Label05FC3E
0084: $AB2 = $12CB  ;; integer values and handles
0008: $AB2 +=  1500  ;; integer values
00D6: if  0
0038:   $A0E ==  0  ;; integer values
004D: jump_if_false £Label05FC7E
0004: $A0E =  1  ;; integer values
0084: $A25 = $12CB  ;; integer values and handles
0008: $A25 +=  5000  ;; integer values
0002: jump £Label05FCAE

:Label05FC7E
0004: $A0E =  0  ;; integer values
00D6: if  0
0038:   $A0F ==  0  ;; integer values
004D: jump_if_false £Label05FCAE
0004: $A0F =  1  ;; integer values
0084: $A26 = $12CB  ;; integer values and handles
0008: $A26 +=  5000  ;; integer values

:Label05FCAE
0004: $ACB =  7  ;; integer values

:Label05FCB5
00D6: if  0
0038:   $ACB ==  7  ;; integer values
004D: jump_if_false £Label05FD27
00D6: if  0
001C:   $12CB > $AB2  ;; integer values
004D: jump_if_false £Label05FD27
04A2: heli $A83 fly_to  189.1993  879.1445  30.0 speed  20
00D6: if  0
01AF:   car $A83  0 ()near_point  189.1993  879.1445  30.0 radius  5.0  5.0  4.0
004D: jump_if_false £Label05FD27
0004: $ACB =  8  ;; integer values

:Label05FD27
00D6: if  0
0038:   $ACB ==  8  ;; integer values
004D: jump_if_false £Label05FD86
04A2: heli $A83 fly_to  314.2827  993.9822  40.0 speed  20
00D6: if  0
01AF:   car $A83  0 ()near_point  314.2827  993.9822  40.0 radius  5.0  5.0  4.0
004D: jump_if_false £Label05FD86
0004: $ACB =  9  ;; integer values

:Label05FD86
00D6: if  0
0038:   $ACB ==  9  ;; integer values
004D: jump_if_false £Label05FE61
04A2: heli $A83 fly_to  314.2827  993.9822  15.0 speed  20
00D6: if  0
01AF:   car $A83  0 ()near_point  314.2827  993.9822  15.0 radius  5.0  5.0  4.0
004D: jump_if_false £Label05FE61
01C2: remove_references_to_actor $A94  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A95  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A96  ;; Like turning an actor into a random pedestrian
01C8: $A94 = create_actor  9 #HMOST in_car $A83 passenger_seat  0
0084: $AB0 = $A94  ;; integer values and handles
0050: gosub £Label063DC6
01C8: $A95 = create_actor  9 #HMOST in_car $A83 passenger_seat  1
0084: $AB0 = $A95  ;; integer values and handles
0050: gosub £Label063DC6
01C8: $A96 = create_actor  9 #HMOST in_car $A83 passenger_seat  2
0084: $AB0 = $A96  ;; integer values and handles
0050: gosub £Label063DC6
04A2: heli $A83 fly_to  314.2827  993.9822  40.0 speed  20
0004: $ACB =  1  ;; integer values

:Label05FE61
0002: jump £Label05FEF2

:Label05FE68
00D6: if  0
8118:   NOT   actor $A94 dead
004D: jump_if_false £Label05FE8D
00D6: if  0
00DF:   actor $A94 driving
004D: jump_if_false £Label05FE8D
03E2: actor $A94 exit_car

:Label05FE8D
00D6: if  0
8118:   NOT   actor $A95 dead
004D: jump_if_false £Label05FEB2
00D6: if  0
00DF:   actor $A95 driving
004D: jump_if_false £Label05FEB2
03E2: actor $A95 exit_car

:Label05FEB2
00D6: if  0
8118:   NOT   actor $A96 dead
004D: jump_if_false £Label05FED7
00D6: if  0
00DF:   actor $A96 driving
004D: jump_if_false £Label05FED7
03E2: actor $A96 exit_car

:Label05FED7
0564: $A83
0508: $A83
01C3: remove_references_to_car $A83  ;; Like turning a car into any random car
034F: destroy_actor_with_fade $A93  ;; The actor fades away like a ghost
0004: $A83 = -1  ;; integer values

:Label05FEF2
0002: jump £Label05FEFE

:Label05FEF9
01C3: remove_references_to_car $A83  ;; Like turning a car into any random car

:Label05FEFE
00D6: if  0
0118:   actor $A94 dead
004D: jump_if_false £Label05FF13
034F: destroy_actor_with_fade $A94  ;; The actor fades away like a ghost

:Label05FF13
00D6: if  0
0118:   actor $A95 dead
004D: jump_if_false £Label05FF28
034F: destroy_actor_with_fade $A95  ;; The actor fades away like a ghost

:Label05FF28
00D6: if  0
0118:   actor $A96 dead
004D: jump_if_false £Label05FF3D
034F: destroy_actor_with_fade $A96  ;; The actor fades away like a ghost

:Label05FF3D
00D6: if  1
0119:   car $A83 wrecked
0018:   $ACB >  0  ;; integer values
004D: jump_if_false £Label05FF6D
00D6: if  0
0038:   $ACC == -1  ;; integer values
004D: jump_if_false £Label05FF6D
0004: $ACC =  0  ;; integer values

:Label05FF6D
00D6: if  0
0018:   $ACB >  4  ;; integer values
004D: jump_if_false £Label05FF98
00D6: if  0
0038:   $ACC == -1  ;; integer values
004D: jump_if_false £Label05FF98
0004: $ACC =  0  ;; integer values

:Label05FF98
00D6: if  0
0038:   $ACC ==  0  ;; integer values
004D: jump_if_false £Label060052
00A5: $AA3 = create_car #MAVERICK at  302.9623  909.7476  11.6869
0129: $AA4 = create_actor  9 #HMOST in_car $AA3 driverseat
020A: set_car $AA3 door_status_to  2
01C8: $AA5 = create_actor  9 #HMOST in_car $AA3 passenger_seat  0
0084: $AB0 = $AA5  ;; integer values and handles
0050: gosub £Label063DC6
01C8: $AA6 = create_actor  9 #HMOST in_car $AA3 passenger_seat  1
0084: $AB0 = $AA6  ;; integer values and handles
0050: gosub £Label063DC6
01C8: $AA7 = create_actor  9 #HMOST in_car $AA3 passenger_seat  2
0084: $AB0 = $AA7  ;; integer values and handles
0050: gosub £Label063DC6
04BA: set_car $AA3 speed_instantly  .1
04A2: heli $AA3 fly_to  302.9623  909.7476  32.0 speed  30
0004: $ACC =  1  ;; integer values

:Label060052
00D6: if  0
0018:   $ACC >  0  ;; integer values
004D: jump_if_false £Label06059B
00D6: if  0
8119:   NOT   car $AA3 wrecked
004D: jump_if_false £Label060557
00D6: if  0
8118:   NOT   actor $AA4 dead
004D: jump_if_false £Label0604C6
00D6: if  0
0038:   $ACC ==  1  ;; integer values
004D: jump_if_false £Label0600CD
00D6: if  0
01AF:   car $AA3  0 ()near_point  302.9623  909.7476  32.0 radius  5.0  5.0  4.0
004D: jump_if_false £Label0600CD
0004: $ACC =  2  ;; integer values

:Label0600CD
00D6: if  0
0038:   $ACC ==  2  ;; integer values
004D: jump_if_false £Label060155
04A2: heli $AA3 fly_to  188.1993  879.1445  25.0 speed  20
00D6: if  0
01AF:   car $AA3  0 ()near_point  188.1993  879.1445  25.0 radius  10.0  10.0  5.0
004D: jump_if_false £Label060155
00D6: if  0
0038:   $A03 ==  0  ;; integer values
004D: jump_if_false £Label06014E
0004: $A03 =  1  ;; integer values
0084: $A1C = $12CB  ;; integer values and handles
0008: $A1C +=  5000  ;; integer values

:Label06014E
0004: $ACC =  3  ;; integer values

:Label060155
00D6: if  0
0038:   $ACC ==  3  ;; integer values
004D: jump_if_false £Label0601B9
04A2: heli $AA3 fly_to  188.1993  879.1445  16.0 speed  10
00D6: if  0
01AD:   car $AA3  0 ()near_point  188.1993  879.1445  5.0  5.0
004D: jump_if_false £Label0601B9
0084: $AB2 = $12CB  ;; integer values and handles
0008: $AB2 +=  100  ;; integer values
0004: $ACC =  4  ;; integer values

:Label0601B9
00D6: if  0
0038:   $ACC ==  4  ;; integer values
004D: jump_if_false £Label06020C
00D6: if  0
001C:   $12CB > $AB2  ;; integer values
004D: jump_if_false £Label06020C
00D6: if  0
8118:   NOT   actor $AA5 dead
004D: jump_if_false £Label0601F6
01CA: actor $AA5 kill_player $PLAYER_CHAR

:Label0601F6
0084: $AB2 = $12CB  ;; integer values and handles
0008: $AB2 +=  100  ;; integer values
0004: $ACC =  5  ;; integer values

:Label06020C
00D6: if  0
0038:   $ACC ==  5  ;; integer values
004D: jump_if_false £Label06025F
00D6: if  0
001C:   $12CB > $AB2  ;; integer values
004D: jump_if_false £Label06025F
00D6: if  0
8118:   NOT   actor $AA6 dead
004D: jump_if_false £Label060249
01CA: actor $AA6 kill_player $PLAYER_CHAR

:Label060249
0084: $AB2 = $12CB  ;; integer values and handles
0008: $AB2 +=  80  ;; integer values
0004: $ACC =  6  ;; integer values

:Label06025F
00D6: if  0
0038:   $ACC ==  6  ;; integer values
004D: jump_if_false £Label060313
00D6: if  0
001C:   $12CB > $AB2  ;; integer values
004D: jump_if_false £Label060313
00D6: if  0
8118:   NOT   actor $AA7 dead
004D: jump_if_false £Label06029C
01CA: actor $AA7 kill_player $PLAYER_CHAR

:Label06029C
0084: $AB2 = $12CB  ;; integer values and handles
0008: $AB2 +=  1500  ;; integer values
00D6: if  0
0038:   $A10 ==  0  ;; integer values
004D: jump_if_false £Label0602DC
0004: $A10 =  1  ;; integer values
0084: $A27 = $12CB  ;; integer values and handles
0008: $A27 +=  5000  ;; integer values
0002: jump £Label06030C

:Label0602DC
0004: $A10 =  0  ;; integer values
00D6: if  0
0038:   $A13 ==  0  ;; integer values
004D: jump_if_false £Label06030C
0004: $A13 =  1  ;; integer values
0084: $A29 = $12CB  ;; integer values and handles
0008: $A29 +=  5000  ;; integer values

:Label06030C
0004: $ACC =  7  ;; integer values

:Label060313
00D6: if  0
0038:   $ACC ==  7  ;; integer values
004D: jump_if_false £Label060385
00D6: if  0
001C:   $12CB > $AB2  ;; integer values
004D: jump_if_false £Label060385
04A2: heli $AA3 fly_to  189.1993  879.1445  30.0 speed  20
00D6: if  0
01AF:   car $AA3  0 ()near_point  189.1993  879.1445  30.0 radius  5.0  5.0  4.0
004D: jump_if_false £Label060385
0004: $ACC =  8  ;; integer values

:Label060385
00D6: if  0
0038:   $ACC ==  8  ;; integer values
004D: jump_if_false £Label0603E4
04A2: heli $AA3 fly_to  302.9623  909.7476  32.0 speed  20
00D6: if  0
01AF:   car $AA3  0 ()near_point  302.9623  909.7476  32.0 radius  5.0  5.0  4.0
004D: jump_if_false £Label0603E4
0004: $ACC =  9  ;; integer values

:Label0603E4
00D6: if  0
0038:   $ACC ==  9  ;; integer values
004D: jump_if_false £Label0604BF
04A2: heli $AA3 fly_to  302.9623  909.7476  13.0 speed  20
00D6: if  0
01AF:   car $AA3  0 ()near_point  302.9623  909.7476  13.0 radius  5.0  5.0  4.0
004D: jump_if_false £Label0604BF
01C2: remove_references_to_actor $AA5  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $AA6  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $AA7  ;; Like turning an actor into a random pedestrian
01C8: $AA5 = create_actor  9 #HMOST in_car $AA3 passenger_seat  0
0084: $AB0 = $AA5  ;; integer values and handles
0050: gosub £Label063DC6
01C8: $AA6 = create_actor  9 #HMOST in_car $AA3 passenger_seat  1
0084: $AB0 = $AA6  ;; integer values and handles
0050: gosub £Label063DC6
01C8: $AA7 = create_actor  9 #HMOST in_car $AA3 passenger_seat  2
0084: $AB0 = $AA7  ;; integer values and handles
0050: gosub £Label063DC6
04A2: heli $AA3 fly_to  302.9623  909.7476  40.0 speed  20
0004: $ACC =  1  ;; integer values

:Label0604BF
0002: jump £Label060550

:Label0604C6
00D6: if  0
8118:   NOT   actor $AA5 dead
004D: jump_if_false £Label0604EB
00D6: if  0
00DF:   actor $AA5 driving
004D: jump_if_false £Label0604EB
03E2: actor $AA5 exit_car

:Label0604EB
00D6: if  0
8118:   NOT   actor $AA6 dead
004D: jump_if_false £Label060510
00D6: if  0
00DF:   actor $AA6 driving
004D: jump_if_false £Label060510
03E2: actor $AA6 exit_car

:Label060510
00D6: if  0
8118:   NOT   actor $AA7 dead
004D: jump_if_false £Label060535
00D6: if  0
00DF:   actor $AA7 driving
004D: jump_if_false £Label060535
03E2: actor $AA7 exit_car

:Label060535
0564: $AA3
0508: $AA3
01C3: remove_references_to_car $AA3  ;; Like turning a car into any random car
034F: destroy_actor_with_fade $AA4  ;; The actor fades away like a ghost
0004: $AA3 = -1  ;; integer values

:Label060550
0002: jump £Label06055C

:Label060557
01C3: remove_references_to_car $AA3  ;; Like turning a car into any random car

:Label06055C
00D6: if  0
0118:   actor $AA5 dead
004D: jump_if_false £Label060571
034F: destroy_actor_with_fade $AA5  ;; The actor fades away like a ghost

:Label060571
00D6: if  0
0118:   actor $AA6 dead
004D: jump_if_false £Label060586
034F: destroy_actor_with_fade $AA6  ;; The actor fades away like a ghost

:Label060586
00D6: if  0
0118:   actor $AA7 dead
004D: jump_if_false £Label06059B
034F: destroy_actor_with_fade $AA7  ;; The actor fades away like a ghost

:Label06059B
00D6: if  0
8119:   NOT   car $A81 wrecked
004D: jump_if_false £Label060652
00D6: if  0
8118:   NOT   actor $A82 dead
004D: jump_if_false £Label060630
0084: $A80 = $A81  ;; integer values and handles
0050: gosub £Label063677
00D6: if  0
01AD:   car $A81  0 ()near_point $1C0 $1C1  40.0  40.0
004D: jump_if_false £Label060629
00D6: if  0
0038:   $AEC ==  0  ;; integer values
004D: jump_if_false £Label060624
00BC: text_highpriority "COL5_B4"  5000 ms  1  ;; ~g~Shoot the attacking helicopter out of the sky.
0084: $AF1 = $12CB  ;; integer values and handles
0008: $AF1 +=  4000  ;; integer values
0004: $AEC =  1  ;; integer values

:Label060624
0541: $A81

:Label060629
0002: jump £Label06064B

:Label060630
0564: $A81
0508: $A81
01C3: remove_references_to_car $A81  ;; Like turning a car into any random car
01C2: remove_references_to_actor $A82  ;; Like turning an actor into a random pedestrian
0004: $A81 = -1  ;; integer values

:Label06064B
0002: jump £Label060768

:Label060652
01C3: remove_references_to_car $A81  ;; Like turning a car into any random car
01C2: remove_references_to_actor $A82  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $AB6 ==  0  ;; integer values
004D: jump_if_false £Label060768
00D6: if  1
0119:   car $A83 wrecked
0018:   $ACB >  0  ;; integer values
004D: jump_if_false £Label0606F9
00D6: if  1
0119:   car $AA3 wrecked
0018:   $ACC >  0  ;; integer values
004D: jump_if_false £Label0606E2
00D6: if  0
001C:   $12CB > $AB3  ;; integer values
004D: jump_if_false £Label0606DB
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms
0004: $AB6 =  1  ;; integer values

:Label0606DB
0002: jump £Label0606F2

:Label0606E2
0084: $AB3 = $12CB  ;; integer values and handles
0008: $AB3 +=  8000  ;; integer values

:Label0606F2
0002: jump £Label060709

:Label0606F9
0084: $AB3 = $12CB  ;; integer values and handles
0008: $AB3 +=  8000  ;; integer values

:Label060709
00D6: if  0
0038:   $AB6 ==  1  ;; integer values
004D: jump_if_false £Label060768
00A5: $A81 = create_car #HUNTER at  21.2864  720.1946  13.0
0175: set_car $A81 z_angle_to  312.7112
0129: $A82 = create_actor  9 #HMOST in_car $A81 driverseat
0224: set_car $A81 health_to  2500
020A: set_car $A81 door_status_to  2
04BA: set_car $A81 speed_instantly  30.0
0004: $AB6 =  2  ;; integer values

:Label060768
00D6: if  0
8038:   NOT   $ABF ==  4  ;; integer values
004D: jump_if_false £Label060971
00D6: if  0
8119:   NOT   car $A75 wrecked
004D: jump_if_false £Label060853
00D6: if  0
0038:   $ABF ==  1  ;; integer values
004D: jump_if_false £Label0607E3
00D6: if  0
01AD:   car $A75  0 ()near_point -247.1728 -1215.75  26.0  26.0
004D: jump_if_false £Label0607E3
0477: unknown_car $A75  6  200
0084: $AC0 = $12CB  ;; integer values and handles
0008: $AC0 +=  199  ;; integer values
0004: $ABF =  2  ;; integer values

:Label0607E3
00D6: if  0
0038:   $ABF ==  2  ;; integer values
004D: jump_if_false £Label060819
00D6: if  0
001C:   $12CB > $AC0  ;; integer values
004D: jump_if_false £Label060819
0477: unknown_car $A75  3  5000
0004: $ABF =  3  ;; integer values

:Label060819
00D6: if  0
0038:   $ABF ==  3  ;; integer values
004D: jump_if_false £Label06084C
00D6: if  0
01C1:   car $A75 stopped
004D: jump_if_false £Label06084C
0477: unknown_car $A75  1  5000
0004: $ABF =  4  ;; integer values

:Label06084C
0002: jump £Label06096A

:Label060853
00D6: if  0
0038:   $ABF ==  0  ;; integer values
004D: jump_if_false £Label06096A
00D6: if  0
001C:   $12CB > $AC0  ;; integer values
004D: jump_if_false £Label06096A
0395: clear_area  1 at -238.2693 -1361.33 range  7.0786  500.0
00A5: $A75 = create_car #WASHING at -238.2693 -1361.33  7.0786
0229: set_car $A75 color_to  0  0
0175: set_car $A75 z_angle_to  10.7405
0129: $A6E = create_actor  9 #HMOST in_car $A75 driverseat
0084: $A85 = $A6E  ;; integer values and handles
0050: gosub £Label063D01
01C8: $A6F = create_actor  9 #HMOST in_car $A75 passenger_seat  0
0084: $A85 = $A6F  ;; integer values and handles
0050: gosub £Label063D01
01C8: $A70 = create_actor  9 #HMOST in_car $A75 passenger_seat  1
0084: $A85 = $A70  ;; integer values and handles
0050: gosub £Label063D01
01C8: $A71 = create_actor  9 #HMOST in_car $A75 passenger_seat  2
0084: $A85 = $A71  ;; integer values and handles
0050: gosub £Label063D01
00AD: set_car $A75 max_speed_to  100.0
04BA: set_car $A75 speed_instantly  30.0
00AE: unknown_set_car $A75 to_ignore_traffic_lights  2
02C2: car $A75 drive_to_point -247.1728 -1215.75  7.0856
04E0: unknown_car $A75  255
0004: $ABF =  1  ;; integer values

:Label06096A
0002: jump £Label061729

:Label060971
00D6: if  0
8118:   NOT   actor $A6E dead
004D: jump_if_false £Label060B47
00D6: if  0
0038:   $AC1 ==  0  ;; integer values
004D: jump_if_false £Label0609B0
0239: actor $A6E run_to -257.2504 -1214.484
0411: (unknown) $A6E  0 
0004: $AC1 =  1  ;; integer values

:Label0609B0
00D6: if  0
0038:   $AC1 ==  1  ;; integer values
004D: jump_if_false £Label060A05
00D6: if  0
00ED:   actor $A6E  0 ()near_point_on_foot -257.2504 -1214.484 radius  1.5  1.5
004D: jump_if_false £Label060A05
0239: actor $A6E run_to -266.0016 -1214.565
0411: (unknown) $A6E  0 
0004: $AC1 =  2  ;; integer values

:Label060A05
00D6: if  0
0038:   $AC1 ==  2  ;; integer values
004D: jump_if_false £Label060A5A
00D6: if  0
00ED:   actor $A6E  0 ()near_point_on_foot -266.0016 -1214.565 radius  1.5  1.5
004D: jump_if_false £Label060A5A
0239: actor $A6E run_to -321.7568 -1214.596
0411: (unknown) $A6E  0 
0004: $AC1 =  3  ;; integer values

:Label060A5A
00D6: if  0
0038:   $AC1 ==  3  ;; integer values
004D: jump_if_false £Label060AAF
00D6: if  0
00ED:   actor $A6E  0 ()near_point_on_foot -321.7568 -1214.596 radius  1.5  1.5
004D: jump_if_false £Label060AAF
0239: actor $A6E run_to -323.5134 -1232.98
0411: (unknown) $A6E  0 
0004: $AC1 =  4  ;; integer values

:Label060AAF
00D6: if  0
0038:   $AC1 ==  4  ;; integer values
004D: jump_if_false £Label060B2D
00D6: if  0
00ED:   actor $A6E  0 ()near_point_on_foot -323.5134 -1232.98 radius  1.5  1.5
004D: jump_if_false £Label060B2D
00D6: if  0
8119:   NOT   car $A74 wrecked
004D: jump_if_false £Label060B25
0464: put_actor $A6E into_turret_on_car $A74 at_car_offset  0.0  4.0  1.5 unknown  0 angle  360.0 with_weapon  23
0004: $AC1 =  5  ;; integer values
0002: jump £Label060B2D

:Label060B25
01CA: actor $A6E kill_player $PLAYER_CHAR

:Label060B2D
00D6: if  0
0038:   $AC1 ==  5  ;; integer values
004D: jump_if_false £Label060B47
01CA: actor $A6E kill_player $PLAYER_CHAR

:Label060B47
00D6: if  0
8118:   NOT   actor $A6F dead
004D: jump_if_false £Label060CF4
00D6: if  0
0038:   $AC2 ==  0  ;; integer values
004D: jump_if_false £Label060B86
0239: actor $A6F run_to -257.2504 -1214.484
0411: (unknown) $A6F  0 
0004: $AC2 =  1  ;; integer values

:Label060B86
00D6: if  0
0038:   $AC2 ==  1  ;; integer values
004D: jump_if_false £Label060BDB
00D6: if  0
00ED:   actor $A6F  0 ()near_point_on_foot -257.2504 -1214.484 radius  1.5  1.5
004D: jump_if_false £Label060BDB
0239: actor $A6F run_to -266.0016 -1214.565
0411: (unknown) $A6F  0 
0004: $AC2 =  2  ;; integer values

:Label060BDB
00D6: if  0
0038:   $AC2 ==  2  ;; integer values
004D: jump_if_false £Label060C30
00D6: if  0
00ED:   actor $A6F  0 ()near_point_on_foot -266.0016 -1214.565 radius  1.5  1.5
004D: jump_if_false £Label060C30
0239: actor $A6F run_to -321.7568 -1214.596
0411: (unknown) $A6F  0 
0004: $AC2 =  3  ;; integer values

:Label060C30
00D6: if  0
0038:   $AC2 ==  3  ;; integer values
004D: jump_if_false £Label060C85
00D6: if  0
00ED:   actor $A6F  0 ()near_point_on_foot -321.7568 -1214.596 radius  1.5  1.5
004D: jump_if_false £Label060C85
0239: actor $A6F run_to -323.5134 -1232.98
0411: (unknown) $A6F  0 
0004: $AC2 =  4  ;; integer values

:Label060C85
00D6: if  0
0038:   $AC2 ==  4  ;; integer values
004D: jump_if_false £Label060CF4
00D6: if  0
00ED:   actor $A6F  0 ()near_point_on_foot -323.5134 -1232.98 radius  1.5  1.5
004D: jump_if_false £Label060CF4
00D6: if  0
8119:   NOT   car $A74 wrecked
004D: jump_if_false £Label060CEC
009B: destroy_actor_instantly $A6F
0129: $A6F = create_actor  9 #HMOST in_car $A74 driverseat
0004: $AC2 =  5  ;; integer values
0002: jump £Label060CF4

:Label060CEC
01CA: actor $A6F kill_player $PLAYER_CHAR

:Label060CF4
00D6: if  0
8119:   NOT   car $A74 wrecked
004D: jump_if_false £Label060FC9
00D6: if  0
8118:   NOT   actor $A6F dead
004D: jump_if_false £Label060FA0
00D6: if  1
0038:   $AC1 ==  5  ;; integer values
0038:   $AC2 ==  5  ;; integer values
004D: jump_if_false £Label060F99
0400: create_coordinate $1BD $1BE $1BF from_object $2CA offset -20.0 -20.0  0.0
00D6: if  0
01AF:   car $A74  0 ()near_point $1BD $1BE  6.0 radius  5.0  5.0  5.0
004D: jump_if_false £Label060E3C
02DB: set_boat $A74 speed_to  2.0
0176: $1316 = object $2CA z_angle
0174: $AF8 = car $A74 z_angle
0086: $1722 = $1316  ;; floating-point values only
0061: $1722 -= $AF8  ;; floating-point values
00D6: if  0
0022:   -180.0 > $1722  ;; floating-point values
004D: jump_if_false £Label060DBF
0009: $1722 +=  360.0  ;; floating-point values

:Label060DBF
00D6: if  0
0020:   $1722 >  180.0  ;; floating-point values
004D: jump_if_false £Label060DDE
000D: $1722 -=  360.0  ;; floating-point values

:Label060DDE
00D6: if  0
0022:    0.0 > $1722  ;; floating-point values
004D: jump_if_false £Label060E04
0078: $AF8 += unknown_inaccurate_float_timer  1.0  ;; floating-point values
0002: jump £Label060E0E

:Label060E04
007E: $AF8 -= unknown_inaccurate_float_timer  1.0  ;; floating-point values

:Label060E0E
00D6: if  1
0020:   $1722 >  5.0  ;; floating-point values
0022:   -5.0 > $1722  ;; floating-point values
004D: jump_if_false £Label060E35
0175: set_car $A74 z_angle_to $AF8

:Label060E35
0002: jump £Label060F2E

:Label060E3C
00D6: if  0
01AD:   car $A74  0 ()near_point $1BD $1BE  10.0  10.0
004D: jump_if_false £Label060F24
02DB: set_boat $A74 speed_to  6.0
0176: $1316 = object $2CA z_angle
0174: $AF8 = car $A74 z_angle
0086: $1722 = $1316  ;; floating-point values only
0061: $1722 -= $AF8  ;; floating-point values
00D6: if  0
0022:   -180.0 > $1722  ;; floating-point values
004D: jump_if_false £Label060EA7
0009: $1722 +=  360.0  ;; floating-point values

:Label060EA7
00D6: if  0
0020:   $1722 >  180.0  ;; floating-point values
004D: jump_if_false £Label060EC6
000D: $1722 -=  360.0  ;; floating-point values

:Label060EC6
00D6: if  0
0022:    0.0 > $1722  ;; floating-point values
004D: jump_if_false £Label060EEC
0078: $AF8 += unknown_inaccurate_float_timer  1.0  ;; floating-point values
0002: jump £Label060EF6

:Label060EEC
007E: $AF8 -= unknown_inaccurate_float_timer  1.0  ;; floating-point values

:Label060EF6
00D6: if  1
0020:   $1722 >  5.0  ;; floating-point values
0022:   -5.0 > $1722  ;; floating-point values
004D: jump_if_false £Label060F1D
0175: set_car $A74 z_angle_to $AF8

:Label060F1D
0002: jump £Label060F2E

:Label060F24
02DB: set_boat $A74 speed_to  12.0

:Label060F2E
02D3: boat $A74 drive_to $1BD $1BE  6.0
00D6: if  0
81AD:   NOT   car $A74  0 ()near_point $1C0 $1C1  300.0  300.0
004D: jump_if_false £Label060F67
0004: $A6E = -1  ;; integer values

:Label060F67
00D6: if  0
0118:   actor $A6E dead
004D: jump_if_false £Label060F99
01C3: remove_references_to_car $A7A  ;; Like turning a car into any random car
01C3: remove_references_to_car $A74  ;; Like turning a car into any random car
0004: $A74 = -1  ;; integer values
01C2: remove_references_to_actor $A6F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A6E  ;; Like turning an actor into a random pedestrian
0004: $AD3 =  1  ;; integer values

:Label060F99
0002: jump £Label060FC2

:Label060FA0
01C3: remove_references_to_car $A7A  ;; Like turning a car into any random car
01C3: remove_references_to_car $A74  ;; Like turning a car into any random car
0004: $A74 = -1  ;; integer values
01C2: remove_references_to_actor $A6F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A6E  ;; Like turning an actor into a random pedestrian
0004: $AD3 =  1  ;; integer values

:Label060FC2
0002: jump £Label06104D

:Label060FC9
00D6: if  0
0038:   $AE5 ==  0  ;; integer values
004D: jump_if_false £Label06102B
00D6: if  0
8119:   NOT   car $A72 wrecked
004D: jump_if_false £Label06102B
00D6: if  0
0119:   car $A73 wrecked
004D: jump_if_false £Label06102B
00D6: if  0
0038:   $A01 ==  0  ;; integer values
004D: jump_if_false £Label061024
0004: $A01 =  1  ;; integer values
0084: $A1A = $12CB  ;; integer values and handles
0008: $A1A +=  5000  ;; integer values

:Label061024
0004: $AE5 =  1  ;; integer values

:Label06102B
01C3: remove_references_to_car $A7A  ;; Like turning a car into any random car
01C3: remove_references_to_car $A74  ;; Like turning a car into any random car
0004: $A74 = -1  ;; integer values
01C2: remove_references_to_actor $A6F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A6E  ;; Like turning an actor into a random pedestrian
0004: $AD3 =  1  ;; integer values

:Label06104D
00D6: if  0
8118:   NOT   actor $A70 dead
004D: jump_if_false £Label061223
00D6: if  0
0038:   $AC3 ==  0  ;; integer values
004D: jump_if_false £Label06108C
0239: actor $A70 run_to -257.2504 -1214.484
0411: (unknown) $A70  0 
0004: $AC3 =  1  ;; integer values

:Label06108C
00D6: if  0
0038:   $AC3 ==  1  ;; integer values
004D: jump_if_false £Label0610E1
00D6: if  0
00ED:   actor $A70  0 ()near_point_on_foot -257.2504 -1214.484 radius  1.5  1.5
004D: jump_if_false £Label0610E1
0239: actor $A70 run_to -266.0016 -1214.565
0411: (unknown) $A70  0 
0004: $AC3 =  2  ;; integer values

:Label0610E1
00D6: if  0
0038:   $AC3 ==  2  ;; integer values
004D: jump_if_false £Label061136
00D6: if  0
00ED:   actor $A70  0 ()near_point_on_foot -266.0016 -1214.565 radius  1.5  1.5
004D: jump_if_false £Label061136
0239: actor $A70 run_to -321.7568 -1214.596
0411: (unknown) $A70  0 
0004: $AC3 =  3  ;; integer values

:Label061136
00D6: if  0
0038:   $AC3 ==  3  ;; integer values
004D: jump_if_false £Label06118B
00D6: if  0
00ED:   actor $A70  0 ()near_point_on_foot -321.7568 -1214.596 radius  1.5  1.5
004D: jump_if_false £Label06118B
0239: actor $A70 run_to -332.7804 -1217.117
0411: (unknown) $A70  0 
0004: $AC3 =  4  ;; integer values

:Label06118B
00D6: if  0
0038:   $AC3 ==  4  ;; integer values
004D: jump_if_false £Label061209
00D6: if  0
00ED:   actor $A70  0 ()near_point_on_foot -332.7804 -1217.117 radius  2.0  2.0
004D: jump_if_false £Label061209
00D6: if  0
8119:   NOT   car $A73 wrecked
004D: jump_if_false £Label061201
0464: put_actor $A70 into_turret_on_car $A73 at_car_offset  .6462  1.4897  1.3333 unknown  0 angle  360.0 with_weapon  23
0004: $AC3 =  5  ;; integer values
0002: jump £Label061209

:Label061201
01CA: actor $A70 kill_player $PLAYER_CHAR

:Label061209
00D6: if  0
0038:   $AC1 ==  5  ;; integer values
004D: jump_if_false £Label061223
01CA: actor $A70 kill_player $PLAYER_CHAR

:Label061223
00D6: if  0
8118:   NOT   actor $A71 dead
004D: jump_if_false £Label0613D0
00D6: if  0
0038:   $AC4 ==  0  ;; integer values
004D: jump_if_false £Label061262
0239: actor $A71 run_to -257.2504 -1214.484
0411: (unknown) $A71  0 
0004: $AC4 =  1  ;; integer values

:Label061262
00D6: if  0
0038:   $AC4 ==  1  ;; integer values
004D: jump_if_false £Label0612B7
00D6: if  0
00ED:   actor $A71  0 ()near_point_on_foot -257.2504 -1214.484 radius  1.5  1.5
004D: jump_if_false £Label0612B7
0239: actor $A71 run_to -266.0016 -1214.565
0411: (unknown) $A71  0 
0004: $AC4 =  2  ;; integer values

:Label0612B7
00D6: if  0
0038:   $AC4 ==  2  ;; integer values
004D: jump_if_false £Label06130C
00D6: if  0
00ED:   actor $A71  0 ()near_point_on_foot -266.0016 -1214.565 radius  1.5  1.5
004D: jump_if_false £Label06130C
0239: actor $A71 run_to -321.7568 -1214.596
0411: (unknown) $A71  0 
0004: $AC4 =  3  ;; integer values

:Label06130C
00D6: if  0
0038:   $AC4 ==  3  ;; integer values
004D: jump_if_false £Label061361
00D6: if  0
00ED:   actor $A71  0 ()near_point_on_foot -321.7568 -1214.596 radius  1.5  1.5
004D: jump_if_false £Label061361
0239: actor $A71 run_to -332.7804 -1217.117
0411: (unknown) $A71  0 
0004: $AC4 =  4  ;; integer values

:Label061361
00D6: if  0
0038:   $AC4 ==  4  ;; integer values
004D: jump_if_false £Label0613D0
00D6: if  0
00ED:   actor $A71  0 ()near_point_on_foot -332.7804 -1217.117 radius  2.0  2.0
004D: jump_if_false £Label0613D0
00D6: if  0
8119:   NOT   car $A73 wrecked
004D: jump_if_false £Label0613C8
009B: destroy_actor_instantly $A71
0129: $A71 = create_actor  9 #HMOST in_car $A73 driverseat
0004: $AC4 =  5  ;; integer values
0002: jump £Label0613D0

:Label0613C8
01CA: actor $A71 kill_player $PLAYER_CHAR

:Label0613D0
00D6: if  0
8119:   NOT   car $A73 wrecked
004D: jump_if_false £Label0616A5
00D6: if  0
8118:   NOT   actor $A71 dead
004D: jump_if_false £Label06167C
00D6: if  1
0038:   $AC3 ==  5  ;; integer values
0038:   $AC4 ==  5  ;; integer values
004D: jump_if_false £Label06161A
0400: create_coordinate $1BD $1BE $1BF from_object $2CA offset -20.0  0.0  0.0
00D6: if  0
01AF:   car $A73  0 ()near_point $1BD $1BE  6.0 radius  5.0  5.0  5.0
004D: jump_if_false £Label061518
02DB: set_boat $A73 speed_to  2.0
0176: $1316 = object $2CA z_angle
0174: $AF7 = car $A73 z_angle
0086: $1722 = $1316  ;; floating-point values only
0061: $1722 -= $AF7  ;; floating-point values
00D6: if  0
0022:   -180.0 > $1722  ;; floating-point values
004D: jump_if_false £Label06149B
0009: $1722 +=  360.0  ;; floating-point values

:Label06149B
00D6: if  0
0020:   $1722 >  180.0  ;; floating-point values
004D: jump_if_false £Label0614BA
000D: $1722 -=  360.0  ;; floating-point values

:Label0614BA
00D6: if  0
0022:    0.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0614E0
0078: $AF7 += unknown_inaccurate_float_timer  1.0  ;; floating-point values
0002: jump £Label0614EA

:Label0614E0
007E: $AF7 -= unknown_inaccurate_float_timer  1.0  ;; floating-point values

:Label0614EA
00D6: if  1
0020:   $1722 >  5.0  ;; floating-point values
0022:   -5.0 > $1722  ;; floating-point values
004D: jump_if_false £Label061511
0175: set_car $A73 z_angle_to $AF7

:Label061511
0002: jump £Label06160A

:Label061518
00D6: if  0
01AD:   car $A73  0 ()near_point $1BD $1BE  10.0  10.0
004D: jump_if_false £Label061600
02DB: set_boat $A73 speed_to  6.0
0176: $1316 = object $2CA z_angle
0174: $AF7 = car $A73 z_angle
0086: $1722 = $1316  ;; floating-point values only
0061: $1722 -= $AF7  ;; floating-point values
00D6: if  0
0022:   -180.0 > $1722  ;; floating-point values
004D: jump_if_false £Label061583
0009: $1722 +=  360.0  ;; floating-point values

:Label061583
00D6: if  0
0020:   $1722 >  180.0  ;; floating-point values
004D: jump_if_false £Label0615A2
000D: $1722 -=  360.0  ;; floating-point values

:Label0615A2
00D6: if  0
0022:    0.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0615C8
0078: $AF7 += unknown_inaccurate_float_timer  1.0  ;; floating-point values
0002: jump £Label0615D2

:Label0615C8
007E: $AF7 -= unknown_inaccurate_float_timer  1.0  ;; floating-point values

:Label0615D2
00D6: if  1
0020:   $1722 >  5.0  ;; floating-point values
0022:   -5.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0615F9
0175: set_car $A73 z_angle_to $AF7

:Label0615F9
0002: jump £Label06160A

:Label061600
02DB: set_boat $A73 speed_to  12.0

:Label06160A
02D3: boat $A73 drive_to $1BD $1BE  6.0

:Label06161A
00D6: if  0
81AD:   NOT   car $A73  0 ()near_point $1C0 $1C1  300.0  300.0
004D: jump_if_false £Label061643
0004: $A70 = -1  ;; integer values

:Label061643
00D6: if  0
0118:   actor $A70 dead
004D: jump_if_false £Label061675
01C3: remove_references_to_car $A7A  ;; Like turning a car into any random car
01C3: remove_references_to_car $A73  ;; Like turning a car into any random car
0004: $A73 = -1  ;; integer values
01C2: remove_references_to_actor $A71  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A70  ;; Like turning an actor into a random pedestrian
0004: $AD2 =  1  ;; integer values

:Label061675
0002: jump £Label06169E

:Label06167C
01C3: remove_references_to_car $A7A  ;; Like turning a car into any random car
01C3: remove_references_to_car $A73  ;; Like turning a car into any random car
0004: $A73 = -1  ;; integer values
01C2: remove_references_to_actor $A71  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A70  ;; Like turning an actor into a random pedestrian
0004: $AD2 =  1  ;; integer values

:Label06169E
0002: jump £Label061729

:Label0616A5
00D6: if  0
0038:   $AE5 ==  0  ;; integer values
004D: jump_if_false £Label061707
00D6: if  0
8119:   NOT   car $A72 wrecked
004D: jump_if_false £Label061707
00D6: if  0
0119:   car $A74 wrecked
004D: jump_if_false £Label061707
00D6: if  0
0038:   $A01 ==  0  ;; integer values
004D: jump_if_false £Label061700
0004: $A01 =  1  ;; integer values
0084: $A1A = $12CB  ;; integer values and handles
0008: $A1A +=  5000  ;; integer values

:Label061700
0004: $AE5 =  1  ;; integer values

:Label061707
01C3: remove_references_to_car $A7A  ;; Like turning a car into any random car
01C3: remove_references_to_car $A73  ;; Like turning a car into any random car
0004: $A73 = -1  ;; integer values
01C2: remove_references_to_actor $A71  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A70  ;; Like turning an actor into a random pedestrian
0004: $AD2 =  1  ;; integer values

:Label061729
00D6: if  0
8038:   NOT   $AC5 ==  4  ;; integer values
004D: jump_if_false £Label06193E
00D6: if  0
8119:   NOT   car $A7A wrecked
004D: jump_if_false £Label061814
00D6: if  0
0038:   $AC5 ==  1  ;; integer values
004D: jump_if_false £Label0617A4
00D6: if  0
01AD:   car $A7A  0 ()near_point -247.1728 -1215.75  33.0  33.0
004D: jump_if_false £Label0617A4
0477: unknown_car $A7A  7  200
0084: $AC6 = $12CB  ;; integer values and handles
0008: $AC6 +=  199  ;; integer values
0004: $AC5 =  2  ;; integer values

:Label0617A4
00D6: if  0
0038:   $AC5 ==  2  ;; integer values
004D: jump_if_false £Label0617DA
00D6: if  0
001C:   $12CB > $AC6  ;; integer values
004D: jump_if_false £Label0617DA
0477: unknown_car $A7A  4  5000
0004: $AC5 =  3  ;; integer values

:Label0617DA
00D6: if  0
0038:   $AC5 ==  3  ;; integer values
004D: jump_if_false £Label06180D
00D6: if  0
01C1:   car $A7A stopped
004D: jump_if_false £Label06180D
0477: unknown_car $A7A  1  5000
0004: $AC5 =  4  ;; integer values

:Label06180D
0002: jump £Label061937

:Label061814
00D6: if  1
0038:   $AC5 ==  0  ;; integer values
0018:   $ABF >  0  ;; integer values
004D: jump_if_false £Label061937
00D6: if  0
838A:   NOT   car_in_cube -238.2693 -1361.33  7.0786  4.0  4.0  4.0
004D: jump_if_false £Label061937
00A5: $A7A = create_car #WASHING at -238.2693 -1361.33  7.0786
0229: set_car $A7A color_to  0  0
0175: set_car $A7A z_angle_to  10.7405
0249: release_model #WASHING
0129: $A76 = create_actor  9 #HMOST in_car $A7A driverseat
0084: $A85 = $A76  ;; integer values and handles
0050: gosub £Label063D01
01C8: $A77 = create_actor  9 #HMOST in_car $A7A passenger_seat  0
0084: $A85 = $A77  ;; integer values and handles
0050: gosub £Label063D01
01C8: $A78 = create_actor  9 #HMOST in_car $A7A passenger_seat  1
0084: $A85 = $A78  ;; integer values and handles
0050: gosub £Label063D01
01C8: $A79 = create_actor  9 #HMOST in_car $A7A passenger_seat  2
0084: $A85 = $A79  ;; integer values and handles
0050: gosub £Label063D01
00AD: set_car $A7A max_speed_to  100.0
04BA: set_car $A7A speed_instantly  30.0
00AE: unknown_set_car $A7A to_ignore_traffic_lights  2
02C2: car $A7A drive_to_point -247.1728 -1215.75  7.0856
04E0: unknown_car $A7A  255
0004: $AC5 =  1  ;; integer values

:Label061937
0002: jump £Label06201E

:Label06193E
00D6: if  0
8118:   NOT   actor $A76 dead
004D: jump_if_false £Label061A05
0084: $AB1 = $A76  ;; integer values and handles
0084: $ADA = $AC7  ;; integer values and handles
0050: gosub £Label06415C
0084: $AC7 = $ADA  ;; integer values and handles
00D6: if  0
0038:   $AC7 ==  4  ;; integer values
004D: jump_if_false £Label0619EB
00D6: if  0
00ED:   actor $A76  0 ()near_point_on_foot -328.9344 -1212.065 radius  1.5  1.5
004D: jump_if_false £Label0619EB
00D6: if  0
8119:   NOT   car $A72 wrecked
004D: jump_if_false £Label0619E3
0464: put_actor $A76 into_turret_on_car $A72 at_car_offset  0.0 -2.0  1.2 unknown  0 angle  360.0 with_weapon  23
0004: $AC7 =  5  ;; integer values
0002: jump £Label0619EB

:Label0619E3
01CA: actor $A76 kill_player $PLAYER_CHAR

:Label0619EB
00D6: if  0
0038:   $AC7 ==  5  ;; integer values
004D: jump_if_false £Label061A05
01CA: actor $A76 kill_player $PLAYER_CHAR

:Label061A05
00D6: if  0
8118:   NOT   actor $A77 dead
004D: jump_if_false £Label061ACC
0084: $AB1 = $A77  ;; integer values and handles
0084: $ADA = $AC8  ;; integer values and handles
0050: gosub £Label06415C
0084: $AC8 = $ADA  ;; integer values and handles
00D6: if  0
0038:   $AC8 ==  4  ;; integer values
004D: jump_if_false £Label061AB2
00D6: if  0
00ED:   actor $A77  0 ()near_point_on_foot -328.9344 -1212.065 radius  1.5  1.5
004D: jump_if_false £Label061AB2
00D6: if  0
8119:   NOT   car $A72 wrecked
004D: jump_if_false £Label061AAA
0464: put_actor $A77 into_turret_on_car $A72 at_car_offset  0.0  6.0  2.65 unknown  0 angle  360.0 with_weapon  23
0004: $AC8 =  5  ;; integer values
0002: jump £Label061AB2

:Label061AAA
01CA: actor $A77 kill_player $PLAYER_CHAR

:Label061AB2
00D6: if  0
0038:   $AC8 ==  5  ;; integer values
004D: jump_if_false £Label061ACC
01CA: actor $A77 kill_player $PLAYER_CHAR

:Label061ACC
00D6: if  0
8118:   NOT   actor $A78 dead
004D: jump_if_false £Label061B93
0084: $AB1 = $A78  ;; integer values and handles
0084: $ADA = $AC9  ;; integer values and handles
0050: gosub £Label06415C
0084: $AC9 = $ADA  ;; integer values and handles
00D6: if  0
0038:   $AC9 ==  4  ;; integer values
004D: jump_if_false £Label061B79
00D6: if  0
00ED:   actor $A78  0 ()near_point_on_foot -328.9344 -1212.065 radius  1.5  1.5
004D: jump_if_false £Label061B79
00D6: if  0
8119:   NOT   car $A72 wrecked
004D: jump_if_false £Label061B71
0464: put_actor $A78 into_turret_on_car $A72 at_car_offset  0.0  10.0  1.9 unknown  0 angle  360.0 with_weapon  23
0004: $AC9 =  5  ;; integer values
0002: jump £Label061B79

:Label061B71
01CA: actor $A78 kill_player $PLAYER_CHAR

:Label061B79
00D6: if  0
0038:   $AC9 ==  5  ;; integer values
004D: jump_if_false £Label061B93
01CA: actor $A78 kill_player $PLAYER_CHAR

:Label061B93
00D6: if  0
8118:   NOT   actor $A79 dead
004D: jump_if_false £Label061C41
0084: $AB1 = $A79  ;; integer values and handles
0084: $ADA = $ACA  ;; integer values and handles
0050: gosub £Label06415C
0084: $ACA = $ADA  ;; integer values and handles
00D6: if  0
0038:   $ACA ==  4  ;; integer values
004D: jump_if_false £Label061C41
00D6: if  0
00ED:   actor $A79  0 ()near_point_on_foot -328.9344 -1212.065 radius  1.5  1.5
004D: jump_if_false £Label061C41
00D6: if  0
8119:   NOT   car $A72 wrecked
004D: jump_if_false £Label061C39
009B: destroy_actor_instantly $A79
0129: $A79 = create_actor  9 #HMOST in_car $A72 driverseat
0084: $ACD = $12CB  ;; integer values and handles
0008: $ACD +=  5000  ;; integer values
0004: $ACA =  5  ;; integer values
0002: jump £Label061C41

:Label061C39
01CA: actor $A79 kill_player $PLAYER_CHAR

:Label061C41
00D6: if  0
8119:   NOT   car $A72 wrecked
004D: jump_if_false £Label061F9B
00D6: if  0
8118:   NOT   actor $A79 dead
004D: jump_if_false £Label061F68
00D6: if  4
0038:   $AC7 ==  5  ;; integer values
0038:   $AC8 ==  5  ;; integer values
0038:   $AC9 ==  5  ;; integer values
0038:   $ACA ==  5  ;; integer values
001C:   $12CB > $ACD  ;; integer values
004D: jump_if_false £Label061ECE
00D6: if  0
0038:   $AE6 ==  0  ;; integer values
004D: jump_if_false £Label061D72
00D6: if  0
0038:   $A00 ==  0  ;; integer values
004D: jump_if_false £Label061CCB
0004: $A00 =  1  ;; integer values
0084: $A19 = $12CB  ;; integer values and handles
0008: $A19 +=  5000  ;; integer values

:Label061CCB
00D6: if  0
8119:   NOT   car $A72 wrecked
004D: jump_if_false £Label061CF3
00D6: if  0
8118:   NOT   actor $A7D dead
004D: jump_if_false £Label061CF3
01D9: actor $A7D run_away_from_car $A72

:Label061CF3
00D6: if  0
8119:   NOT   car $A73 wrecked
004D: jump_if_false £Label061D1B
00D6: if  0
8118:   NOT   actor $A7E dead
004D: jump_if_false £Label061D1B
01D9: actor $A7E run_away_from_car $A73

:Label061D1B
00D6: if  0
8119:   NOT   car $A74 wrecked
004D: jump_if_false £Label061D43
00D6: if  0
8118:   NOT   actor $A7F dead
004D: jump_if_false £Label061D43
01D9: actor $A7F run_away_from_car $A72

:Label061D43
00D6: if  0
8119:   NOT   car $A74 wrecked
004D: jump_if_false £Label061D6B
00D6: if  0
8118:   NOT   actor $AAA dead
004D: jump_if_false £Label061D6B
01D9: actor $AAA run_away_from_car $A74

:Label061D6B
0004: $AE6 =  1  ;; integer values

:Label061D72
0400: create_coordinate $1BD $1BE $1BF from_object $2CA offset  20.0  20.0  0.0
0176: $1316 = object $2CA z_angle
0174: $AF6 = car $A72 z_angle
0086: $1722 = $1316  ;; floating-point values only
0061: $1722 -= $AF6  ;; floating-point values
00D6: if  0
0022:   -180.0 > $1722  ;; floating-point values
004D: jump_if_false £Label061DCE
0009: $1722 +=  360.0  ;; floating-point values

:Label061DCE
00D6: if  0
0020:   $1722 >  180.0  ;; floating-point values
004D: jump_if_false £Label061DED
000D: $1722 -=  360.0  ;; floating-point values

:Label061DED
00D6: if  0
0022:    0.0 > $1722  ;; floating-point values
004D: jump_if_false £Label061E13
007E: $AF6 -= unknown_inaccurate_float_timer  2.0  ;; floating-point values
0002: jump £Label061E1D

:Label061E13
0078: $AF6 += unknown_inaccurate_float_timer  2.0  ;; floating-point values

:Label061E1D
00D6: if  1
0020:   $1722 >  5.0  ;; floating-point values
0022:   -5.0 > $1722  ;; floating-point values
004D: jump_if_false £Label061E44
0175: set_car $A72 z_angle_to $AF6

:Label061E44
00D6: if  0
01AF:   car $A72  0 ()near_point $1BD $1BE  6.0 radius  10.0  10.0  5.0
004D: jump_if_false £Label061E81
02DB: set_boat $A72 speed_to  2.0
0002: jump £Label061EBE

:Label061E81
00D6: if  0
01AD:   car $A72  0 ()near_point $1BD $1BE  30.0  30.0
004D: jump_if_false £Label061EB4
02DB: set_boat $A72 speed_to  6.0
0002: jump £Label061EBE

:Label061EB4
02DB: set_boat $A72 speed_to  12.0

:Label061EBE
02D3: boat $A72 drive_to $1BD $1BE  6.0

:Label061ECE
00D6: if  0
81AD:   NOT   car $A72  0 ()near_point $1C0 $1C1  300.0  300.0
004D: jump_if_false £Label061F05
0004: $A76 = -1  ;; integer values
0004: $A77 = -1  ;; integer values
0004: $A78 = -1  ;; integer values

:Label061F05
00D6: if  0
0118:   actor $A76 dead
004D: jump_if_false £Label061F61
00D6: if  0
0118:   actor $A77 dead
004D: jump_if_false £Label061F61
00D6: if  0
0118:   actor $A78 dead
004D: jump_if_false £Label061F61
01C3: remove_references_to_car $A72  ;; Like turning a car into any random car
0004: $A72 = -1  ;; integer values
01C3: remove_references_to_car $A75  ;; Like turning a car into any random car
01C2: remove_references_to_actor $A76  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A77  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A78  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A79  ;; Like turning an actor into a random pedestrian
0004: $AD1 =  1  ;; integer values

:Label061F61
0002: jump £Label061F94

:Label061F68
01C3: remove_references_to_car $A72  ;; Like turning a car into any random car
0004: $A72 = -1  ;; integer values
01C3: remove_references_to_car $A75  ;; Like turning a car into any random car
01C2: remove_references_to_actor $A76  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A77  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A78  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A79  ;; Like turning an actor into a random pedestrian
0004: $AD1 =  1  ;; integer values

:Label061F94
0002: jump £Label06201E

:Label061F9B
00D6: if  0
0038:   $AE7 ==  0  ;; integer values
004D: jump_if_false £Label061FF2
00D6: if  21
8119:   NOT   car $A73 wrecked
8119:   NOT   car $A74 wrecked
004D: jump_if_false £Label061FF2
00D6: if  0
0038:   $A00 ==  0  ;; integer values
004D: jump_if_false £Label061FEB
0004: $A00 =  1  ;; integer values
0084: $A19 = $12CB  ;; integer values and handles
0008: $A19 +=  5000  ;; integer values

:Label061FEB
0004: $AE7 =  1  ;; integer values

:Label061FF2
01C3: remove_references_to_car $A72  ;; Like turning a car into any random car
0004: $A72 = -1  ;; integer values
01C3: remove_references_to_car $A75  ;; Like turning a car into any random car
01C2: remove_references_to_actor $A76  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A77  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A78  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $A79  ;; Like turning an actor into a random pedestrian
0004: $AD1 =  1  ;; integer values

:Label06201E
00D6: if  0
0018:   $A00 >  0  ;; integer values
004D: jump_if_false £Label06211D
00D6: if  0
0038:   $A00 ==  3  ;; integer values
004D: jump_if_false £Label062070
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label062070
03D5: remove_text "COL5_1"  ;; Port side! Port side!
0004: $A00 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label05D359

:Label062070
00D6: if  0
0038:   $A00 ==  2  ;; integer values
004D: jump_if_false £Label0620BE
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0620BE
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $AF1  ;; integer values
004D: jump_if_false £Label0620B7
00BC: text_highpriority "COL5_1"  10000 ms  1  ;; Port side! Port side!

:Label0620B7
0004: $A00 =  3  ;; integer values

:Label0620BE
00D6: if  0
0038:   $A00 ==  1  ;; integer values
004D: jump_if_false £Label06211D
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label062103
03CF: load_wav "COL5_1" as  1
0004: $A00 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label06211D

:Label062103
00D6: if  0
001C:   $12CB > $A19  ;; integer values
004D: jump_if_false £Label06211D
0004: $A00 =  0  ;; integer values

:Label06211D
00D6: if  0
0018:   $A01 >  0  ;; integer values
004D: jump_if_false £Label06221C
00D6: if  0
0038:   $A01 ==  3  ;; integer values
004D: jump_if_false £Label06216F
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label06216F
03D5: remove_text "COL5_2"  ;; They're attacking from starboard!
0004: $A01 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label05D359

:Label06216F
00D6: if  0
0038:   $A01 ==  2  ;; integer values
004D: jump_if_false £Label0621BD
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0621BD
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $AF1  ;; integer values
004D: jump_if_false £Label0621B6
00BC: text_highpriority "COL5_2"  10000 ms  1  ;; They're attacking from starboard!

:Label0621B6
0004: $A01 =  3  ;; integer values

:Label0621BD
00D6: if  0
0038:   $A01 ==  1  ;; integer values
004D: jump_if_false £Label06221C
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label062202
03CF: load_wav "COL5_2" as  1
0004: $A01 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label06221C

:Label062202
00D6: if  0
001C:   $12CB > $A1A  ;; integer values
004D: jump_if_false £Label06221C
0004: $A01 =  0  ;; integer values

:Label06221C
00D6: if  0
0018:   $A02 >  0  ;; integer values
004D: jump_if_false £Label06231B
00D6: if  0
0038:   $A02 ==  3  ;; integer values
004D: jump_if_false £Label06226E
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label06226E
03D5: remove_text "COL5_3"  ;; The bridge up ahead!
0004: $A02 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label05D359

:Label06226E
00D6: if  0
0038:   $A02 ==  2  ;; integer values
004D: jump_if_false £Label0622BC
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0622BC
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $AF1  ;; integer values
004D: jump_if_false £Label0622B5
00BC: text_highpriority "COL5_3"  10000 ms  1  ;; The bridge up ahead!

:Label0622B5
0004: $A02 =  3  ;; integer values

:Label0622BC
00D6: if  0
0038:   $A02 ==  1  ;; integer values
004D: jump_if_false £Label06231B
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label062301
03CF: load_wav "COL5_3" as  1
0004: $A02 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label06231B

:Label062301
00D6: if  0
001C:   $12CB > $A1B  ;; integer values
004D: jump_if_false £Label06231B
0004: $A02 =  0  ;; integer values

:Label06231B
00D6: if  0
0018:   $A03 >  0  ;; integer values
004D: jump_if_false £Label0625CB
00D6: if  0
0038:   $A03 ==  3  ;; integer values
004D: jump_if_false £Label06239F
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label06239F
03D5: remove_text "COL5_17"  ;; Oh my god they've got a helicopter!
03D5: remove_text "COL5_18"  ;; Shoot the helicopter!
03D5: remove_text "COL5_19"  ;; Tommy, take that chopper out!
03D5: remove_text "COL5_20"  ;; He's coming again! Blow that chopper!
03D5: remove_text "COL5_21"  ;; Look at the size of that chopper!
03D5: remove_text "COL5_22"  ;; Here he comes again!
0004: $A03 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label05D359

:Label06239F
00D6: if  0
0038:   $A03 ==  2  ;; integer values
004D: jump_if_false £Label0624C4
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0624C4
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $AF1  ;; integer values
004D: jump_if_false £Label06249D
00D6: if  0
0038:   $ADF ==  0  ;; integer values
004D: jump_if_false £Label0623F8
00BC: text_highpriority "COL5_17"  10000 ms  1  ;; Oh my god they've got a helicopter!

:Label0623F8
00D6: if  0
0038:   $ADF ==  1  ;; integer values
004D: jump_if_false £Label062419
00BC: text_highpriority "COL5_18"  10000 ms  1  ;; Shoot the helicopter!

:Label062419
00D6: if  0
0038:   $ADF ==  2  ;; integer values
004D: jump_if_false £Label06243A
00BC: text_highpriority "COL5_19"  10000 ms  1  ;; Tommy, take that chopper out!

:Label06243A
00D6: if  0
0038:   $ADF ==  3  ;; integer values
004D: jump_if_false £Label06245B
00BC: text_highpriority "COL5_20"  10000 ms  1  ;; He's coming again! Blow that chopper!

:Label06245B
00D6: if  0
0038:   $ADF ==  4  ;; integer values
004D: jump_if_false £Label06247C
00BC: text_highpriority "COL5_21"  10000 ms  1  ;; Look at the size of that chopper!

:Label06247C
00D6: if  0
0038:   $ADF ==  5  ;; integer values
004D: jump_if_false £Label06249D
00BC: text_highpriority "COL5_22"  10000 ms  1  ;; Here he comes again!

:Label06249D
0008: $ADF +=  1  ;; integer values
00D6: if  0
0038:   $ADF ==  6  ;; integer values
004D: jump_if_false £Label0624BD
0004: $ADF =  0  ;; integer values

:Label0624BD
0004: $A03 =  3  ;; integer values

:Label0624C4
00D6: if  0
0038:   $A03 ==  1  ;; integer values
004D: jump_if_false £Label0625CB
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0625B1
00D6: if  0
0038:   $ADF ==  0  ;; integer values
004D: jump_if_false £Label062506
03CF: load_wav "COL5_17" as  1

:Label062506
00D6: if  0
0038:   $ADF ==  1  ;; integer values
004D: jump_if_false £Label062524
03CF: load_wav "COL5_18" as  1

:Label062524
00D6: if  0
0038:   $ADF ==  2  ;; integer values
004D: jump_if_false £Label062542
03CF: load_wav "COL5_19" as  1

:Label062542
00D6: if  0
0038:   $ADF ==  3  ;; integer values
004D: jump_if_false £Label062560
03CF: load_wav "COL5_20" as  1

:Label062560
00D6: if  0
0038:   $ADF ==  4  ;; integer values
004D: jump_if_false £Label06257E
03CF: load_wav "COL5_21" as  1

:Label06257E
00D6: if  0
0038:   $ADF ==  5  ;; integer values
004D: jump_if_false £Label06259C
03CF: load_wav "COL5_22" as  1

:Label06259C
0004: $A03 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0625CB

:Label0625B1
00D6: if  0
001C:   $12CB > $A1C  ;; integer values
004D: jump_if_false £Label0625CB
0004: $A03 =  0  ;; integer values

:Label0625CB
00D6: if  0
0018:   $A08 >  0  ;; integer values
004D: jump_if_false £Label0626CA
00D6: if  0
0038:   $A08 ==  3  ;; integer values
004D: jump_if_false £Label06261D
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label06261D
03D5: remove_text "COL5_7"  ;; Stop shooting at me!
0004: $A08 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label05D359

:Label06261D
00D6: if  0
0038:   $A08 ==  2  ;; integer values
004D: jump_if_false £Label06266B
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label06266B
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $AF1  ;; integer values
004D: jump_if_false £Label062664
00BC: text_highpriority "COL5_7"  10000 ms  1  ;; Stop shooting at me!

:Label062664
0004: $A08 =  3  ;; integer values

:Label06266B
00D6: if  0
0038:   $A08 ==  1  ;; integer values
004D: jump_if_false £Label0626CA
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0626B0
03CF: load_wav "COL5_7" as  1
0004: $A08 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0626CA

:Label0626B0
00D6: if  0
001C:   $12CB > $A1F  ;; integer values
004D: jump_if_false £Label0626CA
0004: $A08 =  0  ;; integer values

:Label0626CA
00D6: if  0
0018:   $A0A >  0  ;; integer values
004D: jump_if_false £Label0627C9
00D6: if  0
0038:   $A0A ==  3  ;; integer values
004D: jump_if_false £Label06271C
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label06271C
03D5: remove_text "COL5_9"  ;; Tommy, stop them shooting at me!
0004: $A0A =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label05D359

:Label06271C
00D6: if  0
0038:   $A0A ==  2  ;; integer values
004D: jump_if_false £Label06276A
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label06276A
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $AF1  ;; integer values
004D: jump_if_false £Label062763
00BC: text_highpriority "COL5_9"  10000 ms  1  ;; Tommy, stop them shooting at me!

:Label062763
0004: $A0A =  3  ;; integer values

:Label06276A
00D6: if  0
0038:   $A0A ==  1  ;; integer values
004D: jump_if_false £Label0627C9
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0627AF
03CF: load_wav "COL5_9" as  1
0004: $A0A =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0627C9

:Label0627AF
00D6: if  0
001C:   $12CB > $A21  ;; integer values
004D: jump_if_false £Label0627C9
0004: $A0A =  0  ;; integer values

:Label0627C9
00D6: if  0
0018:   $A0B >  0  ;; integer values
004D: jump_if_false £Label0628C8
00D6: if  0
0038:   $A0B ==  3  ;; integer values
004D: jump_if_false £Label06281B
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label06281B
03D5: remove_text "COL5_10"  ;; I have diplomatic immunity!
0004: $A0B =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label05D359

:Label06281B
00D6: if  0
0038:   $A0B ==  2  ;; integer values
004D: jump_if_false £Label062869
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label062869
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $AF1  ;; integer values
004D: jump_if_false £Label062862
00BC: text_highpriority "COL5_10"  10000 ms  1  ;; I have diplomatic immunity!

:Label062862
0004: $A0B =  3  ;; integer values

:Label062869
00D6: if  0
0038:   $A0B ==  1  ;; integer values
004D: jump_if_false £Label0628C8
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0628AE
03CF: load_wav "COL5_10" as  1
0004: $A0B =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0628C8

:Label0628AE
00D6: if  0
001C:   $12CB > $A22  ;; integer values
004D: jump_if_false £Label0628C8
0004: $A0B =  0  ;; integer values

:Label0628C8
00D6: if  0
0018:   $A0D >  0  ;; integer values
004D: jump_if_false £Label0629C7
00D6: if  0
0038:   $A0D ==  3  ;; integer values
004D: jump_if_false £Label06291A
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label06291A
03D5: remove_text "COL5_11"  ;; Don't shoot, I am a Colonel!
0004: $A0D =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label05D359

:Label06291A
00D6: if  0
0038:   $A0D ==  2  ;; integer values
004D: jump_if_false £Label062968
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label062968
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $AF1  ;; integer values
004D: jump_if_false £Label062961
00BC: text_highpriority "COL5_11"  10000 ms  1  ;; Don't shoot, I am a Colonel!

:Label062961
0004: $A0D =  3  ;; integer values

:Label062968
00D6: if  0
0038:   $A0D ==  1  ;; integer values
004D: jump_if_false £Label0629C7
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0629AD
03CF: load_wav "COL5_11" as  1
0004: $A0D =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0629C7

:Label0629AD
00D6: if  0
001C:   $12CB > $A24  ;; integer values
004D: jump_if_false £Label0629C7
0004: $A0D =  0  ;; integer values

:Label0629C7
00D6: if  0
0018:   $A0E >  0  ;; integer values
004D: jump_if_false £Label062AC6
00D6: if  0
0038:   $A0E ==  3  ;; integer values
004D: jump_if_false £Label062A19
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label062A19
03D5: remove_text "COL5_12"  ;; Thomas, kill them, my country will love you.
0004: $A0E =  4  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label05D359

:Label062A19
00D6: if  0
0038:   $A0E ==  2  ;; integer values
004D: jump_if_false £Label062A67
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label062A67
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $AF1  ;; integer values
004D: jump_if_false £Label062A60
00BC: text_highpriority "COL5_12"  10000 ms  1  ;; Thomas, kill them, my country will love you.

:Label062A60
0004: $A0E =  3  ;; integer values

:Label062A67
00D6: if  0
0038:   $A0E ==  1  ;; integer values
004D: jump_if_false £Label062AC6
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label062AAC
03CF: load_wav "COL5_12" as  1
0004: $A0E =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label062AC6

:Label062AAC
00D6: if  0
001C:   $12CB > $A25  ;; integer values
004D: jump_if_false £Label062AC6
0004: $A0E =  0  ;; integer values

:Label062AC6
00D6: if  0
0018:   $A0F >  0  ;; integer values
004D: jump_if_false £Label062BC5
00D6: if  0
0038:   $A0F ==  3  ;; integer values
004D: jump_if_false £Label062B18
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label062B18
03D5: remove_text "COL5_13"  ;; Tommy, we are being overrun by the French!
0004: $A0F =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label05D359

:Label062B18
00D6: if  0
0038:   $A0F ==  2  ;; integer values
004D: jump_if_false £Label062B66
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label062B66
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $AF1  ;; integer values
004D: jump_if_false £Label062B5F
00BC: text_highpriority "COL5_13"  10000 ms  1  ;; Tommy, we are being overrun by the French!

:Label062B5F
0004: $A0F =  3  ;; integer values

:Label062B66
00D6: if  0
0038:   $A0F ==  1  ;; integer values
004D: jump_if_false £Label062BC5
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label062BAB
03CF: load_wav "COL5_13" as  1
0004: $A0F =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label062BC5

:Label062BAB
00D6: if  0
001C:   $12CB > $A26  ;; integer values
004D: jump_if_false £Label062BC5
0004: $A0F =  0  ;; integer values

:Label062BC5
00D6: if  0
0018:   $A10 >  0  ;; integer values
004D: jump_if_false £Label062CC4
00D6: if  0
0038:   $A10 ==  3  ;; integer values
004D: jump_if_false £Label062C17
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label062C17
03D5: remove_text "COL5_14"  ;; Tommy, everywhere I look, there are French men, I hate it!
0004: $A10 =  4  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label05D359

:Label062C17
00D6: if  0
0038:   $A10 ==  2  ;; integer values
004D: jump_if_false £Label062C65
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label062C65
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $AF1  ;; integer values
004D: jump_if_false £Label062C5E
00BC: text_highpriority "COL5_14"  10000 ms  1  ;; Tommy, everywhere I look, there are French men, I hate it!

:Label062C5E
0004: $A10 =  3  ;; integer values

:Label062C65
00D6: if  0
0038:   $A10 ==  1  ;; integer values
004D: jump_if_false £Label062CC4
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label062CAA
03CF: load_wav "COL5_14" as  1
0004: $A10 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label062CC4

:Label062CAA
00D6: if  0
001C:   $12CB > $A27  ;; integer values
004D: jump_if_false £Label062CC4
0004: $A10 =  0  ;; integer values

:Label062CC4
00D6: if  0
0018:   $A11 >  0  ;; integer values
004D: jump_if_false £Label062DC3
00D6: if  0
0038:   $A11 ==  3  ;; integer values
004D: jump_if_false £Label062D16
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label062D16
03D5: remove_text "COL5_15"  ;; Tommy, how are you?
0004: $A11 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label05D359

:Label062D16
00D6: if  0
0038:   $A11 ==  2  ;; integer values
004D: jump_if_false £Label062D64
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label062D64
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $AF1  ;; integer values
004D: jump_if_false £Label062D5D
00BC: text_highpriority "COL5_15"  10000 ms  1  ;; Tommy, how are you?

:Label062D5D
0004: $A11 =  3  ;; integer values

:Label062D64
00D6: if  0
0038:   $A11 ==  1  ;; integer values
004D: jump_if_false £Label062DC3
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label062DA9
03CF: load_wav "COL5_15" as  1
0004: $A11 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label062DC3

:Label062DA9
00D6: if  0
001C:   $12CB > $A28  ;; integer values
004D: jump_if_false £Label062DC3
0004: $A11 =  0  ;; integer values

:Label062DC3
00D6: if  0
0018:   $A13 >  0  ;; integer values
004D: jump_if_false £Label062EC2
00D6: if  0
0038:   $A13 ==  3  ;; integer values
004D: jump_if_false £Label062E15
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label062E15
03D5: remove_text "COL5_16"  ;; This is for Piaf and Gainesbourg and your stupid french bread!
0004: $A13 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label05D359

:Label062E15
00D6: if  0
0038:   $A13 ==  2  ;; integer values
004D: jump_if_false £Label062E63
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label062E63
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $AF1  ;; integer values
004D: jump_if_false £Label062E5C
00BC: text_highpriority "COL5_16"  10000 ms  1  ;; This is for Piaf and Gainesbourg and your stupid french bread!

:Label062E5C
0004: $A13 =  3  ;; integer values

:Label062E63
00D6: if  0
0038:   $A13 ==  1  ;; integer values
004D: jump_if_false £Label062EC2
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label062EA8
03CF: load_wav "COL5_16" as  1
0004: $A13 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label062EC2

:Label062EA8
00D6: if  0
001C:   $12CB > $A29  ;; integer values
004D: jump_if_false £Label062EC2
0004: $A13 =  0  ;; integer values

:Label062EC2
0002: jump £Label05D359

:Label062EC9
01BD: $12CB = current_time_in_ms
0084: $1C = $12CB  ;; integer values and handles
0008: $1C +=  5000  ;; integer values

:Label062EDE
00D6: if  1
83EE:   NOT   player $PLAYER_CHAR controllable
001C:   $1C > $12CB  ;; integer values
004D: jump_if_false £Label062F06
0001: wait  0 ms
01BD: $12CB = current_time_in_ms
0002: jump £Label062EDE

:Label062F06
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  0 (disabled)
00A6: destroy_car $A72
00A6: destroy_car $A73
00A6: destroy_car $A74
00A6: destroy_car $A75
00A6: destroy_car $A7A
00A6: destroy_car $A80
00A6: destroy_car $A81
00A6: destroy_car $A83
00A6: destroy_car $A86
00A6: destroy_car $A87
00A6: destroy_car $A88
00A6: destroy_car $A89
00A6: destroy_car $A8A
00A6: destroy_car $A8B
00A6: destroy_car $A8C
00A6: destroy_car $A8D
00A6: destroy_car $A8E
00A6: destroy_car $AA3
00A6: destroy_car $AAB
009B: destroy_actor_instantly $A6E
009B: destroy_actor_instantly $A6F
009B: destroy_actor_instantly $A70
009B: destroy_actor_instantly $A71
009B: destroy_actor_instantly $A76
009B: destroy_actor_instantly $A77
009B: destroy_actor_instantly $A78
009B: destroy_actor_instantly $A79
009B: destroy_actor_instantly $A7C
009B: destroy_actor_instantly $A7D
009B: destroy_actor_instantly $A7E
009B: destroy_actor_instantly $A7F
009B: destroy_actor_instantly $AAA
009B: destroy_actor_instantly $A82
009B: destroy_actor_instantly $A93
009B: destroy_actor_instantly $A94
009B: destroy_actor_instantly $A95
009B: destroy_actor_instantly $A96
009B: destroy_actor_instantly $AA4
009B: destroy_actor_instantly $AA5
009B: destroy_actor_instantly $AA6
009B: destroy_actor_instantly $AA7
009B: destroy_actor_instantly $A8F
009B: destroy_actor_instantly $A90
009B: destroy_actor_instantly $A91
009B: destroy_actor_instantly $A92
009B: destroy_actor_instantly $A97
009B: destroy_actor_instantly $A98
009B: destroy_actor_instantly $A99
009B: destroy_actor_instantly $A9A
009B: destroy_actor_instantly $A9B
009B: destroy_actor_instantly $A9C
009B: destroy_actor_instantly $A9D
009B: destroy_actor_instantly $A9E
009B: destroy_actor_instantly $A9F
009B: destroy_actor_instantly $AA0
009B: destroy_actor_instantly $AA1
009B: destroy_actor_instantly $AA2
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSCOLO"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 +=  .003  ;; floating-point values
000D: $1C1 -=  1.381  ;; floating-point values
0009: $1C2 +=  3.149  ;; floating-point values
03CB: set_camera $1C0 $1C1 $1C2
038B: load_requested_models

:Label063091
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label0630AF
0001: wait  0 ms
0002: jump £Label063091

:Label0630AF
02E4: load_cutscene_data "COL_5B"
041D: set_camera_near_clip  .1
0244: set_cutscene_pos $1C0 $1C1 $1C2
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSCOLO"
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
0004: $ADD =  5880  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5B_1"  10000 ms  1  ;; Thomas, you have protected and served me well.
0004: $ADD =  8941  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5B_2"  10000 ms  1  ;; But now you must leave us before we reach the open seas.
0004: $ADD =  12276  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5B_3"  10000 ms  1  ;; I will lower my personal launch. Keep it, my friend, a token of my gratitude.
0004: $ADD =  17735  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5B_4"  10000 ms  1  ;; Thank you, Colonel.
0004: $ADD =  18884  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5B_5"  10000 ms  1  ;; One more request. While I'm away, could you keep an eye on Mercedes for me?
0004: $ADD =  24046  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5B_6"  10000 ms  1  ;; I think she could look after herself, but sure, I'll keep an eye out.
0004: $ADD =  27722  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5B_7"  10000 ms  1  ;; Gracias, amigo. Hasta luego.
0004: $ADD =  30400  ;; integer values
0050: gosub £Label063CDC
00BC: text_highpriority "COL5B_8"  10000 ms  1  ;; Adios, amigo.
0004: $ADD =  32127  ;; integer values
0050: gosub £Label063CDC
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label063221
00D6: if  0
016B:   fading
004D: jump_if_false £Label063239
0001: wait  0 ms
0002: jump £Label063221

:Label063239
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false £Label063251
0001: wait  0 ms
0002: jump £Label063239

:Label063251
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
0108: destroy_object $2CE
0400: create_coordinate $1C0 $1C1 $1C2 from_object $2CA offset  0.0 -50.0  0.0
00A5: $A7B = create_car #SPEEDER at $1C0 $1C1  6.0
0175: set_car $A7B z_angle_to  270.0
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0632CC
0369: put_player $PLAYER_CHAR in_car $A7B
0002: jump £Label06330E

:Label0632CC
0054: store_player $PLAYER_CHAR position_to $1BD $1BE $1BF
0009: $1BF +=  1.0  ;; floating-point values
012A: put_player $PLAYER_CHAR at $1BD $1BE $1BF and_remove_from_car
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $A7B wrecked
004D: jump_if_false £Label06330E
0369: put_player $PLAYER_CHAR in_car $A7B

:Label06330E
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0108: destroy_object $2CA
0108: destroy_object $2CB
0108: destroy_object $2CC
0108: destroy_object $2CD
0108: destroy_object $2CE
0108: destroy_object $2CF
0108: destroy_object $2D0
0108: destroy_object $2D1
04A1: $2D2

:Label063346
00D6: if  0
016B:   fading
004D: jump_if_false £Label06335E
0001: wait  0 ms
0002: jump £Label063346

:Label06335E
0002: jump £Label063FF3

:Label063365
00D6: if  0
8119:   NOT   car $AAB wrecked
004D: jump_if_false £Label063664
00D6: if  0
8118:   NOT   actor $AAC dead
004D: jump_if_false £Label063617
00D6: if  0
0038:   $AD9 ==  0  ;; integer values
004D: jump_if_false £Label0633E2
02D3: boat $AAB drive_to  210.4842  914.7  6.0
00D6: if  0
01AF:   car $AAB  0 ()near_point  210.4842  914.7  6.0 radius  8.0  8.0  8.0
004D: jump_if_false £Label0633E2
0004: $AD9 =  1  ;; integer values

:Label0633E2
00D6: if  0
0038:   $AD9 ==  1  ;; integer values
004D: jump_if_false £Label06343F
02D3: boat $AAB drive_to  209.1303  871.395  6.0
00D6: if  0
01AF:   car $AAB  0 ()near_point  209.1303  871.395  6.0 radius  8.0  8.0  8.0
004D: jump_if_false £Label06343F
0004: $AD9 =  2  ;; integer values

:Label06343F
00D6: if  0
0038:   $AD9 ==  2  ;; integer values
004D: jump_if_false £Label06349C
02D3: boat $AAB drive_to  190.7315  844.9837  6.0
00D6: if  0
01AF:   car $AAB  0 ()near_point  190.7315  844.9837  6.0 radius  8.0  8.0  8.0
004D: jump_if_false £Label06349C
0004: $AD9 =  3  ;; integer values

:Label06349C
00D6: if  0
0038:   $AD9 ==  3  ;; integer values
004D: jump_if_false £Label0634F9
02D3: boat $AAB drive_to  166.0  862.7161  6.0
00D6: if  0
01AF:   car $AAB  0 ()near_point  166.0  862.7161  6.0 radius  8.0  8.0  8.0
004D: jump_if_false £Label0634F9
0004: $AD9 =  4  ;; integer values

:Label0634F9
00D6: if  0
0038:   $AD9 ==  4  ;; integer values
004D: jump_if_false £Label063556
02D3: boat $AAB drive_to  173.0  907.8094  6.0
00D6: if  0
01AF:   car $AAB  0 ()near_point  173.0  907.8094  6.0 radius  8.0  8.0  8.0
004D: jump_if_false £Label063556
0004: $AD9 =  5  ;; integer values

:Label063556
00D6: if  0
0038:   $AD9 ==  5  ;; integer values
004D: jump_if_false £Label0635B3
02D3: boat $AAB drive_to  196.3743  924.7827  6.0
00D6: if  0
01AF:   car $AAB  0 ()near_point  196.3743  924.7827  6.0 radius  8.0  8.0  8.0
004D: jump_if_false £Label0635B3
0004: $AD9 =  0  ;; integer values

:Label0635B3
00D6: if  0
0038:   $AD9 ==  6  ;; integer values
004D: jump_if_false £Label063610
02D3: boat $AAB drive_to  210.4842  914.7  6.0
00D6: if  0
01AF:   car $AAB  0 ()near_point  210.4842  914.7  6.0 radius  8.0  8.0  8.0
004D: jump_if_false £Label063610
0004: $AD9 =  0  ;; integer values

:Label063610
0002: jump £Label063628

:Label063617
01C2: remove_references_to_actor $AAC  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $AAB  ;; Like turning a car into any random car
0004: $AAB = -1  ;; integer values

:Label063628
00D6: if  0
8118:   NOT   actor $AAD dead
004D: jump_if_false £Label063647
01CA: actor $AAD kill_player $PLAYER_CHAR
0002: jump £Label06365D

:Label063647
01C2: remove_references_to_actor $AAC  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $AAD  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $AAB  ;; Like turning a car into any random car
0004: $AAB = -1  ;; integer values

:Label06365D
0002: jump £Label063675

:Label063664
01C2: remove_references_to_actor $AAC  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $AAB  ;; Like turning a car into any random car
0004: $AAB = -1  ;; integer values

:Label063675
0051: return

:Label063677
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0086: $AF4 = $AF5  ;; floating-point values only
00D6: if  0
003A:   $A80 == $A81  ;; integer values and handles
004D: jump_if_false £Label0636B0
0084: $ABA = $ABD  ;; integer values and handles
0084: $ABB = $ABE  ;; integer values and handles

:Label0636B0
00D6: if  0
0038:   $ABA ==  0  ;; integer values
004D: jump_if_false £Label0636EB
0086: $AF2 = $5F  ;; floating-point values only
0086: $AF3 = $60  ;; floating-point values only
0086: $AF4 = $61  ;; floating-point values only
0009: $AF4 +=  7.0  ;; floating-point values
0002: jump £Label06393B

:Label0636EB
00D6: if  0
0038:   $ABA ==  1  ;; integer values
004D: jump_if_false £Label06373A
0086: $AF2 = $5F  ;; floating-point values only
0009: $AF2 +=  70.0  ;; floating-point values
0086: $AF3 = $60  ;; floating-point values only
0009: $AF3 +=  70.0  ;; floating-point values
0086: $AF4 = $61  ;; floating-point values only
0009: $AF4 +=  22.0  ;; floating-point values
0004: $ABB =  1  ;; integer values

:Label06373A
00D6: if  0
0038:   $ABA ==  2  ;; integer values
004D: jump_if_false £Label06377F
0086: $AF2 = $5F  ;; floating-point values only
0009: $AF2 +=  70.0  ;; floating-point values
0086: $AF3 = $60  ;; floating-point values only
0086: $AF4 = $61  ;; floating-point values only
0009: $AF4 +=  14.0  ;; floating-point values
0004: $ABB =  2  ;; integer values

:Label06377F
00D6: if  0
0038:   $ABA ==  3  ;; integer values
004D: jump_if_false £Label0637CE
0086: $AF2 = $5F  ;; floating-point values only
0009: $AF2 +=  70.0  ;; floating-point values
0086: $AF3 = $60  ;; floating-point values only
000D: $AF3 -=  70.0  ;; floating-point values
0086: $AF4 = $61  ;; floating-point values only
0009: $AF4 +=  14.0  ;; floating-point values
0004: $ABB =  3  ;; integer values

:Label0637CE
00D6: if  0
0038:   $ABA ==  4  ;; integer values
004D: jump_if_false £Label063813
0086: $AF2 = $5F  ;; floating-point values only
0086: $AF3 = $60  ;; floating-point values only
000D: $AF3 -=  70.0  ;; floating-point values
0086: $AF4 = $61  ;; floating-point values only
0009: $AF4 +=  14.0  ;; floating-point values
0004: $ABB =  4  ;; integer values

:Label063813
00D6: if  0
0038:   $ABA ==  5  ;; integer values
004D: jump_if_false £Label063862
0086: $AF2 = $5F  ;; floating-point values only
000D: $AF2 -=  70.0  ;; floating-point values
0086: $AF3 = $60  ;; floating-point values only
000D: $AF3 -=  70.0  ;; floating-point values
0086: $AF4 = $61  ;; floating-point values only
0009: $AF4 +=  14.0  ;; floating-point values
0004: $ABB =  5  ;; integer values

:Label063862
00D6: if  0
0038:   $ABA ==  6  ;; integer values
004D: jump_if_false £Label0638A7
0086: $AF2 = $5F  ;; floating-point values only
000D: $AF2 -=  70.0  ;; floating-point values
0086: $AF3 = $60  ;; floating-point values only
0086: $AF4 = $61  ;; floating-point values only
0009: $AF4 +=  14.0  ;; floating-point values
0004: $ABB =  6  ;; integer values

:Label0638A7
00D6: if  0
0038:   $ABA ==  7  ;; integer values
004D: jump_if_false £Label0638F6
0086: $AF2 = $5F  ;; floating-point values only
000D: $AF2 -=  70.0  ;; floating-point values
0086: $AF3 = $60  ;; floating-point values only
0009: $AF3 +=  70.0  ;; floating-point values
0086: $AF4 = $61  ;; floating-point values only
0009: $AF4 +=  22.0  ;; floating-point values
0004: $ABB =  7  ;; integer values

:Label0638F6
00D6: if  0
0038:   $ABA ==  8  ;; integer values
004D: jump_if_false £Label06393B
0086: $AF2 = $5F  ;; floating-point values only
0086: $AF3 = $60  ;; floating-point values only
0009: $AF3 +=  70.0  ;; floating-point values
0086: $AF4 = $61  ;; floating-point values only
0009: $AF4 +=  22.0  ;; floating-point values
0004: $ABB =  8  ;; integer values

:Label06393B
00AA: store_car $A80 position_to $1BD $1BE $1BF
02CE: $62 = ground_z $1BD $1BE $1BF
0009: $62 +=  10.0  ;; floating-point values
00D6: if  0
0024:   $62 > $AF4  ;; floating-point values only
004D: jump_if_false £Label063984
0086: $AF5 = $AF4  ;; floating-point values only
0086: $AF4 = $62  ;; floating-point values only

:Label063984
04A2: heli $A80 fly_to $AF2 $AF3 $AF4 speed  40
00D6: if  0
0038:   $ABA ==  0  ;; integer values
004D: jump_if_false £Label0639B7
0005: $AF9 =  10.0  ;; floating-point values
0002: jump £Label0639C1

:Label0639B7
0005: $AF9 =  15.0  ;; floating-point values

:Label0639C1
00D6: if  0
01AF:   car $A80  0 ()near_point $AF2 $AF3 $AF4 radius $AF9 $AF9  10.0
004D: jump_if_false £Label063CB7
0209: $ABC = random_int  0  3
00D6: if  0
0038:   $ABA ==  0  ;; integer values
004D: jump_if_false £Label063CB0
00D6: if  0
0038:   $ABB ==  0  ;; integer values
004D: jump_if_false £Label063A1B
0004: $ABB =  1  ;; integer values

:Label063A1B
00D6: if  0
0038:   $ABB ==  1  ;; integer values
004D: jump_if_false £Label063A66
00D6: if  0
0038:   $ABC ==  0  ;; integer values
004D: jump_if_false £Label063A46
0004: $ABA =  5  ;; integer values

:Label063A46
00D6: if  21
0038:   $ABC ==  1  ;; integer values
0038:   $ABC ==  2  ;; integer values
004D: jump_if_false £Label063A66
0004: $ABA =  6  ;; integer values

:Label063A66
00D6: if  0
0038:   $ABB ==  2  ;; integer values
004D: jump_if_false £Label063AB1
00D6: if  0
0038:   $ABC ==  0  ;; integer values
004D: jump_if_false £Label063A91
0004: $ABA =  6  ;; integer values

:Label063A91
00D6: if  21
0038:   $ABC ==  1  ;; integer values
0038:   $ABC ==  2  ;; integer values
004D: jump_if_false £Label063AB1
0004: $ABA =  7  ;; integer values

:Label063AB1
00D6: if  0
0038:   $ABB ==  3  ;; integer values
004D: jump_if_false £Label063AFC
00D6: if  0
0038:   $ABC ==  0  ;; integer values
004D: jump_if_false £Label063ADC
0004: $ABA =  7  ;; integer values

:Label063ADC
00D6: if  21
0038:   $ABC ==  1  ;; integer values
0038:   $ABC ==  2  ;; integer values
004D: jump_if_false £Label063AFC
0004: $ABA =  8  ;; integer values

:Label063AFC
00D6: if  0
0038:   $ABB ==  4  ;; integer values
004D: jump_if_false £Label063B59
00D6: if  0
0038:   $ABC ==  0  ;; integer values
004D: jump_if_false £Label063B27
0004: $ABA =  7  ;; integer values

:Label063B27
00D6: if  0
0038:   $ABC ==  1  ;; integer values
004D: jump_if_false £Label063B40
0004: $ABA =  8  ;; integer values

:Label063B40
00D6: if  0
0038:   $ABC ==  2  ;; integer values
004D: jump_if_false £Label063B59
0004: $ABA =  1  ;; integer values

:Label063B59
00D6: if  0
0038:   $ABB ==  5  ;; integer values
004D: jump_if_false £Label063BA4
00D6: if  21
0038:   $ABC ==  0  ;; integer values
0038:   $ABC ==  1  ;; integer values
004D: jump_if_false £Label063B8B
0004: $ABA =  8  ;; integer values

:Label063B8B
00D6: if  0
0038:   $ABC ==  2  ;; integer values
004D: jump_if_false £Label063BA4
0004: $ABA =  1  ;; integer values

:Label063BA4
00D6: if  0
0038:   $ABB ==  6  ;; integer values
004D: jump_if_false £Label063BEF
00D6: if  21
0038:   $ABC ==  0  ;; integer values
0038:   $ABC ==  1  ;; integer values
004D: jump_if_false £Label063BD6
0004: $ABA =  1  ;; integer values

:Label063BD6
00D6: if  0
0038:   $ABC ==  2  ;; integer values
004D: jump_if_false £Label063BEF
0004: $ABA =  2  ;; integer values

:Label063BEF
00D6: if  0
0038:   $ABB ==  7  ;; integer values
004D: jump_if_false £Label063C4C
00D6: if  0
0038:   $ABC ==  0  ;; integer values
004D: jump_if_false £Label063C1A
0004: $ABA =  2  ;; integer values

:Label063C1A
00D6: if  0
0038:   $ABC ==  1  ;; integer values
004D: jump_if_false £Label063C33
0004: $ABA =  3  ;; integer values

:Label063C33
00D6: if  0
0038:   $ABC ==  2  ;; integer values
004D: jump_if_false £Label063C4C
0004: $ABA =  4  ;; integer values

:Label063C4C
00D6: if  0
0038:   $ABB ==  8  ;; integer values
004D: jump_if_false £Label063CA9
00D6: if  0
0038:   $ABC ==  0  ;; integer values
004D: jump_if_false £Label063C77
0004: $ABA =  3  ;; integer values

:Label063C77
00D6: if  0
0038:   $ABC ==  1  ;; integer values
004D: jump_if_false £Label063C90
0004: $ABA =  4  ;; integer values

:Label063C90
00D6: if  0
0038:   $ABC ==  2  ;; integer values
004D: jump_if_false £Label063CA9
0004: $ABA =  5  ;; integer values

:Label063CA9
0002: jump £Label063CB7

:Label063CB0
0004: $ABA =  0  ;; integer values

:Label063CB7
00D6: if  0
003A:   $A80 == $A81  ;; integer values and handles
004D: jump_if_false £Label063CDA
0084: $ABD = $ABA  ;; integer values and handles
0084: $ABE = $ABB  ;; integer values and handles

:Label063CDA
0051: return

:Label063CDC
00D6: if  0
001C:   $ADD > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label063CFF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label063CDC

:Label063CFF
0051: return

:Label063D01
01ED: reset_actor $A85 flags
01B2: give_actor $A85 weapon  23 ammo  9999  ;; Load the weapon model before using this
0243: set_actor $A85 ped_stats_to  16
0319: set_actor $A85 wander_state_to  1 (off)
0411: (unknown) $A85  0 
0350: unknown_actor $A85 not_scared_flag  1
0051: return

:Label063D2E
0350: unknown_actor $A85 not_scared_flag  1
01B2: give_actor $A85 weapon  17 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $A85 flags
011A: set_actor $A85 flags  1
011A: set_actor $A85 flags  1048576
0291: unknown_actor $A85 unknown_behavior_flag  1
0239: actor $A85 run_to  196.3903  888.9396
0411: (unknown) $A85  0 
0243: set_actor $A85 ped_stats_to  16
0562: $A85  1
0483: unknown_actor $A85  1500
0051: return

:Label063D8A
0350: unknown_actor $AAE not_scared_flag  1
01B2: give_actor $AAE weapon  17 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $AAE flags
011A: set_actor $AAE flags  1
0291: unknown_actor $AAE unknown_behavior_flag  1
0411: (unknown) $AAE  0 
01CA: actor $AAE kill_player $PLAYER_CHAR
0243: set_actor $AAE ped_stats_to  16
0051: return

:Label063DC6
0350: unknown_actor $AB0 not_scared_flag  1
01B2: give_actor $AB0 weapon  17 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $AB0 flags
011A: set_actor $AB0 flags  1
011A: set_actor $AB0 flags  1048576
0291: unknown_actor $AB0 unknown_behavior_flag  1
0243: set_actor $AB0 ped_stats_to  16
0051: return

:Label063DFD
04F5: unknown_actor $AAF kiss_player $PLAYER_CHAR on  1
01ED: reset_actor $AAF flags
011A: set_actor $AAF flags  512
0291: unknown_actor $AAF unknown_behavior_flag  1
0243: set_actor $AAF ped_stats_to  16
0350: unknown_actor $AAF not_scared_flag  1
0411: (unknown) $AAF  0 
02E2: set_actor $AAF weapon_accuracy_to  15
0568: $AAF  1
0562: $AAF  1
0051: return

:Label063E47
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0176: $1316 = object $2CA z_angle
029B: $A84 = init_object -8 (YT_MAIN_BODY) at $1C0 $1C1 $1C2
0177: set_object $A84 z_angle_to $1316
01C4: remove_references_to_object $A84  ;; This object will now disappear when the player looks away
029B: $A84 = init_object -9 (YT_MAIN_BODY2) at $1C0 $1C1 $1C2
0177: set_object $A84 z_angle_to $1316
01C4: remove_references_to_object $A84  ;; This object will now disappear when the player looks away
029B: $A84 = init_object -10 (YT_DOORS14) at $1C0 $1C1 $1C2
0177: set_object $A84 z_angle_to $1316
01C4: remove_references_to_object $A84  ;; This object will now disappear when the player looks away
029B: $A84 = init_object -11 (YT_TMP_BOAT) at $1C0 $1C1 $1C2
0177: set_object $A84 z_angle_to $1316
01C4: remove_references_to_object $A84  ;; This object will now disappear when the player looks away
029B: $A84 = init_object -12 (LODMAIN_BODY) at $1C0 $1C1 $1C2
0177: set_object $A84 z_angle_to $1316
01C4: remove_references_to_object $A84  ;; This object will now disappear when the player looks away
0004: $A84 = -1  ;; integer values
049F: unknown_change_special_objects_flag $2D2  0.0
049E: unknown_change_special_objects_flag $2D2  0.0
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
029B: $2D0 = init_object -14 (YT_GANGPLNK_TMP) at $AFC $AFD $AFE
01C7: remove_object_from_mission_cleanup_list $2D0
029B: $2D1 = init_object -13 (YACHT_CHUNK_KB) at $AFC $AFD $AFE
01C7: remove_object_from_mission_cleanup_list $2D1
00D6: if  0
8112:   NOT   wasted_or_busted
004D: jump_if_false £Label063FF1
04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67
03CB: set_camera -244.2799 -1360.67  7.0786
0395: clear_area  1 at -244.2799 -1360.67 range  7.0786  1.0
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label063FBD
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67  7.0786
0002: jump £Label063FD1

:Label063FBD
012A: put_player $PLAYER_CHAR at -244.2799 -1360.67  7.0786 and_remove_from_car

:Label063FD1
0171: set_player $PLAYER_CHAR z_angle_to  279.1362
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0169: set_fade_color  225  225  225
016A: fade  1 (back)  1000 ms

:Label063FF1
0051: return

:Label063FF3
0004: $PASSED_COL5_ALL_HANDS_ON_DECK =  1  ;; integer values
01E3: text_1number_styled "M_PASS"  5000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  5000
0164: disable_marker $E4
0318: set_latest_mission_passed "COL_5"  ;; All Hands On Deck!
0394: play_music  1
030C: set_mission_points +=  1
0051: return

:Label064032
0004: $ONMISSION =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
034F: destroy_actor_with_fade $A6E  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A6F  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A70  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A71  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A76  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A77  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A78  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A79  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A7C  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A7D  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A7E  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A7F  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AAA  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A82  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A93  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A94  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A95  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A96  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AA4  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AA5  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AA6  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AA7  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A8F  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A90  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A91  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A92  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A97  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A98  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A99  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A9A  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A9B  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A9C  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A9D  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A9E  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A9F  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AA0  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AA1  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AA2  ;; The actor fades away like a ghost
0215: destroy_pickup $AA8
0215: destroy_pickup $AA9
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
01B7: release_weather
0249: release_model #UZI
0249: release_model #COLT45
0249: release_model #HUNTER
0249: release_model #DINGHY
0249: release_model #SPEEDER
0249: release_model #RIO
0249: release_model #WASHING
0249: release_model #RUGER
0249: release_model #MAVERICK
0249: release_model #MARQUIS
0249: release_model #TROPIC
0249: release_model #KATANA
0249: release_model #HMOST
00D8: mission_cleanup
0051: return

:Label06415C
00D6: if  0
0038:   $ADA ==  0  ;; integer values
004D: jump_if_false £Label06418B
0239: actor $AB1 run_to -257.2504 -1214.484
0411: (unknown) $AB1  0 
0004: $ADA =  1  ;; integer values

:Label06418B
00D6: if  0
0038:   $ADA ==  1  ;; integer values
004D: jump_if_false £Label0641E0
00D6: if  0
00ED:   actor $AB1  0 ()near_point_on_foot -257.2504 -1214.484 radius  1.5  1.5
004D: jump_if_false £Label0641E0
0239: actor $AB1 run_to -266.0016 -1214.565
0411: (unknown) $AB1  0 
0004: $ADA =  2  ;; integer values

:Label0641E0
00D6: if  0
0038:   $ADA ==  2  ;; integer values
004D: jump_if_false £Label064235
00D6: if  0
00ED:   actor $AB1  0 ()near_point_on_foot -266.0016 -1214.565 radius  1.5  1.5
004D: jump_if_false £Label064235
0239: actor $AB1 run_to -321.7568 -1214.596
0411: (unknown) $AB1  0 
0004: $ADA =  3  ;; integer values

:Label064235
00D6: if  0
0038:   $ADA ==  3  ;; integer values
004D: jump_if_false £Label06428A
00D6: if  0
00ED:   actor $AB1  0 ()near_point_on_foot -321.7568 -1214.596 radius  1.5  1.5
004D: jump_if_false £Label06428A
0239: actor $AB1 run_to -328.9344 -1212.065
0411: (unknown) $AB1  0 
0004: $ADA =  4  ;; integer values

:Label06428A
0051: return

;-------------Mission 12---------------
; Originally: The Chase


:Label06428C
0050: gosub £Label0642B0
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0642A7
0050: gosub £Label06644B

:Label0642A7
0050: gosub £Label0664AC
004E: end_thread

:Label0642B0
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
03A4: name_thread "BARON1"
0001: wait  0 ms
054C: use_GXT_table "BARON1"
058E: set_restart_mission_taxi_destination -288.2 -487.5  9.8  275.0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
0006:  1@ =  0  ;; integer values
0005: $B02 =  391.6  ;; floating-point values
0005: $B03 =  251.2  ;; floating-point values
0005: $B04 =  14.0  ;; floating-point values
0006:  2@ =  0  ;; integer values
0006:  3@ =  0  ;; integer values
0006:  5@ =  0  ;; integer values
0006:  7@ =  0  ;; integer values
0004: $B01 =  0  ;; integer values
04F9: interiour_colors  8  0
03CF: load_wav "MONO10" as  1
04BB: select_interiour  2  ;; select render area
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSDIAZ"
023C: load_special_actor  3 "DGOONA"
023C: load_special_actor  4 "DGOONC"
02F3: load_object #CUTOBJ01 "DCFAN"
02F3: load_object #CUTOBJ02 "TELLY"
038B: load_requested_models
03CB: set_camera -378.3 -591.9  25.8

:Label0643AE
00D6: if  25
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label0643DE
0001: wait  0 ms
0002: jump £Label0643AE

:Label0643DE
0569: "CSPLAY"
0569: "CSDIAZ"
0569: "DGOONC"
0569: "DCFAN"
0569: "TELLY"
0569: "DGOONA"
02E4: load_cutscene_data "COK_1"
0395: clear_area  1 at -378.6 -552.6 range  25.5  15.0
0395: clear_area  1 at -379.0 -564.6 range  19.8  15.0
03DE: set_pedestrians_density_multiplier_to  0.0
0244: set_cutscene_pos -378.62 -552.676  18.534
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A1 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A1 "CSDIAZ"
02E5: $C1 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $C1 "DGOONA"
02E5: $C2 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $C2 "DGOONC"
02E5: $CB = create_cutscene_object #CUTOBJ01
04BC: "DCFAN"
02E6: set_cutscene_anim $CB "DCFAN"
02E5:  10@ = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  10@ "TELLY"
0395: clear_area  1 at -379.2 -536.4 range  16.2  .5
0055: put_player $PLAYER_CHAR at -379.2 -536.4  16.2
0171: set_player $PLAYER_CHAR z_angle_to  0.0
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label064543
00D6: if  0
001A:    13 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label064565
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label064543

:Label064565
00BC: text_highpriority "COK1_A"  10000 ms  1  ;; Come on, baby, go! Yeah! Yeah! Arrrrr!

:Label064574
00D6: if  0
001A:    5570 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label064597
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label064574

:Label064597
00BC: text_highpriority "COK1_B"  10000 ms  1  ;; Stupid horse! I'll chop your head off! Grrrrr...

:Label0645A6
00D6: if  0
001A:    10037 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0645C9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0645A6

:Label0645C9
00BC: text_highpriority "COK1_C"  10000 ms  1  ;; Who is this dickhead?

:Label0645D8
00D6: if  0
001A:    11525 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0645FB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0645D8

:Label0645FB
00BC: text_highpriority "COK1_D"  10000 ms  1  ;; Tommy Vercetti. You remember me.

:Label06460A
00D6: if  0
001A:    13845 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06462D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06460A

:Label06462D
00BC: text_highpriority "COK1_E"  10000 ms  1  ;; Excuse me. I'm a little anxious. Never trust a goddamn horse!

:Label06463C
00D6: if  0
001A:    19000 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06465F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06463C

:Label06465F
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label06469C
039D: scatter_particles  17  .2  0  0  0  30000 at -375.4 -595.8  25.75  .05  .05  .05

:Label06469C
00D6: if  0
001A:    24070 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0646BF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06469C

:Label0646BF
00BC: text_highpriority "COK1_F"  10000 ms  1  ;; You do a good job - you work for me now.

:Label0646CE
00D6: if  0
001A:    27858 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0646F1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0646CE

:Label0646F1
00BC: text_highpriority "COK1_G"  10000 ms  1  ;; I work for money.

:Label064700
00D6: if  0
001A:    29027 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label064723
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label064700

:Label064723
00BC: text_highpriority "COK1_H"  10000 ms  1  ;; As I said, amigo, you work for me now. Shut up. Some Judas has betrayed me.

:Label064732
00D6: if  0
001A:    34900 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label064757
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label064732

:Label064757
00BC: text_highpriority "COK1_I"  10000 ms  1  ;; He thinks I don't know how much money I should be making, but stealing 3% is as good as stealing 100%.

:Label064766
00D6: if  0
001A:    42260 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06478B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label064766

:Label06478B
00BC: text_highpriority "COK1_J"  10000 ms  1  ;; No one does this to me. NO ONE!!

:Label06479A
00D6: if  0
001A:    45900 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0647BF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06479A

:Label0647BF
00BC: text_highpriority "COK1_K"  10000 ms  1  ;; You follow him from his apartment and you see where he goes! Later, we will kill him.

:Label0647CE
00D6: if  0
001A:    53576 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0647F3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0647CE

:Label0647F3
00BE: text_clear_all

:Label0647F5
00D6: if  0
001A:    54076 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06481A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0647F5

:Label06481A
016A: fade  0 ()  1500 ms
00BE: text_clear_all
0001: wait  1000 ms
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label064862
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label064862
03D1: play_wav  1

:Label064848
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label064862
0001: wait  0 ms
0002: jump £Label064848

:Label064862
00D6: if  0
016B:   fading
004D: jump_if_false £Label06487A
0001: wait  0 ms
0002: jump £Label064862

:Label06487A
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
03DE: set_pedestrians_density_multiplier_to  1.0
04FA: reset_interior_colors  0
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04BB: select_interiour  0  ;; select render area
03CB: set_camera -379.2 -536.4  16.2
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "COK1_10"  10000 ms  1  ;; ~g~Go to the thief's house and find out where he's stashing the money.
018A: $3F = create_checkpoint_at  380.3  247.4  10.0
023C: load_special_actor  5 "SGC"
0247: request_model #BFINJECT
0247: request_model #RUGER
0247: request_model -114 (BARREL4)
0247: request_model #FAGGIO
0247: request_model -121 (FAKETARGET)
0247: request_model #SGA

:Label064910
00D6: if  25
823D:   NOT   special_actor  5 loaded
8248:   NOT   model #BFINJECT available
8248:   NOT   model #RUGER available
8248:   NOT   model -114 (BARREL4) available
8248:   NOT   model #FAGGIO available
8248:   NOT   model -121 (FAKETARGET) available
004D: jump_if_false £Label064941
0001: wait  0 ms
0002: jump £Label064910

:Label064941
00D6: if  0
8248:   NOT   model #SGA available
004D: jump_if_false £Label06495B
0001: wait  0 ms
0002: jump £Label064941

:Label06495B
00D6: if  1
80FA:   NOT   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_in_car  380.3  247.4  10.0 radius  3.0  3.0  3.0
80F6:   NOT   player $PLAYER_CHAR  0 ()near_point_on_foot  380.3  247.4  10.0 radius  3.0  3.0  3.0
004D: jump_if_false £Label0649BB
0001: wait  0 ms
0002: jump £Label06495B

:Label0649BB
0164: disable_marker $3F
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position  387.967  246.69  15.277  0.0  0.0  0.0
0160: point_camera  388.694  247.372  15.356  2
00BC: text_highpriority "COK1_11"  5000 ms  1  ;; ~g~Have a look through his window.
0001: wait  1600 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
018A: $3F = create_checkpoint_at $B02 $B03 $B04

:Label064A2D
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot $B02 $B03 $B04 radius  1.0  1.0  2.0
004D: jump_if_false £Label064A62
0001: wait  0 ms
0002: jump £Label064A2D

:Label064A62
0164: disable_marker $3F
0395: clear_area  1 at  370.99  256.28 range  18.4  3.0
009A:  0@ = create_actor  4 #SPECIAL05 at  370.99  256.28  18.4
0489: unknown_actor  0@ flag  1
0223: set_actor  0@ health_to  600
01ED: reset_actor  0@ flags
0173: set_actor  0@ z_angle_to  224.7
0187: $3F = create_marker_above_actor  0@
0192: set_actor  0@ objective_to_stand_still
0243: set_actor  0@ ped_stats_to  16
0319: set_actor  0@ wander_state_to  1 (off)
014C: set_parked_car_generator $75C cars_to_generate_to  0
00A5:  9@ = create_car #FAGGIO at  376.9  477.0  11.2
0175: set_car  9@ z_angle_to  282.0
03CF: load_wav "COK1_1" as  1
03CF: load_wav "COK1_4" as  2
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0336: (unknown) $PLAYER_CHAR  0 
0210: player $PLAYER_CHAR look_at_actor  0@
015F: set_camera_position  391.533  250.984  16.481  0.0  0.0  0.0
0160: point_camera  392.37  251.5  16.3  2
0006:  17@ =  0  ;; integer values

:Label064B64
00D6: if  0
8019:   NOT    17@ >  500  ;; integer values
004D: jump_if_false £Label064B82
0001: wait  0 ms
0002: jump £Label064B64

:Label064B82
0460: set_camera_pointing_time  5.0  1000
015F: set_camera_position  391.533  250.984  16.481  0.0  0.0  0.0
0160: point_camera  392.496  250.785  16.3  1

:Label064BBF
00D6: if  0
8019:   NOT    17@ >  2000  ;; integer values
004D: jump_if_false £Label064BF5
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label064BEE
0002: jump £Label064D5A

:Label064BEE
0002: jump £Label064BBF

:Label064BF5
0460: set_camera_pointing_time  5.0  1000
015F: set_camera_position  391.533  250.984  16.481  0.0  0.0  0.0
0160: point_camera  392.37  251.5  16.3  1

:Label064C32
00D6: if  0
8019:   NOT    17@ >  3500  ;; integer values
004D: jump_if_false £Label064C68
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label064C61
0002: jump £Label064D5A

:Label064C61
0002: jump £Label064C32

:Label064C68
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label064CB5
0460: set_camera_pointing_time  5.0  1000
015F: set_camera_position  391.533  250.984  16.481  0.0  0.0  0.0
0160: point_camera  390.645  251.287  16.578  1

:Label064CB5
00D6: if  0
8019:   NOT    17@ >  5500  ;; integer values
004D: jump_if_false £Label064CEB
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label064CE4
0002: jump £Label064D5A

:Label064CE4
0002: jump £Label064CB5

:Label064CEB
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label064D24
0239: actor  0@ run_to  373.0  257.4
0411: (unknown)  0@  0 
03D1: play_wav  1
00BC: text_highpriority "COK1_1"  2000 ms  1  ;; Ooh shit!

:Label064D24
00D6: if  0
8019:   NOT    17@ >  6500  ;; integer values
004D: jump_if_false £Label064D5A
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label064D53
0002: jump £Label064D5A

:Label064D53
0002: jump £Label064D24

:Label064D5A
0055: put_player $PLAYER_CHAR at  391.3  251.8  14.4
0171: set_player $PLAYER_CHAR z_angle_to  90.0
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0336: (unknown) $PLAYER_CHAR  1 
0107:  12@ = create_object -114 (BARREL4) at  347.5  417.4  20.6
0107:  13@ = create_object -114 (BARREL4) at  352.9  416.5  20.6
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label064E0F
0395: clear_area  1 at  358.7  277.0 range  22.5  3.0
00A1: put_actor  0@ at  358.7  277.0  22.5
0173: set_actor  0@ z_angle_to  247.0
01B2: give_actor  0@ weapon  27 ammo  30000  ;; Load the weapon model before using this
01B9: set_actor  0@ armed_weapon_to  27

:Label064E0F
00BC: text_highpriority "COK1_7"  5000 ms  2  ;; ~g~He's escaped to the roof, keep on his tail but don't kill him!
0006:  17@ =  0  ;; integer values

:Label064E25
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  374.3  265.5  23.5 radius  2.0  2.0  3.0
004D: jump_if_false £Label064EB6
0001: wait  0 ms
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label064E7F
00BC: text_highpriority "COK1_9"  5000 ms  2  ;; ~r~You're supposed to follow him, not kill him!
0002: jump £Label06644B

:Label064E7F
00D6: if  0
0019:    17@ >  60000  ;; integer values
004D: jump_if_false £Label064EAF
00BC: text_highpriority "TEX1_5"  5000 ms  2  ;; ~r~He got away!
009B: destroy_actor_instantly  0@
0002: jump £Label06644B

:Label064EAF
0002: jump £Label064E25

:Label064EB6
01B5: force_weather  0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
04E3: unknown_player $PLAYER_CHAR  1  300000
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label065020
015F: set_camera_position  357.505  277.646  24.28  0.0  0.0  0.0
0160: point_camera  358.296  277.044  24.171  2
0350: unknown_actor  0@ not_scared_flag  1
01ED: reset_actor  0@ flags
011C: actor $PLAYER_ACTOR clear_objective
0482:  3.0
03D1: play_wav  2
00BC: text_highpriority "COK1_4"  1000 ms  1  ;; Loser.
00D6: if  0
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false £Label064FCE
0395: clear_area  1 at  373.8  265.3 range  22.5  2.0
009A:  11@ = create_actor  5 #NULL at  373.8  265.3  22.5
0223: set_actor  11@ health_to  1000
0446: (unknown)  11@  0 
01ED: reset_actor  11@ flags
0243: set_actor  11@ ped_stats_to  16
0173: set_actor  11@ z_angle_to  48.0
0482:  2.0
01C9: actor  0@ kill_actor  11@
0055: put_player $PLAYER_CHAR at  349.4  278.0  18.6
0002: jump £Label065020

:Label064FCE
0055: put_player $PLAYER_CHAR at  373.7  265.5  22.5
0171: set_player $PLAYER_CHAR z_angle_to  50.0
00DA:  6@ = player $PLAYER_CHAR car
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0107:  4@ = create_object -121 (FAKETARGET) at  371.6  267.7  22.0
02E2: set_actor  0@ weapon_accuracy_to  100
01D8: unknown_actor  0@ unknown_fire_at_target  4@

:Label065020
0001: wait  500 ms
00D6: if  0
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false £Label065059
00D6: if  0
8118:   NOT   actor  11@ dead
004D: jump_if_false £Label065059
0372: set_actor  11@ anim  14 wait_state_time  2000 ms
0372: set_actor $PLAYER_ACTOR anim  14 wait_state_time  2000 ms

:Label065059
00D6: if  0
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false £Label06508F
00D6: if  0
8119:   NOT   car  6@ wrecked
004D: jump_if_false £Label06508F
04FE: unknown_car  6@ flag  0
04FE: unknown_car  6@ flag  1
0224: set_car  6@ health_to  350

:Label06508F
0001: wait  1500 ms
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label0650F2
0350: unknown_actor  0@ not_scared_flag  0
01ED: reset_actor  0@ flags
0482:  1.0
0395: clear_area  1 at  350.5  317.5 range  18.5  2.0
00A1: put_actor  0@ at  350.5  317.5  18.5
0239: actor  0@ run_to  351.6  341.3

:Label0650F2
00D6: if  0
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false £Label065125
009B: destroy_actor_instantly  11@
0055: put_player $PLAYER_CHAR at  373.8  265.3  22.4
0171: set_player $PLAYER_CHAR z_angle_to  48.0

:Label065125
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
03CF: load_wav "COK1_2" as  1
03CF: load_wav "COK1_5" as  2
0006:  17@ =  0  ;; integer values
0001: wait  400 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false £Label065174
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  0 ms
053D: $PLAYER_ACTOR

:Label065174
0395: clear_area  1 at  417.1  464.3 range  27.4  2.0
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label0651BA
00A5: $B00 = create_car #BFINJECT at  417.1  464.3  27.4
01EC: make_car $B00 very_heavy  1

:Label0651BA
03BA: clear_cars_from_cube  361.9  269.1  26.0  336.5  380.8  15.0
03BA: clear_cars_from_cube  334.4  381.4  26.0  383.9  478.7  15.0

:Label0651FA
00D6: if  0
80DB:   NOT   actor  0@ in_car $B00
004D: jump_if_false £Label065ADA
0001: wait  0 ms
00D6: if  0
0119:   car $B00 wrecked
004D: jump_if_false £Label065237
00BC: text_highpriority "COK1_9"  5000 ms  2  ;; ~r~You're supposed to follow him, not kill him!
0002: jump £Label06644B

:Label065237
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label06525D
00BC: text_highpriority "COK1_9"  5000 ms  2  ;; ~r~You're supposed to follow him, not kill him!
0002: jump £Label06644B

:Label06525D
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label0658F0
00D6: if  0
0039:    1@ ==  0  ;; integer values
004D: jump_if_false £Label0658F0
00D6: if  0
00FE:   actor  0@  0 ()near_point  351.6  341.3  18.0 radius  1.0  1.0  5.0
004D: jump_if_false £Label0652C5
0239: actor  0@ run_to  351.6  347.0
0411: (unknown)  0@  0 

:Label0652C5
00D6: if  0
00FE:   actor  0@  0 ()near_point  351.6  347.0  18.0 radius  1.0  1.0  5.0
004D: jump_if_false £Label06530B
0239: actor  0@ run_to  350.8  358.0
0411: (unknown)  0@  0 

:Label06530B
00D6: if  0
00FE:   actor  0@  0 ()near_point  350.8  358.0  18.0 radius  1.0  1.0  5.0
004D: jump_if_false £Label065351
0502: unknown_actor  0@ sprint_to  350.4  375.6
0411: (unknown)  0@  0 

:Label065351
00D6: if  0
00FE:   actor  0@  0 ()near_point  350.4  375.6  18.0 radius  1.0  1.0  5.0
004D: jump_if_false £Label065397
0239: actor  0@ run_to  350.4  380.5
0411: (unknown)  0@  0 

:Label065397
00D6: if  0
00FE:   actor  0@  0 ()near_point  350.4  380.5  19.5 radius  1.0  1.0  5.0
004D: jump_if_false £Label0653DD
0239: actor  0@ run_to  349.8  389.3
0411: (unknown)  0@  0 

:Label0653DD
00D6: if  0
00FE:   actor  0@  0 ()near_point  349.8  389.3  18.0 radius  1.0  1.0  5.0
004D: jump_if_false £Label065423
0502: unknown_actor  0@ sprint_to  346.0  405.6
0411: (unknown)  0@  0 

:Label065423
00D6: if  0
00FE:   actor  0@  0 ()near_point  346.0  405.6  18.0 radius  1.0  1.0  5.0
004D: jump_if_false £Label065469
0502: unknown_actor  0@ sprint_to  349.9  415.8
0411: (unknown)  0@  0 

:Label065469
00D6: if  0
00FE:   actor  0@  0 ()near_point  349.9  415.8  18.0 radius  1.0  1.0  5.0
004D: jump_if_false £Label0654AF
0239: actor  0@ run_to  355.1  423.7
0411: (unknown)  0@  0 

:Label0654AF
00D6: if  0
0039:    3@ ==  0  ;; integer values
004D: jump_if_false £Label0654F1
00D6: if  0
0019:    17@ >  60000  ;; integer values
004D: jump_if_false £Label0654F1
00BC: text_highpriority "TEX1_5"  5000 ms  2  ;; ~r~He got away!
009B: destroy_actor_instantly  0@
0002: jump £Label06644B

:Label0654F1
00D6: if  0
00FE:   actor  0@  0 ()near_point  355.1  423.7  20.6 radius  1.0  1.0  5.0
004D: jump_if_false £Label065756
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  355.1  423.7  20.6 radius  10.0  11.0  7.0
004D: jump_if_false £Label065581
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label065573
03D1: play_wav  2
00BC: text_highpriority "COK1_5"  2000 ms  1  ;; You better keep on running, asshole!

:Label065573
0006:  7@ =  1  ;; integer values
0006:  3@ =  1  ;; integer values

:Label065581
00D6: if  0
0039:    3@ ==  0  ;; integer values
004D: jump_if_false £Label065730
0192: set_actor  0@ objective_to_stand_still
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  352.4  415.3  25.0 radius  10.0  20.0  7.0
004D: jump_if_false £Label065729
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position  357.699  429.507  19.518  0.0  0.0  0.0
0160: point_camera  357.237  428.62  19.533  2
00A1: put_actor  0@ at  356.6  428.2  18.1
0173: set_actor  0@ z_angle_to  158.0
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label065646
03D1: play_wav  1
00BC: text_highpriority "COK1_2"  2000 ms  1  ;; Too slow grandad!

:Label065646
0001: wait  600 ms
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label06566A
02E2: set_actor  0@ weapon_accuracy_to  100
01D8: unknown_actor  0@ unknown_fire_at_target  13@

:Label06566A
0001: wait  500 ms
02CF:  14@ = create_fire_at  347.5  417.4  20.6
02CF:  15@ = create_fire_at  350.9  412.6  20.6
02CF: $AFF = create_fire_at  349.5  416.6  20.6
0001: wait  900 ms
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label0656E7
011C: actor  0@ clear_objective
0350: unknown_actor  0@ not_scared_flag  0
01ED: reset_actor  0@ flags
0502: unknown_actor  0@ sprint_to  366.0  444.6
0411: (unknown)  0@  0 

:Label0656E7
0173: set_actor $PLAYER_ACTOR z_angle_to  344.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label065722
03D1: play_wav  2
00BC: text_highpriority "COK1_5"  2000 ms  1  ;; You better keep on running, asshole!

:Label065722
0006:  3@ =  1  ;; integer values

:Label065729
0002: jump £Label065756

:Label065730
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label065756
0502: unknown_actor  0@ sprint_to  360.4  432.9
0411: (unknown)  0@  0 

:Label065756
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label0658F0
00D6: if  0
00FE:   actor  0@  0 ()near_point  366.0  444.6  19.7 radius  1.0  1.0  5.0
004D: jump_if_false £Label0657AC
0502: unknown_actor  0@ sprint_to  374.0  456.3
0411: (unknown)  0@  0 

:Label0657AC
00D6: if  0
00FE:   actor  0@  0 ()near_point  374.0  456.3  19.7 radius  1.0  1.0  5.0
004D: jump_if_false £Label0657F2
0239: actor  0@ run_to  374.2  465.8
0411: (unknown)  0@  0 

:Label0657F2
00D6: if  0
00FE:   actor  0@  0 ()near_point  374.2  465.8  19.4 radius  1.0  1.0  5.0
004D: jump_if_false £Label0658F0
00D6: if  0
0039:    5@ ==  0  ;; integer values
004D: jump_if_false £Label0658F0
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label0658F0
03AB: (unknown) $B00  1 
00AB: put_car $B00 at  368.4  478.6  10.4
0129:  8@ = create_actor  9 #SGA in_car $B00 driverseat
01B2: give_actor  8@ weapon  27 ammo  30000  ;; Load the weapon model before using this
0243: set_actor  8@ ped_stats_to  16
01ED: reset_actor  8@ flags
0175: set_car $B00 z_angle_to  311.0
00AD: set_car $B00 max_speed_to  0.0
0239: actor  0@ run_to  375.5  471.4
0411: (unknown)  0@  0 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position  382.421  481.019  12.024  0.0  0.0  0.0
0160: point_camera  381.675  480.371  12.177  2
0006:  5@ =  1  ;; integer values

:Label0658F0
00D6: if  1
0039:    2@ ==  1  ;; integer values
0039:    3@ ==  1  ;; integer values
004D: jump_if_false £Label065958
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label065958
00D6: if  0
00FE:   actor  0@  0 ()near_point  355.1  423.7  20.6 radius  1.0  1.0  5.0
004D: jump_if_false £Label065958
0239: actor  0@ run_to  366.0  444.6

:Label065958
00D6: if  0
0039:    7@ ==  1  ;; integer values
004D: jump_if_false £Label0659B9
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label0659B9
00D6: if  0
00FE:   actor  0@  0 ()near_point  355.1  423.7  20.6 radius  1.0  1.0  5.0
004D: jump_if_false £Label0659B9
0239: actor  0@ run_to  366.0  444.6

:Label0659B9
00D6: if  21
0366: (unknown)  12@ 
0366: (unknown)  13@ 
004D: jump_if_false £Label065A3C
00D6: if  0
0039:    2@ ==  0  ;; integer values
004D: jump_if_false £Label065A3C
00D6: if  0
0039:    3@ ==  0  ;; integer values
004D: jump_if_false £Label065A3C
02CF:  14@ = create_fire_at  347.5  417.4  20.6
02CF:  15@ = create_fire_at  350.9  412.6  20.6
02CF: $AFF = create_fire_at  349.5  416.6  20.6
0006:  2@ =  1  ;; integer values
0006:  3@ =  1  ;; integer values

:Label065A3C
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label065AAD
00D6: if  0
0039:    1@ ==  0  ;; integer values
004D: jump_if_false £Label065AAD
00D6: if  0
00FE:   actor  0@  0 ()near_point  375.5  471.4  14.1 radius  3.0  3.0  5.0
004D: jump_if_false £Label065AAD
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label065AAD
01D4: actor  0@ go_to_car $B00 and_enter_it_as_a_passenger
0006:  1@ =  1  ;; integer values

:Label065AAD
00D6: if  0
0119:   car $B00 wrecked
004D: jump_if_false £Label065AD3
00BC: text_highpriority "COK1_9"  5000 ms  2  ;; ~r~You're supposed to follow him, not kill him!
0002: jump £Label06644B

:Label065AD3
0002: jump £Label0651FA

:Label065ADA
0171: set_player $PLAYER_CHAR z_angle_to  0.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00BC: text_highpriority "COK1_8"  15000 ms  2  ;; ~g~Quick! Grab some wheels and follow him!
0001: wait  2000 ms
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label065BB9
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label065BB9
0489: unknown_actor  0@ flag  0
011C: actor  0@ clear_objective
0362: remove_actor  0@ from_car_and_place_at  349.4  278.0  18.6
0464: put_actor  0@ into_turret_on_car $B00 at_car_offset  .4  0.0  1.0 unknown  2 angle  180.0 with_weapon  27
011A: set_actor  0@ flags  1
02E2: set_actor  0@ weapon_accuracy_to  50
01CA: actor  0@ kill_player $PLAYER_CHAR
0319: set_actor  0@ wander_state_to  1 (off)
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label065BB9
00A7: car $B00 drive_to  541.1  482.6  10.8
00AD: set_car $B00 max_speed_to  18.0
00AE: unknown_set_car $B00 to_ignore_traffic_lights  2

:Label065BB9
0006:  16@ =  0  ;; integer values
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label065BD0

:Label065BD0
00D6: if  21
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point  34.9  1086.8  14.5 radius  20.0  20.0  10.0
80FE:   NOT   actor  0@  0 ()near_point  34.9  1086.8  14.5 radius  15.0  15.0  10.0
004D: jump_if_false £Label066374
0001: wait  0 ms
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label065C4F
00BC: text_highpriority "COK1_9"  5000 ms  2  ;; ~r~You're supposed to follow him, not kill him!
0002: jump £Label06644B

:Label065C4F
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor  0@ radius  180.0  180.0
004D: jump_if_false £Label065C84
00BC: text_highpriority "TEX1_5"  5000 ms  2  ;; ~r~He got away!
0002: jump £Label06644B

:Label065C84
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label06602F
00D6: if  0
8118:   NOT   actor  8@ dead
004D: jump_if_false £Label065CE9
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label065CE9
00D6: if  0
80DB:   NOT   actor  8@ in_car $B00
004D: jump_if_false £Label065CD4
0465: remove_actor  0@ from_turret_mode
01CA: actor  8@ kill_player $PLAYER_CHAR

:Label065CD4
00D6: if  0
02BF:   car $B00 sunk
004D: jump_if_false £Label065CE9
0465: remove_actor  0@ from_turret_mode

:Label065CE9
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label065D5A
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label065D5A
00D6: if  0
80DB:   NOT   actor  0@ in_car $B00
004D: jump_if_false £Label065D5A
00D6: if  0
8118:   NOT   actor  8@ dead
004D: jump_if_false £Label065D50
00D6: if  0
80DB:   NOT   actor  8@ in_car $B00
004D: jump_if_false £Label065D49
00AD: set_car $B00 max_speed_to  0.0

:Label065D49
0002: jump £Label065D5A

:Label065D50
00AD: set_car $B00 max_speed_to  0.0

:Label065D5A
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label065DCB
00D6: if  0
00DC:   player $PLAYER_CHAR driving $B00
004D: jump_if_false £Label065DCB
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label065DCB
0465: remove_actor  0@ from_turret_mode
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label065DCB
00D6: if  0
0019:    16@ >  1000  ;; integer values
004D: jump_if_false £Label065DCB
0319: set_actor  0@ wander_state_to  1 (off)
01D5: actor  0@ go_to_and_drive_car $B00
0006:  16@ =  0  ;; integer values

:Label065DCB
00D6: if  0
0118:   actor  8@ dead
004D: jump_if_false £Label065E42
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label065E42
0465: remove_actor  0@ from_turret_mode
00D6: if  0
0185:   car $B00 health >=  269
004D: jump_if_false £Label065E1C
01D5: actor  0@ go_to_and_drive_car $B00
00AD: set_car $B00 max_speed_to  0.0
0002: jump £Label065E42

:Label065E1C
00D6: if  0
0019:    16@ >  1500  ;; integer values
004D: jump_if_false £Label065E42
0319: set_actor  0@ wander_state_to  1 (off)
0377: set_actor  0@ objective_to-32
0006:  16@ =  0  ;; integer values

:Label065E42
00D6: if  0
0038:   $B01 ==  0  ;; integer values
004D: jump_if_false £Label065EA7
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label065EA7
00D6: if  0
01F4:   car $B00 flipped
004D: jump_if_false £Label065EA7
00D6: if  0
80DB:   NOT   actor  0@ in_car $B00
004D: jump_if_false £Label065E98
0465: remove_actor  0@ from_turret_mode
0377: set_actor  0@ objective_to-32
0002: jump £Label065EA0

:Label065E98
01D3: actor  0@ leave_car $B00

:Label065EA0
0004: $B01 =  1  ;; integer values

:Label065EA7
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label065FBF
00D6: if  0
8185:   NOT   car $B00 health >=  270
004D: jump_if_false £Label065FB8
00AD: set_car $B00 max_speed_to  10.0
0465: remove_actor  0@ from_turret_mode
00D6: if  0
00DB:   actor  0@ in_car $B00
004D: jump_if_false £Label065F48
01D3: actor  0@ leave_car $B00

:Label065EF4
00D6: if  0
00DB:   actor  0@ in_car $B00
004D: jump_if_false £Label065F48
0001: wait  0 ms
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label065F31
00BC: text_highpriority "COK1_9"  5000 ms  2  ;; ~r~You're supposed to follow him, not kill him!
0002: jump £Label06644B

:Label065F31
00D6: if  0
0119:   car $B00 wrecked
004D: jump_if_false £Label065F41

:Label065F41
0002: jump £Label065EF4

:Label065F48
00D6: if  0
00DF:   actor  0@ driving
004D: jump_if_false £Label065F92
00D9: $B00 = actor  0@ car
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label065F8B
00A7: car $B00 drive_to  34.9  1086.8  14.5
00AE: unknown_set_car $B00 to_ignore_traffic_lights  2

:Label065F8B
0002: jump £Label065FB8

:Label065F92
00D6: if  0
0019:    16@ >  1500  ;; integer values
004D: jump_if_false £Label065FB8
0319: set_actor  0@ wander_state_to  1 (off)
0377: set_actor  0@ objective_to-32
0006:  16@ =  0  ;; integer values

:Label065FB8
0002: jump £Label06602F

:Label065FBF
00D6: if  0
00DF:   actor  0@ driving
004D: jump_if_false £Label066009
00D9: $B00 = actor  0@ car
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label066002
00A7: car $B00 drive_to  34.9  1086.8  14.5
00AE: unknown_set_car $B00 to_ignore_traffic_lights  2

:Label066002
0002: jump £Label06602F

:Label066009
00D6: if  0
0019:    16@ >  1500  ;; integer values
004D: jump_if_false £Label06602F
0319: set_actor  0@ wander_state_to  1 (off)
0377: set_actor  0@ objective_to-32
0006:  16@ =  0  ;; integer values

:Label06602F
00D6: if  0
8118:   NOT   actor  8@ dead
004D: jump_if_false £Label066176
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label066176
00D6: if  0
00DB:   actor  8@ in_car $B00
004D: jump_if_false £Label066176
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor  0@ radius  50.0  50.0
004D: jump_if_false £Label066099
00AD: set_car $B00 max_speed_to  34.0
02E2: set_actor  0@ weapon_accuracy_to  60
0002: jump £Label0660AA

:Label066099
00AD: set_car $B00 max_speed_to  18.0
02E2: set_actor  0@ weapon_accuracy_to  50

:Label0660AA
00D6: if  0
00FE:   actor  0@  0 ()near_point  541.1  482.6  10.8 radius  8.0  8.0  6.0
004D: jump_if_false £Label0660EE
00A7: car $B00 drive_to  527.9  974.9  17.6

:Label0660EE
00D6: if  0
00FE:   actor  0@  0 ()near_point  527.9  974.9  17.6 radius  8.0  8.0  6.0
004D: jump_if_false £Label066132
00A7: car $B00 drive_to  455.1  1285.5  17.3

:Label066132
00D6: if  0
00FE:   actor  0@  0 ()near_point  455.1  1285.5  17.3 radius  8.0  8.0  6.0
004D: jump_if_false £Label066176
00A7: car $B00 drive_to  266.2  1139.9  21.1

:Label066176
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label0662AF
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label0662AF
00D6: if  0
00DB:   actor  0@ in_car $B00
004D: jump_if_false £Label0662AF
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor  0@ radius  50.0  50.0
004D: jump_if_false £Label0661D9
00AD: set_car $B00 max_speed_to  34.0
0002: jump £Label0661E3

:Label0661D9
00AD: set_car $B00 max_speed_to  20.0

:Label0661E3
00D6: if  0
00FE:   actor  0@  0 ()near_point  541.1  482.6  10.8 radius  8.0  8.0  6.0
004D: jump_if_false £Label066227
00A7: car $B00 drive_to  527.9  974.9  17.6

:Label066227
00D6: if  0
00FE:   actor  0@  0 ()near_point  527.9  974.9  17.6 radius  8.0  8.0  6.0
004D: jump_if_false £Label06626B
00A7: car $B00 drive_to  455.1  1285.5  17.3

:Label06626B
00D6: if  0
00FE:   actor  0@  0 ()near_point  455.1  1285.5  17.3 radius  8.0  8.0  6.0
004D: jump_if_false £Label0662AF
00A7: car $B00 drive_to  266.2  1139.9  21.1

:Label0662AF
00D6: if  0
00FE:   actor  0@  0 ()near_point  266.2  1139.9  21.1 radius  8.0  8.0  6.0
004D: jump_if_false £Label066303
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label066303
00A7: car $B00 drive_to  34.9  1086.8  14.5

:Label066303
00D6: if  21
0366: (unknown)  12@ 
0366: (unknown)  13@ 
004D: jump_if_false £Label06636D
00D6: if  0
0039:    2@ ==  0  ;; integer values
004D: jump_if_false £Label06636D
02CF:  14@ = create_fire_at  347.5  417.4  20.6
02CF:  15@ = create_fire_at  350.9  412.6  20.6
02CF: $AFF = create_fire_at  349.5  416.6  20.6
0006:  2@ =  1  ;; integer values

:Label06636D
0002: jump £Label065BD0

:Label066374
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  0 ms
02A3: toggle_widescreen  1 (on)
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label0663FA
00D6: if  0
00DF:   actor  0@ driving
004D: jump_if_false £Label0663B7
0362: remove_actor  0@ from_car_and_place_at  56.4  1081.1  15.0

:Label0663B7
0465: remove_actor  0@ from_turret_mode
01ED: reset_actor  0@ flags
011C: actor  0@ clear_objective
00A1: put_actor  0@ at  56.4  1081.1  15.0
0173: set_actor  0@ z_angle_to  275.0
0239: actor  0@ run_to  72.4  1082.8
0411: (unknown)  0@  0 

:Label0663FA
015F: set_camera_position  79.834  1069.695  14.212  0.0  0.0  0.0
0160: point_camera  79.273  1070.427  14.597  2
0001: wait  3000 ms
009B: destroy_actor_instantly  0@
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0002: jump £Label06645C

:Label06644B
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label06645C
0004: $PASSED_COK1_THE_CHASE =  1  ;; integer values
0394: play_music  1
01E3: text_1number_styled "M_PASS"  1000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  1000
0318: set_latest_mission_passed "COK_1"  ;; The Chase
030C: set_mission_points +=  1
0004: $364 =  1  ;; integer values
0004: $36A =  1  ;; integer values
004F: create_thread ££Label00B8F8 
0051: return

:Label0664AC
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $3F
0249: release_model #BFINJECT
0249: release_model #RUGER
0249: release_model -114 (BARREL4)
0249: release_model #FAGGIO
0249: release_model -121 (FAKETARGET)
0249: release_model #SGA
01C3: remove_references_to_car $B00  ;; Like turning a car into any random car
01C2: remove_references_to_actor  0@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  8@  ;; Like turning an actor into a random pedestrian
0296: unload_special_actor  5
0482:  0.0
014C: set_parked_car_generator $75C cars_to_generate_to  101
00D6: if  0
8119:   NOT   car $B00 wrecked
004D: jump_if_false £Label066509
03AB: (unknown) $B00  0 

:Label066509
0004: $ONMISSION =  0  ;; integer values
040D: unload_wav  1
040D: unload_wav  2
01B7: release_weather
009B: destroy_actor_instantly  11@
01C4: remove_references_to_object  12@  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object  13@  ;; This object will now disappear when the player looks away
031A: remove_all_fires
00D8: mission_cleanup
0051: return

;-------------Mission 13---------------
; Originally: Phnom Penh '86


:Label06652F
0050: gosub £Label066553
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label06654A
0050: gosub £Label069B87

:Label06654A
0050: gosub £Label069E31
004E: end_thread

:Label066553
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "BARON2"
0001: wait  0 ms
054C: use_GXT_table "BARON2"
058E: set_restart_mission_taxi_destination -288.2 -487.5  9.8  275.0
0006:  10@ =  0  ;; integer values
0006:  11@ =  0  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0004: $26 =  0  ;; integer values
0004: $27 =  0  ;; integer values
0004: $28 =  0  ;; integer values
0004: $29 =  0  ;; integer values
0004: $2A =  0  ;; integer values
0004: $2B =  0  ;; integer values
0006:  12@ =  0  ;; integer values
0006:  13@ =  0  ;; integer values
0006:  14@ =  0  ;; integer values
0006:  15@ =  0  ;; integer values
0004: $B2F =  0  ;; integer values
0004: $B1E =  0  ;; integer values
0006:  5@ =  0  ;; integer values
0004: $B0A =  0  ;; integer values
03DE: set_pedestrians_density_multiplier_to  0.0
04BB: select_interiour  2  ;; select render area
04F9: interiour_colors  8  0
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSDIAZ"
023C: load_special_actor  3 "CSBUDDY"
023C: load_special_actor  4 "IGBUDDY"
0247: request_model #MAVERICK
02F3: load_object #CUTOBJ01 "DZPLANT"
02F3: load_object #CUTOBJ02 "COLPHON"
038B: load_requested_models
03CB: set_camera -378.3 -591.9  25.8

:Label06667B
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
8248:   NOT   model #MAVERICK available
004D: jump_if_false £Label0666A6
0001: wait  0 ms
0002: jump £Label06667B

:Label0666A6
00D6: if  21
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label0666C6
0001: wait  0 ms
0002: jump £Label0666A6

:Label0666C6
02E4: load_cutscene_data "COK_2A"
0395: clear_area  1 at -378.6 -552.6 range  25.5  15.0
0395: clear_area  1 at -379.0 -564.6 range  19.8  15.0
0244: set_cutscene_pos -378.62 -552.676  18.534
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A1 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A1 "CSDIAZ"
02E5: $88 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $B1C = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $B1C "DZPLANT"
02E5: $8C = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $8C "COLPHON"
0395: clear_area  1 at -379.2 -536.4 range  16.2  1.0
0055: put_player $PLAYER_CHAR at -379.2 -536.4  16.2
0171: set_player $PLAYER_CHAR z_angle_to  0.0
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0667CA
00D6: if  0
001A:    4424 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0667ED
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0667CA

:Label0667ED
00BC: text_highpriority "COK2_A"  10000 ms  1  ;; What kind of incompetent fool are you?

:Label0667FC
00D6: if  0
001A:    6836 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06681F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0667FC

:Label06681F
00BC: text_highpriority "COK2_B"  10000 ms  1  ;; FOOL! FOOL! FOOL! FOOL!

:Label06682E
00D6: if  0
001A:    12564 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066851
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06682E

:Label066851
00BC: text_highpriority "COK2_C"  10000 ms  1  ;; Tommy!

:Label066860
00D6: if  0
001A:    13816 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066883
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066860

:Label066883
00BC: text_highpriority "COK2_D"  10000 ms  1  ;; What, Ricardo?

:Label066892
00D6: if  0
001A:    15862 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0668B5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066892

:Label0668B5
00BC: text_highpriority "COK2_E"  10000 ms  1  ;; These idiots - they always trying to screw you.

:Label0668C4
00D6: if  0
001A:    17918 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0668E7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0668C4

:Label0668E7
00BC: text_highpriority "COK2_F"  10000 ms  1  ;; That's the problem with this business.

:Label0668F6
00D6: if  0
001A:    20021 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066919
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0668F6

:Label066919
00BC: text_highpriority "COK2_G"  10000 ms  1  ;; What do you think you're doing?

:Label066928
00D6: if  0
001A:    24585 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06694B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066928

:Label06694B
00BC: text_highpriority "COK2_H"  10000 ms  1  ;; These pricks have failed me miserably,

:Label06695A
00D6: if  0
001A:    27367 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06697D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06695A

:Label06697D
00BC: text_highpriority "COK2_I"  10000 ms  1  ;; Soon any mom and pop will think they can sell gallo in Vice City.

:Label06698C
00D6: if  0
001A:    32111 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0669AF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06698C

:Label0669AF
00BC: text_highpriority "COK2_J"  10000 ms  1  ;; What next, huh? The stinking Mafia?!

:Label0669BE
00D6: if  0
001A:    35328 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0669E3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0669BE

:Label0669E3
00BC: text_highpriority "COK2_K"  10000 ms  1  ;; That gang place is a fortress at ground level,

:Label0669F2
00D6: if  0
001A:    39729 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066A17
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0669F2

:Label066A17
00BC: text_highpriority "COK2_L"  10000 ms  1  ;; so Quentin here - Quentin! QUENTIN!

:Label066A26
00D6: if  0
001A:    41796 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066A4B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066A26

:Label066A4B
00BC: text_highpriority "COK2_M"  10000 ms  1  ;; He'll fly you over the area!

:Label066A5A
00D6: if  0
001A:    44036 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066A7F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066A5A

:Label066A7F
00BC: text_highpriority "COK2_N"  10000 ms  1  ;; Eradicate them!

:Label066A8E
00D6: if  0
001A:    45599 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066AB3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066A8E

:Label066AB3
00BC: text_highpriority "COK2_O"  10000 ms  1  ;; What do you think you're doing?

:Label066AC2
00D6: if  0
001A:    48599 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066AE7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066AC2

:Label066AE7
00BE: text_clear_all

:Label066AE9
00D6: if  0
001A:    49960 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066B0E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066AE9

:Label066B0E
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04FA: reset_interior_colors  0
016A: fade  0 ()  1500 ms
00BA: text_styled "COK_2"  15000 ms  2  ;; Phnom Penh '86

:Label066B3E
00D6: if  0
016B:   fading
004D: jump_if_false £Label066B56
0001: wait  0 ms
0002: jump £Label066B3E

:Label066B56
02EA: end_cutscene
03DE: set_pedestrians_density_multiplier_to  0.0
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSBUDDY"
02F3: load_object #CUTOBJ01 "CSCHOPB"
038B: load_requested_models

:Label066B86
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false £Label066BA9
0001: wait  0 ms
0002: jump £Label066B86

:Label066BA9
04BB: select_interiour  0  ;; select render area
03CB: set_camera -380.9 -565.7  40.0
02E4: load_cutscene_data "COK_2B"
0244: set_cutscene_pos -390.8 -573.877  40.1
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $88 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $94 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $94 "CSCHOPB"
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label066C33
00D6: if  0
001A:    130 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066C56
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066C33

:Label066C56
00BC: text_highpriority "COK2_P"  10000 ms  1  ;; What are you doing here?

:Label066C65
00D6: if  0
001A:    1110 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066C88
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066C65

:Label066C88
00BC: text_highpriority "COK2_Q"  10000 ms  1  ;; Hey, I've been asking around and it's obvious

:Label066C97
00D6: if  0
001A:    3040 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066CBA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066C97

:Label066CBA
00BC: text_highpriority "COK2_R"  10000 ms  1  ;; that Diaz jumped the deal and iced my brother.

:Label066CC9
00D6: if  0
001A:    5010 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066CEC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066CC9

:Label066CEC
00BC: text_highpriority "COK2_S"  10000 ms  1  ;; And he'll kill you, too!

:Label066CFB
00D6: if  0
001A:    6070 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066D1E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066CFB

:Label066D1E
00BC: text_highpriority "COK2_T"  10000 ms  1  ;; I can take Diaz!

:Label066D2D
00D6: if  0
001A:    7050 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066D50
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066D2D

:Label066D50
00BC: text_highpriority "COK2_U"  10000 ms  1  ;; No - listen to me! I'll handle Diaz -

:Label066D5F
00D6: if  0
001A:    10040 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066D82
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066D5F

:Label066D82
00BC: text_highpriority "COK2_V"  10000 ms  1  ;; - he's beginning to trust me.

:Label066D91
00D6: if  0
001A:    11500 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label066DB4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label066D91

:Label066DB4
00BE: text_clear_all
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label066DBF
00D6: if  0
016B:   fading
004D: jump_if_false £Label066DD7
0001: wait  0 ms
0002: jump £Label066DBF

:Label066DD7
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
0247: request_model #SGA
0247: request_model #SGB
0247: request_model #M60
0247: request_model #TEC9
0247: request_model #BOBCAT
0247: request_model -114 (BARREL4)
0247: request_model #RUGER
0247: request_model #GANGBUR
0247: request_model #SPARROW
023C: load_special_actor  5 "SGC"
038B: load_requested_models

:Label066E22
00D6: if  25
8248:   NOT   model #SGA available
8248:   NOT   model #SGB available
8248:   NOT   model #M60 available
8248:   NOT   model #TEC9 available
8248:   NOT   model #BOBCAT available
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label066E53
0001: wait  0 ms
0002: jump £Label066E22

:Label066E53
00D6: if  23
8248:   NOT   model -114 (BARREL4) available
8248:   NOT   model #RUGER available
8248:   NOT   model #SPARROW available
8248:   NOT   model #GANGBUR available
004D: jump_if_false £Label066E7C
0001: wait  0 ms
0002: jump £Label066E53

:Label066E7C
00A5: $B05 = create_car #MAVERICK at -391.0 -573.0 -100.0
0229: set_car $B05 color_to  3  1
0224: set_car $B05 health_to  3000
023C: load_special_actor  6 "SPANDXA"
0247: request_model #MARQUIS
0247: request_model #RIO
0247: request_model #SEASPAR
0247: request_model #WMYGO
0247: request_model #CADDY
0482:  2.0
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label066F77
0227: $B07 = car $B05 health
03C4: set_status_text_to $B07  1 (bar) "COK2_24"  ;; Heli Health:
0050: gosub £Label069F51
04E2: $PLAYER_CHAR  1
0129: $LANCE_VANCE = create_actor  4 #SPECIAL04 in_car $B05 driverseat
0446: (unknown) $LANCE_VANCE  0 
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on  1
04A2: heli $B05 fly_to -375.155 -548.155  48.266 speed  20
015F: set_camera_position -386.772 -581.461  40.134  0.0  0.0  0.0
0160: point_camera -387.379 -580.692  40.335  2
04DF: $B05  1
041E: set_radio_station  3 -1

:Label066F77
0001: wait  500 ms
016A: fade  1 (back)  1000 ms
0001: wait  6000 ms
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
0169: set_fade_color  1  1  1
043C: unknown_set_game_sounds  0
016A: fade  0 ()  500 ms
0001: wait  500 ms
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label066FD2
012A: put_player $PLAYER_CHAR at -379.2 -536.4  16.2 and_remove_from_car

:Label066FD2
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label067002
0464: put_actor $PLAYER_ACTOR into_turret_on_car $B05 at_car_offset -1.4  1.0 -.1 unknown  1 angle  90.0 with_weapon  32

:Label067002
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  500 ms
00D6: if  0
0248:   model #MARQUIS available
004D: jump_if_false £Label067032
00A5: $B18 = create_car #MARQUIS at -363.6 -226.7  5.5

:Label067032
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point  89.1  1084.0  39.0 radius  6.0  6.0  6.0
004D: jump_if_false £Label067AF6
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label067087
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label067087
0050: gosub £Label069F51
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -375.0 -548.0  48.266 radius  6.0  6.0  6.0
004D: jump_if_false £Label0670D4
04A2: heli $B05 fly_to -366.0 -346.0  50.0 speed  50

:Label0670D4
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -366.0 -346.0  50.0 radius  6.0  6.0  6.0
004D: jump_if_false £Label0671CE
04A2: heli $B05 fly_to -264.0  46.2  15.0 speed  70
0169: set_fade_color  0  0  0
00D6: if  0
0039:    10@ ==  0  ;; integer values
004D: jump_if_false £Label06717C
00A5:  6@ = create_car #SEASPAR at -110.0  692.4  70.0
0224: set_car  6@ health_to  500
0129:  8@ = create_actor  4 #SGA in_car  6@ driverseat
04A2: heli  6@ fly_to -110.0 -48.2  38.0 speed  2
0006:  10@ =  1  ;; integer values

:Label06717C
00D6: if  0
0039:    11@ ==  0  ;; integer values
004D: jump_if_false £Label0671CE
00A5:  7@ = create_car #SPARROW at -108.0  720.4  68.0
0129:  9@ = create_actor  4 #SGA in_car  7@ driverseat
04A2: heli  7@ fly_to -108.0 -48.2  40.0 speed  7
0006:  11@ =  1  ;; integer values

:Label0671CE
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -264.0  46.2  15.0 radius  6.0  6.0  6.0
004D: jump_if_false £Label067367
04A2: heli $B05 fly_to  17.9  1035.5  34.2 speed  40
00D6: if  0
0038:   $B0A ==  0  ;; integer values
004D: jump_if_false £Label067367
00A6: destroy_car $B18
00D6: if  0
023D:   special_actor  6 loaded
004D: jump_if_false £Label067252
009A: $B0C = create_actor  4 #SPECIAL06 at -261.6  62.4  26.2

:Label067252
00A5: $B18 = create_car #MARQUIS at -211.6  394.1  5.5
0224: set_car $B18 health_to  500
0175: set_car $B18 z_angle_to  238.0
00A5: $B19 = create_car #RIO at -193.1  384.0  5.5
0224: set_car $B19 health_to  500
0175: set_car $B19 z_angle_to  119.0
00A5: $B1A = create_car #MARQUIS at -222.9  363.8  5.5
0224: set_car $B1A health_to  500
009A: $B0D = create_actor  4 #WMYGO at -151.4  493.2  15.3
0243: set_actor $B0D ped_stats_to  39
009A: $B0E = create_actor  4 #WMYGO at -150.5  496.3  15.4
0243: set_actor $B0E ped_stats_to  39
03F9: make_actors $B0D $B0E converse_in  999999 ms
00A5: $B24 = create_car #CADDY at -145.6  496.0  14.8
0224: set_car $B24 health_to  500
0175: set_car $B24 z_angle_to  58.0
00A5: $B0B = create_car #CADDY at -148.8  490.1  14.8
0224: set_car $B0B health_to  500
0175: set_car $B0B z_angle_to  90.0
0004: $B0A =  1  ;; integer values

:Label067367
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  17.9  1035.5  34.2 radius  6.0  6.0  6.0
004D: jump_if_false £Label0675D3
04A2: heli $B05 fly_to  87.0  1087.6  38.0 speed  50
00D6: if  0
0038:   $B16 ==  0  ;; integer values
004D: jump_if_false £Label0675D3
00A6: destroy_car  6@
00A6: destroy_car  7@
009B: destroy_actor_instantly  8@
009B: destroy_actor_instantly  9@
009B: destroy_actor_instantly $B0D
009B: destroy_actor_instantly $B0E
00A6: destroy_car $B18
00A6: destroy_car $B19
00A6: destroy_car $B1A
00A6: destroy_car $B24
00A6: destroy_car $B0B
0249: release_model #SPARROW
0249: release_model #MARQUIS
0249: release_model #RIO
0249: release_model #SEASPAR
0249: release_model #CADDY
0249: release_model #WMYGO
0296: unload_special_actor  6
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label06758A
009A: $B0C = create_actor  4 #SGA at  70.9  1106.4 -100.0
0350: unknown_actor $B0C not_scared_flag  1
01D9: actor $B0C run_away_from_car $B05
011A: set_actor $B0C flags  1
022D: set_actor $B0C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0C weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0C health_to  50
009A: $B0D = create_actor  4 #SGB at  75.0  1106.9 -100.0
0350: unknown_actor $B0D not_scared_flag  1
01D9: actor $B0D run_away_from_car $B05
011A: set_actor $B0D flags  1
022D: set_actor $B0D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0D weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0D health_to  50
009A: $B0E = create_actor  4 #SGA at  71.5  1099.0 -100.0
0350: unknown_actor $B0E not_scared_flag  1
01D9: actor $B0E run_away_from_car $B05
011A: set_actor $B0E flags  1
022D: set_actor $B0E to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0E weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0E health_to  50
009A: $B0F = create_actor  4 #SGB at  78.4  1101.6 -100.0
0350: unknown_actor $B0F not_scared_flag  1
01D9: actor $B0F run_away_from_car $B05
011A: set_actor $B0F flags  1
022D: set_actor $B0F to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0F weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0F health_to  50
009A: $B10 = create_actor  4 #SGA at  76.0  1095.6 -100.0
0350: unknown_actor $B10 not_scared_flag  1
01D9: actor $B10 run_away_from_car $B05
011A: set_actor $B10 flags  1
022D: set_actor $B10 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B10 weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B10 health_to  50

:Label06758A
0107: $B2A = create_object -114 (BARREL4) at  65.6  1104.6  31.5
0107: $B2B = create_object -114 (BARREL4) at  65.7  1107.5  31.5
0107: $B2C = create_object -114 (BARREL4) at  86.7  1114.3  31.5
0004: $B16 =  1  ;; integer values

:Label0675D3
00D6: if  0
0038:   $26 ==  0  ;; integer values
004D: jump_if_false £Label06767E
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label06761D
03CF: load_wav "COK2_1" as  1
03CF: load_wav "COK2_2" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label067624

:Label06761D
0050: gosub £Label06A004

:Label067624
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label06767E
03D1: play_wav  1
00BC: text_highpriority "COK2_1"  5000 ms  2  ;; One thing puzzling me, What's with 'Quentin!?
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label06767E
0001: wait  500 ms
03D1: play_wav  2
00BC: text_highpriority "COK2_2"  5000 ms  2  ;; I dunno, I always kinda liked it...Quentin Vance...
0004: $26 =  1  ;; integer values
0050: gosub £Label06A020

:Label06767E
00D6: if  2
0038:   $26 ==  1  ;; integer values
0038:   $27 ==  0  ;; integer values
0019:    17@ >  3000  ;; integer values
004D: jump_if_false £Label067738
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label0676D7
03CF: load_wav "COK2_3" as  1
03CF: load_wav "COK2_4" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label0676DE

:Label0676D7
0050: gosub £Label06A004

:Label0676DE
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label067738
03D1: play_wav  1
00BC: text_highpriority "COK2_3"  5000 ms  2  ;; Vance? Your name's Lance Vance?
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label067738
0001: wait  500 ms
03D1: play_wav  2
00BC: text_highpriority "COK2_4"  5000 ms  2  ;; Hey! I got enough of that at school!
0004: $27 =  1  ;; integer values
0050: gosub £Label06A020

:Label067738
00D6: if  2
0038:   $27 ==  1  ;; integer values
0038:   $28 ==  0  ;; integer values
0019:    17@ >  3000  ;; integer values
004D: jump_if_false £Label067800
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label067791
03CF: load_wav "COK2_8D" as  1
03CF: load_wav "COK2_7B" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label067798

:Label067791
0050: gosub £Label06A004

:Label067798
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label067800
03D1: play_wav  1
00BC: text_highpriority "COK2_13"  4000 ms  2  ;; Lance Vance. Poor bastard.
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label067800
00D6: if  0
0019:    17@ >  6000  ;; integer values
004D: jump_if_false £Label067800
03D1: play_wav  2
00BC: text_highpriority "COK2_8"  4000 ms  2  ;; Where the hell are we headed anyway?
0004: $28 =  1  ;; integer values
0050: gosub £Label06A020

:Label067800
00D6: if  2
0038:   $28 ==  1  ;; integer values
0038:   $29 ==  0  ;; integer values
0019:    17@ >  2000  ;; integer values
004D: jump_if_false £Label0678C8
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label067859
03CF: load_wav "COK2_7C" as  1
03CF: load_wav "COK2_5" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label067860

:Label067859
0050: gosub £Label06A004

:Label067860
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label0678C8
03D1: play_wav  1
00BC: text_highpriority "COK2_9"  5000 ms  2  ;; Prawn Island.
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0678C8
00D6: if  0
0019:    17@ >  4000  ;; integer values
004D: jump_if_false £Label0678C8
03D1: play_wav  2
00BC: text_highpriority "COK2_5"  5000 ms  2  ;; You ever fired one of those from a whirly?
0004: $29 =  1  ;; integer values
0050: gosub £Label06A020

:Label0678C8
00D6: if  2
0038:   $29 ==  1  ;; integer values
0038:   $2A ==  0  ;; integer values
0019:    17@ >  3000  ;; integer values
004D: jump_if_false £Label067990
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label067921
03CF: load_wav "COK2_6" as  1
03CF: load_wav "COK2_9" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label067928

:Label067921
0050: gosub £Label06A004

:Label067928
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label067990
03D1: play_wav  1
00BC: text_highpriority "COK2_6"  3000 ms  2  ;; No. I'll get a bit of practice on the way though.
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label067990
00D6: if  0
0019:    17@ >  12000  ;; integer values
004D: jump_if_false £Label067990
03D1: play_wav  2
00BC: text_highpriority "COK2_14"  5000 ms  2  ;; Ok, we're almost there.
0004: $2A =  1  ;; integer values
0050: gosub £Label06A020

:Label067990
00D6: if  2
0038:   $2A ==  1  ;; integer values
0038:   $2B ==  0  ;; integer values
0019:    17@ >  2000  ;; integer values
004D: jump_if_false £Label067A4A
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label0679E9
03CF: load_wav "COK210A" as  1
03CF: load_wav "COK210B" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label0679F0

:Label0679E9
0050: gosub £Label06A004

:Label0679F0
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label067A4A
03D1: play_wav  1
00BC: text_highpriority "COK2_15"  5000 ms  2  ;; We'll make a couple of passes.
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label067A4A
0001: wait  500 ms
03D1: play_wav  2
00BC: text_highpriority "COK2_16"  5000 ms  2  ;; So take out as many guns as you can.
0004: $2B =  1  ;; integer values
0050: gosub £Label06A020

:Label067A4A
00D6: if  2
0038:   $2B ==  1  ;; integer values
0039:    14@ ==  0  ;; integer values
0019:    17@ >  2500  ;; integer values
004D: jump_if_false £Label067AEF
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label067A97
03CF: load_wav "COK210C" as  1
0004: $21 =  1  ;; integer values
0002: jump £Label067AAD

:Label067A97
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label067AAD
0004: $22 =  1  ;; integer values

:Label067AAD
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label067AEF
03D1: play_wav  1
00BC: text_highpriority "COK2_17"  4000 ms  2  ;; Then I'll set you down and you're on your way.
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label067AEF
0006:  14@ =  1  ;; integer values
0050: gosub £Label06A020

:Label067AEF
0002: jump £Label067032

:Label067AF6
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label067B10
04D0: unknown_heli $B05 turn_to_angle  270.0

:Label067B10
0050: gosub £Label069F76

:Label067B17
00D6: if  0
8038:   NOT   $B06 ==  5  ;; integer values
004D: jump_if_false £Label067BF8
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label067B4E
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label067B4E
0050: gosub £Label069F51
0050: gosub £Label06A037
00D6: if  0
0019:    17@ >  50000  ;; integer values
004D: jump_if_false £Label067B78
0002: jump £Label067BF8

:Label067B78
00D6: if  0
0038:   $26 ==  0  ;; integer values
004D: jump_if_false £Label067BF1
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label067BB6
03CF: load_wav "COK2_13" as  1
0004: $21 =  1  ;; integer values
0002: jump £Label067BCC

:Label067BB6
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label067BCC
0004: $22 =  1  ;; integer values

:Label067BCC
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label067BF1
03D1: play_wav  1
00BC: text_highpriority "COK2_20"  4000 ms  2  ;; Damn! This is a war zone! Take out some of those gunmen!

:Label067BF1
0002: jump £Label067B17

:Label067BF8
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label067C23
04D1: $B05
04A2: heli $B05 fly_to  113.0  1106.9  30.0 speed  40

:Label067C23
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point  117.0  1106.9  30.0 radius  6.0  6.0  6.0
004D: jump_if_false £Label067C86
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label067C78
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label067C78
0050: gosub £Label069F51
0002: jump £Label067C23

:Label067C86
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label067CA0
04D0: unknown_heli $B05 turn_to_angle  1.0

:Label067CA0
009B: destroy_actor_instantly $B0C
009B: destroy_actor_instantly $B0D
009B: destroy_actor_instantly $B0E
009B: destroy_actor_instantly $B0F
009B: destroy_actor_instantly $B10
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label067DE1
009A: $B0C = create_actor  4 #SGA at  59.0  1117.7  17.7
011A: set_actor $B0C flags  1
022D: set_actor $B0C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0C weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0C health_to  50
009A: $B0D = create_actor  4 #SGB at  64.7  1089.8  17.7
011A: set_actor $B0D flags  1
022D: set_actor $B0D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0D weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0D health_to  50
009A: $B0E = create_actor  4 #SGA at  61.0  1091.1  24.4
011A: set_actor $B0E flags  1
022D: set_actor $B0E to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0E weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0E health_to  50
009A: $B0F = create_actor  4 #SGB at  58.2  1118.7  24.4
011A: set_actor $B0F flags  1
022D: set_actor $B0F to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0F weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0F health_to  50
009A: $B10 = create_actor  4 #SGA at  64.9  1119.0  24.4
011A: set_actor $B10 flags  1
022D: set_actor $B10 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B10 weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B10 health_to  50

:Label067DE1
0050: gosub £Label069F76

:Label067DE8
00D6: if  0
8038:   NOT   $B06 ==  5  ;; integer values
004D: jump_if_false £Label068251
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label067E1F
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label067E1F
0050: gosub £Label069F51
0050: gosub £Label06A037
00D6: if  0
8118:   NOT   actor $B0C dead
004D: jump_if_false £Label067EFA
00D6: if  0
00FE:   actor $B0C  0 ()near_point  59.0  1117.7  17.7 radius  1.0  1.0  5.0
004D: jump_if_false £Label067E7C
0239: actor $B0C run_to  89.7  1118.1

:Label067E7C
00D6: if  0
00FE:   actor $B0C  0 ()near_point  89.7  1118.1  17.7 radius  1.0  1.0  5.0
004D: jump_if_false £Label067EBB
0239: actor $B0C run_to  94.7  1107.1

:Label067EBB
00D6: if  0
00FE:   actor $B0C  0 ()near_point  94.7  1107.1  17.7 radius  1.0  1.0  5.0
004D: jump_if_false £Label067EFA
01D9: actor $B0C run_away_from_car $B05
0350: unknown_actor $B0C not_scared_flag  1

:Label067EFA
00D6: if  0
8118:   NOT   actor $B0D dead
004D: jump_if_false £Label067FC7
00D6: if  0
00FE:   actor $B0D  0 ()near_point  64.7  1089.8  17.7 radius  1.0  1.0  5.0
004D: jump_if_false £Label067F49
0239: actor $B0D run_to  90.1  1090.1

:Label067F49
00D6: if  0
00FE:   actor $B0D  0 ()near_point  90.1  1090.1  17.7 radius  1.0  1.0  5.0
004D: jump_if_false £Label067F88
0239: actor $B0D run_to  91.1  1097.8

:Label067F88
00D6: if  0
00FE:   actor $B0D  0 ()near_point  91.1  1097.8  17.7 radius  1.0  1.0  5.0
004D: jump_if_false £Label067FC7
01D9: actor $B0D run_away_from_car $B05
0350: unknown_actor $B0D not_scared_flag  1

:Label067FC7
00D6: if  0
8118:   NOT   actor $B0E dead
004D: jump_if_false £Label068094
00D6: if  0
00FE:   actor $B0E  0 ()near_point  61.0  1091.1  24.4 radius  1.0  1.0  5.0
004D: jump_if_false £Label068016
0239: actor $B0E run_to  89.4  1091.0

:Label068016
00D6: if  0
00FE:   actor $B0E  0 ()near_point  89.4  1091.0  24.4 radius  1.0  1.0  5.0
004D: jump_if_false £Label068055
0239: actor $B0E run_to  94.5  1100.5

:Label068055
00D6: if  0
00FE:   actor $B0E  0 ()near_point  94.5  1100.5  24.4 radius  1.0  1.0  5.0
004D: jump_if_false £Label068094
01D9: actor $B0E run_away_from_car $B05
0350: unknown_actor $B0E not_scared_flag  1

:Label068094
00D6: if  0
8118:   NOT   actor $B0F dead
004D: jump_if_false £Label068161
00D6: if  0
00FE:   actor $B0F  0 ()near_point  58.2  1118.7  24.4 radius  1.0  1.0  5.0
004D: jump_if_false £Label0680E3
0239: actor $B0F run_to  90.0  1118.8

:Label0680E3
00D6: if  0
00FE:   actor $B0F  0 ()near_point  90.0  1118.8  24.4 radius  1.0  1.0  5.0
004D: jump_if_false £Label068122
0239: actor $B0F run_to  94.5  1099.9

:Label068122
00D6: if  0
00FE:   actor $B0F  0 ()near_point  94.5  1099.9  24.4 radius  1.0  1.0  5.0
004D: jump_if_false £Label068161
01D9: actor $B0F run_away_from_car $B05
0350: unknown_actor $B0F not_scared_flag  1

:Label068161
00D6: if  0
8118:   NOT   actor $B10 dead
004D: jump_if_false £Label06822E
00D6: if  0
00FE:   actor $B10  0 ()near_point  64.9  1119.0  24.4 radius  1.0  1.0  5.0
004D: jump_if_false £Label0681B0
0239: actor $B10 run_to  89.1  1117.9

:Label0681B0
00D6: if  0
00FE:   actor $B10  0 ()near_point  89.1  1117.9  24.4 radius  1.0  1.0  5.0
004D: jump_if_false £Label0681EF
0239: actor $B10 run_to  93.0  1110.0

:Label0681EF
00D6: if  0
00FE:   actor $B10  0 ()near_point  93.0  1110.0  24.4 radius  1.0  1.0  5.0
004D: jump_if_false £Label06822E
01D9: actor $B10 run_away_from_car $B05
0350: unknown_actor $B10 not_scared_flag  1

:Label06822E
00D6: if  0
0019:    17@ >  40000  ;; integer values
004D: jump_if_false £Label06824A
0002: jump £Label068251

:Label06824A
0002: jump £Label067DE8

:Label068251
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label06827C
04D1: $B05
04A2: heli $B05 fly_to  90.9  1196.0  40.0 speed  40

:Label06827C
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point  90.9  1196.0  40.0 radius  6.0  6.0  6.0
004D: jump_if_false £Label0682DF
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label0682D1
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label0682D1
0050: gosub £Label069F51
0002: jump £Label06827C

:Label0682DF
00A5: $B18 = create_car #BOBCAT at  19.8  1213.4 -100.0
0175: set_car $B18 z_angle_to  233.7
00A5: $B19 = create_car #BOBCAT at -12.1  1207.3 -100.0
0175: set_car $B19 z_angle_to  159.6
00A5: $B1A = create_car #GANGBUR at -20.1  1198.4 -100.0
0175: set_car $B1A z_angle_to  34.6
0107:  1@ = create_object -114 (BARREL4) at  14.6  1177.9  22.5
0107:  2@ = create_object -114 (BARREL4) at  7.2  1193.1  17.8
0107:  3@ = create_object -114 (BARREL4) at -13.2  1217.7  20.4
0107:  4@ = create_object -114 (BARREL4) at -18.3  1217.5  20.4
009B: destroy_actor_instantly $B0C
009B: destroy_actor_instantly $B0D
009B: destroy_actor_instantly $B0E
009B: destroy_actor_instantly $B0F
009B: destroy_actor_instantly $B10
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label0686BE
009A: $B0C = create_actor  4 #SGA at  17.8  1212.0  20.9
0350: unknown_actor $B0C not_scared_flag  1
01D9: actor $B0C run_away_from_car $B05
011A: set_actor $B0C flags  1
022D: set_actor $B0C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0C weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0C health_to  50
00A5: $B08 = create_car #GANGBUR at  43.8  1129.6  17.9
0175: set_car $B08 z_angle_to  0.0
0129: $B0D = create_actor  4 #SGB in_car $B08 driverseat
01B2: give_actor $B0D weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0D health_to  50
022D: set_actor $B0D to_look_at_player $PLAYER_CHAR
011A: set_actor $B0D flags  1
00A7: car $B08 drive_to  38.8  1198.0  20.8
04E0: unknown_car $B08  100
04BA: set_car $B08 speed_instantly  10.0
00AD: set_car $B08 max_speed_to  25.0
009A: $B0E = create_actor  4 #SGA at  19.3  1196.2  19.0
0350: unknown_actor $B0E not_scared_flag  1
01D9: actor $B0E run_away_from_car $B05
011A: set_actor $B0E flags  1
022D: set_actor $B0E to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0E weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0E health_to  50
009A: $B0F = create_actor  4 #SGB at -11.8  1208.5  22.5
0350: unknown_actor $B0F not_scared_flag  1
01D9: actor $B0F run_away_from_car $B05
011A: set_actor $B0F flags  1
022D: set_actor $B0F to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0F weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0F health_to  50
009A: $B10 = create_actor  4 #SGA at -22.9  1198.6  22.1
0350: unknown_actor $B10 not_scared_flag  1
01D9: actor $B10 run_away_from_car $B05
011A: set_actor $B10 flags  1
022D: set_actor $B10 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B10 weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B10 health_to  50
009A: $B11 = create_actor  4 #SGB at -34.7  1202.3  20.4
0350: unknown_actor $B11 not_scared_flag  1
01D9: actor $B11 run_away_from_car $B05
011A: set_actor $B11 flags  1
022D: set_actor $B11 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B11 weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B11 health_to  50
009A: $B12 = create_actor  4 #SGB at -40.5  1195.1  20.4
0350: unknown_actor $B12 not_scared_flag  1
01D9: actor $B12 run_away_from_car $B05
011A: set_actor $B12 flags  1
022D: set_actor $B12 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B12 weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B12 health_to  50
009A: $B13 = create_actor  4 #SGA at -22.3  1218.0  20.4
0350: unknown_actor $B13 not_scared_flag  1
01D9: actor $B13 run_away_from_car $B05
011A: set_actor $B13 flags  1
022D: set_actor $B13 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B13 weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B13 health_to  50
009A: $B14 = create_actor  4 #SGA at  27.3  1196.4  19.6
0350: unknown_actor $B14 not_scared_flag  1
01D9: actor $B14 run_away_from_car $B05
011A: set_actor $B14 flags  1
022D: set_actor $B14 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B14 weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B14 health_to  50
009A: $B15 = create_actor  4 #SGA at  .8  1212.9  20.4
0350: unknown_actor $B15 not_scared_flag  1
01D9: actor $B15 run_away_from_car $B05
011A: set_actor $B15 flags  1
022D: set_actor $B15 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B15 weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B10 health_to  50

:Label0686BE
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label0686E9
04D1: $B05
04A2: heli $B05 fly_to  28.1  1224.5  26.4 speed  40

:Label0686E9
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point  28.1  1224.5  27.4 radius  6.0  6.0  6.0
004D: jump_if_false £Label068829
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label06873E
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label06873E
00D6: if  0
0038:   $B2F ==  0  ;; integer values
004D: jump_if_false £Label0687C0
00D6: if  0
8118:   NOT   actor $B0D dead
004D: jump_if_false £Label0687B9
00D6: if  0
8119:   NOT   car $B08 wrecked
004D: jump_if_false £Label0687B9
00D6: if  0
00FE:   actor $B0D  0 ()near_point  38.8  1198.0  20.8 radius  4.0  4.0  4.0
004D: jump_if_false £Label0687B9
00AD: set_car $B08 max_speed_to  0.0
01D3: actor $B0D leave_car $B08
0004: $B2F =  1  ;; integer values

:Label0687B9
0002: jump £Label06881B

:Label0687C0
00D6: if  0
0038:   $B1E ==  0  ;; integer values
004D: jump_if_false £Label06881B
00D6: if  0
8118:   NOT   actor $B0D dead
004D: jump_if_false £Label06881B
00D6: if  0
8119:   NOT   car $B08 wrecked
004D: jump_if_false £Label06881B
00D6: if  0
80DB:   NOT   actor $B0D in_car $B08
004D: jump_if_false £Label06881B
01D9: actor $B0D run_away_from_car $B05
0350: unknown_actor $B0D not_scared_flag  1
0004: $B1E =  1  ;; integer values

:Label06881B
0050: gosub £Label069F51
0002: jump £Label0686E9

:Label068829
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label068843
04D0: unknown_heli $B05 turn_to_angle  90.0

:Label068843
0050: gosub £Label069F76
0006:  5@ =  1  ;; integer values

:Label068851
00D6: if  0
8018:   NOT   $B06 >  9  ;; integer values
004D: jump_if_false £Label0689F6
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label068888
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label068888
0050: gosub £Label069F51
0050: gosub £Label06A037
00D6: if  0
0038:   $B2F ==  0  ;; integer values
004D: jump_if_false £Label068918
00D6: if  0
8118:   NOT   actor $B0D dead
004D: jump_if_false £Label068911
00D6: if  0
8119:   NOT   car $B08 wrecked
004D: jump_if_false £Label068911
00D6: if  0
00FE:   actor $B0D  0 ()near_point  38.8  1198.0  20.8 radius  4.0  4.0  4.0
004D: jump_if_false £Label068911
00AD: set_car $B08 max_speed_to  0.0
01D3: actor $B0D leave_car $B08
0004: $B2F =  1  ;; integer values

:Label068911
0002: jump £Label068973

:Label068918
00D6: if  0
0038:   $B1E ==  0  ;; integer values
004D: jump_if_false £Label068973
00D6: if  0
8118:   NOT   actor $B0D dead
004D: jump_if_false £Label068973
00D6: if  0
8119:   NOT   car $B08 wrecked
004D: jump_if_false £Label068973
00D6: if  0
80DB:   NOT   actor $B0D in_car $B08
004D: jump_if_false £Label068973
01D9: actor $B0D run_away_from_car $B05
0350: unknown_actor $B0D not_scared_flag  1
0004: $B1E =  1  ;; integer values

:Label068973
00D6: if  0
0019:    17@ >  20000  ;; integer values
004D: jump_if_false £Label06898D
0002: jump £Label0689F6

:Label06898D
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label0689EF
00D6: if  0
0039:    12@ ==  0  ;; integer values
004D: jump_if_false £Label0689EF
03CF: load_wav "COK2_14" as  1

:Label0689BB
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0689D5
0001: wait  0 ms
0002: jump £Label0689BB

:Label0689D5
03D1: play_wav  1
00BC: text_highpriority "COK2_21"  5000 ms  2  ;; We're taking hits here, man!
0006:  12@ =  1  ;; integer values

:Label0689EF
0002: jump £Label068851

:Label0689F6
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label068A21
04D1: $B05
04A2: heli $B05 fly_to -32.4  1222.5  30.6 speed  40

:Label068A21
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point -32.4  1222.5  30.6 radius  6.0  6.0  6.0
004D: jump_if_false £Label068A84
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label068A76
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label068A76
0050: gosub £Label069F51
0002: jump £Label068A21

:Label068A84
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label068A9E
04D0: unknown_heli $B05 turn_to_angle  140.0

:Label068A9E
0006:  17@ =  0  ;; integer values

:Label068AA5
00D6: if  0
8018:   NOT   $B06 >  9  ;; integer values
004D: jump_if_false £Label068B6D
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label068ADC
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label068ADC
0050: gosub £Label069F51
0050: gosub £Label06A037
00D6: if  0
0019:    17@ >  20000  ;; integer values
004D: jump_if_false £Label068B04
0002: jump £Label068B6D

:Label068B04
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label068B66
00D6: if  0
0039:    12@ ==  0  ;; integer values
004D: jump_if_false £Label068B66
03CF: load_wav "COK2_14" as  1

:Label068B32
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label068B4C
0001: wait  0 ms
0002: jump £Label068B32

:Label068B4C
03D1: play_wav  1
00BC: text_highpriority "COK2_21"  5000 ms  2  ;; We're taking hits here, man!
0006:  12@ =  1  ;; integer values

:Label068B66
0002: jump £Label068AA5

:Label068B6D
0006:  5@ =  0  ;; integer values
0001: wait  500 ms
009B: destroy_actor_instantly $B0C
009B: destroy_actor_instantly $B0D
009B: destroy_actor_instantly $B0E
009B: destroy_actor_instantly $B0F
009B: destroy_actor_instantly $B10
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label068D05
009A: $B0C = create_actor  4 #SGB at -41.4  1114.4 -100.0
0350: unknown_actor $B0C not_scared_flag  1
01D9: actor $B0C run_away_from_car $B05
011A: set_actor $B0C flags  1
022D: set_actor $B0C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0C weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0C health_to  50
009A: $B0D = create_actor  4 #SGA at -59.3  1113.0 -100.0
0350: unknown_actor $B0D not_scared_flag  1
01D9: actor $B0D run_away_from_car $B05
011A: set_actor $B0D flags  1
022D: set_actor $B0D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0D weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0D health_to  50
009A: $B0E = create_actor  4 #SGB at -57.8  1121.4 -100.0
0350: unknown_actor $B0E not_scared_flag  1
01D9: actor $B0E run_away_from_car $B05
011A: set_actor $B0E flags  1
022D: set_actor $B0E to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0E weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0E health_to  50
009A: $B0F = create_actor  4 #SGA at -44.4  1119.6 -100.0
0350: unknown_actor $B0F not_scared_flag  1
01D9: actor $B0F run_away_from_car $B05
011A: set_actor $B0F flags  1
022D: set_actor $B0F to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0F weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0F health_to  50
009A: $B10 = create_actor  4 #SGB at -45.0  1123.6 -100.0
0350: unknown_actor $B10 not_scared_flag  1
01D9: actor $B10 run_away_from_car $B05
011A: set_actor $B10 flags  1
022D: set_actor $B10 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B10 weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B10 health_to  50

:Label068D05
0107: $B2D = create_object -114 (BARREL4) at -41.1  1106.3  29.9
0107: $B2E = create_object -114 (BARREL4) at -60.8  1102.7  29.9
0107:  0@ = create_object -114 (BARREL4) at -46.6  1118.5  29.9
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label068D72
04D1: $B05
04A2: heli $B05 fly_to -49.8  1144.7  38.3 speed  40

:Label068D72
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point -49.8  1144.7  38.3 radius  6.0  6.0  6.0
004D: jump_if_false £Label068DD5
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label068DC7
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label068DC7
0050: gosub £Label069F51
0002: jump £Label068D72

:Label068DD5
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label068DEF
04D0: unknown_heli $B05 turn_to_angle  90.0

:Label068DEF
009B: destroy_actor_instantly $B11
009B: destroy_actor_instantly $B12
009B: destroy_actor_instantly $B13
009B: destroy_actor_instantly $B14
009B: destroy_actor_instantly $B15
0050: gosub £Label069F76

:Label068E0F
00D6: if  0
8038:   NOT   $B06 ==  5  ;; integer values
004D: jump_if_false £Label068ED9
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label068E46
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label068E46
0050: gosub £Label069F51
0050: gosub £Label06A037
00D6: if  0
0019:    17@ >  40000  ;; integer values
004D: jump_if_false £Label068E70
0002: jump £Label068ED9

:Label068E70
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label068ED2
00D6: if  0
0039:    13@ ==  0  ;; integer values
004D: jump_if_false £Label068ED2
03CF: load_wav "COK2_15" as  1

:Label068E9E
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label068EB8
0001: wait  0 ms
0002: jump £Label068E9E

:Label068EB8
03D1: play_wav  1
00BC: text_highpriority "COK2_22"  5000 ms  2  ;; This thing ain't cheap to fix! Take them out!
0006:  13@ =  1  ;; integer values

:Label068ED2
0002: jump £Label068E0F

:Label068ED9
0001: wait  1500 ms
009B: destroy_actor_instantly $B0C
009B: destroy_actor_instantly $B0D
009B: destroy_actor_instantly $B0E
009B: destroy_actor_instantly $B0F
009B: destroy_actor_instantly $B10
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label06906A
009A: $B0C = create_actor  4 #SGB at  14.6  1145.4 -100.0
0350: unknown_actor $B0C not_scared_flag  1
01D9: actor $B0C run_away_from_car $B05
011A: set_actor $B0C flags  1
022D: set_actor $B0C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0C weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0C health_to  50
009A: $B0D = create_actor  4 #SGA at  21.9  1146.7 -100.0
0350: unknown_actor $B0D not_scared_flag  1
01D9: actor $B0D run_away_from_car $B05
011A: set_actor $B0D flags  1
022D: set_actor $B0D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0D weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0D health_to  50
009A: $B0E = create_actor  4 #SGA at  11.3  1147.0  22.5
0350: unknown_actor $B0E not_scared_flag  1
01D9: actor $B0E run_away_from_car $B05
011A: set_actor $B0E flags  1
022D: set_actor $B0E to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0E weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0E health_to  50
009A: $B0F = create_actor  4 #SGA at  28.9  1146.3  20.5
0350: unknown_actor $B0F not_scared_flag  1
01D9: actor $B0F run_away_from_car $B05
011A: set_actor $B0F flags  1
022D: set_actor $B0F to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0F weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0F health_to  50
009A: $B10 = create_actor  4 #SGB at  15.9  1145.5  22.5
0350: unknown_actor $B10 not_scared_flag  1
01D9: actor $B10 run_away_from_car $B05
011A: set_actor $B10 flags  1
022D: set_actor $B10 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B10 weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B10 health_to  50

:Label06906A
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label069095
04D1: $B05
04A2: heli $B05 fly_to  20.0  1125.0  36.0 speed  20

:Label069095
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point  20.0  1125.0  36.0 radius  6.0  6.0  6.0
004D: jump_if_false £Label0690F8
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label0690EA
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label0690EA
0050: gosub £Label069F51
0002: jump £Label069095

:Label0690F8
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label069112
04D0: unknown_heli $B05 turn_to_angle  270.0

:Label069112
0050: gosub £Label069F76

:Label069119
00D6: if  0
8038:   NOT   $B06 ==  5  ;; integer values
004D: jump_if_false £Label069181
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label069150
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label069150
0050: gosub £Label069F51
0050: gosub £Label06A037
00D6: if  0
0019:    17@ >  40000  ;; integer values
004D: jump_if_false £Label06917A
0002: jump £Label069181

:Label06917A
0002: jump £Label069119

:Label069181
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label069253
009A: $B1D = create_actor  4 #SPECIAL05 at  68.7  1098.2  31.7
0350: unknown_actor $B1D not_scared_flag  1
022D: set_actor $B1D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B1D weapon  27 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B1D health_to  100
0173: set_actor $B1D z_angle_to  90.0
009A: $B0C = create_actor  4 #SGB at  62.8  1098.2  31.7
0350: unknown_actor $B0C not_scared_flag  1
01CA: actor $B0C kill_player $PLAYER_CHAR
022D: set_actor $B0C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0C weapon  27 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0C health_to  50
009A: $B0D = create_actor  4 #SGB at  66.6  1093.7  31.7
0350: unknown_actor $B0D not_scared_flag  1
01CA: actor $B0D kill_player $PLAYER_CHAR
022D: set_actor $B0D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0D weapon  27 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0D health_to  50

:Label069253
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label06928D
04D1: $B05
04A2: heli $B05 fly_to  37.0  1075.0  43.0 speed  20
02AC: set_car $B05 immunities  1  1  1  1  1

:Label06928D
0004: $26 =  0  ;; integer values
0004: $27 =  0  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
03CF: load_wav "COK2_20" as  1
03CF: load_wav "COK2_21" as  2
0004: $21 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $B1D dead
004D: jump_if_false £Label069498
0001: wait  3500 ms
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label06931D
041D: set_camera_near_clip  .5
015F: set_camera_position  69.915  1098.858  33.058  0.0  0.0  0.0
0158: camera_on_vehicle $B05  15  2

:Label06931D
0001: wait  500 ms
00D6: if  0
8118:   NOT   actor $B1D dead
004D: jump_if_false £Label069472

:Label069332
00D6: if  0
0038:   $26 ==  0  ;; integer values
004D: jump_if_false £Label069472
0001: wait  0 ms
00D6: if  0
0038:   $21 ==  1  ;; integer values
004D: jump_if_false £Label069374
00D6: if  1
03D0:   wav  1 loaded
03D0:   wav  2 loaded
004D: jump_if_false £Label069374
0004: $22 =  1  ;; integer values

:Label069374
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label06946B
03D1: play_wav  1
00BC: text_highpriority "COK2_27"  2000 ms  2  ;; You're on MY turf asshole!
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label06946B
00D6: if  0
8118:   NOT   actor $B1D dead
004D: jump_if_false £Label0693DE
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label0693DE
01D9: actor $B1D run_away_from_car $B05
011A: set_actor $B1D flags  1
02E2: set_actor $B1D weapon_accuracy_to  30

:Label0693DE
00D6: if  0
8118:   NOT   actor $B0C dead
004D: jump_if_false £Label069414
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label069414
01D9: actor $B0C run_away_from_car $B05
011A: set_actor $B0C flags  1
02E2: set_actor $B0C weapon_accuracy_to  20

:Label069414
00D6: if  0
8118:   NOT   actor $B0D dead
004D: jump_if_false £Label06944A
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label06944A
01D9: actor $B0D run_away_from_car $B05
011A: set_actor $B0D flags  1
02E2: set_actor $B0D weapon_accuracy_to  20

:Label06944A
03D1: play_wav  2
00BC: text_highpriority "COK2_28"  2000 ms  2  ;; You're going down!
0004: $26 =  1  ;; integer values
0050: gosub £Label06A020

:Label06946B
0002: jump £Label069332

:Label069472
0001: wait  1000 ms
02EB: restore_camera_with_jumpcut
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label069498
02AC: set_car $B05 immunities  0  0  0  0  0

:Label069498
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point  37.0  1075.0  43.0 radius  6.0  6.0  6.0
004D: jump_if_false £Label0694FB
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label0694ED
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label0694ED
0050: gosub £Label069F51
0002: jump £Label069498

:Label0694FB
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label069515
04D0: unknown_heli $B05 turn_to_angle  237.0

:Label069515
00D6: if  0
0118:   actor $B0C dead
004D: jump_if_false £Label069525

:Label069525
0050: gosub £Label069F76

:Label06952C
00D6: if  22
8118:   NOT   actor $B1D dead
8118:   NOT   actor $B0C dead
8118:   NOT   actor $B0D dead
004D: jump_if_false £Label069579
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label06956B
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label06956B
0050: gosub £Label069F51
0002: jump £Label06952C

:Label069579
0213: $B17 = create_pickup -120 (BRIEFCASE) type  3 at  68.7  1098.2  32.5
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label0695D3
04D1: $B05
04A2: heli $B05 fly_to  33.7  1083.0  15.0 speed  2
04D0: unknown_heli $B05 turn_to_angle  180.0
0151: remove_status_text $B07
0224: set_car $B05 health_to  1000

:Label0695D3
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0

:Label0695E1
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point  33.7  1083.0  15.0 radius  6.0  6.0  4.0
004D: jump_if_false £Label0696BD
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label069636
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label069B87

:Label069636
00D6: if  0
0039:    15@ ==  0  ;; integer values
004D: jump_if_false £Label0696B6
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label069674
03CF: load_wav "COK2_16" as  1
0004: $21 =  1  ;; integer values
0002: jump £Label06968A

:Label069674
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label06968A
0004: $22 =  1  ;; integer values

:Label06968A
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label0696B6
03D1: play_wav  1
00BC: text_highpriority "COK2_23"  5000 ms  2  ;; Ok, you're on your own from here! Good luck, brother!
0006:  15@ =  0  ;; integer values

:Label0696B6
0002: jump £Label0695E1

:Label0696BD
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label0696D7
04D0: unknown_heli $B05 turn_to_angle  180.0

:Label0696D7
0001: wait  1000 ms
0465: remove_actor $PLAYER_ACTOR from_turret_mode
01B1: give_player $PLAYER_CHAR weapon  32 ammo  100  ;; Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  32
01F0: set_max_wanted_level_to  5
04E2: $PLAYER_CHAR  0
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label069738
02AC: set_car $B05 immunities  0  0  0  0  0
04A2: heli $B05 fly_to -19.9  878.0  45.0 speed  20
04DF: $B05  0

:Label069738
00BC: text_highpriority "COK2_25"  8000 ms  1  ;; ~g~Go and collect the money on the roof.
009B: destroy_actor_instantly $B0C
009B: destroy_actor_instantly $B0D
009B: destroy_actor_instantly $B0E
009B: destroy_actor_instantly $B0F
009B: destroy_actor_instantly $B10
009A: $B0C = create_actor  4 #SGB at  79.6  1106.4  17.7
0350: unknown_actor $B0C not_scared_flag  1
01CA: actor $B0C kill_player $PLAYER_CHAR
011A: set_actor $B0C flags  1
022D: set_actor $B0C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0C weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0C health_to  50
009A: $B0D = create_actor  4 #SGA at  70.4  1103.9  17.7
0350: unknown_actor $B0D not_scared_flag  1
01CA: actor $B0D kill_player $PLAYER_CHAR
011A: set_actor $B0D flags  1
022D: set_actor $B0D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0D weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0D health_to  50
009A: $B0E = create_actor  4 #SGB at  67.6  1107.2  24.4
0350: unknown_actor $B0E not_scared_flag  1
01CA: actor $B0E kill_player $PLAYER_CHAR
011A: set_actor $B0E flags  1
022D: set_actor $B0E to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0E weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0E health_to  50
009A: $B0F = create_actor  4 #SGA at  74.9  1112.9  22.2
0350: unknown_actor $B0F not_scared_flag  1
01CA: actor $B0F kill_player $PLAYER_CHAR
011A: set_actor $B0F flags  1
022D: set_actor $B0F to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0F weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B0F health_to  50
009A: $B10 = create_actor  4 #SGB at  79.0  1111.1  20.0
0350: unknown_actor $B10 not_scared_flag  1
01CA: actor $B10 kill_player $PLAYER_CHAR
011A: set_actor $B10 flags  1
022D: set_actor $B10 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B10 weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B10 health_to  50
009A: $B11 = create_actor  4 #SGA at  81.6  1105.6  24.6
0350: unknown_actor $B11 not_scared_flag  1
01CA: actor $B11 kill_player $PLAYER_CHAR
011A: set_actor $B11 flags  1
022D: set_actor $B11 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B11 weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B11 health_to  50
009A: $B12 = create_actor  4 #SGB at  62.9  1102.1  31.5
0350: unknown_actor $B12 not_scared_flag  1
01CA: actor $B12 kill_player $PLAYER_CHAR
011A: set_actor $B12 flags  1
022D: set_actor $B12 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B12 weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B12 health_to  50
03DC: $3F = create_marker_above_pickup $B17

:Label069959
00D6: if  0
8214:   NOT   pickup $B17 picked_up
004D: jump_if_false £Label06999A
0001: wait  0 ms
00D6: if  0
0119:   car $B05 wrecked
004D: jump_if_false £Label069993
00BC: text_highpriority "COK2_26"  5000 ms  1  ;; ~r~You killed Lance!
0002: jump £Label069B87

:Label069993
0002: jump £Label069959

:Label06999A
0001: wait  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00A6: destroy_car $B05
009B: destroy_actor_instantly $LANCE_VANCE
00A5: $B05 = create_car #MAVERICK at  31.5  884.7  60.0
0129: $LANCE_VANCE = create_actor  4 #SPECIAL04 in_car $B05 driverseat
0229: set_car $B05 color_to  3  1
04BA: set_car $B05 speed_instantly  30.0
04A2: heli $B05 fly_to  68.9  1101.6  35.0 speed  50
022E: set_player $PLAYER_CHAR to_look_at_actor $LANCE_VANCE
015F: set_camera_position  62.132  1093.546  33.835  0.0  0.0  0.0
0158: camera_on_vehicle $B05  15  2
0395: clear_area  1 at  62.132  1093.546 range  33.835  1.0
0001: wait  9000 ms
016A: fade  0 ()  600 ms

:Label069A55
00D6: if  0
016B:   fading
004D: jump_if_false £Label069A6D
0001: wait  0 ms
0002: jump £Label069A55

:Label069A6D
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label069AB0
015F: set_camera_position  39.867  1057.5  42.034  0.0  0.0  0.0
0158: camera_on_vehicle $B05  15  2
0175: set_car $B05 z_angle_to  180.0

:Label069AB0
0055: put_player $PLAYER_CHAR at  76.7  1119.8  25.4
0230: set_player $PLAYER_CHAR stop_looking
016A: fade  1 (back)  600 ms
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label069B04
04A2: heli $B05 fly_to -19.9  878.0  45.0 speed  50
01C8: $B09 = create_actor  5 #NULL in_car $B05 passenger_seat  0

:Label069B04
0001: wait  6000 ms
016A: fade  0 ()  1000 ms

:Label069B10
00D6: if  0
016B:   fading
004D: jump_if_false £Label069B28
0001: wait  0 ms
0002: jump £Label069B10

:Label069B28
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label069B67
03CB: set_camera -375.7 -543.5  16.6
0055: put_player $PLAYER_CHAR at -375.7 -543.5  16.2
0171: set_player $PLAYER_CHAR z_angle_to  0.0

:Label069B67
0001: wait  300 ms
016A: fade  1 (back)  1000 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0002: jump £Label069B98

:Label069B87
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label069B98
0004: $PASSED_COK2_PHNOM_PENH_86 =  1  ;; integer values
0394: play_music  1
01E3: text_1number_styled "M_PASS"  2000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2000
0318: set_latest_mission_passed "COK_2"  ;; Phnom Penh '86
030C: set_mission_points +=  1
0004: $34F =  1  ;; integer values
057C:  0
016C: restart_if_wasted at -822.7  1157.9  10.1  4.0
016D: restart_if_busted at -659.5  760.4  10.5  133.0
016C: restart_if_wasted at -885.2 -470.4  12.1  276.0
016D: restart_if_busted at -871.9 -682.3  10.2  328.1
022A: remove_forbidden_for_peds_cube  189.8  230.3  0.0  248.0  258.5  30.0
022A: remove_forbidden_for_peds_cube -38.0  84.3  0.0 -102.3  95.1  30.0
01E7: remove_forbidden_for_cars_cube  189.8  230.3  0.0  248.0  258.5  30.0
01E7: remove_forbidden_for_cars_cube -38.0  84.3  0.0 -102.3  95.1  30.0
01E7: remove_forbidden_for_cars_cube  175.0  236.1  0.0  161.0  242.4  30.0
01E7: remove_forbidden_for_cars_cube  149.8  231.4  0.0  136.0  235.3  30.0
01E7: remove_forbidden_for_cars_cube  63.4  188.6  0.0  49.4  189.7  30.0
0108: destroy_object $6F6
022A: remove_forbidden_for_peds_cube -214.6 -948.8  0.0 -258.7 -920.6  30.0
01E7: remove_forbidden_for_cars_cube -214.6 -948.8  0.0 -258.7 -920.6  30.0
0108: destroy_object $6F7
022A: remove_forbidden_for_peds_cube -787.8 -519.4  10.0 -657.5 -475.2  20.0
01E7: remove_forbidden_for_cars_cube -787.8 -519.4  10.0 -657.5 -475.2  20.0
0108: destroy_object $6F3
029B: $6F3 = init_object -31 (COMGATE1OPEN) at -712.524 -489.428  12.549
01C7: remove_object_from_mission_cleanup_list $6F3
0108: destroy_object $6F8
022A: remove_forbidden_for_peds_cube -99.8  1041.9  0.0 -129.0  1097.4  30.0
01E7: remove_forbidden_for_cars_cube -99.8  1041.9  0.0 -129.0  1097.4  30.0
0108: destroy_object $6F5
057D:  1
014C: set_parked_car_generator $734 cars_to_generate_to  101
014C: set_parked_car_generator $74B cars_to_generate_to  101
014C: set_parked_car_generator $732 cars_to_generate_to  101
014C: set_parked_car_generator $733 cars_to_generate_to  101
004F: create_thread ££Label00B9A6 
0051: return

:Label069E31
0004: $ONMISSION =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #SPARROW
0249: release_model #M60
0249: release_model #TEC9
0249: release_model #RUGER
0249: release_model #BOBCAT
0249: release_model -114 (BARREL4)
0249: release_model #SGA
0249: release_model #SGB
0249: release_model #MAVERICK
0249: release_model #GANGBUR
0249: release_model #MARQUIS
0249: release_model #RIO
0249: release_model #SEASPAR
0249: release_model #CADDY
0249: release_model #WMYGO
01C4: remove_references_to_object $B2A  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $B2B  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $B2C  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $B2D  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $B2E  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object  0@  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object  1@  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object  2@  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object  3@  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object  4@  ;; This object will now disappear when the player looks away
0482:  0.0
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0296: unload_special_actor  4
0296: unload_special_actor  5
0296: unload_special_actor  6
043C: unknown_set_game_sounds  1
040D: unload_wav  1
040D: unload_wav  2
009B: destroy_actor_instantly $B0C
009B: destroy_actor_instantly $B0D
009B: destroy_actor_instantly $B0E
009B: destroy_actor_instantly $B0F
009B: destroy_actor_instantly $B10
009B: destroy_actor_instantly $B11
009B: destroy_actor_instantly $B12
009B: destroy_actor_instantly $B13
009B: destroy_actor_instantly $B14
009B: destroy_actor_instantly $B15
009B: destroy_actor_instantly $B09
00A6: destroy_car $B24
00A6: destroy_car $B0B
00A6: destroy_car  6@
04E2: $PLAYER_CHAR  0
0164: disable_marker $3F
0215: destroy_pickup $B17
0151: remove_status_text $B07
009B: destroy_actor_instantly $LANCE_VANCE
0465: remove_actor $PLAYER_ACTOR from_turret_mode
00D8: mission_cleanup
01F0: set_max_wanted_level_to  5
0051: return

:Label069F51
00D6: if  0
8119:   NOT   car $B05 wrecked
004D: jump_if_false £Label069F74
0227: $B07 = car $B05 health
01F0: set_max_wanted_level_to  0
0014: $B07 /=  30  ;; integer values

:Label069F74
0051: return

:Label069F76
0006:  17@ =  0  ;; integer values
0004: $B06 =  0  ;; integer values
0004: $B1F =  0  ;; integer values
0004: $B20 =  0  ;; integer values
0004: $B21 =  0  ;; integer values
0004: $B22 =  0  ;; integer values
0004: $B23 =  0  ;; integer values
0004: $B25 =  0  ;; integer values
0004: $B26 =  0  ;; integer values
0004: $B27 =  0  ;; integer values
0004: $B28 =  0  ;; integer values
0004: $B29 =  0  ;; integer values
0004: $B16 =  0  ;; integer values
0004: $B1B =  0  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0004: $26 =  0  ;; integer values
0004: $27 =  0  ;; integer values
0004: $28 =  0  ;; integer values
0004: $29 =  0  ;; integer values
0051: return

:Label06A004
00D6: if  1
03D0:   wav  1 loaded
03D0:   wav  2 loaded
004D: jump_if_false £Label06A01E
0004: $22 =  1  ;; integer values

:Label06A01E
0051: return

:Label06A020
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0006:  17@ =  0  ;; integer values
0051: return

:Label06A037
00D6: if  0
0038:   $B1F ==  0  ;; integer values
004D: jump_if_false £Label06A067
00D6: if  0
0118:   actor $B0C dead
004D: jump_if_false £Label06A067
0008: $B06 +=  1  ;; integer values
0004: $B1F =  1  ;; integer values

:Label06A067
00D6: if  0
0038:   $B20 ==  0  ;; integer values
004D: jump_if_false £Label06A097
00D6: if  0
0118:   actor $B0D dead
004D: jump_if_false £Label06A097
0008: $B06 +=  1  ;; integer values
0004: $B20 =  1  ;; integer values

:Label06A097
00D6: if  0
0038:   $B21 ==  0  ;; integer values
004D: jump_if_false £Label06A0C7
00D6: if  0
0118:   actor $B0E dead
004D: jump_if_false £Label06A0C7
0008: $B06 +=  1  ;; integer values
0004: $B21 =  1  ;; integer values

:Label06A0C7
00D6: if  0
0038:   $B22 ==  0  ;; integer values
004D: jump_if_false £Label06A0F7
00D6: if  0
0118:   actor $B0F dead
004D: jump_if_false £Label06A0F7
0008: $B06 +=  1  ;; integer values
0004: $B22 =  1  ;; integer values

:Label06A0F7
00D6: if  0
0038:   $B23 ==  0  ;; integer values
004D: jump_if_false £Label06A127
00D6: if  0
0118:   actor $B10 dead
004D: jump_if_false £Label06A127
0008: $B06 +=  1  ;; integer values
0004: $B23 =  1  ;; integer values

:Label06A127
00D6: if  0
0039:    5@ ==  1  ;; integer values
004D: jump_if_false £Label06A229
00D6: if  0
0038:   $B25 ==  0  ;; integer values
004D: jump_if_false £Label06A169
00D6: if  0
0118:   actor $B11 dead
004D: jump_if_false £Label06A169
0008: $B06 +=  1  ;; integer values
0004: $B25 =  1  ;; integer values

:Label06A169
00D6: if  0
0038:   $B26 ==  0  ;; integer values
004D: jump_if_false £Label06A199
00D6: if  0
0118:   actor $B12 dead
004D: jump_if_false £Label06A199
0008: $B06 +=  1  ;; integer values
0004: $B26 =  1  ;; integer values

:Label06A199
00D6: if  0
0038:   $B27 ==  0  ;; integer values
004D: jump_if_false £Label06A1C9
00D6: if  0
0118:   actor $B13 dead
004D: jump_if_false £Label06A1C9
0008: $B06 +=  1  ;; integer values
0004: $B27 =  1  ;; integer values

:Label06A1C9
00D6: if  0
0038:   $B28 ==  0  ;; integer values
004D: jump_if_false £Label06A1F9
00D6: if  0
0118:   actor $B14 dead
004D: jump_if_false £Label06A1F9
0008: $B06 +=  1  ;; integer values
0004: $B28 =  1  ;; integer values

:Label06A1F9
00D6: if  0
0038:   $B29 ==  0  ;; integer values
004D: jump_if_false £Label06A229
00D6: if  0
0118:   actor $B15 dead
004D: jump_if_false £Label06A229
0008: $B06 +=  1  ;; integer values
0004: $B29 =  1  ;; integer values

:Label06A229
0051: return

;-------------Mission 14---------------
; Originally: The Fastest Boat


:Label06A22B
0050: gosub £Label06A24F
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label06A246
0050: gosub £Label06C011

:Label06A246
0050: gosub £Label06C064
004E: end_thread

:Label06A24F
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "BARON3"
0001: wait  0 ms
054C: use_GXT_table "BARON3"
058E: set_restart_mission_taxi_destination -288.2 -487.5  9.8  275.0
0004: $B47 =  0  ;; integer values
0004: $B48 =  0  ;; integer values
0004: $B4B =  0  ;; integer values
0004: $B4C =  0  ;; integer values
0004: $B4F =  0  ;; integer values
0004: $B50 =  0  ;; integer values
0004: $B43 =  0  ;; integer values
0004: $B44 =  0  ;; integer values
0006:  11@ =  0  ;; integer values
0004: $B41 =  0  ;; integer values
0005: $B3F =  270.0  ;; floating-point values
0005: $B40 =  270.0  ;; floating-point values
0004: $B4A =  0  ;; integer values
0006:  3@ =  0  ;; integer values
0006:  12@ =  0  ;; integer values
04BB: select_interiour  0  ;; select render area
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSDIAZ"
02F3: load_object #CUTOBJ01 "DSHOTGN"
038B: load_requested_models
03CB: set_camera -378.3 -591.9  25.8

:Label06A331
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false £Label06A354
0001: wait  0 ms
0002: jump £Label06A331

:Label06A354
0569: "CSPLAY"
0569: "CSDIAZ"
02E4: load_cutscene_data "COK_3"
0395: clear_area  1 at -378.6 -552.6 range  25.5  15.0
0395: clear_area  1 at -379.0 -564.6 range  19.8  15.0
03DE: set_pedestrians_density_multiplier_to  0.0
0244: set_cutscene_pos -378.62 -552.676  18.534
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A1 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A1 "CSDIAZ"
02E5: $B4E = create_cutscene_object #CUTOBJ01
0524: unknown_cutscene_command $B4E $A1  24
0395: clear_area  1 at -379.2 -536.4 range  16.2  .5
0055: put_player $PLAYER_CHAR at -379.2 -536.4  16.2
0171: set_player $PLAYER_CHAR z_angle_to  0.0
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label06A447
00D6: if  0
001A:    2000 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A46A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A447

:Label06A46A
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label06A497
058A: unknown -386.581 -614.139  17.96 -386.794 -614.627  18.155

:Label06A497
00D6: if  0
001A:    3599 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A4BA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A497

:Label06A4BA
00BC: text_highpriority "COK3_A"  10000 ms  1  ;; Not so pleased with your selves NOW, huh!

:Label06A4C9
00D6: if  0
001A:    5985 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A4EC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A4C9

:Label06A4EC
00BC: text_highpriority "COK3_B"  10000 ms  1  ;; Ahahahahaa, Ahahahahaa.

:Label06A4FB
00D6: if  0
001A:    8050 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A51E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A4FB

:Label06A51E
00BC: text_highpriority "COK3_C"  10000 ms  1  ;; Whoa! Watch where you're waving that thing!

:Label06A52D
00D6: if  0
001A:    9520 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A550
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A52D

:Label06A550
00BC: text_highpriority "COK3_D"  10000 ms  1  ;; No more pigeon shit on MY car, eh Tommy!

:Label06A55F
00D6: if  0
001A:    12144 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A582
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A55F

:Label06A582
00BC: text_highpriority "COK3_E"  10000 ms  1  ;; Guess not.

:Label06A591
00D6: if  0
001A:    13827 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A5B4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A591

:Label06A5B4
00BC: text_highpriority "COK3_F"  10000 ms  1  ;; You're damn right. Now listen,

:Label06A5C3
00D6: if  0
001A:    16253 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A5E6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A5C3

:Label06A5E6
00BC: text_highpriority "COK3_G"  10000 ms  1  ;; you know who owns the fastest boat on the east coast?

:Label06A5F5
00D6: if  0
001A:    18599 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A618
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A5F5

:Label06A618
00BC: text_highpriority "COK3_H"  10000 ms  1  ;; Not off hand, no.

:Label06A627
00D6: if  0
001A:    19835 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A64A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A627

:Label06A64A
00BC: text_highpriority "COK3_I"  10000 ms  1  ;; ME. And I want it to stay that way.

:Label06A659
00D6: if  0
001A:    23576 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A67C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A659

:Label06A67C
00BC: text_highpriority "COK3_J"  10000 ms  1  ;; Every smuggler from here to Caracas has one dream, a faster boat.

:Label06A68B
00D6: if  0
001A:    28644 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A6AE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A68B

:Label06A6AE
00BC: text_highpriority "COK3_K"  10000 ms  1  ;; Rumor has it the boatyard has just completed such a vessel.

:Label06A6BD
00D6: if  0
001A:    32972 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A6E2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A6BD

:Label06A6E2
00BC: text_highpriority "COK3_L"  10000 ms  1  ;; for some Costa Rican dickhead.

:Label06A6F1
00D6: if  0
001A:    35549 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A716
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A6F1

:Label06A716
00BC: text_highpriority "COK3_M"  10000 ms  1  ;; And Tommy...I WANT THAT BOAT!!!

:Label06A725
00D6: if  0
001A:    40624 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A74A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A725

:Label06A74A
00BC: text_highpriority "COK3_O"  10000 ms  1  ;; Ah! I thought I got you. Where'd you come from?

:Label06A759
00D6: if  0
001A:    43796 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A77E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A759

:Label06A77E
00BC: text_highpriority "COK3_P"  10000 ms  1  ;; Pigeons! Boom! Aaaaah!

:Label06A78D
00D6: if  0
001A:    43866 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A7B2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A78D

:Label06A7B2
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label06A7DF
058A: unknown -386.404 -614.265  17.955 -386.639 -614.744  18.148

:Label06A7DF
00D6: if  0
001A:    44500 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A804
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A7DF

:Label06A804
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label06A831
058A: unknown -386.466 -614.374  17.876 -386.739 -614.85  18.024

:Label06A831
00D6: if  0
001A:    46018 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A856
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A831

:Label06A856
00BC: text_highpriority "COK3_N"  10000 ms  1  ;; I think your pigeons are back.

:Label06A865
00D6: if  0
001A:    47040 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06A88A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06A865

:Label06A88A
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label06A893
00D6: if  0
016B:   fading
004D: jump_if_false £Label06A8AB
0001: wait  0 ms
0002: jump £Label06A893

:Label06A8AB
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
03DE: set_pedestrians_density_multiplier_to  1.0
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
04BB: select_interiour  0  ;; select render area
03CB: set_camera -379.2 -536.4  16.2
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
0247: request_model #HMYAP
0247: request_model #SQUALO
0247: request_model #HMYST
0247: request_model #TEC9
0247: request_model #HAMMER
0247: request_model #SCREWDRIVER
0247: request_model #SPEEDER
0247: request_model #DINGHY
0247: request_model #RUGER

:Label06A911
00D6: if  24
8248:   NOT   model #HMYAP available
8248:   NOT   model #SQUALO available
8248:   NOT   model #HMYST available
8248:   NOT   model #TEC9 available
8248:   NOT   model #HAMMER available
004D: jump_if_false £Label06A93E
0001: wait  0 ms
0002: jump £Label06A911

:Label06A93E
00D6: if  23
8248:   NOT   model #SCREWDRIVER available
8248:   NOT   model #SPEEDER available
8248:   NOT   model #DINGHY available
8248:   NOT   model #RUGER available
004D: jump_if_false £Label06A968
0001: wait  0 ms
0002: jump £Label06A93E

:Label06A968
0108: destroy_object $6FA
03BC: $B52 = create_sphere -665.4 -1484.7  12.8  1.0
00A5: $40 = create_car #SQUALO at -597.6 -1507.7  5.4
0175: set_car $40 z_angle_to  250.0
0186: $41 = create_marker_above_car $40
00BC: text_highpriority "COK3_8"  10000 ms  1  ;; ~g~Go to the boatyard at the docks and steal the fastest boat.

:Label06A9BE
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $40 radius  120.0  120.0  0
004D: jump_if_false £Label06AA0E
0001: wait  0 ms
00D6: if  0
0119:   car $40 wrecked
004D: jump_if_false £Label06AA07
00BC: text_highpriority "COK3_7"  5000 ms  1  ;; ~r~You destroyed the boat!
0002: jump £Label06C011

:Label06AA07
0002: jump £Label06A9BE

:Label06AA0E
015C: set_zone_gang_info "DOCKS"  1 (day)  2  0  0  0  0  0  0  0  0  0  20 
015C: set_zone_gang_info "DOCKS"  0 (night)  2  0  0  0  0  0  0  0  0  0  10 
00A5: $B45 = create_car #SPEEDER at -582.4 -1493.6  5.4
0175: set_car $B45 z_angle_to  250.0
00A5: $B46 = create_car #DINGHY at -576.1 -1525.5  5.4
0175: set_car $B46 z_angle_to  250.0
009A:  4@ = create_actor  7 #HMYST at -640.9 -1491.3 -100.0
0173: set_actor  4@ z_angle_to  270.0
01ED: reset_actor  4@ flags
011A: set_actor  4@ flags  1
0243: set_actor  4@ ped_stats_to  16
01B2: give_actor  4@ weapon  27 ammo  500  ;; Load the weapon model before using this
0350: unknown_actor  4@ not_scared_flag  1
009A:  5@ = create_actor  7 #HMYST at -636.8 -1480.0 -100.0
0173: set_actor  5@ z_angle_to  270.0
01ED: reset_actor  5@ flags
011A: set_actor  5@ flags  1
0243: set_actor  5@ ped_stats_to  16
01B2: give_actor  5@ weapon  27 ammo  500  ;; Load the weapon model before using this
0350: unknown_actor  5@ not_scared_flag  1
009A:  6@ = create_actor  7 #HMYST at -623.9 -1477.7 -100.0
0173: set_actor  6@ z_angle_to  73.5
01ED: reset_actor  6@ flags
011A: set_actor  6@ flags  1
0243: set_actor  6@ ped_stats_to  16
01B2: give_actor  6@ weapon  27 ammo  500  ;; Load the weapon model before using this
009A:  7@ = create_actor  7 #HMYST at -682.8 -1484.8 -100.0
0173: set_actor  7@ z_angle_to  260.0
01ED: reset_actor  7@ flags
011A: set_actor  7@ flags  1
0243: set_actor  7@ ped_stats_to  16
01B2: give_actor  7@ weapon  27 ammo  500  ;; Load the weapon model before using this
009A:  8@ = create_actor  7 #HMYST at -671.7 -1459.1 -100.0
0173: set_actor  8@ z_angle_to  160.5
01ED: reset_actor  8@ flags
011A: set_actor  8@ flags  1
0243: set_actor  8@ ped_stats_to  16
01B2: give_actor  8@ weapon  27 ammo  500  ;; Load the weapon model before using this
009A:  9@ = create_actor  7 #HMYST at -573.7 -1522.5  6.9
0173: set_actor  9@ z_angle_to  70.0
01ED: reset_actor  9@ flags
011A: set_actor  9@ flags  1
0243: set_actor  9@ ped_stats_to  16
01B2: give_actor  9@ weapon  27 ammo  500  ;; Load the weapon model before using this
0350: unknown_actor  9@ not_scared_flag  1
009A:  10@ = create_actor  7 #HMYST at -586.9 -1496.2  7.0
0173: set_actor  10@ z_angle_to  76.0
01ED: reset_actor  10@ flags
011A: set_actor  10@ flags  1
0243: set_actor  10@ ped_stats_to  16
01B2: give_actor  10@ weapon  27 ammo  500  ;; Load the weapon model before using this
0350: unknown_actor  10@ not_scared_flag  1
009A:  0@ = create_actor  7 #HMYAP at -662.0 -1481.7  13.0
0173: set_actor  0@ z_angle_to  6.0
01ED: reset_actor  0@ flags
011A: set_actor  0@ flags  1
0243: set_actor  0@ ped_stats_to  16
01B2: give_actor  0@ weapon  7 ammo  0  ;; Load the weapon model before using this
009A:  1@ = create_actor  7 #HMYAP at -661.9 -1479.7  12.5
0173: set_actor  1@ z_angle_to  200.0
01ED: reset_actor  1@ flags
011A: set_actor  1@ flags  1
0243: set_actor  1@ ped_stats_to  16
01B2: give_actor  1@ weapon  2 ammo  0  ;; Load the weapon model before using this
009A:  2@ = create_actor  7 #HMYAP at -662.4 -1481.6  13.0
0173: set_actor  2@ z_angle_to  280.0
01ED: reset_actor  2@ flags
011A: set_actor  2@ flags  1
0243: set_actor  2@ ped_stats_to  16
01B2: give_actor  2@ weapon  7 ammo  0  ;; Load the weapon model before using this
03F9: make_actors  2@  1@ converse_in  999999 ms
0006:  17@ =  0  ;; integer values
0006:  16@ =  0  ;; integer values

:Label06AD3E
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06AD6C
00D6: if  0
00DC:   player $PLAYER_CHAR driving $40
004D: jump_if_false £Label06AD6C
0002: jump £Label06BCBA

:Label06AD6C
00D6: if  0
82B3:   NOT   player $PLAYER_CHAR in_cube -643.2 -1495.3  12.0 -679.1 -1481.3  18.0 radius -19.5 sphere  0
004D: jump_if_false £Label06ADA1

:Label06ADA1
00D6: if  0
0119:   car $40 wrecked
004D: jump_if_false £Label06AE63
00D6: if  0
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3  12.0 -679.1 -1481.3  18.0 radius -19.5 sphere  0
004D: jump_if_false £Label06AE4D
03BD: destroy_sphere $B52
0164: disable_marker $41

:Label06ADF0
00D6: if  0
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3  12.0 -679.1 -1481.3  18.0 radius -19.5 sphere  0
004D: jump_if_false £Label06AE30
0001: wait  0 ms
0002: jump £Label06ADF0

:Label06AE30
00BC: text_highpriority "COK3_7"  5000 ms  1  ;; ~r~You destroyed the boat!
0002: jump £Label06C011
0002: jump £Label06AE63

:Label06AE4D
00BC: text_highpriority "COK3_7"  5000 ms  1  ;; ~r~You destroyed the boat!
0002: jump £Label06C011

:Label06AE63
00D6: if  0
0039:    11@ ==  0  ;; integer values
004D: jump_if_false £Label06AE7C
0050: gosub £Label06C235

:Label06AE7C
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label06AEE8
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor  0@ radius  20.0  20.0  6.0
0123:   actor  0@ spotted_player $PLAYER_CHAR
004D: jump_if_false £Label06AEC7
01CA: actor  0@ kill_player $PLAYER_CHAR
0006:  12@ =  1  ;; integer values

:Label06AEC7
00D6: if  0
8184:   NOT   actor  0@ health >=  90
004D: jump_if_false £Label06AEE8
01CA: actor  0@ kill_player $PLAYER_CHAR
0006:  12@ =  1  ;; integer values

:Label06AEE8
00D6: if  0
8118:   NOT   actor  1@ dead
004D: jump_if_false £Label06AF54
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor  1@ radius  20.0  20.0  6.0
0123:   actor  1@ spotted_player $PLAYER_CHAR
004D: jump_if_false £Label06AF33
01CA: actor  1@ kill_player $PLAYER_CHAR
0006:  12@ =  1  ;; integer values

:Label06AF33
00D6: if  0
8184:   NOT   actor  1@ health >=  90
004D: jump_if_false £Label06AF54
01CA: actor  1@ kill_player $PLAYER_CHAR
0006:  12@ =  1  ;; integer values

:Label06AF54
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label06AFC0
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor  2@ radius  20.0  20.0  6.0
0123:   actor  2@ spotted_player $PLAYER_CHAR
004D: jump_if_false £Label06AF9F
01CA: actor  2@ kill_player $PLAYER_CHAR
0006:  12@ =  1  ;; integer values

:Label06AF9F
00D6: if  0
8184:   NOT   actor  2@ health >=  90
004D: jump_if_false £Label06AFC0
01CA: actor  2@ kill_player $PLAYER_CHAR
0006:  12@ =  1  ;; integer values

:Label06AFC0
00D6: if  0
0039:    12@ ==  1  ;; integer values
004D: jump_if_false £Label06B021
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label06AFEA
01CA: actor  0@ kill_player $PLAYER_CHAR

:Label06AFEA
00D6: if  0
8118:   NOT   actor  1@ dead
004D: jump_if_false £Label06B002
01CA: actor  1@ kill_player $PLAYER_CHAR

:Label06B002
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label06B01A
01CA: actor  2@ kill_player $PLAYER_CHAR

:Label06B01A
0006:  12@ =  2  ;; integer values

:Label06B021
00D6: if  0
8118:   NOT   actor  4@ dead
004D: jump_if_false £Label06B1CE
00D6: if  0
0038:   $B41 ==  0  ;; integer values
004D: jump_if_false £Label06B1B1
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor  4@ radius  20.0  20.0  6.0
0123:   actor  4@ spotted_player $PLAYER_CHAR
004D: jump_if_false £Label06B076
0004: $B41 =  1  ;; integer values

:Label06B076
00D6: if  0
8184:   NOT   actor  4@ health >=  90
004D: jump_if_false £Label06B08F
0004: $B41 =  1  ;; integer values

:Label06B08F
00D6: if  1
0019:    17@ >  3000  ;; integer values
001B:    6000 >  17@  ;; integer values
004D: jump_if_false £Label06B0D1
00D6: if  0
8042:   NOT   $B3F ==  160.0  ;; floating-point values
004D: jump_if_false £Label06B0D1
000D: $B3F -=  5.0  ;; floating-point values
0173: set_actor  4@ z_angle_to $B3F

:Label06B0D1
00D6: if  1
0019:    17@ >  6000  ;; integer values
001B:    9000 >  17@  ;; integer values
004D: jump_if_false £Label06B113
00D6: if  0
8042:   NOT   $B3F ==  270.0  ;; floating-point values
004D: jump_if_false £Label06B113
0009: $B3F +=  5.0  ;; floating-point values
0173: set_actor  4@ z_angle_to $B3F

:Label06B113
00D6: if  1
0019:    17@ >  9000  ;; integer values
001B:    12000 >  17@  ;; integer values
004D: jump_if_false £Label06B155
00D6: if  0
8042:   NOT   $B3F ==  340.0  ;; floating-point values
004D: jump_if_false £Label06B155
0009: $B3F +=  5.0  ;; floating-point values
0173: set_actor  4@ z_angle_to $B3F

:Label06B155
00D6: if  1
0019:    17@ >  12000  ;; integer values
001B:    15000 >  17@  ;; integer values
004D: jump_if_false £Label06B197
00D6: if  0
8042:   NOT   $B3F ==  270.0  ;; floating-point values
004D: jump_if_false £Label06B197
000D: $B3F -=  5.0  ;; floating-point values
0173: set_actor  4@ z_angle_to $B3F

:Label06B197
00D6: if  0
0019:    17@ >  15000  ;; integer values
004D: jump_if_false £Label06B1B1
0006:  17@ =  0  ;; integer values

:Label06B1B1
00A0: store_actor  4@ position_to $B30 $B31 $B32
008A: $B42 =  4@  ;; integer values and handles
0050: gosub £Label06C125

:Label06B1CE
00D6: if  0
8118:   NOT   actor  5@ dead
004D: jump_if_false £Label06B37B
00D6: if  0
0038:   $B41 ==  0  ;; integer values
004D: jump_if_false £Label06B35E
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor  5@ radius  20.0  20.0  6.0
0123:   actor  5@ spotted_player $PLAYER_CHAR
004D: jump_if_false £Label06B223
0004: $B41 =  1  ;; integer values

:Label06B223
00D6: if  0
8184:   NOT   actor  5@ health >=  90
004D: jump_if_false £Label06B23C
0004: $B41 =  1  ;; integer values

:Label06B23C
00D6: if  1
0019:    16@ >  4000  ;; integer values
001B:    7000 >  16@  ;; integer values
004D: jump_if_false £Label06B27E
00D6: if  0
8042:   NOT   $B40 ==  160.0  ;; floating-point values
004D: jump_if_false £Label06B27E
000D: $B40 -=  5.0  ;; floating-point values
0173: set_actor  5@ z_angle_to $B40

:Label06B27E
00D6: if  1
0019:    16@ >  7000  ;; integer values
001B:    10000 >  16@  ;; integer values
004D: jump_if_false £Label06B2C0
00D6: if  0
8042:   NOT   $B40 ==  270.0  ;; floating-point values
004D: jump_if_false £Label06B2C0
0009: $B40 +=  5.0  ;; floating-point values
0173: set_actor  5@ z_angle_to $B40

:Label06B2C0
00D6: if  1
0019:    16@ >  10000  ;; integer values
001B:    13000 >  16@  ;; integer values
004D: jump_if_false £Label06B302
00D6: if  0
8042:   NOT   $B40 ==  340.0  ;; floating-point values
004D: jump_if_false £Label06B302
0009: $B40 +=  5.0  ;; floating-point values
0173: set_actor  5@ z_angle_to $B40

:Label06B302
00D6: if  1
0019:    16@ >  13000  ;; integer values
001B:    16000 >  16@  ;; integer values
004D: jump_if_false £Label06B344
00D6: if  0
8042:   NOT   $B40 ==  270.0  ;; floating-point values
004D: jump_if_false £Label06B344
000D: $B40 -=  5.0  ;; floating-point values
0173: set_actor  5@ z_angle_to $B40

:Label06B344
00D6: if  0
0019:    16@ >  16000  ;; integer values
004D: jump_if_false £Label06B35E
0006:  16@ =  0  ;; integer values

:Label06B35E
00A0: store_actor  5@ position_to $B33 $B34 $B35
008A: $B42 =  5@  ;; integer values and handles
0050: gosub £Label06C125

:Label06B37B
00D6: if  0
8118:   NOT   actor  6@ dead
004D: jump_if_false £Label06B54A
00D6: if  0
0038:   $B41 ==  0  ;; integer values
004D: jump_if_false £Label06B52D
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor  6@ radius  20.0  20.0  6.0
0123:   actor  6@ spotted_player $PLAYER_CHAR
004D: jump_if_false £Label06B3D0
0004: $B41 =  1  ;; integer values

:Label06B3D0
00D6: if  0
8184:   NOT   actor  6@ health >=  90
004D: jump_if_false £Label06B3E9
0004: $B41 =  1  ;; integer values

:Label06B3E9
00D6: if  0
00FF:   actor  6@  0 ()near_point_on_foot -623.9 -1477.7  12.0 radius  1.0  1.0  4.0
004D: jump_if_false £Label06B48B
00D6: if  0
0038:   $B47 ==  0  ;; integer values
004D: jump_if_false £Label06B443
0372: set_actor  6@ anim  3 wait_state_time  5000 ms
0004: $B49 =  0  ;; integer values
0004: $B47 =  1  ;; integer values

:Label06B443
00D6: if  0
0038:   $B47 ==  1  ;; integer values
004D: jump_if_false £Label06B48B
0008: $B49 +=  1  ;; integer values
00D6: if  0
0018:   $B49 >  90  ;; integer values
004D: jump_if_false £Label06B48B
0211: actor  6@ walk_to -671.7 -1459.1
0411: (unknown)  6@  0 
0004: $B48 =  0  ;; integer values

:Label06B48B
00D6: if  0
00FF:   actor  6@  0 ()near_point_on_foot -671.7 -1459.1  12.0 radius  1.0  1.0  4.0
004D: jump_if_false £Label06B52D
00D6: if  0
0038:   $B48 ==  0  ;; integer values
004D: jump_if_false £Label06B4E5
0372: set_actor  6@ anim  3 wait_state_time  5000 ms
0004: $B49 =  0  ;; integer values
0004: $B48 =  1  ;; integer values

:Label06B4E5
00D6: if  0
0038:   $B48 ==  1  ;; integer values
004D: jump_if_false £Label06B52D
0008: $B49 +=  1  ;; integer values
00D6: if  0
0018:   $B49 >  90  ;; integer values
004D: jump_if_false £Label06B52D
0211: actor  6@ walk_to -623.9 -1477.7
0411: (unknown)  6@  0 
0004: $B47 =  0  ;; integer values

:Label06B52D
00A0: store_actor  6@ position_to $B36 $B37 $B38
008A: $B42 =  6@  ;; integer values and handles
0050: gosub £Label06C125

:Label06B54A
00D6: if  0
8118:   NOT   actor  7@ dead
004D: jump_if_false £Label06B719
00D6: if  0
0038:   $B41 ==  0  ;; integer values
004D: jump_if_false £Label06B6FC
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor  7@ radius  20.0  20.0  6.0
0123:   actor  7@ spotted_player $PLAYER_CHAR
004D: jump_if_false £Label06B59F
0004: $B41 =  1  ;; integer values

:Label06B59F
00D6: if  0
8184:   NOT   actor  7@ health >=  90
004D: jump_if_false £Label06B5B8
0004: $B41 =  1  ;; integer values

:Label06B5B8
00D6: if  0
00FF:   actor  7@  0 ()near_point_on_foot -682.8 -1484.8  14.5 radius  1.0  1.0  4.0
004D: jump_if_false £Label06B65A
00D6: if  0
0038:   $B4B ==  0  ;; integer values
004D: jump_if_false £Label06B612
0372: set_actor  7@ anim  3 wait_state_time  5000 ms
0004: $B4D =  0  ;; integer values
0004: $B4B =  1  ;; integer values

:Label06B612
00D6: if  0
0038:   $B4B ==  1  ;; integer values
004D: jump_if_false £Label06B65A
0008: $B4D +=  1  ;; integer values
00D6: if  0
0018:   $B4D >  90  ;; integer values
004D: jump_if_false £Label06B65A
0211: actor  7@ walk_to -638.9 -1500.9
0411: (unknown)  7@  0 
0004: $B4C =  0  ;; integer values

:Label06B65A
00D6: if  0
00FF:   actor  7@  0 ()near_point_on_foot -638.9 -1500.9  12.0 radius  1.0  1.0  4.0
004D: jump_if_false £Label06B6FC
00D6: if  0
0038:   $B4C ==  0  ;; integer values
004D: jump_if_false £Label06B6B4
0372: set_actor  7@ anim  3 wait_state_time  5000 ms
0004: $B4D =  0  ;; integer values
0004: $B4C =  1  ;; integer values

:Label06B6B4
00D6: if  0
0038:   $B4C ==  1  ;; integer values
004D: jump_if_false £Label06B6FC
0008: $B4D +=  1  ;; integer values
00D6: if  0
0018:   $B4D >  90  ;; integer values
004D: jump_if_false £Label06B6FC
0211: actor  7@ walk_to -682.8 -1484.8
0411: (unknown)  7@  0 
0004: $B4B =  0  ;; integer values

:Label06B6FC
00A0: store_actor  7@ position_to $B39 $B3A $B3B
008A: $B42 =  7@  ;; integer values and handles
0050: gosub £Label06C125

:Label06B719
00D6: if  0
8118:   NOT   actor  8@ dead
004D: jump_if_false £Label06B9F6
00D6: if  0
0038:   $B41 ==  0  ;; integer values
004D: jump_if_false £Label06B9D9
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor  8@ radius  20.0  20.0  6.0
0123:   actor  8@ spotted_player $PLAYER_CHAR
004D: jump_if_false £Label06B76E
0004: $B41 =  1  ;; integer values

:Label06B76E
00D6: if  0
8184:   NOT   actor  8@ health >=  90
004D: jump_if_false £Label06B787
0004: $B41 =  1  ;; integer values

:Label06B787
00D6: if  0
00FF:   actor  8@  0 ()near_point_on_foot -671.7 -1459.1  12.0 radius  1.0  1.0  4.0
004D: jump_if_false £Label06B8B0
00D6: if  0
0038:   $B4F ==  0  ;; integer values
004D: jump_if_false £Label06B7E8
0372: set_actor  8@ anim  3 wait_state_time  5000 ms
0004: $B51 =  0  ;; integer values
0004: $B43 =  0  ;; integer values
0004: $B4F =  1  ;; integer values

:Label06B7E8
00D6: if  0
0038:   $B4F ==  1  ;; integer values
004D: jump_if_false £Label06B830
0008: $B51 +=  1  ;; integer values
00D6: if  0
0018:   $B51 >  90  ;; integer values
004D: jump_if_false £Label06B830
0211: actor  8@ walk_to -682.8 -1484.8
0411: (unknown)  8@  0 
0004: $B50 =  0  ;; integer values

:Label06B830
00D6: if  0
8118:   NOT   actor  7@ dead
004D: jump_if_false £Label06B8B0
00D6: if  0
00FF:   actor  7@  0 ()near_point_on_foot -671.7 -1459.1  12.0 radius  1.0  1.0  4.0
004D: jump_if_false £Label06B8B0
00D6: if  0
0038:   $B43 ==  0  ;; integer values
004D: jump_if_false £Label06B8B0
0372: set_actor  7@ anim  3 wait_state_time  0 ms
011C: actor  7@ clear_objective
0372: set_actor  8@ anim  3 wait_state_time  0 ms
011C: actor  8@ clear_objective
03F9: make_actors  8@  7@ converse_in  10000 ms
0004: $B43 =  1  ;; integer values

:Label06B8B0
00D6: if  0
00FF:   actor  8@  0 ()near_point_on_foot -682.8 -1484.8  12.0 radius  1.0  1.0  4.0
004D: jump_if_false £Label06B9D9
00D6: if  0
0038:   $B50 ==  0  ;; integer values
004D: jump_if_false £Label06B911
0372: set_actor  8@ anim  3 wait_state_time  5000 ms
0004: $B51 =  0  ;; integer values
0004: $B44 =  0  ;; integer values
0004: $B50 =  1  ;; integer values

:Label06B911
00D6: if  0
0038:   $B50 ==  1  ;; integer values
004D: jump_if_false £Label06B959
0008: $B51 +=  1  ;; integer values
00D6: if  0
0018:   $B51 >  90  ;; integer values
004D: jump_if_false £Label06B959
0211: actor  8@ walk_to -671.7 -1459.1
0411: (unknown)  8@  0 
0004: $B4F =  0  ;; integer values

:Label06B959
00D6: if  0
8118:   NOT   actor  6@ dead
004D: jump_if_false £Label06B9D9
00D6: if  0
00FF:   actor  6@  0 ()near_point_on_foot -682.8 -1484.8  12.0 radius  1.0  1.0  4.0
004D: jump_if_false £Label06B9D9
00D6: if  0
0038:   $B44 ==  0  ;; integer values
004D: jump_if_false £Label06B9D9
0372: set_actor  6@ anim  3 wait_state_time  0 ms
0372: set_actor  8@ anim  3 wait_state_time  0 ms
011C: actor  8@ clear_objective
011C: actor  6@ clear_objective
03F9: make_actors  8@  6@ converse_in  10000 ms
0004: $B44 =  1  ;; integer values

:Label06B9D9
00A0: store_actor  8@ position_to $B3C $B3D $B3E
008A: $B42 =  8@  ;; integer values and handles
0050: gosub £Label06C125

:Label06B9F6
00D6: if  0
8118:   NOT   actor  9@ dead
004D: jump_if_false £Label06BAF0
00D6: if  0
0038:   $B41 ==  0  ;; integer values
004D: jump_if_false £Label06BAF0
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor  9@ radius  20.0  20.0  6.0
0123:   actor  9@ spotted_player $PLAYER_CHAR
004D: jump_if_false £Label06BA4B
0004: $B41 =  1  ;; integer values

:Label06BA4B
00D6: if  0
8184:   NOT   actor  9@ health >=  90
004D: jump_if_false £Label06BA64
0004: $B41 =  1  ;; integer values

:Label06BA64
00D6: if  0
00FF:   actor  9@  0 ()near_point_on_foot -573.7 -1522.5  7.0 radius  1.0  1.0  4.0
004D: jump_if_false £Label06BAAA
0211: actor  9@ walk_to -598.6 -1513.0
0411: (unknown)  9@  0 

:Label06BAAA
00D6: if  0
00FF:   actor  9@  0 ()near_point_on_foot -598.6 -1513.0  7.0 radius  1.0  1.0  4.0
004D: jump_if_false £Label06BAF0
0211: actor  9@ walk_to -573.7 -1522.5
0411: (unknown)  9@  0 

:Label06BAF0
00D6: if  0
8118:   NOT   actor  10@ dead
004D: jump_if_false £Label06BBEA
00D6: if  0
0038:   $B41 ==  0  ;; integer values
004D: jump_if_false £Label06BBEA
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor  10@ radius  20.0  20.0  6.0
0123:   actor  10@ spotted_player $PLAYER_CHAR
004D: jump_if_false £Label06BB45
0004: $B41 =  1  ;; integer values

:Label06BB45
00D6: if  0
8184:   NOT   actor  10@ health >=  90
004D: jump_if_false £Label06BB5E
0004: $B41 =  1  ;; integer values

:Label06BB5E
00D6: if  0
00FF:   actor  10@  0 ()near_point_on_foot -586.9 -1496.2  7.0 radius  1.0  1.0  4.0
004D: jump_if_false £Label06BBA4
0211: actor  10@ walk_to -569.0 -1503.1
0411: (unknown)  10@  0 

:Label06BBA4
00D6: if  0
00FF:   actor  10@  0 ()near_point_on_foot -569.0 -1503.1  7.0 radius  1.0  1.0  4.0
004D: jump_if_false £Label06BBEA
0211: actor  10@ walk_to -586.9 -1496.2
0411: (unknown)  10@  0 

:Label06BBEA
0050: gosub £Label06C740
00D6: if  0
0119:   car $40 wrecked
004D: jump_if_false £Label06BCB3
00D6: if  0
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3  12.0 -679.1 -1481.3  18.0 radius -19.5 sphere  0
004D: jump_if_false £Label06BC9D
03BD: destroy_sphere $B52
0164: disable_marker $41

:Label06BC40
00D6: if  0
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3  12.0 -679.1 -1481.3  18.0 radius -19.5 sphere  0
004D: jump_if_false £Label06BC80
0001: wait  0 ms
0002: jump £Label06BC40

:Label06BC80
00BC: text_highpriority "COK3_7"  5000 ms  1  ;; ~r~You destroyed the boat!
0002: jump £Label06C011
0002: jump £Label06BCB3

:Label06BC9D
00BC: text_highpriority "COK3_7"  5000 ms  1  ;; ~r~You destroyed the boat!
0002: jump £Label06C011

:Label06BCB3
0002: jump £Label06AD3E

:Label06BCBA
0164: disable_marker $41
018A: $41 = create_checkpoint_at -378.5 -660.0  5.6
00BC: text_highpriority "COK3_6"  5000 ms  1  ;; ~g~Get the boat to the mansion.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3

:Label06BCE9
00D6: if  21
80F5:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point -378.5 -660.0  5.0 radius  20.0  30.0  6.0
80DC:   NOT   player $PLAYER_CHAR driving $40
004D: jump_if_false £Label06BDF5
0001: wait  0 ms
00D6: if  0
0119:   car $40 wrecked
004D: jump_if_false £Label06BDE7
00D6: if  0
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3  12.0 -679.1 -1481.3  18.0 radius -19.5 sphere  0
004D: jump_if_false £Label06BDD1
03BD: destroy_sphere $B52
0164: disable_marker $41

:Label06BD74
00D6: if  0
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3  12.0 -679.1 -1481.3  18.0 radius -19.5 sphere  0
004D: jump_if_false £Label06BDB4
0001: wait  0 ms
0002: jump £Label06BD74

:Label06BDB4
00BC: text_highpriority "COK3_7"  5000 ms  1  ;; ~r~You destroyed the boat!
0002: jump £Label06C011
0002: jump £Label06BDE7

:Label06BDD1
00BC: text_highpriority "COK3_7"  5000 ms  1  ;; ~r~You destroyed the boat!
0002: jump £Label06C011

:Label06BDE7
0050: gosub £Label06C740
0002: jump £Label06BCE9

:Label06BDF5
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06BE14
02D4: unknown_turn_off_car $40 engine
02DB: set_boat $40 speed_to  0.0

:Label06BE14
016A: fade  0 ()  1000 ms
0001: wait  1000 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0395: clear_area  1 at -366.1 -655.2 range  6.9  1.0
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06BE8F
00AB: put_car $40 at -393.8 -660.4  5.6
0175: set_car $40 z_angle_to  270.0
02D3: boat $40 drive_to -378.5 -660.0  5.6
02DB: set_boat $40 speed_to  8.0

:Label06BE8F
0001: wait  0 ms
015F: set_camera_position -365.183 -654.17  8.057  0.0  0.0  0.0
0160: point_camera -366.024 -654.71  8.009  2
016A: fade  1 (back)  1500 ms
0006:  17@ =  0  ;; integer values

:Label06BED4
00D6: if  0
8019:   NOT    17@ >  3500  ;; integer values
004D: jump_if_false £Label06BF41
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06BF3A
00D6: if  0
01AF:   car $40  0 ()near_point -378.5 -660.0  5.6 radius  2.0  2.0  4.0
004D: jump_if_false £Label06BF3A
02D4: unknown_turn_off_car $40 engine
02DB: set_boat $40 speed_to  0.0

:Label06BF3A
0002: jump £Label06BED4

:Label06BF41
016A: fade  0 ()  1000 ms
0001: wait  1000 ms
0395: clear_area  1 at -372.7 -656.7 range  6.9  1.0
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06BFB7
00D6: if  0
00DC:   player $PLAYER_CHAR driving $40
004D: jump_if_false £Label06BFA3
012A: put_player $PLAYER_CHAR at -372.7 -656.7  6.9 and_remove_from_car
0002: jump £Label06BFB7

:Label06BFA3
0055: put_player $PLAYER_CHAR at -372.7 -656.7  6.9

:Label06BFB7
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06BFE5
00AB: put_car $40 at -378.5 -660.0  5.6
0175: set_car $40 z_angle_to  270.0

:Label06BFE5
0171: set_player $PLAYER_CHAR z_angle_to  90.0
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0001: wait  500 ms
016A: fade  1 (back)  1000 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0002: jump £Label06C022

:Label06C011
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label06C022
0004: $PASSED_COK3_THE_FASTEST_BOAT =  1  ;; integer values
0394: play_music  1
01E3: text_1number_styled "M_PASS"  4000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  4000
0318: set_latest_mission_passed "COK_3"  ;; The Fastest Boat
030C: set_mission_points +=  1
004F: create_thread ££Label00BA54 
0051: return

:Label06C064
0004: $ONMISSION =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #HMYAP
0249: release_model #SQUALO
0249: release_model #HMYST
0249: release_model #TEC9
0249: release_model #HAMMER
0249: release_model #SCREWDRIVER
0249: release_model #SPEEDER
0249: release_model #DINGHY
0249: release_model #RUGER
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06C0B0
01C3: remove_references_to_car $40  ;; Like turning a car into any random car

:Label06C0B0
029B: $6FA = init_object -65 (B_HSE_DOORS) at -640.012 -1485.941  15.457
01C7: remove_object_from_mission_cleanup_list $6FA
03BD: destroy_sphere $B52
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 
0164: disable_marker $41
040D: unload_wav  1
040D: unload_wav  2
00D8: mission_cleanup
0051: return

:Label06C125
00D6: if  1
0118:   actor  4@ dead
00FF:   actor $B42  0 ()near_point_on_foot $B30 $B31 $B32 radius  4.0  4.0  4.0
004D: jump_if_false £Label06C15B
0004: $B41 =  1  ;; integer values

:Label06C15B
00D6: if  1
0118:   actor  5@ dead
00FF:   actor $B42  0 ()near_point_on_foot $B33 $B34 $B35 radius  4.0  4.0  4.0
004D: jump_if_false £Label06C191
0004: $B41 =  1  ;; integer values

:Label06C191
00D6: if  1
0118:   actor  6@ dead
00FF:   actor $B42  0 ()near_point_on_foot $B36 $B37 $B38 radius  4.0  4.0  4.0
004D: jump_if_false £Label06C1C7
0004: $B41 =  1  ;; integer values

:Label06C1C7
00D6: if  1
0118:   actor  7@ dead
00FF:   actor $B42  0 ()near_point_on_foot $B39 $B3A $B3B radius  4.0  4.0  4.0
004D: jump_if_false £Label06C1FD
0004: $B41 =  1  ;; integer values

:Label06C1FD
00D6: if  1
0118:   actor  8@ dead
00FF:   actor $B42  0 ()near_point_on_foot $B3C $B3D $B3E radius  4.0  4.0  4.0
004D: jump_if_false £Label06C233
0004: $B41 =  1  ;; integer values

:Label06C233
0051: return

:Label06C235
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06C263
00AB: put_car $40 at -597.6 -1507.7  11.5
0175: set_car $40 z_angle_to  256.0

:Label06C263
00D6: if  0
0038:   $B4A ==  0  ;; integer values
004D: jump_if_false £Label06C427
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06C427
00D6: if  0
01FF:   player $PLAYER_CHAR near_car $40 radius  40.0  40.0  20.0 unknown  0
004D: jump_if_false £Label06C427
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00BC: text_highpriority "COK3_5"  6000 ms  1  ;; ~g~Find the switch to lower the boat.
015F: set_camera_position -598.588 -1496.503  16.717  0.0  0.0  0.0
0160: point_camera -598.493 -1497.474  16.496  2
0006:  17@ =  0  ;; integer values

:Label06C2FD
00D6: if  0
8019:   NOT    17@ >  500  ;; integer values
004D: jump_if_false £Label06C349
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06C342
00AB: put_car $40 at -597.6 -1507.7  11.5
0175: set_car $40 z_angle_to  256.0

:Label06C342
0002: jump £Label06C2FD

:Label06C349
00D6: if  0
8019:   NOT    17@ >  4000  ;; integer values
004D: jump_if_false £Label06C411
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06C38E
00AB: put_car $40 at -597.6 -1507.7  11.5
0175: set_car $40 z_angle_to  256.0

:Label06C38E
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label06C40A

:Label06C39F
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label06C403
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06C3E2
00AB: put_car $40 at -597.6 -1507.7  11.5
0175: set_car $40 z_angle_to  256.0

:Label06C3E2
00D6: if  0
0019:    17@ >  3500  ;; integer values
004D: jump_if_false £Label06C3FC
0002: jump £Label06C411

:Label06C3FC
0002: jump £Label06C39F

:Label06C403
0002: jump £Label06C411

:Label06C40A
0002: jump £Label06C349

:Label06C411
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0004: $B4A =  1  ;; integer values

:Label06C427
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -665.4 -1484.7  12.8 radius  .5  .5  1.5
004D: jump_if_false £Label06C73E
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0171: set_player $PLAYER_CHAR z_angle_to  150.0
046F: unknown_player $PLAYER_CHAR  13@
01B8: set_player $PLAYER_CHAR armed_weapon_to  0
0372: set_actor $PLAYER_ACTOR anim  25 wait_state_time  1000 ms
0006:  17@ =  0  ;; integer values

:Label06C48C
00D6: if  0
8019:   NOT    17@ >  1000  ;; integer values
004D: jump_if_false £Label06C4D8
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06C4D1
00AB: put_car $40 at -597.6 -1507.7  11.5
0175: set_car $40 z_angle_to  256.0

:Label06C4D1
0002: jump £Label06C48C

:Label06C4D8
053D: $PLAYER_ACTOR
01B8: set_player $PLAYER_CHAR armed_weapon_to  13@
015F: set_camera_position -600.685 -1498.843  25.889  0.0  0.0  0.0
0160: point_camera -600.498 -1499.38  25.066  2
03BD: destroy_sphere $B52

:Label06C51D
00D6: if  0
8019:   NOT    17@ >  2500  ;; integer values
004D: jump_if_false £Label06C569
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06C562
00AB: put_car $40 at -597.6 -1507.7  11.5
0175: set_car $40 z_angle_to  256.0

:Label06C562
0002: jump £Label06C51D

:Label06C569
0001: wait  4000 ms
0055: put_player $PLAYER_CHAR at -665.4 -1484.7  12.8
0171: set_player $PLAYER_CHAR z_angle_to  150.0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
00BC: text_highpriority "COK3_9"  8000 ms  1  ;; ~g~Now get into the boat.
009A: $B53 = create_actor  7 #HMYST at -640.6 -1500.3 -100.0
0173: set_actor $B53 z_angle_to  335.0
01ED: reset_actor $B53 flags
011A: set_actor $B53 flags  1
0243: set_actor $B53 ped_stats_to  16
01B2: give_actor $B53 weapon  22 ammo  500  ;; Load the weapon model before using this
0350: unknown_actor $B53 not_scared_flag  1
009A: $B54 = create_actor  7 #HMYST at -652.5 -1497.5 -100.0
0173: set_actor $B54 z_angle_to  245.0
01ED: reset_actor $B54 flags
011A: set_actor $B54 flags  1
0243: set_actor $B54 ped_stats_to  16
01B2: give_actor $B54 weapon  22 ammo  500  ;; Load the weapon model before using this
0350: unknown_actor $B54 not_scared_flag  1
009A: $B55 = create_actor  7 #HMYST at -632.5 -1476.1 -100.0
0173: set_actor $B55 z_angle_to  165.9
01ED: reset_actor $B55 flags
011A: set_actor $B55 flags  1
0243: set_actor $B55 ped_stats_to  16
01B2: give_actor $B55 weapon  22 ammo  500  ;; Load the weapon model before using this
009A: $B56 = create_actor  7 #HMYST at -643.2 -1467.1 -100.0
0173: set_actor $B56 z_angle_to  252.0
01ED: reset_actor $B56 flags
011A: set_actor $B56 flags  1
0243: set_actor $B56 ped_stats_to  16
01B2: give_actor $B56 weapon  22 ammo  500  ;; Load the weapon model before using this
009A: $B57 = create_actor  7 #HMYST at -666.5 -1458.0 -100.0
0173: set_actor $B57 z_angle_to  245.0
01ED: reset_actor $B57 flags
011A: set_actor $B57 flags  1
0243: set_actor $B57 ped_stats_to  16
01B2: give_actor $B57 weapon  22 ammo  500  ;; Load the weapon model before using this
009A: $B58 = create_actor  7 #HMYST at -678.8 -1486.3 -100.0
0173: set_actor $B58 z_angle_to  252.0
01ED: reset_actor $B58 flags
011A: set_actor $B58 flags  1
0243: set_actor $B58 ped_stats_to  16
01B2: give_actor $B58 weapon  22 ammo  500  ;; Load the weapon model before using this
0004: $B41 =  1  ;; integer values
0006:  11@ =  1  ;; integer values

:Label06C73E
0051: return

:Label06C740
00D6: if  0
0038:   $B41 ==  1  ;; integer values
004D: jump_if_false £Label06CBB4
00D6: if  0
0039:    3@ ==  0  ;; integer values
004D: jump_if_false £Label06C813
00D6: if  0
8118:   NOT   actor  10@ dead
004D: jump_if_false £Label06C77C
01CA: actor  10@ kill_player $PLAYER_CHAR

:Label06C77C
00D6: if  0
8118:   NOT   actor  9@ dead
004D: jump_if_false £Label06C794
01CA: actor  9@ kill_player $PLAYER_CHAR

:Label06C794
00D6: if  0
8118:   NOT   actor  8@ dead
004D: jump_if_false £Label06C7AC
01CA: actor  8@ kill_player $PLAYER_CHAR

:Label06C7AC
00D6: if  0
8118:   NOT   actor  7@ dead
004D: jump_if_false £Label06C7C4
01CA: actor  7@ kill_player $PLAYER_CHAR

:Label06C7C4
00D6: if  0
8118:   NOT   actor  6@ dead
004D: jump_if_false £Label06C7DC
01CA: actor  6@ kill_player $PLAYER_CHAR

:Label06C7DC
00D6: if  0
8118:   NOT   actor  5@ dead
004D: jump_if_false £Label06C7F4
01CA: actor  5@ kill_player $PLAYER_CHAR

:Label06C7F4
00D6: if  0
8118:   NOT   actor  4@ dead
004D: jump_if_false £Label06C80C
01CA: actor  4@ kill_player $PLAYER_CHAR

:Label06C80C
0006:  3@ =  1  ;; integer values

:Label06C813
00D6: if  0
0019:    16@ >  1000  ;; integer values
004D: jump_if_false £Label06CBB4
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
8118:   NOT   actor  10@ dead
004D: jump_if_false £Label06C877
00D6: if  0
8510:   NOT   unknown_actor  10@ on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label06C877
009E: set_actor  10@ path $5F $60 $61 unknown  4.0  1

:Label06C877
00D6: if  0
8118:   NOT   actor  9@ dead
004D: jump_if_false £Label06C8BA
00D6: if  0
8510:   NOT   unknown_actor  9@ on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label06C8BA
009E: set_actor  9@ path $5F $60 $61 unknown  4.0  1

:Label06C8BA
00D6: if  0
8118:   NOT   actor  8@ dead
004D: jump_if_false £Label06C8FD
00D6: if  0
8510:   NOT   unknown_actor  8@ on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label06C8FD
009E: set_actor  8@ path $5F $60 $61 unknown  4.0  1

:Label06C8FD
00D6: if  0
8118:   NOT   actor  7@ dead
004D: jump_if_false £Label06C940
00D6: if  0
8510:   NOT   unknown_actor  7@ on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label06C940
009E: set_actor  7@ path $5F $60 $61 unknown  4.0  1

:Label06C940
00D6: if  0
8118:   NOT   actor  6@ dead
004D: jump_if_false £Label06C983
00D6: if  0
8510:   NOT   unknown_actor  6@ on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label06C983
009E: set_actor  6@ path $5F $60 $61 unknown  4.0  1

:Label06C983
00D6: if  0
8118:   NOT   actor  5@ dead
004D: jump_if_false £Label06C9C6
00D6: if  0
8510:   NOT   unknown_actor  5@ on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label06C9C6
009E: set_actor  5@ path $5F $60 $61 unknown  4.0  1

:Label06C9C6
00D6: if  0
8118:   NOT   actor  4@ dead
004D: jump_if_false £Label06CA09
00D6: if  0
8510:   NOT   unknown_actor  4@ on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label06CA09
009E: set_actor  4@ path $5F $60 $61 unknown  4.0  1

:Label06CA09
00D6: if  0
0039:    11@ ==  1  ;; integer values
004D: jump_if_false £Label06CBAD
00D6: if  0
8118:   NOT   actor $B53 dead
004D: jump_if_false £Label06CA5E
00D6: if  0
8510:   NOT   unknown_actor $B53 on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label06CA5E
009E: set_actor $B53 path $5F $60 $61 unknown  4.0  1

:Label06CA5E
00D6: if  0
8118:   NOT   actor $B54 dead
004D: jump_if_false £Label06CAA1
00D6: if  0
8510:   NOT   unknown_actor $B54 on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label06CAA1
009E: set_actor $B54 path $5F $60 $61 unknown  4.0  1

:Label06CAA1
00D6: if  0
8118:   NOT   actor $B55 dead
004D: jump_if_false £Label06CAE4
00D6: if  0
8510:   NOT   unknown_actor $B55 on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label06CAE4
009E: set_actor $B55 path $5F $60 $61 unknown  4.0  1

:Label06CAE4
00D6: if  0
8118:   NOT   actor $B56 dead
004D: jump_if_false £Label06CB27
00D6: if  0
8510:   NOT   unknown_actor $B56 on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label06CB27
009E: set_actor $B56 path $5F $60 $61 unknown  4.0  1

:Label06CB27
00D6: if  0
8118:   NOT   actor $B57 dead
004D: jump_if_false £Label06CB6A
00D6: if  0
8510:   NOT   unknown_actor $B57 on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label06CB6A
009E: set_actor $B57 path $5F $60 $61 unknown  4.0  1

:Label06CB6A
00D6: if  0
8118:   NOT   actor $B58 dead
004D: jump_if_false £Label06CBAD
00D6: if  0
8510:   NOT   unknown_actor $B58 on_path $5F $60 $61 radius  4.0
004D: jump_if_false £Label06CBAD
009E: set_actor $B58 path $5F $60 $61 unknown  4.0  1

:Label06CBAD
0006:  16@ =  0  ;; integer values

:Label06CBB4
0051: return

;-------------Mission 15---------------
; Originally: Supply & Demand


:Label06CBB6
0050: gosub £Label06CBDA
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label06CBD1
0050: gosub £Label06F3E2

:Label06CBD1
0050: gosub £Label06F457
004E: end_thread

:Label06CBDA
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "BARON4"
0001: wait  0 ms
054C: use_GXT_table "BARON4"
058E: set_restart_mission_taxi_destination -288.2 -487.5  9.8  275.0
01B5: force_weather  0
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0004: $26 =  0  ;; integer values
0004: $27 =  0  ;; integer values
0004: $28 =  0  ;; integer values
0004: $29 =  0  ;; integer values
0004: $2A =  0  ;; integer values
0004: $2B =  0  ;; integer values
0006:  6@ =  0  ;; integer values
0004: $B60 =  0  ;; integer values
0004: $B62 =  0  ;; integer values
0004: $B63 =  0  ;; integer values
0004: $B64 =  0  ;; integer values
0004: $B65 =  0  ;; integer values
0004: $B69 =  0  ;; integer values
0004: $B6A =  0  ;; integer values
04BB: select_interiour  2  ;; select render area
04F9: interiour_colors  8  0
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSDIAZ"
02F3: load_object #CUTOBJ01 "DCFAN"
02F3: load_object #CUTOBJ02 "DEAGL"
02F3: load_object #CUTOBJ03 "SHOTVCR"
038B: load_requested_models
03CB: set_camera -378.3 -591.9  25.8

:Label06CCE1
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
004D: jump_if_false £Label06CD0E
0001: wait  0 ms
0002: jump £Label06CCE1

:Label06CD0E
0569: "CSPLAY"
0569: "CSDIAZ"
0569: "DCFAN"
0569: "DEAGL"
0569: "SHOTVCR"
02E4: load_cutscene_data "COK_4A"
0244: set_cutscene_pos -378.62 -552.676  18.534
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A1 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A1 "CSDIAZ"
02E5: $CB = create_cutscene_object #CUTOBJ01
04BC: "DCFAN"
02E6: set_cutscene_anim $CB "DCFAN"
02E5: $CE = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $CE "DEAGL"
02E5: $B67 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $B67 "SHOTVCR"
0395: clear_area  1 at -412.3 -607.0 range  16.2  1.0
0055: put_player $PLAYER_CHAR at -412.3 -607.0  16.2
0171: set_player $PLAYER_CHAR z_angle_to  180.0
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label06CE1F
00D6: if  0
001A:    3123 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06CE42
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06CE1F

:Label06CE42
00BC: text_highpriority "COK4_A"  10000 ms  1  ;; Eject! PLASTIC CRAP!

:Label06CE51
00D6: if  0
001A:    5921 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06CE74
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06CE51

:Label06CE74
00BC: text_highpriority "COK4_B"  10000 ms  1  ;; You doing this to me?

:Label06CE83
00D6: if  0
001A:    7616 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06CEA6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06CE83

:Label06CEA6
00BC: text_highpriority "COK4_C"  10000 ms  1  ;; Who do you think you are, you piece of plastic SHIT? Aaarrgh!

:Label06CEB5
00D6: if  0
001A:    14933 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06CED8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06CEB5

:Label06CED8
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label06CF05
058A: unknown -407.737 -559.252  18.852 -404.218 -559.623  18.5

:Label06CF05
00D6: if  0
001A:    14966 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06CF28
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06CF05

:Label06CF28
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label06CF65
039D: scatter_particles  17  .05  0  0  0  500 at -408.2 -559.9  18.7  .05  .05  .05

:Label06CF65
00D6: if  0
001A:    15433 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06CF88
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06CF65

:Label06CF88
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label06CFB5
058A: unknown -407.729 -559.322  18.842 -408.281 -559.653  18.5

:Label06CFB5
00D6: if  0
001A:    15466 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06CFD8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06CFB5

:Label06CFD8
00D6: if  0
001A:    15656 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06CFFB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06CFD8

:Label06CFFB
00BC: text_highpriority "COK4_D"  10000 ms  1  ;; SCREW YOU!

:Label06D00A
00D6: if  0
001A:    18764 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D02D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D00A

:Label06D02D
00BC: text_highpriority "COK4_E"  10000 ms  1  ;; It eats my favorite El burro movie, it die!

:Label06D03C
00D6: if  0
001A:    21799 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D05F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D03C

:Label06D05F
00BC: text_highpriority "COK4_F"  10000 ms  1  ;; What else could I do?

:Label06D06E
00D6: if  0
001A:    22980 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D091
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D06E

:Label06D091
00BC: text_highpriority "COK4_G"  10000 ms  1  ;; It's probably not plugged in.

:Label06D0A0
00D6: if  0
001A:    24759 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D0C3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D0A0

:Label06D0C3
00BC: text_highpriority "COK4_H"  10000 ms  1  ;; What?

:Label06D0D2
00D6: if  0
001A:    26995 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D0F5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D0D2

:Label06D0F5
00BC: text_highpriority "COK4_I"  10000 ms  1  ;; Damn - no matter, I can buy a hundred more.

:Label06D104
00D6: if  0
001A:    31939 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D127
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D104

:Label06D127
00BC: text_highpriority "COK4_J"  10000 ms  1  ;; Now Tommy,

:Label06D136
00D6: if  0
001A:    35149 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D15B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D136

:Label06D15B
00BC: text_highpriority "COK4_K"  10000 ms  1  ;; each month a freelancer sails into Vice City and moors his yacht.

:Label06D16A
00D6: if  0
001A:    40362 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D18F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D16A

:Label06D18F
00BC: text_highpriority "COK4_L"  10000 ms  1  ;; He sells his cargo to the first boat.

:Label06D19E
00D6: if  0
001A:    44300 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D1C3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D19E

:Label06D1C3
00BC: text_highpriority "COK4_M"  10000 ms  1  ;; I want you to take the speedboat

:Label06D1D2
00D6: if  0
001A:    47740 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D1F7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D1D2

:Label06D1F7
00BC: text_highpriority "COK4_N"  10000 ms  1  ;; and beat all the other shitheads to it,

:Label06D206
00D6: if  0
001A:    50131 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D22B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D206

:Label06D22B
00BC: text_highpriority "COK4_O"  10000 ms  1  ;; then you bring the cargo here, ok!?

:Label06D23A
00D6: if  0
001A:    52131 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D25F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D23A

:Label06D25F
00BE: text_clear_all

:Label06D261
00D6: if  0
001A:    56064 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D286
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D261

:Label06D286
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label06D28F
00D6: if  0
016B:   fading
004D: jump_if_false £Label06D2A7
0001: wait  0 ms
0002: jump £Label06D28F

:Label06D2A7
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
04FA: reset_interior_colors  0
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
03AE: remove_objects_from_cube -406.8 -552.0  25.0 -437.9 -569.4  10.0
04BB: select_interiour  0  ;; select render area
03CB: set_camera -412.3 -607.0  16.2
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "COK4_31"  5000 ms  2  ;; ~g~Go to the fastest boat at the jetty!
018A:  4@ = create_checkpoint_at -378.6 -649.8  10.6
03BC: $B59 = create_sphere -378.6 -649.8  10.6  4.0
0247: request_model #SQUALO
0247: request_model #SPEEDER
0247: request_model #MARQUIS
0247: request_model #RUGER
0247: request_model #CBA

:Label06D35F
00D6: if  24
8248:   NOT   model #SQUALO available
8248:   NOT   model #SPEEDER available
8248:   NOT   model #MARQUIS available
8248:   NOT   model #RUGER available
8248:   NOT   model #CBA available
004D: jump_if_false £Label06D38D
0001: wait  0 ms
0002: jump £Label06D35F

:Label06D38D
00A5: $40 = create_car #SQUALO at -378.5 -660.0  5.6
0175: set_car $40 z_angle_to  270.0

:Label06D3AE
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point -378.5 -660.0  5.6 radius  16.5  11.5  8.0
004D: jump_if_false £Label06D40F
0001: wait  0 ms
00D6: if  0
0119:   car $40 wrecked
004D: jump_if_false £Label06D408
00BC: text_highpriority "COK4_33"  5000 ms  2  ;; ~r~You destroyed the boat!
0002: jump £Label06F3E2

:Label06D408
0002: jump £Label06D3AE

:Label06D40F
03BD: destroy_sphere $B59
01BD: $1D = current_time_in_ms
0004: $1E =  0  ;; integer values

:Label06D420
00D6: if  1
83EE:   NOT   player $PLAYER_CHAR controllable
001A:    5000 > $1E  ;; integer values
004D: jump_if_false £Label06D458
0001: wait  0 ms
01BD: $1C = current_time_in_ms
0084: $1E = $1C  ;; integer values and handles
0060: $1E -= $1D  ;; integer values
0002: jump £Label06D420

:Label06D458
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms

:Label06D46C
00D6: if  0
016B:   fading
004D: jump_if_false £Label06D484
0001: wait  0 ms
0002: jump £Label06D46C

:Label06D484
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06D4B9
00AB: put_car $40 at -378.5 -659.5  4.3
0175: set_car $40 z_angle_to  270.0
0519: unknown_car $40 flag  1

:Label06D4B9
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  0 (disabled)
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSBUDDY"
023C: load_special_actor  3 "IGBUDDY"
038B: load_requested_models

:Label06D4E7
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
004D: jump_if_false £Label06D509
0001: wait  0 ms
0002: jump £Label06D4E7

:Label06D509
02E4: load_cutscene_data "COK_4A2"
0395: clear_area  1 at -378.6 -552.6 range  25.5  15.0
0395: clear_area  1 at -379.0 -564.6 range  19.8  15.0
03DE: set_pedestrians_density_multiplier_to  0.0
0244: set_cutscene_pos -378.62 -552.676  18.534
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $88 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $88 "CSBUDDY"
054B: $7D $40
054B: $88 $40
0395: clear_area  1 at -378.8 -656.8 range  6.9  2.0
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label06D5D6
012A: put_player $PLAYER_CHAR at -378.8 -656.8  6.9 and_remove_from_car
0002: jump £Label06D5EA

:Label06D5D6
0055: put_player $PLAYER_CHAR at -378.8 -656.8  6.9

:Label06D5EA
0171: set_player $PLAYER_CHAR z_angle_to  180.0
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label06D60A
00D6: if  0
001A:    4823 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D62D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D60A

:Label06D62D
00BC: text_highpriority "COK4_P"  10000 ms  1  ;; Let me guess, you thought I could use a guardian angel.

:Label06D63C
00D6: if  0
001A:    8992 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D65F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D63C

:Label06D65F
00BC: text_highpriority "COK4_Q"  10000 ms  1  ;; I'm just saying you need to let me in there, my man.

:Label06D66E
00D6: if  0
001A:    12753 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D691
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D66E

:Label06D691
00BC: text_highpriority "COK4_R"  10000 ms  1  ;; Now you can feed me all this 'lonely tough guy' crap,

:Label06D6A0
00D6: if  0
001A:    16046 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D6C3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D6A0

:Label06D6C3
00BC: text_highpriority "COK4_S"  10000 ms  1  ;; but I know one day I'm gonna save your ass,

:Label06D6D2
00D6: if  0
001A:    18611 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D6F5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D6D2

:Label06D6F5
00BC: text_highpriority "COK4_T"  10000 ms  1  ;; and you're probably gonna wanna kiss me!

:Label06D704
00D6: if  0
001A:    20832 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D727
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D704

:Label06D727
00BC: text_highpriority "COK4_U"  10000 ms  1  ;; Wacko.

:Label06D736
00D6: if  0
001A:    21443 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D759
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D736

:Label06D759
00BC: text_highpriority "COK4_V"  10000 ms  1  ;; Hahahahahaha!

:Label06D768
00D6: if  0
001A:    22443 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D78B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D768

:Label06D78B
00BE: text_clear_all

:Label06D78D
00D6: if  0
001A:    22984 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label06D7B0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label06D78D

:Label06D7B0
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label06D7B9
00D6: if  0
016B:   fading
004D: jump_if_false £Label06D7D1
0001: wait  0 ms
0002: jump £Label06D7B9

:Label06D7D1
03CB: set_camera -378.8 -656.8  6.9
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06D7F9
0519: unknown_car $40 flag  0

:Label06D7F9
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06D893
00AB: put_car $40 at -378.5 -661.0  4.3
009A: $LANCE_VANCE = create_actor  4 #SPECIAL03 at -380.0 -655.0  6.9
01ED: reset_actor $LANCE_VANCE flags
0482:  3.0
0446: (unknown) $LANCE_VANCE  0 
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on  1
0568: $LANCE_VANCE  1
0464: put_actor $LANCE_VANCE into_turret_on_car $40 at_car_offset -.7  .5  1.4 unknown  0 angle  180.0 with_weapon  27
0173: set_actor $LANCE_VANCE z_angle_to  270.0

:Label06D893
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
00D6: if  0
0119:   car $40 wrecked
004D: jump_if_false £Label06D8BD
0002: jump £Label06F3E2
0002: jump £Label06D8D2

:Label06D8BD
0186: $41 = create_marker_above_car $40
0164: disable_marker  4@
0369: put_player $PLAYER_CHAR in_car $40

:Label06D8D2
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $40
004D: jump_if_false £Label06D93C
0001: wait  0 ms
00D6: if  0
0119:   car $40 wrecked
004D: jump_if_false £Label06D90F
00BC: text_highpriority "COK4_33"  5000 ms  2  ;; ~r~You destroyed the boat!
0002: jump £Label06F3E2

:Label06D90F
00D6: if  0
0118:   actor $LANCE_VANCE dead
004D: jump_if_false £Label06D935
00BC: text_highpriority "COK2_26"  5000 ms  2  ;; ~r~You killed Lance!
0002: jump £Label06F3E2

:Label06D935
0002: jump £Label06D8D2

:Label06D93C
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
0164: disable_marker  4@
018A:  4@ = create_checkpoint_at  324.0  604.0  6.0
0164: disable_marker $41
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
03CF: load_wav "COK4_8" as  1
03CB: set_camera -274.6 -696.6  9.1
015F: set_camera_position -275.577 -697.145  9.22  0.0  0.0  0.0
0160: point_camera -274.699 -696.673  9.139  2
00A5:  0@ = create_car #SPEEDER at -295.5 -685.8  5.6
0129:  7@ = create_actor  4 #CBA in_car  0@ driverseat
0175: set_car  0@ z_angle_to  270.0
02D3: boat  0@ drive_to  90.0 -664.2  5.6
02DB: set_boat  0@ speed_to  40.0
00A5:  1@ = create_car #SPEEDER at -281.1 -737.5  5.6
0129:  8@ = create_actor  4 #CBA in_car  1@ driverseat
0175: set_car  1@ z_angle_to  330.0
02D3: boat  1@ drive_to -116.7 -458.3  5.6
02DB: set_boat  1@ speed_to  40.0
0001: wait  1000 ms
00A5:  2@ = create_car #SPEEDER at -291.8 -750.9  5.6
0129:  9@ = create_actor  4 #CBA in_car  2@ driverseat
0175: set_car  2@ z_angle_to  330.0
02D3: boat  2@ drive_to -116.7 -458.3  5.6
02DB: set_boat  2@ speed_to  40.0
00A5:  3@ = create_car #SPEEDER at -309.5 -686.4  5.6
0129:  10@ = create_actor  4 #CBA in_car  3@ driverseat
0175: set_car  3@ z_angle_to  270.0
02D3: boat  3@ drive_to  90.0 -664.2  5.6
02DB: set_boat  3@ speed_to  40.0
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label06DB16
03D1: play_wav  1
00BC: text_highpriority "COK4_8"  5000 ms  2  ;; We got some competition!

:Label06DB16
0001: wait  2000 ms
00BC: text_highpriority "COK4_28"  5000 ms  2  ;; ~g~Get to the yacht before the other boats do!
0001: wait  3000 ms
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06DB58
0175: set_car $40 z_angle_to  270.0
02AC: set_car $40 immunities  1  1  1  0  0

:Label06DB58
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
00D6: if  0
0119:   car $40 wrecked
004D: jump_if_false £Label06DB7C
0002: jump £Label06F3E2

:Label06DB7C
00D6: if  21
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point  324.0  604.0  6.0 radius  40.0  40.0  20.0
80DC:   NOT   player $PLAYER_CHAR driving $40
004D: jump_if_false £Label06E191
0001: wait  0 ms
00D6: if  0
0119:   car $40 wrecked
004D: jump_if_false £Label06DBD6
0002: jump £Label06F3E2
0002: jump £Label06DBFB

:Label06DBD6
00D6: if  0
01F4:   car $40 flipped
004D: jump_if_false £Label06DBFB
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label06DBFB
0465: remove_actor $LANCE_VANCE from_turret_mode

:Label06DBFB
00D6: if  0
0118:   actor $LANCE_VANCE dead
004D: jump_if_false £Label06DC21
00BC: text_highpriority "COK2_26"  5000 ms  2  ;; ~r~You killed Lance!
0002: jump £Label06F3E2

:Label06DC21
00D6: if  0
8118:   NOT   actor  7@ dead
004D: jump_if_false £Label06DC77
00D6: if  0
00FE:   actor  7@  0 ()near_point  324.0  604.0  6.0 radius  30.0  30.0  20.0
004D: jump_if_false £Label06DC77
00BC: text_highpriority "COK4_32"  5000 ms  2  ;; ~r~Too slow!
0002: jump £Label06F3E2

:Label06DC77
00D6: if  0
8118:   NOT   actor  8@ dead
004D: jump_if_false £Label06DCCD
00D6: if  0
00FE:   actor  8@  0 ()near_point  324.0  604.0  6.0 radius  30.0  30.0  20.0
004D: jump_if_false £Label06DCCD
00BC: text_highpriority "COK4_32"  5000 ms  2  ;; ~r~Too slow!
0002: jump £Label06F3E2

:Label06DCCD
00D6: if  0
8118:   NOT   actor  9@ dead
004D: jump_if_false £Label06DD23
00D6: if  0
00FE:   actor  9@  0 ()near_point  324.0  604.0  6.0 radius  30.0  30.0  20.0
004D: jump_if_false £Label06DD23
00BC: text_highpriority "COK4_32"  5000 ms  2  ;; ~r~Too slow!
0002: jump £Label06F3E2

:Label06DD23
00D6: if  0
8118:   NOT   actor  10@ dead
004D: jump_if_false £Label06DD79
00D6: if  0
00FE:   actor  10@  0 ()near_point  324.0  604.0  6.0 radius  30.0  30.0  20.0
004D: jump_if_false £Label06DD79
00BC: text_highpriority "COK4_32"  5000 ms  2  ;; ~r~Too slow!
0002: jump £Label06F3E2

:Label06DD79
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label06DDC7
00D6: if  0
8119:   NOT   car  0@ wrecked
004D: jump_if_false £Label06DDC7
00D6: if  0
0202:   actor $LANCE_VANCE near_car  0@ radius  20.0  20.0 unknown  0
004D: jump_if_false £Label06DDC7
01D9: actor $LANCE_VANCE run_away_from_car  0@
0050: gosub £Label06F4E7

:Label06DDC7
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label06DE15
00D6: if  0
8119:   NOT   car  1@ wrecked
004D: jump_if_false £Label06DE15
00D6: if  0
0202:   actor $LANCE_VANCE near_car  1@ radius  20.0  20.0 unknown  0
004D: jump_if_false £Label06DE15
01D9: actor $LANCE_VANCE run_away_from_car  1@
0050: gosub £Label06F4E7

:Label06DE15
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label06DE63
00D6: if  0
8119:   NOT   car  2@ wrecked
004D: jump_if_false £Label06DE63
00D6: if  0
0202:   actor $LANCE_VANCE near_car  2@ radius  20.0  20.0 unknown  0
004D: jump_if_false £Label06DE63
01D9: actor $LANCE_VANCE run_away_from_car  2@
0050: gosub £Label06F4E7

:Label06DE63
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label06DEB1
00D6: if  0
8119:   NOT   car  3@ wrecked
004D: jump_if_false £Label06DEB1
00D6: if  0
0202:   actor $LANCE_VANCE near_car  3@ radius  20.0  20.0 unknown  0
004D: jump_if_false £Label06DEB1
01D9: actor $LANCE_VANCE run_away_from_car  3@
0050: gosub £Label06F4E7

:Label06DEB1
00D6: if  0
0019:    16@ >  100  ;; integer values
004D: jump_if_false £Label06DF46
00D6: if  0
8119:   NOT   car  0@ wrecked
004D: jump_if_false £Label06DEE2
008A: $B5B =  0@  ;; integer values and handles
0050: gosub £Label06F57B

:Label06DEE2
00D6: if  0
8119:   NOT   car  1@ wrecked
004D: jump_if_false £Label06DF01
008A: $B5B =  1@  ;; integer values and handles
0050: gosub £Label06F82F

:Label06DF01
00D6: if  0
8119:   NOT   car  2@ wrecked
004D: jump_if_false £Label06DF20
008A: $B5B =  2@  ;; integer values and handles
0050: gosub £Label06F82F

:Label06DF20
00D6: if  0
8119:   NOT   car  3@ wrecked
004D: jump_if_false £Label06DF3F
008A: $B5B =  3@  ;; integer values and handles
0050: gosub £Label06F57B

:Label06DF3F
0006:  16@ =  0  ;; integer values

:Label06DF46
00D6: if  0
0038:   $26 ==  0  ;; integer values
004D: jump_if_false £Label06DFFA
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label06DF90
03CF: load_wav "COK4_1" as  1
03CF: load_wav "COK4_3" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label06DF97

:Label06DF90
0050: gosub £Label06FDE5

:Label06DF97
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label06DFFA
03D1: play_wav  1
00BC: text_highpriority "COK4_1"  5000 ms  2  ;; So Tommy, we know it was Diaz busted our deal..
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label06DFFA
03D1: play_wav  2
00BC: text_highpriority "COK4_3"  5000 ms  2  ;; So why the hell are we running errands for him?
0004: $26 =  1  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0006:  17@ =  0  ;; integer values

:Label06DFFA
00D6: if  2
0038:   $26 ==  1  ;; integer values
0038:   $27 ==  0  ;; integer values
0019:    17@ >  2000  ;; integer values
004D: jump_if_false £Label06E0C2
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label06E053
03CF: load_wav "COK4_4" as  1
03CF: load_wav "COK4_5" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label06E05A

:Label06E053
0050: gosub £Label06FDE5

:Label06E05A
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label06E0C2
03D1: play_wav  1
00BC: text_highpriority "COK4_4"  5000 ms  2  ;; The more we learn now, the less we have to learn when we take this town over!
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label06E0C2
0001: wait  500 ms
03D1: play_wav  2
00BC: text_highpriority "COK4_5"  5000 ms  2  ;; I like your style, man. Real fresh.
0004: $27 =  1  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0006:  17@ =  0  ;; integer values

:Label06E0C2
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  324.0  604.0  6.0 radius  200.0  200.0  20.0
004D: jump_if_false £Label06E173
00D6: if  0
0038:   $B69 ==  0  ;; integer values
004D: jump_if_false £Label06E13B
00A5:  5@ = create_car #MARQUIS at  324.0  604.0  6.0
0175: set_car  5@ z_angle_to  60.0
0186: $B5A = create_marker_above_car  5@
018B: show_on_radar $B5A  1
0004: $B69 =  1  ;; integer values

:Label06E13B
00D6: if  0
0038:   $B69 ==  1  ;; integer values
004D: jump_if_false £Label06E173
00D6: if  0
0119:   car  5@ wrecked
004D: jump_if_false £Label06E173
00BC: text_highpriority "COK4_33"  5000 ms  2  ;; ~r~You destroyed the boat!
0002: jump £Label06F3E2

:Label06E173
00D6: if  0
0119:   car $40 wrecked
004D: jump_if_false £Label06E18A
0002: jump £Label06F3E2

:Label06E18A
0002: jump £Label06DB7C

:Label06E191
0164: disable_marker  4@
018A: $E = create_checkpoint_at -366.6 -660.1  5.6
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06E1D4
02D4: unknown_turn_off_car $40 engine
02DB: set_boat $40 speed_to  0.0

:Label06E1D4
0247: request_model #SPARROW
0247: request_model #RUGER
0247: request_model -114 (BARREL4)
0247: request_model #TEC9
0247: request_model #UZI
015F: set_camera_position  278.74  579.153  26.07  0.0  0.0  0.0
0160: point_camera  279.551  579.66  25.78  2
0001: wait  500 ms
016A: fade  0 ()  1500 ms

:Label06E22B
00D6: if  0
016B:   fading
004D: jump_if_false £Label06E243
0001: wait  0 ms
0002: jump £Label06E22B

:Label06E243
00D6: if  24
8248:   NOT   model #SPARROW available
8248:   NOT   model #RUGER available
8248:   NOT   model -114 (BARREL4) available
8248:   NOT   model #TEC9 available
8248:   NOT   model #UZI available
004D: jump_if_false £Label06E271
0001: wait  0 ms
0002: jump £Label06E243

:Label06E271
02EB: restore_camera_with_jumpcut
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06E2B2
00D6: if  0
00DC:   player $PLAYER_CHAR driving $40
004D: jump_if_false £Label06E2B2
012A: put_player $PLAYER_CHAR at  260.4 -1292.5 -100.0 and_remove_from_car
0224: set_car $40 health_to  1500

:Label06E2B2
009B: destroy_actor_instantly $LANCE_VANCE
0129: $LANCE_VANCE = create_actor  4 #SPECIAL03 in_car $40 driverseat
0446: (unknown) $LANCE_VANCE  0 
01ED: reset_actor $LANCE_VANCE flags
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on  1
0464: put_actor $PLAYER_ACTOR into_turret_on_car $40 at_car_offset -.8  .3  1.7 unknown  2 angle  181.0 with_weapon  27
03C4: set_status_text_to $B61  1 (bar) "COK4_35"  ;; Boat health:
0050: gosub £Label06FE01
00D6: if  0
8119:   NOT   car  0@ wrecked
004D: jump_if_false £Label06E3A3
00AB: put_car  0@ at  326.3  570.9  5.6
0175: set_car  0@ z_angle_to  140.0
02D3: boat  0@ drive_to  286.2  482.0  5.6
02DB: set_boat  0@ speed_to  24.0
009A:  11@ = create_actor  4 #CBA at  354.4  595.0  9.2
0464: put_actor  11@ into_turret_on_car  0@ at_car_offset -.8  .3  1.5 unknown  0 angle  181.0 with_weapon  23
01D9: actor  11@ run_away_from_car $40
0224: set_car  0@ health_to  1000

:Label06E3A3
00A6: destroy_car  1@
009B: destroy_actor_instantly  8@
00D6: if  0
8119:   NOT   car  2@ wrecked
004D: jump_if_false £Label06E441
00AB: put_car  2@ at  333.0  560.4  5.6
0175: set_car  2@ z_angle_to  140.0
02D3: boat  2@ drive_to  286.2  482.0  5.6
02DB: set_boat  2@ speed_to  24.0
009A:  12@ = create_actor  4 #CBA at  354.4  597.0  9.2
0464: put_actor  12@ into_turret_on_car  2@ at_car_offset -.8  .3  1.5 unknown  0 angle  181.0 with_weapon  23
01D9: actor  12@ run_away_from_car $40
0224: set_car  2@ health_to  1000

:Label06E441
00D6: if  0
8119:   NOT   car  3@ wrecked
004D: jump_if_false £Label06E4C1
00AB: put_car  3@ at  292.0  130.2  5.6
0175: set_car  3@ z_angle_to  180.0
02DB: set_boat  3@ speed_to  0.0
009A:  13@ = create_actor  4 #CBA at  354.4  598.0  9.2
0464: put_actor  13@ into_turret_on_car  3@ at_car_offset -.8  .3  1.5 unknown  0 angle  181.0 with_weapon  23
01D9: actor  13@ run_away_from_car $40
0224: set_car  3@ health_to  1000

:Label06E4C1
00A5: $B66 = create_car #SPARROW at  473.9  90.0  65.0
0175: set_car $B66 z_angle_to  180.0
0519: unknown_car $B66 flag  1
04DF: $B66  1
0129:  8@ = create_actor  4 #CBA in_car $B66 driverseat
009A: $B68 = create_actor  4 #CBA at -370.4 -655.0  9.2
0464: put_actor $B68 into_turret_on_car $B66 at_car_offset  .8  0.0  .5 unknown  3 angle  180.0 with_weapon  27
04A2: heli $B66 fly_to -231.6 -672.1  50.0 speed  100
00D6: if  0
0119:   car $40 wrecked
004D: jump_if_false £Label06E561
0002: jump £Label06F3E2

:Label06E561
0164: disable_marker $B5A
00A6: destroy_car  5@
0249: release_model #MARQUIS
02DB: set_boat $40 speed_to  26.0
00AB: put_car $40 at  336.2  540.9  5.6
0175: set_car $40 z_angle_to  140.0
02AC: set_car $40 immunities  0  1  1  1  0
02AB: set_actor $LANCE_VANCE immunities  0  1  1  1  0
02D3: boat $40 drive_to  286.2  482.0  5.6
0001: wait  1500 ms
016A: fade  1 (back)  1500 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00BC: text_highpriority "COK4_34"  5000 ms  2  ;; ~g~Take those boats out!
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0004: $26 =  0  ;; integer values
0004: $27 =  0  ;; integer values
0004: $28 =  0  ;; integer values
0006:  17@ =  0  ;; integer values

:Label06E61A
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point -378.5 -660.0  5.6 radius  16.0  16.0  6.0
004D: jump_if_false £Label06F0A0
0001: wait  0 ms
00D6: if  0
0119:   car $40 wrecked
004D: jump_if_false £Label06E676
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump £Label06F3E2
0002: jump £Label06E68B

:Label06E676
00D6: if  0
01F4:   car $40 flipped
004D: jump_if_false £Label06E68B
0465: remove_actor $PLAYER_ACTOR from_turret_mode

:Label06E68B
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06E73E
00D6: if  0
82BF:   NOT   car $40 sunk
004D: jump_if_false £Label06E6EB
00D6: if  0
01C1:   car $40 stopped
004D: jump_if_false £Label06E6EB
0227: $B61 = car $40 health
000C: $B61 -=  1  ;; integer values
00D6: if  0
001A:    1 > $B61  ;; integer values
004D: jump_if_false £Label06E6E3
0004: $B61 =  1  ;; integer values

:Label06E6E3
0224: set_car $40 health_to $B61

:Label06E6EB
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06E73E
00D6: if  0
8185:   NOT   car $40 health >=  250
004D: jump_if_false £Label06E73E
0227: $B61 = car $40 health
000C: $B61 -=  1  ;; integer values
00D6: if  0
001A:    1 > $B61  ;; integer values
004D: jump_if_false £Label06E736
0004: $B61 =  1  ;; integer values

:Label06E736
0224: set_car $40 health_to $B61

:Label06E73E
00D6: if  0
0118:   actor $LANCE_VANCE dead
004D: jump_if_false £Label06E764
00BC: text_highpriority "COK2_26"  5000 ms  2  ;; ~r~You killed Lance!
0002: jump £Label06F3E2

:Label06E764
0050: gosub £Label06FE01
00D6: if  0
0019:    16@ >  300  ;; integer values
004D: jump_if_false £Label06EAA1
00D6: if  0
8118:   NOT   actor  7@ dead
004D: jump_if_false £Label06E7FE
00D6: if  0
8119:   NOT   car  0@ wrecked
004D: jump_if_false £Label06E7F7
00D6: if  0
0118:   actor  9@ dead
004D: jump_if_false £Label06E7E8
00D6: if  0
01FC:   player $PLAYER_CHAR near_car  0@ radius  20.0  20.0  0
004D: jump_if_false £Label06E7DE
02DB: set_boat  0@ speed_to  26.0
0002: jump £Label06E7E8

:Label06E7DE
02DB: set_boat  0@ speed_to  32.0

:Label06E7E8
008A: $B5B =  0@  ;; integer values and handles
0050: gosub £Label06FB31

:Label06E7F7
0002: jump £Label06E818

:Label06E7FE
00D6: if  0
8119:   NOT   car  0@ wrecked
004D: jump_if_false £Label06E818
02DB: set_boat  0@ speed_to  0.0

:Label06E818
00D6: if  0
0118:   actor  11@ dead
004D: jump_if_false £Label06E82D
0465: remove_actor  11@ from_turret_mode

:Label06E82D
00D6: if  0
8118:   NOT   actor  9@ dead
004D: jump_if_false £Label06E89D
00D6: if  0
8119:   NOT   car  2@ wrecked
004D: jump_if_false £Label06E896
00D6: if  0
01FC:   player $PLAYER_CHAR near_car  2@ radius  20.0  20.0  0
004D: jump_if_false £Label06E87D
02DB: set_boat  2@ speed_to  26.0
0002: jump £Label06E887

:Label06E87D
02DB: set_boat  2@ speed_to  32.0

:Label06E887
008A: $B5B =  2@  ;; integer values and handles
0050: gosub £Label06FB31

:Label06E896
0002: jump £Label06E8B7

:Label06E89D
00D6: if  0
8119:   NOT   car  2@ wrecked
004D: jump_if_false £Label06E8B7
02DB: set_boat  2@ speed_to  0.0

:Label06E8B7
00D6: if  0
0118:   actor  12@ dead
004D: jump_if_false £Label06E8CC
0465: remove_actor  12@ from_turret_mode

:Label06E8CC
00D6: if  0
8118:   NOT   actor  10@ dead
004D: jump_if_false £Label06E97C
00D6: if  0
8119:   NOT   car  3@ wrecked
004D: jump_if_false £Label06E975
00D6: if  0
0019:    17@ >  8000  ;; integer values
004D: jump_if_false £Label06E975
00D6: if  0
0038:   $B62 ==  0  ;; integer values
004D: jump_if_false £Label06E92C
02D3: boat  3@ drive_to  419.5 -21.8  5.6
0004: $B62 =  1  ;; integer values

:Label06E92C
008A: $B5B =  3@  ;; integer values and handles
00D6: if  0
01FC:   player $PLAYER_CHAR near_car  3@ radius  20.0  20.0  0
004D: jump_if_false £Label06E964
02DB: set_boat  3@ speed_to  30.0
0002: jump £Label06E96E

:Label06E964
02DB: set_boat  3@ speed_to  19.0

:Label06E96E
0050: gosub £Label06FB31

:Label06E975
0002: jump £Label06E996

:Label06E97C
00D6: if  0
8119:   NOT   car  3@ wrecked
004D: jump_if_false £Label06E996
02DB: set_boat  3@ speed_to  0.0

:Label06E996
00D6: if  0
0118:   actor  13@ dead
004D: jump_if_false £Label06E9AB
0465: remove_actor  13@ from_turret_mode

:Label06E9AB
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06E9CA
0084: $B5B = $40  ;; integer values and handles
0050: gosub £Label06FB31

:Label06E9CA
00D6: if  0
0038:   $27 ==  1  ;; integer values
004D: jump_if_false £Label06EA9A
00D6: if  0
8119:   NOT   car $B66 wrecked
004D: jump_if_false £Label06EA9A
00D6: if  0
0038:   $B6A ==  0  ;; integer values
004D: jump_if_false £Label06EA41
0519: unknown_car $B66 flag  0
04BA: set_car $B66 speed_instantly  20.0
00D6: if  0
8118:   NOT   actor $B68 dead
004D: jump_if_false £Label06EA35
01D9: actor $B68 run_away_from_car $40
02E2: set_actor $B68 weapon_accuracy_to  40
0002: jump £Label06EA3A

:Label06EA35
0465: remove_actor $B68 from_turret_mode

:Label06EA3A
0004: $B6A =  1  ;; integer values

:Label06EA41
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0009: $61 +=  10.0  ;; floating-point values
000D: $60 -=  4.0  ;; floating-point values
00D6: if  0
8118:   NOT   actor  8@ dead
004D: jump_if_false £Label06EA8A
04A2: heli $B66 fly_to $5F $60 $61 speed  75
0002: jump £Label06EA9A

:Label06EA8A
04A2: heli $B66 fly_to $5F $60 $61 speed  0

:Label06EA9A
0006:  16@ =  0  ;; integer values

:Label06EAA1
00D6: if  0
0038:   $26 ==  0  ;; integer values
004D: jump_if_false £Label06EB53
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label06EAEB
03CF: load_wav "COK4_12" as  1
03CF: load_wav "COK4_13" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label06EAF2

:Label06EAEB
0050: gosub £Label06FDE5

:Label06EAF2
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label06EB53
03D1: play_wav  1
00BC: text_highpriority "COK4_12"  5000 ms  2  ;; Watch yourself, they're coming from all over!
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label06EB53
0001: wait  500 ms
03D1: play_wav  2
00BC: text_highpriority "COK4_13"  5000 ms  2  ;; Got 'em. Head for Diaz's as fast as you can!
0004: $26 =  1  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values

:Label06EB53
00D6: if  0
00E3:   player $PLAYER_CHAR  0 ()near_point  416.0 -76.1 radius  40.0  40.0
004D: jump_if_false £Label06ED7F
00D6: if  0
0038:   $B60 ==  0  ;; integer values
004D: jump_if_false £Label06ECEA
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06ECEA
0107: $B6B = create_object -114 (BARREL4) at  396.3 -178.9  6.4
0107: $B6C = create_object -114 (BARREL4) at  395.3 -184.6  6.4
009A: $B5C = create_actor  4 #CBA at  401.4 -171.0  6.6
0350: unknown_actor $B5C not_scared_flag  1
01D9: actor $B5C run_away_from_car $40
011A: set_actor $B5C flags  1
022D: set_actor $B5C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B5C weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B5C health_to  50
009A: $B5D = create_actor  4 #CBA at  400.7 -177.8  6.6
0350: unknown_actor $B5D not_scared_flag  1
01D9: actor $B5D run_away_from_car $40
011A: set_actor $B5D flags  1
022D: set_actor $B5D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B5D weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B5D health_to  50
009A: $B5E = create_actor  4 #CBA at  398.8 -190.8  6.6
0350: unknown_actor $B5E not_scared_flag  1
01D9: actor $B5E run_away_from_car $40
011A: set_actor $B5E flags  1
022D: set_actor $B5E to_look_at_player $PLAYER_CHAR
01B2: give_actor $B5E weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B5E health_to  50
009A: $B5F = create_actor  4 #CBA at  399.6 -183.9  6.6
0350: unknown_actor $B5F not_scared_flag  1
01D9: actor $B5F run_away_from_car $40
011A: set_actor $B5F flags  1
022D: set_actor $B5F to_look_at_player $PLAYER_CHAR
01B2: give_actor $B5F weapon  22 ammo  30000  ;; Load the weapon model before using this
0223: set_actor $B5F health_to  50
0004: $B60 =  1  ;; integer values

:Label06ECEA
00D6: if  1
0038:   $26 ==  1  ;; integer values
0038:   $27 ==  0  ;; integer values
004D: jump_if_false £Label06ED7F
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label06ED2F
03CF: load_wav "COK4_20" as  1
0004: $21 =  1  ;; integer values
0002: jump £Label06ED36

:Label06ED2F
0050: gosub £Label06FDE5

:Label06ED36
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label06ED7F
03D1: play_wav  1
00BC: text_highpriority "COK4_20"  3000 ms  2  ;; There are gunmen on that jetty!
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label06ED7F
0004: $27 =  1  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values

:Label06ED7F
00D6: if  0
8119:   NOT   car  3@ wrecked
004D: jump_if_false £Label06EE43
00D6: if  0
01FC:   player $PLAYER_CHAR near_car  3@ radius  65.0  65.0  0
004D: jump_if_false £Label06EE43
00D6: if  1
0038:   $27 ==  1  ;; integer values
0038:   $28 ==  0  ;; integer values
004D: jump_if_false £Label06EE43
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label06EDF3
03CF: load_wav "COK4_19" as  1
0004: $21 =  1  ;; integer values
0002: jump £Label06EDFA

:Label06EDF3
0050: gosub £Label06FDE5

:Label06EDFA
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label06EE43
03D1: play_wav  1
00BC: text_highpriority "COK4_19"  2000 ms  2  ;; More trouble up ahead!
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label06EE43
0004: $28 =  1  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values

:Label06EE43
00D6: if  0
0019:    17@ >  6000  ;; integer values
004D: jump_if_false £Label06F099
00D6: if  0
0038:   $26 ==  1  ;; integer values
004D: jump_if_false £Label06F099
00D6: if  1
02DF: unknown_player $PLAYER_CHAR
031E:   unknown_vehicle_check  2@ unknown  27
004D: jump_if_false £Label06EF0D
00D6: if  0
0038:   $B64 ==  0  ;; integer values
004D: jump_if_false £Label06EF0D
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label06EEBD
03CF: load_wav "COK4_16" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label06EEC4

:Label06EEBD
0050: gosub £Label06FDE5

:Label06EEC4
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label06EF0D
03D1: play_wav  2
00BC: text_highpriority "COK4_16"  3000 ms  2  ;; Eat it! EAT IT!
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label06EF0D
0004: $B64 =  1  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values

:Label06EF0D
00D6: if  1
02DF: unknown_player $PLAYER_CHAR
031E:   unknown_vehicle_check  0@ unknown  27
004D: jump_if_false £Label06EFC4
00D6: if  0
0038:   $B64 ==  1  ;; integer values
004D: jump_if_false £Label06EFC4
00D6: if  0
0038:   $B65 ==  0  ;; integer values
004D: jump_if_false £Label06EFC4
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label06EF74
03CF: load_wav "COK4_15" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label06EF7B

:Label06EF74
0050: gosub £Label06FDE5

:Label06EF7B
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label06EFC4
03D1: play_wav  2
00BC: text_highpriority "COK4_15"  3000 ms  2  ;; Sleep with the fish!
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label06EFC4
0004: $B65 =  1  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values

:Label06EFC4
00D6: if  0
0038:   $28 ==  1  ;; integer values
004D: jump_if_false £Label06F099
00D6: if  1
02DF: unknown_player $PLAYER_CHAR
031E:   unknown_vehicle_check  3@ unknown  27
004D: jump_if_false £Label06F099
00D6: if  0
0038:   $B63 ==  0  ;; integer values
004D: jump_if_false £Label06F099
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label06F02B
03CF: load_wav "COK4_14" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label06F032

:Label06F02B
0050: gosub £Label06FDE5

:Label06F032
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label06F099
03D1: play_wav  2
00BC: text_highpriority "COK4_14"  3000 ms  2  ;; You want some of this?!
009B: destroy_actor_instantly $B5C
009B: destroy_actor_instantly $B5D
009B: destroy_actor_instantly $B5E
009B: destroy_actor_instantly $B5F
0108: destroy_object $B6B
0108: destroy_object $B6C
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label06F099
0004: $B63 =  1  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values

:Label06F099
0002: jump £Label06E61A

:Label06F0A0
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06F0BF
02D4: unknown_turn_off_car $40 engine
02DB: set_boat $40 speed_to  0.0

:Label06F0BF
016A: fade  0 ()  1000 ms
03CF: load_wav "COK4_24" as  1
03CF: load_wav "COK4_25" as  2

:Label06F0DE
00D6: if  0
016B:   fading
004D: jump_if_false £Label06F0F6
0001: wait  0 ms
0002: jump £Label06F0DE

:Label06F0F6
03CB: set_camera -372.7 -656.7  6.9
00A6: destroy_car  0@
00A6: destroy_car  1@
00A6: destroy_car  2@
00A6: destroy_car  3@
00A6: destroy_car $B66
009B: destroy_actor_instantly  7@
009B: destroy_actor_instantly  9@
009B: destroy_actor_instantly  10@
009B: destroy_actor_instantly $B68
009B: destroy_actor_instantly  11@
009B: destroy_actor_instantly  12@
009B: destroy_actor_instantly  13@
009B: destroy_actor_instantly $B5C
009B: destroy_actor_instantly $B5D
009B: destroy_actor_instantly $B5E
009B: destroy_actor_instantly $B5F
0395: clear_area  1 at -366.1 -655.2 range  6.9  1.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06F201
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0224: set_car $40 health_to  1000
0001: wait  0 ms
0395: clear_area  1 at -372.7 -656.7 range  6.9  1.0
0055: put_player $PLAYER_CHAR at -372.7 -656.7  6.9
0171: set_player $PLAYER_CHAR z_angle_to  128.0
0373: set_camera_directly_behind_player
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06F201
00AB: put_car $40 at -378.5 -661.0  5.6
0175: set_car $40 z_angle_to  90.0

:Label06F201
015F: set_camera_position -367.062 -660.511  10.406  0.0  0.0  0.0
0160: point_camera -368.0 -660.319  10.116  2
0001: wait  500 ms
016A: fade  1 (back)  1000 ms

:Label06F240
00D6: if  0
016B:   fading
004D: jump_if_false £Label06F258
0001: wait  0 ms
0002: jump £Label06F240

:Label06F258
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label06F272
0001: wait  0 ms
0002: jump £Label06F258

:Label06F272
03D1: play_wav  1
00BC: text_highpriority "COK4_24"  5000 ms  1  ;; Good shooting, my friend. You're a real, proper, grade A lunatic.

:Label06F285
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label06F29F
0001: wait  0 ms
0002: jump £Label06F285

:Label06F29F
03CF: load_wav "COK4_26" as  1

:Label06F2AB
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label06F2C5
0001: wait  0 ms
0002: jump £Label06F2AB

:Label06F2C5
03D1: play_wav  2
00BC: text_highpriority "COK4_25"  5000 ms  1  ;; Well, thank you.

:Label06F2D8
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label06F2F2
0001: wait  0 ms
0002: jump £Label06F2D8

:Label06F2F2
03CF: load_wav "COK4_27" as  2

:Label06F2FE
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label06F318
0001: wait  0 ms
0002: jump £Label06F2FE

:Label06F318
03D1: play_wav  1
00BC: text_highpriority "COK4_26"  5000 ms  1  ;; See you around, Tommy.

:Label06F32B
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label06F345
0001: wait  0 ms
0002: jump £Label06F32B

:Label06F345
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label06F35F
0001: wait  0 ms
0002: jump £Label06F345

:Label06F35F
03D1: play_wav  2
00BC: text_highpriority "COK4_27"  5000 ms  1  ;; Okay, Mr. Lance Vance Dance.
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  10000 ms

:Label06F37C
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label06F396
0001: wait  0 ms
0002: jump £Label06F37C

:Label06F396
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms
00BE: text_clear_all
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06F3CF
02DB: set_boat $40 speed_to  50.0
02D3: boat $40 drive_to -354.3 -836.5  5.6

:Label06F3CF
0001: wait  3000 ms
02EB: restore_camera_with_jumpcut
00A6: destroy_car $40
0002: jump £Label06F3F3

:Label06F3E2
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label06F3F3
0004: $PASSED_COK4_SUPPLY_AND_DEMAND =  1  ;; integer values
0394: play_music  1
01E3: text_1number_styled "M_PASS"  10000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  10000
0318: set_latest_mission_passed "COK_4"  ;; Supply & Demand
030C: set_mission_points +=  1
055B: $50C = create_clothes_pickup  10 at -917.4  885.1  11.0
0004: $4F8 =  1  ;; integer values
004F: create_thread ££Label02B59A 
0164: disable_marker $EA
0051: return

:Label06F457
0004: $ONMISSION =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #SQUALO
0249: release_model #SPEEDER
0249: release_model #RUGER
0249: release_model #MARQUIS
0249: release_model #CBA
0249: release_model #UZI
0249: release_model #TEC9
0249: release_model #SPARROW
0249: release_model #RUGER
0249: release_model -114 (BARREL4)
01C3: remove_references_to_car $B66  ;; Like turning a car into any random car
01B7: release_weather
0465: remove_actor $PLAYER_ACTOR from_turret_mode
034F: destroy_actor_with_fade $LANCE_VANCE  ;; The actor fades away like a ghost
040D: unload_wav  1
040D: unload_wav  2
0296: unload_special_actor  3
0164: disable_marker $41
0164: disable_marker  4@
0164: disable_marker $E
0164: disable_marker $B5A
0151: remove_status_text $B61
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0482:  0.0
03BD: destroy_sphere $B59
00D8: mission_cleanup
0051: return

:Label06F4E7
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label06F579
00D6: if  0
0038:   $27 ==  1  ;; integer values
004D: jump_if_false £Label06F579
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label06F537
03CF: load_wav "COK4_9A" as  1
0004: $21 =  1  ;; integer values
0002: jump £Label06F54D

:Label06F537
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label06F54D
0004: $22 =  1  ;; integer values

:Label06F54D
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label06F579
03D1: play_wav  1
00BC: text_highpriority "COK4_9A"  5000 ms  2  ;; It's time for the Lance Vance Dance!
0006:  6@ =  1  ;; integer values

:Label06F579
0051: return

:Label06F57B
00D6: if  0
01AF:   car $B5B  0 ()near_point  90.0 -664.2  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F5BF
02D3: boat $B5B drive_to  160.1 -639.0  5.6

:Label06F5BF
00D6: if  0
01AF:   car $B5B  0 ()near_point  160.1 -639.0  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F603
02D3: boat $B5B drive_to  221.3 -567.0  5.6

:Label06F603
00D6: if  0
01AF:   car $B5B  0 ()near_point  221.3 -567.0  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F647
02D3: boat $B5B drive_to  405.1 -286.6  5.6

:Label06F647
00D6: if  0
01AF:   car $B5B  0 ()near_point  405.1 -286.6  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F68B
02D3: boat $B5B drive_to  410.1 -1.9  5.6

:Label06F68B
00D6: if  0
01AF:   car $B5B  0 ()near_point  410.1 -1.9  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F6CF
02D3: boat $B5B drive_to  191.9  236.0  5.6

:Label06F6CF
00D6: if  0
01AF:   car $B5B  0 ()near_point  191.9  236.0  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F713
02D3: boat $B5B drive_to  238.1  324.6  5.6

:Label06F713
00D6: if  0
01AF:   car $B5B  0 ()near_point  238.1  324.6  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F757
02D3: boat $B5B drive_to  244.9  434.8  5.6

:Label06F757
00D6: if  0
01AF:   car $B5B  0 ()near_point  244.9  434.8  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F79B
02D3: boat $B5B drive_to  319.1  520.7  5.6

:Label06F79B
00D6: if  0
01AF:   car $B5B  0 ()near_point  319.1  520.7  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F7DF
02D3: boat $B5B drive_to  323.5  596.6  5.6

:Label06F7DF
00D6: if  0
01AF:   car $B5B  0 ()near_point  323.5  596.6  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F82D
02D3: boat $B5B drive_to  323.5  596.6  5.6
02DB: set_boat $B5B speed_to  1.0

:Label06F82D
0051: return

:Label06F82F
00D6: if  0
01AF:   car $B5B  0 ()near_point -116.7 -458.3  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F873
02D3: boat $B5B drive_to  25.6 -275.0  5.6

:Label06F873
00D6: if  0
01AF:   car $B5B  0 ()near_point  25.6 -275.0  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F8C1
02DB: set_boat $B5B speed_to  35.0
02D3: boat $B5B drive_to  130.2 -228.8  5.6

:Label06F8C1
00D6: if  0
01AF:   car $B5B  0 ()near_point  130.2 -228.8  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F905
02D3: boat $B5B drive_to  221.3 -130.2  5.6

:Label06F905
00D6: if  0
01AF:   car $B5B  0 ()near_point  221.3 -130.2  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F949
02D3: boat $B5B drive_to  221.0  56.5  5.6

:Label06F949
00D6: if  0
01AF:   car $B5B  0 ()near_point  221.0  56.5  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F98D
02D3: boat $B5B drive_to  248.0  183.5  5.6

:Label06F98D
00D6: if  0
01AF:   car $B5B  0 ()near_point  248.0  183.5  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06F9D1
02D3: boat $B5B drive_to  192.6  242.7  5.6

:Label06F9D1
00D6: if  0
01AF:   car $B5B  0 ()near_point  192.6  242.7  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06FA15
02D3: boat $B5B drive_to  234.8  329.3  5.6

:Label06FA15
00D6: if  0
01AF:   car $B5B  0 ()near_point  234.8  329.3  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06FA59
02D3: boat $B5B drive_to  245.7  436.0  5.6

:Label06FA59
00D6: if  0
01AF:   car $B5B  0 ()near_point  245.7  436.0  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06FA9D
02D3: boat $B5B drive_to  314.0  516.4  5.6

:Label06FA9D
00D6: if  0
01AF:   car $B5B  0 ()near_point  314.0  516.4  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06FAE1
02D3: boat $B5B drive_to  323.5  596.6  5.6

:Label06FAE1
00D6: if  0
01AF:   car $B5B  0 ()near_point  323.5  596.6  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06FB2F
02D3: boat $B5B drive_to  323.5  596.6  5.6
02DB: set_boat $B5B speed_to  1.0

:Label06FB2F
0051: return

:Label06FB31
00D6: if  0
01AF:   car $B5B  0 ()near_point  286.2  482.0  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06FB75
02D3: boat $B5B drive_to  237.4  427.9  5.6

:Label06FB75
00D6: if  0
01AF:   car $B5B  0 ()near_point  237.4  427.9  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06FBB9
02D3: boat $B5B drive_to  230.3  315.9  5.6

:Label06FBB9
00D6: if  0
01AF:   car $B5B  0 ()near_point  230.3  315.9  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06FBFD
02D3: boat $B5B drive_to  192.3  233.3  5.6

:Label06FBFD
00D6: if  0
01AF:   car $B5B  0 ()near_point  192.3  233.3  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06FC41
02D3: boat $B5B drive_to  419.5 -21.8  5.6

:Label06FC41
00D6: if  0
01AF:   car $B5B  0 ()near_point  419.5 -21.8  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06FC85
02D3: boat $B5B drive_to  396.8 -304.7  5.6

:Label06FC85
00D6: if  0
01AF:   car $B5B  0 ()near_point  396.8 -304.7  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06FCC9
02D3: boat $B5B drive_to  212.3 -588.7  5.6

:Label06FCC9
00D6: if  0
01AF:   car $B5B  0 ()near_point  212.3 -588.7  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06FD0D
02D3: boat $B5B drive_to  197.1 -617.8  5.6

:Label06FD0D
00D6: if  0
01AF:   car $B5B  0 ()near_point  197.1 -617.8  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06FD51
02D3: boat $B5B drive_to  154.5 -638.7  5.6

:Label06FD51
00D6: if  0
01AF:   car $B5B  0 ()near_point  154.5 -638.7  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06FD95
02D3: boat $B5B drive_to  90.0 -664.2  5.6

:Label06FD95
00D6: if  0
01AF:   car $B5B  0 ()near_point  90.0 -664.2  5.6 radius  10.0  10.0  6.0
004D: jump_if_false £Label06FDE3
02DB: set_boat $B5B speed_to  35.0
02D3: boat $B5B drive_to -378.5 -660.0  5.6

:Label06FDE3
0051: return

:Label06FDE5
00D6: if  1
03D0:   wav  1 loaded
03D0:   wav  2 loaded
004D: jump_if_false £Label06FDFF
0004: $22 =  1  ;; integer values

:Label06FDFF
0051: return

:Label06FE01
00D6: if  0
8119:   NOT   car $40 wrecked
004D: jump_if_false £Label06FE20
0227: $B61 = car $40 health
0014: $B61 /=  15  ;; integer values

:Label06FE20
0051: return

;-------------Mission 16---------------
; Originally: Rub Out


:Label06FE22
0050: gosub £Label06FE46
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label06FE3D
0050: gosub £Label072E1E

:Label06FE3D
0050: gosub £Label073099
004E: end_thread

:Label06FE46
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0004: $38 =  0  ;; integer values
0006:  2@ =  0  ;; integer values
0004: $B70 =  0  ;; integer values
0004: $26 =  0  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0006:  3@ =  0  ;; integer values
0004: $B73 =  0  ;; integer values
0004: $B74 =  0  ;; integer values
0004: $B71 =  0  ;; integer values
0004: $B72 =  0  ;; integer values
0004: $B77 =  0  ;; integer values
0004: $B7C =  0  ;; integer values
0006:  6@ =  0  ;; integer values
0004: $B96 =  0  ;; integer values
0004: $B97 =  0  ;; integer values
0004: $B98 =  0  ;; integer values
03A4: name_thread "BARON5"
0001: wait  0 ms
054C: use_GXT_table "BARON5"
058E: set_restart_mission_taxi_destination -288.2 -487.5  9.8  275.0
0247: request_model #STALLION
023C: load_special_actor  5 "IGBUDDY"
038B: load_requested_models
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00A5: $1A = create_car #STALLION at -290.0 -489.0  10.5
0129: $LANCE_VANCE = create_actor  4 #SPECIAL05 in_car $1A driverseat
00AE: unknown_set_car $1A to_ignore_traffic_lights  3
0395: clear_area  1 at -250.6 -488.1 range  10.5  40.0
0175: set_car $1A z_angle_to  270.0
00AD: set_car $1A max_speed_to  25.0
00A7: car $1A drive_to -250.6 -488.1  10.5
015F: set_camera_position -239.7 -485.397  11.393  0.0  0.0  0.0
0160: point_camera -240.525 -485.962  11.378  2
0055: put_player $PLAYER_CHAR at -244.6 -491.3  10.6
0171: set_player $PLAYER_CHAR z_angle_to  0.0
0001: wait  500 ms
016A: fade  1 (back)  500 ms
0006:  17@ =  0  ;; integer values
0001: wait  500 ms

:Label06FFE5
00D6: if  0
8019:   NOT    17@ >  4000  ;; integer values
004D: jump_if_false £Label07001B
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label070014
0002: jump £Label07001B

:Label070014
0002: jump £Label06FFE5

:Label07001B
016A: fade  0 ()  1000 ms

:Label070022
00D6: if  0
016B:   fading
004D: jump_if_false £Label07003A
0001: wait  0 ms
0002: jump £Label070022

:Label07003A
03AF: set_streaming  0 (disabled)
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSBUDDY"
02F3: load_object #CUTOBJ01 "MFOUR"
02F3: load_object #CUTOBJ02 "CARBACK"
038B: load_requested_models

:Label070072
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label07009A
0001: wait  0 ms
0002: jump £Label070072

:Label07009A
0395: clear_area  1 at $1FE $1FF range $200  40.0
02E4: load_cutscene_data "ASS_1"
0244: set_cutscene_pos $1FE $1FF $200
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $88 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $B75 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $B75 "MFOUR01"
02E5: $B75 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $B75 "MFOUR02"
02E5:  4@ = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  4@ "CARBACK"
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label070145
00D6: if  0
001A:    1828 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label070168
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label070145

:Label070168
00BC: text_highpriority "ASS1_A"  10000 ms  1  ;; I got us some cannons in the trunk.

:Label070177
00D6: if  0
001A:    3471 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label07019A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label070177

:Label07019A
00BC: text_highpriority "ASS1_B"  10000 ms  1  ;; Holy shit! Where'd you get all this stuff?

:Label0701A9
00D6: if  0
001A:    6244 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0701CC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0701A9

:Label0701CC
00BC: text_highpriority "ASS1_C"  10000 ms  1  ;; Been saving it for a rainy day.

:Label0701DB
00D6: if  0
001A:    10181 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0701FE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0701DB

:Label0701FE
00BC: text_highpriority "ASS1_D"  10000 ms  1  ;; You like?

:Label07020D
00D6: if  0
001A:    11087 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label070230
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label07020D

:Label070230
00BC: text_highpriority "ASS1_E"  10000 ms  1  ;; Yeah, I like.

:Label07023F
00D6: if  0
001A:    12087 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label070262
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label07023F

:Label070262
00BE: text_clear_all

:Label070264
00D6: if  0
001A:    17068 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label070287
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label070264

:Label070287
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label070290
00D6: if  0
016B:   fading
004D: jump_if_false £Label0702A8
0001: wait  0 ms
0002: jump £Label070290

:Label0702A8
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0247: request_model #CLA
0247: request_model #CLB
0247: request_model #M4
0247: request_model #UZI
0247: request_model #MP5LNG
023C: load_special_actor  4 "IGDIAZ"

:Label0702E3
00D6: if  23
8248:   NOT   model #CLA available
8248:   NOT   model #UZI available
8248:   NOT   model #M4 available
8248:   NOT   model #MP5LNG available
004D: jump_if_false £Label07030C
0001: wait  0 ms
0002: jump £Label0702E3

:Label07030C
00D6: if  22
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
8248:   NOT   model #CLB available
004D: jump_if_false £Label07032E
0001: wait  0 ms
0002: jump £Label07030C

:Label07032E
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
0004: $3E9 =  1  ;; integer values
0108: destroy_object $6FB
022B: create_forbidden_for_peds_cube -396.4 -583.6  15.0 -360.5 -555.6  33.0
022B: create_forbidden_for_peds_cube -271.6 -504.3  0.0 -510.5 -661.2  55.0
015C: set_zone_gang_info "GANG1"  1 (day)  0  0  0  0  0  0  0  0  0  0  0 
015C: set_zone_gang_info "GANG1"  0 (night)  0  0  0  0  0  0  0  0  0  0  0 
01B1: give_player $PLAYER_CHAR weapon  26 ammo  150  ;; Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  26
03F1: pedtype  10 add_threat  1
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label070452
0362: remove_actor $LANCE_VANCE from_car_and_place_at -254.9 -491.3  10.2
01ED: reset_actor $LANCE_VANCE flags
0243: set_actor $LANCE_VANCE ped_stats_to  16
0446: (unknown) $LANCE_VANCE  0 
01B2: give_actor $LANCE_VANCE weapon  26 ammo  9999  ;; Load the weapon model before using this
011A: set_actor $LANCE_VANCE flags  1024
0223: set_actor $LANCE_VANCE health_to  200
0319: set_actor $LANCE_VANCE wander_state_to  1 (off)
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on  1
0568: $LANCE_VANCE  1
0483: unknown_actor $LANCE_VANCE  1500

:Label070452
009A:  12@ = create_actor  10 #CLB at -375.2 -552.1  18.7
0243: set_actor  12@ ped_stats_to  16
011A: set_actor  12@ flags  1
011A: set_actor  12@ flags  16
01B2: give_actor  12@ weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor  12@ not_scared_flag  1
0483: unknown_actor  12@  1500
0223: set_actor  12@ health_to  150
009A:  13@ = create_actor  10 #CLA at -381.7 -552.4  18.7
0243: set_actor  13@ ped_stats_to  16
011A: set_actor  13@ flags  1
011A: set_actor  13@ flags  16
01B2: give_actor  13@ weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor  13@ not_scared_flag  1
0483: unknown_actor  13@  1500
0223: set_actor  13@ health_to  150
009A: $B78 = create_actor  10 #CLB at -327.9 -606.5  12.1
0173: set_actor $B78 z_angle_to  180.0
0243: set_actor $B78 ped_stats_to  16
011A: set_actor $B78 flags  1
011A: set_actor $B78 flags  16
01B2: give_actor $B78 weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B78 not_scared_flag  1
0483: unknown_actor $B78  1500
0223: set_actor $B78 health_to  150
009A: $B79 = create_actor  10 #CLA at -363.9 -610.2  9.6
0173: set_actor $B79 z_angle_to  266.0
0243: set_actor $B79 ped_stats_to  16
011A: set_actor $B79 flags  1
011A: set_actor $B79 flags  16
01B2: give_actor $B79 weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B79 not_scared_flag  1
0483: unknown_actor $B79  1500
0223: set_actor $B79 health_to  150
009A: $B7B = create_actor  10 #CLB at -392.6 -616.5  10.9
0173: set_actor $B7B z_angle_to  270.0
0243: set_actor $B7B ped_stats_to  16
011A: set_actor $B7B flags  1
011A: set_actor $B7B flags  16
01B2: give_actor $B7B weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B7B not_scared_flag  1
0483: unknown_actor $B7B  1500
0223: set_actor $B7B health_to  150
009A: $B7E = create_actor  10 #CLB at -303.5 -554.8  12.1
0243: set_actor $B7E ped_stats_to  16
011A: set_actor $B7E flags  1
011A: set_actor $B7E flags  16
01B2: give_actor $B7E weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B7E not_scared_flag  1
0173: set_actor $B7E z_angle_to  270.0
0483: unknown_actor $B7E  1500
0291: unknown_actor $B7E unknown_behavior_flag  1
056B: $B7E  1
0223: set_actor $B7E health_to  150
009A: $B7F = create_actor  10 #CLA at -301.8 -555.0  12.1
0243: set_actor $B7F ped_stats_to  16
011A: set_actor $B7F flags  1
011A: set_actor $B7F flags  16
01B2: give_actor $B7F weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B7F not_scared_flag  1
0173: set_actor $B7F z_angle_to  90.0
0483: unknown_actor $B7F  1500
03F9: make_actors $B7E $B7F converse_in  999999 ms
056B: $B7F  1
0291: unknown_actor $B7F unknown_behavior_flag  1
0223: set_actor $B7F health_to  150
009A: $B8C = create_actor  10 #CLB at -287.0 -581.8  12.1
0173: set_actor $B8C z_angle_to  90.0
0243: set_actor $B8C ped_stats_to  16
011A: set_actor $B8C flags  1
011A: set_actor $B8C flags  16
01B2: give_actor $B8C weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B8C not_scared_flag  1
0483: unknown_actor $B8C  1500
0223: set_actor $B8C health_to  150
009A: $B82 = create_actor  10 #CLB at -468.3 -576.2  11.9
0173: set_actor $B82 z_angle_to  265.0
0243: set_actor $B82 ped_stats_to  16
011A: set_actor $B82 flags  1
011A: set_actor $B82 flags  16
01B2: give_actor $B82 weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B82 not_scared_flag  1
0483: unknown_actor $B82  1500
0223: set_actor $B82 health_to  150
009A: $B83 = create_actor  10 #CLA at -471.1 -590.2  11.9
0173: set_actor $B83 z_angle_to  90.0
0243: set_actor $B83 ped_stats_to  16
011A: set_actor $B83 flags  1
011A: set_actor $B83 flags  16
01B2: give_actor $B83 weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B83 not_scared_flag  1
0483: unknown_actor $B83  1500
0223: set_actor $B83 health_to  150
009A: $B84 = create_actor  10 #CLA at -407.7 -592.3  10.9
0173: set_actor $B84 z_angle_to  8.0
0243: set_actor $B84 ped_stats_to  16
011A: set_actor $B84 flags  1
011A: set_actor $B84 flags  16
01B2: give_actor $B84 weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B84 not_scared_flag  1
0483: unknown_actor $B84  1500
0223: set_actor $B84 health_to  150
009A: $B85 = create_actor  10 #CLB at -407.0 -590.1  10.6
0173: set_actor $B85 z_angle_to  180.0
0243: set_actor $B85 ped_stats_to  16
011A: set_actor $B85 flags  1
011A: set_actor $B85 flags  16
01B2: give_actor $B85 weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B85 not_scared_flag  1
0483: unknown_actor $B85  1500
0223: set_actor $B85 health_to  150
03F9: make_actors $B84 $B85 converse_in  999999 ms
009A: $B8D = create_actor  10 #CLB at -374.2 -518.1  11.7
0173: set_actor $B8D z_angle_to  230.0
0243: set_actor $B8D ped_stats_to  16
011A: set_actor $B8D flags  1
011A: set_actor $B8D flags  16
01B2: give_actor $B8D weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B8D not_scared_flag  1
0483: unknown_actor $B8D  1500
0223: set_actor $B8D health_to  150
009A: $B8E = create_actor  10 #CLA at -372.0 -519.6  11.7
0173: set_actor $B8E z_angle_to  62.0
0243: set_actor $B8E ped_stats_to  16
011A: set_actor $B8E flags  1
011A: set_actor $B8E flags  16
01B2: give_actor $B8E weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B8E not_scared_flag  1
0483: unknown_actor $B8E  1500
0223: set_actor $B8E health_to  150
03F9: make_actors $B8E $B8D converse_in  999999 ms
009A: $B88 = create_actor  10 #CLA at -312.4 -570.2  12.0
0173: set_actor $B88 z_angle_to  342.0
0243: set_actor $B88 ped_stats_to  16
011A: set_actor $B88 flags  1
011A: set_actor $B88 flags  16
01B2: give_actor $B88 weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B88 not_scared_flag  1
0483: unknown_actor $B88  1500
0223: set_actor $B88 health_to  150
009A: $B89 = create_actor  10 #CLB at -316.4 -617.7  9.5
0173: set_actor $B89 z_angle_to  11.0
0243: set_actor $B89 ped_stats_to  16
011A: set_actor $B89 flags  1
011A: set_actor $B89 flags  16
01B2: give_actor $B89 weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B89 not_scared_flag  1
0483: unknown_actor $B89  1500
0223: set_actor $B89 health_to  150
009A: $B8A = create_actor  10 #CLA at -445.0 -574.4  12.0
0173: set_actor $B8A z_angle_to  180.0
0243: set_actor $B8A ped_stats_to  16
011A: set_actor $B8A flags  1
011A: set_actor $B8A flags  16
01B2: give_actor $B8A weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B8A not_scared_flag  1
0483: unknown_actor $B8A  1500
0223: set_actor $B89 health_to  150
009A: $B8F = create_actor  10 #CLA at -293.7 -606.3  12.0
0173: set_actor $B8F z_angle_to  0.0
0243: set_actor $B8F ped_stats_to  16
011A: set_actor $B8F flags  1
011A: set_actor $B8F flags  16
01B2: give_actor $B8F weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B8F not_scared_flag  1
0483: unknown_actor $B8F  1500
0223: set_actor $B8F health_to  150
009A: $B90 = create_actor  10 #CLA at -343.9 -530.4  14.4
0173: set_actor $B90 z_angle_to  280.0
0243: set_actor $B90 ped_stats_to  16
011A: set_actor $B90 flags  1
011A: set_actor $B90 flags  16
01B2: give_actor $B90 weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B90 not_scared_flag  1
0483: unknown_actor $B90  1500
0223: set_actor $B90 health_to  150
009A: $B91 = create_actor  10 #CLA at -442.8 -555.0  13.1
0173: set_actor $B91 z_angle_to  160.0
0243: set_actor $B91 ped_stats_to  16
011A: set_actor $B91 flags  1
011A: set_actor $B91 flags  16
01B2: give_actor $B91 weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B91 not_scared_flag  1
0483: unknown_actor $B91  1500
0223: set_actor $B91 health_to  150
009A: $B92 = create_actor  10 #CLB at -443.7 -557.4  13.1
0173: set_actor $B92 z_angle_to  345.0
0243: set_actor $B92 ped_stats_to  16
011A: set_actor $B92 flags  1
011A: set_actor $B92 flags  16
01B2: give_actor $B92 weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B92 not_scared_flag  1
0483: unknown_actor $B92  1500
0223: set_actor $B92 health_to  150
03F9: make_actors $B92 $B91 converse_in  999999 ms
0226: $B87 = actor $LANCE_VANCE health
03C4: set_status_text_to $B87  1 (bar) "BUD1"  ;; Lances Health:
0187: $39 = create_marker_above_actor $LANCE_VANCE
018B: show_on_radar $39  2
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
018A:  1@ = create_checkpoint_at -382.02 -596.57  24.9
009A:  0@ = create_actor  10 #SPECIAL04 at -382.02 -596.57  24.9
0446: (unknown)  0@  0 
054A: unknown_actor  0@ flag  0
01ED: reset_actor  0@ flags
0223: set_actor  0@ health_to  1000
0173: set_actor  0@ z_angle_to  53.0
0350: unknown_actor  0@ not_scared_flag  1
0372: set_actor  0@ anim  24 wait_state_time  99999 ms
0483: unknown_actor  0@  1500
0107: $B76 = create_object #MP5LNG at -383.126 -593.654  25.06
0392: object $B76 toggle_in_moving_list  0
0453: object $B76 set_rotation  90.0  0.0  10.0
01C7: remove_object_from_mission_cleanup_list $B76
041D: set_camera_near_clip  .05
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -377.123 -597.167  25.449  0.0  0.0  0.0
0160: point_camera -378.119 -597.144  25.534  2
04BB: select_interiour  2  ;; select render area
03CB: set_camera -376.452 -593.374  26.273
0006:  17@ =  0  ;; integer values

:Label070CF8
00D6: if  0
8019:   NOT    17@ >  1200  ;; integer values
004D: jump_if_false £Label070D16
0001: wait  0 ms
0002: jump £Label070CF8

:Label070D16
00D6: if  0
8019:   NOT    17@ >  3200  ;; integer values
004D: jump_if_false £Label070D4C
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label070D45
0002: jump £Label071048

:Label070D45
0002: jump £Label070D16

:Label070D4C
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label070D75
0372: set_actor  0@ anim  23 wait_state_time  500 ms
0211: actor  0@ walk_to -383.8 -596.6

:Label070D75
0006:  17@ =  0  ;; integer values

:Label070D7C
00D6: if  0
8019:   NOT    17@ >  1400  ;; integer values
004D: jump_if_false £Label070DB2
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label070DAB
0002: jump £Label071048

:Label070DAB
0002: jump £Label070D7C

:Label070DB2
015F: set_camera_position -380.109 -591.29  28.673  0.0  0.0  0.0
0160: point_camera -380.595 -592.094  28.331  2
0006:  17@ =  0  ;; integer values

:Label070DEC
00D6: if  0
8019:   NOT    17@ >  2500  ;; integer values
004D: jump_if_false £Label070E22
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label070E1B
0002: jump £Label071048

:Label070E1B
0002: jump £Label070DEC

:Label070E22
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label070E55
00A1: put_actor $PLAYER_ACTOR at -273.0 -500.1  10.7
0239: actor $PLAYER_ACTOR run_to -282.3 -511.0

:Label070E55
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label070E88
00A1: put_actor $LANCE_VANCE at -270.5 -492.4  10.2
0239: actor $LANCE_VANCE run_to -282.3 -511.0

:Label070E88
0006:  17@ =  0  ;; integer values

:Label070E8F
00D6: if  0
8019:   NOT    17@ >  500  ;; integer values
004D: jump_if_false £Label070EC5
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label070EBE
0002: jump £Label071048

:Label070EBE
0002: jump £Label070E8F

:Label070EC5
04BB: select_interiour  0  ;; select render area
03CB: set_camera -277.513 -498.283  13.227
015F: set_camera_position -278.092 -497.514  13.499  0.0  0.0  0.0
0160: point_camera -277.513 -498.283  13.227  2
04C7: toggle_camera_green_scanlines  1
0006:  17@ =  0  ;; integer values

:Label070F18
00D6: if  0
8019:   NOT    17@ >  3000  ;; integer values
004D: jump_if_false £Label070F4E
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label070F47
0002: jump £Label071048

:Label070F47
0002: jump £Label070F18

:Label070F4E
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label070F8B
0173: set_actor  0@ z_angle_to  26.0
00A1: put_actor  0@ at -381.7 -595.9  24.9
0211: actor  0@ walk_to -381.97 -593.9

:Label070F8B
04C7: toggle_camera_green_scanlines  0
015F: set_camera_position -383.35 -592.699  25.732  0.0  0.0  0.0
0160: point_camera -382.977 -593.619  25.612  2
04BB: select_interiour  2  ;; select render area
03CB: set_camera -376.452 -593.374  26.273
0006:  17@ =  0  ;; integer values

:Label070FDE
00D6: if  0
8019:   NOT    17@ >  1500  ;; integer values
004D: jump_if_false £Label071048
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label071029
00D6: if  0
0126:   actor  0@ walking
004D: jump_if_false £Label071029
01BE: set_actor  0@ to_look_at_spot -383.126 -593.654  25.06

:Label071029
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label071041
0002: jump £Label071048

:Label071041
0002: jump £Label070FDE

:Label071048
016A: fade  0 ()  1500 ms

:Label07104F
00D6: if  0
016B:   fading
004D: jump_if_false £Label071067
0001: wait  0 ms
0002: jump £Label07104F

:Label071067
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label071090
011C: actor $LANCE_VANCE clear_objective
00A1: put_actor $LANCE_VANCE at -276.3 -505.0  11.7

:Label071090
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0710B9
011C: actor $PLAYER_ACTOR clear_objective
00A1: put_actor $PLAYER_ACTOR at -282.3 -511.0  11.7

:Label0710B9
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label0710E2
011C: actor  0@ clear_objective
00A1: put_actor  0@ at -378.4 -586.8  24.9

:Label0710E2
04C7: toggle_camera_green_scanlines  0
04BB: select_interiour  0  ;; select render area
03CB: set_camera -282.3 -511.0  11.7
02EB: restore_camera_with_jumpcut
0171: set_player $PLAYER_CHAR z_angle_to  100.0
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  1500 ms
0001: wait  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label071144
00A1: put_actor  0@ at -374.9 -585.2  24.6

:Label071144
0249: release_model #STALLION
00BC: text_highpriority "ASS1_16"  10000 ms  1  ;; ~g~Kill Diaz!
0006:  17@ =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label071177
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR

:Label071177
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point -345.6 -559.4  26.0 radius  12.0  2.0  10.0
004D: jump_if_false £Label071C76
0001: wait  0 ms
00D6: if  0
0038:   $26 ==  0  ;; integer values
004D: jump_if_false £Label071298
00D6: if  0
0019:    17@ >  1000  ;; integer values
004D: jump_if_false £Label071298
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false £Label071208
03CF: load_wav "ASS_1" as  1
03CF: load_wav "ASS_2" as  2
0004: $21 =  1  ;; integer values
0002: jump £Label071222

:Label071208
00D6: if  1
03D0:   wav  1 loaded
03D0:   wav  2 loaded
004D: jump_if_false £Label071222
0004: $22 =  1  ;; integer values

:Label071222
00D6: if  0
0038:   $22 ==  1  ;; integer values
004D: jump_if_false £Label071298
04E2: $PLAYER_CHAR  1
03D1: play_wav  1
00BC: text_highpriority "ASS1_1"  4000 ms  1  ;; This place is going to be crawling with assholes...be careful...
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label071298
0001: wait  500 ms
03D1: play_wav  2
00BC: text_highpriority "ASS1_2"  3000 ms  1  ;; Don't worry Tommy, I'll cover you.
04E2: $PLAYER_CHAR  0
0004: $26 =  1  ;; integer values
0004: $21 =  0  ;; integer values
0004: $22 =  0  ;; integer values
0006:  17@ =  0  ;; integer values

:Label071298
00D6: if  0
0038:   $B7C ==  0  ;; integer values
004D: jump_if_false £Label071406
00D6: if  0
0038:   $B77 ==  0  ;; integer values
004D: jump_if_false £Label071406
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label071406
00D6: if  24
00FE:   actor $LANCE_VANCE  0 ()near_point -455.1 -557.8  11.8 radius  4.0  3.0  5.0
00FE:   actor $LANCE_VANCE  0 ()near_point -490.1 -581.9  11.8 radius  3.0  4.0  5.0
00FE:   actor $LANCE_VANCE  0 ()near_point -458.3 -604.2  11.8 radius  4.0  3.0  5.0
00FE:   actor $LANCE_VANCE  0 ()near_point -303.0 -556.3  12.0 radius  12.0  2.0  5.0
00FE:   actor $LANCE_VANCE  0 ()near_point -239.8 -582.2  12.0 radius  3.0  3.0  5.0
004D: jump_if_false £Label071406
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $LANCE_VANCE radius  15.0  15.0  5.0
004D: jump_if_false £Label071406
00D6: if  0
0038:   $26 ==  1  ;; integer values
004D: jump_if_false £Label071406
03CF: load_wav "LAW2_4" as  1

:Label0713D2
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0713EC
0001: wait  0 ms
0002: jump £Label0713D2

:Label0713EC
03D1: play_wav  1
00BC: text_highpriority "ASS1_19"  2000 ms  2  ;; This way!
0004: $B77 =  1  ;; integer values

:Label071406
00D6: if  0
0118:   actor $LANCE_VANCE dead
004D: jump_if_false £Label07142C
00BC: text_highpriority "COK4_30"  5000 ms  2  ;; ~r~Lance is dead!
0002: jump £Label072E1E

:Label07142C
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label07144B
0226: $B87 = actor $LANCE_VANCE health
0014: $B87 /=  2  ;; integer values

:Label07144B
00D6: if  0
0038:   $B72 ==  0  ;; integer values
004D: jump_if_false £Label0715FE
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0714D7
00D6: if  0
80FB:   NOT   player $PLAYER_CHAR  0 ()near_actor $LANCE_VANCE radius  15.0  15.0  3.0
004D: jump_if_false £Label0714B6
00D6: if  0
0038:   $38 ==  0  ;; integer values
004D: jump_if_false £Label0714AF
01E0: clear_leader $LANCE_VANCE
0004: $38 =  1  ;; integer values

:Label0714AF
0002: jump £Label0714D7

:Label0714B6
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false £Label0714D7
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
0004: $38 =  0  ;; integer values

:Label0714D7
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false £Label0714F0
0050: gosub £Label07354C

:Label0714F0
00D6: if  22
00F5:   player $PLAYER_CHAR  0 ()near_point -455.1 -557.8  11.8 radius  4.0  3.0  5.0
00F5:   player $PLAYER_CHAR  0 ()near_point -490.1 -581.9  11.8 radius  3.0  4.0  5.0
00F5:   player $PLAYER_CHAR  0 ()near_point -458.3 -604.2  11.8 radius  4.0  3.0  5.0
004D: jump_if_false £Label071586
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label071586
01E0: clear_leader $LANCE_VANCE
0004: $B72 =  1  ;; integer values

:Label071586
00D6: if  21
00F5:   player $PLAYER_CHAR  0 ()near_point -303.0 -556.3  12.0 radius  12.0  2.0  5.0
00F5:   player $PLAYER_CHAR  0 ()near_point -239.8 -582.2  12.0 radius  3.0  3.0  5.0
004D: jump_if_false £Label0715F7
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0715F7
01E0: clear_leader $LANCE_VANCE
0004: $B72 =  2  ;; integer values

:Label0715F7
0002: jump £Label0717D8

:Label0715FE
00D6: if  0
0038:   $B7C ==  0  ;; integer values
004D: jump_if_false £Label0717D8
00D6: if  0
0038:   $B72 ==  1  ;; integer values
004D: jump_if_false £Label0716F4
00D6: if  1
00F5:   player $PLAYER_CHAR  0 ()near_point -442.6 -574.9  11.8 radius  2.0  2.0  3.0
00FE:   actor $LANCE_VANCE  0 ()near_point -442.6 -574.9  11.8 radius  2.0  2.0  3.0
004D: jump_if_false £Label0716DB
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
03F1: pedtype  10 add_threat  1
03CF: load_wav "ASS_4" as  2

:Label071691
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0716AB
0001: wait  0 ms
0002: jump £Label071691

:Label0716AB
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label0716CD
03D1: play_wav  2
00BC: text_highpriority "ASS1_4"  1500 ms  2  ;; Diaz must be inside!

:Label0716CD
0004: $38 =  0  ;; integer values
0004: $B72 =  3  ;; integer values

:Label0716DB
00D6: if  0
0038:   $B7C ==  0  ;; integer values
004D: jump_if_false £Label0716F4
0050: gosub £Label073476

:Label0716F4
00D6: if  0
0038:   $B72 ==  2  ;; integer values
004D: jump_if_false £Label0717D8
00D6: if  1
00F5:   player $PLAYER_CHAR  0 ()near_point -370.1 -596.4  9.5 radius  2.0  2.0  3.0
00FE:   actor $LANCE_VANCE  0 ()near_point -370.1 -596.4  9.5 radius  2.0  2.0  3.0
004D: jump_if_false £Label0717BF
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
03F1: pedtype  10 add_threat  1
03CF: load_wav "ASS_4" as  2

:Label071775
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label07178F
0001: wait  0 ms
0002: jump £Label071775

:Label07178F
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label0717B1
03D1: play_wav  2
00BC: text_highpriority "ASS1_4"  1500 ms  2  ;; Diaz must be inside!

:Label0717B1
0004: $38 =  0  ;; integer values
0004: $B72 =  3  ;; integer values

:Label0717BF
00D6: if  0
0038:   $B7C ==  0  ;; integer values
004D: jump_if_false £Label0717D8
0050: gosub £Label0734E1

:Label0717D8
00D6: if  0
0038:   $B72 ==  3  ;; integer values
004D: jump_if_false £Label07187D
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label071864
00D6: if  0
80FB:   NOT   player $PLAYER_CHAR  0 ()near_actor $LANCE_VANCE radius  15.0  15.0  3.0
004D: jump_if_false £Label071843
00D6: if  0
0038:   $38 ==  0  ;; integer values
004D: jump_if_false £Label07183C
01E0: clear_leader $LANCE_VANCE
0004: $38 =  1  ;; integer values

:Label07183C
0002: jump £Label071864

:Label071843
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false £Label071864
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
0004: $38 =  0  ;; integer values

:Label071864
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false £Label07187D
0050: gosub £Label07354C

:Label07187D
00D6: if  0
0038:   $B7C ==  0  ;; integer values
004D: jump_if_false £Label071AD7
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -338.5 -578.7  11.6 radius  2.0  2.0  3.0
004D: jump_if_false £Label071AD7
009B: destroy_actor_instantly  12@
009B: destroy_actor_instantly  13@
009B: destroy_actor_instantly $B78
009B: destroy_actor_instantly $B79
009B: destroy_actor_instantly $B7B
009B: destroy_actor_instantly $B7E
009B: destroy_actor_instantly $B7F
009B: destroy_actor_instantly $B88
009A: $B7A = create_actor  10 #CLA at -318.2 -577.1  15.4
0173: set_actor $B7A z_angle_to  90.0
0243: set_actor $B7A ped_stats_to  16
011A: set_actor $B7A flags  1
011A: set_actor $B7A flags  16
01B2: give_actor $B7A weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B7A not_scared_flag  1
0483: unknown_actor $B7A  1500
0291: unknown_actor $B7A unknown_behavior_flag  1
056B: $B7A  1
0223: set_actor $B7A health_to  150
009A: $B7D = create_actor  10 #CLB at -324.6 -581.2  19.0
0173: set_actor $B7D z_angle_to  305.0
0243: set_actor $B7D ped_stats_to  16
011A: set_actor $B7D flags  1
011A: set_actor $B7D flags  16
01B2: give_actor $B7D weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B7D not_scared_flag  1
0483: unknown_actor $B7D  1500
0291: unknown_actor $B7D unknown_behavior_flag  1
056B: $B7D  1
0223: set_actor $B7D health_to  150
009A: $B8B = create_actor  10 #CLB at -318.2 -573.4  22.0
0173: set_actor $B8B z_angle_to  90.0
0243: set_actor $B8B ped_stats_to  16
011A: set_actor $B8B flags  1
011A: set_actor $B8B flags  16
01B2: give_actor $B8B weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B8B not_scared_flag  1
0483: unknown_actor $B8B  1500
0291: unknown_actor $B8B unknown_behavior_flag  1
056B: $B8B  1
0223: set_actor $B8B health_to  150
009A: $B80 = create_actor  10 #CLB at -335.5 -568.6  19.0
0173: set_actor $B80 z_angle_to  180.0
0243: set_actor $B80 ped_stats_to  16
011A: set_actor $B80 flags  1
011A: set_actor $B80 flags  16
01B2: give_actor $B80 weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $B80 not_scared_flag  1
0483: unknown_actor $B80  1500
0291: unknown_actor $B80 unknown_behavior_flag  1
056B: $B80  1
0223: set_actor $B80 health_to  150
0004: $B72 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label071AB8
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
03F1: pedtype  10 add_threat  1
00A1: put_actor $LANCE_VANCE at -341.0 -578.5  10.9

:Label071AB8
03CF: load_wav "ASS_11" as  1
03CF: load_wav "ASS_12" as  2
0004: $B7C =  1  ;; integer values

:Label071AD7
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -378.4 -551.9  19.4 radius  4.0  1.0  3.0
004D: jump_if_false £Label071B16
00BC: text_highpriority "ASS1_18"  2000 ms  2  ;; ~g~The door is locked, try another route.

:Label071B16
00D6: if  0
0038:   $B7C ==  1  ;; integer values
004D: jump_if_false £Label071C6F
010D: set_player $PLAYER_CHAR wanted_level_to  0
00D6: if  0
0038:   $B96 ==  0  ;; integer values
004D: jump_if_false £Label071BCF
00D6: if  1
00F5:   player $PLAYER_CHAR  0 ()near_point -336.0 -570.8  18.5 radius  4.0  6.0  4.0
00FE:   actor $LANCE_VANCE  0 ()near_point -336.0 -570.8  18.5 radius  4.0  6.0  4.0
004D: jump_if_false £Label071BCF
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label071BCF
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label071BCF
03D1: play_wav  1
00BC: text_highpriority "ASS1_11"  4500 ms  1  ;; Hey Tommy, can my room have a view of the bay?
0004: $B96 =  1  ;; integer values

:Label071BCF
00D6: if  0
0038:   $B97 ==  0  ;; integer values
004D: jump_if_false £Label071C6F
00D6: if  1
00F5:   player $PLAYER_CHAR  0 ()near_point -336.0 -570.8  27.5 radius  4.0  6.0  4.0
00FE:   actor $LANCE_VANCE  0 ()near_point -336.0 -570.8  27.5 radius  4.0  6.0  4.0
004D: jump_if_false £Label071C6F
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label071C6F
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label071C6F
03D1: play_wav  2
00BC: text_highpriority "ASS1_12"  4500 ms  1  ;; Beautiful high ceilings in here...
0004: $B97 =  1  ;; integer values

:Label071C6F
0002: jump £Label071177

:Label071C76
009B: destroy_actor_instantly  12@
009B: destroy_actor_instantly  13@
009A:  14@ = create_actor  10 #CLA at -373.5 -564.8  18.7
0243: set_actor  14@ ped_stats_to  16
011A: set_actor  14@ flags  1
011A: set_actor  14@ flags  16
01B2: give_actor  14@ weapon  23 ammo  9999  ;; Load the weapon model before using this
0173: set_actor  14@ z_angle_to  0.0
0350: unknown_actor  14@ not_scared_flag  1
0483: unknown_actor  14@  1500
0223: set_actor  14@ health_to  150
009A: $B86 = create_actor  10 #CLB at -383.7 -565.3  18.7
0243: set_actor $B86 ped_stats_to  16
011A: set_actor $B86 flags  1
011A: set_actor $B86 flags  16
01B2: give_actor $B86 weapon  23 ammo  9999  ;; Load the weapon model before using this
0173: set_actor $B86 z_angle_to  0.0
0350: unknown_actor $B86 not_scared_flag  1
0483: unknown_actor $B86  1500
056B: $B86  1
0223: set_actor $B86 health_to  150
009A:  7@ = create_actor  10 #CLA at -376.0 -582.5  24.5
0243: set_actor  7@ ped_stats_to  16
011A: set_actor  7@ flags  1
011A: set_actor  7@ flags  16
01B2: give_actor  7@ weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor  7@ not_scared_flag  1
0483: unknown_actor  7@  1500
0223: set_actor  7@ health_to  150
009A:  8@ = create_actor  10 #CLB at -380.9 -582.6  24.5
0243: set_actor  8@ ped_stats_to  16
011A: set_actor  8@ flags  1
011A: set_actor  8@ flags  16
01B2: give_actor  8@ weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor  8@ not_scared_flag  1
0483: unknown_actor  8@  1500
0223: set_actor  8@ health_to  150
009A:  9@ = create_actor  10 #CLA at -361.6 -559.3  26.6
0243: set_actor  9@ ped_stats_to  16
011A: set_actor  9@ flags  1
011A: set_actor  9@ flags  16
01B2: give_actor  9@ weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor  9@ not_scared_flag  1
0173: set_actor  9@ z_angle_to  156.6
0483: unknown_actor  9@  1500
0223: set_actor  9@ health_to  150
009A:  10@ = create_actor  10 #CLB at -378.2 -560.7  26.6
0243: set_actor  10@ ped_stats_to  16
011A: set_actor  10@ flags  1
011A: set_actor  10@ flags  16
01B2: give_actor  10@ weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor  10@ not_scared_flag  1
0173: set_actor  10@ z_angle_to  180.0
0483: unknown_actor  10@  1500
0223: set_actor  10@ health_to  150
009A:  11@ = create_actor  10 #CLB at -391.6 -566.5  26.6
0243: set_actor  11@ ped_stats_to  16
011A: set_actor  11@ flags  1
011A: set_actor  11@ flags  16
01B2: give_actor  11@ weapon  23 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor  11@ not_scared_flag  1
0173: set_actor  11@ z_angle_to  248.7
0483: unknown_actor  11@  1500
056B:  11@  1
0223: set_actor  11@ health_to  150

:Label071EE2
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label0726A5
0001: wait  0 ms
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label071F0D
0002: jump £Label0726A5

:Label071F0D
00D6: if  0
0118:   actor $LANCE_VANCE dead
004D: jump_if_false £Label071F33
00BC: text_highpriority "COK4_30"  5000 ms  2  ;; ~r~Lance is dead!
0002: jump £Label072E1E

:Label071F33
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label071F52
0226: $B87 = actor $LANCE_VANCE health
0014: $B87 /=  2  ;; integer values

:Label071F52
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube -360.8 -564.0  17.0 -396.0 -580.5  35.0
004D: jump_if_false £Label072218
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label072218
00D6: if  0
0039:    3@ ==  0  ;; integer values
004D: jump_if_false £Label072218
03CF: load_wav "ASS_13" as  1
03CF: load_wav "ASS_14" as  2
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0001: wait  0 ms
0395: clear_area  1 at  378.4 -588.4 range  24.5  1.0
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label0720AE
01B2: give_actor  0@ weapon  25 ammo  30000  ;; Load the weapon model before using this
011C: actor  0@ clear_objective
053D:  0@
00A1: put_actor  0@ at -378.4 -588.4  24.5
0243: set_actor  0@ ped_stats_to  16
0245: set_actor  0@ walk_style_to  33
0395: clear_area  1 at -378.4 -575.7 range  24.5  1.0
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label07206E
0211: actor  0@ walk_to -378.4 -575.7

:Label07206E
04C4: create_coordinate $B93 $B94 $B95 from_actor $PLAYER_ACTOR offset  0.0  2.0  0.0
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0720A9
00A1: put_actor $LANCE_VANCE at $B93 $B94 $B95

:Label0720A9
0108: destroy_object $B76

:Label0720AE
015F: set_camera_position -377.054 -578.589  24.429  0.0  0.0  0.0
0160: point_camera -377.288 -579.531  24.668  2
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label072100
0211: actor  0@ walk_to -378.4 -575.7

:Label072100
0001: wait  2500 ms
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label072124
0211: actor  0@ walk_to -378.4 -575.7

:Label072124
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label072146
03D1: play_wav  1
00BC: text_highpriority "ASS1_13"  4500 ms  1  ;; DIAZ?! I've come to take over your business!

:Label072146
0001: wait  3500 ms
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label07216A
0211: actor  0@ walk_to -378.4 -575.7

:Label07216A
015F: set_camera_position -388.502 -583.468  28.897  0.0  0.0  0.0
0160: point_camera -387.833 -582.797  28.577  2
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label0721BF
03D1: play_wav  2
00BC: text_highpriority "ASS1_14"  4500 ms  1  ;; TOMMY! You betrayed me, you idiot! I'm gonna kill you real soon..

:Label0721BF
0001: wait  3000 ms
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label072218
0243: set_actor  0@ ped_stats_to  16
02A9: set_actor  0@ immune_to_nonplayer  1
011A: set_actor  0@ flags  1
011A: set_actor  0@ flags  16
01CA: actor  0@ kill_player $PLAYER_CHAR
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
03CF: load_wav "ASS_7" as  1
0006:  3@ =  1  ;; integer values

:Label072218
00D6: if  0
0038:   $B98 ==  0  ;; integer values
004D: jump_if_false £Label072285
00D6: if  0
0039:    3@ ==  1  ;; integer values
004D: jump_if_false £Label072285
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label072285
00D6: if  0
02E0: unknown_actor $LANCE_VANCE
004D: jump_if_false £Label072285
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label072285
03D1: play_wav  1
00BC: text_highpriority "ASS1_7"  4500 ms  1  ;; Eat this, you murdering bastards!!
0004: $B98 =  1  ;; integer values

:Label072285
00D6: if  0
0039:    3@ ==  1  ;; integer values
004D: jump_if_false £Label0723E3
00D6: if  0
0038:   $B81 ==  0  ;; integer values
004D: jump_if_false £Label0723E3
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label0723E3
00D6: if  0
8184:   NOT   actor  0@ health >=  500
004D: jump_if_false £Label0723E3
00D6: if  0
00FF:   actor  0@  0 ()near_point_on_foot -378.4 -575.7  25.0 radius  5.0  5.0  4.0
004D: jump_if_false £Label072310
01ED: reset_actor  0@ flags
0239: actor  0@ run_to -378.5 -589.6

:Label072310
00D6: if  0
00FF:   actor  0@  0 ()near_point_on_foot -378.5 -589.6  25.0 radius  1.0  1.0  4.0
004D: jump_if_false £Label07234F
0239: actor  0@ run_to -375.1 -595.5

:Label07234F
00D6: if  0
00FF:   actor  0@  0 ()near_point_on_foot -375.1 -595.5  25.0 radius  1.0  1.5  4.0
004D: jump_if_false £Label07238E
0239: actor  0@ run_to -378.6 -595.7

:Label07238E
00D6: if  0
00FF:   actor  0@  0 ()near_point_on_foot -378.6 -595.7  25.0 radius  .5  .5  4.0
004D: jump_if_false £Label0723E3
020F: actor  0@ look_at_player $PLAYER_CHAR
011A: set_actor  0@ flags  1
011A: set_actor  0@ flags  16
01CA: actor  0@ kill_player $PLAYER_CHAR
0004: $B81 =  1  ;; integer values

:Label0723E3
00D6: if  0
0038:   $B73 ==  0  ;; integer values
004D: jump_if_false £Label0725EB
00D6: if  0
8118:   NOT   actor  14@ dead
004D: jump_if_false £Label072451
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor  14@ radius  20.0  20.0  10.0
0123:   actor  14@ spotted_player $PLAYER_CHAR
004D: jump_if_false £Label072438
0004: $B73 =  1  ;; integer values

:Label072438
00D6: if  0
8184:   NOT   actor  14@ health >=  90
004D: jump_if_false £Label072451
0004: $B73 =  1  ;; integer values

:Label072451
00D6: if  0
8118:   NOT   actor $B86 dead
004D: jump_if_false £Label0724AD
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor $B86 radius  20.0  20.0  10.0
0123:   actor $B86 spotted_player $PLAYER_CHAR
004D: jump_if_false £Label072494
0004: $B73 =  1  ;; integer values

:Label072494
00D6: if  0
8184:   NOT   actor $B86 health >=  90
004D: jump_if_false £Label0724AD
0004: $B73 =  1  ;; integer values

:Label0724AD
00D6: if  0
8118:   NOT   actor  9@ dead
004D: jump_if_false £Label072510
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor  9@ radius  20.0  20.0  10.0
0123:   actor  9@ spotted_player $PLAYER_CHAR
004D: jump_if_false £Label0724F0
0004: $B73 =  1  ;; integer values

:Label0724F0
00D6: if  0
8184:   NOT   actor  9@ health >=  90
004D: jump_if_false £Label072509
0004: $B73 =  1  ;; integer values

:Label072509
0002: jump £Label072517

:Label072510
0004: $B73 =  1  ;; integer values

:Label072517
00D6: if  0
8118:   NOT   actor  10@ dead
004D: jump_if_false £Label07257A
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor  10@ radius  20.0  20.0  10.0
0123:   actor  10@ spotted_player $PLAYER_CHAR
004D: jump_if_false £Label07255A
0004: $B73 =  1  ;; integer values

:Label07255A
00D6: if  0
8184:   NOT   actor  10@ health >=  90
004D: jump_if_false £Label072573
0004: $B73 =  1  ;; integer values

:Label072573
0002: jump £Label072581

:Label07257A
0004: $B73 =  1  ;; integer values

:Label072581
00D6: if  0
8118:   NOT   actor  11@ dead
004D: jump_if_false £Label0725E4
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor  11@ radius  20.0  20.0  10.0
0123:   actor  11@ spotted_player $PLAYER_CHAR
004D: jump_if_false £Label0725C4
0004: $B73 =  1  ;; integer values

:Label0725C4
00D6: if  0
8184:   NOT   actor  11@ health >=  90
004D: jump_if_false £Label0725DD
0004: $B73 =  1  ;; integer values

:Label0725DD
0002: jump £Label0725EB

:Label0725E4
0004: $B73 =  1  ;; integer values

:Label0725EB
0050: gosub £Label0731DC
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label07266C
00D6: if  0
80FB:   NOT   player $PLAYER_CHAR  0 ()near_actor $LANCE_VANCE radius  15.0  15.0  3.0
004D: jump_if_false £Label07264B
00D6: if  0
0038:   $38 ==  0  ;; integer values
004D: jump_if_false £Label072644
01E0: clear_leader $LANCE_VANCE
0004: $38 =  1  ;; integer values

:Label072644
0002: jump £Label07266C

:Label07264B
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false £Label07266C
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
0004: $38 =  0  ;; integer values

:Label07266C
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false £Label072685
0050: gosub £Label07354C

:Label072685
00D6: if  0
0038:   $B7C ==  1  ;; integer values
004D: jump_if_false £Label07269E
010D: set_player $PLAYER_CHAR wanted_level_to  0

:Label07269E
0002: jump £Label071EE2

:Label0726A5
0151: remove_status_text $B87
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label0726B9
00D6: if  0
016B:   fading
004D: jump_if_false £Label0726D1
0001: wait  0 ms
0002: jump £Label0726B9

:Label0726D1
009B: destroy_actor_instantly  7@
009B: destroy_actor_instantly  8@
009B: destroy_actor_instantly  9@
009B: destroy_actor_instantly  10@
009B: destroy_actor_instantly  11@
009B: destroy_actor_instantly  12@
009B: destroy_actor_instantly  13@
009B: destroy_actor_instantly $B8D
009B: destroy_actor_instantly $B8E
009B: destroy_actor_instantly  14@
009B: destroy_actor_instantly $B86
009B: destroy_actor_instantly  0@
009B: destroy_actor_instantly $LANCE_VANCE
009B: destroy_actor_instantly $B78
009B: destroy_actor_instantly $B79
009B: destroy_actor_instantly $B7A
009B: destroy_actor_instantly $B7B
009B: destroy_actor_instantly $B7D
009B: destroy_actor_instantly $B8B
009B: destroy_actor_instantly $B80
009B: destroy_actor_instantly $B8C
009B: destroy_actor_instantly $B88
009B: destroy_actor_instantly $B89
009B: destroy_actor_instantly $B8A
009B: destroy_actor_instantly $B8F
009B: destroy_actor_instantly $B90
009B: destroy_actor_instantly $B91
009B: destroy_actor_instantly $B92
009B: destroy_actor_instantly $B82
009B: destroy_actor_instantly $B83
009B: destroy_actor_instantly $B84
009B: destroy_actor_instantly $B85
00D6: if  0
047A: $PLAYER_ACTOR
004D: jump_if_false £Label0727B2
00DA: $B99 = player $PLAYER_CHAR car
00D6: if  0
8119:   NOT   car $B99 wrecked
004D: jump_if_false £Label0727B2
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -378.3 -592.4  24.8
00A6: destroy_car $B99

:Label0727B2
009A:  12@ = create_actor  10 #CLB at -392.0 -559.5  27.5
0173: set_actor  12@ z_angle_to  286.0
0446: (unknown)  12@  0 
0321: kill_actor  12@
009A: $B78 = create_actor  10 #CLA at -393.0 -565.4  27.5
0173: set_actor $B78 z_angle_to  180.0
0446: (unknown) $B78  0 
0321: kill_actor $B78
009A: $B79 = create_actor  10 #CLA at -382.3 -557.7  27.5
0173: set_actor $B79 z_angle_to  90.0
0446: (unknown) $B79  0 
0321: kill_actor $B79
009A: $B7A = create_actor  10 #CLA at -371.8 -580.4  25.5
0173: set_actor $B7A z_angle_to  270.0
0446: (unknown) $B7A  0 
0321: kill_actor $B7A
009A: $B7B = create_actor  10 #CLA at -389.7 -580.2  25.5
0173: set_actor $B7B z_angle_to  166.0
0446: (unknown) $B7B  0 
0321: kill_actor $B7B
009A: $B7D = create_actor  10 #CLA at -370.3 -559.2  27.5
0173: set_actor $B7D z_angle_to  100.0
0446: (unknown) $B7D  0 
0321: kill_actor $B7D
01BD: $1D = current_time_in_ms
0004: $1E =  0  ;; integer values

:Label0728D2
00D6: if  1
83EE:   NOT   player $PLAYER_CHAR controllable
001A:    5000 > $1E  ;; integer values
004D: jump_if_false £Label07290A
0001: wait  0 ms
01BD: $1C = current_time_in_ms
0084: $1E = $1C  ;; integer values and handles
0060: $1E -= $1D  ;; integer values
0002: jump £Label0728D2

:Label07290A
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  0 (disabled)
04F9: interiour_colors  8  0
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSDIAZ"
023C: load_special_actor  3 "CSBUDDY"
02F3: load_object #CUTOBJ01 "CPYTH"
02F3: load_object #CUTOBJ02 "DEAGL"
03CB: set_camera -378.3 -577.3  25.3
038B: load_requested_models

:Label07296E
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label07299A
0001: wait  0 ms
0002: jump £Label07296E

:Label07299A
0001: wait  1500 ms
02E4: load_cutscene_data "ASS_2"
0395: clear_area  1 at -378.6 -552.6 range  25.5  40.0
0395: clear_area  1 at -379.0 -564.6 range  19.8  40.0
03DE: set_pedestrians_density_multiplier_to  0.0
0244: set_cutscene_pos -378.62 -552.676  18.534
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A1 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A1 "CSDIAZ"
02E5: $88 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $B75 = create_cutscene_object #CUTOBJ01
0524: unknown_cutscene_command $B75 $7D  24
02E5:  5@ = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  5@ "DEAGL"
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label072A71
00D6: if  0
001A:    5061 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label072A94
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label072A71

:Label072A94
00BC: text_highpriority "ASS1_F"  10000 ms  1  ;; You stupid pricks...

:Label072AA3
00D6: if  0
001A:    8717 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label072AC6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label072AA3

:Label072AC6
00BC: text_highpriority "ASS1_G"  10000 ms  1  ;; my beautiful house

:Label072AD5
00D6: if  0
001A:    11569 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label072AF8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label072AD5

:Label072AF8
00BC: text_highpriority "ASS1_H"  10000 ms  1  ;; look what you've done to it!

:Label072B07
00D6: if  0
001A:    13154 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label072B2A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label072B07

:Label072B2A
00BC: text_highpriority "ASS1_I"  10000 ms  1  ;; This is for my brother!

:Label072B39
00D6: if  0
001A:    15615 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label072B5C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label072B39

:Label072B5C
00BC: text_highpriority "ASS1_J"  10000 ms  1  ;; I trusted you, Tommy.

:Label072B6B
00D6: if  0
001A:    20715 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label072B8E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label072B6B

:Label072B8E
00BC: text_highpriority "ASS1_K"  10000 ms  1  ;; I woulda had you made...

:Label072B9D
00D6: if  0
001A:    23530 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label072BC0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label072B9D

:Label072BC0
00BC: text_highpriority "ASS1_L"  5000 ms  1  ;; Say goodnight, Mr. Diaz.

:Label072BCF
00D6: if  0
001A:    24530 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label072BF2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label072BCF

:Label072BF2
00D6: if  0
001A:    27376 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label072C15
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label072BF2

:Label072C15
043C: unknown_set_game_sounds  0
00BE: text_clear_all
03EB: clear_small_messages_only
0169: set_fade_color  255  255  255
016A: fade  0 ()  0 ms

:Label072C2E
00D6: if  0
001A:    28876 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label072C51
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label072C2E

:Label072C51
00BE: text_clear_all
03EB: clear_small_messages_only

:Label072C55
00D6: if  0
016B:   fading
004D: jump_if_false £Label072C6D
0001: wait  0 ms
0002: jump £Label072C55

:Label072C6D
0001: wait  1000 ms
00BE: text_clear_all
03EB: clear_small_messages_only
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
00BE: text_clear_all
0001: wait  0 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
043C: unknown_set_game_sounds  1
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04FA: reset_interior_colors  0
014C: set_parked_car_generator $7C3 cars_to_generate_to  101
015C: set_zone_gang_info "GANG1"  1 (day)  12  0  0  0  0  0  0  1000  0  0  0 
015C: set_zone_gang_info "GANG1"  0 (night)  12  0  0  0  0  0  0  1000  0  0  0 
0395: clear_area  1 at -378.6 -552.6 range  25.5  40.0
0395: clear_area  1 at -379.0 -564.6 range  19.8  40.0
04BB: select_interiour  0  ;; select render area
03CB: set_camera -381.8 -536.0  26.3
015F: set_camera_position -415.273 -502.09  39.183  0.0  0.0  0.0
0160: point_camera -414.699 -502.788  38.754  2
016A: fade  1 (back)  1500 ms

:Label072D77
00D6: if  0
016B:   fading
004D: jump_if_false £Label072D8F
0001: wait  0 ms
0002: jump £Label072D77

:Label072D8F
0394: play_music  1
00BA: text_styled "PROP_A"  7000 ms  6  ;; PROPERTY ACQUIRED!
0001: wait  6000 ms
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label072DB6
00D6: if  0
016B:   fading
004D: jump_if_false £Label072DCE
0001: wait  0 ms
0002: jump £Label072DB6

:Label072DCE
0055: put_player $PLAYER_CHAR at -378.3 -592.4  24.8
02A3: toggle_widescreen  0 (off)
0171: set_player $PLAYER_CHAR z_angle_to  0.0
03C8: rotate_player-180-degrees
02EB: restore_camera_with_jumpcut
0001: wait  500 ms
04BB: select_interiour  2  ;; select render area
03CB: set_camera -378.3 -592.4  24.8
016A: fade  1 (back)  1000 ms
00BE: text_clear_all
0002: jump £Label072F42

:Label072E1E
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £Label072F1E
00D6: if  22
0038:   $3DF ==  1  ;; integer values
0057:   player $PLAYER_CHAR  0 ()in_cube -350.93 -574.95  10.0 -369.2 -598.84  13.5
0057:   player $PLAYER_CHAR  0 ()in_cube -387.75 -598.51  10.0 -443.6 -571.64  13.5
004D: jump_if_false £Label072F1E
00D6: if  0
0118:   actor $LANCE_VANCE dead
004D: jump_if_false £Label072F1E
016A: fade  0 ()  1000 ms

:Label072EB0
00D6: if  0
016B:   fading
004D: jump_if_false £Label072EC8
0001: wait  0 ms
0002: jump £Label072EB0

:Label072EC8
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £Label072F17
04BB: select_interiour  0  ;; select render area
03CB: set_camera -274.4 -492.9  10.3
0055: put_player $PLAYER_CHAR at -274.4 -492.9  10.3
0171: set_player $PLAYER_CHAR z_angle_to  270.0
0373: set_camera_directly_behind_player
00A6: destroy_car $1A
009B: destroy_actor_instantly $LANCE_VANCE

:Label072F17
016A: fade  1 (back)  1000 ms

:Label072F1E
029B: $6FB = init_object -61 (MANSION_NEW_DOORS) at -391.19 -575.906  24.071
01C7: remove_object_from_mission_cleanup_list $6FB
0004: $3E9 =  0  ;; integer values
0051: return

:Label072F42
0004: $PASSED_ASS1_RUB_OUT =  1  ;; integer values
0108: destroy_object $6FC
029B: $6FD = init_object -122 (MAN_DOOROPEN) at -378.542 -554.006  21.96
01C7: remove_object_from_mission_cleanup_list $6FD
0004: $3E9 =  2  ;; integer values
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  50000
0318: set_latest_mission_passed "ASS_1"  ;; Rub Out
01F0: set_max_wanted_level_to  6
030C: set_mission_points +=  1
014C: set_parked_car_generator $7CC cars_to_generate_to  101
014C: set_parked_car_generator $7CD cars_to_generate_to  101
014C: set_parked_car_generator $7CE cars_to_generate_to  101
02FA: garage $2AE change_to_type  31
032B: $4D = create_weapon_pickup #M4  15 ammo  120 at -330.9 -569.7  11.6
032B: $4E = create_weapon_pickup #CHROMEGUN  15 ammo  50 at -335.9 -569.5  11.6
0213: $4F = create_pickup -86 (HEALTH) type  2 at -330.702 -573.366  11.6
0213: $50 = create_pickup -18 (BODYARMOUR) type  2 at -336.0 -573.7  11.6
055B: $511 = create_clothes_pickup  1 at -384.5 -591.9  25.3
0004: $4FE =  1  ;; integer values
014C: set_parked_car_generator $758 cars_to_generate_to  0
014C: set_parked_car_generator $53 cars_to_generate_to  101
0004: $357 =  1  ;; integer values
0004: $38A =  1  ;; integer values
0004: $38B =  1  ;; integer values
004F: create_thread ££Label00C688 
004F: create_thread ££Label01099A 
0164: disable_marker $EA
0164: disable_marker $109
01E3: text_1number_styled "M_PASS"  50000  2000 ms  1  ;; MISSION PASSED! $~1~
02A7: $109 = create_icon_marker_and_sphere  29 at -378.3 -579.8  24.5
0051: return

:Label073099
0004: $ONMISSION =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #CLA
0249: release_model #CLB
0249: release_model #M4
0249: release_model #MP5LNG
0249: release_model #UZI
0249: release_model #STALLION
01C2: remove_references_to_actor  7@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  8@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  9@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  13@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B8D  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B8E  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B86  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  0@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $LANCE_VANCE  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B78  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B79  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B7A  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B7B  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B7D  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B8B  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B80  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B8C  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B88  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B89  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B8A  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B8F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B90  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B91  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B92  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B82  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B83  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B84  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $B85  ;; Like turning an actor into a random pedestrian
0296: unload_special_actor  4
0296: unload_special_actor  5
0164: disable_marker  1@
0164: disable_marker $39
0108: destroy_object $B76
034F: destroy_actor_with_fade $LANCE_VANCE  ;; The actor fades away like a ghost
0151: remove_status_text $B87
040D: unload_wav  1
040D: unload_wav  2
022A: remove_forbidden_for_peds_cube -271.6 -504.3  0.0 -510.5 -661.2  55.0
022B: create_forbidden_for_peds_cube -396.4 -583.6  15.0 -360.5 -555.6  33.0
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
00D8: mission_cleanup
0051: return

:Label0731DC
00D6: if  0
0038:   $B73 ==  1  ;; integer values
004D: jump_if_false £Label073474
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label073237
00D6: if  0
8118:   NOT   actor  7@ dead
004D: jump_if_false £Label073218
01CA: actor  7@ kill_player $PLAYER_CHAR

:Label073218
00D6: if  0
8118:   NOT   actor  8@ dead
004D: jump_if_false £Label073230
01CA: actor  8@ kill_player $PLAYER_CHAR

:Label073230
0006:  6@ =  1  ;; integer values

:Label073237
00D6: if  0
0038:   $B71 ==  0  ;; integer values
004D: jump_if_false £Label0732DD
00D6: if  0
8118:   NOT   actor  9@ dead
004D: jump_if_false £Label073268
0350: unknown_actor  9@ not_scared_flag  0
01CA: actor  9@ kill_player $PLAYER_CHAR

:Label073268
00D6: if  0
8118:   NOT   actor  10@ dead
004D: jump_if_false £Label073287
0350: unknown_actor  10@ not_scared_flag  0
01CA: actor  10@ kill_player $PLAYER_CHAR

:Label073287
00D6: if  0
8118:   NOT   actor  11@ dead
004D: jump_if_false £Label07329F
01CA: actor  11@ kill_player $PLAYER_CHAR

:Label07329F
00D6: if  0
8118:   NOT   actor  14@ dead
004D: jump_if_false £Label0732BE
0350: unknown_actor  14@ not_scared_flag  0
01CA: actor  14@ kill_player $PLAYER_CHAR

:Label0732BE
00D6: if  0
8118:   NOT   actor $B86 dead
004D: jump_if_false £Label0732D6
01CA: actor $B86 kill_player $PLAYER_CHAR

:Label0732D6
0004: $B71 =  1  ;; integer values

:Label0732DD
00D6: if  0
0019:    16@ >  1000  ;; integer values
004D: jump_if_false £Label073474
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
0039:    3@ ==  1  ;; integer values
004D: jump_if_false £Label0733A4
00D6: if  0
8118:   NOT   actor  7@ dead
004D: jump_if_false £Label07335A
0350: unknown_actor  7@ not_scared_flag  0
00D6: if  0
8510:   NOT   unknown_actor  7@ on_path $5F $60 $61 radius  1.0
004D: jump_if_false £Label07335A
009E: set_actor  7@ path $5F $60 $61 unknown  1.0  1

:Label07335A
00D6: if  0
8118:   NOT   actor  8@ dead
004D: jump_if_false £Label0733A4
0350: unknown_actor  8@ not_scared_flag  0
00D6: if  0
8510:   NOT   unknown_actor  8@ on_path $5F $60 $61 radius  1.0
004D: jump_if_false £Label0733A4
009E: set_actor  8@ path $5F $60 $61 unknown  1.0  1

:Label0733A4
00D6: if  0
8118:   NOT   actor  9@ dead
004D: jump_if_false £Label0733E7
00D6: if  0
8510:   NOT   unknown_actor  9@ on_path $5F $60 $61 radius  1.0
004D: jump_if_false £Label0733E7
009E: set_actor  9@ path $5F $60 $61 unknown  1.0  1

:Label0733E7
00D6: if  0
8118:   NOT   actor  10@ dead
004D: jump_if_false £Label07342A
00D6: if  0
8510:   NOT   unknown_actor  10@ on_path $5F $60 $61 radius  1.0
004D: jump_if_false £Label07342A
009E: set_actor  10@ path $5F $60 $61 unknown  1.0  1

:Label07342A
00D6: if  0
8118:   NOT   actor  14@ dead
004D: jump_if_false £Label07346D
00D6: if  0
8510:   NOT   unknown_actor  14@ on_path $5F $60 $61 radius  1.0
004D: jump_if_false £Label07346D
009E: set_actor  14@ path $5F $60 $61 unknown  1.0  1

:Label07346D
0006:  16@ =  0  ;; integer values

:Label073474
0051: return

:Label073476
00D6: if  0
0019:    16@ >  1000  ;; integer values
004D: jump_if_false £Label0734DF
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0734D8
00D6: if  0
8510:   NOT   unknown_actor $LANCE_VANCE on_path -442.6 -574.9  11.0 radius  .5
004D: jump_if_false £Label0734D8
009E: set_actor $LANCE_VANCE path -442.6 -574.9  11.0 unknown  .5  1

:Label0734D8
0006:  16@ =  0  ;; integer values

:Label0734DF
0051: return

:Label0734E1
00D6: if  0
0019:    16@ >  1000  ;; integer values
004D: jump_if_false £Label07354A
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label073543
00D6: if  0
8510:   NOT   unknown_actor $LANCE_VANCE on_path -370.1 -596.4  9.5 radius  .5
004D: jump_if_false £Label073543
009E: set_actor $LANCE_VANCE path -370.1 -596.4  9.5 unknown  .5  1

:Label073543
0006:  16@ =  0  ;; integer values

:Label07354A
0051: return

:Label07354C
00D6: if  0
0019:    17@ >  1000  ;; integer values
004D: jump_if_false £Label0735B7
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0735B0
00D6: if  0
8510:   NOT   unknown_actor $LANCE_VANCE on_path $5F $60 $61 radius  .5
004D: jump_if_false £Label0735B0
009E: set_actor $LANCE_VANCE path $5F $60 $61 unknown  .5  1

:Label0735B0
0006:  17@ =  0  ;; integer values

:Label0735B7
0051: return

;-------------Mission 17---------------
; Originally: Death Row


:Label0735B9
03A4: name_thread "KENT1"
0050: gosub £Label0735E7
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0735DE
0050: gosub £Label0753C0

:Label0735DE
0050: gosub £Label07542A
004E: end_thread

:Label0735E7
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0005: $5F =  0.0  ;; floating-point values
0005: $60 =  0.0  ;; floating-point values
0005: $61 =  0.0  ;; floating-point values
0006:  12@ =  0  ;; integer values
0004: $B9B =  0  ;; integer values
0006:  11@ =  0  ;; integer values
0006:  10@ =  0  ;; integer values
0006:  2@ =  0  ;; integer values
0006:  3@ =  0  ;; integer values
0006:  4@ =  0  ;; integer values
0007:  6@ = -1310.325  ;; floating-point values
0007:  7@ =  165.808  ;; floating-point values
0007:  8@ =  10.59  ;; floating-point values
0007:  9@ =  280.723  ;; floating-point values
0004: $B9A =  100  ;; integer values
0006:  1@ =  100  ;; integer values
0005: $B9D = -1308.51  ;; floating-point values
0005: $B9E =  162.002  ;; floating-point values
0005: $B9F =  10.56  ;; floating-point values
0004: $BA0 =  0  ;; integer values
0004: $BA1 =  0  ;; integer values
0004: $BA3 =  0  ;; integer values
0005: $BA4 = -1256.36  ;; floating-point values
0005: $BA5 =  2.86  ;; floating-point values
0005: $BA6 =  10.45  ;; floating-point values
0005: $BA7 = -1255.89  ;; floating-point values
0005: $BA8 =  12.26  ;; floating-point values
0005: $BA9 =  10.45  ;; floating-point values
0005: $BAA = -1255.72  ;; floating-point values
0005: $BAB =  19.11  ;; floating-point values
0005: $BAC =  10.45  ;; floating-point values
0005: $BAD = -1255.89  ;; floating-point values
0005: $BAE =  12.26  ;; floating-point values
0005: $BAF =  10.45  ;; floating-point values
0005: $BB0 = -1256.36  ;; floating-point values
0005: $BB1 =  2.86  ;; floating-point values
0005: $BB2 =  10.45  ;; floating-point values
0004: $BB4 =  0  ;; integer values
0004: $BB5 =  0  ;; integer values
0005: $BB9 =  180.0  ;; floating-point values
0005: $BB6 = -1310.29  ;; floating-point values
0005: $BB7 =  155.36  ;; floating-point values
0005: $BB8 =  10.56  ;; floating-point values
0004: $BBB =  0  ;; integer values
0004: $BBC =  0  ;; integer values
0005: $BC0 =  180.0  ;; floating-point values
0005: $BBD = -1303.69  ;; floating-point values
0005: $BBE =  155.36  ;; floating-point values
0005: $BBF =  10.56  ;; floating-point values
0004: $BC2 =  0  ;; integer values
0004: $BC3 =  0  ;; integer values
0005: $BC4 = -1259.0  ;; floating-point values
0005: $BC5 =  104.09  ;; floating-point values
0005: $BC6 =  10.45  ;; floating-point values
0005: $BC7 = -1260.03  ;; floating-point values
0005: $BC8 =  95.52  ;; floating-point values
0005: $BC9 =  10.45  ;; floating-point values
0005: $BCA = -1260.07  ;; floating-point values
0005: $BCB =  80.4  ;; floating-point values
0005: $BCC =  10.45  ;; floating-point values
0005: $BCD = -1259.79  ;; floating-point values
0005: $BCE =  60.42  ;; floating-point values
0005: $BCF =  10.26  ;; floating-point values
0005: $BD0 = -1259.66  ;; floating-point values
0005: $BD1 =  49.85  ;; floating-point values
0005: $BD2 =  10.21  ;; floating-point values
0005: $BD3 = -1259.79  ;; floating-point values
0005: $BD4 =  60.42  ;; floating-point values
0005: $BD5 =  10.26  ;; floating-point values
0005: $BD6 = -1260.07  ;; floating-point values
0005: $BD7 =  80.4  ;; floating-point values
0005: $BD8 =  10.45  ;; floating-point values
0005: $BD9 = -1260.03  ;; floating-point values
0005: $BDA =  95.52  ;; floating-point values
0005: $BDB =  10.45  ;; floating-point values
0005: $BDC = -1259.0  ;; floating-point values
0005: $BDD =  104.09  ;; floating-point values
0005: $BDE =  10.45  ;; floating-point values
0004: $BE0 =  0  ;; integer values
0004: $BE1 =  0  ;; integer values
0005: $BE2 = -1302.17  ;; floating-point values
0005: $BE3 =  82.09  ;; floating-point values
0005: $BE4 =  10.46  ;; floating-point values
0005: $BE5 = -1303.89  ;; floating-point values
0005: $BE6 =  75.11  ;; floating-point values
0005: $BE7 =  10.46  ;; floating-point values
0005: $BE8 = -1306.49  ;; floating-point values
0005: $BE9 =  61.84  ;; floating-point values
0005: $BEA =  10.46  ;; floating-point values
0005: $BEB = -1302.17  ;; floating-point values
0005: $BEC =  82.09  ;; floating-point values
0005: $BED =  10.46  ;; floating-point values
0004: $BEF =  0  ;; integer values
0004: $BF1 =  0  ;; integer values
0004: $BF2 =  0  ;; integer values
0004: $BF4 =  0  ;; integer values
0004: $BF5 =  0  ;; integer values
0004: $BF7 =  0  ;; integer values
0004: $BF8 =  0  ;; integer values
0004: $BFA =  0  ;; integer values
0004: $BFB =  0  ;; integer values
0004: $BFD =  0  ;; integer values
0004: $BFE =  0  ;; integer values
0004: $C00 =  0  ;; integer values
0004: $C02 =  0  ;; integer values
0004: $C04 =  0  ;; integer values
0004: $C06 =  0  ;; integer values
0005: $C08 = -823.45  ;; floating-point values
0005: $C09 =  1162.13  ;; floating-point values
0005: $C0A =  10.06  ;; floating-point values
0004: $C0B =  0  ;; integer values
0004: $C0C =  0  ;; integer values
0004: $C0E =  0  ;; integer values
0004: $C0F =  0  ;; integer values
0004: $C11 =  0  ;; integer values
0004: $C12 =  0  ;; integer values
0004: $C19 =  0  ;; integer values
0004: $C1A =  0  ;; integer values
0004: $C1C =  0  ;; integer values
0004: $C1D =  0  ;; integer values
0004: $C1E =  0  ;; integer values
0004: $C1F =  0  ;; integer values
0004: $C20 =  0  ;; integer values
0004: $C21 =  0  ;; integer values
0004: $C22 =  0  ;; integer values
0004: $C23 =  0  ;; integer values
0004: $C24 =  0  ;; integer values
0004: $C25 =  0  ;; integer values
0004: $C26 =  0  ;; integer values
0004: $C27 =  0  ;; integer values
0004: $C28 =  0  ;; integer values
0004: $C29 =  0  ;; integer values
0004: $C2A =  0  ;; integer values
0004: $C2B =  0  ;; integer values
0004: $C2C =  0  ;; integer values
0004: $C2D =  0  ;; integer values
0004: $C2E =  0  ;; integer values
0004: $C31 =  0  ;; integer values
0004: $C32 =  0  ;; integer values
0004: $C33 =  0  ;; integer values
0004: $C34 =  0  ;; integer values
0004: $C35 =  0  ;; integer values
0004: $C36 =  0  ;; integer values
0004: $C37 =  0  ;; integer values
0004: $C38 =  0  ;; integer values
0004: $C39 =  0  ;; integer values
0004: $C3A =  0  ;; integer values
0004: $C3B =  0  ;; integer values
0004: $C3D =  0  ;; integer values
0005: $C3E =  0.0  ;; floating-point values
0005: $C3F =  0.0  ;; floating-point values
0005: $C40 =  0.0  ;; floating-point values
0005: $C41 =  0.0  ;; floating-point values
0005: $C42 =  0.0  ;; floating-point values
0005: $C43 =  0.0  ;; floating-point values
0005: $C44 =  0.0  ;; floating-point values
0005: $C45 =  0.0  ;; floating-point values
0005: $C46 =  0.0  ;; floating-point values
0005: $C47 =  0.0  ;; floating-point values
0005: $C48 =  0.0  ;; floating-point values
0005: $C49 =  0.0  ;; floating-point values
0005: $C4A =  0.0  ;; floating-point values
0005: $C4B =  0.0  ;; floating-point values
0005: $C4C =  0.0  ;; floating-point values
0005: $C4D =  0.0  ;; floating-point values
0005: $C4E =  0.0  ;; floating-point values
0005: $C4F =  0.0  ;; floating-point values
0005: $C50 =  0.0  ;; floating-point values
0005: $C51 =  0.0  ;; floating-point values
0005: $C52 =  0.0  ;; floating-point values
0005: $C53 =  0.0  ;; floating-point values
0005: $C54 =  0.0  ;; floating-point values
0005: $C55 =  0.0  ;; floating-point values
0004: $C56 =  0  ;; integer values
0004: $C57 =  0  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "KENT1"
058E: set_restart_mission_taxi_destination  512.591 -74.9  9.573  189.24
0004: $3F3 =  1  ;; integer values
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKENT"
04F9: interiour_colors  1  0
04BB: select_interiour  17  ;; select render area
03CB: set_camera  476.12 -63.377  10.0
038B: load_requested_models

:Label073C42
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label073C60
0001: wait  0 ms
0002: jump £Label073C42

:Label073C60
02E4: load_cutscene_data "RESC_1A"
0244: set_cutscene_pos  477.687 -58.001  8.943
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8E = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8E "CSKENT"
0395: clear_area  1 at  495.74 -82.79 range  9.03  1.0
0055: put_player $PLAYER_CHAR at  495.74 -82.79  9.03
0171: set_player $PLAYER_CHAR z_angle_to  211.2
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label073CF6
00D6: if  0
001A:    798 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label073D19
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label073CF6

:Label073D19
00BC: text_highpriority "KPM1_A"  10000 ms  1  ;; Awright mush, I'm gonna save your Vera, mate.

:Label073D28
00D6: if  0
001A:    3079 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label073D4B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label073D28

:Label073D4B
00BC: text_highpriority "KPM1_B"  10000 ms  1  ;; What the hell are you talking about?

:Label073D5A
00D6: if  0
001A:    4603 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label073D7D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label073D5A

:Label073D7D
00BC: text_highpriority "KPM1_C"  10000 ms  1  ;; You know that wanker Diaz, the Bugle Master.

:Label073D8C
00D6: if  0
001A:    6776 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label073DAF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label073D8C

:Label073DAF
00BC: text_highpriority "KPM1_D"  10000 ms  1  ;; He's got your boy, Lance. Word is your mate tried to jump him...

:Label073DBE
00D6: if  0
001A:    9460 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label073DE1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label073DBE

:Label073DE1
00BC: text_highpriority "KPM1_E"  10000 ms  1  ;; didn't jump high enough if you know what I mean.

:Label073DF0
00D6: if  0
001A:    11736 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label073E13
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label073DF0

:Label073E13
00BC: text_highpriority "KPM1_F"  10000 ms  1  ;; Where did he take him? In plain English?

:Label073E22
00D6: if  0
001A:    14992 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label073E45
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label073E22

:Label073E45
00BC: text_highpriority "KPM1_G"  10000 ms  1  ;; Keep your barnet on! They got him across town at the junkyard.

:Label073E54
00D6: if  0
001A:    20583 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label073E77
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label073E54

:Label073E77
00BC: text_highpriority "KPM1_H"  10000 ms  1  ;; Bloody hell....you nutter!

:Label073E86
00D6: if  0
001A:    22880 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label073EA9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label073E86

:Label073EA9
00BE: text_clear_all

:Label073EAB
00D6: if  0
001A:    23352 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label073ECE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label073EAB

:Label073ECE
016A: fade  0 ()  2000 ms
00BE: text_clear_all

:Label073ED7
00D6: if  0
016B:   fading
004D: jump_if_false £Label073EEF
0001: wait  0 ms
0002: jump £Label073ED7

:Label073EEF
00BA: text_styled "BEACH3"  3000 ms  2  ;; Vice Point
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
04FA: reset_interior_colors  0
04BB: select_interiour  0  ;; select render area
03CB: set_camera  495.74 -82.79  9.03
0004: $3F3 =  0  ;; integer values
0004: $3DA =  0  ;; integer values
04E3: unknown_player $PLAYER_CHAR  2  60000
0167: $C3C = create_marker_at -1219.969  8.543  10.44  1  3
0168: show_on_radar $C3C  3
0004: $C3D =  1  ;; integer values
03C4: set_status_text_to $B9A  1 (bar) "KPM1_3"  ;; LANCE'S HEALTH:
00BC: text_highpriority "KPM1_1"  7000 ms  1  ;; ~g~Lance is being held at the junk yard, Go and rescue him!
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
0247: request_model #CLA
0247: request_model #CLB
0247: request_model #UZI
0247: request_model #SENTINEL
0247: request_model #COMET
0247: request_model #RUGER
04ED: load_animation "LANCE"
023C: load_special_actor  3 "IGBUDDY"

:Label073FCB
00D6: if  25
8248:   NOT   model #CLA available
8248:   NOT   model #CLB available
8248:   NOT   model #UZI available
823D:   NOT   special_actor  3 loaded
8248:   NOT   model #SENTINEL available
8248:   NOT   model #COMET available
004D: jump_if_false £Label073FFC
0001: wait  0 ms
0002: jump £Label073FCB

:Label073FFC
00D6: if  21
84EE:   NOT   animation "LANCE" loaded
8248:   NOT   model #RUGER available
004D: jump_if_false £Label074021
0001: wait  0 ms
0002: jump £Label073FFC

:Label074021
00A5: $C14 = create_car #COMET at -1066.072 -55.111  10.262
00A6: destroy_car $C14
00A5: $C15 = create_car #COMET at -1066.714 -28.923  10.246
00A6: destroy_car $C15
00A5: $C16 = create_car #COMET at -1073.399  77.886  10.239
00A6: destroy_car $C16
00A5: $C17 = create_car #COMET at -1072.822  41.816  10.27
00A6: destroy_car $C17
00A5: $C30 = create_car #SENTINEL at -1292.08  155.609  10.45
0175: set_car $C30 z_angle_to  176.706
00A5: $C13 = create_car #SENTINEL at -1240.28  7.5  10.46
0175: set_car $C13 z_angle_to  180.0
009A:  0@ = create_actor  4 #SPECIAL03 at  6@  7@  8@
0446: (unknown)  0@  0 
01ED: reset_actor  0@ flags
04F5: unknown_actor  0@ kiss_player $PLAYER_CHAR on  1
0568:  0@  1
0173: set_actor  0@ z_angle_to  285.31
009A: $B9C = create_actor  10 #CLA at $B9D $B9E $B9F
01ED: reset_actor $B9C flags
03FE: unknown_actor $B9C  200
009A: $BA2 = create_actor  10 #CLA at $BA4 $BA5 $BA6
01ED: reset_actor $BA2 flags
03FE: unknown_actor $BA2  200
009A: $BB3 = create_actor  10 #CLA at $BB6 $BB7 $BB8
01ED: reset_actor $BB3 flags
03FE: unknown_actor $BB3  200
009A: $BBA = create_actor  10 #CLA at $BBD $BBE $BBF
01ED: reset_actor $BBA flags
03FE: unknown_actor $BBA  200
009A: $BC1 = create_actor  10 #CLA at $BC4 $BC5 $BC6
01ED: reset_actor $BC1 flags
03FE: unknown_actor $BC1  200
009A: $BDF = create_actor  10 #CLA at $BE2 $BE3 $BE4
01ED: reset_actor $BDF flags
03FE: unknown_actor $BDF  200
009A: $BEE = create_actor  4 #CLA at -1293.67  142.31  16.94
01ED: reset_actor $BEE flags
03FE: unknown_actor $BEE  200
009A: $BF0 = create_actor  4 #CLA at -1243.05  10.0  10.46
01ED: reset_actor $BF0 flags
03FE: unknown_actor $BF0  200
009A: $BF3 = create_actor  4 #CLA at -1242.57  4.5  10.45
01ED: reset_actor $BF3 flags
03FE: unknown_actor $BF3  200
009A: $BF6 = create_actor  10 #CLA at -1252.871  42.226  12.313
01ED: reset_actor $BF6 flags
03FE: unknown_actor $BF6  200
009A: $BF9 = create_actor  10 #CLA at -1257.927  79.62  10.45
01ED: reset_actor $BF9 flags
03FE: unknown_actor $BF9  200
009A: $BFC = create_actor  10 #CLA at -1257.345  85.37  10.45
01ED: reset_actor $BFC flags
03FE: unknown_actor $BFC  200
0004: $7B =  0  ;; integer values
0006:  16@ =  0  ;; integer values

:Label0742B2
00D6: if  0
0039:    2@ ==  0  ;; integer values
004D: jump_if_false £Label074EAC
0001: wait  0 ms
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1234.15 -1.0 -1367.51  250.33
004D: jump_if_false £Label074305
00D6: if  0
0039:    11@ ==  0  ;; integer values
004D: jump_if_false £Label074305
0110: clear_player $PLAYER_CHAR wanted_level

:Label074305
00D6: if  0
0028:   $C56 >=  4  ;; integer values
004D: jump_if_false £Label074479
00D6: if  0
0038:   $C57 ==  0  ;; integer values
004D: jump_if_false £Label074479
00D6: if  21
0057:   player $PLAYER_CHAR  0 ()in_cube -1236.888  15.474  8.0 -1288.145  122.99  20.0
0057:   player $PLAYER_CHAR  0 ()in_cube -1301.625  59.126  8.0 -1236.84  15.482  20.0
004D: jump_if_false £Label074479
009A: $BFF = create_actor  10 #CLA at -1307.682  147.943  10.45
01ED: reset_actor $BFF flags
0243: set_actor $BFF ped_stats_to  16
011A: set_actor $BFF flags  1
01B2: give_actor $BFF weapon  23 ammo  30000  ;; Load the weapon model before using this
01CA: actor $BFF kill_player $PLAYER_CHAR
009A: $C01 = create_actor  10 #CLB at -1305.706  149.732  10.44
01ED: reset_actor $C01 flags
0243: set_actor $C01 ped_stats_to  16
011A: set_actor $C01 flags  1
01B2: give_actor $C01 weapon  23 ammo  30000  ;; Load the weapon model before using this
01CA: actor $C01 kill_player $PLAYER_CHAR
009A: $C03 = create_actor  10 #CLA at -1305.314  145.067  10.45
01ED: reset_actor $C03 flags
0243: set_actor $C03 ped_stats_to  16
011A: set_actor $C03 flags  1
01B2: give_actor $C03 weapon  23 ammo  30000  ;; Load the weapon model before using this
01CA: actor $C03 kill_player $PLAYER_CHAR
009A: $C05 = create_actor  10 #CLB at -1302.267  146.64  10.45
01ED: reset_actor $C05 flags
0243: set_actor $C05 ped_stats_to  16
011A: set_actor $C05 flags  1
01B2: give_actor $C05 weapon  23 ammo  30000  ;; Load the weapon model before using this
01CA: actor $C05 kill_player $PLAYER_CHAR
0004: $C57 =  1  ;; integer values

:Label074479
00D6: if  0
0038:   $C3D ==  1  ;; integer values
004D: jump_if_false £Label07450F
00D6: if  21
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1234.15 -1.0 -1367.51  250.33
0038:   $B9B ==  1  ;; integer values
004D: jump_if_false £Label07450F
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label0744E3
0164: disable_marker $C3C
0187:  5@ = create_marker_above_actor  0@
0004: $C3D =  0  ;; integer values
0002: jump £Label07450F

:Label0744E3
0164: disable_marker  5@
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0
0006:  3@ =  1  ;; integer values

:Label07450F
00D6: if  0
001A:    13 > $C2B  ;; integer values
004D: jump_if_false £Label07452F
0050: gosub £Label076C94
0002: jump £Label074598

:Label07452F
0008: $C3B +=  1  ;; integer values
00D6: if  0
0038:   $C57 ==  1  ;; integer values
004D: jump_if_false £Label074569
00D6: if  0
0018:   $C3B >  270  ;; integer values
004D: jump_if_false £Label074562
0004: $C3B =  0  ;; integer values

:Label074562
0002: jump £Label074583

:Label074569
00D6: if  0
0018:   $C3B >  150  ;; integer values
004D: jump_if_false £Label074583
0004: $C3B =  0  ;; integer values

:Label074583
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0050: gosub £Label075505

:Label074598
00D6: if  0
0039:    3@ ==  0  ;; integer values
004D: jump_if_false £Label074D5D
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label0745ED
0164: disable_marker  5@
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0
0006:  3@ =  1  ;; integer values
0002: jump £Label074D5D

:Label0745ED
00D6: if  0
0038:   $C2D ==  0  ;; integer values
004D: jump_if_false £Label074607
0223: set_actor  0@ health_to $B9A

:Label074607
0226:  1@ = actor  0@ health
00D6: if  0
0038:   $C0B ==  0  ;; integer values
004D: jump_if_false £Label07468A
00D6: if  0
80A3:   NOT   actor  0@  0 ()in_rectangle -1234.15 -1.0 -1367.51  250.33
004D: jump_if_false £Label07468A
01C2: remove_references_to_actor $B9C  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $BA2  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $BB3  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $BBA  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $BC1  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $BDF  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $BEE  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $BF0  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $BF3  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $BF6  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $BF9  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $BFC  ;; Like turning an actor into a random pedestrian
0004: $C0B =  1  ;; integer values

:Label07468A
00D6: if  0
0039:    11@ ==  1  ;; integer values
004D: jump_if_false £Label0746D5
0050: gosub £Label075FC7
00D6: if  0
0101:   actor  0@ stopped_near_point $C08 $C09 $C0A radius  3.0  3.0  3.0 sphere $7B
004D: jump_if_false £Label0746D5
0006:  2@ =  1  ;; integer values

:Label0746D5
00D6: if  0
0039:    10@ ==  0  ;; integer values
004D: jump_if_false £Label07475A
00D6: if  0
0039:    11@ ==  1  ;; integer values
004D: jump_if_false £Label07475A
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label07472E
02A9: set_actor  0@ immune_to_nonplayer  0
04D7: lock_actor  0@ in_current_position  0
0372: set_actor  0@ anim  0 wait_state_time  1 ms
0006:  10@ =  1  ;; integer values
0002: jump £Label07475A

:Label07472E
0164: disable_marker  5@
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0
0006:  3@ =  1  ;; integer values

:Label07475A
00D6: if  0
0038:   $BA0 ==  1  ;; integer values
004D: jump_if_false £Label074D5D
00D6: if  0
0039:    11@ ==  0  ;; integer values
004D: jump_if_false £Label074D5D
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot  6@  7@  8@ radius  2.0  2.0  4.0
004D: jump_if_false £Label074D5D
0004: $C2D =  1  ;; integer values
00D6: if  0
0038:   $C2E ==  0  ;; integer values
004D: jump_if_false £Label074887
0164: disable_marker $C3C
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)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
0470: $C35 = actor $PLAYER_ACTOR armed_weapon unknown
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0395: clear_area  0 at -1312.775  170.233 range  12.036  1.0
015F: set_camera_position -1312.775  170.233  12.036  0.0  0.0  0.0
0160: point_camera -1312.312  169.349  11.982  2
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label074887
008B:  1@ = $B9A  ;; integer values and handles
0223: set_actor  0@ health_to  1@
0350: unknown_actor  0@ not_scared_flag  0
04D7: lock_actor  0@ in_current_position  0
0372: set_actor  0@ anim  0 wait_state_time  1 ms
020E: actor $PLAYER_ACTOR look_at_actor  0@
020E: actor  0@ look_at_actor $PLAYER_ACTOR
0004: $C2E =  1  ;; integer values

:Label074887
00D6: if  0
0038:   $C2E ==  1  ;; integer values
004D: jump_if_false £Label074C91
00D6: if  0
0038:   $C2C ==  0  ;; integer values
004D: jump_if_false £Label0748CA
03CF: load_wav "RESC_4" as  1
03CF: load_wav "RESC_5" as  2
0004: $C2C =  1  ;; integer values

:Label0748CA
00D6: if  0
0038:   $C2C ==  1  ;; integer values
004D: jump_if_false £Label0748F6
00D6: if  1
03D0:   wav  1 loaded
03D0:   wav  2 loaded
004D: jump_if_false £Label0748F6
0004: $C2C =  2  ;; integer values

:Label0748F6
00D6: if  0
0038:   $C2C ==  2  ;; integer values
004D: jump_if_false £Label07492E
03D1: play_wav  1
00BC: text_highpriority "RESC_4"  5000 ms  1  ;; There goes my careful planning blown to shit, thanks to you. You screwed up real good, Lance!
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  1000000 ms
0004: $C2C =  3  ;; integer values

:Label07492E
00D6: if  0
0038:   $C2C ==  3  ;; integer values
004D: jump_if_false £Label074969
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label074969
03D5: remove_text "RESC_4"  ;; There goes my careful planning blown to shit, thanks to you. You screwed up real good, Lance!
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  1 ms
0004: $C2C =  4  ;; integer values

:Label074969
00D6: if  0
0038:   $C2C ==  4  ;; integer values
004D: jump_if_false £Label0749A1
03D1: play_wav  2
00BC: text_highpriority "RESC_5"  5000 ms  1  ;; He killed my brother. What do you expect me to do, mow his lawns?
0372: set_actor  0@ anim  19 wait_state_time  1000000 ms
0004: $C2C =  5  ;; integer values

:Label0749A1
00D6: if  0
0038:   $C2C ==  5  ;; integer values
004D: jump_if_false £Label0749E8
03CF: load_wav "RESC_6" as  1
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label0749E8
03D5: remove_text "RESC_5"  ;; He killed my brother. What do you expect me to do, mow his lawns?
0372: set_actor  0@ anim  0 wait_state_time  1 ms
0004: $C2C =  6  ;; integer values

:Label0749E8
00D6: if  0
0038:   $C2C ==  6  ;; integer values
004D: jump_if_false £Label074A10
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label074A10
0004: $C2C =  7  ;; integer values

:Label074A10
00D6: if  0
0038:   $C2C ==  7  ;; integer values
004D: jump_if_false £Label074A54
03CF: load_wav "RESC_1" as  2
03D1: play_wav  1
00BC: text_highpriority "RESC_6"  5000 ms  1  ;; We're gonna have to take out that prick Diaz before he takes us out.
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  1000000 ms
0004: $C2C =  8  ;; integer values

:Label074A54
00D6: if  0
0038:   $C2C ==  8  ;; integer values
004D: jump_if_false £Label074A8F
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label074A8F
03D5: remove_text "RESC_6"  ;; We're gonna have to take out that prick Diaz before he takes us out.
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  1 ms
0004: $C2C =  9  ;; integer values

:Label074A8F
00D6: if  0
0038:   $C2C ==  9  ;; integer values
004D: jump_if_false £Label074AB7
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label074AB7
0004: $C2C =  10  ;; integer values

:Label074AB7
00D6: if  0
0038:   $C2C ==  10  ;; integer values
004D: jump_if_false £Label074AFB
03CF: load_wav "RESC_2" as  1
03D1: play_wav  2
00BC: text_highpriority "RESC_1"  5000 ms  1  ;; You ok to use a gun?
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  1000000 ms
0004: $C2C =  11  ;; integer values

:Label074AFB
00D6: if  0
0038:   $C2C ==  11  ;; integer values
004D: jump_if_false £Label074B36
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label074B36
03D5: remove_text "RESC_1"  ;; You ok to use a gun?
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  1 ms
0004: $C2C =  12  ;; integer values

:Label074B36
00D6: if  0
0038:   $C2C ==  12  ;; integer values
004D: jump_if_false £Label074B5E
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label074B5E
0004: $C2C =  13  ;; integer values

:Label074B5E
00D6: if  0
0038:   $C2C ==  13  ;; integer values
004D: jump_if_false £Label074BA2
03CF: load_wav "RESC_3" as  2
03D1: play_wav  1
00BC: text_highpriority "RESC_2"  5000 ms  1  ;; Sure...I guess...nice to see you, too.
0372: set_actor  0@ anim  19 wait_state_time  1000000 ms
0004: $C2C =  14  ;; integer values

:Label074BA2
00D6: if  0
0038:   $C2C ==  14  ;; integer values
004D: jump_if_false £Label074BDD
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label074BDD
03D5: remove_text "RESC_2"  ;; Sure...I guess...nice to see you, too.
0372: set_actor  0@ anim  0 wait_state_time  1 ms
0004: $C2C =  15  ;; integer values

:Label074BDD
00D6: if  0
0038:   $C2C ==  15  ;; integer values
004D: jump_if_false £Label074C05
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label074C05
0004: $C2C =  16  ;; integer values

:Label074C05
00D6: if  0
0038:   $C2C ==  16  ;; integer values
004D: jump_if_false £Label074C3D
03D1: play_wav  2
00BC: text_highpriority "RESC_3"  5000 ms  1  ;; Let's get out of here.
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  1000000 ms
0004: $C2C =  17  ;; integer values

:Label074C3D
00D6: if  0
0038:   $C2C ==  17  ;; integer values
004D: jump_if_false £Label074C78
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label074C78
03D5: remove_text "RESC_3"  ;; Let's get out of here.
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  1 ms
0004: $C2C =  18  ;; integer values

:Label074C78
00D6: if  0
0038:   $C2C ==  18  ;; integer values
004D: jump_if_false £Label074C91
0004: $C2E =  2  ;; integer values

:Label074C91
00D6: if  0
0038:   $C2E ==  2  ;; integer values
004D: jump_if_false £Label074D5D
01DF: tie_actor  0@ to_player $PLAYER_CHAR
0319: set_actor  0@ wander_state_to  1 (off)
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label074CDA
0332: set_actor  0@ bleeding_to  0 (false)
01B2: give_actor  0@ weapon  23 ammo  30000  ;; Load the weapon model before using this
0002: jump £Label074CF7

:Label074CDA
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0
0006:  3@ =  1  ;; integer values

:Label074CF7
0164: disable_marker  5@
00BC: text_highpriority "KPM1_4"  5000 ms  1  ;; ~g~Get Lance to the hospital!
018A: $C07 = create_checkpoint_at $C08 $C09 $C0A
0004: $7B =  1  ;; integer values
0151: remove_status_text $B9A
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $C35
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
02EB: restore_camera_with_jumpcut
0006:  4@ =  1  ;; integer values
0006:  11@ =  1  ;; integer values
0004: $C2E =  3  ;; integer values

:Label074D5D
00D6: if  0
0038:   $C2D ==  0  ;; integer values
004D: jump_if_false £Label074E6C
00D6: if  0
0038:   $B9B ==  1  ;; integer values
004D: jump_if_false £Label074DE5
00D6: if  0
0029:    16@ >=  1500  ;; integer values
004D: jump_if_false £Label074DDE
00D6: if  0
0018:   $B9A >  0  ;; integer values
004D: jump_if_false £Label074DBB
000C: $B9A -=  1  ;; integer values
0006:  16@ =  0  ;; integer values
0002: jump £Label074DDE

:Label074DBB
0004: $B9A =  0  ;; integer values
0006:  16@ =  0  ;; integer values
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label074DDE
0321: kill_actor  0@

:Label074DDE
0002: jump £Label074E42

:Label074DE5
00D6: if  0
0029:    16@ >=  3000  ;; integer values
004D: jump_if_false £Label074E42
00D6: if  0
0018:   $B9A >  0  ;; integer values
004D: jump_if_false £Label074E1F
000C: $B9A -=  1  ;; integer values
0006:  16@ =  0  ;; integer values
0002: jump £Label074E42

:Label074E1F
0004: $B9A =  0  ;; integer values
0006:  16@ =  0  ;; integer values
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label074E42
0321: kill_actor  0@

:Label074E42
00D6: if  0
001E:   $B9A >  1@  ;; integer values
004D: jump_if_false £Label074E64
008A: $B9A =  1@  ;; integer values and handles
0002: jump £Label074E6C

:Label074E64
008B:  1@ = $B9A  ;; integer values and handles

:Label074E6C
00D6: if  0
0038:   $C0B ==  1  ;; integer values
004D: jump_if_false £Label074EA5
00D6: if  0
0038:   $C0C ==  0  ;; integer values
004D: jump_if_false £Label074E9E
0050: gosub £Label0760C6
0002: jump £Label074EA5

:Label074E9E
0050: gosub £Label0762CB

:Label074EA5
0002: jump £Label0742B2

:Label074EAC
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)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
0395: clear_area  0 at -830.107  1157.09 range  12.98  1.0
015F: set_camera_position -830.107  1157.09  12.98  0.0  0.0  0.0
0160: point_camera -829.292  1157.611  12.74  2
03CF: load_wav "RESC_7" as  1
03CF: load_wav "RESC_8" as  2
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label074F44
01E0: clear_leader  0@
0002: jump £Label074F5F

:Label074F44
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0

:Label074F5F
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label074FA8
0001: wait  0 ms
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label074FA1
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0

:Label074FA1
0002: jump £Label074F5F

:Label074FA8
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label07501F
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £Label074FE2
03D1: play_wav  1
00BC: text_highpriority "RESC_7"  5000 ms  1  ;; Get patched up and meet me on the bridge to Star Island, ok?
0002: jump £Label075018

:Label074FE2
020E: actor $PLAYER_ACTOR look_at_actor  0@
0470: $C35 = actor $PLAYER_ACTOR armed_weapon unknown
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  1000000 ms
03D1: play_wav  1
00BC: text_highpriority "RESC_7"  5000 ms  1  ;; Get patched up and meet me on the bridge to Star Island, ok?

:Label075018
0002: jump £Label075044

:Label07501F
0164: disable_marker  5@
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0

:Label075044
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label075089
0001: wait  0 ms
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label075082
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0

:Label075082
0002: jump £Label075044

:Label075089
03D5: remove_text "RESC_7"  ;; Get patched up and meet me on the bridge to Star Island, ok?
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  1 ms
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label075103
00D6: if  0
00DF:   actor  0@ driving
004D: jump_if_false £Label0750D6
03D1: play_wav  2
00BC: text_highpriority "RESC_8"  5000 ms  1  ;; Ok, I got you.
0002: jump £Label0750FC

:Label0750D6
01B9: set_actor  0@ armed_weapon_to  0
0372: set_actor  0@ anim  19 wait_state_time  1000000 ms
03D1: play_wav  2
00BC: text_highpriority "RESC_8"  5000 ms  1  ;; Ok, I got you.

:Label0750FC
0002: jump £Label075128

:Label075103
0164: disable_marker  5@
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0

:Label075128
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label075173
0001: wait  0 ms
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label07516C
0164: disable_marker  5@
040D: unload_wav  2
00BE: text_clear_all
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0

:Label07516C
0002: jump £Label075128

:Label075173
03D5: remove_text "RESC_8"  ;; Ok, I got you.
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label07519D
0372: set_actor  0@ anim  0 wait_state_time  1 ms
0002: jump £Label0751BE

:Label07519D
0164: disable_marker  5@
040D: unload_wav  2
00BE: text_clear_all
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0

:Label0751BE
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label075284
00D6: if  0
00DF:   actor  0@ driving
004D: jump_if_false £Label07527D
00D9: $C2F = actor  0@ car
01D3: actor  0@ leave_car $C2F

:Label0751EE
00D6: if  0
00DF:   actor  0@ driving
004D: jump_if_false £Label07527D
0001: wait  0 ms
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label07522D
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0

:Label07522D
00D6: if  0
0119:   car $C2F wrecked
004D: jump_if_false £Label075276
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label07526F
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0
0002: jump £Label075276

:Label07526F
0002: jump £Label0753C0

:Label075276
0002: jump £Label0751EE

:Label07527D
0002: jump £Label07529F

:Label075284
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0

:Label07529F
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label0752D4
00A1: put_actor  0@ at -822.71  1158.16  10.07
0173: set_actor  0@ z_angle_to  202.594
0002: jump £Label0752EF

:Label0752D4
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0

:Label0752EF
015F: set_camera_position -826.493  1154.238  11.78  0.0  0.0  0.0
0160: point_camera -825.78  1154.921  11.62  2
0211: actor  0@ walk_to -822.856  1153.668
0006:  16@ =  0  ;; integer values

:Label075338
00D6: if  0
001B:    3000 >  16@  ;; integer values
004D: jump_if_false £Label075381
0001: wait  0 ms
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label07537A
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000 ms  1  ;; ~r~You were supposed to get Lance out alive!
0002: jump £Label0753C0

:Label07537A
0002: jump £Label075338

:Label075381
02EB: restore_camera_with_jumpcut
009B: destroy_actor_instantly  0@
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0753A0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $C35

:Label0753A0
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0002: jump £Label0753D1

:Label0753C0
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0753D1
0004: $PASSED_KENT1_DEATH_ROW =  1  ;; integer values
0004: $3E4 =  0  ;; integer values
0318: set_latest_mission_passed "KENT_1"  ;; Death Row
0394: play_music  1
030C: set_mission_points +=  1
00BA: text_styled "M_PASSN"  5000 ms  1  ;; MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level
0164: disable_marker $F1
0164: disable_marker $EA
02A7: $EA = create_icon_marker_and_sphere $1A4 at $1FE $1FF $200
004F: create_thread ££Label00BB02 
0051: return

:Label07542A
03AC: clear_route  0
03AC: clear_route  1
03AC: clear_route  2
0004: $ONMISSION =  0  ;; integer values
034F: destroy_actor_with_fade  0@  ;; The actor fades away like a ghost
04EF: release_animation "LANCE"
01E7: remove_forbidden_for_cars_cube -1208.09  1.78  6.0 -1172.68  18.66  20.0
0164: disable_marker  5@
0164: disable_marker $C07
0164: disable_marker $C3C
0296: unload_special_actor  3
00D6: if  0
8119:   NOT   car $C14 wrecked
004D: jump_if_false £Label075496
00AF: set_car $C14 driver_behaviour_to  0

:Label075496
00D6: if  0
8119:   NOT   car $C15 wrecked
004D: jump_if_false £Label0754AD
00AF: set_car $C15 driver_behaviour_to  0

:Label0754AD
00D6: if  0
8119:   NOT   car $C16 wrecked
004D: jump_if_false £Label0754C4
00AF: set_car $C16 driver_behaviour_to  0

:Label0754C4
00D6: if  0
8119:   NOT   car $C17 wrecked
004D: jump_if_false £Label0754DB
00AF: set_car $C17 driver_behaviour_to  0

:Label0754DB
0249: release_model #CLA
0249: release_model #CLB
0249: release_model #UZI
0249: release_model #SENTINEL
0249: release_model #COMET
0249: release_model #RUGER
0151: remove_status_text $B9A
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label075505
00D6: if  0
0038:   $BA0 ==  0  ;; integer values
004D: jump_if_false £Label075576
00D6: if  0
0118:   actor $B9C dead
004D: jump_if_false £Label07553C
0008: $C56 +=  1  ;; integer values
0004: $BA0 =  1  ;; integer values
0002: jump £Label075576

:Label07553C
00D6: if  0
0039:    11@ ==  1  ;; integer values
004D: jump_if_false £Label075576
00D6: if  0
0038:   $BA1 ==  0  ;; integer values
004D: jump_if_false £Label075576
0350: unknown_actor $B9C not_scared_flag  0
01CC: actor $B9C kill_player $PLAYER_CHAR
0004: $BA1 =  1  ;; integer values

:Label075576
00D6: if  0
0038:   $BA3 ==  0  ;; integer values
004D: jump_if_false £Label07561A
00D6: if  0
0118:   actor $BA2 dead
004D: jump_if_false £Label0755AD
0008: $C56 +=  1  ;; integer values
0004: $BA3 =  1  ;; integer values
0002: jump £Label07561A

:Label0755AD
00D6: if  0
0038:   $B9B ==  0  ;; integer values
004D: jump_if_false £Label0755D9
00D6: if  0
0123:   actor $BA2 spotted_player $PLAYER_CHAR
004D: jump_if_false £Label0755D9
0004: $B9B =  1  ;; integer values

:Label0755D9
00D6: if  0
0038:   $B9B ==  1  ;; integer values
004D: jump_if_false £Label07561A
00D6: if  0
0038:   $C3B ==  0  ;; integer values
004D: jump_if_false £Label07561A
009E: set_actor $BA2 path $5F $60 $61 unknown  .5  1
01CA: actor $BA2 kill_player $PLAYER_CHAR

:Label07561A
00D6: if  0
0038:   $BB4 ==  0  ;; integer values
004D: jump_if_false £Label0756AF
00D6: if  0
0118:   actor $BB3 dead
004D: jump_if_false £Label075651
0008: $C56 +=  1  ;; integer values
0004: $BB4 =  1  ;; integer values
0002: jump £Label0756AF

:Label075651
00D6: if  0
0038:   $B9B ==  0  ;; integer values
004D: jump_if_false £Label07567D
00D6: if  0
0123:   actor $BB3 spotted_player $PLAYER_CHAR
004D: jump_if_false £Label07567D
0004: $B9B =  1  ;; integer values

:Label07567D
00D6: if  0
0039:    11@ ==  1  ;; integer values
004D: jump_if_false £Label0756AF
00D6: if  0
0038:   $BB5 ==  0  ;; integer values
004D: jump_if_false £Label0756AF
0350: unknown_actor $BB3 not_scared_flag  0
0004: $BB5 =  1  ;; integer values

:Label0756AF
00D6: if  0
0038:   $BBB ==  0  ;; integer values
004D: jump_if_false £Label075744
00D6: if  0
0118:   actor $BBA dead
004D: jump_if_false £Label0756E6
0008: $C56 +=  1  ;; integer values
0004: $BBB =  1  ;; integer values
0002: jump £Label075744

:Label0756E6
00D6: if  0
0038:   $B9B ==  0  ;; integer values
004D: jump_if_false £Label075712
00D6: if  0
0123:   actor $BBA spotted_player $PLAYER_CHAR
004D: jump_if_false £Label075712
0004: $B9B =  1  ;; integer values

:Label075712
00D6: if  0
0039:    11@ ==  1  ;; integer values
004D: jump_if_false £Label075744
00D6: if  0
0038:   $BBC ==  0  ;; integer values
004D: jump_if_false £Label075744
0350: unknown_actor $BBA not_scared_flag  0
0004: $BBC =  1  ;; integer values

:Label075744
00D6: if  0
0038:   $BC2 ==  0  ;; integer values
004D: jump_if_false £Label075825
00D6: if  0
0118:   actor $BC1 dead
004D: jump_if_false £Label07577B
0008: $C56 +=  1  ;; integer values
0004: $BC2 =  1  ;; integer values
0002: jump £Label075825

:Label07577B
00D6: if  0
0038:   $B9B ==  0  ;; integer values
004D: jump_if_false £Label0757A7
00D6: if  0
0123:   actor $BC1 spotted_player $PLAYER_CHAR
004D: jump_if_false £Label0757A7
0004: $B9B =  1  ;; integer values

:Label0757A7
00D6: if  0
0038:   $B9B ==  1  ;; integer values
004D: jump_if_false £Label075825
00D6: if  0
0038:   $BC3 ==  0  ;; integer values
004D: jump_if_false £Label0757F6
009E: set_actor $BC1 path $5F $60 $61 unknown  .5  1
01CA: actor $BC1 kill_player $PLAYER_CHAR
0004: $BC3 =  1  ;; integer values
0002: jump £Label075825

:Label0757F6
00D6: if  0
0038:   $C3B ==  30  ;; integer values
004D: jump_if_false £Label075825
009E: set_actor $BC1 path $5F $60 $61 unknown  .5  1
01CA: actor $BC1 kill_player $PLAYER_CHAR

:Label075825
00D6: if  0
0038:   $BE0 ==  0  ;; integer values
004D: jump_if_false £Label075906
00D6: if  0
0118:   actor $BDF dead
004D: jump_if_false £Label07585C
0008: $C56 +=  1  ;; integer values
0004: $BE0 =  1  ;; integer values
0002: jump £Label075906

:Label07585C
00D6: if  0
0038:   $B9B ==  0  ;; integer values
004D: jump_if_false £Label075888
00D6: if  0
0123:   actor $BDF spotted_player $PLAYER_CHAR
004D: jump_if_false £Label075888
0004: $B9B =  1  ;; integer values

:Label075888
00D6: if  0
0038:   $B9B ==  1  ;; integer values
004D: jump_if_false £Label075906
00D6: if  0
0038:   $BE1 ==  0  ;; integer values
004D: jump_if_false £Label0758D7
009E: set_actor $BDF path $5F $60 $61 unknown  .5  1
01CA: actor $BDF kill_player $PLAYER_CHAR
0004: $BE1 =  1  ;; integer values
0002: jump £Label075906

:Label0758D7
00D6: if  0
0038:   $C3B ==  60  ;; integer values
004D: jump_if_false £Label075906
009E: set_actor $BDF path $5F $60 $61 unknown  .5  1
01CA: actor $BDF kill_player $PLAYER_CHAR

:Label075906
00D6: if  0
0038:   $BEF ==  0  ;; integer values
004D: jump_if_false £Label07593D
00D6: if  0
0118:   actor $BEE dead
004D: jump_if_false £Label07593D
0008: $C56 +=  1  ;; integer values
0004: $BEF =  1  ;; integer values
0002: jump £Label07593D

:Label07593D
00D6: if  0
0038:   $BF1 ==  0  ;; integer values
004D: jump_if_false £Label0759F5
00D6: if  0
0118:   actor $BF0 dead
004D: jump_if_false £Label075974
0008: $C56 +=  1  ;; integer values
0004: $BF1 =  1  ;; integer values
0002: jump £Label0759F5

:Label075974
00D6: if  0
0038:   $B9B ==  0  ;; integer values
004D: jump_if_false £Label0759A0
00D6: if  0
0123:   actor $BF0 spotted_player $PLAYER_CHAR
004D: jump_if_false £Label0759A0
0004: $B9B =  1  ;; integer values

:Label0759A0
00D6: if  21
0039:    11@ ==  1  ;; integer values
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1234.15 -1.0 -1367.51  250.33
004D: jump_if_false £Label0759F5
00D6: if  0
0038:   $BF2 ==  0  ;; integer values
004D: jump_if_false £Label0759F5
0350: unknown_actor $BF0 not_scared_flag  0
01CA: actor $BF0 kill_player $PLAYER_CHAR
0004: $BF2 =  1  ;; integer values

:Label0759F5
00D6: if  0
0038:   $BF4 ==  0  ;; integer values
004D: jump_if_false £Label075AAD
00D6: if  0
0118:   actor $BF3 dead
004D: jump_if_false £Label075A2C
0008: $C56 +=  1  ;; integer values
0004: $BF4 =  1  ;; integer values
0002: jump £Label075AAD

:Label075A2C
00D6: if  0
0038:   $B9B ==  0  ;; integer values
004D: jump_if_false £Label075A58
00D6: if  0
0123:   actor $BF3 spotted_player $PLAYER_CHAR
004D: jump_if_false £Label075A58
0004: $B9B =  1  ;; integer values

:Label075A58
00D6: if  21
0039:    11@ ==  1  ;; integer values
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1234.15 -1.0 -1367.51  250.33
004D: jump_if_false £Label075AAD
00D6: if  0
0038:   $BF5 ==  0  ;; integer values
004D: jump_if_false £Label075AAD
0350: unknown_actor $BF3 not_scared_flag  0
01CA: actor $BF3 kill_player $PLAYER_CHAR
0004: $BF5 =  1  ;; integer values

:Label075AAD
00D6: if  0
0038:   $BF7 ==  0  ;; integer values
004D: jump_if_false £Label075B94
00D6: if  0
0118:   actor $BF6 dead
004D: jump_if_false £Label075AE4
0008: $C56 +=  1  ;; integer values
0004: $BF7 =  1  ;; integer values
0002: jump £Label075B94

:Label075AE4
00D6: if  0
0038:   $B9B ==  0  ;; integer values
004D: jump_if_false £Label075B10
00D6: if  0
0123:   actor $BF6 spotted_player $PLAYER_CHAR
004D: jump_if_false £Label075B10
0004: $B9B =  1  ;; integer values

:Label075B10
00D6: if  21
0039:    11@ ==  1  ;; integer values
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1234.15 -1.0 -1367.51  250.33
004D: jump_if_false £Label075B94
00D6: if  0
0038:   $BF8 ==  0  ;; integer values
004D: jump_if_false £Label075B65
0350: unknown_actor $BF6 not_scared_flag  0
01CC: actor $BF6 kill_player $PLAYER_CHAR
0004: $BF8 =  1  ;; integer values

:Label075B65
00D6: if  0
0038:   $C3B ==  90  ;; integer values
004D: jump_if_false £Label075B94
009E: set_actor $BF6 path $5F $60 $61 unknown  1.0  1
01CA: actor $BF6 kill_player $PLAYER_CHAR

:Label075B94
00D6: if  0
0038:   $BFA ==  0  ;; integer values
004D: jump_if_false £Label075C7B
00D6: if  0
0118:   actor $BF9 dead
004D: jump_if_false £Label075BCB
0008: $C56 +=  1  ;; integer values
0004: $BFA =  1  ;; integer values
0002: jump £Label075C7B

:Label075BCB
00D6: if  0
0038:   $B9B ==  0  ;; integer values
004D: jump_if_false £Label075BF7
00D6: if  0
0123:   actor $BF9 spotted_player $PLAYER_CHAR
004D: jump_if_false £Label075BF7
0004: $B9B =  1  ;; integer values

:Label075BF7
00D6: if  21
0039:    11@ ==  1  ;; integer values
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1234.15 -1.0 -1367.51  250.33
004D: jump_if_false £Label075C7B
00D6: if  0
0038:   $BFB ==  0  ;; integer values
004D: jump_if_false £Label075C4C
0350: unknown_actor $BF9 not_scared_flag  0
01CC: actor $BF9 kill_player $PLAYER_CHAR
0004: $BFB =  1  ;; integer values

:Label075C4C
00D6: if  0
0038:   $C3B ==  120  ;; integer values
004D: jump_if_false £Label075C7B
009E: set_actor $BF9 path $5F $60 $61 unknown  1.0  1
01CA: actor $BF9 kill_player $PLAYER_CHAR

:Label075C7B
00D6: if  0
0038:   $BFD ==  0  ;; integer values
004D: jump_if_false £Label075D63
00D6: if  0
0118:   actor $BFC dead
004D: jump_if_false £Label075CB2
0008: $C56 +=  1  ;; integer values
0004: $BFD =  1  ;; integer values
0002: jump £Label075D63

:Label075CB2
00D6: if  0
0038:   $B9B ==  0  ;; integer values
004D: jump_if_false £Label075CDE
00D6: if  0
0123:   actor $BFC spotted_player $PLAYER_CHAR
004D: jump_if_false £Label075CDE
0004: $B9B =  1  ;; integer values

:Label075CDE
00D6: if  21
0039:    11@ ==  1  ;; integer values
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1234.15 -1.0 -1367.51  250.33
004D: jump_if_false £Label075D63
00D6: if  0
0038:   $BFE ==  0  ;; integer values
004D: jump_if_false £Label075D33
0350: unknown_actor $BFC not_scared_flag  0
01CC: actor $BFC kill_player $PLAYER_CHAR
0004: $BFE =  1  ;; integer values

:Label075D33
00D6: if  0
0038:   $C3B ==  150  ;; integer values
004D: jump_if_false £Label075D63
009E: set_actor $BFC path $5F $60 $61 unknown  1.0  1
01CA: actor $BFC kill_player $PLAYER_CHAR

:Label075D63
00D6: if  0
0038:   $C57 ==  1  ;; integer values
004D: jump_if_false £Label075FC5
00D6: if  0
0038:   $C00 ==  0  ;; integer values
004D: jump_if_false £Label075E09
00D6: if  0
0118:   actor $BFF dead
004D: jump_if_false £Label075DAC
0008: $C56 +=  1  ;; integer values
0004: $C00 =  1  ;; integer values
0002: jump £Label075E09

:Label075DAC
00D6: if  21
0039:    11@ ==  1  ;; integer values
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1234.15 -1.0 -1367.51  250.33
004D: jump_if_false £Label075E09
00D6: if  0
0038:   $C3B ==  180  ;; integer values
004D: jump_if_false £Label075E09
009E: set_actor $BFF path $5F $60 $61 unknown  1.0  1
01CA: actor $BFF kill_player $PLAYER_CHAR

:Label075E09
00D6: if  0
0038:   $C02 ==  0  ;; integer values
004D: jump_if_false £Label075E9D
00D6: if  0
0118:   actor $C01 dead
004D: jump_if_false £Label075E40
0008: $C56 +=  1  ;; integer values
0004: $C02 =  1  ;; integer values
0002: jump £Label075E9D

:Label075E40
00D6: if  21
0039:    11@ ==  1  ;; integer values
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1234.15 -1.0 -1367.51  250.33
004D: jump_if_false £Label075E9D
00D6: if  0
0038:   $C3B ==  210  ;; integer values
004D: jump_if_false £Label075E9D
009E: set_actor $C01 path $5F $60 $61 unknown  1.0  1
01CA: actor $C01 kill_player $PLAYER_CHAR

:Label075E9D
00D6: if  0
0038:   $C04 ==  0  ;; integer values
004D: jump_if_false £Label075F31
00D6: if  0
0118:   actor $C03 dead
004D: jump_if_false £Label075ED4
0008: $C56 +=  1  ;; integer values
0004: $C04 =  1  ;; integer values
0002: jump £Label075F31

:Label075ED4
00D6: if  21
0039:    11@ ==  1  ;; integer values
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1234.15 -1.0 -1367.51  250.33
004D: jump_if_false £Label075F31
00D6: if  0
0038:   $C3B ==  240  ;; integer values
004D: jump_if_false £Label075F31
009E: set_actor $C03 path $5F $60 $61 unknown  1.0  1
01CA: actor $C03 kill_player $PLAYER_CHAR

:Label075F31
00D6: if  0
0038:   $C06 ==  0  ;; integer values
004D: jump_if_false £Label075FC5
00D6: if  0
0118:   actor $C05 dead
004D: jump_if_false £Label075F68
0008: $C56 +=  1  ;; integer values
0004: $C06 =  1  ;; integer values
0002: jump £Label075FC5

:Label075F68
00D6: if  21
0039:    11@ ==  1  ;; integer values
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1234.15 -1.0 -1367.51  250.33
004D: jump_if_false £Label075FC5
00D6: if  0
0038:   $C3B ==  270  ;; integer values
004D: jump_if_false £Label075FC5
009E: set_actor $C05 path $5F $60 $61 unknown  1.0  1
01CA: actor $C05 kill_player $PLAYER_CHAR

:Label075FC5
0051: return

:Label075FC7
00D6: if  0
0039:    11@ ==  1  ;; integer values
004D: jump_if_false £Label0760C4
00D6: if  0
0039:    4@ ==  1  ;; integer values
004D: jump_if_false £Label076048
00D6: if  0
8320:   NOT   actor  0@ in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label076041
00D6: if  0
0039:    12@ ==  0  ;; integer values
004D: jump_if_false £Label076041
00BC: text_highpriority "HEY"  5000 ms  1  ;; ~g~Don't go solo, keep your posse together!
0187:  5@ = create_marker_above_actor  0@
0164: disable_marker $C07
0004: $7B =  0  ;; integer values
0006:  4@ =  0  ;; integer values
0006:  12@ =  1  ;; integer values

:Label076041
0002: jump £Label0760C4

:Label076048
00D6: if  0
0039:    12@ ==  1  ;; integer values
004D: jump_if_false £Label0760C4
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor  0@ radius  8.0  8.0  8.0
004D: jump_if_false £Label0760C4
01DF: tie_actor  0@ to_player $PLAYER_CHAR
0319: set_actor  0@ wander_state_to  1 (off)
00BC: text_highpriority "KPM1_4"  5000 ms  1  ;; ~g~Get Lance to the hospital!
0164: disable_marker  5@
018A: $C07 = create_checkpoint_at $C08 $C09 $C0A
0004: $7B =  1  ;; integer values
0006:  4@ =  1  ;; integer values
0006:  12@ =  0  ;; integer values

:Label0760C4
0051: return

:Label0760C6
00A5: $C14 = create_car #COMET at -1066.072 -55.111  10.262
0129: $C0D = create_actor  10 #CLB in_car $C14 driverseat
0175: set_car $C14 z_angle_to  355.752
01ED: reset_actor $C0D flags
03FE: unknown_actor $C0D  200
011A: set_actor $C0D flags  1
0243: set_actor $C0D ped_stats_to  16
01B2: give_actor $C0D weapon  23 ammo  30000  ;; Load the weapon model before using this
04BA: set_car $C14 speed_instantly  20.0
00AD: set_car $C14 max_speed_to  100.0
0190: unknown_car $C14
03CC: car $C14 add_to_stuck_car_check  .5 =  3000
0004: $C31 =  1  ;; integer values
00A5: $C15 = create_car #COMET at -1066.714 -28.923  10.246
0175: set_car $C15 z_angle_to  5.6
0129: $C10 = create_actor  10 #CLA in_car $C15 driverseat
01ED: reset_actor $C10 flags
03FE: unknown_actor $C10  200
011A: set_actor $C10 flags  1
0243: set_actor $C10 ped_stats_to  16
01B2: give_actor $C10 weapon  23 ammo  30000  ;; Load the weapon model before using this
04BA: set_car $C15 speed_instantly  20.0
00AD: set_car $C15 max_speed_to  100.0
0190: unknown_car $C15
03CC: car $C15 add_to_stuck_car_check  .5 =  3000
0004: $C32 =  1  ;; integer values
00A5: $C16 = create_car #COMET at -1073.399  77.886  10.239
0175: set_car $C16 z_angle_to  186.085
0129: $C18 = create_actor  10 #CLA in_car $C16 driverseat
01ED: reset_actor $C18 flags
03FE: unknown_actor $C18  200
011A: set_actor $C18 flags  1
0243: set_actor $C18 ped_stats_to  16
01B2: give_actor $C18 weapon  23 ammo  30000  ;; Load the weapon model before using this
04BA: set_car $C16 speed_instantly  20.0
00AD: set_car $C16 max_speed_to  100.0
0190: unknown_car $C16
03CC: car $C16 add_to_stuck_car_check  .5 =  3000
0004: $C33 =  1  ;; integer values
00A5: $C17 = create_car #COMET at -1072.822  41.816  10.27
0175: set_car $C17 z_angle_to  178.162
0129: $C1B = create_actor  10 #CLA in_car $C17 driverseat
01ED: reset_actor $C1B flags
03FE: unknown_actor $C1B  200
011A: set_actor $C1B flags  1
0243: set_actor $C1B ped_stats_to  16
01B2: give_actor $C1B weapon  23 ammo  30000  ;; Load the weapon model before using this
04BA: set_car $C17 speed_instantly  20.0
00AD: set_car $C17 max_speed_to  100.0
0190: unknown_car $C17
03CC: car $C17 add_to_stuck_car_check  .5 =  3000
0004: $C34 =  1  ;; integer values
0004: $C0C =  1  ;; integer values
0051: return

:Label0762CB
00D6: if  0
0038:   $C0E ==  0  ;; integer values
004D: jump_if_false £Label07653B
00D6: if  0
0118:   actor $C0D dead
004D: jump_if_false £Label0762FB
0004: $C0E =  1  ;; integer values
0002: jump £Label07653B

:Label0762FB
00D6: if  0
0038:   $C3A ==  0  ;; integer values
004D: jump_if_false £Label076333
00D6: if  0
02CB:   actor $C0D bounding_sphere_visible
004D: jump_if_false £Label076333
00BC: text_highpriority "KPM1_5"  5000 ms  1  ;; ~g~Diaz's guys are after you! Get Lance to the hospital.
0004: $C3A =  1  ;; integer values

:Label076333
00D6: if  0
0038:   $C31 ==  0  ;; integer values
004D: jump_if_false £Label0764A3
00D6: if  0
02CB:   actor $C0D bounding_sphere_visible
004D: jump_if_false £Label076389
00D6: if  0
0038:   $C0F ==  0  ;; integer values
004D: jump_if_false £Label076382
01ED: reset_actor $C0D flags
011A: set_actor $C0D flags  1
01CC: actor $C0D kill_player $PLAYER_CHAR
0004: $C0F =  1  ;; integer values

:Label076382
0002: jump £Label07645E

:Label076389
0004: $C0F =  0  ;; integer values
00D6: if  0
0038:   $C0F ==  0  ;; integer values
004D: jump_if_false £Label07645E
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $C0D radius  20.0  20.0
004D: jump_if_false £Label07645E
00A0: store_actor $C0D position_to $C41 $C42 $C43
02C1: set $C3E $C3F $C40 to_car_path_coords_closest_to $C41 $C42 $C43
00D6: if  0
838A:   NOT   car_in_cube $C3E $C3F $C40  4.0  4.0  3.0
004D: jump_if_false £Label07645E
00D6: if  0
80C2:   NOT   sphere_onscreen $C3E $C3F $C40  4.0
004D: jump_if_false £Label07645E
03CD: car $C14 remove_from_stuck_car_check
0191: unknown_car $C14
01C3: remove_references_to_car $C14  ;; Like turning a car into any random car
00A5: $C14 = create_car #COMET at $C3E $C3F $C40
011C: actor $C0D clear_objective
036A: put_actor $C0D in_car $C14
0004: $C36 =  0  ;; integer values
0004: $C0F =  1  ;; integer values

:Label07645E
00D6: if  0
00DF:   actor $C0D driving
004D: jump_if_false £Label0764A3
00D9: $C14 = actor $C0D car
00AD: set_car $C14 max_speed_to  100.0
0190: unknown_car $C14
03CC: car $C14 add_to_stuck_car_check  .5 =  3000
04BA: set_car $C14 speed_instantly  30.0
0004: $C31 =  1  ;; integer values

:Label0764A3
00D6: if  0
0038:   $C31 ==  1  ;; integer values
004D: jump_if_false £Label07653B
00D6: if  0
8119:   NOT   car $C14 wrecked
004D: jump_if_false £Label076507
00D6: if  0
0038:   $C36 ==  0  ;; integer values
004D: jump_if_false £Label0764E5
00AF: set_car $C14 driver_behaviour_to  2
0004: $C36 =  1  ;; integer values

:Label0764E5
00D6: if  22
01F4:   car $C14 flipped
0495:   unknown_car_check $C14
03CE:   car $C14 stuck
004D: jump_if_false £Label076507
01D3: actor $C0D leave_car $C14

:Label076507
00D6: if  0
80DF:   NOT   actor $C0D driving
004D: jump_if_false £Label07653B
03CD: car $C14 remove_from_stuck_car_check
0191: unknown_car $C14
01C3: remove_references_to_car $C14  ;; Like turning a car into any random car
0004: $C36 =  0  ;; integer values
0004: $C0F =  0  ;; integer values
0004: $C31 =  0  ;; integer values

:Label07653B
00D6: if  0
0038:   $C11 ==  0  ;; integer values
004D: jump_if_false £Label0767AB
00D6: if  0
0118:   actor $C10 dead
004D: jump_if_false £Label07656B
0004: $C11 =  1  ;; integer values
0002: jump £Label0767AB

:Label07656B
00D6: if  0
0038:   $C3A ==  0  ;; integer values
004D: jump_if_false £Label0765A3
00D6: if  0
02CB:   actor $C10 bounding_sphere_visible
004D: jump_if_false £Label0765A3
00BC: text_highpriority "KPM1_5"  5000 ms  1  ;; ~g~Diaz's guys are after you! Get Lance to the hospital.
0004: $C3A =  1  ;; integer values

:Label0765A3
00D6: if  0
0038:   $C32 ==  0  ;; integer values
004D: jump_if_false £Label076713
00D6: if  0
02CB:   actor $C10 bounding_sphere_visible
004D: jump_if_false £Label0765F9
00D6: if  0
0038:   $C12 ==  0  ;; integer values
004D: jump_if_false £Label0765F2
01ED: reset_actor $C10 flags
011A: set_actor $C10 flags  1
01CC: actor $C10 kill_player $PLAYER_CHAR
0004: $C12 =  1  ;; integer values

:Label0765F2
0002: jump £Label0766CE

:Label0765F9
0004: $C12 =  0  ;; integer values
00D6: if  0
0038:   $C12 ==  0  ;; integer values
004D: jump_if_false £Label0766CE
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $C10 radius  20.0  20.0
004D: jump_if_false £Label0766CE
00A0: store_actor $C10 position_to $C47 $C48 $C49
02C1: set $C44 $C45 $C46 to_car_path_coords_closest_to $C47 $C48 $C49
00D6: if  0
838A:   NOT   car_in_cube $C44 $C45 $C46  4.0  4.0  3.0
004D: jump_if_false £Label0766CE
00D6: if  0
80C2:   NOT   sphere_onscreen $C44 $C45 $C46  4.0
004D: jump_if_false £Label0766CE
03CD: car $C15 remove_from_stuck_car_check
0191: unknown_car $C15
01C3: remove_references_to_car $C15  ;; Like turning a car into any random car
00A5: $C15 = create_car #COMET at $C44 $C45 $C46
011C: actor $C10 clear_objective
036A: put_actor $C10 in_car $C15
0004: $C37 =  0  ;; integer values
0004: $C12 =  1  ;; integer values

:Label0766CE
00D6: if  0
00DF:   actor $C10 driving
004D: jump_if_false £Label076713
00D9: $C15 = actor $C10 car
00AD: set_car $C15 max_speed_to  100.0
0190: unknown_car $C15
03CC: car $C15 add_to_stuck_car_check  .5 =  3000
04BA: set_car $C15 speed_instantly  30.0
0004: $C32 =  1  ;; integer values

:Label076713
00D6: if  0
0038:   $C32 ==  1  ;; integer values
004D: jump_if_false £Label0767AB
00D6: if  0
8119:   NOT   car $C15 wrecked
004D: jump_if_false £Label076777
00D6: if  0
0038:   $C37 ==  0  ;; integer values
004D: jump_if_false £Label076755
00AF: set_car $C15 driver_behaviour_to  2
0004: $C37 =  1  ;; integer values

:Label076755
00D6: if  22
01F4:   car $C15 flipped
0495:   unknown_car_check $C15
03CE:   car $C15 stuck
004D: jump_if_false £Label076777
01D3: actor $C10 leave_car $C15

:Label076777
00D6: if  0
80DF:   NOT   actor $C10 driving
004D: jump_if_false £Label0767AB
03CD: car $C15 remove_from_stuck_car_check
0191: unknown_car $C15
01C3: remove_references_to_car $C15  ;; Like turning a car into any random car
0004: $C37 =  0  ;; integer values
0004: $C12 =  0  ;; integer values
0004: $C32 =  0  ;; integer values

:Label0767AB
00D6: if  0
0038:   $C19 ==  0  ;; integer values
004D: jump_if_false £Label076A1B
00D6: if  0
0118:   actor $C18 dead
004D: jump_if_false £Label0767DB
0004: $C19 =  1  ;; integer values
0002: jump £Label076A1B

:Label0767DB
00D6: if  0
0038:   $C3A ==  0  ;; integer values
004D: jump_if_false £Label076813
00D6: if  0
02CB:   actor $C18 bounding_sphere_visible
004D: jump_if_false £Label076813
00BC: text_highpriority "KPM1_5"  5000 ms  1  ;; ~g~Diaz's guys are after you! Get Lance to the hospital.
0004: $C3A =  1  ;; integer values

:Label076813
00D6: if  0
0038:   $C33 ==  0  ;; integer values
004D: jump_if_false £Label076983
00D6: if  0
02CB:   actor $C18 bounding_sphere_visible
004D: jump_if_false £Label076869
00D6: if  0
0038:   $C1A ==  0  ;; integer values
004D: jump_if_false £Label076862
01ED: reset_actor $C18 flags
011A: set_actor $C18 flags  1
01CC: actor $C18 kill_player $PLAYER_CHAR
0004: $C1A =  1  ;; integer values

:Label076862
0002: jump £Label07693E

:Label076869
0004: $C1A =  0  ;; integer values
00D6: if  0
0038:   $C1A ==  0  ;; integer values
004D: jump_if_false £Label07693E
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $C18 radius  20.0  20.0
004D: jump_if_false £Label07693E
00A0: store_actor $C18 position_to $C4D $C4E $C4F
02C1: set $C4A $C4B $C4C to_car_path_coords_closest_to $C4D $C4E $C4F
00D6: if  0
838A:   NOT   car_in_cube $C4A $C4B $C4C  4.0  4.0  3.0
004D: jump_if_false £Label07693E
00D6: if  0
80C2:   NOT   sphere_onscreen $C4A $C4B $C4C  4.0
004D: jump_if_false £Label07693E
03CD: car $C16 remove_from_stuck_car_check
0191: unknown_car $C16
01C3: remove_references_to_car $C16  ;; Like turning a car into any random car
00A5: $C16 = create_car #COMET at $C4A $C4B $C4C
011C: actor $C18 clear_objective
036A: put_actor $C18 in_car $C16
0004: $C38 =  0  ;; integer values
0004: $C1A =  1  ;; integer values

:Label07693E
00D6: if  0
00DF:   actor $C18 driving
004D: jump_if_false £Label076983
00D9: $C16 = actor $C18 car
00AD: set_car $C16 max_speed_to  100.0
0190: unknown_car $C16
03CC: car $C16 add_to_stuck_car_check  .5 =  3000
04BA: set_car $C16 speed_instantly  30.0
0004: $C33 =  1  ;; integer values

:Label076983
00D6: if  0
0038:   $C33 ==  1  ;; integer values
004D: jump_if_false £Label076A1B
00D6: if  0
8119:   NOT   car $C16 wrecked
004D: jump_if_false £Label0769E7
00D6: if  0
0038:   $C38 ==  0  ;; integer values
004D: jump_if_false £Label0769C5
00AF: set_car $C16 driver_behaviour_to  2
0004: $C38 =  1  ;; integer values

:Label0769C5
00D6: if  22
01F4:   car $C16 flipped
0495:   unknown_car_check $C16
03CE:   car $C16 stuck
004D: jump_if_false £Label0769E7
01D3: actor $C18 leave_car $C16

:Label0769E7
00D6: if  0
80DF:   NOT   actor $C18 driving
004D: jump_if_false £Label076A1B
03CD: car $C16 remove_from_stuck_car_check
0191: unknown_car $C16
01C3: remove_references_to_car $C16  ;; Like turning a car into any random car
0004: $C38 =  0  ;; integer values
0004: $C1A =  0  ;; integer values
0004: $C33 =  0  ;; integer values

:Label076A1B
00D6: if  0
0038:   $C1C ==  0  ;; integer values
004D: jump_if_false £Label076C92
00D6: if  0
0118:   actor $C1B dead
004D: jump_if_false £Label076A4B
0004: $C1C =  1  ;; integer values
0002: jump £Label076C92

:Label076A4B
00D6: if  0
0038:   $C3A ==  0  ;; integer values
004D: jump_if_false £Label076A83
00D6: if  0
02CB:   actor $C1B bounding_sphere_visible
004D: jump_if_false £Label076A83
00BC: text_highpriority "KPM1_5"  5000 ms  1  ;; ~g~Diaz's guys are after you! Get Lance to the hospital.
0004: $C3A =  1  ;; integer values

:Label076A83
00D6: if  0
0038:   $C34 ==  0  ;; integer values
004D: jump_if_false £Label076BFA
00D6: if  0
02CB:   actor $C1B bounding_sphere_visible
004D: jump_if_false £Label076AD9
00D6: if  0
0038:   $C1D ==  0  ;; integer values
004D: jump_if_false £Label076AD2
01ED: reset_actor $C1B flags
011A: set_actor $C1B flags  1
01CC: actor $C1B kill_player $PLAYER_CHAR
0004: $C1D =  1  ;; integer values

:Label076AD2
0002: jump £Label076BAE

:Label076AD9
0004: $C1D =  0  ;; integer values
00D6: if  0
0038:   $C1D ==  0  ;; integer values
004D: jump_if_false £Label076BAE
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $C1B radius  20.0  20.0
004D: jump_if_false £Label076BAE
00A0: store_actor $C1B position_to $C53 $C54 $C55
02C1: set $C50 $C51 $C52 to_car_path_coords_closest_to $C53 $C54 $C55
00D6: if  0
838A:   NOT   car_in_cube $C50 $C51 $C52  4.0  4.0  3.0
004D: jump_if_false £Label076BAE
00D6: if  0
80C2:   NOT   sphere_onscreen $C50 $C51 $C52  4.0
004D: jump_if_false £Label076BAE
03CD: car $C17 remove_from_stuck_car_check
0191: unknown_car $C17
01C3: remove_references_to_car $C17  ;; Like turning a car into any random car
00A5: $C17 = create_car #COMET at $C50 $C51 $C52
011C: actor $C1B clear_objective
036A: put_actor $C1B in_car $C17
0004: $C39 =  0  ;; integer values
0004: $C1D =  1  ;; integer values

:Label076BAE
00D6: if  0
00DF:   actor $C1B driving
004D: jump_if_false £Label076BFA
00D9: $C17 = actor $C1B car
00AD: set_car $C17 max_speed_to  100.0
0190: unknown_car $C17
03CC: car $C17 add_to_stuck_car_check  .5 =  3000
04BA: set_car $C17 speed_instantly  30.0
0004: $C1D =  0  ;; integer values
0004: $C34 =  1  ;; integer values

:Label076BFA
00D6: if  0
0038:   $C34 ==  1  ;; integer values
004D: jump_if_false £Label076C92
00D6: if  0
8119:   NOT   car $C17 wrecked
004D: jump_if_false £Label076C5E
00D6: if  0
0038:   $C39 ==  0  ;; integer values
004D: jump_if_false £Label076C3C
00AF: set_car $C17 driver_behaviour_to  2
0004: $C39 =  1  ;; integer values

:Label076C3C
00D6: if  22
01F4:   car $C17 flipped
0495:   unknown_car_check $C17
03CE:   car $C17 stuck
004D: jump_if_false £Label076C5E
01D3: actor $C1B leave_car $C17

:Label076C5E
00D6: if  0
80DF:   NOT   actor $C1B driving
004D: jump_if_false £Label076C92
03CD: car $C17 remove_from_stuck_car_check
0191: unknown_car $C17
01C3: remove_references_to_car $C17  ;; Like turning a car into any random car
0004: $C39 =  0  ;; integer values
0004: $C1D =  0  ;; integer values
0004: $C34 =  0  ;; integer values

:Label076C92
0051: return

:Label076C94
00D6: if  0
001A:    11 > $C2B  ;; integer values
004D: jump_if_false £Label077338
00D6: if  0
0038:   $C1F ==  0  ;; integer values
004D: jump_if_false £Label076D16
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label076D16
00D6: if  0
84F0:   NOT   unknown_actor_check  0@
004D: jump_if_false £Label076D16
01ED: reset_actor  0@ flags
02A9: set_actor  0@ immune_to_nonplayer  1
0372: set_actor  0@ anim  34 wait_state_time  1000000 ms
0332: set_actor  0@ bleeding_to  1 (true)
04D7: lock_actor  0@ in_current_position  1
04F5: unknown_actor  0@ kiss_player $PLAYER_CHAR on  1
0008: $C2B +=  1  ;; integer values
0004: $C1F =  1  ;; integer values

:Label076D16
00D6: if  0
0038:   $C1E ==  0  ;; integer values
004D: jump_if_false £Label076D8C
00D6: if  0
8118:   NOT   actor $B9C dead
004D: jump_if_false £Label076D8C
00D6: if  0
84F0:   NOT   unknown_actor_check $B9C
004D: jump_if_false £Label076D8C
01ED: reset_actor $B9C flags
011A: set_actor $B9C flags  1
01B2: give_actor $B9C weapon  23 ammo  30000  ;; Load the weapon model before using this
02E2: set_actor $B9C weapon_accuracy_to  80
0173: set_actor $B9C z_angle_to  196.45
0350: unknown_actor $B9C not_scared_flag  1
01CA: actor $B9C kill_player $PLAYER_CHAR
0008: $C2B +=  1  ;; integer values
0004: $C1E =  1  ;; integer values

:Label076D8C
00D6: if  0
0038:   $C20 ==  0  ;; integer values
004D: jump_if_false £Label076E26
00D6: if  0
8118:   NOT   actor $BA2 dead
004D: jump_if_false £Label076E26
00D6: if  0
84F0:   NOT   unknown_actor_check $BA2
004D: jump_if_false £Label076E26
01ED: reset_actor $BA2 flags
011A: set_actor $BA2 flags  1
0243: set_actor $BA2 ped_stats_to  16
01B2: give_actor $BA2 weapon  23 ammo  30000  ;; Load the weapon model before using this
01E2: add_route_point  0 at $BA7 $BA8 $BA9
01E2: add_route_point  0 at $BAA $BAB $BAC
01E2: add_route_point  0 at $BAD $BAE $BAF
01E2: add_route_point  0 at $BB0 $BB1 $BB2
01E1: set_actor $BA2 follow_route  0  3
0008: $C2B +=  1  ;; integer values
0004: $C20 =  1  ;; integer values

:Label076E26
00D6: if  0
0038:   $C21 ==  0  ;; integer values
004D: jump_if_false £Label076E9A
00D6: if  0
8118:   NOT   actor $BB3 dead
004D: jump_if_false £Label076E9A
00D6: if  0
84F0:   NOT   unknown_actor_check $BB3
004D: jump_if_false £Label076E9A
01ED: reset_actor $BB3 flags
011A: set_actor $BB3 flags  1
0243: set_actor $BB3 ped_stats_to  16
01B2: give_actor $BB3 weapon  23 ammo  30000  ;; Load the weapon model before using this
0173: set_actor $BB3 z_angle_to $BB9
0350: unknown_actor $BB3 not_scared_flag  1
01CA: actor $BB3 kill_player $PLAYER_CHAR
0008: $C2B +=  1  ;; integer values
0004: $C21 =  1  ;; integer values

:Label076E9A
00D6: if  0
0038:   $C22 ==  0  ;; integer values
004D: jump_if_false £Label076F0E
00D6: if  0
8118:   NOT   actor $BBA dead
004D: jump_if_false £Label076F0E
00D6: if  0
84F0:   NOT   unknown_actor_check $BBA
004D: jump_if_false £Label076F0E
01ED: reset_actor $BBA flags
011A: set_actor $BBA flags  1
0243: set_actor $BBA ped_stats_to  16
01B2: give_actor $BBA weapon  23 ammo  30000  ;; Load the weapon model before using this
0173: set_actor $BBA z_angle_to $BC0
0350: unknown_actor $BBA not_scared_flag  1
01CA: actor $BBA kill_player $PLAYER_CHAR
0008: $C2B +=  1  ;; integer values
0004: $C22 =  1  ;; integer values

:Label076F0E
00D6: if  0
0038:   $C23 ==  0  ;; integer values
004D: jump_if_false £Label076FDC
00D6: if  0
8118:   NOT   actor $BC1 dead
004D: jump_if_false £Label076FDC
00D6: if  0
84F0:   NOT   unknown_actor_check $BC1
004D: jump_if_false £Label076FDC
01ED: reset_actor $BC1 flags
011A: set_actor $BC1 flags  1
0243: set_actor $BC1 ped_stats_to  16
01B2: give_actor $BC1 weapon  23 ammo  30000  ;; Load the weapon model before using this
01E2: add_route_point  1 at $BC7 $BC8 $BC9
01E2: add_route_point  1 at $BCA $BCB $BCC
01E2: add_route_point  1 at $BCD $BCE $BCF
01E2: add_route_point  1 at $BD0 $BD1 $BD2
01E2: add_route_point  1 at $BD3 $BD4 $BD5
01E2: add_route_point  1 at $BD6 $BD7 $BD8
01E2: add_route_point  1 at $BD9 $BDA $BDB
01E2: add_route_point  1 at $BDC $BDD $BDE
01E1: set_actor $BC1 follow_route  1  3
0008: $C2B +=  1  ;; integer values
0004: $C23 =  1  ;; integer values

:Label076FDC
00D6: if  0
0038:   $C24 ==  0  ;; integer values
004D: jump_if_false £Label077069
00D6: if  0
8118:   NOT   actor $BDF dead
004D: jump_if_false £Label077069
00D6: if  0
84F0:   NOT   unknown_actor_check $BDF
004D: jump_if_false £Label077069
01ED: reset_actor $BDF flags
011A: set_actor $BDF flags  1
0243: set_actor $BDF ped_stats_to  16
01B2: give_actor $BDF weapon  23 ammo  30000  ;; Load the weapon model before using this
01E2: add_route_point  2 at $BE5 $BE6 $BE7
01E2: add_route_point  2 at $BE8 $BE9 $BEA
01E2: add_route_point  2 at $BEB $BEC $BED
01E1: set_actor $BDF follow_route  2  3
0008: $C2B +=  1  ;; integer values
0004: $C24 =  1  ;; integer values

:Label077069
00D6: if  0
0038:   $C25 ==  0  ;; integer values
004D: jump_if_false £Label0770DC
00D6: if  0
8118:   NOT   actor $BEE dead
004D: jump_if_false £Label0770DC
00D6: if  0
84F0:   NOT   unknown_actor_check $BEE
004D: jump_if_false £Label0770DC
01ED: reset_actor $BEE flags
011A: set_actor $BEE flags  1
0243: set_actor $BEE ped_stats_to  16
01B2: give_actor $BEE weapon  27 ammo  30000  ;; Load the weapon model before using this
02E2: set_actor $BEE weapon_accuracy_to  80
0350: unknown_actor $BEE not_scared_flag  1
01CA: actor $BEE kill_player $PLAYER_CHAR
0008: $C2B +=  1  ;; integer values
0004: $C25 =  1  ;; integer values

:Label0770DC
00D6: if  0
0038:   $C26 ==  0  ;; integer values
004D: jump_if_false £Label077159
00D6: if  0
8118:   NOT   actor $BF0 dead
004D: jump_if_false £Label077159
00D6: if  0
84F0:   NOT   unknown_actor_check $BF0
004D: jump_if_false £Label077159
01ED: reset_actor $BF0 flags
0173: set_actor $BF0 z_angle_to  289.74
011A: set_actor $BF0 flags  1
0243: set_actor $BF0 ped_stats_to  16
01B2: give_actor $BF0 weapon  27 ammo  30000  ;; Load the weapon model before using this
02E2: set_actor $BF0 weapon_accuracy_to  80
0350: unknown_actor $BF0 not_scared_flag  1
01CA: actor $BF0 kill_player $PLAYER_CHAR
0008: $C2B +=  1  ;; integer values
0004: $C26 =  1  ;; integer values

:Label077159
00D6: if  0
0038:   $C27 ==  0  ;; integer values
004D: jump_if_false £Label0771D6
00D6: if  0
8118:   NOT   actor $BF3 dead
004D: jump_if_false £Label0771D6
00D6: if  0
84F0:   NOT   unknown_actor_check $BF3
004D: jump_if_false £Label0771D6
01ED: reset_actor $BF3 flags
0173: set_actor $BF3 z_angle_to  289.74
011A: set_actor $BF3 flags  1
0243: set_actor $BF3 ped_stats_to  16
01B2: give_actor $BF3 weapon  27 ammo  30000  ;; Load the weapon model before using this
02E2: set_actor $BF3 weapon_accuracy_to  80
0350: unknown_actor $BF3 not_scared_flag  1
01CA: actor $BF3 kill_player $PLAYER_CHAR
0008: $C2B +=  1  ;; integer values
0004: $C27 =  1  ;; integer values

:Label0771D6
00D6: if  0
0038:   $C28 ==  0  ;; integer values
004D: jump_if_false £Label07724C
00D6: if  0
8118:   NOT   actor $BF6 dead
004D: jump_if_false £Label07724C
00D6: if  0
84F0:   NOT   unknown_actor_check $BF6
004D: jump_if_false £Label07724C
01ED: reset_actor $BF6 flags
0173: set_actor $BF6 z_angle_to  87.55
011A: set_actor $BF6 flags  1
0243: set_actor $BF6 ped_stats_to  16
01B2: give_actor $BF6 weapon  27 ammo  30000  ;; Load the weapon model before using this
0350: unknown_actor $BF6 not_scared_flag  1
01CA: actor $BF6 kill_player $PLAYER_CHAR
0008: $C2B +=  1  ;; integer values
0004: $C28 =  1  ;; integer values

:Label07724C
00D6: if  0
0038:   $C29 ==  0  ;; integer values
004D: jump_if_false £Label0772C2
00D6: if  0
8118:   NOT   actor $BF9 dead
004D: jump_if_false £Label0772C2
00D6: if  0
84F0:   NOT   unknown_actor_check $BF9
004D: jump_if_false £Label0772C2
01ED: reset_actor $BF9 flags
0173: set_actor $BF9 z_angle_to  128.477
011A: set_actor $BF9 flags  1
0243: set_actor $BF9 ped_stats_to  16
01B2: give_actor $BF9 weapon  23 ammo  30000  ;; Load the weapon model before using this
0350: unknown_actor $BF9 not_scared_flag  1
01CA: actor $BF9 kill_player $PLAYER_CHAR
0008: $C2B +=  1  ;; integer values
0004: $C29 =  1  ;; integer values

:Label0772C2
00D6: if  0
0038:   $C2A ==  0  ;; integer values
004D: jump_if_false £Label077338
00D6: if  0
8118:   NOT   actor $BFC dead
004D: jump_if_false £Label077338
00D6: if  0
84F0:   NOT   unknown_actor_check $BFC
004D: jump_if_false £Label077338
01ED: reset_actor $BFC flags
0173: set_actor $BFC z_angle_to  98.364
011A: set_actor $BFC flags  1
0243: set_actor $BFC ped_stats_to  16
01B2: give_actor $BFC weapon  23 ammo  30000  ;; Load the weapon model before using this
0350: unknown_actor $BFC not_scared_flag  1
01CA: actor $BFC kill_player $PLAYER_CHAR
0008: $C2B +=  1  ;; integer values
0004: $C2A =  1  ;; integer values

:Label077338
0051: return

;-------------Mission 18---------------
; Originally: Four Iron


:Label07733A
03A4: name_thread "SERG1"
0050: gosub £Label07736F
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label07735F
0050: gosub £Label079981

:Label07735F
0050: gosub £Label0799F9
004E: end_thread
0006:  16@ =  0  ;; integer values

:Label07736F
0317: increment_mission_attempts
054C: use_GXT_table "SERG1"
058E: set_restart_mission_taxi_destination  252.7968 -230.9387  9.8638  333.9001
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
0001: wait  500 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0773D5
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 £Label0773D5
0353: refresh_actor $PLAYER_ACTOR

:Label0773D5
0004: $CAA =  0  ;; integer values
0004: $CAB =  0  ;; integer values
0004: $CAC =  0  ;; integer values
0004: $CAF =  5  ;; integer values
0004: $CB2 =  5  ;; integer values
0004: $CB4 =  0  ;; integer values
0004: $CB5 =  0  ;; integer values
0004: $CB6 =  5  ;; integer values
0004: $CB0 =  0  ;; integer values
0004: $CB1 =  0  ;; integer values
0004: $CB8 =  0  ;; integer values
0004: $CC4 =  0  ;; integer values
0004: $CD4 =  0  ;; integer values
0004: $CBF =  0  ;; integer values
0004: $CC0 =  0  ;; integer values
0004: $CC1 =  0  ;; integer values
0004: $CC2 =  0  ;; integer values
0004: $CB9 =  0  ;; integer values
0004: $CBA =  0  ;; integer values
0004: $CBB =  0  ;; integer values
0004: $CBC =  0  ;; integer values
0004: $CBD =  0  ;; integer values
0004: $CBE =  0  ;; integer values
0004: $CD5 =  0  ;; integer values
0004: $CD1 =  0  ;; integer values
0004: $CD2 =  0  ;; integer values
0004: $CD3 =  0  ;; integer values
0004: $CB9 =  0  ;; integer values
0004: $CAE =  0  ;; integer values
0004: $CD6 =  0  ;; integer values
0004: $CD7 =  0  ;; integer values
0004: $CDA =  0  ;; integer values
0004: $CDB =  0  ;; integer values
0004: $CDC =  0  ;; integer values
0004: $CDD =  0  ;; integer values
0004: $CD8 =  0  ;; integer values
0004: $CD9 =  0  ;; integer values
0004: $CDE =  0  ;; integer values
0004: $CDF =  0  ;; integer values
0004: $CE0 =  0  ;; integer values
0004: $CE1 =  0  ;; integer values
0004: $CE2 =  0  ;; integer values
0004: $CE3 =  0  ;; integer values
0005: $63 =  325.2479  ;; floating-point values
0005: $64 =  203.6996  ;; floating-point values
0005: $65 =  10.39881  ;; floating-point values
0005: $C75 =  94.725  ;; floating-point values
0005: $C76 =  268.87  ;; floating-point values
0005: $C77 =  21.764  ;; floating-point values
0005: $C6D =  101.989  ;; floating-point values
0005: $C6E =  251.821  ;; floating-point values
0005: $C6F =  21.77  ;; floating-point values
0005: $C78 =  80.339  ;; floating-point values
0005: $C79 =  579.956  ;; floating-point values
0005: $C7A =  17.442  ;; floating-point values
0005: $C88 =  319.5175  ;; floating-point values
0005: $C7B =  78.689  ;; floating-point values
0005: $C7C =  582.528  ;; floating-point values
0005: $C7D =  17.39414  ;; floating-point values
0005: $C89 =  308.28  ;; floating-point values
0005: $C7E =  85.716  ;; floating-point values
0005: $C7F =  572.613  ;; floating-point values
0005: $C80 =  17.57464  ;; floating-point values
0005: $C8A =  304.955  ;; floating-point values
0005: $C81 =  74.674  ;; floating-point values
0005: $C82 =  597.314  ;; floating-point values
0005: $C83 =  17.57464  ;; floating-point values
0005: $C8B =  238.371  ;; floating-point values
0005: $C84 =  83.422  ;; floating-point values
0005: $C85 =  596.1174  ;; floating-point values
0005: $C86 =  12.965  ;; floating-point values
0005: $C87 =  231.757  ;; floating-point values
0005: $C8C =  79.1955  ;; floating-point values
0005: $C8D =  580.3671  ;; floating-point values
0005: $C8E =  17.4168  ;; floating-point values
0005: $C93 =  93.72506  ;; floating-point values
0005: $C94 =  563.45  ;; floating-point values
0005: $C95 =  13.175  ;; floating-point values
0005: $C96 =  95.591  ;; floating-point values
0005: $C97 =  561.284  ;; floating-point values
0005: $C98 =  13.133  ;; floating-point values
0005: $C99 =  98.84  ;; floating-point values
0005: $C9A =  557.794  ;; floating-point values
0005: $C9B =  13.04  ;; floating-point values
0005: $C9C =  95.518  ;; floating-point values
0005: $C9D =  573.821  ;; floating-point values
0005: $C9E =  13.087  ;; floating-point values
0005: $C9F =  304.078  ;; floating-point values
0005: $CA0 =  308.83  ;; floating-point values
0005: $CA1 =  308.439  ;; floating-point values
0005: $CA2 =  17.252  ;; floating-point values
00C0: set_current_time  10  0
01B6: set_weather  4
0395: clear_area  1 at  299.0 -205.0 range  10.5  5.0
0395: clear_area  1 at  305.0 -219.5 range  10.5  10.0
0055: put_player $PLAYER_CHAR at  299.0 -205.0  10.5
0171: set_player $PLAYER_CHAR z_angle_to  230.0
015F: set_camera_position  297.0 -204.7  13.0  0.0  0.0  0.0
0160: point_camera  318.5 -219.23  22.4  2
0247: request_model #STRETCH
03CB: set_camera  270.0 -218.0  13.4

:Label077783
00D6: if  0
8248:   NOT   model #STRETCH available
004D: jump_if_false £Label07779E
0001: wait  0 ms
0002: jump £Label077783

:Label07779E
0395: clear_area  1 at  306.9 -241.65 range  12.3  15.0
00A5: $642 = create_car #STRETCH at  306.9 -241.65  12.3
0229: set_car $642 color_to  0  0
0175: set_car $642 z_angle_to  0.0
016A: fade  1 (back)  1500 ms

:Label0777E7
00D6: if  0
016B:   fading
004D: jump_if_false £Label0777FF
0001: wait  0 ms
0002: jump £Label0777E7

:Label0777FF
00D6: if  0
8119:   NOT   car $642 wrecked
004D: jump_if_false £Label077823
04BA: set_car $642 speed_instantly  15.0
0477: unknown_car $642  8  8000

:Label077823
0006:  16@ =  0  ;; integer values

:Label07782A
00D6: if  0
001B:    1000 >  16@  ;; integer values
004D: jump_if_false £Label077848
0001: wait  0 ms
0002: jump £Label07782A

:Label077848
00D6: if  0
8119:   NOT   car $642 wrecked
004D: jump_if_false £Label077861
0158: camera_on_vehicle $642  15  1

:Label077861
0006:  16@ =  0  ;; integer values

:Label077868
00D6: if  0
001B:    3000 >  16@  ;; integer values
004D: jump_if_false £Label077886
0001: wait  0 ms
0002: jump £Label077868

:Label077886
00D6: if  0
8119:   NOT   car $642 wrecked
004D: jump_if_false £Label0778AF
00AA: store_car $642 position_to $63F $640 $641
0211: actor $PLAYER_ACTOR walk_to $63F $640

:Label0778AF
016A: fade  0 ()  1500 ms

:Label0778B6
00D6: if  0
016B:   fading
004D: jump_if_false £Label0778CE
0001: wait  0 ms
0002: jump £Label0778B6

:Label0778CE
00A6: destroy_car $642
0249: release_model #STRETCH
015A: restore_camera
011C: actor $PLAYER_ACTOR clear_objective
009F: set_actor $PLAYER_ACTOR objective_to-1
0006:  16@ =  0  ;; integer values
03CF: load_wav "MONO_6" as  1
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSAVERY"
02F3: load_object #CUTOBJ01 "CS_LIMO"
02F3: load_object #CUTOBJ02 "GPASS"
038B: load_requested_models

:Label07792B
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label077949
0001: wait  0 ms
0002: jump £Label07792B

:Label077949
00D6: if  21
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label077969
0001: wait  0 ms
0002: jump £Label077949

:Label077969
02E4: load_cutscene_data "TEX_1"
0244: set_cutscene_pos  305.2 -211.9  11.3
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $95 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $95 "CSAVERY"
02E5: $CE4 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $CE4 "CS_LIMO"
02E5: $CE5 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $CE5 "GPASS"
0395: clear_area  1 at  265.129 -234.531 range  11.107  1.0
0055: put_player $PLAYER_CHAR at  265.129 -234.531  11.1013
0171: set_player $PLAYER_CHAR z_angle_to  78.21838
04E4: unknown_refresh_game_renderer_at  265.129 -234.531
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label077A35
00D6: if  0
001A:    1569 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077A58
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077A35

:Label077A58
00BC: text_highpriority "TEX1_A"  10000 ms  1  ;; Come in and park yourself on the hide, son.

:Label077A67
00D6: if  0
001A:    4896 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077A8A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077A67

:Label077A8A
00BC: text_highpriority "TEX1_B"  10000 ms  1  ;; Hell, my daddy used to say, never look a gift horse in the mouth, and by golly, he never did.

:Label077A99
00D6: if  0
001A:    10768 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077ABC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077A99

:Label077ABC
00BC: text_highpriority "TEX1_C"  10000 ms  1  ;; Would you like a drop of the old Kentucky?

:Label077ACB
00D6: if  0
001A:    12947 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077AEE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077ACB

:Label077AEE
00BC: text_highpriority "TEX1_D"  10000 ms  1  ;; No thanks.

:Label077AFD
00D6: if  0
001A:    13927 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077B20
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077AFD

:Label077B20
00BC: text_highpriority "TEX1_E"  10000 ms  1  ;; A clean thinker! I like that.

:Label077B2F
00D6: if  0
001A:    16556 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077B52
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077B2F

:Label077B52
00BC: text_highpriority "TEX1_F"  10000 ms  1  ;; Now, the property business isn't all about high-falootin' paper pushing.

:Label077B61
00D6: if  0
001A:    20072 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077B84
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077B61

:Label077B84
00BC: text_highpriority "TEX1_G"  10000 ms  1  ;; It's about dirt! And the will to claim that dirt! You with me, son?

:Label077B93
00D6: if  0
001A:    24493 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077BB6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077B93

:Label077BB6
00BC: text_highpriority "TEX1_H"  10000 ms  1  ;; Oh yeah.

:Label077BC5
00D6: if  0
001A:    25569 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077BE8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077BC5

:Label077BE8
00BC: text_highpriority "TEX1_I"  10000 ms  1  ;; Well, I need some tenacious bastard to let go of some dirt,

:Label077BF7
00D6: if  0
001A:    28462 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077C1A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077BF7

:Label077C1A
00BC: text_highpriority "TEX1_J"  10000 ms  1  ;; and you look to me like the kind of guy to persuade him.

:Label077C29
00D6: if  0
001A:    31069 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077C4C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077C29

:Label077C4C
00BC: text_highpriority "TEX1_K"  10000 ms  1  ;; Persuasion's my forte.

:Label077C5B
00D6: if  0
001A:    32859 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077C80
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077C5B

:Label077C80
00BC: text_highpriority "TEX1_L"  10000 ms  1  ;; Yeh, he'll be down at the country club, down on the golf course.

:Label077C8F
00D6: if  0
001A:    36053 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077CB4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077C8F

:Label077CB4
00BC: text_highpriority "TEX1_M"  10000 ms  1  ;; They don't allow guns, so his bodyguards won't be packing lawgivers.

:Label077CC3
00D6: if  0
001A:    40174 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077CE8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077CC3

:Label077CE8
00BC: text_highpriority "TEX1_N"  10000 ms  1  ;; Go beat eight tons of crap out of him.

:Label077CF7
00D6: if  0
001A:    42460 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077D1C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077CF7

:Label077D1C
00BC: text_highpriority "TEX1_O"  10000 ms  1  ;; Here now - I got you a membership, and boy you're going to need more appropriate clothing.

:Label077D2B
00D6: if  0
001A:    47168 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label077D50
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label077D2B

:Label077D50
00BE: text_clear_all
016A: fade  0 ()  1500 ms
00BE: text_clear_all
0001: wait  1000 ms
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label077D80
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label077D80
03D1: play_wav  1

:Label077D80
00D6: if  0
016B:   fading
004D: jump_if_false £Label077D98
0001: wait  0 ms
0002: jump £Label077D80

:Label077D98
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04BB: select_interiour  0  ;; select render area
016A: fade  1 (back)  1500 ms
0215: destroy_pickup $511
0215: destroy_pickup $512
0215: destroy_pickup $504
0215: destroy_pickup $505
0215: destroy_pickup $506
0215: destroy_pickup $507
0215: destroy_pickup $508
0215: destroy_pickup $509
0215: destroy_pickup $50A
0215: destroy_pickup $50B
0215: destroy_pickup $50C
0215: destroy_pickup $510
00D6: if  0
0038:   $CAA ==  0  ;; integer values
004D: jump_if_false £Label077E31
02A8: $C5F = create_marker  28 at $63 $64 $65
00BC: text_highpriority "TEX1_1"  7000 ms  2  ;; ~g~Go and pick up some golfing clothes from Jocksports.
0004: $CAA =  1  ;; integer values

:Label077E31
0247: request_model #WMYGO
0247: request_model #CADDY
0247: request_model #GOLFCLUB
0247: request_model #GREENWOO

:Label077E44
00D6: if  23
8248:   NOT   model #WMYGO available
8248:   NOT   model #CADDY available
8248:   NOT   model #GOLFCLUB available
8248:   NOT   model #GREENWOO available
004D: jump_if_false £Label077E6D
0001: wait  0 ms
0002: jump £Label077E44

:Label077E6D
023C: load_special_actor  1 "BGA"
023C: load_special_actor  2 "BGB"

:Label077E85
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label077EA3
0001: wait  0 ms
0002: jump £Label077E85

:Label077EA3
0108: destroy_object $71D
029B: $71D = init_object -123 (GOLF_GATESOPEN) at  107.81  228.072  20.989
01C7: remove_object_from_mission_cleanup_list $71D
04E2: $PLAYER_CHAR  1
0481:  2.5
00D6: if  0
0038:   $CC2 ==  1  ;; integer values
004D: jump_if_false £Label077EFA
00A5: $CAD = create_car #CADDY at  226.4403  468.6706  12.06724

:Label077EFA
0001: wait  0 ms
00D6: if  0
0038:   $CAA ==  1  ;; integer values
004D: jump_if_false £Label07828F
00D6: if  0
00F6:   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot $63 $64 $65 radius  1.5  1.5  2.0
004D: jump_if_false £Label07828F
0164: disable_marker $C5F
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position  322.1944  201.5772  14.571  0.0  0.0  0.0
0160: point_camera  322.9228  202.133  14.17033  2
0211: actor $PLAYER_ACTOR walk_to  328.3383  206.0568
0001: wait  1300 ms
016A: fade  0 ()  1500 ms
0001: wait  1500 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label077FD1
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER4"
038B: load_requested_models
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label077FD1
0353: refresh_actor $PLAYER_ACTOR

:Label077FD1
03CF: load_wav "TEX1_3" as  1
03CF: load_wav "TEX1_4" as  2

:Label077FE9
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label078007
0001: wait  0 ms
0002: jump £Label077FE9

:Label078007
0395: clear_area  0 at  325.2479  283.6996 range  1.0  1.0
0395: clear_area  0 at  324.8611  203.3913 range  1.0  1.0
042B: clear_peds_from_cube  316.5  207.966  9.23  335.8277  190.5508  11.3988
011C: actor $PLAYER_ACTOR clear_objective
0055: put_player $PLAYER_CHAR at  325.9265  204.2  10.39881
0171: set_player $PLAYER_CHAR z_angle_to  128.1122
01B8: set_player $PLAYER_CHAR armed_weapon_to  0
016A: fade  1 (back)  1500 ms
015F: set_camera_position  324.8611  203.3913  11.26842  0.0  0.0  0.0
0160: point_camera  325.5527  203.925  10.78171  2
0001: wait  1000 ms
0460: set_camera_pointing_time  5.0  3000
015F: set_camera_position  324.861  203.3913  11.26842  0.0  0.0  0.0
0160: point_camera  325.5336  203.9103  11.79598  1
0006:  17@ =  0  ;; integer values

:Label078104
00D6: if  0
8019:   NOT    17@ >  5000  ;; integer values
004D: jump_if_false £Label078262
0001: wait  0 ms
00D6: if  0
0019:    17@ >  450  ;; integer values
004D: jump_if_false £Label0781A6
00D6: if  0
0038:   $CD8 ==  0  ;; integer values
004D: jump_if_false £Label0781A6
00BC: text_highpriority "TEX1_7"  5000 ms  2  ;; Is this me?
00D6: if  0
0038:   $CDB ==  0  ;; integer values
004D: jump_if_false £Label07816C
03D1: play_wav  1
0004: $CDB =  1  ;; integer values

:Label07816C
00D6: if  0
0038:   $CDB ==  1  ;; integer values
004D: jump_if_false £Label0781A6
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0781A6
0004: $CDB =  0  ;; integer values
040D: unload_wav  1
0004: $CDA =  1  ;; integer values
0004: $CD8 =  1  ;; integer values

:Label0781A6
00D6: if  0
0038:   $CD8 ==  1  ;; integer values
004D: jump_if_false £Label078243
00D6: if  0
0038:   $CD9 ==  0  ;; integer values
004D: jump_if_false £Label078243
03D7: set_wav  1 location  311.06  218.27  11.74
00BC: text_highpriority "TEX1_6"  5000 ms  2  ;; Nice ass baby!
00D6: if  0
0038:   $CDD ==  0  ;; integer values
004D: jump_if_false £Label078209
03D1: play_wav  2
0004: $CDD =  1  ;; integer values

:Label078209
00D6: if  0
0038:   $CDD ==  1  ;; integer values
004D: jump_if_false £Label078243
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label078243
0004: $CDD =  0  ;; integer values
040D: unload_wav  1
0004: $CDC =  1  ;; integer values
0004: $CD9 =  1  ;; integer values

:Label078243
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label07825B
0002: jump £Label078262

:Label07825B
0002: jump £Label078104

:Label078262
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  2
004D: jump_if_false £Label078279
0110: clear_player $PLAYER_CHAR wanted_level

:Label078279
011C: actor $PLAYER_ACTOR clear_objective
03EB: clear_small_messages_only
040D: unload_wav  1
040D: unload_wav  2
0004: $CAA =  2  ;; integer values

:Label07828F
00D6: if  0
0038:   $CAA ==  2  ;; integer values
004D: jump_if_false £Label0782F2
00D6: if  0
0019:    16@ >  4000  ;; integer values
004D: jump_if_false £Label0782F2
0230: set_player $PLAYER_CHAR stop_looking
03C8: rotate_player-180-degrees
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
018A: $C58 = create_checkpoint_at  100.5953  251.247  20.729
00BC: text_highpriority "TEX1_2"  7000 ms  2  ;; ~g~Now head to the Leaf Links Golf Club.
0004: $CAA =  3  ;; integer values

:Label0782F2
00D6: if  0
0038:   $CAA ==  3  ;; integer values
004D: jump_if_false £Label07835D
00D6: if  0
0038:   $CAB ==  0  ;; integer values
004D: jump_if_false £Label07835D
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point  100.5953  251.247  20.729 radius  2.0  2.0  3.0
004D: jump_if_false £Label07835D
0164: disable_marker $C58
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0004: $CAB =  1  ;; integer values

:Label07835D
00D6: if  0
0038:   $CE0 ==  0  ;; integer values
004D: jump_if_false £Label078399
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false £Label078399
03E5: text_box "TEX1_8"  ;; Each time you enter a caddy you automatically receive a golf club, providing your melee weapon slot is empty.
041E: set_radio_station  6 -1
0004: $CE0 =  1  ;; integer values

:Label078399
00D6: if  0
0038:   $CAB ==  1  ;; integer values
004D: jump_if_false £Label078724
016A: fade  0 ()  1000 ms

:Label0783B2
00D6: if  0
016B:   fading
004D: jump_if_false £Label0783CA
0001: wait  0 ms
0002: jump £Label0783B2

:Label0783CA
03C7: unknown_maby_cops_density  .1
010D: set_player $PLAYER_CHAR wanted_level_to  0
009A: $C59 = create_actor  21 #SPECIAL01 at $C78 $C79 $C7A
01B2: give_actor $C59 weapon  3 ammo  3000  ;; Load the weapon model before using this
02A9: set_actor $C59 immune_to_nonplayer  1
0223: set_actor $C59 health_to  250
0173: set_actor $C59 z_angle_to $C88
009A: $C5A = create_actor  21 #SPECIAL02 at $C7B $C7C $C7D
01B2: give_actor $C5A weapon  3 ammo  3000  ;; Load the weapon model before using this
02A9: set_actor $C5A immune_to_nonplayer  1
0223: set_actor $C5A health_to  250
0173: set_actor $C5A z_angle_to $C88
009A: $C5B = create_actor  21 #SPECIAL01 at $C7E $C7F $C80
01B2: give_actor $C5B weapon  3 ammo  3000  ;; Load the weapon model before using this
02A9: set_actor $C5B immune_to_nonplayer  1
0223: set_actor $C5B health_to  250
0173: set_actor $C5B z_angle_to $C88
009A: $C5C = create_actor  21 #SPECIAL02 at $C81 $C82 $C83
01B2: give_actor $C5C weapon  3 ammo  3000  ;; Load the weapon model before using this
02A9: set_actor $C5C immune_to_nonplayer  1
0223: set_actor $C5C health_to  250
0173: set_actor $C5C z_angle_to $C88
009A: $C5E = create_actor  4 #WMYGO at $C8C $C8D $C8E
01B2: give_actor $C5E weapon  3 ammo  3000  ;; Load the weapon model before using this
01ED: reset_actor $C5E flags
0223: set_actor $C5E health_to  250
02A9: set_actor $C5E immune_to_nonplayer  1
0187: $C63 = create_marker_above_actor $C5E
0173: set_actor $C5E z_angle_to  56.6491
00A5: $C70 = create_car #CADDY at $C93 $C94 $C95
00A9: set_car $C70 to_normal_driver
0175: set_car $C70 z_angle_to $C9F
00A5: $C71 = create_car #CADDY at $C96 $C97 $C98
00A9: set_car $C71 to_normal_driver
0175: set_car $C71 z_angle_to $CA0
00A5: $C72 = create_car #CADDY at $C99 $C9A $C9B
00A9: set_car $C72 to_normal_driver
0175: set_car $C72 z_angle_to $CA1
00A5: $C73 = create_car #CADDY at $C9C $C9D $C9E
00A9: set_car $C73 to_normal_driver
0175: set_car $C73 z_angle_to $CA2
00A5: $C74 = create_car #CADDY at $C84 $C85 $C86
0129: $C5D = create_actor  21 #SPECIAL01 in_car $C74 driverseat
0243: set_actor $C5D ped_stats_to  16
00A9: set_car $C74 to_normal_driver
0175: set_car $C74 z_angle_to $C87
00A5: $C62 = create_car #CADDY at  96.9997  301.46  19.448
03CB: set_camera  109.9577  573.5403  16.59207
0001: wait  500 ms
016A: fade  1 (back)  1000 ms
015F: set_camera_position  108.7098  563.4672  16.37469  0.0  0.0  0.0
0160: point_camera  107.7731  563.7946  16.25006  2
0006:  16@ =  0  ;; integer values

:Label0785FD
00D6: if  0
001B:    3000 >  16@  ;; integer values
004D: jump_if_false £Label07864A
0001: wait  0 ms
00BC: text_highpriority "TEX1_0"  10000 ms  2  ;; ~g~The target is at the driving range enjoying a game of golf. Make sure it's his last.
00D6: if  1
00E1:   key_pressed  0  16
0019:    16@ >  1000  ;; integer values
004D: jump_if_false £Label078643
0002: jump £Label0786D3

:Label078643
0002: jump £Label0785FD

:Label07864A
015F: set_camera_position  82.77916  583.3534  18.74928  0.0  0.0  0.0
0160: point_camera  81.94122  582.8141  18.66525  2
0006:  16@ =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $C5E dead
004D: jump_if_false £Label07869D
0372: set_actor $C5E anim  33 wait_state_time -1 ms

:Label07869D
00D6: if  0
001B:    2500 >  16@  ;; integer values
004D: jump_if_false £Label0786D3
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0786CC
0002: jump £Label0786D3

:Label0786CC
0002: jump £Label07869D

:Label0786D3
0395: clear_area  0 at  100.1102  254.2736 range  20.7242  1.0
03D5: remove_text "TEX1_0"  ;; ~g~The target is at the driving range enjoying a game of golf. Make sure it's his last.
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D6: if  0
8118:   NOT   actor $C5E dead
004D: jump_if_false £Label078712
0372: set_actor $C5E anim  0 wait_state_time  100 ms

:Label078712
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $CAB =  2  ;; integer values

:Label078724
00D6: if  0
0038:   $CAB ==  2  ;; integer values
004D: jump_if_false £Label0789C7
00D6: if  0
8118:   NOT   actor $C59 dead
004D: jump_if_false £Label07895D
00D6: if  0
0038:   $CD6 ==  0  ;; integer values
004D: jump_if_false £Label078778
00D6: if  0
0038:   $CE1 ==  1  ;; integer values
004D: jump_if_false £Label078778
0004: $CD6 =  2  ;; integer values
0004: $CD7 =  0  ;; integer values

:Label078778
00D6: if  0
0038:   $CD6 ==  0  ;; integer values
004D: jump_if_false £Label0787AA
00D6: if  0
0038:   $CE1 ==  2  ;; integer values
004D: jump_if_false £Label0787AA
0004: $CD6 =  3  ;; integer values
0004: $CD7 =  0  ;; integer values

:Label0787AA
00D6: if  0
0038:   $CD6 ==  2  ;; integer values
004D: jump_if_false £Label078880
00D6: if  0
0038:   $CD7 ==  0  ;; integer values
004D: jump_if_false £Label0787E8
03CF: load_wav "TEX1_5" as  1
0004: $CD7 =  1  ;; integer values
0002: jump £Label078880

:Label0787E8
00D6: if  0
0038:   $CD7 ==  1  ;; integer values
004D: jump_if_false £Label078810
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label078810
0004: $CD7 =  2  ;; integer values

:Label078810
00D6: if  0
0038:   $CD7 ==  2  ;; integer values
004D: jump_if_false £Label07883C
00BC: text_highpriority "TEX1_9"  5000 ms  1  ;; Get him!
03D1: play_wav  1
0004: $CD7 =  3  ;; integer values

:Label07883C
00D6: if  0
0038:   $CD7 ==  3  ;; integer values
004D: jump_if_false £Label078880
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label078880
0004: $CD7 =  0  ;; integer values
0004: $CD6 =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "TEX1_9"  ;; Get him!
0004: $CE1 =  2  ;; integer values

:Label078880
00D6: if  0
0038:   $CD6 ==  3  ;; integer values
004D: jump_if_false £Label078956
00D6: if  0
0038:   $CD7 ==  0  ;; integer values
004D: jump_if_false £Label0788BE
03CF: load_wav "TEX1_6" as  1
0004: $CD7 =  1  ;; integer values
0002: jump £Label078956

:Label0788BE
00D6: if  0
0038:   $CD7 ==  1  ;; integer values
004D: jump_if_false £Label0788E6
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0788E6
0004: $CD7 =  2  ;; integer values

:Label0788E6
00D6: if  0
0038:   $CD7 ==  2  ;; integer values
004D: jump_if_false £Label078912
00BC: text_highpriority "TEX1_10"  5000 ms  1  ;; Kill that Psycho!
03D1: play_wav  1
0004: $CD7 =  3  ;; integer values

:Label078912
00D6: if  0
0038:   $CD7 ==  3  ;; integer values
004D: jump_if_false £Label078956
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label078956
0004: $CD7 =  0  ;; integer values
0004: $CD6 =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "TEX1_10"  ;; Kill that Psycho!
0004: $CE1 =  3  ;; integer values

:Label078956
0002: jump £Label0789C7

:Label07895D
00D6: if  0
0038:   $CD6 ==  2  ;; integer values
004D: jump_if_false £Label078992
0004: $CD7 =  0  ;; integer values
0004: $CD6 =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "TEX1_9"  ;; Get him!
0004: $CE1 =  2  ;; integer values

:Label078992
00D6: if  0
0038:   $CD6 ==  3  ;; integer values
004D: jump_if_false £Label0789C7
0004: $CD7 =  0  ;; integer values
0004: $CD6 =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "TEX1_10"  ;; Kill that Psycho!
0004: $CE1 =  3  ;; integer values

:Label0789C7
00D6: if  0
0038:   $CAB ==  2  ;; integer values
004D: jump_if_false £Label078A4A
00D6: if  0
0038:   $CC1 ==  0  ;; integer values
004D: jump_if_false £Label078A4A
00D6: if  0
0019:    16@ >  1500  ;; integer values
004D: jump_if_false £Label078A17
00D6: if  0
8118:   NOT   actor $C5E dead
004D: jump_if_false £Label078A17
0372: set_actor $C5E anim  33 wait_state_time -1 ms

:Label078A17
00D6: if  0
0019:    16@ >  4000  ;; integer values
004D: jump_if_false £Label078A4A
00D6: if  0
8118:   NOT   actor $C5E dead
004D: jump_if_false £Label078A4A
0372: set_actor $C5E anim  0 wait_state_time  100 ms
0006:  16@ =  0  ;; integer values

:Label078A4A
00D6: if  0
8118:   NOT   actor $C5E dead
004D: jump_if_false £Label078F90
00D6: if  0
0038:   $CAB ==  2  ;; integer values
004D: jump_if_false £Label078F90
00D6: if  0
0038:   $CC1 ==  0  ;; integer values
004D: jump_if_false £Label078AE4
00D6: if  21
00FB:   player $PLAYER_CHAR  0 ()near_actor $C5E radius  9.5  9.5  1.0
0038:   $CC4 ==  1  ;; integer values
004D: jump_if_false £Label078AE4
0372: set_actor $C5E anim  0 wait_state_time  100 ms
0239: actor $C5E run_to  86.645  584.7784
0004: $CD6 =  1  ;; integer values
0004: $CC1 =  1  ;; integer values
0004: $CC4 =  1  ;; integer values
0006:  17@ =  0  ;; integer values
0006:  16@ =  0  ;; integer values

:Label078AE4
00D6: if  0
0038:   $CD6 ==  1  ;; integer values
004D: jump_if_false £Label078C0D
00D6: if  0
8118:   NOT   actor $C5E dead
004D: jump_if_false £Label078BD1
00D6: if  0
0038:   $CD7 ==  0  ;; integer values
004D: jump_if_false £Label078B32
03CF: load_wav "TEX1_1" as  1
0004: $CD7 =  1  ;; integer values
0002: jump £Label078BCA

:Label078B32
00D6: if  0
0038:   $CD7 ==  1  ;; integer values
004D: jump_if_false £Label078B5A
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label078B5A
0004: $CD7 =  2  ;; integer values

:Label078B5A
00D6: if  0
0038:   $CD7 ==  2  ;; integer values
004D: jump_if_false £Label078B86
00BC: text_highpriority "TEX1_3"  5000 ms  1  ;; Who's this guy? Boys, deal with him.
03D1: play_wav  1
0004: $CD7 =  3  ;; integer values

:Label078B86
00D6: if  0
0038:   $CD7 ==  3  ;; integer values
004D: jump_if_false £Label078BCA
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label078BCA
0004: $CD7 =  0  ;; integer values
040D: unload_wav  1
03D5: remove_text "TEX1_3"  ;; Who's this guy? Boys, deal with him.
0004: $CD6 =  0  ;; integer values
0004: $CE1 =  1  ;; integer values

:Label078BCA
0002: jump £Label078C0D

:Label078BD1
00D6: if  0
0038:   $CD6 ==  1  ;; integer values
004D: jump_if_false £Label078C0D
040D: unload_wav  1
03D5: remove_text "TEX1_3"  ;; Who's this guy? Boys, deal with him.
0004: $CC1 =  1  ;; integer values
0004: $CD7 =  0  ;; integer values
0004: $CD6 =  0  ;; integer values
0004: $CE1 =  1  ;; integer values

:Label078C0D
00D6: if  0
0038:   $CC1 ==  1  ;; integer values
004D: jump_if_false £Label078C5D
00D6: if  0
00FF:   actor $C5E  0 ()near_point_on_foot  86.645  584.7784  13.3303 radius  7.0  7.0  2.0
004D: jump_if_false £Label078C5D
0004: $CC1 =  2  ;; integer values
0050: gosub £Label079C38

:Label078C5D
00D6: if  0
0038:   $CC1 ==  2  ;; integer values
004D: jump_if_false £Label078F90
00D6: if  0
0038:   $CC0 ==  1  ;; integer values
004D: jump_if_false £Label078D51
00D6: if  0
044B: (unknown) $C5E 
004D: jump_if_false £Label078C9F
0050: gosub £Label079C38
0002: jump £Label078D51

:Label078C9F
00D6: if  0
8119:   NOT   car $CAD wrecked
004D: jump_if_false £Label078D51
00D6: if  0
0448:   actor $C5E in_car $CAD
004D: jump_if_false £Label078CED
00AD: set_car $CAD max_speed_to  22.0
00AE: unknown_set_car $CAD to_ignore_traffic_lights  2
00A8: set_car $CAD to_psycho_driver
0006:  16@ =  0  ;; integer values
0004: $CC0 =  3  ;; integer values
0002: jump £Label078D51

:Label078CED
00D6: if  0
8203:   NOT   actor $C5E near_car_on_foot $CAD radius  35.0  35.0 unknown  0
004D: jump_if_false £Label078D13
0050: gosub £Label079C38

:Label078D13
00D6: if  0
8119:   NOT   car $CAD wrecked
004D: jump_if_false £Label078D51
00D6: if  1
00DC:   player $PLAYER_CHAR driving $CAD
8203:   NOT   actor $C5E near_car_on_foot $CAD radius  5.0  5.0 unknown  0
004D: jump_if_false £Label078D51
0050: gosub £Label079C38

:Label078D51
00D6: if  0
0038:   $CC0 ==  3  ;; integer values
004D: jump_if_false £Label078D8D
00D6: if  0
8119:   NOT   car $CAD wrecked
004D: jump_if_false £Label078D8D
00D6: if  0
80DB:   NOT   actor $C5E in_car $CAD
004D: jump_if_false £Label078D8D
0050: gosub £Label079C38

:Label078D8D
00D6: if  0
0038:   $CC0 ==  4  ;; integer values
004D: jump_if_false £Label078DDE
00D6: if  0
0019:    17@ >  1000  ;; integer values
004D: jump_if_false £Label078DDE
00D6: if  0
8118:   NOT   actor $C5E dead
004D: jump_if_false £Label078DD7
009E: set_actor $C5E path $C75 $C76 $C77 unknown  2.0  1

:Label078DD7
0006:  17@ =  0  ;; integer values

:Label078DDE
00D6: if  0
0038:   $CC0 ==  4  ;; integer values
004D: jump_if_false £Label078E1D
00D6: if  0
00EC:   actor $C5E  0 ()near_point  96.0986  265.837 radius  27.0  27.0
004D: jump_if_false £Label078E1D
0004: $CC0 =  5  ;; integer values

:Label078E1D
00D6: if  0
0038:   $CC0 ==  3  ;; integer values
004D: jump_if_false £Label078E7B
00D6: if  0
0019:    16@ >  75000  ;; integer values
004D: jump_if_false £Label078E7B
00D6: if  0
8119:   NOT   car $CAD wrecked
004D: jump_if_false £Label078E7B
00D6: if  0
0448:   actor $C5E in_car $CAD
004D: jump_if_false £Label078E7B
00A7: car $CAD drive_to  88.973  280.344  21.39544

:Label078E7B
00D6: if  0
0038:   $CC0 ==  3  ;; integer values
004D: jump_if_false £Label078ED6
00D6: if  0
00EC:   actor $C5E  0 ()near_point  96.0986  265.837 radius  27.0  27.0
004D: jump_if_false £Label078ED6
00D6: if  0
00DF:   actor $C5E driving
004D: jump_if_false £Label078ED6
03E2: actor $C5E exit_car
0319: set_actor $C5E wander_state_to  1 (off)
0004: $CC0 =  5  ;; integer values

:Label078ED6
00D6: if  0
0038:   $CC0 ==  5  ;; integer values
004D: jump_if_false £Label078F37
00D6: if  0
8118:   NOT   actor $C5E dead
004D: jump_if_false £Label078F37
00D6: if  0
80DF:   NOT   actor $C5E driving
004D: jump_if_false £Label078F37
00D6: if  0
0019:    16@ >  1000  ;; integer values
004D: jump_if_false £Label078F37
009E: set_actor $C5E path $C6D $C6E $C6F unknown  1.0  1
0006:  16@ =  0  ;; integer values

:Label078F37
00D6: if  0
0038:   $CC0 ==  5  ;; integer values
004D: jump_if_false £Label078F90
00D6: if  0
0038:   $CDE ==  0  ;; integer values
004D: jump_if_false £Label078F90
00D6: if  0
8118:   NOT   actor $38D dead
004D: jump_if_false £Label078F72
0223: set_actor $38D health_to  89

:Label078F72
00D6: if  0
8118:   NOT   actor $38E dead
004D: jump_if_false £Label078F89
0223: set_actor $38E health_to  89

:Label078F89
0004: $CDE =  1  ;; integer values

:Label078F90
00D6: if  0
0038:   $CBB ==  0  ;; integer values
004D: jump_if_false £Label079012
00D6: if  0
8118:   NOT   actor $C59 dead
004D: jump_if_false £Label079012
00D6: if  24
00FB:   player $PLAYER_CHAR  0 ()near_actor $C59 radius  10.0  10.0  .6
0038:   $CC4 ==  1  ;; integer values
0118:   actor $C5A dead
0118:   actor $C5B dead
0118:   actor $C5C dead
004D: jump_if_false £Label079012
0372: set_actor $C59 anim  0 wait_state_time  0 ms
0243: set_actor $C59 ped_stats_to  16
011A: set_actor $C59 flags  1
01CA: actor $C59 kill_player $PLAYER_CHAR
0004: $CBB =  1  ;; integer values

:Label079012
00D6: if  0
0038:   $CBC ==  0  ;; integer values
004D: jump_if_false £Label079094
00D6: if  0
8118:   NOT   actor $C5A dead
004D: jump_if_false £Label079094
00D6: if  24
00FB:   player $PLAYER_CHAR  0 ()near_actor $C5A radius  10.0  10.0  .6
0038:   $CC4 ==  1  ;; integer values
0118:   actor $C59 dead
0118:   actor $C5B dead
0118:   actor $C5C dead
004D: jump_if_false £Label079094
0372: set_actor $C5A anim  0 wait_state_time  0 ms
0243: set_actor $C5A ped_stats_to  16
011A: set_actor $C5A flags  1
01CA: actor $C5A kill_player $PLAYER_CHAR
0004: $CBC =  1  ;; integer values

:Label079094
00D6: if  0
0038:   $CBD ==  0  ;; integer values
004D: jump_if_false £Label07911D
00D6: if  0
8118:   NOT   actor $C5B dead
004D: jump_if_false £Label07911D
00D6: if  24
00FB:   player $PLAYER_CHAR  0 ()near_actor $C5B radius  5.0  5.0  .6
0038:   $CC4 ==  1  ;; integer values
0118:   actor $C59 dead
0118:   actor $C5A dead
0118:   actor $C5C dead
004D: jump_if_false £Label07911D
0004: $CC4 =  1  ;; integer values
0372: set_actor $C5B anim  0 wait_state_time  0 ms
0243: set_actor $C5B ped_stats_to  16
011A: set_actor $C5B flags  1
01CA: actor $C5B kill_player $PLAYER_CHAR
0004: $CBD =  1  ;; integer values

:Label07911D
00D6: if  0
0038:   $CBE ==  0  ;; integer values
004D: jump_if_false £Label0791A6
00D6: if  0
8118:   NOT   actor $C5C dead
004D: jump_if_false £Label0791A6
00D6: if  24
00FB:   player $PLAYER_CHAR  0 ()near_actor $C5C radius  5.0  5.0  .6
0038:   $CC4 ==  1  ;; integer values
0118:   actor $C59 dead
0118:   actor $C5A dead
0118:   actor $C5B dead
004D: jump_if_false £Label0791A6
0372: set_actor $C5C anim  0 wait_state_time  0 ms
0243: set_actor $C5C ped_stats_to  16
011A: set_actor $C5C flags  1
01CA: actor $C5C kill_player $PLAYER_CHAR
0004: $CC4 =  1  ;; integer values
0004: $CBE =  1  ;; integer values

:Label0791A6
00D6: if  0
0038:   $CAB ==  2  ;; integer values
004D: jump_if_false £Label079213
00D6: if  0
02AD:   player $PLAYER_CHAR in_area  64.8222  613.6588  96.7488  550.3496 radius  20.0 sphere  0
004D: jump_if_false £Label079213
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label079213
00D6: if  0
0038:   $CE2 ==  0  ;; integer values
004D: jump_if_false £Label079213
0004: $CC4 =  1  ;; integer values
0004: $CE2 =  1  ;; integer values

:Label079213
00D6: if  0
0038:   $CBA ==  0  ;; integer values
004D: jump_if_false £Label07930A
00D6: if  0
8118:   NOT   actor $C5E dead
004D: jump_if_false £Label07930A
00D6: if  0
8118:   NOT   actor $C5D dead
004D: jump_if_false £Label07930A
00D6: if  0
8119:   NOT   car $C74 wrecked
004D: jump_if_false £Label07930A
00D6: if  0
00DB:   actor $C5D in_car $C74
004D: jump_if_false £Label0792F4
00D6: if  0
8104:   NOT   actor $C5D near_actor $C5E radius  30.0  30.0  30.0 sphere  0
004D: jump_if_false £Label0792ED
00D6: if  22
00FB:   player $PLAYER_CHAR  0 ()near_actor $C5D radius  25.0  25.0  6.0
0038:   $CC4 ==  1  ;; integer values
80EC:   NOT   actor $C5D  0 ()near_point $C84 $C85 radius  1.5  1.5
004D: jump_if_false £Label0792ED
00AD: set_car $C74 max_speed_to  24.0
00AF: set_car $C74 driver_behaviour_to  2
0004: $CBA =  1  ;; integer values
0004: $CC4 =  1  ;; integer values

:Label0792ED
0002: jump £Label07930A

:Label0792F4
01CA: actor $C5D kill_player $PLAYER_CHAR
0004: $CBA =  1  ;; integer values
0004: $CC4 =  1  ;; integer values

:Label07930A
00D6: if  0
0038:   $CBA ==  1  ;; integer values
004D: jump_if_false £Label079386
00D6: if  0
8118:   NOT   actor $C5D dead
004D: jump_if_false £Label079357
00D6: if  0
00EE:   actor $C5D  0 ()near_point_in_car  96.0986  265.837 radius  35.0  35.0
004D: jump_if_false £Label079357
03E2: actor $C5D exit_car

:Label079357
00D6: if  0
8118:   NOT   actor $C5D dead
004D: jump_if_false £Label079386
00D6: if  0
80DF:   NOT   actor $C5D driving
004D: jump_if_false £Label079386
01CA: actor $C5D kill_player $PLAYER_CHAR
0004: $CBA =  2  ;; integer values

:Label079386
00D6: if  0
0038:   $CD5 ==  0  ;; integer values
004D: jump_if_false £Label079409
00D6: if  0
0018:   $CC1 >  0  ;; integer values
004D: jump_if_false £Label079409
0395: clear_area  0 at  102.908  246.514 range  21.6  3.0
00A5: $C6C = create_car #GREENWOO at  102.111  248.316  21.5
0175: set_car $C6C z_angle_to  290.299
0129: $C6B = create_actor  21 #SPECIAL02 in_car $C6C driverseat
0243: set_actor $C6B ped_stats_to  16
00A9: set_car $C6C to_normal_driver
02AA: set_car $C6C immune_to_nonplayer  1
0004: $CD5 =  1  ;; integer values

:Label079409
00D6: if  0
0038:   $CC0 ==  5  ;; integer values
004D: jump_if_false £Label07950B
00D6: if  0
8118:   NOT   actor $C5E dead
004D: jump_if_false £Label07950B
00D6: if  0
8119:   NOT   car $C6C wrecked
004D: jump_if_false £Label0794FC
00D6: if  0
00ED:   actor $C5E  0 ()near_point_on_foot $C6D $C6E radius  5.0  5.0
004D: jump_if_false £Label0794F5
00D6: if  0
0202:   actor $C5E near_car $C6C radius  20.0  20.0 unknown  0
004D: jump_if_false £Label0794E6
00D6: if  0
8118:   NOT   actor $C6B dead
004D: jump_if_false £Label0794D1
00D6: if  0
0448:   actor $C6B in_car $C6C
004D: jump_if_false £Label0794BC
01D4: actor $C5E go_to_car $C6C and_enter_it_as_a_passenger
0004: $CD1 =  1  ;; integer values
0004: $CC0 =  6  ;; integer values
0002: jump £Label0794CA

:Label0794BC
0004: $CD2 =  1  ;; integer values
0004: $CC0 =  6  ;; integer values

:Label0794CA
0002: jump £Label0794DF

:Label0794D1
0004: $CD2 =  1  ;; integer values
0004: $CC0 =  6  ;; integer values

:Label0794DF
0002: jump £Label0794F5

:Label0794E6
01D0: actor $C5E avoid_player $PLAYER_CHAR
0004: $CC0 =  6  ;; integer values

:Label0794F5
0002: jump £Label07950B

:Label0794FC
01D0: actor $C5E avoid_player $PLAYER_CHAR
0004: $CC0 =  6  ;; integer values

:Label07950B
00D6: if  0
0038:   $CD1 ==  1  ;; integer values
004D: jump_if_false £Label07969E
00D6: if  0
8118:   NOT   actor $C5E dead
004D: jump_if_false £Label07969E
00D6: if  0
0038:   $CD3 ==  0  ;; integer values
004D: jump_if_false £Label0795D3
00D6: if  0
8119:   NOT   car $C6C wrecked
004D: jump_if_false £Label0795D3
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $C6C
004D: jump_if_false £Label0795CB
00D6: if  0
8118:   NOT   actor $C6B dead
004D: jump_if_false £Label0795C4
00D6: if  0
0448:   actor $C6B in_car $C6C
004D: jump_if_false £Label0795C4
00D6: if  0
0448:   actor $C5E in_car $C6C
004D: jump_if_false £Label0795C4
00AD: set_car $C6C max_speed_to  26.5
00AE: unknown_set_car $C6C to_ignore_traffic_lights  2
00A7: car $C6C drive_to  18.47 -1420.258  10.318
0004: $CD3 =  1  ;; integer values

:Label0795C4
0002: jump £Label0795D3

:Label0795CB
01D0: actor $C5E avoid_player $PLAYER_CHAR

:Label0795D3
00D6: if  21
0038:   $CD3 ==  1  ;; integer values
0038:   $CD3 ==  2  ;; integer values
004D: jump_if_false £Label079604
00D6: if  0
80DF:   NOT   actor $C5E driving
004D: jump_if_false £Label079604
01D0: actor $C5E avoid_player $PLAYER_CHAR

:Label079604
00D6: if  0
0038:   $CD3 ==  1  ;; integer values
004D: jump_if_false £Label07969E
00D6: if  0
8119:   NOT   car $C6C wrecked
004D: jump_if_false £Label07969E
00D6: if  0
8118:   NOT   actor $C6B dead
004D: jump_if_false £Label07969E
00D6: if  0
0448:   actor $C6B in_car $C6C
004D: jump_if_false £Label07969E
00D6: if  0
8118:   NOT   actor $C5E dead
004D: jump_if_false £Label07969E
00D6: if  0
0448:   actor $C5E in_car $C6C
004D: jump_if_false £Label07969E
00D6: if  0
01AD:   car $C6C  0 ()near_point  18.47 -1420.258  15.0  15.0
004D: jump_if_false £Label07969E
00A8: set_car $C6C to_psycho_driver
0004: $CD3 =  2  ;; integer values

:Label07969E
00D6: if  0
0038:   $CD2 ==  1  ;; integer values
004D: jump_if_false £Label079841
00D6: if  0
8118:   NOT   actor $C5E dead
004D: jump_if_false £Label079841
00D6: if  0
0038:   $CD4 ==  0  ;; integer values
004D: jump_if_false £Label079739
00D6: if  0
80DF:   NOT   actor $C5E driving
004D: jump_if_false £Label079739
00D6: if  0
8119:   NOT   car $C6C wrecked
004D: jump_if_false £Label079731
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $C6C
004D: jump_if_false £Label079722
01D5: actor $C5E go_to_and_drive_car $C6C
0319: set_actor $C5E wander_state_to  1 (off)
0004: $CD4 =  1  ;; integer values
0002: jump £Label07972A

:Label079722
01D0: actor $C5E avoid_player $PLAYER_CHAR

:Label07972A
0002: jump £Label079739

:Label079731
01D0: actor $C5E avoid_player $PLAYER_CHAR

:Label079739
00D6: if  0
0038:   $CD4 ==  1  ;; integer values
004D: jump_if_false £Label0797A9
00D6: if  0
8119:   NOT   car $C6C wrecked
004D: jump_if_false £Label0797A9
00D6: if  0
00DB:   actor $C5E in_car $C6C
004D: jump_if_false £Label0797A1
00AD: set_car $C6C max_speed_to  24.0
00AE: unknown_set_car $C6C to_ignore_traffic_lights  2
00A7: car $C6C drive_to  18.47 -1420.258  10.318
0004: $CD4 =  2  ;; integer values
0002: jump £Label0797A9

:Label0797A1
01D0: actor $C5E avoid_player $PLAYER_CHAR

:Label0797A9
00D6: if  0
0038:   $CD4 ==  2  ;; integer values
004D: jump_if_false £Label079810
00D6: if  0
8119:   NOT   car $C6C wrecked
004D: jump_if_false £Label079810
00D6: if  0
0448:   actor $C5E in_car $C6C
004D: jump_if_false £Label079810
00D6: if  0
01AD:   car $C6C  0 ()near_point  18.47 -1420.258  15.0  15.0
004D: jump_if_false £Label079810
00A8: set_car $C6C to_psycho_driver
0004: $CD4 =  3  ;; integer values

:Label079810
00D6: if  21
0038:   $CD4 ==  2  ;; integer values
0038:   $CD4 ==  3  ;; integer values
004D: jump_if_false £Label079841
00D6: if  0
80DF:   NOT   actor $C5E driving
004D: jump_if_false £Label079841
01D0: actor $C5E avoid_player $PLAYER_CHAR

:Label079841
00D6: if  0
8118:   NOT   actor $C6B dead
004D: jump_if_false £Label079870
00D6: if  0
80DF:   NOT   actor $C6B driving
004D: jump_if_false £Label079870
01CC: actor $C6B kill_player $PLAYER_CHAR
0319: set_actor $C6B wander_state_to  1 (off)

:Label079870
00D6: if  0
0038:   $CC0 ==  6  ;; integer values
004D: jump_if_false £Label0798EA
00D6: if  0
0038:   $CE3 ==  0  ;; integer values
004D: jump_if_false £Label0798EA
00D6: if  0
8121:   NOT   player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false £Label0798EA
01C3: remove_references_to_car $C70  ;; Like turning a car into any random car
01C3: remove_references_to_car $C71  ;; Like turning a car into any random car
01C3: remove_references_to_car $C72  ;; Like turning a car into any random car
01C3: remove_references_to_car $C73  ;; Like turning a car into any random car
01C3: remove_references_to_car $C62  ;; Like turning a car into any random car
01C3: remove_references_to_car $C74  ;; Like turning a car into any random car
01C2: remove_references_to_actor $C59  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $C5A  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $C5B  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $C5C  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $C5D  ;; Like turning an actor into a random pedestrian
0004: $CE3 =  1  ;; integer values

:Label0798EA
00D6: if  0
0118:   actor $C5E dead
004D: jump_if_false £Label079913
00D6: if  0
0018:   $CAB >  1  ;; integer values
004D: jump_if_false £Label079913
0002: jump £Label079992

:Label079913
00D6: if  0
0018:   $CC0 >  5  ;; integer values
004D: jump_if_false £Label07997A
00D6: if  0
8118:   NOT   actor $C5E dead
004D: jump_if_false £Label07997A
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $C5E radius  210.0  210.0
004D: jump_if_false £Label07997A
00D6: if  0
82CB:   NOT   actor $C5E bounding_sphere_visible
004D: jump_if_false £Label07997A
00BC: text_highpriority "TEX1_5"  5000 ms  1  ;; ~r~He got away!
0002: jump £Label079981

:Label07997A
0002: jump £Label077EFA

:Label079981
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label079992
0004: $PASSED_TEX1_FOUR_IRON =  1  ;; integer values
01E3: text_1number_styled "M_PASS"  500  5000 ms  1  ;; MISSION PASSED! $~1~
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  500
0318: set_latest_mission_passed "TEX_1"  ;; Four Iron
030C: set_mission_points +=  1
004F: create_thread ££Label00BD18 
055B: $507 = create_clothes_pickup  4 at  106.5  253.0  21.7
0004: $4F3 =  1  ;; integer values
004F: create_thread ££Label02B513 
0051: return

:Label0799F9
0004: $ONMISSION =  0  ;; integer values
04E2: $PLAYER_CHAR  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0249: release_model #WMYGO
0249: release_model #CADDY
0249: release_model #GOLFCLUB
0249: release_model #GREENWOO
0296: unload_special_actor  1
0296: unload_special_actor  2
0164: disable_marker $C63
0164: disable_marker $C5F
0164: disable_marker $C58
01B7: release_weather
040D: unload_wav  1
040D: unload_wav  2
00D6: if  0
0038:   $4FE ==  1  ;; integer values
004D: jump_if_false £Label079A6A
055B: $511 = create_clothes_pickup  1 at -384.5 -591.9  25.3

:Label079A6A
00D6: if  0
0038:   $4FD ==  1  ;; integer values
004D: jump_if_false £Label079A92
055B: $504 = create_clothes_pickup  1 at  226.4 -1265.6  20.1

:Label079A92
00D6: if  0
0038:   $514 ==  1  ;; integer values
004D: jump_if_false £Label079ABA
055B: $512 = create_clothes_pickup  1 at -820.2  1364.1  66.4

:Label079ABA
00D6: if  0
0038:   $4F1 ==  1  ;; integer values
004D: jump_if_false £Label079AE2
055B: $505 = create_clothes_pickup  2 at  97.5 -1133.6  10.4

:Label079AE2
00D6: if  0
0038:   $4F2 ==  1  ;; integer values
004D: jump_if_false £Label079B0A
055B: $506 = create_clothes_pickup  3 at  364.2  1086.1  19.0

:Label079B0A
00D6: if  0
0038:   $4F3 ==  1  ;; integer values
004D: jump_if_false £Label079B44
00D6: if  0
8038:   NOT   $PASSED_TEX1_FOUR_IRON ==  1  ;; integer values
004D: jump_if_false £Label079B44
055B: $507 = create_clothes_pickup  4 at  106.5  253.0  21.7

:Label079B44
00D6: if  0
0038:   $4F4 ==  1  ;; integer values
004D: jump_if_false £Label079B6C
055B: $508 = create_clothes_pickup  5 at -1024.5 -433.9  10.9

:Label079B6C
00D6: if  0
0038:   $4F5 ==  1  ;; integer values
004D: jump_if_false £Label079B94
055B: $509 = create_clothes_pickup  6 at  405.7 -485.6  12.3

:Label079B94
00D6: if  0
0038:   $4F6 ==  1  ;; integer values
004D: jump_if_false £Label079BBC
055B: $50A = create_clothes_pickup  8 at  414.3  1042.0  25.4

:Label079BBC
00D6: if  0
0038:   $4F7 ==  1  ;; integer values
004D: jump_if_false £Label079BE4
055B: $50B = create_clothes_pickup  9 at  158.3 -1275.9  10.6

:Label079BE4
00D6: if  0
0038:   $4F8 ==  1  ;; integer values
004D: jump_if_false £Label079C0C
055B: $50C = create_clothes_pickup  10 at -917.4  885.1  11.0

:Label079C0C
00D6: if  0
0038:   $4FC ==  1  ;; integer values
004D: jump_if_false £Label079C34
055B: $510 = create_clothes_pickup  7 at  465.3 -57.4  15.7

:Label079C34
00D8: mission_cleanup
0051: return

:Label079C38
00D6: if  0
8118:   NOT   actor $C5E dead
004D: jump_if_false £Label07A03B
0005: $CD0 =  99999.9  ;; floating-point values
0004: $CAD = -1  ;; integer values
00A0: store_actor $C5E position_to $CCC $CCD $CCE
00D6: if  0
8119:   NOT   car $C70 wrecked
004D: jump_if_false £Label079D41
00D6: if  0
82BF:   NOT   car $C70 sunk
004D: jump_if_false £Label079D41
046C: $CC3 = unknown_car $C70 driver
00D6: if  0
0038:   $CC3 == -1  ;; integer values
004D: jump_if_false £Label079D41
00D6: if  0
0203:   actor $C5E near_car_on_foot $C70 radius  35.0  35.0 unknown  0
004D: jump_if_false £Label079D41
00AA: store_car $C70 position_to $CC9 $CCA $CCB
0086: $CC5 = $CC9  ;; floating-point values only
0061: $CC5 -= $CCC  ;; floating-point values
0086: $CC6 = $CCA  ;; floating-point values only
0061: $CC6 -= $CCD  ;; floating-point values
0086: $CC8 = $CC5  ;; floating-point values only
0069: $CC8 *= $CC5  ;; floating-point values
0086: $CC7 = $CC6  ;; floating-point values only
0069: $CC7 *= $CC6  ;; floating-point values
0086: $CCF = $CC7  ;; floating-point values only
0059: $CCF += $CC8  ;; floating-point values
00D6: if  0
0024:   $CD0 > $CCF  ;; floating-point values only
004D: jump_if_false £Label079D41
0086: $CD0 = $CCF  ;; floating-point values only
0084: $CAD = $C70  ;; integer values and handles

:Label079D41
00D6: if  0
8119:   NOT   car $C71 wrecked
004D: jump_if_false £Label079E1B
00D6: if  0
82BF:   NOT   car $C71 sunk
004D: jump_if_false £Label079E1B
046C: $CC3 = unknown_car $C71 driver
00D6: if  0
0038:   $CC3 == -1  ;; integer values
004D: jump_if_false £Label079E1B
00D6: if  0
0203:   actor $C5E near_car_on_foot $C71 radius  35.0  35.0 unknown  0
004D: jump_if_false £Label079E1B
00AA: store_car $C71 position_to $CC9 $CCA $CCB
0086: $CC5 = $CC9  ;; floating-point values only
0061: $CC5 -= $CCC  ;; floating-point values
0086: $CC6 = $CCA  ;; floating-point values only
0061: $CC6 -= $CCD  ;; floating-point values
0086: $CC8 = $CC5  ;; floating-point values only
0069: $CC8 *= $CC5  ;; floating-point values
0086: $CC7 = $CC6  ;; floating-point values only
0069: $CC7 *= $CC6  ;; floating-point values
0086: $CCF = $CC7  ;; floating-point values only
0059: $CCF += $CC8  ;; floating-point values
00D6: if  0
0024:   $CD0 > $CCF  ;; floating-point values only
004D: jump_if_false £Label079E1B
0086: $CD0 = $CCF  ;; floating-point values only
0084: $CAD = $C71  ;; integer values and handles

:Label079E1B
00D6: if  0
8119:   NOT   car $C72 wrecked
004D: jump_if_false £Label079EF5
00D6: if  0
82BF:   NOT   car $C72 sunk
004D: jump_if_false £Label079EF5
046C: $CC3 = unknown_car $C72 driver
00D6: if  0
0038:   $CC3 == -1  ;; integer values
004D: jump_if_false £Label079EF5
00D6: if  0
0203:   actor $C5E near_car_on_foot $C72 radius  35.0  35.0 unknown  0
004D: jump_if_false £Label079EF5
00AA: store_car $C72 position_to $CC9 $CCA $CCB
0086: $CC5 = $CC9  ;; floating-point values only
0061: $CC5 -= $CCC  ;; floating-point values
0086: $CC6 = $CCA  ;; floating-point values only
0061: $CC6 -= $CCD  ;; floating-point values
0086: $CC8 = $CC5  ;; floating-point values only
0069: $CC8 *= $CC5  ;; floating-point values
0086: $CC7 = $CC6  ;; floating-point values only
0069: $CC7 *= $CC6  ;; floating-point values
0086: $CCF = $CC7  ;; floating-point values only
0059: $CCF += $CC8  ;; floating-point values
00D6: if  0
0024:   $CD0 > $CCF  ;; floating-point values only
004D: jump_if_false £Label079EF5
0086: $CD0 = $CCF  ;; floating-point values only
0084: $CAD = $C72  ;; integer values and handles

:Label079EF5
00D6: if  0
8119:   NOT   car $C73 wrecked
004D: jump_if_false £Label079FCF
00D6: if  0
82BF:   NOT   car $C73 sunk
004D: jump_if_false £Label079FCF
046C: $CC3 = unknown_car $C73 driver
00D6: if  0
0038:   $CC3 == -1  ;; integer values
004D: jump_if_false £Label079FCF
00D6: if  0
0203:   actor $C5E near_car_on_foot $C73 radius  35.0  35.0 unknown  0
004D: jump_if_false £Label079FCF
00AA: store_car $C73 position_to $CC9 $CCA $CCB
0086: $CC5 = $CC9  ;; floating-point values only
0061: $CC5 -= $CCC  ;; floating-point values
0086: $CC6 = $CCA  ;; floating-point values only
0061: $CC6 -= $CCD  ;; floating-point values
0086: $CC8 = $CC5  ;; floating-point values only
0069: $CC8 *= $CC5  ;; floating-point values
0086: $CC7 = $CC6  ;; floating-point values only
0069: $CC7 *= $CC6  ;; floating-point values
0086: $CCF = $CC7  ;; floating-point values only
0059: $CCF += $CC8  ;; floating-point values
00D6: if  0
0024:   $CD0 > $CCF  ;; floating-point values only
004D: jump_if_false £Label079FCF
0086: $CD0 = $CCF  ;; floating-point values only
0084: $CAD = $C73  ;; integer values and handles

:Label079FCF
00D6: if  21
0038:   $CAD == -1  ;; integer values
0018:   $CBF >  3  ;; integer values
004D: jump_if_false £Label07A01E
011C: actor $C5E clear_objective
009E: set_actor $C5E path $C75 $C76 $C77 unknown  15.0  1
0319: set_actor $C5E wander_state_to  1 (off)
0004: $CC0 =  4  ;; integer values
0006:  17@ =  0  ;; integer values
0002: jump £Label07A03B

:Label07A01E
01D5: actor $C5E go_to_and_drive_car $CAD
0319: set_actor $C5E wander_state_to  1 (off)
0004: $CC0 =  1  ;; integer values
0008: $CBF +=  1  ;; integer values

:Label07A03B
0051: return

;-------------Mission 19---------------
; Originally: Demolition Man


:Label07A03D
03A4: name_thread "SERG3"
0050: gosub £Label07A06B
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label07A062
0050: gosub £Label07F230

:Label07A062
0050: gosub £Label07FC0F
004E: end_thread

:Label07A06B
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0004: $43C =  1  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "SERG3"
058E: set_restart_mission_taxi_destination  252.7968 -230.9387  9.8638  333.9001
016A: fade  1 (back)  1500 ms
0005: $CE6 =  226.9151  ;; floating-point values
0005: $CE7 = -352.211  ;; floating-point values
0005: $CE8 =  9.9086  ;; floating-point values
0005: $CE9 =  79.9842  ;; floating-point values
0005: $D00 =  226.192  ;; floating-point values
0005: $D01 = -342.5692  ;; floating-point values
0005: $D02 =  10.3744  ;; floating-point values
0005: $D03 =  87.8676  ;; floating-point values
0005: $D0F =  229.8516  ;; floating-point values
0005: $D10 = -347.11  ;; floating-point values
0005: $D11 =  10.0998  ;; floating-point values
0005: $D12 =  229.8516  ;; floating-point values
0005: $D13 = -344.0284  ;; floating-point values
0005: $D14 =  10.1517  ;; floating-point values
0005: $D15 =  229.8516  ;; floating-point values
0005: $D16 = -341.11  ;; floating-point values
0005: $D17 =  10.56018  ;; floating-point values
0005: $D18 =  229.8516  ;; floating-point values
0005: $D19 = -338.11  ;; floating-point values
0005: $D1A =  10.46479  ;; floating-point values
0005: $D27 =  97.574  ;; floating-point values
0005: $D28 = -381.658  ;; floating-point values
0005: $D29 =  7.6407  ;; floating-point values
0005: $D2A =  156.5491  ;; floating-point values
0005: $D2B = -348.0284  ;; floating-point values
0005: $D2C =  16.8517  ;; floating-point values
0005: $D2D =  88.1474  ;; floating-point values
0005: $D2E = -361.8685  ;; floating-point values
0005: $D2F =  26.076  ;; floating-point values
0005: $D30 =  140.0079  ;; floating-point values
0005: $D31 = -383.1253  ;; floating-point values
0005: $D32 =  35.3172  ;; floating-point values
0004: $D4D =  0  ;; integer values
0004: $D4E =  0  ;; integer values
0004: $D4F =  0  ;; integer values
0004: $D50 =  0  ;; integer values
0004: $D51 =  0  ;; integer values
0004: $D52 =  0  ;; integer values
0004: $D53 =  0  ;; integer values
0004: $D54 =  0  ;; integer values
0004: $D55 =  0  ;; integer values
0004: $D3F =  0  ;; integer values
0004: $D48 =  0  ;; integer values
0004: $D40 =  0  ;; integer values
0004: $D41 =  0  ;; integer values
0004: $D42 =  0  ;; integer values
0004: $D43 =  0  ;; integer values
0004: $D44 =  0  ;; integer values
0004: $D45 =  0  ;; integer values
0004: $D46 =  0  ;; integer values
0004: $D47 =  0  ;; integer values
0004: $D49 =  0  ;; integer values
0004: $D4B =  0  ;; integer values
0004: $D4C =  0  ;; integer values
0004: $D62 =  0  ;; integer values
0004: $D63 =  0  ;; integer values
0004: $D64 =  0  ;; integer values
0004: $D65 =  0  ;; integer values
0004: $D66 =  0  ;; integer values
0004: $D67 =  0  ;; integer values
0004: $D68 =  0  ;; integer values
0004: $D6A =  0  ;; integer values
0004: $D6B =  0  ;; integer values
0004: $D6C =  0  ;; integer values
0004: $D6D =  0  ;; integer values
0004: $D69 =  0  ;; integer values
0004: $D83 =  0  ;; integer values
0004: $D6F =  0  ;; integer values
0004: $D56 =  0  ;; integer values
0004: $D70 =  0  ;; integer values
0004: $CEB =  4  ;; integer values
0004: $D81 =  0  ;; integer values
0004: $D71 =  0  ;; integer values
0004: $D72 =  0  ;; integer values
0004: $D73 =  0  ;; integer values
0004: $D74 =  0  ;; integer values
0004: $D75 =  0  ;; integer values
0004: $D76 =  0  ;; integer values
0004: $D77 =  0  ;; integer values
0004: $D78 =  0  ;; integer values
0004: $D82 =  0  ;; integer values
01B6: set_weather  4
02A3: toggle_widescreen  1 (on)
0395: clear_area  1 at  299.0 -205.0 range  10.5  5.0
0395: clear_area  1 at  305.0 -219.5 range  10.5  10.0
0055: put_player $PLAYER_CHAR at  299.0 -205.0  10.5
0171: set_player $PLAYER_CHAR z_angle_to  230.0
015F: set_camera_position  297.0 -204.7  13.0  0.0  0.0  0.0
0160: point_camera  318.5 -219.23  22.4  2
0247: request_model #STRETCH
03CB: set_camera  270.0 -218.0  13.4

:Label07A3DC
00D6: if  0
8248:   NOT   model #STRETCH available
004D: jump_if_false £Label07A3F7
0001: wait  0 ms
0002: jump £Label07A3DC

:Label07A3F7
0395: clear_area  1 at  306.9 -241.65 range  12.3  15.0
00A5: $642 = create_car #STRETCH at  306.9 -241.65  12.3
0229: set_car $642 color_to  0  0
0175: set_car $642 z_angle_to  0.0
016A: fade  1 (back)  1500 ms

:Label07A440
00D6: if  0
016B:   fading
004D: jump_if_false £Label07A458
0001: wait  0 ms
0002: jump £Label07A440

:Label07A458
00D6: if  0
8119:   NOT   car $642 wrecked
004D: jump_if_false £Label07A47C
04BA: set_car $642 speed_instantly  15.0
0477: unknown_car $642  8  8000

:Label07A47C
0006:  16@ =  0  ;; integer values

:Label07A483
00D6: if  0
001B:    1000 >  16@  ;; integer values
004D: jump_if_false £Label07A4A1
0001: wait  0 ms
0002: jump £Label07A483

:Label07A4A1
00D6: if  0
8119:   NOT   car $642 wrecked
004D: jump_if_false £Label07A4BA
0158: camera_on_vehicle $642  15  1

:Label07A4BA
0006:  16@ =  0  ;; integer values

:Label07A4C1
00D6: if  0
001B:    3000 >  16@  ;; integer values
004D: jump_if_false £Label07A4DF
0001: wait  0 ms
0002: jump £Label07A4C1

:Label07A4DF
00D6: if  0
8119:   NOT   car $642 wrecked
004D: jump_if_false £Label07A508
00AA: store_car $642 position_to $63F $640 $641
0211: actor $PLAYER_ACTOR walk_to $63F $640

:Label07A508
016A: fade  0 ()  1500 ms

:Label07A50F
00D6: if  0
016B:   fading
004D: jump_if_false £Label07A527
0001: wait  0 ms
0002: jump £Label07A50F

:Label07A527
00A6: destroy_car $642
0249: release_model #STRETCH
015A: restore_camera
011C: actor $PLAYER_ACTOR clear_objective
009F: set_actor $PLAYER_ACTOR objective_to-1
0006:  16@ =  0  ;; integer values
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSAVERY"
02F3: load_object #CUTOBJ01 "CS_LIMO"
038B: load_requested_models

:Label07A56B
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label07A589
0001: wait  0 ms
0002: jump £Label07A56B

:Label07A589
00D6: if  0
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false £Label07A5A4
0001: wait  0 ms
0002: jump £Label07A589

:Label07A5A4
02E4: load_cutscene_data "TEX_3"
0244: set_cutscene_pos  305.2 -211.9  11.3
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $95 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $95 "CSAVERY"
02E5: $D84 = create_cutscene_object #CUTOBJ01
0395: clear_area  1 at  265.129 -234.531 range  11.107  1.0
0055: put_player $PLAYER_CHAR at  265.129 -234.531  11.1013
0171: set_player $PLAYER_CHAR z_angle_to  78.21838
04E4: unknown_refresh_game_renderer_at  265.129 -234.531
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label07A64E
00D6: if  0
001A:    1378 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label07A671
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label07A64E

:Label07A671
00BC: text_highpriority "TEX3_A"  10000 ms  1  ;; Now look here, son. I got a problem and I reckon you could help me with it.

:Label07A680
00D6: if  0
001A:    6014 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label07A6A3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label07A680

:Label07A6A3
00BC: text_highpriority "TEX3_B"  10000 ms  1  ;; I'm no builder.

:Label07A6B2
00D6: if  0
001A:    7125 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label07A6D5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label07A6B2

:Label07A6D5
00BC: text_highpriority "TEX3_C"  10000 ms  1  ;; No, I was thinking more of your demolition skills.

:Label07A6E4
00D6: if  0
001A:    11052 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label07A707
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label07A6E4

:Label07A707
00BC: text_highpriority "TEX3_D"  10000 ms  1  ;; Now this here, this is the development as planned and this,

:Label07A716
00D6: if  0
001A:    15314 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label07A739
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label07A716

:Label07A739
00BC: text_highpriority "TEX3_E"  10000 ms  1  ;; this is the property that we're looking at.

:Label07A748
00D6: if  0
001A:    17674 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label07A76B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label07A748

:Label07A76B
00BC: text_highpriority "TEX3_F"  10000 ms  1  ;; You're trying to say this new office block is kind of in the way.

:Label07A77A
00D6: if  0
001A:    20508 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label07A79D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label07A77A

:Label07A79D
00BC: text_highpriority "TEX3_G"  10000 ms  1  ;; You catch on quick.

:Label07A7AC
00D6: if  0
001A:    22010 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label07A7CF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label07A7AC

:Label07A7CF
00BC: text_highpriority "TEX3_H"  10000 ms  1  ;; Now I'm going to head out of town for a while

:Label07A7DE
00D6: if  0
001A:    24331 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label07A801
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label07A7DE

:Label07A801
00BC: text_highpriority "TEX3_I"  10000 ms  1  ;; and if that office development were to face sudden and insurmountable structural problems, then I..

:Label07A810
00D6: if  0
001A:    30049 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label07A833
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label07A810

:Label07A833
00BC: text_highpriority "TEX3_J"  10000 ms  1  ;; As a civil minded individual you'd feel obliged to step in and

:Label07A842
00D6: if  0
001A:    33978 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label07A867
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label07A842

:Label07A867
00BC: text_highpriority "TEX3_K"  10000 ms  1  ;; save the rejuvenation of an important area of the city?

:Label07A876
00D6: if  0
001A:    37030 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label07A89B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label07A876

:Label07A89B
00BC: text_highpriority "TEX3_L"  10000 ms  1  ;; Where can I get more guys like you?

:Label07A8AA
00D6: if  0
001A:    39030 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label07A8CF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label07A8AA

:Label07A8CF
00BE: text_clear_all
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label07A8DA
00D6: if  0
016B:   fading
004D: jump_if_false £Label07A8F2
0001: wait  0 ms
0002: jump £Label07A8DA

:Label07A8F2
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
01B7: release_weather
04BB: select_interiour  0  ;; select render area
016A: fade  1 (back)  1500 ms
0247: request_model -124 (DYNAMITE)
0247: request_model #TOPFUN
0247: request_model #WMYCW
0247: request_model #HAMMER
0247: request_model #RCGOBLIN
0247: request_model -125 (BARREL2)
0247: request_model #GDA
0247: request_model #COLT45

:Label07A938
00D6: if  25
8248:   NOT   model -124 (DYNAMITE) available
8248:   NOT   model #HAMMER available
8248:   NOT   model #WMYCW available
8248:   NOT   model #TOPFUN available
8248:   NOT   model -125 (BARREL2) available
8248:   NOT   model #COLT45 available
004D: jump_if_false £Label07A969
0001: wait  0 ms
0002: jump £Label07A938

:Label07A969
00D6: if  0
8248:   NOT   model #GDA available
004D: jump_if_false £Label07A983
0001: wait  0 ms
0002: jump £Label07A969

:Label07A983
048A:  0
0395: clear_area  0 at $CE6 $CE7 range $CE8  35.0
00A5: $CEC = create_car #TOPFUN at $CE6 $CE7 $CE8
0004: $D81 =  1  ;; integer values
0175: set_car $CEC z_angle_to $CE9
0186: $CEA = create_marker_above_car $CEC
00BC: text_highpriority "TEX3_16"  7000 ms  2  ;; ~g~Get to the ~w~TOPFUN ~g~van near the building site to be demolished.
022B: create_forbidden_for_peds_cube  208.6046 -355.3371 -5.5941  248.6443 -338.1352  12.9291
0519: unknown_car $CEC flag  1

:Label07A9F7
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $CEC wrecked
004D: jump_if_false £Label07AA43
00D6: if  0
0442:   player $PLAYER_CHAR in_car $CEC
004D: jump_if_false £Label07AA43
00D6: if  0
0038:   $D70 ==  0  ;; integer values
004D: jump_if_false £Label07AA43
020A: set_car $CEC door_status_to  2
0001: wait  1000 ms
0004: $D70 =  1  ;; integer values

:Label07AA43
00D6: if  0
8119:   NOT   car $CEC wrecked
004D: jump_if_false £Label07AA86
00D6: if  0
8442:   NOT   player $PLAYER_CHAR in_car $CEC
004D: jump_if_false £Label07AA86
00D6: if  0
0038:   $D70 ==  1  ;; integer values
004D: jump_if_false £Label07AA86
020A: set_car $CEC door_status_to  1
0004: $D70 =  0  ;; integer values

:Label07AA86
00D6: if  0
8119:   NOT   car $CEC wrecked
004D: jump_if_false £Label07B496
00D6: if  0
00DC:   player $PLAYER_CHAR driving $CEC
004D: jump_if_false £Label07B496
00D6: if  1
0038:   $D3F ==  0  ;; integer values
0038:   $D70 ==  1  ;; integer values
004D: jump_if_false £Label07B496
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0107: $D5E = create_object -125 (BARREL2) at  97.574 -381.658  7.9721
0107: $D5F = create_object -125 (BARREL2) at  156.5491 -348.0284  16.8517
0107: $D60 = create_object -125 (BARREL2) at  88.1474 -361.8685  26.076
0107: $D61 = create_object -125 (BARREL2) at  140.0079 -383.1253  35.3172
009A: $CEF = create_actor  4 #WMYCW at  121.4188 -371.5533  7.6307
01B2: give_actor $CEF weapon  7 ammo  1  ;; Load the weapon model before using this
0173: set_actor $CEF z_angle_to  189.9082
0319: set_actor $CEF wander_state_to  1 (off)
009A: $CF0 = create_actor  4 #WMYCW at  160.0738 -375.754  7.6307
01B2: give_actor $CF0 weapon  7 ammo  1  ;; Load the weapon model before using this
0173: set_actor $CF0 z_angle_to  268.8645
0319: set_actor $CF0 wander_state_to  1 (off)
009A: $CF1 = create_actor  4 #WMYCW at  116.1989 -348.1792  16.8494
01B2: give_actor $CF1 weapon  7 ammo  1  ;; Load the weapon model before using this
0173: set_actor $CF1 z_angle_to  288.6831
0319: set_actor $CF1 wander_state_to  1 (off)
009A: $CF2 = create_actor  4 #WMYCW at  117.5286 -348.1254  16.8494
01B2: give_actor $CF2 weapon  7 ammo  1  ;; Load the weapon model before using this
0173: set_actor $CF2 z_angle_to  110.9578
0319: set_actor $CF2 wander_state_to  1 (off)
03F9: make_actors $CF2 $CF1 converse_in  800000 ms
009A: $CF3 = create_actor  4 #WMYCW at  160.1008 -356.3203  16.8517
01B2: give_actor $CF3 weapon  7 ammo  1  ;; Load the weapon model before using this
0173: set_actor $CF3 z_angle_to  277.8673
0319: set_actor $CF3 wander_state_to  1 (off)
0372: set_actor $CF3 anim  25 wait_state_time  300000 ms
009A: $CF4 = create_actor  4 #WMYCW at  160.3129 -375.7929  16.8517
01B2: give_actor $CF4 weapon  7 ammo  1  ;; Load the weapon model before using this
0173: set_actor $CF4 z_angle_to  261.674
0319: set_actor $CF4 wander_state_to  1 (off)
0372: set_actor $CF4 anim  25 wait_state_time  300000 ms
009A: $CF5 = create_actor  4 #WMYCW at  81.4138 -356.4398  26.076
01B2: give_actor $CF5 weapon  7 ammo  1  ;; Load the weapon model before using this
0173: set_actor $CF5 z_angle_to  87.3059
0319: set_actor $CF5 wander_state_to  1 (off)
0372: set_actor $CF5 anim  25 wait_state_time  300000 ms
009A: $CF6 = create_actor  4 #WMYCW at  81.5607 -354.9395  26.076
01B2: give_actor $CF6 weapon  7 ammo  1  ;; Load the weapon model before using this
0173: set_actor $CF6 z_angle_to  176.8125
0319: set_actor $CF6 wander_state_to  1 (off)
0372: set_actor $CF6 anim  19 wait_state_time  800000 ms
009A: $CF7 = create_actor  4 #GDA at  121.0359 -379.109  26.0805
01B2: give_actor $CF7 weapon  17 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $CF7 z_angle_to  15.4943
0319: set_actor $CF7 wander_state_to  1 (off)
0489: unknown_actor $CF7 flag  1
009A: $CF8 = create_actor  4 #WMYCW at  112.2413 -356.3021  35.3172
01B2: give_actor $CF8 weapon  7 ammo  1  ;; Load the weapon model before using this
0173: set_actor $CF8 z_angle_to  278.5729
0319: set_actor $CF8 wander_state_to  1 (off)
009A: $CF9 = create_actor  4 #WMYCW at  98.2973 -376.011  35.3172
01B2: give_actor $CF9 weapon  7 ammo  1  ;; Load the weapon model before using this
0173: set_actor $CF9 z_angle_to  76.4463
0319: set_actor $CF9 wander_state_to  1 (off)
009A: $CFA = create_actor  4 #WMYCW at  160.5181 -356.3491  35.3172
01B2: give_actor $CFA weapon  7 ammo  1  ;; Load the weapon model before using this
0173: set_actor $CFA z_angle_to  278.5729
0319: set_actor $CFA wander_state_to  1 (off)
009A: $CFB = create_actor  4 #WMYCW at  129.3469 -366.2533  35.3172
01B2: give_actor $CFB weapon  7 ammo  1  ;; Load the weapon model before using this
0173: set_actor $CFB z_angle_to  84.4686
0319: set_actor $CFB wander_state_to  1 (off)
009A: $CFC = create_actor  4 #GDA at  120.1059 -346.0308  35.3104
01B2: give_actor $CFC weapon  17 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $CFC z_angle_to  185.866
0319: set_actor $CFC wander_state_to  1 (off)
02E2: set_actor $CFC weapon_accuracy_to  80
0489: unknown_actor $CFC flag  1
009A: $CFD = create_actor  4 #GDA at  123.3658 -380.2271  35.3172
01B2: give_actor $CFD weapon  17 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $CFD z_angle_to  358.9169
0319: set_actor $CFD wander_state_to  1 (off)
0489: unknown_actor $CFD flag  1
009A: $CFE = create_actor  4 #GDA at  104.143 -346.1777  26.268
01B2: give_actor $CFE weapon  17 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $CFE z_angle_to  185.866
0319: set_actor $CFE wander_state_to  1 (off)
0489: unknown_actor $CFE flag  1
0164: disable_marker $CEA
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
01C0: $CEE = player $PLAYER_CHAR wanted_level
0110: clear_player $PLAYER_CHAR wanted_level
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
046E: unknown_put_player $PLAYER_CHAR in_RC_mode_at $D00 $D01 $D02 angle $D03 RC_model #RCGOBLIN
0484: $CFF = player $PLAYER_CHAR rc_car
0224: set_car $CFF health_to  1400
0107: $D07 = create_object -124 (DYNAMITE) at $D0F $D10 $D11
0382: unknown_set_object $D07 collision_detection  1
0392: object $D07 toggle_in_moving_list  1
0188: $D0B = create_marker_above_object $D07
0107: $D08 = create_object -124 (DYNAMITE) at $D12 $D13 $D14
0382: unknown_set_object $D08 collision_detection  1
0392: object $D08 toggle_in_moving_list  1
0188: $D0C = create_marker_above_object $D08
0107: $D09 = create_object -124 (DYNAMITE) at $D15 $D16 $D17
0382: unknown_set_object $D09 collision_detection  1
0392: object $D09 toggle_in_moving_list  1
0188: $D0D = create_marker_above_object $D09
0107: $D0A = create_object -124 (DYNAMITE) at $D18 $D19 $D1A
0382: unknown_set_object $D0A collision_detection  1
0392: object $D0A toggle_in_moving_list  1
0188: $D0E = create_marker_above_object $D0A
0550: $D5E  1
0550: $D5F  1
0550: $D60  1
0550: $D61  1
015F: set_camera_position  275.6988 -255.7764  35.36815  0.0  0.0  0.0
0160: point_camera  274.9049 -256.3752  35.47337  2
0395: clear_area  0 at $D00 $D01 range $D02  15.0
0006:  16@ =  0  ;; integer values

:Label07AFF5
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label07B042
0001: wait  0 ms
00BC: text_highpriority "TEX3_1"  5000 ms  2  ;; ~g~Use the RC helicopter to transport bombs to four demolition points on the building site.
00D6: if  1
00E1:   key_pressed  0  16
0019:    16@ >  1000  ;; integer values
004D: jump_if_false £Label07B03B
0002: jump £Label07B44E

:Label07B03B
0002: jump £Label07AFF5

:Label07B042
015F: set_camera_position  221.9318 -347.8253  14.86874  0.0  0.0  0.0
0160: point_camera  222.5816 -347.2625  14.35743  2
0006:  16@ =  0  ;; integer values

:Label07B07C
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label07B0C1
0001: wait  0 ms
00BC: text_highpriority "TEX3_2"  5000 ms  2  ;; ~g~You must place one bomb at each target. You can place bombs in any order.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label07B0BA
0002: jump £Label07B44E

:Label07B0BA
0002: jump £Label07B07C

:Label07B0C1
015F: set_camera_position  229.9853 -348.7427  11.14897  0.0  0.0  0.0
0160: point_camera  229.9513 -347.8613  10.67796  2
0006:  16@ =  0  ;; integer values

:Label07B0FB
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label07B140
0001: wait  0 ms
00BC: text_highpriority "TEX3_30"  5000 ms  2  ;; ~g~To pick up a bomb, simply maneuver the RC helicopter next to it. The RC Helicopter can carry one bomb at a time.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label07B139
0002: jump £Label07B44E

:Label07B139
0002: jump £Label07B0FB

:Label07B140
015F: set_camera_position  94.208 -381.946  8.67  0.0  0.0  0.0
0160: point_camera  95.28442 -381.862  8.660458  2
0395: clear_area  0 at $D00 $D01 range $D02  10.0
0006:  16@ =  0  ;; integer values

:Label07B18C
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label07B1FE
0001: wait  0 ms
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label07B1D0
00BC: text_highpriority "TEX3_39"  5000 ms  2  ;; ~g~To drop a bomb press the ~h~~k~~VEHICLE_HANDBRAKE~ ~g~button.
0002: jump £Label07B1DF

:Label07B1D0
00BC: text_highpriority "TEX3_4"  5000 ms  2  ;; ~g~To drop a bomb press the~h~ ~k~~PED_FIREWEAPON~ ~g~button.

:Label07B1DF
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label07B1F7
0002: jump £Label07B44E

:Label07B1F7
0002: jump £Label07B18C

:Label07B1FE
015F: set_camera_position  153.3567 -365.0051  17.8099  0.0  0.0  0.0
0160: point_camera  153.5378 -364.0217  17.82351  2
0006:  16@ =  0  ;; integer values

:Label07B238
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label07B2B5
0001: wait  0 ms
00BC: text_highpriority "TEX3_5"  5000 ms  2  ;; ~g~If you place a bomb unsuccessfully you can pick it up and try again.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label07B276
0002: jump £Label07B44E

:Label07B276
00D6: if  0
8118:   NOT   actor $CF3 dead
004D: jump_if_false £Label07B292
0372: set_actor $CF3 anim  25 wait_state_time  300000 ms

:Label07B292
00D6: if  0
8118:   NOT   actor $CF4 dead
004D: jump_if_false £Label07B2AE
0372: set_actor $CF4 anim  25 wait_state_time  300000 ms

:Label07B2AE
0002: jump £Label07B238

:Label07B2B5
015F: set_camera_position  93.85921 -360.9543  27.00828  0.0  0.0  0.0
0160: point_camera  92.8611 -361.0136  26.99214  2
0006:  16@ =  0  ;; integer values

:Label07B2EF
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label07B350
0001: wait  0 ms
00BC: text_highpriority "TEX3_6"  5000 ms  2  ;; ~g~Once you have picked up a bomb for the first time, the detonation timer will start.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label07B32D
0002: jump £Label07B44E

:Label07B32D
00D6: if  0
8118:   NOT   actor $CF5 dead
004D: jump_if_false £Label07B349
0372: set_actor $CF5 anim  25 wait_state_time  300000 ms

:Label07B349
0002: jump £Label07B2EF

:Label07B350
015F: set_camera_position  120.767 -377.2256  35.94569  0.0  0.0  0.0
0160: point_camera  121.6996 -377.581  36.00743  2
0006:  16@ =  0  ;; integer values

:Label07B38A
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label07B3CF
0001: wait  0 ms
00BC: text_highpriority "TEX3_7"  5000 ms  2  ;; ~g~You must then place the remaining bombs in 7 minutes!
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label07B3C8
0002: jump £Label07B44E

:Label07B3C8
0002: jump £Label07B38A

:Label07B3CF
015F: set_camera_position  117.7222 -388.8373  10.20708  0.0  0.0  0.0
0160: point_camera  117.7434 -387.8386  10.25837  2
0006:  16@ =  0  ;; integer values

:Label07B409
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label07B44E
0001: wait  0 ms
00BC: text_highpriority "TEX3_27"  5000 ms  2  ;; ~g~A central stairway allows access to all the floors in the building.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label07B447
0002: jump £Label07B44E

:Label07B447
0002: jump £Label07B409

:Label07B44E
0001: wait  0 ms
00BE: text_clear_all
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07B480
0158: camera_on_vehicle $CFF  18  2
0001: wait  0 ms
032A: unknown  0

:Label07B480
03C4: set_status_text_to $CEB  0 (number) "TEX3_11"  ;; targets left:
0004: $D3F =  1  ;; integer values

:Label07B496
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07B4D2
00D6: if  0
0038:   $D71 ==  0  ;; integer values
004D: jump_if_false £Label07B4D2
0006:  16@ =  0  ;; integer values
03E5: text_box "TEX3_22"  ;; Pressing the ~h~~k~~VEHICLE_ACCELERATE~ ~w~button increases the rotor speed, causing the helicopter to ~h~ascend.
0004: $D71 =  1  ;; integer values

:Label07B4D2
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07B521
00D6: if  0
0038:   $D71 ==  1  ;; integer values
004D: jump_if_false £Label07B521
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label07B521
03E5: text_box "TEX3_23"  ;; Press the ~h~~k~~VEHICLE_TURRETUP~~w~ and ~h~~k~~VEHICLE_TURRETDOWN~~w~ buttons to tilt the helicopter in the direction you wish to maneuver it.
0006:  16@ =  0  ;; integer values
0004: $D71 =  2  ;; integer values

:Label07B521
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07B570
00D6: if  0
0038:   $D71 ==  2  ;; integer values
004D: jump_if_false £Label07B570
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label07B570
03E5: text_box "TEX3_25"  ;; Press the ~h~~k~~VEHICLE_LOOKRIGHT~ ~w~button to rotate the helicopter clockwise.
0006:  16@ =  0  ;; integer values
0004: $D71 =  3  ;; integer values

:Label07B570
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07B5BF
00D6: if  0
0038:   $D71 ==  3  ;; integer values
004D: jump_if_false £Label07B5BF
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label07B5BF
03E5: text_box "TEX3_24"  ;; Press the ~h~~k~~VEHICLE_LOOKLEFT~ ~w~button to rotate the helicopter counter-clockwise.
0006:  16@ =  0  ;; integer values
0004: $D71 =  4  ;; integer values

:Label07B5BF
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07B60E
00D6: if  0
0038:   $D71 ==  4  ;; integer values
004D: jump_if_false £Label07B60E
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label07B60E
03E5: text_box "TEX3_26"  ;; Pressing the ~h~~k~~VEHICLE_BRAKE~ ~w~button ~w~decreases the rotor speed, causing the helicopter to~h~ descend.
0006:  16@ =  0  ;; integer values
0004: $D71 =  5  ;; integer values

:Label07B60E
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07B65D
00D6: if  0
0038:   $D71 ==  5  ;; integer values
004D: jump_if_false £Label07B65D
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label07B65D
03E5: text_box "TEX3_32"  ;; You can ~h~look behind~w~ by simultaneously pressing the ~h~~k~~VEHICLE_LOOKLEFT~~w~ and the ~h~~k~~VEHICLE_LOOKRIGHT~~w~ buttons.
0006:  16@ =  0  ;; integer values
0004: $D71 =  6  ;; integer values

:Label07B65D
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07B6AC
00D6: if  0
0038:   $D71 ==  6  ;; integer values
004D: jump_if_false £Label07B6AC
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label07B6AC
03E5: text_box "TEX3_28"  ;; To ~h~pick up a bomb~w~, simply maneuver the RC helicopter next to it. The RC Helicopter can carry one bomb at a time.
0006:  16@ =  0  ;; integer values
0004: $D71 =  7  ;; integer values

:Label07B6AC
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07B723
00D6: if  0
0038:   $D71 ==  7  ;; integer values
004D: jump_if_false £Label07B723
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label07B723
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label07B70B
03E5: text_box "TEX3_40"  ;; To drop a bomb press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button.
0002: jump £Label07B715

:Label07B70B
03E5: text_box "TEX3_29"  ;; To drop a bomb press the~h~ ~k~~PED_FIREWEAPON~ ~w~button.

:Label07B715
0006:  16@ =  0  ;; integer values
0004: $D71 =  8  ;; integer values

:Label07B723
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07B772
00D6: if  0
0038:   $D71 ==  8  ;; integer values
004D: jump_if_false £Label07B772
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label07B772
03E5: text_box "TEX3_33"  ;; Once you pick up a bomb the radar will show you the position of the target relative to the RC helicopter.
0006:  16@ =  0  ;; integer values
0004: $D71 =  9  ;; integer values

:Label07B772
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07B7C1
00D6: if  0
0038:   $D71 ==  9  ;; integer values
004D: jump_if_false £Label07B7C1
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label07B7C1
03E5: text_box "TEX3_34"  ;; An ~h~upwards pointing triangular blip ~w~indicates the target is ~h~above ~w~the RC helicopter.
0006:  16@ =  0  ;; integer values
0004: $D71 =  10  ;; integer values

:Label07B7C1
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07B810
00D6: if  0
0038:   $D71 ==  10  ;; integer values
004D: jump_if_false £Label07B810
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label07B810
03E5: text_box "TEX3_35"  ;; A ~h~downward pointing triangular blip ~w~indicates the target is ~h~below ~w~the RC helicopter.
0006:  16@ =  0  ;; integer values
0004: $D71 =  11  ;; integer values

:Label07B810
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07B85F
00D6: if  0
0038:   $D71 ==  11  ;; integer values
004D: jump_if_false £Label07B85F
00D6: if  0
0019:    16@ >  9500  ;; integer values
004D: jump_if_false £Label07B85F
03E5: text_box "TEX3_36"  ;; A ~h~square blip ~w~indicates the target is on the ~h~same level ~w~as the RC helicopter
0006:  16@ =  0  ;; integer values
0004: $D71 =  12  ;; integer values

:Label07B85F
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07B8CE
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07B8CE
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $CFF radius  200.0  200.0  0
004D: jump_if_false £Label07B8CE
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $CFF radius  249.0  249.0  0
004D: jump_if_false £Label07B8CE
00BC: text_highpriority "TEX3_20"  1000 ms  1  ;; ~r~The RC Helicopter is nearly out of range!

:Label07B8CE
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07B926
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false £Label07B926
01BB: store_object $D07 position_to $D1B $D1C $D1D
01BB: store_object $D08 position_to $D1E $D1F $D20
01BB: store_object $D09 position_to $D21 $D22 $D23
01BB: store_object $D0A position_to $D24 $D25 $D26

:Label07B926
00D6: if  0
0038:   $D40 ==  2  ;; integer values
004D: jump_if_false £Label07B972
00D6: if  0
04DA:   unknown_object_check $D07
004D: jump_if_false £Label07B972
0392: object $D07 toggle_in_moving_list  0
0382: unknown_set_object $D07 collision_detection  0
04D9: $D07  0
0004: $D40 =  0  ;; integer values
0050: gosub £Label07F3AB
0050: gosub £Label07F32D

:Label07B972
00D6: if  0
0038:   $D41 ==  2  ;; integer values
004D: jump_if_false £Label07B9BE
00D6: if  0
04DA:   unknown_object_check $D08
004D: jump_if_false £Label07B9BE
0392: object $D08 toggle_in_moving_list  0
0382: unknown_set_object $D08 collision_detection  0
04D9: $D08  0
0004: $D41 =  0  ;; integer values
0050: gosub £Label07F5C4
0050: gosub £Label07F32D

:Label07B9BE
00D6: if  0
0038:   $D42 ==  2  ;; integer values
004D: jump_if_false £Label07BA0A
00D6: if  0
04DA:   unknown_object_check $D09
004D: jump_if_false £Label07BA0A
0392: object $D09 toggle_in_moving_list  0
0382: unknown_set_object $D09 collision_detection  0
04D9: $D09  0
0004: $D42 =  0  ;; integer values
0050: gosub £Label07F7DD
0050: gosub £Label07F32D

:Label07BA0A
00D6: if  0
0038:   $D43 ==  2  ;; integer values
004D: jump_if_false £Label07BA56
00D6: if  0
04DA:   unknown_object_check $D0A
004D: jump_if_false £Label07BA56
0392: object $D0A toggle_in_moving_list  0
0382: unknown_set_object $D0A collision_detection  0
04D9: $D0A  0
0004: $D43 =  0  ;; integer values
0050: gosub £Label07F9F6
0050: gosub £Label07F32D

:Label07BA56
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07BC04
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false £Label07BC04
00D6: if  21
0038:   $D41 ==  0  ;; integer values
0038:   $D41 ==  3  ;; integer values
004D: jump_if_false £Label07BC04
00D6: if  21
0038:   $D42 ==  0  ;; integer values
0038:   $D42 ==  3  ;; integer values
004D: jump_if_false £Label07BC04
00D6: if  21
0038:   $D43 ==  0  ;; integer values
0038:   $D43 ==  3  ;; integer values
004D: jump_if_false £Label07BC04
00D6: if  0
001A:    2 > $D40  ;; integer values
004D: jump_if_false £Label07BC04
00D6: if  21
01AF:   car $CFF  0 ()near_point $D1B $D1C $D1D radius  .7  .7  .7
0038:   $D40 ==  1  ;; integer values
004D: jump_if_false £Label07BC04
00AA: store_car $CFF position_to $D04 $D05 $D06
035C: place_object $D07 relative_to_car $CFF offset  0.0  0.0 -.4
00D6: if  0
0038:   $D4B ==  0  ;; integer values
004D: jump_if_false £Label07BB4C
0004: $D4B =  1  ;; integer values
0004: $D4A =  420000  ;; integer values

:Label07BB4C
0382: unknown_set_object $D07 collision_detection  0
0392: object $D07 toggle_in_moving_list  0
02CE: $D3B = ground_z $D04 $D05 $D06
0086: $D37 = $D06  ;; floating-point values only
0061: $D37 -= $D3B  ;; floating-point values
00D6: if  0
0038:   $D40 ==  0  ;; integer values
004D: jump_if_false £Label07BB91
0050: gosub £Label07F288

:Label07BB91
0004: $D40 =  1  ;; integer values
00D6: if  0
0038:   $D40 ==  1  ;; integer values
004D: jump_if_false £Label07BC04
00D6: if  0
0020:   $D37 >  1.2  ;; floating-point values
004D: jump_if_false £Label07BC04
00D6: if  0
0585: (unknown)
004D: jump_if_false £Label07BC04
0004: $D40 =  2  ;; integer values
0392: object $D07 toggle_in_moving_list  1
0382: unknown_set_object $D07 collision_detection  1
04D9: $D07  1
050E: $D07 $CFF
0381: throw_object $D07 distance  0.0  0.0 -1.0

:Label07BC04
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07BDB2
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false £Label07BDB2
00D6: if  21
0038:   $D40 ==  0  ;; integer values
0038:   $D40 ==  3  ;; integer values
004D: jump_if_false £Label07BDB2
00D6: if  21
0038:   $D42 ==  0  ;; integer values
0038:   $D42 ==  3  ;; integer values
004D: jump_if_false £Label07BDB2
00D6: if  21
0038:   $D43 ==  0  ;; integer values
0038:   $D43 ==  3  ;; integer values
004D: jump_if_false £Label07BDB2
00D6: if  0
001A:    2 > $D41  ;; integer values
004D: jump_if_false £Label07BDB2
00D6: if  21
01AF:   car $CFF  0 ()near_point $D1E $D1F $D20 radius  .7  .7  .7
0038:   $D41 ==  1  ;; integer values
004D: jump_if_false £Label07BDB2
00AA: store_car $CFF position_to $D04 $D05 $D06
035C: place_object $D08 relative_to_car $CFF offset  0.0  0.0 -.4
00D6: if  0
0038:   $D4B ==  0  ;; integer values
004D: jump_if_false £Label07BCFA
0004: $D4B =  1  ;; integer values
0004: $D4A =  420000  ;; integer values

:Label07BCFA
0382: unknown_set_object $D08 collision_detection  0
0392: object $D08 toggle_in_moving_list  0
02CE: $D3C = ground_z $D04 $D05 $D06
0086: $D38 = $D06  ;; floating-point values only
0061: $D38 -= $D3C  ;; floating-point values
00D6: if  0
0038:   $D41 ==  0  ;; integer values
004D: jump_if_false £Label07BD3F
0050: gosub £Label07F288

:Label07BD3F
0004: $D41 =  1  ;; integer values
00D6: if  0
0038:   $D41 ==  1  ;; integer values
004D: jump_if_false £Label07BDB2
00D6: if  0
0020:   $D38 >  1.2  ;; floating-point values
004D: jump_if_false £Label07BDB2
00D6: if  0
0585: (unknown)
004D: jump_if_false £Label07BDB2
0004: $D41 =  2  ;; integer values
04D9: $D08  1
0392: object $D08 toggle_in_moving_list  1
0382: unknown_set_object $D08 collision_detection  1
050E: $D08 $CFF
0381: throw_object $D08 distance  0.0  0.0 -1.0

:Label07BDB2
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07BF60
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false £Label07BF60
00D6: if  21
0038:   $D40 ==  0  ;; integer values
0038:   $D40 ==  3  ;; integer values
004D: jump_if_false £Label07BF60
00D6: if  21
0038:   $D41 ==  0  ;; integer values
0038:   $D41 ==  3  ;; integer values
004D: jump_if_false £Label07BF60
00D6: if  21
0038:   $D43 ==  0  ;; integer values
0038:   $D43 ==  3  ;; integer values
004D: jump_if_false £Label07BF60
00D6: if  0
001A:    2 > $D42  ;; integer values
004D: jump_if_false £Label07BF60
00D6: if  21
01AF:   car $CFF  0 ()near_point $D21 $D22 $D23 radius  .7  .7  .7
0038:   $D42 ==  1  ;; integer values
004D: jump_if_false £Label07BF60
00AA: store_car $CFF position_to $D04 $D05 $D06
035C: place_object $D09 relative_to_car $CFF offset  0.0  0.0 -.4
00D6: if  0
0038:   $D4B ==  0  ;; integer values
004D: jump_if_false £Label07BEA8
0004: $D4B =  1  ;; integer values
0004: $D4A =  420000  ;; integer values

:Label07BEA8
0382: unknown_set_object $D09 collision_detection  0
0392: object $D09 toggle_in_moving_list  0
02CE: $D3D = ground_z $D04 $D05 $D06
0086: $D39 = $D06  ;; floating-point values only
0061: $D39 -= $D3D  ;; floating-point values
00D6: if  0
0038:   $D42 ==  0  ;; integer values
004D: jump_if_false £Label07BEED
0050: gosub £Label07F288

:Label07BEED
0004: $D42 =  1  ;; integer values
00D6: if  0
0038:   $D42 ==  1  ;; integer values
004D: jump_if_false £Label07BF60
00D6: if  0
0020:   $D39 >  1.2  ;; floating-point values
004D: jump_if_false £Label07BF60
00D6: if  0
0585: (unknown)
004D: jump_if_false £Label07BF60
0004: $D42 =  2  ;; integer values
04D9: $D09  1
0392: object $D09 toggle_in_moving_list  1
0382: unknown_set_object $D09 collision_detection  1
050E: $D09 $CFF
0381: throw_object $D09 distance  0.0  0.0 -1.0

:Label07BF60
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C10E
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false £Label07C10E
00D6: if  21
0038:   $D40 ==  0  ;; integer values
0038:   $D40 ==  3  ;; integer values
004D: jump_if_false £Label07C10E
00D6: if  21
0038:   $D41 ==  0  ;; integer values
0038:   $D41 ==  3  ;; integer values
004D: jump_if_false £Label07C10E
00D6: if  21
0038:   $D42 ==  0  ;; integer values
0038:   $D42 ==  3  ;; integer values
004D: jump_if_false £Label07C10E
00D6: if  0
001A:    2 > $D43  ;; integer values
004D: jump_if_false £Label07C10E
00D6: if  21
01AF:   car $CFF  0 ()near_point $D24 $D25 $D26 radius  .7  .7  .7
0038:   $D43 ==  1  ;; integer values
004D: jump_if_false £Label07C10E
00AA: store_car $CFF position_to $D04 $D05 $D06
035C: place_object $D0A relative_to_car $CFF offset  0.0  0.0 -.4
00D6: if  0
0038:   $D4B ==  0  ;; integer values
004D: jump_if_false £Label07C056
0004: $D4B =  1  ;; integer values
0004: $D4A =  420000  ;; integer values

:Label07C056
0382: unknown_set_object $D0A collision_detection  0
0392: object $D0A toggle_in_moving_list  0
02CE: $D3E = ground_z $D04 $D05 $D06
0086: $D3A = $D06  ;; floating-point values only
0061: $D3A -= $D3E  ;; floating-point values
00D6: if  0
0038:   $D43 ==  0  ;; integer values
004D: jump_if_false £Label07C09B
0050: gosub £Label07F288

:Label07C09B
0004: $D43 =  1  ;; integer values
00D6: if  0
0038:   $D43 ==  1  ;; integer values
004D: jump_if_false £Label07C10E
00D6: if  0
0020:   $D3A >  1.2  ;; floating-point values
004D: jump_if_false £Label07C10E
00D6: if  0
0585: (unknown)
004D: jump_if_false £Label07C10E
0004: $D43 =  2  ;; integer values
04D9: $D0A  1
0392: object $D0A toggle_in_moving_list  1
0382: unknown_set_object $D0A collision_detection  1
050E: $D0A $CFF
0381: throw_object $D0A distance  0.0  0.0 -1.0

:Label07C10E
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07C1E4
00D6: if  0
8038:   NOT   $D44 ==  1  ;; integer values
004D: jump_if_false £Label07C151
04E6:   unknown_object $D07 near_point $D27 $D28 $D29 radius  3.5  3.5  3.5 unknown  1

:Label07C151
00D6: if  0
8038:   NOT   $D45 ==  1  ;; integer values
004D: jump_if_false £Label07C182
04E6:   unknown_object $D07 near_point $D2A $D2B $D2C radius  3.5  3.5  3.5 unknown  1

:Label07C182
00D6: if  0
8038:   NOT   $D46 ==  1  ;; integer values
004D: jump_if_false £Label07C1B3
04E6:   unknown_object $D07 near_point $D2D $D2E $D2F radius  3.5  3.5  3.5 unknown  1

:Label07C1B3
00D6: if  0
8038:   NOT   $D47 ==  1  ;; integer values
004D: jump_if_false £Label07C1E4
04E6:   unknown_object $D07 near_point $D30 $D31 $D32 radius  3.5  3.5  3.5 unknown  1

:Label07C1E4
00D6: if  0
8118:   NOT   actor $CEF dead
004D: jump_if_false £Label07C222
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C222
00D6: if  0
0038:   $D62 ==  0  ;; integer values
004D: jump_if_false £Label07C222
0372: set_actor $CEF anim  13 wait_state_time  300000 ms

:Label07C222
00D6: if  0
8118:   NOT   actor $CF0 dead
004D: jump_if_false £Label07C260
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C260
00D6: if  0
0038:   $D63 ==  0  ;; integer values
004D: jump_if_false £Label07C260
0372: set_actor $CF0 anim  25 wait_state_time  300000 ms

:Label07C260
00D6: if  0
8118:   NOT   actor $CF3 dead
004D: jump_if_false £Label07C29E
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C29E
00D6: if  0
0038:   $D65 ==  0  ;; integer values
004D: jump_if_false £Label07C29E
0372: set_actor $CF3 anim  25 wait_state_time  300000 ms

:Label07C29E
00D6: if  0
8118:   NOT   actor $CF4 dead
004D: jump_if_false £Label07C2DC
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C2DC
00D6: if  0
0038:   $D66 ==  0  ;; integer values
004D: jump_if_false £Label07C2DC
0372: set_actor $CF4 anim  25 wait_state_time  300000 ms

:Label07C2DC
00D6: if  0
8118:   NOT   actor $CF5 dead
004D: jump_if_false £Label07C31A
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C31A
00D6: if  0
0038:   $D67 ==  0  ;; integer values
004D: jump_if_false £Label07C31A
0372: set_actor $CF5 anim  25 wait_state_time  300000 ms

:Label07C31A
00D6: if  0
8118:   NOT   actor $CF7 dead
004D: jump_if_false £Label07C358
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C358
00D6: if  0
0038:   $D69 ==  0  ;; integer values
004D: jump_if_false £Label07C358
0372: set_actor $CF7 anim  13 wait_state_time  300000 ms

:Label07C358
00D6: if  0
8118:   NOT   actor $CF8 dead
004D: jump_if_false £Label07C396
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C396
00D6: if  0
0038:   $D6A ==  0  ;; integer values
004D: jump_if_false £Label07C396
0372: set_actor $CF8 anim  25 wait_state_time  300000 ms

:Label07C396
00D6: if  0
8118:   NOT   actor $CF9 dead
004D: jump_if_false £Label07C3D4
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C3D4
00D6: if  0
0038:   $D6B ==  0  ;; integer values
004D: jump_if_false £Label07C3D4
0372: set_actor $CF9 anim  25 wait_state_time  300000 ms

:Label07C3D4
00D6: if  0
8118:   NOT   actor $CFA dead
004D: jump_if_false £Label07C412
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C412
00D6: if  0
0038:   $D6C ==  0  ;; integer values
004D: jump_if_false £Label07C412
0372: set_actor $CFA anim  25 wait_state_time  300000 ms

:Label07C412
00D6: if  0
8118:   NOT   actor $CFB dead
004D: jump_if_false £Label07C450
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C450
00D6: if  0
0038:   $D6D ==  0  ;; integer values
004D: jump_if_false £Label07C450
0372: set_actor $CFB anim  25 wait_state_time  300000 ms

:Label07C450
00D6: if  0
8118:   NOT   actor $CEF dead
004D: jump_if_false £Label07C4B4
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C4B4
00D6: if  0
0205:   actor $CEF near_car $CFF radius  7.0  7.0  6.0 unknown  0
004D: jump_if_false £Label07C4B4
0372: set_actor $CEF anim  0 wait_state_time  300 ms
01D9: actor $CEF run_away_from_car $CFF
0319: set_actor $CEF wander_state_to  1 (off)
0004: $D62 =  1  ;; integer values

:Label07C4B4
00D6: if  0
8118:   NOT   actor $CF0 dead
004D: jump_if_false £Label07C518
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C518
00D6: if  0
0205:   actor $CF0 near_car $CFF radius  12.0  12.0  6.0 unknown  0
004D: jump_if_false £Label07C518
0372: set_actor $CF0 anim  0 wait_state_time  300 ms
01D9: actor $CF0 run_away_from_car $CFF
0319: set_actor $CF0 wander_state_to  1 (off)
0004: $D63 =  1  ;; integer values

:Label07C518
00D6: if  0
8118:   NOT   actor $CF1 dead
004D: jump_if_false £Label07C57C
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C57C
00D6: if  0
0205:   actor $CF1 near_car $CFF radius  10.0  10.0  3.0 unknown  0
004D: jump_if_false £Label07C57C
0372: set_actor $CF1 anim  0 wait_state_time  300 ms
01D9: actor $CF1 run_away_from_car $CFF
0319: set_actor $CF1 wander_state_to  1 (off)
0004: $D64 =  1  ;; integer values

:Label07C57C
00D6: if  0
8118:   NOT   actor $CF2 dead
004D: jump_if_false £Label07C5D9
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C5D9
00D6: if  0
0205:   actor $CF2 near_car $CFF radius  10.0  10.0  3.0 unknown  0
004D: jump_if_false £Label07C5D9
0372: set_actor $CF2 anim  0 wait_state_time  300 ms
01D9: actor $CF2 run_away_from_car $CFF
0319: set_actor $CF2 wander_state_to  1 (off)

:Label07C5D9
00D6: if  0
8118:   NOT   actor $CF3 dead
004D: jump_if_false £Label07C63D
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C63D
00D6: if  0
0205:   actor $CF3 near_car $CFF radius  7.0  7.0  5.0 unknown  0
004D: jump_if_false £Label07C63D
0372: set_actor $CF3 anim  0 wait_state_time  300 ms
01D9: actor $CF3 run_away_from_car $CFF
0319: set_actor $CF3 wander_state_to  1 (off)
0004: $D65 =  1  ;; integer values

:Label07C63D
00D6: if  0
8118:   NOT   actor $CF4 dead
004D: jump_if_false £Label07C6A1
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C6A1
00D6: if  0
0205:   actor $CF4 near_car $CFF radius  15.0  15.0  4.0 unknown  0
004D: jump_if_false £Label07C6A1
0372: set_actor $CF4 anim  0 wait_state_time  300 ms
01D9: actor $CF4 run_away_from_car $CFF
0319: set_actor $CF4 wander_state_to  1 (off)
0004: $D66 =  1  ;; integer values

:Label07C6A1
00D6: if  0
8118:   NOT   actor $CF5 dead
004D: jump_if_false £Label07C705
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C705
00D6: if  0
0205:   actor $CF5 near_car $CFF radius  15.0  15.0  3.0 unknown  0
004D: jump_if_false £Label07C705
0372: set_actor $CF5 anim  0 wait_state_time  300 ms
01D9: actor $CF5 run_away_from_car $CFF
0319: set_actor $CF5 wander_state_to  1 (off)
0004: $D67 =  1  ;; integer values

:Label07C705
00D6: if  0
8118:   NOT   actor $CF6 dead
004D: jump_if_false £Label07C769
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C769
00D6: if  0
0205:   actor $CF6 near_car $CFF radius  15.0  15.0  6.0 unknown  0
004D: jump_if_false £Label07C769
0372: set_actor $CF6 anim  0 wait_state_time  300 ms
01D9: actor $CF6 run_away_from_car $CFF
0319: set_actor $CF6 wander_state_to  1 (off)
0004: $D68 =  1  ;; integer values

:Label07C769
00D6: if  0
8118:   NOT   actor $CF7 dead
004D: jump_if_false £Label07C7CD
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C7CD
00D6: if  0
0205:   actor $CF7 near_car $CFF radius  18.0  18.0  3.0 unknown  0
004D: jump_if_false £Label07C7CD
0372: set_actor $CF7 anim  0 wait_state_time  300 ms
01D9: actor $CF7 run_away_from_car $CFF
0319: set_actor $CF7 wander_state_to  1 (off)
0004: $D69 =  1  ;; integer values

:Label07C7CD
00D6: if  0
8118:   NOT   actor $CF8 dead
004D: jump_if_false £Label07C831
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C831
00D6: if  0
0205:   actor $CF8 near_car $CFF radius  15.0  15.0  6.0 unknown  0
004D: jump_if_false £Label07C831
0372: set_actor $CF8 anim  0 wait_state_time  300 ms
01D9: actor $CF8 run_away_from_car $CFF
0319: set_actor $CF8 wander_state_to  1 (off)
0004: $D6A =  1  ;; integer values

:Label07C831
00D6: if  0
8118:   NOT   actor $CF9 dead
004D: jump_if_false £Label07C895
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C895
00D6: if  0
0205:   actor $CF9 near_car $CFF radius  15.0  15.0  4.0 unknown  0
004D: jump_if_false £Label07C895
0372: set_actor $CF9 anim  0 wait_state_time  300 ms
01D9: actor $CF9 run_away_from_car $CFF
0319: set_actor $CF9 wander_state_to  1 (off)
0004: $D6B =  1  ;; integer values

:Label07C895
00D6: if  0
8118:   NOT   actor $CFA dead
004D: jump_if_false £Label07C8F9
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C8F9
00D6: if  0
0205:   actor $CFA near_car $CFF radius  15.0  15.0  6.0 unknown  0
004D: jump_if_false £Label07C8F9
0372: set_actor $CFA anim  0 wait_state_time  300 ms
01D9: actor $CFA run_away_from_car $CFF
0319: set_actor $CFA wander_state_to  1 (off)
0004: $D6C =  1  ;; integer values

:Label07C8F9
00D6: if  0
8118:   NOT   actor $CFB dead
004D: jump_if_false £Label07C95D
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C95D
00D6: if  0
0205:   actor $CFB near_car $CFF radius  10.0  10.0  4.0 unknown  0
004D: jump_if_false £Label07C95D
0372: set_actor $CFB anim  0 wait_state_time  300 ms
01D9: actor $CFB run_away_from_car $CFF
0319: set_actor $CFB wander_state_to  1 (off)
0004: $D6D =  1  ;; integer values

:Label07C95D
00D6: if  0
8118:   NOT   actor $CFC dead
004D: jump_if_false £Label07C9A9
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C9A9
00D6: if  0
0205:   actor $CFC near_car $CFF radius  18.0  18.0  3.0 unknown  0
004D: jump_if_false £Label07C9A9
01D9: actor $CFC run_away_from_car $CFF

:Label07C9A9
00D6: if  0
8118:   NOT   actor $CFD dead
004D: jump_if_false £Label07C9FC
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07C9FC
00D6: if  0
0205:   actor $CFD near_car $CFF radius  18.0  18.0  3.0 unknown  0
004D: jump_if_false £Label07C9FC
01D9: actor $CFD run_away_from_car $CFF
0004: $D83 =  1  ;; integer values

:Label07C9FC
00D6: if  0
8118:   NOT   actor $CFE dead
004D: jump_if_false £Label07CA48
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07CA48
00D6: if  0
0205:   actor $CFE near_car $CFF radius  18.0  18.0  3.0 unknown  0
004D: jump_if_false £Label07CA48
01D9: actor $CFE run_away_from_car $CFF

:Label07CA48
00D6: if  0
8118:   NOT   actor $CEF dead
004D: jump_if_false £Label07CB60
00D6: if  0
0038:   $D62 ==  1  ;; integer values
004D: jump_if_false £Label07CA9C
00D6: if  0
0038:   $D74 ==  0  ;; integer values
004D: jump_if_false £Label07CA9C
00D6: if  0
0038:   $D72 ==  0  ;; integer values
004D: jump_if_false £Label07CA9C
0004: $D72 =  1  ;; integer values
0004: $D73 =  0  ;; integer values

:Label07CA9C
00D6: if  0
0038:   $D72 ==  1  ;; integer values
004D: jump_if_false £Label07CB59
00D6: if  0
0038:   $D73 ==  0  ;; integer values
004D: jump_if_false £Label07CADA
03CF: load_wav "TEX3_2" as  1
0004: $D73 =  1  ;; integer values
0002: jump £Label07CB59

:Label07CADA
00D6: if  0
0038:   $D73 ==  1  ;; integer values
004D: jump_if_false £Label07CB02
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label07CB02
0004: $D73 =  2  ;; integer values

:Label07CB02
00D6: if  0
0038:   $D73 ==  2  ;; integer values
004D: jump_if_false £Label07CB1F
03D1: play_wav  1
0004: $D73 =  3  ;; integer values

:Label07CB1F
00D6: if  0
0038:   $D73 ==  3  ;; integer values
004D: jump_if_false £Label07CB59
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label07CB59
0004: $D73 =  0  ;; integer values
0004: $D72 =  0  ;; integer values
040D: unload_wav  1
0004: $D74 =  1  ;; integer values

:Label07CB59
0002: jump £Label07CB8B

:Label07CB60
00D6: if  0
0038:   $D72 ==  1  ;; integer values
004D: jump_if_false £Label07CB8B
0004: $D73 =  0  ;; integer values
0004: $D72 =  0  ;; integer values
040D: unload_wav  1
0004: $D74 =  1  ;; integer values

:Label07CB8B
00D6: if  0
8118:   NOT   actor $CF1 dead
004D: jump_if_false £Label07CCA3
00D6: if  0
0038:   $D64 ==  1  ;; integer values
004D: jump_if_false £Label07CBDF
00D6: if  0
0038:   $D75 ==  0  ;; integer values
004D: jump_if_false £Label07CBDF
00D6: if  0
0038:   $D72 ==  0  ;; integer values
004D: jump_if_false £Label07CBDF
0004: $D72 =  2  ;; integer values
0004: $D73 =  0  ;; integer values

:Label07CBDF
00D6: if  0
0038:   $D72 ==  2  ;; integer values
004D: jump_if_false £Label07CC9C
00D6: if  0
0038:   $D73 ==  0  ;; integer values
004D: jump_if_false £Label07CC1D
03CF: load_wav "TEX3_1" as  1
0004: $D73 =  1  ;; integer values
0002: jump £Label07CC9C

:Label07CC1D
00D6: if  0
0038:   $D73 ==  1  ;; integer values
004D: jump_if_false £Label07CC45
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label07CC45
0004: $D73 =  2  ;; integer values

:Label07CC45
00D6: if  0
0038:   $D73 ==  2  ;; integer values
004D: jump_if_false £Label07CC62
03D1: play_wav  1
0004: $D73 =  3  ;; integer values

:Label07CC62
00D6: if  0
0038:   $D73 ==  3  ;; integer values
004D: jump_if_false £Label07CC9C
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label07CC9C
0004: $D73 =  0  ;; integer values
0004: $D72 =  0  ;; integer values
040D: unload_wav  1
0004: $D75 =  1  ;; integer values

:Label07CC9C
0002: jump £Label07CCCE

:Label07CCA3
00D6: if  0
0038:   $D72 ==  2  ;; integer values
004D: jump_if_false £Label07CCCE
0004: $D73 =  0  ;; integer values
0004: $D72 =  0  ;; integer values
040D: unload_wav  1
0004: $D75 =  1  ;; integer values

:Label07CCCE
00D6: if  0
8118:   NOT   actor $CF5 dead
004D: jump_if_false £Label07CDE6
00D6: if  0
0038:   $D67 ==  1  ;; integer values
004D: jump_if_false £Label07CD22
00D6: if  0
0038:   $D76 ==  0  ;; integer values
004D: jump_if_false £Label07CD22
00D6: if  0
0038:   $D72 ==  0  ;; integer values
004D: jump_if_false £Label07CD22
0004: $D72 =  3  ;; integer values
0004: $D73 =  0  ;; integer values

:Label07CD22
00D6: if  0
0038:   $D72 ==  3  ;; integer values
004D: jump_if_false £Label07CDDF
00D6: if  0
0038:   $D73 ==  0  ;; integer values
004D: jump_if_false £Label07CD60
03CF: load_wav "TEX3_3" as  1
0004: $D73 =  1  ;; integer values
0002: jump £Label07CDDF

:Label07CD60
00D6: if  0
0038:   $D73 ==  1  ;; integer values
004D: jump_if_false £Label07CD88
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label07CD88
0004: $D73 =  2  ;; integer values

:Label07CD88
00D6: if  0
0038:   $D73 ==  2  ;; integer values
004D: jump_if_false £Label07CDA5
03D1: play_wav  1
0004: $D73 =  3  ;; integer values

:Label07CDA5
00D6: if  0
0038:   $D73 ==  3  ;; integer values
004D: jump_if_false £Label07CDDF
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label07CDDF
0004: $D73 =  0  ;; integer values
0004: $D72 =  0  ;; integer values
040D: unload_wav  1
0004: $D76 =  1  ;; integer values

:Label07CDDF
0002: jump £Label07CE11

:Label07CDE6
00D6: if  0
0038:   $D72 ==  3  ;; integer values
004D: jump_if_false £Label07CE11
0004: $D73 =  0  ;; integer values
0004: $D72 =  0  ;; integer values
040D: unload_wav  1
0004: $D76 =  1  ;; integer values

:Label07CE11
00D6: if  0
8118:   NOT   actor $CFB dead
004D: jump_if_false £Label07CF29
00D6: if  0
0038:   $D6D ==  1  ;; integer values
004D: jump_if_false £Label07CE65
00D6: if  0
0038:   $D77 ==  0  ;; integer values
004D: jump_if_false £Label07CE65
00D6: if  0
0038:   $D72 ==  0  ;; integer values
004D: jump_if_false £Label07CE65
0004: $D72 =  4  ;; integer values
0004: $D73 =  0  ;; integer values

:Label07CE65
00D6: if  0
0038:   $D72 ==  4  ;; integer values
004D: jump_if_false £Label07CF22
00D6: if  0
0038:   $D73 ==  0  ;; integer values
004D: jump_if_false £Label07CEA3
03CF: load_wav "TEX3_4" as  1
0004: $D73 =  1  ;; integer values
0002: jump £Label07CF22

:Label07CEA3
00D6: if  0
0038:   $D73 ==  1  ;; integer values
004D: jump_if_false £Label07CECB
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label07CECB
0004: $D73 =  2  ;; integer values

:Label07CECB
00D6: if  0
0038:   $D73 ==  2  ;; integer values
004D: jump_if_false £Label07CEE8
03D1: play_wav  1
0004: $D73 =  3  ;; integer values

:Label07CEE8
00D6: if  0
0038:   $D73 ==  3  ;; integer values
004D: jump_if_false £Label07CF22
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label07CF22
0004: $D73 =  0  ;; integer values
0004: $D72 =  0  ;; integer values
040D: unload_wav  1
0004: $D77 =  1  ;; integer values

:Label07CF22
0002: jump £Label07CF54

:Label07CF29
00D6: if  0
0038:   $D72 ==  4  ;; integer values
004D: jump_if_false £Label07CF54
0004: $D73 =  0  ;; integer values
0004: $D72 =  0  ;; integer values
040D: unload_wav  1
0004: $D77 =  1  ;; integer values

:Label07CF54
00D6: if  0
8118:   NOT   actor $CF7 dead
004D: jump_if_false £Label07D06C
00D6: if  0
0038:   $D69 ==  1  ;; integer values
004D: jump_if_false £Label07CFA8
00D6: if  0
0038:   $D78 ==  0  ;; integer values
004D: jump_if_false £Label07CFA8
00D6: if  0
0038:   $D72 ==  0  ;; integer values
004D: jump_if_false £Label07CFA8
0004: $D72 =  5  ;; integer values
0004: $D73 =  0  ;; integer values

:Label07CFA8
00D6: if  0
0038:   $D72 ==  5  ;; integer values
004D: jump_if_false £Label07D065
00D6: if  0
0038:   $D73 ==  0  ;; integer values
004D: jump_if_false £Label07CFE6
03CF: load_wav "TEX3_8" as  1
0004: $D73 =  1  ;; integer values
0002: jump £Label07D065

:Label07CFE6
00D6: if  0
0038:   $D73 ==  1  ;; integer values
004D: jump_if_false £Label07D00E
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label07D00E
0004: $D73 =  2  ;; integer values

:Label07D00E
00D6: if  0
0038:   $D73 ==  2  ;; integer values
004D: jump_if_false £Label07D02B
03D1: play_wav  1
0004: $D73 =  3  ;; integer values

:Label07D02B
00D6: if  0
0038:   $D73 ==  3  ;; integer values
004D: jump_if_false £Label07D065
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label07D065
0004: $D73 =  0  ;; integer values
0004: $D72 =  0  ;; integer values
040D: unload_wav  1
0004: $D78 =  1  ;; integer values

:Label07D065
0002: jump £Label07D097

:Label07D06C
00D6: if  0
0038:   $D72 ==  5  ;; integer values
004D: jump_if_false £Label07D097
0004: $D73 =  0  ;; integer values
0004: $D72 =  0  ;; integer values
040D: unload_wav  1
0004: $D78 =  1  ;; integer values

:Label07D097
00D6: if  0
8118:   NOT   actor $CFD dead
004D: jump_if_false £Label07D1AF
00D6: if  0
0038:   $D83 ==  1  ;; integer values
004D: jump_if_false £Label07D0EB
00D6: if  0
0038:   $D82 ==  0  ;; integer values
004D: jump_if_false £Label07D0EB
00D6: if  0
0038:   $D72 ==  0  ;; integer values
004D: jump_if_false £Label07D0EB
0004: $D72 =  6  ;; integer values
0004: $D73 =  0  ;; integer values

:Label07D0EB
00D6: if  0
0038:   $D72 ==  6  ;; integer values
004D: jump_if_false £Label07D1A8
00D6: if  0
0038:   $D73 ==  0  ;; integer values
004D: jump_if_false £Label07D129
03CF: load_wav "TEX3_6" as  1
0004: $D73 =  1  ;; integer values
0002: jump £Label07D1A8

:Label07D129
00D6: if  0
0038:   $D73 ==  1  ;; integer values
004D: jump_if_false £Label07D151
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label07D151
0004: $D73 =  2  ;; integer values

:Label07D151
00D6: if  0
0038:   $D73 ==  2  ;; integer values
004D: jump_if_false £Label07D16E
03D1: play_wav  1
0004: $D73 =  3  ;; integer values

:Label07D16E
00D6: if  0
0038:   $D73 ==  3  ;; integer values
004D: jump_if_false £Label07D1A8
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label07D1A8
0004: $D73 =  0  ;; integer values
0004: $D72 =  0  ;; integer values
040D: unload_wav  1
0004: $D82 =  1  ;; integer values

:Label07D1A8
0002: jump £Label07D1DA

:Label07D1AF
00D6: if  0
0038:   $D72 ==  6  ;; integer values
004D: jump_if_false £Label07D1DA
0004: $D73 =  0  ;; integer values
0004: $D72 =  0  ;; integer values
040D: unload_wav  1
0004: $D82 =  1  ;; integer values

:Label07D1DA
00D6: if  0
0038:   $D4B ==  1  ;; integer values
004D: jump_if_false £Label07D223
00D6: if  0
8038:   NOT   $D4A ==  0  ;; integer values
004D: jump_if_false £Label07D223
03C3: set_timer_with_text_to $D4A type  1 text "RACES"  ;; TIME:
00BC: text_highpriority "TEX3_15"  7000 ms  1  ;; ~r~Detonation timer initiated! ~g~You must plant the ~w~4 bombs ~g~in the remaining time!
0004: $D4B =  2  ;; integer values

:Label07D223
00D6: if  0
0038:   $D4C ==  0  ;; integer values
004D: jump_if_false £Label07D294
0084: $D50 = $D44  ;; integer values and handles
0058: $D50 += $D45  ;; integer values
0084: $D53 = $D46  ;; integer values and handles
0058: $D53 += $D47  ;; integer values
0084: $D4D = $D50  ;; integer values and handles
0058: $D4D += $D53  ;; integer values
00D6: if  0
0038:   $D4D ==  1  ;; integer values
004D: jump_if_false £Label07D294
0004: $CEB =  3  ;; integer values
0004: $D4C =  1  ;; integer values
00BC: text_highpriority "TEX3_12"  5000 ms  2  ;; ~g~Bomb planted! Only 3 more targets to go! Go back and get another bomb.

:Label07D294
00D6: if  0
0038:   $D4C ==  1  ;; integer values
004D: jump_if_false £Label07D305
0084: $D51 = $D44  ;; integer values and handles
0058: $D51 += $D45  ;; integer values
0084: $D54 = $D46  ;; integer values and handles
0058: $D54 += $D47  ;; integer values
0084: $D4E = $D51  ;; integer values and handles
0058: $D4E += $D54  ;; integer values
00D6: if  0
0038:   $D4E ==  2  ;; integer values
004D: jump_if_false £Label07D305
0004: $CEB =  2  ;; integer values
0004: $D4C =  2  ;; integer values
00BC: text_highpriority "TEX3_13"  5000 ms  2  ;; ~g~Bomb planted! Only 2 more targets to go! Go back and get another bomb.

:Label07D305
00D6: if  0
0038:   $D4C ==  2  ;; integer values
004D: jump_if_false £Label07D376
0084: $D52 = $D44  ;; integer values and handles
0058: $D52 += $D45  ;; integer values
0084: $D55 = $D46  ;; integer values and handles
0058: $D55 += $D47  ;; integer values
0084: $D4F = $D52  ;; integer values and handles
0058: $D4F += $D55  ;; integer values
00D6: if  0
0038:   $D4F ==  3  ;; integer values
004D: jump_if_false £Label07D376
0004: $CEB =  1  ;; integer values
0004: $D4C =  3  ;; integer values
00BC: text_highpriority "TEX3_14"  5000 ms  2  ;; ~g~Bomb planted! Only 1 more target to go! Go back and get another bomb.

:Label07D376
00D6: if  3
0038:   $D44 ==  1  ;; integer values
0038:   $D45 ==  1  ;; integer values
0038:   $D46 ==  1  ;; integer values
0038:   $D47 ==  1  ;; integer values
004D: jump_if_false £Label07D3A4
0002: jump £Label07D505

:Label07D3A4
00D6: if  0
001A:    1 > $D4A  ;; integer values
004D: jump_if_false £Label07D3DE
00D6: if  0
0038:   $D4B ==  2  ;; integer values
004D: jump_if_false £Label07D3DE
00BC: text_highpriority "TEX3_17"  5000 ms  1  ;; ~r~You ran out of time!
0002: jump £Label07F230

:Label07D3DE
00D6: if  0
0119:   car $CFF wrecked
004D: jump_if_false £Label07D416
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07D416
00BC: text_highpriority "TEX3_18"  5000 ms  2  ;; ~r~Your RC Helicopter has been destroyed!
0002: jump £Label07F230

:Label07D416
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07D46D
00D6: if  0
8119:   NOT   car $CFF wrecked
004D: jump_if_false £Label07D46D
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $CFF radius  250.0  250.0  0
004D: jump_if_false £Label07D46D
00BC: text_highpriority "TEX3_21"  5000 ms  1  ;; ~r~The RC Helicopter went out of range!
0002: jump £Label07F230

:Label07D46D
00D6: if  0
0038:   $D3F ==  1  ;; integer values
004D: jump_if_false £Label07D4B4
00D6: if  23
04E7: $D07
04E7: $D08
04E7: $D09
04E7: $D0A
004D: jump_if_false £Label07D4B4
00BC: text_highpriority "TEX3_19"  5000 ms  1  ;; ~r~You dropped your bomb in the water! That ain't no way to fish!
0002: jump £Label07F230

:Label07D4B4
00D6: if  0
0038:   $D3F ==  0  ;; integer values
004D: jump_if_false £Label07D4FE
00D6: if  0
0038:   $D81 ==  1  ;; integer values
004D: jump_if_false £Label07D4FE
00D6: if  0
0119:   car $CEC wrecked
004D: jump_if_false £Label07D4FE
00BC: text_highpriority "TEX3_31"  5000 ms  1  ;; ~r~You destroyed the TOPFUN van that contained the bombs and RC helicopter!
0002: jump £Label07F230

:Label07D4FE
0002: jump £Label07A9F7

:Label07D505
014F: stop_timer $D4A
0151: remove_status_text $CEB
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0249: release_model -124 (DYNAMITE)
0249: release_model #HAMMER
0249: release_model -114 (BARREL4)
0249: release_model #GDA
0249: release_model #GDA
009B: destroy_actor_instantly $CEF
009B: destroy_actor_instantly $CF0
009B: destroy_actor_instantly $CF1
009B: destroy_actor_instantly $CF2
009B: destroy_actor_instantly $CF3
009B: destroy_actor_instantly $CF4
009B: destroy_actor_instantly $CF5
009B: destroy_actor_instantly $CF6
009B: destroy_actor_instantly $CF7
009B: destroy_actor_instantly $CF8
009B: destroy_actor_instantly $CFC
009B: destroy_actor_instantly $CFD
009B: destroy_actor_instantly $CFE
00D6: if  0
8119:   NOT   car $CEC wrecked
004D: jump_if_false £Label07D587
0519: unknown_car $CEC flag  0

:Label07D587
015F: set_camera_position  27.198 -352.651  12.977  0.0  0.0  0.0
0160: point_camera  28.1425 -352.8275  13.2567  2
0247: request_model -126 (BLDNGST2MESHDAM)

:Label07D5BE
00D6: if  0
8248:   NOT   model -126 (BLDNGST2MESHDAM) available
004D: jump_if_false £Label07D5D8
0001: wait  0 ms
0002: jump £Label07D5BE

:Label07D5D8
0003: shake_camera  2500
0565: create_temporary_explosion_fire  69.42 -371.249  30.28  2
0565: create_temporary_explosion_fire  69.42 -371.249  30.28  11
020C: create_explosion  1 at  69.42 -371.249  30.28
0565: create_temporary_explosion_fire  69.42 -371.249  30.28  6
0565: create_temporary_explosion_fire  72.875 -360.392  23.922  2
0565: create_temporary_explosion_fire  72.875 -360.392  23.922  11
0565: create_temporary_explosion_fire  72.875 -360.392  23.922  6
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  2
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  11
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  1
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  6
020C: create_explosion  2 at  71.554 -356.053  24.468
0565: create_temporary_explosion_fire  71.554 -356.053  24.468  11
0565: create_temporary_explosion_fire  71.554 -356.053  24.468  1
0565: create_temporary_explosion_fire  71.554 -356.053  24.468  6
0001: wait  10 ms
03B6: replace_model_at  117.991 -362.461  10.179 radius  80.0 from -127 (BLDNGST2MESH) to -126 (BLDNGST2MESHDAM)
0001: wait  250 ms
0565: create_temporary_explosion_fire  72.875 -360.392  23.922  2
020C: create_explosion  11 at  72.875 -360.392  23.922
0565: create_temporary_explosion_fire  72.875 -360.392  23.922  6
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  2
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  11
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  1
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  6
0565: create_temporary_explosion_fire  71.554 -356.053  24.468  2
0565: create_temporary_explosion_fire  71.554 -356.053  24.468  11
0565: create_temporary_explosion_fire  71.554 -356.053  24.468  1
020C: create_explosion  6 at  71.554 -356.053  24.468
0565: create_temporary_explosion_fire  69.42 -370.249  30.28  2
0565: create_temporary_explosion_fire  69.42 -370.249  30.28  11
0565: create_temporary_explosion_fire  69.42 -370.249  30.28  1
0565: create_temporary_explosion_fire  69.42 -370.249  30.28  6
0565: create_temporary_explosion_fire  72.875 -361.392  23.922  2
0565: create_temporary_explosion_fire  72.875 -361.392  23.922  11
0565: create_temporary_explosion_fire  72.875 -361.392  23.922  6
0565: create_temporary_explosion_fire  73.18 -368.699  13.236  2
0565: create_temporary_explosion_fire  73.18 -368.699  13.236  11
0565: create_temporary_explosion_fire  73.18 -368.699  13.236  6
0565: create_temporary_explosion_fire  71.554 -354.053  24.468  2
0565: create_temporary_explosion_fire  71.554 -354.053  24.468  11
0565: create_temporary_explosion_fire  71.554 -354.053  24.468  1
0565: create_temporary_explosion_fire  71.554 -354.053  24.468  6
0565: create_temporary_explosion_fire  69.42 -370.249  30.28  2
0565: create_temporary_explosion_fire  69.42 -370.249  30.28  11
0565: create_temporary_explosion_fire  69.42 -370.249  30.28  6
0565: create_temporary_explosion_fire  72.875 -361.392  23.922  2
0565: create_temporary_explosion_fire  72.875 -361.392  23.922  11
020C: create_explosion  6 at  72.875 -361.392  23.922
0001: wait  105 ms
0001: wait  105 ms
0565: create_temporary_explosion_fire  73.18 -368.699  13.236  2
0565: create_temporary_explosion_fire  73.18 -368.699  13.236  11
0565: create_temporary_explosion_fire  73.18 -368.699  13.236  1
020C: create_explosion  6 at  73.18 -368.699  13.236
0249: release_model -126 (BLDNGST2MESHDAM)
0001: wait  105 ms
0001: wait  105 ms
0565: create_temporary_explosion_fire  71.554 -354.053  24.468  2
020C: create_explosion  11 at  71.554 -354.053  24.468
0565: create_temporary_explosion_fire  71.554 -354.053  24.468  6
0565: create_temporary_explosion_fire  69.42 -371.249  30.28  2
0565: create_temporary_explosion_fire  69.42 -371.249  30.28  11
0565: create_temporary_explosion_fire  69.42 -371.249  30.28  1
020C: create_explosion  6 at  69.42 -371.249  30.28
0001: wait  105 ms
0565: create_temporary_explosion_fire  72.875 -360.392  23.922  2
0565: create_temporary_explosion_fire  72.875 -360.392  23.922  11
0565: create_temporary_explosion_fire  72.875 -360.392  23.922  6
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  2
020C: create_explosion  11 at  73.18 -366.699  13.236
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  1
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  6
039D: scatter_particles  4  5.0  0  0  0  11000 at  73.18 -366.699  13.236  16.0  0.0  .1
0001: wait  105 ms
0565: create_temporary_explosion_fire  71.554 -356.053  24.468  2
0565: create_temporary_explosion_fire  71.554 -356.053  24.468  11
020C: create_explosion  6 at  71.554 -356.053  24.468
0565: create_temporary_explosion_fire  69.42 -370.249  30.28  2
0565: create_temporary_explosion_fire  69.42 -370.249  30.28  11
0565: create_temporary_explosion_fire  69.42 -370.249  30.28  6
0001: wait  300 ms
0565: create_temporary_explosion_fire  72.875 -361.392  23.922  2
0565: create_temporary_explosion_fire  72.875 -361.392  23.922  11
0565: create_temporary_explosion_fire  72.875 -361.392  23.922  1
020C: create_explosion  6 at  72.875 -361.392  23.922
039D: scatter_particles  4  5.0  0  0  0  11000 at  69.42 -370.249  30.28  16.0  0.0  .1
0001: wait  105 ms
0565: create_temporary_explosion_fire  71.554 -354.053  24.468  2
020C: create_explosion  11 at  71.554 -354.053  24.468
0565: create_temporary_explosion_fire  71.554 -354.053  24.468  1
0565: create_temporary_explosion_fire  71.554 -354.053  24.468  6
0001: wait  400 ms
020C: create_explosion  2 at  67.421 -374.562  25.85
0565: create_temporary_explosion_fire  67.421 -374.562  25.85  11
0565: create_temporary_explosion_fire  67.421 -374.562  25.85  1
0565: create_temporary_explosion_fire  67.421 -374.562  25.85  6
0565: create_temporary_explosion_fire  71.875 -360.392  30.092  2
0565: create_temporary_explosion_fire  71.875 -360.392  30.092  11
0565: create_temporary_explosion_fire  71.875 -360.392  30.092  6
0001: wait  300 ms
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  2
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  11
020C: create_explosion  6 at  73.18 -366.699  13.236
0565: create_temporary_explosion_fire  71.554 -356.053  24.468  2
0565: create_temporary_explosion_fire  71.554 -356.053  24.468  11
0565: create_temporary_explosion_fire  71.554 -356.053  24.468  6
0001: wait  300 ms
0565: create_temporary_explosion_fire  69.224 -371.249  26.28  2
020C: create_explosion  11 at  69.224 -371.249  26.28
0565: create_temporary_explosion_fire  69.224 -371.249  26.28  6
039D: scatter_particles  4  5.0  0  0  0  5000 at  69.224 -371.249  26.28  16.0  0.0  .1
0001: wait  200 ms
0565: create_temporary_explosion_fire  72.875 -360.392  23.922  2
020C: create_explosion  11 at  72.875 -360.392  23.922
0565: create_temporary_explosion_fire  72.875 -360.392  23.922  6
039D: scatter_particles  4  5.0  0  0  0  5000 at  72.875 -360.392  23.922  16.0  0.0  .1
0001: wait  100 ms
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  2
020C: create_explosion  11 at  73.18 -366.699  13.236
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  1
0565: create_temporary_explosion_fire  73.18 -366.699  13.236  6
0001: wait  50 ms
0565: create_temporary_explosion_fire  71.554 -356.053  24.468  2
0565: create_temporary_explosion_fire  71.554 -356.053  24.468  11
0565: create_temporary_explosion_fire  71.554 -356.053  24.468  1
020C: create_explosion  6 at  71.554 -356.053  24.468
039D: scatter_particles  4  5.0  0  0  0  5000 at  71.554 -356.053  24.468  16.0  0.0  .1
0001: wait  250 ms
0247: request_model -127 (BLDNGST2MESH)

:Label07DF05
00D6: if  0
8248:   NOT   model -127 (BLDNGST2MESH) available
004D: jump_if_false £Label07DF1F
0001: wait  0 ms
0002: jump £Label07DF05

:Label07DF1F
03B6: replace_model_at  117.991 -362.461  10.179 radius  80.0 from -126 (BLDNGST2MESHDAM) to -127 (BLDNGST2MESH)
015F: set_camera_position  95.42784 -431.413  66.25831  0.0  0.0  0.0
0160: point_camera  96.13597 -430.9128  65.75952  2
031A: remove_all_fires
0249: release_model -127 (BLDNGST2MESH)
0247: request_model -126 (BLDNGST2MESHDAM)

:Label07DF76
00D6: if  0
8248:   NOT   model -126 (BLDNGST2MESHDAM) available
004D: jump_if_false £Label07DF90
0001: wait  0 ms
0002: jump £Label07DF76

:Label07DF90
0003: shake_camera  2500
0565: create_temporary_explosion_fire  138.234 -398.796  49.419  2
020C: create_explosion  11 at  138.234 -398.796  49.419
0565: create_temporary_explosion_fire  138.234 -398.796  49.419  6
0565: create_temporary_explosion_fire  146.365 -401.27  45.175  2
0565: create_temporary_explosion_fire  146.365 -401.27  45.175  11
0565: create_temporary_explosion_fire  146.365 -401.27  45.175  6
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  2
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  11
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  6
0565: create_temporary_explosion_fire  145.54 -400.172  32.071  2
0565: create_temporary_explosion_fire  145.54 -400.172  32.071  11
0565: create_temporary_explosion_fire  145.54 -400.172  32.071  1
0565: create_temporary_explosion_fire  145.54 -400.172  32.071  6
0001: wait  105 ms
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  2
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  11
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  1
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  6
0565: create_temporary_explosion_fire  130.865 -399.556  45.108  2
020C: create_explosion  11 at  130.865 -399.556  45.108
0565: create_temporary_explosion_fire  130.865 -399.556  45.108  6
0001: wait  50 ms
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  2
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  11
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  6
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  2
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  11
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  1
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  6
0565: create_temporary_explosion_fire  138.234 -398.796  49.419  2
0565: create_temporary_explosion_fire  138.234 -398.796  49.419  11
0565: create_temporary_explosion_fire  138.234 -398.796  49.419  1
020C: create_explosion  6 at  138.234 -398.796  49.419
0565: create_temporary_explosion_fire  140.531 -399.2166  26.636  2
0565: create_temporary_explosion_fire  140.531 -399.2166  26.636  11
0565: create_temporary_explosion_fire  140.531 -399.2166  26.636  6
0001: wait  105 ms
0001: wait  105 ms
0565: create_temporary_explosion_fire  130.865 -399.556  45.108  2
0565: create_temporary_explosion_fire  130.865 -399.556  45.108  11
0565: create_temporary_explosion_fire  130.865 -399.556  45.108  1
0565: create_temporary_explosion_fire  130.865 -399.556  45.108  6
0565: create_temporary_explosion_fire  138.693 -399.751  45.107  2
020C: create_explosion  11 at  138.693 -399.751  45.107
0565: create_temporary_explosion_fire  138.693 -399.751  45.107  6
0565: create_temporary_explosion_fire  139.529 -400.04  34.706  2
0565: create_temporary_explosion_fire  139.529 -397.04  34.706  11
0565: create_temporary_explosion_fire  139.529 -397.04  34.706  1
0565: create_temporary_explosion_fire  139.529 -397.04  34.706  6
020C: create_explosion  2 at  135.62 -399.96  41.42
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  11
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  6
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  2
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  11
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  6
0565: create_temporary_explosion_fire  140.531 -399.2166  26.636  2
020C: create_explosion  11 at  140.531 -399.2166  26.636
0565: create_temporary_explosion_fire  140.531 -399.2166  26.636  6
0565: create_temporary_explosion_fire  139.529 -400.04  34.706  2
0565: create_temporary_explosion_fire  139.529 -397.04  34.706  11
0565: create_temporary_explosion_fire  139.529 -397.04  34.706  1
020C: create_explosion  6 at  139.529 -397.04  34.706
03B6: replace_model_at  117.991 -362.461  10.179 radius  80.0 from -127 (BLDNGST2MESH) to -126 (BLDNGST2MESHDAM)
039D: scatter_particles  4  5.0  0  0  0  11000 at  135.271 -390.0  31.704  16.0  0.0  .1
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  2
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  11
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  1
020C: create_explosion  6 at  135.271 -390.0  31.704
0565: create_temporary_explosion_fire  130.865 -399.556  45.108  2
020C: create_explosion  11 at  130.865 -399.556  45.108
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  1
020C: create_explosion  6 at  130.865 -399.556  45.108
039D: scatter_particles  4  5.0  0  0  0  11000 at  135.271 -390.0  31.704  16.0  0.0  .1
0249: release_model -126 (BLDNGST2MESHDAM)
0001: wait  105 ms
0001: wait  105 ms
0565: create_temporary_explosion_fire  138.693 -399.751  45.107  2
020C: create_explosion  11 at  138.693 -399.751  45.107
0565: create_temporary_explosion_fire  138.693 -399.751  45.107  1
0565: create_temporary_explosion_fire  138.693 -399.751  45.107  6
0001: wait  105 ms
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  2
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  11
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  6
0001: wait  105 ms
0001: wait  100 ms
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  2
020C: create_explosion  11 at  135.62 -399.96  41.42
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  6
0001: wait  250 ms
020C: create_explosion  2 at  140.531 -399.2166  26.636
0565: create_temporary_explosion_fire  140.531 -399.2166  26.636  11
0565: create_temporary_explosion_fire  140.531 -399.2166  26.636  6
039D: scatter_particles  4  5.0  0  0  0  11000 at  139.529 -400.04  34.706  16.0  0.0  .1
0001: wait  105 ms
0001: wait  105 ms
0565: create_temporary_explosion_fire  138.234 -398.796  49.419  2
020C: create_explosion  11 at  138.234 -398.796  49.419
0565: create_temporary_explosion_fire  138.234 -398.796  49.419  1
0565: create_temporary_explosion_fire  138.234 -398.796  49.419  6
0565: create_temporary_explosion_fire  140.531 -399.2166  26.636  2
0565: create_temporary_explosion_fire  140.531 -399.2166  26.636  11
0565: create_temporary_explosion_fire  140.531 -399.2166  26.636  6
0001: wait  105 ms
0001: wait  105 ms
0001: wait  50 ms
0565: create_temporary_explosion_fire  139.529 -400.04  34.706  2
020C: create_explosion  11 at  139.529 -397.04  34.706
0565: create_temporary_explosion_fire  139.529 -397.04  34.706  1
0565: create_temporary_explosion_fire  139.529 -397.04  34.706  6
0001: wait  250 ms
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  2
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  11
0565: create_temporary_explosion_fire  135.271 -390.0  31.704  6
0565: create_temporary_explosion_fire  130.865 -399.556  45.108  2
0565: create_temporary_explosion_fire  130.865 -399.556  45.108  11
0565: create_temporary_explosion_fire  130.865 -399.556  45.108  1
0565: create_temporary_explosion_fire  130.865 -399.556  45.108  6
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  2
020C: create_explosion  11 at  135.62 -399.96  41.42
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  6
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  2
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  11
0565: create_temporary_explosion_fire  135.62 -399.96  41.42  6
0001: wait  50 ms
0565: create_temporary_explosion_fire  140.531 -399.2166  26.636  2
0565: create_temporary_explosion_fire  140.531 -399.2166  26.636  11
0565: create_temporary_explosion_fire  140.531 -399.2166  26.636  6
039D: scatter_particles  4  5.0  0  0  0  5000 at  130.865 -399.556  45.108  16.0  0.0  .1
039D: scatter_particles  4  5.0  0  0  0  5000 at  139.529 -400.04  34.706  16.0  0.0  .1
0001: wait  100 ms
0247: request_model -127 (BLDNGST2MESH)

:Label07E8CF
00D6: if  0
8248:   NOT   model -127 (BLDNGST2MESH) available
004D: jump_if_false £Label07E8E9
0001: wait  0 ms
0002: jump £Label07E8CF

:Label07E8E9
03B6: replace_model_at  117.991 -362.461  10.179 radius  80.0 from -126 (BLDNGST2MESHDAM) to -127 (BLDNGST2MESH)
015F: set_camera_position  202.0835 -305.277  12.0866  0.0  0.0  0.0
0160: point_camera  201.496 -305.966  12.247  2
031A: remove_all_fires
0249: release_model -127 (BLDNGST2MESH)
0001: wait  750 ms
0565: create_temporary_explosion_fire  168.166 -361.913  15.148  2
0565: create_temporary_explosion_fire  168.166 -366.913  15.206  11
020C: create_explosion  6 at  164.8878 -340.8933  16.268
0003: shake_camera  2000
0565: create_temporary_explosion_fire  168.166 -361.913  15.148  2
0565: create_temporary_explosion_fire  168.166 -366.913  15.206  11
0565: create_temporary_explosion_fire  164.8878 -340.8933  16.268  6
0247: request_model -126 (BLDNGST2MESHDAM)

:Label07E9BC
00D6: if  0
8248:   NOT   model -126 (BLDNGST2MESHDAM) available
004D: jump_if_false £Label07E9D6
0001: wait  0 ms
0002: jump £Label07E9BC

:Label07E9D6
0565: create_temporary_explosion_fire  168.166 -361.913  15.148  2
020C: create_explosion  11 at  168.166 -366.913  15.206
0565: create_temporary_explosion_fire  164.8878 -340.8933  16.268  6
0001: wait  105 ms
0565: create_temporary_explosion_fire  168.166 -361.913  15.148  2
020C: create_explosion  11 at  168.166 -366.913  15.206
0565: create_temporary_explosion_fire  167.0835 -350.057  16.283  1
0565: create_temporary_explosion_fire  164.8878 -340.8933  16.268  6
0001: wait  50 ms
0565: create_temporary_explosion_fire  158.365 -335.0422  21.805  2
0565: create_temporary_explosion_fire  158.365 -335.0422  21.805  11
0565: create_temporary_explosion_fire  158.365 -335.0422  21.805  6
020C: create_explosion  2 at  143.1712 -335.231  22.164
0565: create_temporary_explosion_fire  143.1712 -335.231  22.164  11
0565: create_temporary_explosion_fire  168.692 -336.464  19.678  1
0565: create_temporary_explosion_fire  143.1712 -335.231  22.164  6
0565: create_temporary_explosion_fire  168.692 -336.464  19.678  2
0565: create_temporary_explosion_fire  168.692 -336.464  19.678  11
0565: create_temporary_explosion_fire  168.692 -336.464  19.678  1
020C: create_explosion  6 at  168.692 -336.464  19.678
03B6: replace_model_at  117.991 -362.461  10.179 radius  80.0 from -127 (BLDNGST2MESH) to -126 (BLDNGST2MESHDAM)
020C: create_explosion  2 at  168.166 -361.913  15.148
0565: create_temporary_explosion_fire  168.166 -366.913  15.206  11
0565: create_temporary_explosion_fire  164.8878 -340.8933  16.268  6
0565: create_temporary_explosion_fire  168.166 -361.913  15.148  2
020C: create_explosion  11 at  168.166 -366.913  15.206
0565: create_temporary_explosion_fire  167.0835 -350.057  16.283  1
0565: create_temporary_explosion_fire  164.8878 -340.8933  16.268  6
0001: wait  50 ms
0565: create_temporary_explosion_fire  168.477 -335.314  22.231  2
0565: create_temporary_explosion_fire  168.477 -335.314  22.231  11
0565: create_temporary_explosion_fire  168.477 -335.314  22.231  1
0565: create_temporary_explosion_fire  168.477 -335.314  22.231  6
0565: create_temporary_explosion_fire  169.708 -337.357  19.075  2
0565: create_temporary_explosion_fire  169.708 -337.357  19.075  11
0565: create_temporary_explosion_fire  169.708 -337.357  19.075  6
0565: create_temporary_explosion_fire  169.708 -351.357  18.075  2
0565: create_temporary_explosion_fire  169.708 -351.357  18.075  11
0565: create_temporary_explosion_fire  169.708 -351.357  18.075  1
020C: create_explosion  6 at  169.708 -351.357  18.075
0001: wait  105 ms
0001: wait  300 ms
0565: create_temporary_explosion_fire  168.282 -335.453  18.769  2
0565: create_temporary_explosion_fire  168.282 -335.453  18.769  11
0565: create_temporary_explosion_fire  168.282 -335.453  18.769  6
0565: create_temporary_explosion_fire  168.692 -336.464  19.678  2
0565: create_temporary_explosion_fire  168.692 -336.464  19.678  11
0565: create_temporary_explosion_fire  168.692 -336.464  19.678  1
020C: create_explosion  6 at  168.692 -336.464  19.678
0249: release_model -126 (BLDNGST2MESHDAM)
0001: wait  105 ms
0565: create_temporary_explosion_fire  169.708 -351.357  18.075  2
0565: create_temporary_explosion_fire  169.708 -351.357  18.075  11
020C: create_explosion  1 at  169.708 -351.357  18.075
0565: create_temporary_explosion_fire  169.708 -351.357  18.075  6
0565: create_temporary_explosion_fire  134.058 -335.45  22.873  2
0565: create_temporary_explosion_fire  134.058 -335.45  22.873  11
0565: create_temporary_explosion_fire  134.058 -335.45  22.873  6
0001: wait  105 ms
0565: create_temporary_explosion_fire  158.365 -335.0422  21.805  2
0565: create_temporary_explosion_fire  158.365 -335.0422  21.805  11
020C: create_explosion  6 at  158.365 -335.0422  21.805
0001: wait  300 ms
0565: create_temporary_explosion_fire  154.231 -335.0846  20.826  2
0565: create_temporary_explosion_fire  154.231 -335.0846  20.826  11
020C: create_explosion  6 at  154.231 -335.0846  20.826
039D: scatter_particles  4  5.0  0  0  0  11000 at  154.231 -335.0846  20.826  16.0  0.0  .1
0565: create_temporary_explosion_fire  169.335 -337.878  19.478  2
0565: create_temporary_explosion_fire  169.335 -337.878  19.478  11
0565: create_temporary_explosion_fire  169.335 -337.878  19.478  6
0001: wait  500 ms
020C: create_explosion  2 at  164.531 -334.908  19.209
0565: create_temporary_explosion_fire  164.531 -334.908  19.209  11
0565: create_temporary_explosion_fire  164.531 -334.908  19.209  1
0565: create_temporary_explosion_fire  164.531 -334.908  19.209  6
0001: wait  105 ms
0001: wait  105 ms
0001: wait  105 ms
0001: wait  105 ms
020C: create_explosion  2 at  168.692 -336.464  19.678
0565: create_temporary_explosion_fire  168.692 -336.464  19.678  11
0565: create_temporary_explosion_fire  168.692 -336.464  19.678  6
0565: create_temporary_explosion_fire  146.933 -331.328  23.657  2
0565: create_temporary_explosion_fire  146.933 -331.328  23.657  11
0565: create_temporary_explosion_fire  146.933 -331.328  23.657  6
0001: wait  300 ms
020C: create_explosion  2 at  169.335 -337.878  19.478
0565: create_temporary_explosion_fire  169.335 -337.878  19.478  11
0565: create_temporary_explosion_fire  169.335 -337.878  19.478  6
0565: create_temporary_explosion_fire  168.282 -335.453  18.769  2
0565: create_temporary_explosion_fire  168.282 -335.453  18.769  11
0565: create_temporary_explosion_fire  168.282 -335.453  18.769  1
0565: create_temporary_explosion_fire  168.282 -335.453  18.769  6
039D: scatter_particles  4  5.0  0  0  0  5000 at  168.282 -335.453  18.769  16.0  0.0  .1
0001: wait  500 ms
0565: create_temporary_explosion_fire  158.365 -335.0422  21.805  2
0565: create_temporary_explosion_fire  158.365 -335.0422  21.805  11
0565: create_temporary_explosion_fire  158.365 -335.0422  21.805  6
0565: create_temporary_explosion_fire  143.1712 -335.231  22.164  2
020C: create_explosion  11 at  143.1712 -335.231  22.164
0565: create_temporary_explosion_fire  143.1712 -335.231  22.164  6
0001: wait  500 ms
0565: create_temporary_explosion_fire  168.692 -336.464  19.678  2
0565: create_temporary_explosion_fire  168.692 -336.464  19.678  11
0565: create_temporary_explosion_fire  168.692 -336.464  19.678  6
0001: wait  250 ms
0565: create_temporary_explosion_fire  164.531 -334.908  19.209  2
0565: create_temporary_explosion_fire  164.531 -334.908  19.209  11
0565: create_temporary_explosion_fire  164.531 -334.908  19.209  1
0565: create_temporary_explosion_fire  164.531 -334.908  19.209  6
0001: wait  50 ms
0565: create_temporary_explosion_fire  158.365 -335.0422  21.805  2
020C: create_explosion  11 at  158.365 -335.0422  21.805
039D: scatter_particles  4  5.0  0  0  0  14000 at  149.7423 -398.409  8.639  16.0  0.0  .1
039D: scatter_particles  4  10.0  0  0  0  14000 at  168.692 -336.464  19.678  16.0  0.0  .1
039D: scatter_particles  4  5.0  0  0  0  14000 at  149.7423 -398.409  8.639  16.0  0.0  .1
039D: scatter_particles  4  10.0  0  0  0  14000 at  169.335 -337.878  19.478  16.0  0.0  .1
0001: wait  3500 ms
0002: jump £Label07F249

:Label07F230
010D: set_player $PLAYER_CHAR wanted_level_to $CEE
00BA: text_styled "M_FAIL"  2000 ms  1  ;; MISSION FAILED!
0051: return

:Label07F249
0004: $F5 =  1  ;; integer values
01E3: text_1number_styled "M_PASS"  1000  5000 ms  1  ;; MISSION PASSED! $~1~
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  1000
0318: set_latest_mission_passed "TEX_3"  ;; Demolition Man
030C: set_mission_points +=  1
0164: disable_marker $F3
0051: return

:Label07F288
00D6: if  0
8038:   NOT   $D44 ==  1  ;; integer values
004D: jump_if_false £Label07F2A8
018A: $D33 = create_checkpoint_at $D27 $D28 $D29

:Label07F2A8
00D6: if  0
8038:   NOT   $D45 ==  1  ;; integer values
004D: jump_if_false £Label07F2C8
018A: $D34 = create_checkpoint_at $D2A $D2B $D2C

:Label07F2C8
00D6: if  0
8038:   NOT   $D46 ==  1  ;; integer values
004D: jump_if_false £Label07F2E8
018A: $D35 = create_checkpoint_at $D2D $D2E $D2F

:Label07F2E8
00D6: if  0
8038:   NOT   $D47 ==  1  ;; integer values
004D: jump_if_false £Label07F308
018A: $D36 = create_checkpoint_at $D30 $D31 $D32

:Label07F308
0164: disable_marker $D0B
0164: disable_marker $D0C
0164: disable_marker $D0D
0164: disable_marker $D0E
00BC: text_highpriority "TEX3_10"  2000 ms  2  ;; ~g~Drop the bomb at a target.
0051: return

:Label07F32D
00D6: if  0
8038:   NOT   $D40 ==  3  ;; integer values
004D: jump_if_false £Label07F347
0188: $D0B = create_marker_above_object $D07

:Label07F347
00D6: if  0
8038:   NOT   $D41 ==  3  ;; integer values
004D: jump_if_false £Label07F361
0188: $D0C = create_marker_above_object $D08

:Label07F361
00D6: if  0
8038:   NOT   $D42 ==  3  ;; integer values
004D: jump_if_false £Label07F37B
0188: $D0D = create_marker_above_object $D09

:Label07F37B
00D6: if  0
8038:   NOT   $D43 ==  3  ;; integer values
004D: jump_if_false £Label07F395
0188: $D0E = create_marker_above_object $D0A

:Label07F395
0164: disable_marker $D33
0164: disable_marker $D34
0164: disable_marker $D35
0164: disable_marker $D36
0051: return

:Label07F3AB
00D6: if  0
0038:   $D40 ==  0  ;; integer values
004D: jump_if_false £Label07F5C2
00D6: if  0
0038:   $D44 ==  0  ;; integer values
004D: jump_if_false £Label07F436
00D6: if  0
04E6:   unknown_object $D07 near_point $D27 $D28 $D29 radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07F436
018C: play_sound  16 at $D27 $D28 $D29
0004: $D40 =  3  ;; integer values
0004: $D44 =  1  ;; integer values
01BC: put_object $D07 at  97.574 -381.658  9.2721
0382: unknown_set_object $D07 collision_detection  0
0392: object $D07 toggle_in_moving_list  0

:Label07F436
00D6: if  0
0038:   $D45 ==  0  ;; integer values
004D: jump_if_false £Label07F4AF
00D6: if  0
04E6:   unknown_object $D07 near_point $D2A $D2B $D2C radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07F4AF
018C: play_sound  16 at $D2A $D2B $D2C
0004: $D40 =  3  ;; integer values
0004: $D45 =  1  ;; integer values
01BC: put_object $D07 at  156.5491 -348.0284  18.1517
0382: unknown_set_object $D07 collision_detection  0
0392: object $D07 toggle_in_moving_list  0

:Label07F4AF
00D6: if  0
0038:   $D46 ==  0  ;; integer values
004D: jump_if_false £Label07F528
00D6: if  0
04E6:   unknown_object $D07 near_point $D2D $D2E $D2F radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07F528
018C: play_sound  16 at $D2D $D2E $D2F
0004: $D40 =  3  ;; integer values
0004: $D46 =  1  ;; integer values
01BC: put_object $D07 at  88.1474 -361.8685  27.376
0382: unknown_set_object $D07 collision_detection  0
0392: object $D07 toggle_in_moving_list  0

:Label07F528
00D6: if  0
0038:   $D47 ==  0  ;; integer values
004D: jump_if_false £Label07F5A1
00D6: if  0
04E6:   unknown_object $D07 near_point $D30 $D31 $D32 radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07F5A1
018C: play_sound  16 at $D30 $D31 $D32
0004: $D40 =  3  ;; integer values
0004: $D47 =  1  ;; integer values
01BC: put_object $D07 at  140.0079 -383.1253  36.6172
0382: unknown_set_object $D07 collision_detection  0
0392: object $D07 toggle_in_moving_list  0

:Label07F5A1
00D6: if  0
8038:   NOT   $D40 ==  3  ;; integer values
004D: jump_if_false £Label07F5C2
00BC: text_highpriority "TEX3_8"  3000 ms  2  ;; ~g~You missed the target! Pick up a bomb and try again!

:Label07F5C2
0051: return

:Label07F5C4
00D6: if  0
0038:   $D41 ==  0  ;; integer values
004D: jump_if_false £Label07F7DB
00D6: if  0
0038:   $D44 ==  0  ;; integer values
004D: jump_if_false £Label07F64F
00D6: if  0
04E6:   unknown_object $D08 near_point $D27 $D28 $D29 radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07F64F
018C: play_sound  16 at $D27 $D28 $D29
0004: $D41 =  3  ;; integer values
0004: $D44 =  1  ;; integer values
01BC: put_object $D08 at  97.574 -381.658  9.2721
0382: unknown_set_object $D08 collision_detection  0
0392: object $D08 toggle_in_moving_list  0

:Label07F64F
00D6: if  0
0038:   $D45 ==  0  ;; integer values
004D: jump_if_false £Label07F6C8
00D6: if  0
04E6:   unknown_object $D08 near_point $D2A $D2B $D2C radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07F6C8
018C: play_sound  16 at $D2A $D2B $D2C
0004: $D41 =  3  ;; integer values
0004: $D45 =  1  ;; integer values
01BC: put_object $D08 at  156.5491 -348.0284  18.1517
0382: unknown_set_object $D08 collision_detection  0
0392: object $D08 toggle_in_moving_list  0

:Label07F6C8
00D6: if  0
0038:   $D46 ==  0  ;; integer values
004D: jump_if_false £Label07F741
00D6: if  0
04E6:   unknown_object $D08 near_point $D2D $D2E $D2F radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07F741
018C: play_sound  16 at $D2D $D2E $D2F
0004: $D41 =  3  ;; integer values
0004: $D46 =  1  ;; integer values
01BC: put_object $D08 at  88.1474 -361.8685  27.376
0382: unknown_set_object $D08 collision_detection  0
0392: object $D08 toggle_in_moving_list  0

:Label07F741
00D6: if  0
0038:   $D47 ==  0  ;; integer values
004D: jump_if_false £Label07F7BA
00D6: if  0
04E6:   unknown_object $D08 near_point $D30 $D31 $D32 radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07F7BA
018C: play_sound  16 at $D30 $D31 $D32
0004: $D41 =  3  ;; integer values
0004: $D47 =  1  ;; integer values
01BC: put_object $D08 at  140.0079 -383.1253  36.6172
0382: unknown_set_object $D08 collision_detection  0
0392: object $D08 toggle_in_moving_list  0

:Label07F7BA
00D6: if  0
8038:   NOT   $D41 ==  3  ;; integer values
004D: jump_if_false £Label07F7DB
00BC: text_highpriority "TEX3_8"  3000 ms  2  ;; ~g~You missed the target! Pick up a bomb and try again!

:Label07F7DB
0051: return

:Label07F7DD
00D6: if  0
0038:   $D42 ==  0  ;; integer values
004D: jump_if_false £Label07F9F4
00D6: if  0
0038:   $D44 ==  0  ;; integer values
004D: jump_if_false £Label07F868
00D6: if  0
04E6:   unknown_object $D09 near_point $D27 $D28 $D29 radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07F868
018C: play_sound  16 at $D27 $D28 $D29
0004: $D42 =  3  ;; integer values
0004: $D44 =  1  ;; integer values
01BC: put_object $D09 at  97.574 -381.658  9.2721
0382: unknown_set_object $D09 collision_detection  0
0392: object $D09 toggle_in_moving_list  0

:Label07F868
00D6: if  0
0038:   $D45 ==  0  ;; integer values
004D: jump_if_false £Label07F8E1
00D6: if  0
04E6:   unknown_object $D09 near_point $D2A $D2B $D2C radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07F8E1
018C: play_sound  16 at $D2A $D2B $D2C
0004: $D42 =  3  ;; integer values
0004: $D45 =  1  ;; integer values
01BC: put_object $D09 at  156.5491 -348.0284  18.1517
0382: unknown_set_object $D09 collision_detection  0
0392: object $D09 toggle_in_moving_list  0

:Label07F8E1
00D6: if  0
0038:   $D46 ==  0  ;; integer values
004D: jump_if_false £Label07F95A
00D6: if  0
04E6:   unknown_object $D09 near_point $D2D $D2E $D2F radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07F95A
018C: play_sound  16 at $D2D $D2E $D2F
0004: $D42 =  3  ;; integer values
0004: $D46 =  1  ;; integer values
01BC: put_object $D09 at  88.1474 -361.8685  27.376
0382: unknown_set_object $D09 collision_detection  0
0392: object $D09 toggle_in_moving_list  0

:Label07F95A
00D6: if  0
0038:   $D47 ==  0  ;; integer values
004D: jump_if_false £Label07F9D3
00D6: if  0
04E6:   unknown_object $D09 near_point $D30 $D31 $D32 radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07F9D3
018C: play_sound  16 at $D30 $D31 $D32
0004: $D42 =  3  ;; integer values
0004: $D47 =  1  ;; integer values
01BC: put_object $D09 at  140.0079 -383.1253  36.6172
0382: unknown_set_object $D09 collision_detection  0
0392: object $D09 toggle_in_moving_list  0

:Label07F9D3
00D6: if  0
8038:   NOT   $D42 ==  3  ;; integer values
004D: jump_if_false £Label07F9F4
00BC: text_highpriority "TEX3_8"  3000 ms  2  ;; ~g~You missed the target! Pick up a bomb and try again!

:Label07F9F4
0051: return

:Label07F9F6
00D6: if  0
0038:   $D43 ==  0  ;; integer values
004D: jump_if_false £Label07FC0D
00D6: if  0
0038:   $D44 ==  0  ;; integer values
004D: jump_if_false £Label07FA81
00D6: if  0
04E6:   unknown_object $D0A near_point $D27 $D28 $D29 radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07FA81
018C: play_sound  16 at $D27 $D28 $D29
0004: $D43 =  3  ;; integer values
0004: $D44 =  1  ;; integer values
01BC: put_object $D0A at  97.574 -381.658  9.2721
0382: unknown_set_object $D0A collision_detection  0
0392: object $D0A toggle_in_moving_list  0

:Label07FA81
00D6: if  0
0038:   $D45 ==  0  ;; integer values
004D: jump_if_false £Label07FAFA
00D6: if  0
04E6:   unknown_object $D0A near_point $D2A $D2B $D2C radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07FAFA
018C: play_sound  16 at $D2A $D2B $D2C
0004: $D43 =  3  ;; integer values
0004: $D45 =  1  ;; integer values
01BC: put_object $D0A at  156.5491 -348.0284  18.1517
0382: unknown_set_object $D0A collision_detection  0
0392: object $D0A toggle_in_moving_list  0

:Label07FAFA
00D6: if  0
0038:   $D46 ==  0  ;; integer values
004D: jump_if_false £Label07FB73
00D6: if  0
04E6:   unknown_object $D0A near_point $D2D $D2E $D2F radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07FB73
018C: play_sound  16 at $D2D $D2E $D2F
0004: $D43 =  3  ;; integer values
0004: $D46 =  1  ;; integer values
01BC: put_object $D0A at  88.1474 -361.8685  27.376
0382: unknown_set_object $D0A collision_detection  0
0392: object $D0A toggle_in_moving_list  0

:Label07FB73
00D6: if  0
0038:   $D47 ==  0  ;; integer values
004D: jump_if_false £Label07FBEC
00D6: if  0
04E6:   unknown_object $D0A near_point $D30 $D31 $D32 radius  3.5  3.5  2.0 unknown  0
004D: jump_if_false £Label07FBEC
018C: play_sound  16 at $D30 $D31 $D32
0004: $D43 =  3  ;; integer values
0004: $D47 =  1  ;; integer values
01BC: put_object $D0A at  140.0079 -383.1253  36.6172
0382: unknown_set_object $D0A collision_detection  0
0392: object $D0A toggle_in_moving_list  0

:Label07FBEC
00D6: if  0
8038:   NOT   $D43 ==  3  ;; integer values
004D: jump_if_false £Label07FC0D
00BC: text_highpriority "TEX3_8"  3000 ms  2  ;; ~g~You missed the target! Pick up a bomb and try again!

:Label07FC0D
0051: return

:Label07FC0F
0004: $ONMISSION =  0  ;; integer values
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
04DB: (unknown)
0004: $43C =  0  ;; integer values
0164: disable_marker $CEA
0164: disable_marker $D33
0164: disable_marker $D34
0164: disable_marker $D35
0164: disable_marker $D36
0164: disable_marker $D0B
0164: disable_marker $D0C
0164: disable_marker $D0D
0164: disable_marker $D0E
009B: destroy_actor_instantly $CEF
009B: destroy_actor_instantly $CF0
009B: destroy_actor_instantly $CF1
009B: destroy_actor_instantly $CF2
009B: destroy_actor_instantly $CF3
009B: destroy_actor_instantly $CF4
009B: destroy_actor_instantly $CF5
009B: destroy_actor_instantly $CF6
009B: destroy_actor_instantly $CF7
009B: destroy_actor_instantly $CF8
014F: stop_timer $D4A
0151: remove_status_text $CEB
00D6: if  0
8119:   NOT   car $CEC wrecked
004D: jump_if_false £Label07FCAA
020A: set_car $CEC door_status_to  1

:Label07FCAA
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
00D6: if  0
8119:   NOT   car $CEC wrecked
004D: jump_if_false £Label07FCC8
0519: unknown_car $CEC flag  0

:Label07FCC8
0108: destroy_object $D07
0108: destroy_object $D08
0108: destroy_object $D09
0108: destroy_object $D0A
0108: destroy_object $D5E
0108: destroy_object $D5F
0108: destroy_object $D60
0108: destroy_object $D61
0249: release_model -124 (DYNAMITE)
0249: release_model #TOPFUN
0249: release_model #WMYCW
0249: release_model #HAMMER
0249: release_model #RCGOBLIN
0249: release_model -125 (BARREL2)
0249: release_model #GDA
0249: release_model #COLT45
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
031A: remove_all_fires
00D8: mission_cleanup
0051: return

;-------------Mission 20---------------
; Originally: Two Bit Hit


:Label07FD21
0050: gosub £Label07FD45
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label07FD3C
0050: gosub £Label081095

:Label07FD3C
0050: gosub £Label081228
004E: end_thread

:Label07FD45
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "SERG2"
054C: use_GXT_table "SERG2"
058E: set_restart_mission_taxi_destination  252.7968 -230.9387  9.8638  333.9001
0001: wait  0 ms
01B6: set_weather  0
01B7: release_weather
0004: $D9A =  0  ;; integer values
0004: $D9B =  0  ;; integer values
0004: $D9C =  0  ;; integer values
0004: $D9D =  0  ;; integer values
0004: $D9F =  0  ;; integer values
0004: $DA2 =  0  ;; integer values
0004: $DA0 =  0  ;; integer values
0004: $DA1 =  0  ;; integer values
0004: $DA3 =  0  ;; integer values
0004: $DA4 =  0  ;; integer values
0004: $D94 =  0  ;; integer values
0004: $D95 =  0  ;; integer values
0004: $D9E =  0  ;; integer values
0004: $DAF =  0  ;; integer values
0004: $DA5 =  0  ;; integer values
0004: $DA6 =  0  ;; integer values
0005: $63 = -1021.94  ;; floating-point values
0005: $64 = -428.68  ;; floating-point values
0005: $65 =  10.0  ;; floating-point values
0005: $C92 =  10.5  ;; floating-point values
0005: $CA3 = -1064.0  ;; floating-point values
0005: $CA4 =  57.0  ;; floating-point values
0005: $CA5 = -1056.0  ;; floating-point values
0005: $CA6 =  52.0  ;; floating-point values
0005: $CA7 = -1037.7  ;; floating-point values
0005: $CA8 =  70.0  ;; floating-point values
0007:  8@ = -1055.0  ;; floating-point values
0007:  9@ =  26.0  ;; floating-point values
0007:  10@ = -1064.0  ;; floating-point values
0007:  11@ =  40.0  ;; floating-point values
0005: $DA8 = -1046.9  ;; floating-point values
0005: $DA9 =  71.3  ;; floating-point values
0005: $DAA =  60.0  ;; floating-point values
0007:  12@ = -1090.0  ;; floating-point values
0007:  14@ = -1030.0  ;; floating-point values
0007:  13@ =  0.0  ;; floating-point values
0007:  15@ =  90.0  ;; floating-point values
0004: $D96 =  0  ;; integer values
0004: $D97 =  0  ;; integer values
0004: $D98 =  0  ;; integer values
0004: $D99 =  0  ;; integer values
0395: clear_area  1 at  299.0 -205.0 range  10.5  5.0
0395: clear_area  1 at  305.0 -219.5 range  10.5  10.0
04E4: unknown_refresh_game_renderer_at  299.0 -205.0
0055: put_player $PLAYER_CHAR at  299.0 -205.0  10.5
0171: set_player $PLAYER_CHAR z_angle_to  230.0
015F: set_camera_position  297.0 -204.7  13.0  0.0  0.0  0.0
0160: point_camera  318.5 -219.23  22.4  2
0247: request_model #STRETCH
03CB: set_camera  270.0 -218.0  13.4

:Label07FF83
00D6: if  0
8248:   NOT   model #STRETCH available
004D: jump_if_false £Label07FF9E
0001: wait  0 ms
0002: jump £Label07FF83

:Label07FF9E
0395: clear_area  1 at  306.9 -241.65 range  12.3  15.0
00A5: $642 = create_car #STRETCH at  306.9 -241.65  12.3
0229: set_car $642 color_to  0  0
0175: set_car $642 z_angle_to  0.0
02A3: toggle_widescreen  1 (on)
016A: fade  1 (back)  1500 ms

:Label07FFEB
00D6: if  0
016B:   fading
004D: jump_if_false £Label080003
0001: wait  0 ms
0002: jump £Label07FFEB

:Label080003
00D6: if  0
8119:   NOT   car $642 wrecked
004D: jump_if_false £Label080027
04BA: set_car $642 speed_instantly  15.0
0477: unknown_car $642  8  8000

:Label080027
0006:  16@ =  0  ;; integer values

:Label08002E
00D6: if  0
001B:    1000 >  16@  ;; integer values
004D: jump_if_false £Label08004C
0001: wait  0 ms
0002: jump £Label08002E

:Label08004C
00D6: if  0
8119:   NOT   car $642 wrecked
004D: jump_if_false £Label080065
0158: camera_on_vehicle $642  15  1

:Label080065
0006:  16@ =  0  ;; integer values

:Label08006C
00D6: if  0
001B:    3000 >  16@  ;; integer values
004D: jump_if_false £Label08008A
0001: wait  0 ms
0002: jump £Label08006C

:Label08008A
00D6: if  0
8119:   NOT   car $642 wrecked
004D: jump_if_false £Label0800B3
00AA: store_car $642 position_to $63F $640 $641
0211: actor $PLAYER_ACTOR walk_to $63F $640

:Label0800B3
016A: fade  0 ()  1500 ms

:Label0800BA
00D6: if  0
016B:   fading
004D: jump_if_false £Label0800D2
0001: wait  0 ms
0002: jump £Label0800BA

:Label0800D2
00A6: destroy_car $642
0249: release_model #STRETCH
015A: restore_camera
011C: actor $PLAYER_ACTOR clear_objective
009F: set_actor $PLAYER_ACTOR objective_to-1
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSAVERY"
023C: load_special_actor  3 "CSDLOVE"
02F3: load_object #CUTOBJ01 "CS_LIMO"
03CB: set_camera  305.2 -211.9  11.3
038B: load_requested_models

:Label08012C
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false £Label080153
0001: wait  0 ms
0002: jump £Label08012C

:Label080153
02E4: load_cutscene_data "TEX_2"
0244: set_cutscene_pos  305.2 -211.9  11.3
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $95 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $95 "CSAVERY"
02E5: $DB = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $DB "CSDLOVE"
02E5: $D84 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D84 "CS_LIMO"
0395: clear_area  1 at  265.129 -234.531 range  11.107  1.0
0055: put_player $PLAYER_CHAR at  265.129 -234.531  11.107
0171: set_player $PLAYER_CHAR z_angle_to  78.21838
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label080212
00D6: if  0
001A:    574 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label080235
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label080212

:Label080235
00BC: text_highpriority "TEX2_A"  10000 ms  1  ;; Tommy, this is Donald Love. Donald, this here is Tommy Vercetti,

:Label080244
00D6: if  0
001A:    4124 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label080267
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label080244

:Label080267
00BC: text_highpriority "TEX2_B"  10000 ms  1  ;; the latest gunslinger to come to these parts.

:Label080276
00D6: if  0
001A:    6167 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label080299
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label080276

:Label080299
00BC: text_highpriority "TEX2_C"  10000 ms  1  ;; Yeh...uh...

:Label0802A8
00D6: if  0
001A:    6740 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0802CB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0802A8

:Label0802CB
00BC: text_highpriority "TEX2_D"  10000 ms  1  ;; Donald, you just shut up and listen, and you might learn something.

:Label0802DA
00D6: if  0
001A:    10018 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0802FD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0802DA

:Label0802FD
00BC: text_highpriority "TEX2_E"  10000 ms  1  ;; Now, nothing brings down real estate prices quicker than a good old-fashioned gang war -

:Label08030C
00D6: if  0
001A:    14794 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08032F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08030C

:Label08032F
00BC: text_highpriority "TEX2_F"  10000 ms  1  ;; 'cept maybe a disaster, like a biblical plague or something,

:Label08033E
00D6: if  0
001A:    17966 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label080361
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08033E

:Label080361
00BC: text_highpriority "TEX2_G"  10000 ms  1  ;; but, that may be going too far in this case.

:Label080370
00D6: if  0
001A:    20378 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label080393
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label080370

:Label080393
00BC: text_highpriority "TEX2_H"  10000 ms  1  ;; You getting this down, you four-eyed prick?

:Label0803A2
00D6: if  0
001A:    23680 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0803C5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0803A2

:Label0803C5
00BC: text_highpriority "TEX2_I"  10000 ms  1  ;; Now recently a Haitian gang lord died. Apparently the Cubans did it, nobody's certain.

:Label0803D4
00D6: if  0
001A:    28473 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0803F7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0803D4

:Label0803F7
00BC: text_highpriority "TEX2_J"  10000 ms  1  ;; But let's make them certain! You disguise yourself as a Cuban hombre,

:Label080406
00D6: if  0
001A:    31827 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label080429
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label080406

:Label080429
00BC: text_highpriority "TEX2_K"  10000 ms  1  ;; and head on down to crash that funeral. Mix it up, and then high tail it.

:Label080438
00D6: if  0
001A:    35494 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08045D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label080438

:Label08045D
00BC: text_highpriority "TEX2_L"  10000 ms  1  ;; You getting this down, Donald?

:Label08046C
00D6: if  0
001A:    37278 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label080491
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08046C

:Label080491
00BC: text_highpriority "TEX2_M"  10000 ms  1  ;; Well, that ought to put the coyote in the chicken coop, huh?

:Label0804A0
00D6: if  0
001A:    40242 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0804C5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0804A0

:Label0804C5
00BC: text_highpriority "TEX2_N"  10000 ms  1  ;; And then we'll just sit back, and watch the prices tumble.

:Label0804D4
00D6: if  0
001A:    43214 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0804F9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0804D4

:Label0804F9
00BE: text_clear_all
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label080504
00D6: if  0
016B:   fading
004D: jump_if_false £Label08051C
0001: wait  0 ms
0002: jump £Label080504

:Label08051C
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0249: release_model #CUTOBJ01
04BB: select_interiour  0  ;; select render area
016A: fade  1 (back)  1500 ms
02A3: toggle_widescreen  0 (off)
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #TEC9
038B: load_requested_models

:Label080553
00D6: if  0
8248:   NOT   model #HNA available
004D: jump_if_false £Label08056D
0001: wait  0 ms
0002: jump £Label080553

:Label08056D
00D6: if  0
8248:   NOT   model #HNB available
004D: jump_if_false £Label080587
0001: wait  0 ms
0002: jump £Label08056D

:Label080587
00D6: if  0
8248:   NOT   model #TEC9 available
004D: jump_if_false £Label0805A2
0001: wait  0 ms
0002: jump £Label080587

:Label0805A2
00D6: if  0
8500:   NOT   player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false £Label080709
00BC: text_highpriority "TEX_2C"  5000 ms  1  ;; ~g~Go get yourself some Cuban gang colors in Little Havana!
02A8: $DB0 = create_marker  28 at $63 $64 $65

:Label0805D9
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot $63 $64 $65 radius  1.2  1.2  3.0
004D: jump_if_false £Label08060E
0001: wait  0 ms
0002: jump £Label0805D9

:Label08060E
0164: disable_marker $DB0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0110: clear_player $PLAYER_CHAR wanted_level
0211: actor $PLAYER_ACTOR walk_to -1026.1 -429.5
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms

:Label080641
00D6: if  0
016B:   fading
004D: jump_if_false £Label080659
0001: wait  0 ms
0002: jump £Label080641

:Label080659
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label08068D
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER5"
038B: load_requested_models
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label08068D
0353: refresh_actor $PLAYER_ACTOR

:Label08068D
011C: actor $PLAYER_ACTOR clear_objective
0055: put_player $PLAYER_CHAR at -1023.5 -429.0  10.0
0171: set_player $PLAYER_CHAR z_angle_to  280.0
02EB: restore_camera_with_jumpcut
03C8: rotate_player-180-degrees
0395: clear_area  0 at $63 $64 range $65  1.0
0211: actor $PLAYER_ACTOR walk_to -1019.4 -428.3
016A: fade  1 (back)  1500 ms

:Label0806DC
00D6: if  0
016B:   fading
004D: jump_if_false £Label0806F4
0001: wait  0 ms
0002: jump £Label0806DC

:Label0806F4
011C: actor $PLAYER_ACTOR clear_objective
009F: set_actor $PLAYER_ACTOR objective_to-1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)

:Label080709
00BC: text_highpriority "TEX_2D"  10000 ms  1  ;; ~g~Take out the Haitian Gang Lord at Romero's Funeral Parlor!
03F1: pedtype  8 add_threat  1
018A: $CA9 = create_checkpoint_at $DA8 $DA9  20.0
01E8: create_forbidden_for_cars_cube  12@  13@  14.0  14@  15@  20.0
0005: $62 =  0.0  ;; floating-point values

:Label080750
00D6: if  0
0042:   $62 ==  0.0  ;; floating-point values
004D: jump_if_false £Label080780
0001: wait  0 ms
02CE: $62 = ground_z $DA8 $DA9  50.0
0002: jump £Label080750

:Label080780
01EB: set_car_density_to  0.0
0247: request_model #ROMERO

:Label08078C
00D6: if  0
8248:   NOT   model #ROMERO available
004D: jump_if_false £Label0807A7
0001: wait  0 ms
0002: jump £Label08078C

:Label0807A7
0247: request_model #VOODOO

:Label0807AC
00D6: if  0
8248:   NOT   model #VOODOO available
004D: jump_if_false £Label0807C7
0001: wait  0 ms
0002: jump £Label0807AC

:Label0807C7
0247: request_model -121 (FAKETARGET)

:Label0807CB
00D6: if  0
8248:   NOT   model -121 (FAKETARGET) available
004D: jump_if_false £Label0807E5
0001: wait  0 ms
0002: jump £Label0807CB

:Label0807E5
0247: request_model #M4

:Label0807EA
00D6: if  0
8248:   NOT   model #M4 available
004D: jump_if_false £Label080805
0001: wait  0 ms
0002: jump £Label0807EA

:Label080805
0247: request_model -128 (JW_COFFIN)

:Label080809
00D6: if  0
8248:   NOT   model -128 (JW_COFFIN) available
004D: jump_if_false £Label080823
0001: wait  0 ms
0002: jump £Label080809

:Label080823
00A5: $D85 = create_car #VOODOO at -1063.0  40.0  11.0
0175: set_car $D85 z_angle_to  180.0
0229: set_car $D85 color_to  0  0
0129: $D8C = create_actor  8 #HNB in_car $D85 driverseat
01ED: reset_actor $D8C flags
00A9: set_car $D85 to_normal_driver
00A5: $D86 = create_car #ROMERO at -1063.0  55.0  11.0
0175: set_car $D86 z_angle_to  180.0
0229: set_car $D86 color_to  0  0
0129: $D8D = create_actor  8 #HNA in_car $D86 driverseat
01ED: reset_actor $D8D flags
0224: set_car $D86 health_to  2000
00A9: set_car $D86 to_normal_driver
00A5: $D87 = create_car #ROMERO at -1057.05  69.64  11.05
0175: set_car $D87 z_angle_to  90.0
02AA: set_car $D87 immune_to_nonplayer  1
0129: $D8E = create_actor  8 #HNA in_car $D87 driverseat
01ED: reset_actor $D8E flags
00A9: set_car $D87 to_normal_driver
02AC: set_car $D87 immunities  0  1  0  0  0
0224: set_car $D87 health_to  1500
01EC: make_car $D87 very_heavy  1
00A5: $D88 = create_car #VOODOO at -1070.0  18.6  11.0
0175: set_car $D88 z_angle_to  270.0
0129: $D8F = create_actor  8 #HNB in_car $D88 driverseat
01ED: reset_actor $D8F flags
00A9: set_car $D88 to_normal_driver
00A5: $D89 = create_car #VOODOO at -1070.0  75.4  11.0
0175: set_car $D89 z_angle_to  270.0
0129: $D90 = create_actor  8 #HNB in_car $D89 driverseat
01ED: reset_actor $D90 flags
00A9: set_car $D89 to_normal_driver
009A:  0@ = create_actor  8 #HNB at $CA3 $CA4 $C92
0243: set_actor  0@ ped_stats_to  16
0173: set_actor  0@ z_angle_to  75.0
01B2: give_actor  0@ weapon  22 ammo  9999  ;; Load the weapon model before using this
0372: set_actor  0@ anim  13 wait_state_time  999999 ms
009A:  1@ = create_actor  8 #HNA at $CA5 $CA6 $C92
0243: set_actor  1@ ped_stats_to  16
0173: set_actor  1@ z_angle_to  12.0
01B2: give_actor  1@ weapon  22 ammo  9999  ;; Load the weapon model before using this
0372: set_actor  1@ anim  3 wait_state_time  999999 ms
009A:  2@ = create_actor  8 #HNB at $CA7 $CA8 $C92
0243: set_actor  2@ ped_stats_to  16
0173: set_actor  2@ z_angle_to  280.0
01B2: give_actor  2@ weapon  26 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor  2@ flags
011A: set_actor  2@ flags  1
0291: unknown_actor  2@ unknown_behavior_flag  1
0372: set_actor  2@ anim  13 wait_state_time  999999 ms
009A:  3@ = create_actor  8 #HNA at  8@  9@ $C92
0243: set_actor  3@ ped_stats_to  16
0173: set_actor  3@ z_angle_to  165.0
01B2: give_actor  3@ weapon  22 ammo  9999  ;; Load the weapon model before using this
0372: set_actor  3@ anim  13 wait_state_time  999999 ms
009A:  4@ = create_actor  8 #HNB at  10@  11@ $C92
0243: set_actor  4@ ped_stats_to  16
0173: set_actor  4@ z_angle_to  97.0
01B2: give_actor  4@ weapon  22 ammo  9999  ;; Load the weapon model before using this
0372: set_actor  4@ anim  3 wait_state_time  999999 ms
009A:  6@ = create_actor  8 #HNA at -1047.8  54.8  13.3
0243: set_actor  6@ ped_stats_to  16
011A: set_actor  6@ flags  1
0173: set_actor  6@ z_angle_to  140.0
0350: unknown_actor  6@ not_scared_flag  1
01B2: give_actor  6@ weapon  26 ammo  9999  ;; Load the weapon model before using this
0372: set_actor  6@ anim  13 wait_state_time  999999 ms
009A:  7@ = create_actor  8 #HNA at -1042.44  64.96  15.5
0243: set_actor  7@ ped_stats_to  16
011A: set_actor  7@ flags  1
0173: set_actor  7@ z_angle_to  80.0
0350: unknown_actor  6@ not_scared_flag  1
01B2: give_actor  7@ weapon  26 ammo  9999  ;; Load the weapon model before using this
0372: set_actor  7@ anim  13 wait_state_time  999999 ms
009A: $D8A = create_actor  8 #HNA at $DA8 $DA9 $C92
01ED: reset_actor $D8A flags
0173: set_actor $D8A z_angle_to $DAA
02A9: set_actor $D8A immune_to_nonplayer  1
000D: $DA8 -=  1.0  ;; floating-point values
0009: $DA9 +=  1.0  ;; floating-point values
009A:  5@ = create_actor  8 #HNB at $DA8 $DA9 $C92
01ED: reset_actor  5@ flags
020E: actor  5@ look_at_actor $D8A
0009: $DA8 +=  1.0  ;; floating-point values
009A: $D8B = create_actor  8 #HNB at $DA8 $DA9 $C92
01ED: reset_actor $D8B flags
020E: actor $D8B look_at_actor $D8A
0164: disable_marker $CA9
0187: $CA9 = create_marker_above_actor $D8A
01BD: $D91 = current_time_in_ms

:Label080BD3
00D6: if  1
8056:   NOT   player $PLAYER_CHAR  0 ()in_rectangle  12@  13@  14@  15@
0038:   $D9B ==  0  ;; integer values
004D: jump_if_false £Label080C1F
0001: wait  0 ms
0050: gosub £Label081B81
0050: gosub £Label08143C
0050: gosub £Label081534
0050: gosub £Label081FC5
0002: jump £Label080BD3

:Label080C1F
0004: $DA0 =  1  ;; integer values

:Label080C26
00D6: if  0
0038:   $D9B ==  0  ;; integer values
004D: jump_if_false £Label080C76
0001: wait  0 ms
0050: gosub £Label081B81
00D6: if  0
0118:   actor $D8A dead
004D: jump_if_false £Label080C5A
0002: jump £Label081012

:Label080C5A
0050: gosub £Label081534
0050: gosub £Label08143C
0050: gosub £Label081FC5
0002: jump £Label080C26

:Label080C76
00D6: if  0
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false £Label081012
0001: wait  0 ms
0050: gosub £Label081B81
00D6: if  21
00E4:   player $PLAYER_CHAR  0 ()near_point_on_foot $DA8 $DA9 radius  30.0  40.0
00E5:   player $PLAYER_CHAR  0 ()near_point_in_car $DA8 $DA9 radius  10.0  15.0
004D: jump_if_false £Label080CE9
00D6: if  0
0500:   player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false £Label080CE9
0050: gosub £Label081F81

:Label080CE9
00D6: if  1
8056:   NOT   player $PLAYER_CHAR  0 ()in_rectangle  12@  13@  14@  15@
001A:    2 > $D9B  ;; integer values
004D: jump_if_false £Label080D44
00D6: if  0
8118:   NOT   actor  1@ dead
004D: jump_if_false £Label080D29
0211: actor  1@ walk_to $CA5 $CA6

:Label080D29
00D6: if  0
8118:   NOT   actor  3@ dead
004D: jump_if_false £Label080D44
0211: actor  3@ walk_to  8@  9@

:Label080D44
0050: gosub £Label08143C
0050: gosub £Label081534
00D6: if  0
8118:   NOT   actor $D8A dead
004D: jump_if_false £Label080EE0
00D6: if  0
8119:   NOT   car $D87 wrecked
004D: jump_if_false £Label080DC0
00D6: if  0
00DB:   actor $D8A in_car $D87
004D: jump_if_false £Label080DB9
0084: $DA7 = $D87  ;; integer values and handles
0050: gosub £Label08225D
00D6: if  0
80A3:   NOT   actor $D8A  0 ()in_rectangle  12@  13@  14@  15@
004D: jump_if_false £Label080DB9
0050: gosub £Label08203F

:Label080DB9
0002: jump £Label080ED9

:Label080DC0
00D6: if  1
8119:   NOT   car $D86 wrecked
8118:   NOT   actor $D8A dead
004D: jump_if_false £Label080ED9
00D6: if  1
0202:   actor $D8A near_car $D86 radius  30.0  30.0 unknown  0
80DB:   NOT   actor $D8A in_car $D86
004D: jump_if_false £Label080E04
01D5: actor $D8A go_to_and_drive_car $D86

:Label080E04
00D6: if  0
00DB:   actor $D8A in_car $D86
004D: jump_if_false £Label080ED9
0084: $DA7 = $D86  ;; integer values and handles
0050: gosub £Label08225D
00D6: if  0
80A3:   NOT   actor $D8A  0 ()in_rectangle  12@  13@  14@  15@
004D: jump_if_false £Label080E4B
0050: gosub £Label08203F

:Label080E4B
00D6: if  0
0038:   $DA4 ==  1  ;; integer values
004D: jump_if_false £Label080EAA
00D6: if  0
8185:   NOT   car $D86 health >=  350
004D: jump_if_false £Label080EAA
01D3: actor $D8A leave_car $D86
00AD: set_car $D86 max_speed_to  0.0
00D6: if  0
8118:   NOT   actor $D8D dead
004D: jump_if_false £Label080EA3
01B2: give_actor $D8D weapon  22 ammo  60  ;; Load the weapon model before using this
01CA: actor $D8D kill_player $PLAYER_CHAR

:Label080EA3
0004: $DA4 =  2  ;; integer values

:Label080EAA
00D6: if  0
0038:   $DA4 ==  0  ;; integer values
004D: jump_if_false £Label080ED9
00AD: set_car $D86 max_speed_to  40.0
00AE: unknown_set_car $D86 to_ignore_traffic_lights  3
00A8: set_car $D86 to_psycho_driver
0004: $DA4 =  1  ;; integer values

:Label080ED9
0002: jump £Label080EE7

:Label080EE0
0002: jump £Label081012

:Label080EE7
00D6: if  1
0119:   car $D87 wrecked
0038:   $DA5 ==  0  ;; integer values
004D: jump_if_false £Label080F0C
0004: $DA4 =  0  ;; integer values
0004: $DA5 =  1  ;; integer values

:Label080F0C
00D6: if  0
0038:   $DA4 ==  2  ;; integer values
004D: jump_if_false £Label080F6E
00D6: if  0
80DF:   NOT   actor $D8A driving
004D: jump_if_false £Label080F6E
00D6: if  0
0038:   $DA6 ==  0  ;; integer values
004D: jump_if_false £Label080F67
011A: set_actor $D8A flags  1
0291: unknown_actor $D8A unknown_behavior_flag  1
020F: actor $D8A look_at_player $PLAYER_CHAR
01B2: give_actor $D8A weapon  26 ammo  9999  ;; Load the weapon model before using this
0004: $DA6 =  1  ;; integer values

:Label080F67
0004: $DA4 =  3  ;; integer values

:Label080F6E
00D6: if  0
8118:   NOT   actor  5@ dead
004D: jump_if_false £Label080FCE
00D6: if  0
8119:   NOT   car $D85 wrecked
004D: jump_if_false £Label080FC7
00D6: if  1
00DB:   actor  5@ in_car $D85
0038:   $DA3 ==  0  ;; integer values
004D: jump_if_false £Label080FC7
00AD: set_car $D85 max_speed_to  40.0
00AE: unknown_set_car $D85 to_ignore_traffic_lights  2
00AF: set_car $D85 driver_behaviour_to  2
0004: $DA3 =  1  ;; integer values

:Label080FC7
0002: jump £Label081004

:Label080FCE
00D6: if  1
8119:   NOT   car $D85 wrecked
0038:   $DA3 ==  0  ;; integer values
004D: jump_if_false £Label081004
00AD: set_car $D85 max_speed_to  40.0
00AE: unknown_set_car $D85 to_ignore_traffic_lights  2
00AF: set_car $D85 driver_behaviour_to  2
0004: $DA3 =  1  ;; integer values

:Label081004
0050: gosub £Label081FC5
0002: jump £Label080C76

:Label081012
0164: disable_marker $CA9
0004: $D9B =  3  ;; integer values
0004: $D93 =  7000  ;; integer values
0050: gosub £Label081534
00D6: if  0
0038:   $D9F ==  0  ;; integer values
004D: jump_if_false £Label081055
00BC: text_highpriority "TEX_2B"  5000 ms  1  ;; ~r~Fool! People have to WITNESS a Cuban doing the hit!
0002: jump £Label081095

:Label081055
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label08108E
0001: wait  0 ms
0050: gosub £Label081FC5
00BC: text_highpriority "TEXEXIT"  1000 ms  1  ;; ~g~Now get out of Little Haiti!
0002: jump £Label081055

:Label08108E
0002: jump £Label0810A6

:Label081095
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0810A6
055B: $508 = create_clothes_pickup  5 at -1025.2 -429.2  10.8
0004: $4F4 =  1  ;; integer values
004F: create_thread ££Label02B52E 
0004: $F6 =  1  ;; integer values
01E3: text_1number_styled "M_PASS"  2500  5000 ms  1  ;; MISSION PASSED! $~1~
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2500
0318: set_latest_mission_passed "TEX_2"  ;; Two Bit Hit
030C: set_mission_points +=  1
03F1: pedtype  8 add_threat  128
03F1: pedtype  7 add_threat  256
015C: set_zone_gang_info "GHETTO1"  1 (day)  13  60  100  0  0  0  0  0  0  0  20 
015C: set_zone_gang_info "GHETTO1"  0 (night)  10  80  100  0  0  0  0  0  0  0  10 
0152: set_zone_car_info "GHETTO1"  1 (day)  12  60  100  0  0  0  0  0  0  0  10
0152: set_zone_car_info "GHETTO1"  0 (night)  10  80  100  0  0  0  0  0  0  0  10
015C: set_zone_gang_info "GHETTO2"  1 (day)  13  100  60  0  0  0  0  0  0  0  20 
015C: set_zone_gang_info "GHETTO2"  0 (night)  10  100  80  0  0  0  0  0  0  0  10 
0152: set_zone_car_info "GHETTO2"  1 (day)  12  100  60  0  0  0  0  0  0  0  10
0152: set_zone_car_info "GHETTO2"  0 (night)  10  100  80  0  0  0  0  0  0  0  10
0164: disable_marker $F3
0051: return

:Label081228
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
01EB: set_car_density_to  1.0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
01E7: remove_forbidden_for_cars_cube  12@  13@  14.0  14@  15@  20.0
03F2: pedgroup  8 remove_threat  1
0164: disable_marker $CA9
0164: disable_marker $DB0
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label08127E
01C2: remove_references_to_actor  0@  ;; Like turning an actor into a random pedestrian

:Label08127E
00D6: if  0
8118:   NOT   actor  1@ dead
004D: jump_if_false £Label081293
01C2: remove_references_to_actor  1@  ;; Like turning an actor into a random pedestrian

:Label081293
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label0812A8
01C2: remove_references_to_actor  2@  ;; Like turning an actor into a random pedestrian

:Label0812A8
00D6: if  0
8118:   NOT   actor  3@ dead
004D: jump_if_false £Label0812BD
01C2: remove_references_to_actor  3@  ;; Like turning an actor into a random pedestrian

:Label0812BD
00D6: if  0
8118:   NOT   actor  4@ dead
004D: jump_if_false £Label0812D2
01C2: remove_references_to_actor  4@  ;; Like turning an actor into a random pedestrian

:Label0812D2
00D6: if  0
8118:   NOT   actor  5@ dead
004D: jump_if_false £Label0812E7
01C2: remove_references_to_actor  5@  ;; Like turning an actor into a random pedestrian

:Label0812E7
00D6: if  0
8118:   NOT   actor $D8A dead
004D: jump_if_false £Label0812FC
01C2: remove_references_to_actor $D8A  ;; Like turning an actor into a random pedestrian

:Label0812FC
00D6: if  0
8118:   NOT   actor $D8B dead
004D: jump_if_false £Label081311
01C2: remove_references_to_actor $D8B  ;; Like turning an actor into a random pedestrian

:Label081311
00D6: if  0
8118:   NOT   actor $D8F dead
004D: jump_if_false £Label081326
01C2: remove_references_to_actor $D8F  ;; Like turning an actor into a random pedestrian

:Label081326
00D6: if  0
8118:   NOT   actor $D90 dead
004D: jump_if_false £Label08133B
01C2: remove_references_to_actor $D90  ;; Like turning an actor into a random pedestrian

:Label08133B
00D6: if  0
8118:   NOT   actor  6@ dead
004D: jump_if_false £Label081350
01C2: remove_references_to_actor  6@  ;; Like turning an actor into a random pedestrian

:Label081350
00D6: if  0
8118:   NOT   actor  7@ dead
004D: jump_if_false £Label081365
01C2: remove_references_to_actor  7@  ;; Like turning an actor into a random pedestrian

:Label081365
00D6: if  0
8118:   NOT   actor $D8C dead
004D: jump_if_false £Label08137A
01C2: remove_references_to_actor $D8C  ;; Like turning an actor into a random pedestrian

:Label08137A
00D6: if  0
8118:   NOT   actor $D8D dead
004D: jump_if_false £Label08138F
01C2: remove_references_to_actor $D8D  ;; Like turning an actor into a random pedestrian

:Label08138F
00D6: if  0
8118:   NOT   actor $D8E dead
004D: jump_if_false £Label0813A4
01C2: remove_references_to_actor $D8E  ;; Like turning an actor into a random pedestrian

:Label0813A4
00D6: if  0
8119:   NOT   car $D85 wrecked
004D: jump_if_false £Label0813B9
01C3: remove_references_to_car $D85  ;; Like turning a car into any random car

:Label0813B9
00D6: if  0
8119:   NOT   car $D86 wrecked
004D: jump_if_false £Label0813CE
01C3: remove_references_to_car $D86  ;; Like turning a car into any random car

:Label0813CE
00D6: if  0
8119:   NOT   car $D87 wrecked
004D: jump_if_false £Label0813E3
01C3: remove_references_to_car $D87  ;; Like turning a car into any random car

:Label0813E3
00D6: if  0
8119:   NOT   car $D88 wrecked
004D: jump_if_false £Label0813F8
01C3: remove_references_to_car $D88  ;; Like turning a car into any random car

:Label0813F8
00D6: if  0
8119:   NOT   car $D89 wrecked
004D: jump_if_false £Label08140D
01C3: remove_references_to_car $D89  ;; Like turning a car into any random car

:Label08140D
0249: release_model #VOODOO
0249: release_model #ROMERO
0249: release_model #M4
0249: release_model #HNA
0249: release_model #HNB
0249: release_model -121 (FAKETARGET)
0249: release_model -128 (JW_COFFIN)
0249: release_model #TEC9
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:Label08143C
00D6: if  0
001A:    2 > $D9B  ;; integer values
004D: jump_if_false £Label081532
01BD: $D92 = current_time_in_ms
0084: $D93 = $D92  ;; integer values and handles
0060: $D93 -= $D91  ;; integer values
00D6: if  0
0018:   $D93 >  9000  ;; integer values
004D: jump_if_false £Label081485
0004: $D93 =  0  ;; integer values
0084: $D91 = $D92  ;; integer values and handles

:Label081485
0209: $D94 = random_int  1  13
0084: $D95 = $D94  ;; integer values and handles
0010: $D95 *=  1000  ;; integer values
00D6: if  0
001A:    3001 > $D93  ;; integer values
004D: jump_if_false £Label0814CA
00D6: if  0
0038:   $D9A ==  0  ;; integer values
004D: jump_if_false £Label0814CA
0050: gosub £Label081987

:Label0814CA
00D6: if  1
001A:    6001 > $D93  ;; integer values
0018:   $D93 >  3000  ;; integer values
004D: jump_if_false £Label0814FE
00D6: if  0
0038:   $D9A ==  1  ;; integer values
004D: jump_if_false £Label0814FE
0050: gosub £Label081987

:Label0814FE
00D6: if  1
001A:    9001 > $D93  ;; integer values
0018:   $D93 >  6000  ;; integer values
004D: jump_if_false £Label081532
00D6: if  0
0038:   $D9A ==  2  ;; integer values
004D: jump_if_false £Label081532
0050: gosub £Label081987

:Label081532
0051: return

:Label081534
00D6: if  1
0018:   $D9B >  0  ;; integer values
0038:   $DA1 ==  0  ;; integer values
004D: jump_if_false £Label0815D1
00D6: if  0
8118:   NOT   actor  1@ dead
004D: jump_if_false £Label081566
0372: set_actor  1@ anim  0 wait_state_time  0 ms

:Label081566
00D6: if  0
8118:   NOT   actor  3@ dead
004D: jump_if_false £Label08157F
0372: set_actor  3@ anim  0 wait_state_time  0 ms

:Label08157F
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label081598
0372: set_actor  0@ anim  0 wait_state_time  0 ms

:Label081598
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label0815B1
0372: set_actor  2@ anim  0 wait_state_time  0 ms

:Label0815B1
00D6: if  0
8118:   NOT   actor  4@ dead
004D: jump_if_false £Label0815CA
0372: set_actor  4@ anim  0 wait_state_time  0 ms

:Label0815CA
0004: $DA1 =  1  ;; integer values

:Label0815D1
00D6: if  1
0038:   $D9B ==  1  ;; integer values
0038:   $D9C ==  0  ;; integer values
004D: jump_if_false £Label081669
00D6: if  0
8118:   NOT   actor  1@ dead
004D: jump_if_false £Label081602
01D2: actor  1@ follow_player $PLAYER_CHAR

:Label081602
00D6: if  0
8118:   NOT   actor  3@ dead
004D: jump_if_false £Label08161A
01D2: actor  3@ follow_player $PLAYER_CHAR

:Label08161A
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label081632
022D: set_actor  0@ to_look_at_player $PLAYER_CHAR

:Label081632
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label08164A
022D: set_actor  2@ to_look_at_player $PLAYER_CHAR

:Label08164A
00D6: if  0
8118:   NOT   actor  4@ dead
004D: jump_if_false £Label081662
022D: set_actor  4@ to_look_at_player $PLAYER_CHAR

:Label081662
0004: $D9C =  1  ;; integer values

:Label081669
00D6: if  1
0038:   $D9B ==  2  ;; integer values
001A:    2 > $D9C  ;; integer values
004D: jump_if_false £Label0817C2
01BD: $D91 = current_time_in_ms
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label0816A1
0372: set_actor  0@ anim  14 wait_state_time  3500 ms

:Label0816A1
00D6: if  0
8118:   NOT   actor  1@ dead
004D: jump_if_false £Label0816DC
00D6: if  0
0038:   $DA0 ==  1  ;; integer values
004D: jump_if_false £Label0816D2
01CC: actor  1@ kill_player $PLAYER_CHAR
0002: jump £Label0816DC

:Label0816D2
0372: set_actor  1@ anim  14 wait_state_time  6000 ms

:Label0816DC
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label0816F6
0372: set_actor  2@ anim  14 wait_state_time  6000 ms

:Label0816F6
00D6: if  0
8118:   NOT   actor  3@ dead
004D: jump_if_false £Label081731
00D6: if  0
0038:   $DA0 ==  1  ;; integer values
004D: jump_if_false £Label081727
01CC: actor  3@ kill_player $PLAYER_CHAR
0002: jump £Label081731

:Label081727
0372: set_actor  3@ anim  14 wait_state_time  6000 ms

:Label081731
00D6: if  0
8118:   NOT   actor  4@ dead
004D: jump_if_false £Label08174B
0372: set_actor  4@ anim  14 wait_state_time  3500 ms

:Label08174B
00D6: if  0
8118:   NOT   actor  5@ dead
004D: jump_if_false £Label08176E
0372: set_actor  5@ anim  0 wait_state_time  0 ms
0372: set_actor  5@ anim  14 wait_state_time  6000 ms

:Label08176E
00D6: if  0
8118:   NOT   actor $D8A dead
004D: jump_if_false £Label081791
0372: set_actor $D8A anim  0 wait_state_time  0 ms
0372: set_actor $D8A anim  14 wait_state_time  3000 ms

:Label081791
00D6: if  0
8118:   NOT   actor $D8B dead
004D: jump_if_false £Label0817B4
0372: set_actor $D8B anim  0 wait_state_time  0 ms
0372: set_actor $D8B anim  14 wait_state_time  3500 ms

:Label0817B4
0004: $D9C =  2  ;; integer values
0004: $D9B =  3  ;; integer values

:Label0817C2
00D6: if  1
0038:   $D9B ==  3  ;; integer values
001A:    3 > $D9C  ;; integer values
004D: jump_if_false £Label081985
01BD: $D92 = current_time_in_ms
0084: $D93 = $D92  ;; integer values and handles
0060: $D93 -= $D91  ;; integer values
00D6: if  1
0018:   $D93 >  4000  ;; integer values
0038:   $D9D ==  0  ;; integer values
004D: jump_if_false £Label0818FC
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label081822
01CC: actor  0@ kill_player $PLAYER_CHAR

:Label081822
00D6: if  0
8118:   NOT   actor  4@ dead
004D: jump_if_false £Label08183A
01CC: actor  4@ kill_player $PLAYER_CHAR

:Label08183A
00D6: if  0
8118:   NOT   actor $D8F dead
004D: jump_if_false £Label081852
01CC: actor $D8F kill_player $PLAYER_CHAR

:Label081852
00D6: if  0
8118:   NOT   actor $D90 dead
004D: jump_if_false £Label08186A
01CC: actor $D90 kill_player $PLAYER_CHAR

:Label08186A
00D6: if  0
8118:   NOT   actor $D8A dead
004D: jump_if_false £Label0818C6
011C: actor $D8A clear_objective
0372: set_actor $D8A anim  0 wait_state_time  0 ms
0319: set_actor $D8A wander_state_to  1 (off)
00D6: if  0
8119:   NOT   car $D87 wrecked
004D: jump_if_false £Label0818AE
01D4: actor $D8A go_to_car $D87 and_enter_it_as_a_passenger
0002: jump £Label0818C6

:Label0818AE
00D6: if  0
8119:   NOT   car $D85 wrecked
004D: jump_if_false £Label0818C6
01D4: actor $D8A go_to_car $D85 and_enter_it_as_a_passenger

:Label0818C6
00D6: if  0
8118:   NOT   actor $D8B dead
004D: jump_if_false £Label0818F5
011C: actor $D8B clear_objective
0372: set_actor $D8B anim  0 wait_state_time  0 ms
01B2: give_actor $D8B weapon  22 ammo  60  ;; Load the weapon model before using this
01CC: actor $D8B kill_player $PLAYER_CHAR

:Label0818F5
0004: $D9D =  1  ;; integer values

:Label0818FC
00D6: if  1
0018:   $D93 >  6500  ;; integer values
0038:   $D9D ==  1  ;; integer values
004D: jump_if_false £Label081985
00D6: if  0
8118:   NOT   actor  2@ dead
004D: jump_if_false £Label08192E
01CC: actor  2@ kill_player $PLAYER_CHAR

:Label08192E
00D6: if  0
8118:   NOT   actor  5@ dead
004D: jump_if_false £Label081977
011C: actor  5@ clear_objective
0372: set_actor  5@ anim  0 wait_state_time  0 ms
00D6: if  0
8119:   NOT   car $D85 wrecked
004D: jump_if_false £Label081972
0319: set_actor  5@ wander_state_to  1 (off)
01D4: actor  5@ go_to_car $D85 and_enter_it_as_a_passenger
0002: jump £Label081977

:Label081972
0193: set_actor  5@ objective_to_act_like_ped

:Label081977
0004: $D9D =  2  ;; integer values
0004: $D9C =  3  ;; integer values

:Label081985
0051: return

:Label081987
00D6: if  1
0018:   $D94 >  0  ;; integer values
001A:    5 > $D94  ;; integer values
004D: jump_if_false £Label0819A7
0050: gosub £Label0819E9

:Label0819A7
00D6: if  1
0018:   $D94 >  4  ;; integer values
001A:    9 > $D94  ;; integer values
004D: jump_if_false £Label0819C7
0050: gosub £Label081A71

:Label0819C7
00D6: if  1
0018:   $D94 >  8  ;; integer values
001A:    13 > $D94  ;; integer values
004D: jump_if_false £Label0819E7
0050: gosub £Label081AF9

:Label0819E7
0051: return

:Label0819E9
00D6: if  1
8118:   NOT   actor $D8A dead
8118:   NOT   actor  5@ dead
004D: jump_if_false £Label081A6F
0084: $D95 = $D94  ;; integer values and handles
0010: $D95 *=  1000  ;; integer values
022F: set_actor  5@ stop_looking
022F: set_actor $D8A stop_looking
0372: set_actor  5@ anim  19 wait_state_time $D95 ms
022C: set_actor  5@ to_look_at_actor $D8A
022C: set_actor $D8A to_look_at_actor  5@
00D6: if  0
8118:   NOT   actor $D8B dead
004D: jump_if_false £Label081A4F
022F: set_actor $D8B stop_looking
022C: set_actor $D8B to_look_at_actor  5@

:Label081A4F
0008: $D9A +=  1  ;; integer values
00D6: if  0
0018:   $D9A >  2  ;; integer values
004D: jump_if_false £Label081A6F
0004: $D9A =  0  ;; integer values

:Label081A6F
0051: return

:Label081A71
00D6: if  1
8118:   NOT   actor $D8A dead
8118:   NOT   actor $D8B dead
004D: jump_if_false £Label081AF7
0084: $D95 = $D94  ;; integer values and handles
0010: $D95 *=  1000  ;; integer values
022F: set_actor $D8B stop_looking
022F: set_actor $D8A stop_looking
0372: set_actor $D8A anim  19 wait_state_time $D95 ms
022C: set_actor $D8B to_look_at_actor $D8A
022C: set_actor $D8A to_look_at_actor $D8B
00D6: if  0
8118:   NOT   actor  5@ dead
004D: jump_if_false £Label081AD7
022F: set_actor  5@ stop_looking
022C: set_actor  5@ to_look_at_actor $D8B

:Label081AD7
0008: $D9A +=  1  ;; integer values
00D6: if  0
0018:   $D9A >  2  ;; integer values
004D: jump_if_false £Label081AF7
0004: $D9A =  0  ;; integer values

:Label081AF7
0051: return

:Label081AF9
00D6: if  1
8118:   NOT   actor $D8B dead
8118:   NOT   actor  5@ dead
004D: jump_if_false £Label081B7F
0084: $D95 = $D94  ;; integer values and handles
0010: $D95 *=  750  ;; integer values
022F: set_actor  5@ stop_looking
022F: set_actor $D8B stop_looking
0372: set_actor $D8B anim  19 wait_state_time $D95 ms
022C: set_actor  5@ to_look_at_actor $D8B
022C: set_actor $D8B to_look_at_actor  5@
00D6: if  0
8118:   NOT   actor $D8A dead
004D: jump_if_false £Label081B5F
022F: set_actor $D8A stop_looking
022C: set_actor $D8A to_look_at_actor $D8B

:Label081B5F
0008: $D9A +=  1  ;; integer values
00D6: if  0
0018:   $D9A >  2  ;; integer values
004D: jump_if_false £Label081B7F
0004: $D9A =  0  ;; integer values

:Label081B7F
0051: return

:Label081B81
00D6: if  0
001A:    3 > $D9B  ;; integer values
004D: jump_if_false £Label081CFF
00D6: if  0
0118:   actor $D8C dead
004D: jump_if_false £Label081BAF
0004: $D9B =  2  ;; integer values
01C2: remove_references_to_actor $D8C  ;; Like turning an actor into a random pedestrian

:Label081BAF
00D6: if  0
0118:   actor $D8D dead
004D: jump_if_false £Label081BCB
0004: $D9B =  2  ;; integer values
01C2: remove_references_to_actor $D8D  ;; Like turning an actor into a random pedestrian

:Label081BCB
00D6: if  0
0118:   actor $D8E dead
004D: jump_if_false £Label081BE7
0004: $D9B =  2  ;; integer values
01C2: remove_references_to_actor $D8E  ;; Like turning an actor into a random pedestrian

:Label081BE7
00D6: if  0
0118:   actor $D8F dead
004D: jump_if_false £Label081C03
0004: $D9B =  2  ;; integer values
01C2: remove_references_to_actor $D8F  ;; Like turning an actor into a random pedestrian

:Label081C03
00D6: if  0
0118:   actor $D90 dead
004D: jump_if_false £Label081C1F
0004: $D9B =  2  ;; integer values
01C2: remove_references_to_actor $D90  ;; Like turning an actor into a random pedestrian

:Label081C1F
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label081C3B
0004: $D9B =  2  ;; integer values
01C2: remove_references_to_actor  0@  ;; Like turning an actor into a random pedestrian

:Label081C3B
00D6: if  0
0118:   actor  1@ dead
004D: jump_if_false £Label081C57
0004: $D9B =  2  ;; integer values
01C2: remove_references_to_actor  1@  ;; Like turning an actor into a random pedestrian

:Label081C57
00D6: if  0
0118:   actor  2@ dead
004D: jump_if_false £Label081C73
0004: $D9B =  2  ;; integer values
01C2: remove_references_to_actor  2@  ;; Like turning an actor into a random pedestrian

:Label081C73
00D6: if  0
0118:   actor  3@ dead
004D: jump_if_false £Label081C8F
0004: $D9B =  2  ;; integer values
01C2: remove_references_to_actor  3@  ;; Like turning an actor into a random pedestrian

:Label081C8F
00D6: if  0
0118:   actor  4@ dead
004D: jump_if_false £Label081CAB
0004: $D9B =  2  ;; integer values
01C2: remove_references_to_actor  4@  ;; Like turning an actor into a random pedestrian

:Label081CAB
00D6: if  0
0118:   actor  5@ dead
004D: jump_if_false £Label081CC7
0004: $D9B =  2  ;; integer values
01C2: remove_references_to_actor  5@  ;; Like turning an actor into a random pedestrian

:Label081CC7
00D6: if  0
0118:   actor $D8A dead
004D: jump_if_false £Label081CE3
0004: $D9B =  2  ;; integer values
01C2: remove_references_to_actor $D8A  ;; Like turning an actor into a random pedestrian

:Label081CE3
00D6: if  0
0118:   actor $D8B dead
004D: jump_if_false £Label081CFF
0004: $D9B =  2  ;; integer values
01C2: remove_references_to_actor $D8B  ;; Like turning an actor into a random pedestrian

:Label081CFF
00D6: if  0
0038:   $DA0 ==  1  ;; integer values
004D: jump_if_false £Label081F7F
00D6: if  0
001A:    3 > $D9B  ;; integer values
004D: jump_if_false £Label081E07
00D6: if  22
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY
00DE:   player $PLAYER_CHAR driving_vehicle_type #FAGGIO
004D: jump_if_false £Label081D7E
00D6: if  0
0500:   player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false £Label081D7E
0050: gosub £Label081F81
00D6: if  0
001A:    2 > $D9B  ;; integer values
004D: jump_if_false £Label081D7E
0004: $D9B =  1  ;; integer values

:Label081D7E
00D6: if  21
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600
004D: jump_if_false £Label081DBF
00D6: if  0
0500:   player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false £Label081DBF
0050: gosub £Label081F81
0004: $D9B =  1  ;; integer values

:Label081DBF
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label081E07
00D6: if  0
0500:   player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false £Label081E07
0050: gosub £Label081F81
00D6: if  0
001A:    2 > $D9B  ;; integer values
004D: jump_if_false £Label081E07
0004: $D9B =  1  ;; integer values

:Label081E07
00D6: if  1
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false £Label081E65
00D6: if  0
0548:   unknown_player $PLAYER_CHAR near_peds #HNA or #HNB radius  10.0  10.0  10.0
004D: jump_if_false £Label081E5E
00D6: if  0
0500:   player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false £Label081E5E
0050: gosub £Label081F81

:Label081E5E
0002: jump £Label081EA7

:Label081E65
00D6: if  0
0548:   unknown_player $PLAYER_CHAR near_peds #HNA or #HNB radius  15.0  15.0  15.0
004D: jump_if_false £Label081EA7
00D6: if  0
0500:   player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false £Label081EA7
0050: gosub £Label081F81

:Label081EA7
00D6: if  1
00DE:   player $PLAYER_CHAR driving_vehicle_type #CUBAN
001A:    3 > $D9B  ;; integer values
004D: jump_if_false £Label081EE7
00D6: if  0
0500:   player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false £Label081EE0
0050: gosub £Label081F81

:Label081EE0
0004: $D9B =  2  ;; integer values

:Label081EE7
00D6: if  1
02DF: unknown_player $PLAYER_CHAR
001A:    3 > $D9B  ;; integer values
004D: jump_if_false £Label081F05
0004: $D9B =  2  ;; integer values

:Label081F05
00D6: if  0
8118:   NOT   actor $D8A dead
004D: jump_if_false £Label081F7F
00D6: if  1
00FB:   player $PLAYER_CHAR  0 ()near_actor $D8A radius  20.0  20.0  20.0
001A:    3 > $D9B  ;; integer values
004D: jump_if_false £Label081F7F
00D6: if  0
0500:   player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false £Label081F5F
0050: gosub £Label081F81

:Label081F5F
0004: $D9B =  2  ;; integer values
00D6: if  0
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  0
004D: jump_if_false £Label081F7F
0004: $D9B =  3  ;; integer values

:Label081F7F
0051: return

:Label081F81
0004: $D9F =  1  ;; integer values
00D6: if  0
0038:   $DA2 ==  0  ;; integer values
004D: jump_if_false £Label081FC3
00BC: text_highpriority "TEX_2A"  5000 ms  1  ;; ~g~Excellent! They've spotted you!
018C: play_sound  1 at  0.0  0.0  0.0
0004: $DA2 =  1  ;; integer values

:Label081FC3
0051: return

:Label081FC5
00D6: if  0
8118:   NOT   actor $D8A dead
004D: jump_if_false £Label082014
00D6: if  21
8056:   NOT   player $PLAYER_CHAR  0 ()in_rectangle  12@  13@  14@  15@
80A3:   NOT   actor $D8A  0 ()in_rectangle  12@  13@  14@  15@
004D: jump_if_false £Label08200D
01EB: set_car_density_to  1.0

:Label08200D
0002: jump £Label08201B

:Label082014
01EB: set_car_density_to  1.0

:Label08201B
00D6: if  0
8121:   NOT   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label08203D
01C2: remove_references_to_actor  6@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  7@  ;; Like turning an actor into a random pedestrian

:Label08203D
0051: return

:Label08203F
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $DA7 radius  20.0  20.0  0
004D: jump_if_false £Label08206F
00AD: set_car $DA7 max_speed_to  30.0
0002: jump £Label082079

:Label08206F
00AD: set_car $DA7 max_speed_to  20.0

:Label082079
00D6: if  0
0038:   $D9E ==  0  ;; integer values
004D: jump_if_false £Label08218A
01EB: set_car_density_to  1.0
01EC: make_car $DA7 very_heavy  0
00AA: store_car $DA7 position_to $DAB $DAC $DAD
0407: create_coordinate $63F $640 $DB4 from_car $DA7 offset  0.0 -15.0  0.0
0086: $641 = $DB4  ;; floating-point values only
02CE: $DB4 = ground_z $63F $640 $DB4
0086: $DB5 = $DAD  ;; floating-point values only
0009: $DB5 +=  1.0  ;; floating-point values
00D6: if  1
0024:   $DAD > $DB4  ;; floating-point values only
00E3:   player $PLAYER_CHAR  0 ()near_point $63F $640 radius  8.0  8.0
004D: jump_if_false £Label08218A
0061: $63F -= $DAB  ;; floating-point values
0061: $640 -= $DAC  ;; floating-point values
0061: $641 -= $DAD  ;; floating-point values
0009: $641 +=  4.0  ;; floating-point values
0107: $DAE = create_object -128 (JW_COFFIN) at $DAB $DAC $DAD
0382: unknown_set_object $DAE collision_detection  1
0392: object $DAE toggle_in_moving_list  1
035C: place_object $DAE relative_to_car $DA7 offset  0.0 -.6  .1
050E: $DAE $DA7
038C: object $DAE scatter $63F $640 $641
0004: $D9E =  1  ;; integer values

:Label08218A
00D6: if  0
0038:   $D9E ==  1  ;; integer values
004D: jump_if_false £Label08221A
00D6: if  0
0366: (unknown) $DAE 
004D: jump_if_false £Label0821DA
01BB: store_object $DAE position_to $63F $640 $641
020C: create_explosion  1 at $63F $640 $641
0108: destroy_object $DAE
0004: $D9E =  0  ;; integer values
0002: jump £Label08221A

:Label0821DA
00D6: if  0
8471:   NOT   unknown_actor $PLAYER_ACTOR near_object $DAE radius  15.0  15.0 unknown  0
004D: jump_if_false £Label08221A
00D6: if  0
82CC:   NOT   unknown_object $DAE bounding_sphere_visible
004D: jump_if_false £Label08221A
0108: destroy_object $DAE
0004: $D9E =  2  ;; integer values
01BD: $DB1 = current_time_in_ms

:Label08221A
00D6: if  0
0038:   $D9E ==  2  ;; integer values
004D: jump_if_false £Label08225B
01BD: $DB3 = current_time_in_ms
0084: $DB2 = $DB3  ;; integer values and handles
0060: $DB2 -= $DB1  ;; integer values
00D6: if  0
0018:   $DB2 >  3000  ;; integer values
004D: jump_if_false £Label08225B
0004: $D9E =  0  ;; integer values

:Label08225B
0051: return

:Label08225D
00D6: if  0
0038:   $DA4 ==  0  ;; integer values
004D: jump_if_false £Label0822DA
00AD: set_car $DA7 max_speed_to  15.0
00AE: unknown_set_car $DA7 to_ignore_traffic_lights  2
00A7: car $DA7 drive_to -1062.0 -117.0  11.0
0190: unknown_car $DA7
03CC: car $DA7 add_to_stuck_car_check  1.5 =  2000
050B: $DA7
00D6: if  0
8119:   NOT   car $D85 wrecked
004D: jump_if_false £Label0822D3
00AD: set_car $D85 max_speed_to  30.0
00AE: unknown_set_car $D85 to_ignore_traffic_lights  3
00AF: set_car $D85 driver_behaviour_to  2

:Label0822D3
0004: $DA4 =  1  ;; integer values

:Label0822DA
00D6: if  0
0038:   $DA4 ==  1  ;; integer values
004D: jump_if_false £Label082691
00D6: if  0
0038:   $D96 ==  1  ;; integer values
004D: jump_if_false £Label082315
00D6: if  0
83CE:   NOT   car $DA7 stuck
004D: jump_if_false £Label082315
0004: $D96 =  0  ;; integer values

:Label082315
00D6: if  0
03CE:   car $DA7 stuck
004D: jump_if_false £Label082395
00D6: if  0
0038:   $D96 ==  0  ;; integer values
004D: jump_if_false £Label082343
01BD: $D98 = current_time_in_ms
0004: $D96 =  1  ;; integer values

:Label082343
00D6: if  0
0038:   $D96 ==  1  ;; integer values
004D: jump_if_false £Label08238E
01BD: $D97 = current_time_in_ms
0084: $D99 = $D97  ;; integer values and handles
0060: $D99 -= $D98  ;; integer values
00D6: if  0
0018:   $D99 >  3000  ;; integer values
004D: jump_if_false £Label08238E
0477: unknown_car $DA7  2  500
0004: $D96 =  0  ;; integer values

:Label08238E
0002: jump £Label082637

:Label082395
00D6: if  0
0038:   $DAF ==  0  ;; integer values
004D: jump_if_false £Label0823F2
00D6: if  0
01AD:   car $DA7  0 ()near_point -1062.0 -117.0  10.0  10.0
004D: jump_if_false £Label0823F2
00A7: car $DA7 drive_to -872.0 -284.0  11.0
00AD: set_car $DA7 max_speed_to  25.0
0004: $DAF =  1  ;; integer values

:Label0823F2
00D6: if  0
0038:   $DAF ==  1  ;; integer values
004D: jump_if_false £Label082445
00D6: if  0
01AD:   car $DA7  0 ()near_point -872.0 -284.0  10.0  10.0
004D: jump_if_false £Label082445
00A7: car $DA7 drive_to -854.0 -498.0  11.0
0004: $DAF =  2  ;; integer values

:Label082445
00D6: if  0
0038:   $DAF ==  2  ;; integer values
004D: jump_if_false £Label082498
00D6: if  0
01AD:   car $DA7  0 ()near_point -854.0 -498.0  10.0  10.0
004D: jump_if_false £Label082498
00A7: car $DA7 drive_to  154.0 -445.0  11.0
0004: $DAF =  3  ;; integer values

:Label082498
00D6: if  0
0038:   $DAF ==  3  ;; integer values
004D: jump_if_false £Label0824EB
00D6: if  0
01AD:   car $DA7  0 ()near_point  154.0 -445.0  10.0  10.0
004D: jump_if_false £Label0824EB
00A7: car $DA7 drive_to  321.0 -54.0  11.0
0004: $DAF =  4  ;; integer values

:Label0824EB
00D6: if  0
0038:   $DAF ==  4  ;; integer values
004D: jump_if_false £Label08253E
00D6: if  0
01AD:   car $DA7  0 ()near_point  321.0 -54.0  10.0  10.0
004D: jump_if_false £Label08253E
00A7: car $DA7 drive_to  410.0  41.0  11.0
0004: $DAF =  5  ;; integer values

:Label08253E
00D6: if  0
0038:   $DAF ==  5  ;; integer values
004D: jump_if_false £Label082591
00D6: if  0
01AD:   car $DA7  0 ()near_point  410.0  41.0  10.0  10.0
004D: jump_if_false £Label082591
00A7: car $DA7 drive_to  295.0  230.0  11.0
0004: $DAF =  6  ;; integer values

:Label082591
00D6: if  0
0038:   $DAF ==  6  ;; integer values
004D: jump_if_false £Label0825E4
00D6: if  0
01AD:   car $DA7  0 ()near_point  295.0  230.0  10.0  10.0
004D: jump_if_false £Label0825E4
00A7: car $DA7 drive_to -814.0  36.0  11.0
0004: $DAF =  7  ;; integer values

:Label0825E4
00D6: if  0
0038:   $DAF ==  7  ;; integer values
004D: jump_if_false £Label082637
00D6: if  0
01AD:   car $DA7  0 ()near_point -814.0  36.0  10.0  10.0
004D: jump_if_false £Label082637
00A7: car $DA7 drive_to -854.0 -498.0  11.0
0004: $DAF =  2  ;; integer values

:Label082637
00D6: if  22
8185:   NOT   car $DA7 health >=  350
018F:   unknown_car_check $DA7
00DC:   player $PLAYER_CHAR driving $DA7
004D: jump_if_false £Label082691
01CE: actor $D8A avoid_player $PLAYER_CHAR
00AD: set_car $DA7 max_speed_to  0.0
00D6: if  0
8118:   NOT   actor $D8E dead
004D: jump_if_false £Label08268A
01B2: give_actor $D8E weapon  22 ammo  60  ;; Load the weapon model before using this
01CA: actor $D8E kill_player $PLAYER_CHAR

:Label08268A
0004: $DA4 =  2  ;; integer values

:Label082691
0051: return

;-------------Mission 21---------------
; Originally: No Escape?


:Label082693
03A4: name_thread "BANKJO1"
0050: gosub £Label0826C1
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0826B8
0050: gosub £Label084466

:Label0826B8
0050: gosub £Label0844B9
004E: end_thread

:Label0826C1
0004: $ONMISSION =  1  ;; integer values
0004: $3DA =  0  ;; integer values
0004: $3E5 =  1  ;; integer values
0317: increment_mission_attempts
0004: $DB7 =  0  ;; integer values
0004: $DB9 =  0  ;; integer values
0004: $DBA =  0  ;; integer values
0004: $DBB =  0  ;; integer values
0004: $DBE =  0  ;; integer values
0004: $DBF =  0  ;; integer values
0004: $DC0 =  0  ;; integer values
0004: $DC1 =  0  ;; integer values
0004: $DC2 =  0  ;; integer values
0004: $DC3 =  0  ;; integer values
0004: $DC4 =  0  ;; integer values
0004: $DC5 =  0  ;; integer values
0004: $DC6 =  0  ;; integer values
0004: $DC7 =  100  ;; integer values
0004: $DC9 =  0  ;; integer values
0004: $DCA =  0  ;; integer values
0004: $DCB =  0  ;; integer values
0004: $DCC =  0  ;; integer values
0004: $DCD =  0  ;; integer values
0004: $DCE =  0  ;; integer values
0004: $DCF =  0  ;; integer values
0004: $DD0 =  0  ;; integer values
0004: $DD1 =  0  ;; integer values
0004: $DD2 =  100  ;; integer values
0004: $DD4 =  0  ;; integer values
0004: $DD5 =  0  ;; integer values
0004: $DD6 =  0  ;; integer values
0004: $DD7 =  0  ;; integer values
0004: $DD8 =  0  ;; integer values
0004: $DD9 =  0  ;; integer values
0004: $DDA =  0  ;; integer values
0004: $DDB =  0  ;; integer values
0004: $DDC =  0  ;; integer values
0004: $DDD =  100  ;; integer values
0004: $DDF =  0  ;; integer values
0004: $DE0 =  0  ;; integer values
0004: $DE1 =  0  ;; integer values
0004: $DE2 =  0  ;; integer values
0004: $DE3 =  0  ;; integer values
0004: $DE4 =  0  ;; integer values
0004: $DE5 =  0  ;; integer values
0004: $DE6 =  0  ;; integer values
0004: $DE7 =  0  ;; integer values
0004: $DE8 =  100  ;; integer values
0004: $DEA =  0  ;; integer values
0004: $DEB =  0  ;; integer values
0004: $DEC =  100  ;; integer values
0004: $DEE =  0  ;; integer values
0004: $DEF =  0  ;; integer values
0004: $DF0 =  0  ;; integer values
0004: $DF1 =  0  ;; integer values
0004: $DF2 =  0  ;; integer values
0004: $DF3 =  0  ;; integer values
0004: $DF4 =  0  ;; integer values
0004: $DF5 =  0  ;; integer values
0004: $DF6 =  0  ;; integer values
0004: $DF7 =  100  ;; integer values
0004: $DF9 =  0  ;; integer values
0004: $DFA =  0  ;; integer values
0004: $DFB =  100  ;; integer values
0004: $DFC =  0  ;; integer values
0004: $DFE =  0  ;; integer values
0004: $DFF =  0  ;; integer values
0004: $E00 =  100  ;; integer values
0004: $E02 =  0  ;; integer values
0004: $E03 =  0  ;; integer values
0004: $E04 =  100  ;; integer values
0004: $E06 =  0  ;; integer values
0004: $E07 =  0  ;; integer values
0004: $E08 =  100  ;; integer values
0004: $E0A =  0  ;; integer values
0004: $E0B =  0  ;; integer values
0004: $E0C =  100  ;; integer values
0004: $E0D =  0  ;; integer values
0004: $E0E =  0  ;; integer values
0004: $E0F =  0  ;; integer values
0005: $E10 =  0.0  ;; floating-point values
0005: $E11 =  0.0  ;; floating-point values
0005: $E12 =  0.0  ;; floating-point values
0004: $E16 =  0  ;; integer values
0004: $E17 =  0  ;; integer values
0004: $E18 =  0  ;; integer values
0004: $E19 =  0  ;; integer values
0004: $E1A =  0  ;; integer values
0004: $E1B =  0  ;; integer values
0004: $E1C =  0  ;; integer values
0004: $E1D =  0  ;; integer values
0004: $E2F =  0  ;; integer values
0004: $E30 =  0  ;; integer values
0004: $E31 =  0  ;; integer values
0004: $E1F =  0  ;; integer values
0004: $E21 =  0  ;; integer values
0004: $E23 =  0  ;; integer values
0004: $E25 =  0  ;; integer values
0004: $E27 =  0  ;; integer values
0004: $E29 =  0  ;; integer values
0004: $E2B =  0  ;; integer values
0004: $E2D =  0  ;; integer values
0004: $E2E =  0  ;; integer values
0004: $E32 =  0  ;; integer values
0004: $E33 =  0  ;; integer values
0004: $E3B =  0  ;; integer values
0004: $E36 =  0  ;; integer values
0004: $E37 =  0  ;; integer values
0004: $E38 =  0  ;; integer values
0004: $E39 =  0  ;; integer values
0004: $E3A =  0  ;; integer values
0004: $E3C =  1  ;; integer values
0004: $E3D =  1  ;; integer values
0004: $E3E =  1  ;; integer values
0004: $E3F =  1  ;; integer values
0004: $E40 =  1  ;; integer values
0004: $E41 =  1  ;; integer values
0004: $E42 =  1  ;; integer values
0004: $E43 =  1  ;; integer values
0004: $E44 =  0  ;; integer values
0004: $E46 =  0  ;; integer values
0004: $E47 =  0  ;; integer values
0004: $E48 =  0  ;; integer values
0004: $E49 =  0  ;; integer values
0004: $E4A =  0  ;; integer values
0004: $E4B =  0  ;; integer values
0004: $E4C =  0  ;; integer values
0004: $E4D =  0  ;; integer values
0004: $E4E =  0  ;; integer values
0004: $E4F =  0  ;; integer values
0004: $E52 =  0  ;; integer values
0004: $E54 =  0  ;; integer values
0004: $E57 =  0  ;; integer values
0004: $E59 =  0  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "BANKJ1"
058E: set_restart_mission_taxi_destination  512.591 -74.9  9.573  189.24
0215: destroy_pickup $511
0215: destroy_pickup $512
0215: destroy_pickup $504
0215: destroy_pickup $505
0215: destroy_pickup $506
0215: destroy_pickup $507
0215: destroy_pickup $508
0215: destroy_pickup $509
0215: destroy_pickup $50A
0215: destroy_pickup $50B
0215: destroy_pickup $50C
0215: destroy_pickup $510
0215: destroy_pickup $7D9
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
018D: $E51 = create_sound  0 at  385.49 -509.0  9.6
018E: stop_sound $E51
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label082BC3
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 £Label082BC3
0353: refresh_actor $PLAYER_ACTOR

:Label082BC3
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKEN"
02F3: load_object #CUTOBJ01 "GCFAN"
02F3: load_object #CUTOBJ02 "CLCHR"
04BB: select_interiour  17  ;; select render area
03CB: set_camera  481.03 -64.21  8.98
038B: load_requested_models

:Label082C0C
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label082C34
0001: wait  0 ms
0002: jump £Label082C0C

:Label082C34
02E4: load_cutscene_data "BANK_1"
0244: set_cutscene_pos  476.972 -65.499  8.943
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $BD = create_cutscene_object #CUTOBJ01
04BC: "GCFAN"
02E6: set_cutscene_anim $BD "GCFAN"
02E5: $BE = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $BE "CLCHR"
0395: clear_area  1 at  493.1 -82.4 range  9.8  1.0
0055: put_player $PLAYER_CHAR at  493.1 -82.4  9.8
0171: set_player $PLAYER_CHAR z_angle_to  220.0
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label082CFE
00D6: if  0
001A:    9500 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label082D21
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label082CFE

:Label082D21
00BC: text_highpriority "BJM1_A"  10000 ms  1  ;; Tommy! Hey, Tommy, look at this, this is great! I've got us this minibar installed!

:Label082D30
00D6: if  0
001A:    13934 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label082D53
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label082D30

:Label082D53
00BC: text_highpriority "BJM1_B"  10000 ms  1  ;; We got a whole bar downstairs, Ken.

:Label082D62
00D6: if  0
001A:    17483 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label082D85
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label082D62

:Label082D85
00BC: text_highpriority "BJM1_C"  10000 ms  1  ;; Yeah, yeah, whatever. Well, I got the chalkboard you asked for.

:Label082D94
00D6: if  0
001A:    20276 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label082DB7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label082D94

:Label082DB7
00BC: text_highpriority "BJM1_D"  10000 ms  1  ;; Ah, that's the benefit of a law school education: the ability to follow instructions.

:Label082DC6
00D6: if  0
001A:    25517 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label082DE9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label082DC6

:Label082DE9
00BC: text_highpriority "BJM1_E"  10000 ms  1  ;; Now, I need a safe man.

:Label082DF8
00D6: if  0
001A:    27000 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label082E1B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label082DF8

:Label082E1B
00BC: text_highpriority "BJM1_F"  10000 ms  1  ;; Oh, all right, well, let me think...safe, safe, safe, safe - I got it! This guy will blow you away!

:Label082E2A
00D6: if  0
001A:    33662 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label082E4F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label082E2A

:Label082E4F
00BC: text_highpriority "BJM1_G"  10000 ms  1  ;; Ahh, nah, that schmuck. He's on the inside.

:Label082E5E
00D6: if  0
001A:    36542 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label082E83
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label082E5E

:Label082E83
00BC: text_highpriority "BJM1_H"  10000 ms  1  ;; Where inside?

:Label082E92
00D6: if  0
001A:    38100 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label082EB7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label082E92

:Label082EB7
00BC: text_highpriority "BJM1_I"  10000 ms  1  ;; In a police headquarter cell awaiting transfer.

:Label082EC6
00D6: if  0
001A:    40677 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label082EEB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label082EC6

:Label082EEB
00BC: text_highpriority "BJM1_J"  10000 ms  1  ;; I think he's about to get paroled....

:Label082EFA
00D6: if  0
001A:    43072 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label082F1F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label082EFA

:Label082F1F
00BE: text_clear_all

:Label082F21
00D6: if  0
001A:    47316 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label082F46
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label082F21

:Label082F46
00BE: text_clear_all
016A: fade  0 ()  2000 ms

:Label082F4F
00D6: if  0
016B:   fading
004D: jump_if_false £Label082F67
0001: wait  0 ms
0002: jump £Label082F4F

:Label082F67
00BA: text_styled "BEACH3"  3000 ms  2  ;; Vice Point
04FA: reset_interior_colors  0
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
01EB: set_car_density_to  1.0
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0373: set_camera_directly_behind_player
04BB: select_interiour  0  ;; select render area
03CB: set_camera  493.1 -82.4  9.8
0004: $3DA =  0  ;; integer values
04E3: unknown_player $PLAYER_CHAR  0  60000
00D6: if  0
8366:   NOT (unknown) $711 
004D: jump_if_false £Label082FE7
01BC: put_object $711 at  384.098 -505.893  9.68

:Label082FE7
018A: $DBC = create_checkpoint_at -848.02 -901.72  10.1
0164: disable_marker $DBC
03BC: $E35 = create_sphere  385.13 -509.0  8.0  1.0
03BD: destroy_sphere $E35
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  2000 ms
0247: request_model #COP
023C: load_special_actor  3 "IGMIKE"
0247: request_model #UZI
0247: request_model #SENTINEL

:Label08304C
00D6: if  23
8248:   NOT   model #COP available
8248:   NOT   model #UZI available
823D:   NOT   special_actor  3 loaded
8248:   NOT   model #SENTINEL available
004D: jump_if_false £Label083074
0001: wait  0 ms
0002: jump £Label08304C

:Label083074
0213: $E56 = create_pickup -86 (HEALTH) type  3 at  366.9 -491.8  13.5
009A: $DB6 = create_actor  4 #SPECIAL03 at  381.528 -504.34  8.4
01ED: reset_actor $DB6 flags
0173: set_actor $DB6 z_angle_to  132.535
04F5: unknown_actor $DB6 kiss_player $PLAYER_CHAR on  1
0446: (unknown) $DB6  0 
0568: $DB6  1
0372: set_actor $DB6 anim  21 wait_state_time  1000000 ms
00BC: text_highpriority "BJM1_1"  4000 ms  1  ;; ~g~Break Cam Jones out of police custody!
0187: $DB8 = create_marker_above_actor $DB6
009A: $DBD = create_actor  4 #COP at  388.3 -473.9  11.34
0008: $E30 +=  1  ;; integer values
0243: set_actor $DBD ped_stats_to  16
01ED: reset_actor $DBD flags
0173: set_actor $DBD z_angle_to  217.58
0350: unknown_actor $DBD not_scared_flag  1
0194: set_actor $DBD objective_to_go_to_point  388.3 -473.9  11.34
009A: $DC8 = create_actor  4 #COP at  387.58 -471.051  11.35
0008: $E30 +=  1  ;; integer values
0243: set_actor $DC8 ped_stats_to  16
01ED: reset_actor $DC8 flags
0350: unknown_actor $DC8 not_scared_flag  1
0173: set_actor $DC8 z_angle_to  352.371
0372: set_actor $DC8 anim  21 wait_state_time  1000000 ms
009A: $DD3 = create_actor  4 #COP at  384.196 -472.554  11.35
0008: $E30 +=  1  ;; integer values
0243: set_actor $DD3 ped_stats_to  16
01ED: reset_actor $DD3 flags
0350: unknown_actor $DD3 not_scared_flag  1
0173: set_actor $DD3 z_angle_to  105.497
0372: set_actor $DD3 anim  21 wait_state_time  1000000 ms
009A: $DDE = create_actor  4 #COP at  363.709 -475.485  12.83
0008: $E30 +=  1  ;; integer values
0243: set_actor $DDE ped_stats_to  16
01ED: reset_actor $DDE flags
0350: unknown_actor $DDE not_scared_flag  1
0173: set_actor $DDE z_angle_to  11.32
0372: set_actor $DDE anim  21 wait_state_time  1000000 ms
009A: $DE9 = create_actor  4 #COP at  362.483 -485.782  12.83
0008: $E30 +=  1  ;; integer values
0243: set_actor $DE9 ped_stats_to  16
01ED: reset_actor $DE9 flags
0350: unknown_actor $DE9 not_scared_flag  1
0173: set_actor $DE9 z_angle_to  137.47
0372: set_actor $DE9 anim  19 wait_state_time  1000000 ms
009A: $DED = create_actor  4 #COP at  400.053 -493.559  9.87
0008: $E30 +=  1  ;; integer values
0243: set_actor $DED ped_stats_to  16
01ED: reset_actor $DED flags
0350: unknown_actor $DED not_scared_flag  1
0173: set_actor $DED z_angle_to  326.965
0372: set_actor $DED anim  21 wait_state_time  1000000 ms
009A: $DFD = create_actor  4 #COP at  360.686 -487.4  12.8
0008: $E30 +=  1  ;; integer values
0243: set_actor $DFD ped_stats_to  16
01ED: reset_actor $DFD flags
0350: unknown_actor $DFD not_scared_flag  1
0173: set_actor $DFD z_angle_to  289.756
0372: set_actor $DFD anim  21 wait_state_time  1000000 ms
009A: $E01 = create_actor  4 #COP at  369.358 -477.192  12.83
0008: $E30 +=  1  ;; integer values
0243: set_actor $E01 ped_stats_to  16
01ED: reset_actor $E01 flags
0173: set_actor $E01 z_angle_to  168.022
0372: set_actor $E01 anim  21 wait_state_time  1000000 ms
009A: $E05 = create_actor  4 #COP at  373.331 -477.744  12.8
0008: $E30 +=  1  ;; integer values
0243: set_actor $E05 ped_stats_to  16
01ED: reset_actor $E05 flags
0173: set_actor $E05 z_angle_to  177.095
0372: set_actor $E05 anim  21 wait_state_time  1000000 ms
009A: $DF8 = create_actor  4 #COP at  371.0 -482.2  12.8
0008: $E30 +=  1  ;; integer values
0243: set_actor $DF8 ped_stats_to  16
01ED: reset_actor $DF8 flags
0173: set_actor $DF8 z_angle_to  47.54
0372: set_actor $DF8 anim  25 wait_state_time  1000 ms
0004: $DFC =  1  ;; integer values
009A: $E09 = create_actor  4 #COP at  372.118 -490.603  12.831
0008: $E30 +=  1  ;; integer values
0243: set_actor $E09 ped_stats_to  16
01ED: reset_actor $E09 flags
0173: set_actor $E09 z_angle_to  232.192
0372: set_actor $E09 anim  25 wait_state_time  1000 ms
0004: $E0D =  1  ;; integer values
0213: $E14 = create_pickup -129 (KEYCARD) type  3 at  364.99 -472.46  14.1
03BC: $E34 = create_sphere  407.9 -486.35  11.35  1.0
018D: $E53 = create_sound  6 at  405.565 -488.547  12.69
0004: $7B =  1  ;; integer values
0006:  16@ =  0  ;; integer values

:Label083452
00D6: if  21
8101:   NOT   actor $DB6 stopped_near_point -829.62 -898.8  10.11 radius  3.0  3.0  6.0 sphere $7B
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false £Label083FE4
0001: wait  0 ms
00D6: if  0
0038:   $E59 ==  0  ;; integer values
004D: jump_if_false £Label0834F2
00D6: if  0
0038:   $DB9 ==  1  ;; integer values
004D: jump_if_false £Label0834F2
0395: clear_area  0 at  381.942 -449.662 range  9.078  4.0
00A5: $E58 = create_car #SENTINEL at  381.942 -449.662  9.078
0175: set_car $E58 z_angle_to  123.277
0004: $E59 =  1  ;; integer values

:Label0834F2
00D6: if  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174 -470.686  10.0  386.992 -478.052  15.0 radius  8.2 sphere  0
004D: jump_if_false £Label083547
00D6: if  0
0038:   $E54 ==  0  ;; integer values
004D: jump_if_false £Label083547
0006:  17@ =  0  ;; integer values
0004: $E54 =  1  ;; integer values

:Label083547
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label0838B9
00D6: if  25
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174 -470.686  10.0  386.992 -478.052  15.0 radius  8.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  397.983 -479.156  10.0  394.546 -483.252  15.0 radius  3.3 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  401.651 -480.614  10.0  397.416 -485.66  15.0 radius  9.4 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  407.682 -480.576  10.0  405.289 -483.392  15.0 radius  4.8 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
004D: jump_if_false £Label083709
00D6: if  0
0029:    17@ >=  3000  ;; integer values
004D: jump_if_false £Label083709
00D6: if  0
0038:   $E19 ==  0  ;; integer values
004D: jump_if_false £Label0836B4
00D6: if  0
0038:   $E4F ==  0  ;; integer values
004D: jump_if_false £Label0836AD
00BC: text_highpriority "BJM1_3"  6000 ms  1  ;; ~g~You will find something useful in the station's locker room.
0004: $E4F =  1  ;; integer values

:Label0836AD
0002: jump £Label083709

:Label0836B4
00D6: if  0
0038:   $E16 ==  0  ;; integer values
004D: jump_if_false £Label083709
00D6: if  0
0038:   $E4D ==  0  ;; integer values
004D: jump_if_false £Label083709
00D6: if  0
0029:    16@ >=  6000  ;; integer values
004D: jump_if_false £Label083709
00BC: text_highpriority "BJM1_21"  5000 ms  1  ;; ~g~The key card to the cells can be found upstairs in the station.
03DC: $E15 = create_marker_above_pickup $E14
0004: $E4D =  1  ;; integer values

:Label083709
00D6: if  25
02B4:   player $PLAYER_CHAR in_cube_on_foot  387.811 -486.137  10.0  386.424 -487.79  15.0 radius  4.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.073 -495.966  8.0  390.441 -499.103  15.0 radius  2.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  378.554 -485.414  11.0  377.167 -487.068  15.0 radius  4.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  395.032 -484.093  8.0  388.44 -491.948  15.0 radius  11.6 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  396.233 -504.359  7.0  386.533 -496.22  15.0 radius  12.7 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  368.888 -465.922  11.0  353.713 -484.155  20.0 radius  19.8 sphere  0
004D: jump_if_false £Label0838B9
00D6: if  0
0019:    17@ >  4000  ;; integer values
004D: jump_if_false £Label0838B9
00D6: if  0
0038:   $E19 ==  0  ;; integer values
004D: jump_if_false £Label083864
00D6: if  0
0038:   $E4F ==  0  ;; integer values
004D: jump_if_false £Label08385D
00BC: text_highpriority "BJM1_3"  6000 ms  1  ;; ~g~You will find something useful in the station's locker room.
0004: $E4F =  1  ;; integer values

:Label08385D
0002: jump £Label0838B9

:Label083864
00D6: if  0
0038:   $E16 ==  0  ;; integer values
004D: jump_if_false £Label0838B9
00D6: if  0
0038:   $E4D ==  0  ;; integer values
004D: jump_if_false £Label0838B9
00D6: if  0
0019:    16@ >  6000  ;; integer values
004D: jump_if_false £Label0838B9
00BC: text_highpriority "BJM1_21"  5000 ms  1  ;; ~g~The key card to the cells can be found upstairs in the station.
03DC: $E15 = create_marker_above_pickup $E14
0004: $E4D =  1  ;; integer values

:Label0838B9
01BD: $E46 = current_time_in_ms
00D6: if  0
0038:   $E0E ==  1  ;; integer values
004D: jump_if_false £Label08398A
00D6: if  0
0038:   $E49 ==  0  ;; integer values
004D: jump_if_false £Label0838F1
0084: $E47 = $E46  ;; integer values and handles
0004: $E49 =  1  ;; integer values

:Label0838F1
00D6: if  0
0038:   $E49 ==  1  ;; integer values
004D: jump_if_false £Label08392D
0084: $E48 = $E46  ;; integer values and handles
0060: $E48 -= $E47  ;; integer values
00D6: if  0
0028:   $E48 >=  2000  ;; integer values
004D: jump_if_false £Label08392D
0004: $E49 =  2  ;; integer values

:Label08392D
00D6: if  0
0038:   $E4A ==  0  ;; integer values
004D: jump_if_false £Label08394E
0084: $E4C = $E46  ;; integer values and handles
0004: $E4A =  1  ;; integer values

:Label08394E
00D6: if  0
0038:   $E4A ==  1  ;; integer values
004D: jump_if_false £Label08398A
0084: $E4B = $E46  ;; integer values and handles
0060: $E4B -= $E4C  ;; integer values
00D6: if  0
0028:   $E4B >=  2000  ;; integer values
004D: jump_if_false £Label08398A
0004: $E4A =  2  ;; integer values

:Label08398A
00D6: if  0
0038:   $E3A ==  0  ;; integer values
004D: jump_if_false £Label0839AA
0006:  17@ =  0  ;; integer values
0004: $E3A =  1  ;; integer values

:Label0839AA
00D6: if  0
0038:   $E3A ==  1  ;; integer values
004D: jump_if_false £Label083A17
00D6: if  0
0029:    17@ >=  1000  ;; integer values
004D: jump_if_false £Label083A17
00D6: if  0
0038:   $E0E ==  1  ;; integer values
004D: jump_if_false £Label083A17
00D6: if  0
0038:   $E3B ==  0  ;; integer values
004D: jump_if_false £Label083A17
018D: $E13 = create_sound  0 at  385.49 -509.0  9.6
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4
0004: $E3B =  1  ;; integer values

:Label083A17
0054: store_player $PLAYER_CHAR position_to $E10 $E11 $E12
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label083A76
00D6: if  0
00E7:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot  407.9 -486.35 radius  1.0  1.0
004D: jump_if_false £Label083A76
00D6: if  0
0038:   $E19 ==  0  ;; integer values
004D: jump_if_false £Label083A76
0050: gosub £Label088752

:Label083A76
00D6: if  0
0038:   $E18 ==  0  ;; integer values
004D: jump_if_false £Label083A8F
0050: gosub £Label08695A

:Label083A8F
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label083ACB
0050: gosub £Label087ADE
0050: gosub £Label087296
0050: gosub £Label087891
0050: gosub £Label088A77
0050: gosub £Label087D1E
0002: jump £Label083AD0

:Label083ACB
03BD: destroy_sphere $E34

:Label083AD0
0050: gosub £Label08471E
0050: gosub £Label084EF3
00D6: if  0
0038:   $DB7 ==  0  ;; integer values
004D: jump_if_false £Label083EE4
00D6: if  21
0118:   actor $DB6 dead
0038:   $E33 ==  1  ;; integer values
004D: jump_if_false £Label083B6D
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority "BJM1_2"  5000 ms  1  ;; ~r~You were supposed to bust Cam out, not get him killed!
0164: disable_marker $DB8
00D6: if  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  376.66 -453.85  9.0  328.91 -504.02  20.0 radius  50.0 sphere  0
004D: jump_if_false £Label083B5F
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4

:Label083B5F
0002: jump £Label084466
0004: $DB7 =  1  ;; integer values

:Label083B6D
00D6: if  0
0038:   $DB9 ==  0  ;; integer values
004D: jump_if_false £Label083CF5
00D6: if  0
0038:   $E18 ==  1  ;; integer values
004D: jump_if_false £Label083CE9
00D6: if  0
00FC:   player $PLAYER_CHAR  0 ()near_actor $DB6 on_foot radius  4.0  4.0  4.0
004D: jump_if_false £Label083CE2
01DF: tie_actor $DB6 to_player $PLAYER_CHAR
01B2: give_actor $DB6 weapon  23 ammo  30000  ;; Load the weapon model before using this
0319: set_actor $DB6 wander_state_to  1 (off)
0164: disable_marker $DB8
0004: $E0E =  1  ;; integer values
00D6: if  0
0038:   $E38 ==  0  ;; integer values
004D: jump_if_false £Label083CE2
00D6: if  0
0038:   $E39 ==  0  ;; integer values
004D: jump_if_false £Label083C11
03CF: load_wav "BNK1_12" as  1
0004: $E39 =  1  ;; integer values

:Label083C11
00D6: if  0
0038:   $E39 ==  1  ;; integer values
004D: jump_if_false £Label083C39
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label083C39
0004: $E39 =  2  ;; integer values

:Label083C39
00D6: if  0
0038:   $E39 ==  2  ;; integer values
004D: jump_if_false £Label083C67
03D1: play_wav  1
00BC: text_highpriority "BNK1_12"  100000 ms  1  ;; Lose the heat and get me back to my place!
0004: $E39 =  3  ;; integer values

:Label083C67
00D6: if  0
0038:   $E39 ==  3  ;; integer values
004D: jump_if_false £Label083CA0
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label083CA0
03D5: remove_text "BNK1_12"  ;; Lose the heat and get me back to my place!
0004: $DB9 =  1  ;; integer values
0004: $E39 =  4  ;; integer values

:Label083CA0
00D6: if  0
0038:   $E39 ==  4  ;; integer values
004D: jump_if_false £Label083CE2
018A: $E55 = create_checkpoint_at -3.8 -1265.8  12.0
0004: $DBB =  1  ;; integer values
0004: $E38 =  1  ;; integer values
0004: $E0F =  1  ;; integer values
0004: $E39 =  5  ;; integer values

:Label083CE2
0002: jump £Label083CF5

:Label083CE9
0372: set_actor $DB6 anim  24 wait_state_time  1000000 ms

:Label083CF5
00D6: if  0
0038:   $DB9 ==  1  ;; integer values
004D: jump_if_false £Label083EE4
00D6: if  0
0038:   $E0F ==  1  ;; integer values
004D: jump_if_false £Label083E9A
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false £Label083DAC
00D6: if  0
0038:   $E38 ==  1  ;; integer values
004D: jump_if_false £Label083D80
00D6: if  0
0038:   $DBB ==  0  ;; integer values
004D: jump_if_false £Label083D80
00BC: text_highpriority "WANTED1"  5000 ms  1  ;; ~g~Shake the cops and lose your wanted level!
018A: $E55 = create_checkpoint_at -3.8 -1265.8  12.0
0004: $7B =  0  ;; integer values
0004: $DBB =  1  ;; integer values

:Label083D80
00D6: if  0
0038:   $DBA ==  1  ;; integer values
004D: jump_if_false £Label083DA5
0004: $7B =  0  ;; integer values
0164: disable_marker $DBC
0004: $DBA =  0  ;; integer values

:Label083DA5
0002: jump £Label083E1F

:Label083DAC
00D6: if  0
0038:   $DBB ==  1  ;; integer values
004D: jump_if_false £Label083DCA
0164: disable_marker $E55
0004: $DBB =  0  ;; integer values

:Label083DCA
00D6: if  0
0038:   $E38 ==  1  ;; integer values
004D: jump_if_false £Label083E1F
00D6: if  0
0038:   $DBA ==  0  ;; integer values
004D: jump_if_false £Label083E1F
0004: $7B =  1  ;; integer values
018A: $DBC = create_checkpoint_at -848.02 -901.72  10.1
00BC: text_highpriority "BJM1_22"  5000 ms  1  ;; ~g~Get Cam back to his house!
0004: $DBA =  1  ;; integer values

:Label083E1F
00D6: if  0
8320:   NOT   actor $DB6 in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label083E9A
0187: $DB8 = create_marker_above_actor $DB6
00BC: text_highpriority "HEY"  5000 ms  1  ;; ~g~Don't go solo, keep your posse together!
0004: $7B =  0  ;; integer values
00D6: if  0
0038:   $DBA ==  1  ;; integer values
004D: jump_if_false £Label083E75
0004: $7B =  0  ;; integer values
0164: disable_marker $DBC
0004: $DBA =  0  ;; integer values

:Label083E75
00D6: if  0
0038:   $DBB ==  1  ;; integer values
004D: jump_if_false £Label083E93
0164: disable_marker $E55
0004: $DBB =  0  ;; integer values

:Label083E93
0004: $E0F =  0  ;; integer values

:Label083E9A
00D6: if  0
0038:   $E0F ==  0  ;; integer values
004D: jump_if_false £Label083EE4
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $DB6 radius  8.0  8.0  8.0
004D: jump_if_false £Label083EE4
01DF: tie_actor $DB6 to_player $PLAYER_CHAR
0164: disable_marker $DB8
0004: $E0F =  1  ;; integer values

:Label083EE4
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label083F1D
00D6: if  21
0038:   $E1A ==  1  ;; integer values
0038:   $E1C ==  1  ;; integer values
004D: jump_if_false £Label083F16
0004: $E0E =  1  ;; integer values

:Label083F16
0002: jump £Label083F64

:Label083F1D
00D6: if  0
0038:   $E2E ==  0  ;; integer values
004D: jump_if_false £Label083F3D
0006:  17@ =  0  ;; integer values
0004: $E2E =  1  ;; integer values

:Label083F3D
00D6: if  0
0038:   $E57 ==  0  ;; integer values
004D: jump_if_false £Label083F64
0050: gosub £Label087F4E
0050: gosub £Label08834F
0050: gosub £Label0883DF

:Label083F64
00D6: if  0
0038:   $DB9 ==  1  ;; integer values
004D: jump_if_false £Label083FDD
00D6: if  0
0038:   $E57 ==  0  ;; integer values
004D: jump_if_false £Label083FDD
00D6: if  0
82B4:   NOT   player $PLAYER_CHAR in_cube_on_foot  376.66 -453.85  9.0  328.91 -504.02  20.0 radius  50.0 sphere  0
004D: jump_if_false £Label083FDD
0004: $E57 =  1  ;; integer values
00D6: if  0
0038:   $E57 ==  1  ;; integer values
004D: jump_if_false £Label083FDD
0050: gosub £Label088BEB

:Label083FDD
0002: jump £Label083452

:Label083FE4
0164: disable_marker $DBC
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
015F: set_camera_position -833.312 -904.83  12.62  0.0  0.0  0.0
0160: point_camera -832.709 -904.049  12.49  2
03CF: load_wav "BNK1_13" as  1
03CF: load_wav "BNK1_14" as  2

:Label08404D
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label084096
0001: wait  0 ms
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label08408F
00BC: text_highpriority "BJM1_2"  5000 ms  1  ;; ~r~You were supposed to bust Cam out, not get him killed!
0164: disable_marker $DB8
0002: jump £Label084466

:Label08408F
0002: jump £Label08404D

:Label084096
0470: $E50 = actor $PLAYER_ACTOR armed_weapon unknown
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00D6: if  0
8118:   NOT   actor $DB6 dead
004D: jump_if_false £Label0840C3
01B9: set_actor $DB6 armed_weapon_to  0
0002: jump £Label0840DE

:Label0840C3
00BC: text_highpriority "BJM1_2"  5000 ms  1  ;; ~r~You were supposed to bust Cam out, not get him killed!
0164: disable_marker $DB8
0002: jump £Label084466

:Label0840DE
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false £Label08411C
020E: actor $PLAYER_ACTOR look_at_actor $DB6
03D1: play_wav  1
00BC: text_highpriority "BNK1_13"  5000 ms  1  ;; I'm gonna be doing a job and you're my safe cracker.
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  1000000 ms
0002: jump £Label08412F

:Label08411C
03D1: play_wav  1
00BC: text_highpriority "BNK1_13"  5000 ms  1  ;; I'm gonna be doing a job and you're my safe cracker.

:Label08412F
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label084174
0001: wait  0 ms
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label08416D
00BC: text_highpriority "BJM1_2"  5000 ms  1  ;; ~r~You were supposed to bust Cam out, not get him killed!
0164: disable_marker $DB8
0002: jump £Label084466

:Label08416D
0002: jump £Label08412F

:Label084174
03D5: remove_text "BNK1_13"  ;; I'm gonna be doing a job and you're my safe cracker.
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  1 ms
00D6: if  0
8118:   NOT   actor $DB6 dead
004D: jump_if_false £Label0841E7
00D6: if  0
80DF:   NOT   actor $DB6 driving
004D: jump_if_false £Label0841CD
03D1: play_wav  2
00BC: text_highpriority "BNK1_14"  5000 ms  1  ;; Beats losing my ass in a cell!
0372: set_actor $DB6 anim  19 wait_state_time  1000000 ms
0002: jump £Label0841E0

:Label0841CD
03D1: play_wav  2
00BC: text_highpriority "BNK1_14"  5000 ms  1  ;; Beats losing my ass in a cell!

:Label0841E0
0002: jump £Label0841FD

:Label0841E7
00BC: text_highpriority "BJM1_2"  5000 ms  1  ;; ~r~You were supposed to bust Cam out, not get him killed!
0002: jump £Label084466

:Label0841FD
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label084248
0001: wait  0 ms
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label084241
040D: unload_wav  2
00BE: text_clear_all
00BC: text_highpriority "BJM1_2"  5000 ms  1  ;; ~r~You were supposed to bust Cam out, not get him killed!
0164: disable_marker $DB8
0002: jump £Label084466

:Label084241
0002: jump £Label0841FD

:Label084248
00D6: if  0
8118:   NOT   actor $DB6 dead
004D: jump_if_false £Label084277
03D5: remove_text "BNK1_14"  ;; Beats losing my ass in a cell!
0372: set_actor $DB6 anim  0 wait_state_time  1 ms
01E0: clear_leader $DB6
0002: jump £Label08428D

:Label084277
00BC: text_highpriority "BJM1_2"  5000 ms  1  ;; ~r~You were supposed to bust Cam out, not get him killed!
0002: jump £Label084466

:Label08428D
00D6: if  0
8118:   NOT   actor $DB6 dead
004D: jump_if_false £Label084349
00D6: if  0
00DF:   actor $DB6 driving
004D: jump_if_false £Label084342
00D9: $E45 = actor $DB6 car
01D3: actor $DB6 leave_car $E45

:Label0842BD
00D6: if  0
00DF:   actor $DB6 driving
004D: jump_if_false £Label084342
0001: wait  0 ms
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label0842F7
00BC: text_highpriority "BJM1_2"  5000 ms  1  ;; ~r~You were supposed to bust Cam out, not get him killed!
0002: jump £Label084466

:Label0842F7
00D6: if  0
0119:   car $E45 wrecked
004D: jump_if_false £Label08433B
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label084334
00BC: text_highpriority "BJM1_2"  5000 ms  1  ;; ~r~You were supposed to bust Cam out, not get him killed!
0002: jump £Label084466
0002: jump £Label08433B

:Label084334
0002: jump £Label084466

:Label08433B
0002: jump £Label0842BD

:Label084342
0002: jump £Label08435F

:Label084349
00BC: text_highpriority "BJM1_2"  5000 ms  1  ;; ~r~You were supposed to bust Cam out, not get him killed!
0002: jump £Label084466

:Label08435F
00D6: if  0
8118:   NOT   actor $DB6 dead
004D: jump_if_false £Label084394
00A1: put_actor $DB6 at -832.446 -902.456  10.11
0173: set_actor $DB6 z_angle_to  165.972
0002: jump £Label0843AA

:Label084394
00BC: text_highpriority "BJM1_2"  5000 ms  1  ;; ~r~You were supposed to bust Cam out, not get him killed!
0002: jump £Label084466

:Label0843AA
015F: set_camera_position -833.797 -908.45  12.06  0.0  0.0  0.0
0160: point_camera -833.34 -907.569  11.94  2
0211: actor $DB6 walk_to -833.613 -908.439
0006:  16@ =  0  ;; integer values

:Label0843F3
00D6: if  0
001B:    3000 >  16@  ;; integer values
004D: jump_if_false £Label084437
0001: wait  0 ms
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label084430
00BC: text_highpriority "BJM1_2"  5000 ms  1  ;; ~r~You were supposed to bust Cam out, not get him killed!
0002: jump £Label084466

:Label084430
0002: jump £Label0843F3

:Label084437
009B: destroy_actor_instantly $DB6
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $E50
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02EB: restore_camera_with_jumpcut
0002: jump £Label084477

:Label084466
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label084477
0004: $F8 =  1  ;; integer values
0318: set_latest_mission_passed "BANK_1"  ;; No Escape?
01E3: text_1number_styled "M_PASS"  1000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  1000
030C: set_mission_points +=  1
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
004F: create_thread ££Label00BF14 
0051: return

:Label0844B9
0004: $ONMISSION =  0  ;; integer values
0004: $3E5 =  0  ;; integer values
034F: destroy_actor_with_fade $DB6  ;; The actor fades away like a ghost
0213: $7D9 = create_pickup #NITESTICK type  15 at  402.4 -488.3  12.4
0215: destroy_pickup $E56
01EB: set_car_density_to  1.0
018E: stop_sound $E51
018E: stop_sound $E53
0215: destroy_pickup $E14
018E: stop_sound $E13
0249: release_model #COP
0249: release_model #UZI
0249: release_model #SENTINEL
0296: unload_special_actor  3
03BD: destroy_sphere $E34
03BD: destroy_sphere $E35
0164: disable_marker $DB8
0164: disable_marker $DBC
0164: disable_marker $E15
0164: disable_marker $E55
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D6: if  0
0038:   $4FE ==  1  ;; integer values
004D: jump_if_false £Label084562
055B: $511 = create_clothes_pickup  1 at -384.5 -591.9  25.3

:Label084562
00D6: if  0
0038:   $514 ==  1  ;; integer values
004D: jump_if_false £Label08458A
055B: $512 = create_clothes_pickup  1 at -820.2  1364.1  66.4

:Label08458A
00D6: if  0
0038:   $4FD ==  1  ;; integer values
004D: jump_if_false £Label0845B2
055B: $504 = create_clothes_pickup  1 at  226.4 -1265.6  20.1

:Label0845B2
00D6: if  0
0038:   $4F1 ==  1  ;; integer values
004D: jump_if_false £Label0845DA
055B: $505 = create_clothes_pickup  2 at  97.5 -1133.6  10.4

:Label0845DA
00D6: if  0
0038:   $4F2 ==  1  ;; integer values
004D: jump_if_false £Label084602
055B: $506 = create_clothes_pickup  3 at  364.2  1086.1  19.0

:Label084602
00D6: if  0
0038:   $4F3 ==  1  ;; integer values
004D: jump_if_false £Label08462A
055B: $507 = create_clothes_pickup  4 at  106.5  253.0  21.7

:Label08462A
00D6: if  0
0038:   $4F4 ==  1  ;; integer values
004D: jump_if_false £Label084652
055B: $508 = create_clothes_pickup  5 at -1024.5 -433.9  10.9

:Label084652
00D6: if  0
0038:   $4F5 ==  1  ;; integer values
004D: jump_if_false £Label08467A
055B: $509 = create_clothes_pickup  6 at  405.7 -485.6  12.3

:Label08467A
00D6: if  0
0038:   $4F6 ==  1  ;; integer values
004D: jump_if_false £Label0846A2
055B: $50A = create_clothes_pickup  8 at  414.3  1042.0  25.4

:Label0846A2
00D6: if  0
0038:   $4F7 ==  1  ;; integer values
004D: jump_if_false £Label0846CA
055B: $50B = create_clothes_pickup  9 at  158.3 -1275.9  10.6

:Label0846CA
00D6: if  0
0038:   $4F8 ==  1  ;; integer values
004D: jump_if_false £Label0846F2
055B: $50C = create_clothes_pickup  10 at -917.4  885.1  11.0

:Label0846F2
00D6: if  0
0038:   $4FC ==  1  ;; integer values
004D: jump_if_false £Label08471A
055B: $510 = create_clothes_pickup  7 at  465.3 -57.4  15.7

:Label08471A
00D8: mission_cleanup
0051: return

:Label08471E
00D6: if  0
0038:   $DBE ==  0  ;; integer values
004D: jump_if_false £Label084797
00D6: if  0
0118:   actor $DBD dead
004D: jump_if_false £Label08475C
000C: $E30 -=  1  ;; integer values
0004: $E0E =  1  ;; integer values
0004: $DBE =  1  ;; integer values
0002: jump £Label084797

:Label08475C
0226: $DC7 = actor $DBD health
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label084797
00D6: if  21
0457:   unknown_player $PLAYER_CHAR unknown_actor $DBD
002A:    95 >= $DC7  ;; integer values
004D: jump_if_false £Label084797
0004: $E0E =  1  ;; integer values

:Label084797
00D6: if  0
0038:   $DC9 ==  0  ;; integer values
004D: jump_if_false £Label084855
00D6: if  0
0118:   actor $DC8 dead
004D: jump_if_false £Label0847D5
000C: $E30 -=  1  ;; integer values
0004: $E0E =  1  ;; integer values
0004: $DC9 =  1  ;; integer values
0002: jump £Label084855

:Label0847D5
0226: $DD2 = actor $DC8 health
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label084833
00D6: if  0
0038:   $E3C ==  1  ;; integer values
004D: jump_if_false £Label08480B
0372: set_actor $DC8 anim  24 wait_state_time  1000 ms

:Label08480B
00D6: if  21
0457:   unknown_player $PLAYER_CHAR unknown_actor $DC8
002A:    95 >= $DD2  ;; integer values
004D: jump_if_false £Label08482C
0004: $E0E =  1  ;; integer values

:Label08482C
0002: jump £Label084855

:Label084833
00D6: if  0
0038:   $E3C ==  1  ;; integer values
004D: jump_if_false £Label084855
0372: set_actor $DC8 anim  0 wait_state_time  1 ms
0004: $E3C =  0  ;; integer values

:Label084855
00D6: if  0
0038:   $DD4 ==  0  ;; integer values
004D: jump_if_false £Label084913
00D6: if  0
0118:   actor $DD3 dead
004D: jump_if_false £Label084893
000C: $E30 -=  1  ;; integer values
0004: $E0E =  1  ;; integer values
0004: $DD4 =  1  ;; integer values
0002: jump £Label084913

:Label084893
0226: $DDD = actor $DD3 health
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label0848F1
00D6: if  0
0038:   $E3D ==  1  ;; integer values
004D: jump_if_false £Label0848C9
0372: set_actor $DD3 anim  24 wait_state_time  1000 ms

:Label0848C9
00D6: if  21
0457:   unknown_player $PLAYER_CHAR unknown_actor $DD3
002A:    95 >= $DDD  ;; integer values
004D: jump_if_false £Label0848EA
0004: $E0E =  1  ;; integer values

:Label0848EA
0002: jump £Label084913

:Label0848F1
00D6: if  0
0038:   $E3D ==  1  ;; integer values
004D: jump_if_false £Label084913
0372: set_actor $DD3 anim  0 wait_state_time  1 ms
0004: $E3D =  0  ;; integer values

:Label084913
00D6: if  0
0038:   $DDF ==  0  ;; integer values
004D: jump_if_false £Label0849D1
00D6: if  0
0118:   actor $DDE dead
004D: jump_if_false £Label084951
000C: $E30 -=  1  ;; integer values
0004: $E0E =  1  ;; integer values
0004: $DDF =  1  ;; integer values
0002: jump £Label0849D1

:Label084951
0226: $DE8 = actor $DDE health
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label0849AF
00D6: if  0
0038:   $E3E ==  1  ;; integer values
004D: jump_if_false £Label084987
0372: set_actor $DDE anim  24 wait_state_time  1000 ms

:Label084987
00D6: if  21
0457:   unknown_player $PLAYER_CHAR unknown_actor $DDE
002A:    95 >= $DE8  ;; integer values
004D: jump_if_false £Label0849A8
0004: $E0E =  1  ;; integer values

:Label0849A8
0002: jump £Label0849D1

:Label0849AF
00D6: if  0
0038:   $E3E ==  1  ;; integer values
004D: jump_if_false £Label0849D1
0372: set_actor $DDE anim  0 wait_state_time  1 ms
0004: $E3E =  0  ;; integer values

:Label0849D1
00D6: if  0
0038:   $DEA ==  0  ;; integer values
004D: jump_if_false £Label084A73
00D6: if  0
0118:   actor $DE9 dead
004D: jump_if_false £Label084A0F
000C: $E30 -=  1  ;; integer values
0004: $E0E =  1  ;; integer values
0004: $DEA =  1  ;; integer values
0002: jump £Label084A73

:Label084A0F
0226: $DEC = actor $DE9 health
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label084A51
00D6: if  21
0457:   unknown_player $PLAYER_CHAR unknown_actor $DE9
002A:    95 >= $DEC  ;; integer values
004D: jump_if_false £Label084A4A
0004: $E0E =  1  ;; integer values

:Label084A4A
0002: jump £Label084A73

:Label084A51
00D6: if  0
0038:   $E3F ==  1  ;; integer values
004D: jump_if_false £Label084A73
0372: set_actor $DE9 anim  0 wait_state_time  1 ms
0004: $E3F =  0  ;; integer values

:Label084A73
00D6: if  0
0038:   $DEE ==  0  ;; integer values
004D: jump_if_false £Label084B31
00D6: if  0
0118:   actor $DED dead
004D: jump_if_false £Label084AB1
000C: $E30 -=  1  ;; integer values
0004: $E0E =  1  ;; integer values
0004: $DEE =  1  ;; integer values
0002: jump £Label084B31

:Label084AB1
0226: $DF7 = actor $DED health
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label084B0F
00D6: if  0
0038:   $E40 ==  1  ;; integer values
004D: jump_if_false £Label084AE7
0372: set_actor $DED anim  24 wait_state_time  1000 ms

:Label084AE7
00D6: if  21
0457:   unknown_player $PLAYER_CHAR unknown_actor $DED
002A:    95 >= $DF7  ;; integer values
004D: jump_if_false £Label084B08
0004: $E0E =  1  ;; integer values

:Label084B08
0002: jump £Label084B31

:Label084B0F
00D6: if  0
0038:   $E40 ==  1  ;; integer values
004D: jump_if_false £Label084B31
0372: set_actor $DED anim  0 wait_state_time  1 ms
0004: $E40 =  0  ;; integer values

:Label084B31
00D6: if  0
0038:   $DF9 ==  0  ;; integer values
004D: jump_if_false £Label084BF4
00D6: if  0
0118:   actor $DF8 dead
004D: jump_if_false £Label084B6F
000C: $E30 -=  1  ;; integer values
0004: $E0E =  1  ;; integer values
0004: $DF9 =  1  ;; integer values
0002: jump £Label084BF4

:Label084B6F
0226: $DFB = actor $DF8 health
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label084BCD
00D6: if  0
0038:   $DFC ==  1  ;; integer values
004D: jump_if_false £Label084BA5
0372: set_actor $DF8 anim  25 wait_state_time  1000 ms

:Label084BA5
00D6: if  21
0457:   unknown_player $PLAYER_CHAR unknown_actor $DF8
002A:    95 >= $DFB  ;; integer values
004D: jump_if_false £Label084BC6
0004: $E0E =  1  ;; integer values

:Label084BC6
0002: jump £Label084BF4

:Label084BCD
00D6: if  0
0038:   $DFC ==  1  ;; integer values
004D: jump_if_false £Label084BF4
0372: set_actor $DF8 anim  0 wait_state_time  1 ms
053D: $DF8
0004: $DFC =  0  ;; integer values

:Label084BF4
00D6: if  0
0038:   $DFE ==  0  ;; integer values
004D: jump_if_false £Label084CB2
00D6: if  0
0118:   actor $DFD dead
004D: jump_if_false £Label084C32
000C: $E30 -=  1  ;; integer values
0004: $E0E =  1  ;; integer values
0004: $DFE =  1  ;; integer values
0002: jump £Label084CB2

:Label084C32
0226: $E00 = actor $DFD health
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label084C90
00D6: if  21
0457:   unknown_player $PLAYER_CHAR unknown_actor $DFD
002A:    95 >= $E00  ;; integer values
004D: jump_if_false £Label084C6D
0004: $E0E =  1  ;; integer values

:Label084C6D
00D6: if  0
0038:   $E41 ==  1  ;; integer values
004D: jump_if_false £Label084C89
0372: set_actor $DFD anim  24 wait_state_time  1000 ms

:Label084C89
0002: jump £Label084CB2

:Label084C90
00D6: if  0
0038:   $E41 ==  1  ;; integer values
004D: jump_if_false £Label084CB2
0372: set_actor $DFD anim  0 wait_state_time  1 ms
0004: $E41 =  0  ;; integer values

:Label084CB2
00D6: if  0
0038:   $E02 ==  0  ;; integer values
004D: jump_if_false £Label084D70
00D6: if  0
0118:   actor $E01 dead
004D: jump_if_false £Label084CF0
000C: $E30 -=  1  ;; integer values
0004: $E0E =  1  ;; integer values
0004: $E02 =  1  ;; integer values
0002: jump £Label084D70

:Label084CF0
0226: $E04 = actor $E01 health
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label084D4E
00D6: if  21
0457:   unknown_player $PLAYER_CHAR unknown_actor $E01
002A:    95 >= $E04  ;; integer values
004D: jump_if_false £Label084D2B
0004: $E0E =  1  ;; integer values

:Label084D2B
00D6: if  0
0038:   $E42 ==  1  ;; integer values
004D: jump_if_false £Label084D47
0372: set_actor $E01 anim  24 wait_state_time  1000 ms

:Label084D47
0002: jump £Label084D70

:Label084D4E
00D6: if  0
0038:   $E42 ==  1  ;; integer values
004D: jump_if_false £Label084D70
0372: set_actor $E01 anim  0 wait_state_time  1 ms
0004: $E42 =  0  ;; integer values

:Label084D70
00D6: if  0
0038:   $E06 ==  0  ;; integer values
004D: jump_if_false £Label084E2E
00D6: if  0
0118:   actor $E05 dead
004D: jump_if_false £Label084DAE
000C: $E30 -=  1  ;; integer values
0004: $E0E =  1  ;; integer values
0004: $E06 =  1  ;; integer values
0002: jump £Label084E2E

:Label084DAE
0226: $E08 = actor $E05 health
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label084E0C
00D6: if  21
0457:   unknown_player $PLAYER_CHAR unknown_actor $E05
002A:    95 >= $E08  ;; integer values
004D: jump_if_false £Label084DE9
0004: $E0E =  1  ;; integer values

:Label084DE9
00D6: if  0
0038:   $E43 ==  1  ;; integer values
004D: jump_if_false £Label084E05
0372: set_actor $E05 anim  24 wait_state_time  1000 ms

:Label084E05
0002: jump £Label084E2E

:Label084E0C
00D6: if  0
0038:   $E43 ==  1  ;; integer values
004D: jump_if_false £Label084E2E
0372: set_actor $E05 anim  0 wait_state_time  1 ms
0004: $E43 =  0  ;; integer values

:Label084E2E
00D6: if  0
0038:   $E0A ==  0  ;; integer values
004D: jump_if_false £Label084EF1
00D6: if  0
0118:   actor $E09 dead
004D: jump_if_false £Label084E6C
000C: $E30 -=  1  ;; integer values
0004: $E0E =  1  ;; integer values
0004: $E0A =  1  ;; integer values
0002: jump £Label084EF1

:Label084E6C
0226: $E0C = actor $E09 health
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label084ECA
00D6: if  0
0038:   $E0D ==  1  ;; integer values
004D: jump_if_false £Label084EA2
0372: set_actor $E09 anim  25 wait_state_time  1000 ms

:Label084EA2
00D6: if  21
0457:   unknown_player $PLAYER_CHAR unknown_actor $E09
002A:    95 >= $E0C  ;; integer values
004D: jump_if_false £Label084EC3
0004: $E0E =  1  ;; integer values

:Label084EC3
0002: jump £Label084EF1

:Label084ECA
00D6: if  0
0038:   $E0D ==  1  ;; integer values
004D: jump_if_false £Label084EF1
0372: set_actor $E09 anim  0 wait_state_time  1 ms
053D: $E09
0004: $E0D =  0  ;; integer values

:Label084EF1
0051: return

:Label084EF3
00D6: if  0
0038:   $E0E ==  1  ;; integer values
004D: jump_if_false £Label08693F
00D6: if  0
0038:   $DBE ==  0  ;; integer values
004D: jump_if_false £Label08538D
00D6: if  0
0118:   actor $DBD dead
004D: jump_if_false £Label084F3C
000C: $E30 -=  1  ;; integer values
0004: $DBE =  1  ;; integer values
0002: jump £Label08538D

:Label084F3C
00D6: if  0
0038:   $DBF ==  1  ;; integer values
004D: jump_if_false £Label084F55
0008: $DC0 +=  1  ;; integer values

:Label084F55
00D6: if  0
0028:   $DC0 >=  100  ;; integer values
004D: jump_if_false £Label084F6E
0004: $DBF =  0  ;; integer values

:Label084F6E
00D6: if  0
0038:   $DC2 ==  1  ;; integer values
004D: jump_if_false £Label084F87
0008: $DC1 +=  1  ;; integer values

:Label084F87
00D6: if  25
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174 -470.686  10.0  386.992 -478.052  15.0 radius  8.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  397.983 -479.156  10.0  394.546 -483.252  15.0 radius  3.3 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  401.651 -480.614  10.0  397.416 -485.66  15.0 radius  9.4 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  407.682 -480.576  10.0  405.289 -483.392  15.0 radius  4.8 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
004D: jump_if_false £Label08538D
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label08529B
00D6: if  0
00EA:   player $PLAYER_CHAR  0 ()near_actor_on_foot $DBD radius  2.0  2.0
004D: jump_if_false £Label0851B6
00D6: if  0
0038:   $DC5 ==  0  ;; integer values
004D: jump_if_false £Label085104
01BE: set_actor $DBD to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DBD weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DBD flags  1
0350: unknown_actor $DBD not_scared_flag  1
01CA: actor $DBD kill_player $PLAYER_CHAR
0004: $DC5 =  1  ;; integer values

:Label085104
00D6: if  0
0038:   $DBF ==  0  ;; integer values
004D: jump_if_false £Label08511D
0004: $DC2 =  0  ;; integer values

:Label08511D
00D6: if  0
0038:   $DC4 ==  0  ;; integer values
004D: jump_if_false £Label08513D
0004: $DC6 =  0  ;; integer values
0004: $DC4 =  1  ;; integer values

:Label08513D
00D6: if  0
0038:   $DC4 ==  1  ;; integer values
004D: jump_if_false £Label085156
0008: $DC6 +=  1  ;; integer values

:Label085156
00D6: if  0
0028:   $DC6 >=  20  ;; integer values
004D: jump_if_false £Label0851AF
00D6: if  0
0038:   $DC3 ==  0  ;; integer values
004D: jump_if_false £Label0851AF
01BE: set_actor $DBD to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DBD weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DBD flags  1
0350: unknown_actor $DBD not_scared_flag  1
01CA: actor $DBD kill_player $PLAYER_CHAR
0004: $DC3 =  1  ;; integer values

:Label0851AF
0002: jump £Label085294

:Label0851B6
0004: $DC4 =  0  ;; integer values
00D6: if  0
0038:   $DC3 ==  1  ;; integer values
004D: jump_if_false £Label0851E9
011C: actor $DBD clear_objective
01ED: reset_actor $DBD flags
01B2: give_actor $DBD weapon  23 ammo  0  ;; Load the weapon model before using this
0004: $DC3 =  0  ;; integer values

:Label0851E9
00D6: if  0
0038:   $DBF ==  0  ;; integer values
004D: jump_if_false £Label08522B
011C: actor $DBD clear_objective
01ED: reset_actor $DBD flags
0372: set_actor $DBD anim  14 wait_state_time  3000 ms
0004: $DC0 =  0  ;; integer values
0004: $DC1 =  0  ;; integer values
0004: $DC2 =  1  ;; integer values
0004: $DBF =  1  ;; integer values

:Label08522B
00D6: if  1
0038:   $DBF ==  1  ;; integer values
0028:   $DC1 >=  30  ;; integer values
004D: jump_if_false £Label085294
0372: set_actor $DBD anim  0 wait_state_time  0 ms
00D6: if  0
0038:   $DC3 ==  0  ;; integer values
004D: jump_if_false £Label08527E
01BE: set_actor $DBD to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DBD weapon  23 ammo  30000  ;; Load the weapon model before using this
0004: $DC3 =  1  ;; integer values

:Label08527E
011A: set_actor $DBD flags  1
0350: unknown_actor $DBD not_scared_flag  1
01CA: actor $DBD kill_player $PLAYER_CHAR

:Label085294
0002: jump £Label08538D

:Label08529B
00D6: if  0
0038:   $DC5 ==  0  ;; integer values
004D: jump_if_false £Label0852E2
01BE: set_actor $DBD to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DBD weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DBD flags  1
0350: unknown_actor $DBD not_scared_flag  1
01CA: actor $DBD kill_player $PLAYER_CHAR
0004: $DC5 =  1  ;; integer values

:Label0852E2
00D6: if  0
0038:   $DBF ==  0  ;; integer values
004D: jump_if_false £Label0852FB
0004: $DC2 =  0  ;; integer values

:Label0852FB
00D6: if  0
0038:   $DC4 ==  0  ;; integer values
004D: jump_if_false £Label08531B
0004: $DC6 =  0  ;; integer values
0004: $DC4 =  1  ;; integer values

:Label08531B
00D6: if  0
0038:   $DC4 ==  1  ;; integer values
004D: jump_if_false £Label085334
0008: $DC6 +=  1  ;; integer values

:Label085334
00D6: if  0
0028:   $DC6 >=  20  ;; integer values
004D: jump_if_false £Label08538D
00D6: if  0
0038:   $DC3 ==  0  ;; integer values
004D: jump_if_false £Label08538D
01BE: set_actor $DBD to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DBD weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DBD flags  1
0350: unknown_actor $DBD not_scared_flag  1
01CA: actor $DBD kill_player $PLAYER_CHAR
0004: $DC3 =  1  ;; integer values

:Label08538D
00D6: if  0
0038:   $DC9 ==  0  ;; integer values
004D: jump_if_false £Label085837
00D6: if  0
0118:   actor $DC8 dead
004D: jump_if_false £Label0853C4
000C: $E30 -=  1  ;; integer values
0004: $DC9 =  1  ;; integer values
0002: jump £Label085837

:Label0853C4
00D6: if  0
0038:   $DCA ==  1  ;; integer values
004D: jump_if_false £Label0853DD
0008: $DCB +=  1  ;; integer values

:Label0853DD
00D6: if  0
0028:   $DCB >=  100  ;; integer values
004D: jump_if_false £Label0853F6
0004: $DCA =  0  ;; integer values

:Label0853F6
00D6: if  0
0038:   $DCD ==  1  ;; integer values
004D: jump_if_false £Label08540F
0008: $DCC +=  1  ;; integer values

:Label08540F
00D6: if  25
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174 -470.686  10.0  386.992 -478.052  15.0 radius  8.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  397.983 -479.156  10.0  394.546 -483.252  15.0 radius  3.3 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  401.651 -480.614  10.0  397.416 -485.66  15.0 radius  9.4 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  407.682 -480.576  10.0  405.289 -483.392  15.0 radius  4.8 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
004D: jump_if_false £Label08581C
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label085723
00D6: if  0
00EA:   player $PLAYER_CHAR  0 ()near_actor_on_foot $DC8 radius  2.0  2.0
004D: jump_if_false £Label08563E
00D6: if  0
0038:   $DD0 ==  0  ;; integer values
004D: jump_if_false £Label08558C
01BE: set_actor $DC8 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DC8 weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DC8 flags  1
0350: unknown_actor $DC8 not_scared_flag  1
01CA: actor $DC8 kill_player $PLAYER_CHAR
0004: $DD0 =  1  ;; integer values

:Label08558C
00D6: if  0
0038:   $DCA ==  0  ;; integer values
004D: jump_if_false £Label0855A5
0004: $DCD =  0  ;; integer values

:Label0855A5
00D6: if  0
0038:   $DCF ==  0  ;; integer values
004D: jump_if_false £Label0855C5
0004: $DD1 =  0  ;; integer values
0004: $DCF =  1  ;; integer values

:Label0855C5
00D6: if  0
0038:   $DCF ==  1  ;; integer values
004D: jump_if_false £Label0855DE
0008: $DD1 +=  1  ;; integer values

:Label0855DE
00D6: if  0
0028:   $DD1 >=  20  ;; integer values
004D: jump_if_false £Label085637
00D6: if  0
0038:   $DCE ==  0  ;; integer values
004D: jump_if_false £Label085637
01BE: set_actor $DC8 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DC8 weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DC8 flags  1
0350: unknown_actor $DC8 not_scared_flag  1
01CA: actor $DC8 kill_player $PLAYER_CHAR
0004: $DCE =  1  ;; integer values

:Label085637
0002: jump £Label08571C

:Label08563E
0004: $DCF =  0  ;; integer values
00D6: if  0
0038:   $DCE ==  1  ;; integer values
004D: jump_if_false £Label085671
011C: actor $DC8 clear_objective
01ED: reset_actor $DC8 flags
01B2: give_actor $DC8 weapon  23 ammo  0  ;; Load the weapon model before using this
0004: $DCE =  0  ;; integer values

:Label085671
00D6: if  0
0038:   $DCA ==  0  ;; integer values
004D: jump_if_false £Label0856B3
011C: actor $DC8 clear_objective
01ED: reset_actor $DC8 flags
0372: set_actor $DC8 anim  14 wait_state_time  3000 ms
0004: $DCB =  0  ;; integer values
0004: $DCC =  0  ;; integer values
0004: $DCD =  1  ;; integer values
0004: $DCA =  1  ;; integer values

:Label0856B3
00D6: if  1
0038:   $DCA ==  1  ;; integer values
0028:   $DCC >=  30  ;; integer values
004D: jump_if_false £Label08571C
0372: set_actor $DC8 anim  0 wait_state_time  0 ms
00D6: if  0
0038:   $DCE ==  0  ;; integer values
004D: jump_if_false £Label085706
01BE: set_actor $DC8 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DC8 weapon  23 ammo  30000  ;; Load the weapon model before using this
0004: $DCE =  1  ;; integer values

:Label085706
011A: set_actor $DC8 flags  1
0350: unknown_actor $DC8 not_scared_flag  1
01CA: actor $DC8 kill_player $PLAYER_CHAR

:Label08571C
0002: jump £Label085815

:Label085723
00D6: if  0
0038:   $DD0 ==  0  ;; integer values
004D: jump_if_false £Label08576A
01BE: set_actor $DC8 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DC8 weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DC8 flags  1
0350: unknown_actor $DC8 not_scared_flag  1
01CA: actor $DC8 kill_player $PLAYER_CHAR
0004: $DD0 =  1  ;; integer values

:Label08576A
00D6: if  0
0038:   $DCA ==  0  ;; integer values
004D: jump_if_false £Label085783
0004: $DCD =  0  ;; integer values

:Label085783
00D6: if  0
0038:   $DCF ==  0  ;; integer values
004D: jump_if_false £Label0857A3
0004: $DD1 =  0  ;; integer values
0004: $DCF =  1  ;; integer values

:Label0857A3
00D6: if  0
0038:   $DCF ==  1  ;; integer values
004D: jump_if_false £Label0857BC
0008: $DD1 +=  1  ;; integer values

:Label0857BC
00D6: if  0
0028:   $DD1 >=  20  ;; integer values
004D: jump_if_false £Label085815
00D6: if  0
0038:   $DCE ==  0  ;; integer values
004D: jump_if_false £Label085815
01BE: set_actor $DC8 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DC8 weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DC8 flags  1
0350: unknown_actor $DC8 not_scared_flag  1
01CA: actor $DC8 kill_player $PLAYER_CHAR
0004: $DCE =  1  ;; integer values

:Label085815
0002: jump £Label085837

:Label08581C
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label085837
0372: set_actor $DC8 anim  24 wait_state_time  10 ms

:Label085837
00D6: if  0
0038:   $DD4 ==  0  ;; integer values
004D: jump_if_false £Label085CE1
00D6: if  0
0118:   actor $DD3 dead
004D: jump_if_false £Label08586E
000C: $E30 -=  1  ;; integer values
0004: $DD4 =  1  ;; integer values
0002: jump £Label085CE1

:Label08586E
00D6: if  0
0038:   $DD5 ==  1  ;; integer values
004D: jump_if_false £Label085887
0008: $DD6 +=  1  ;; integer values

:Label085887
00D6: if  0
0028:   $DD6 >=  50  ;; integer values
004D: jump_if_false £Label0858A0
0004: $DD5 =  0  ;; integer values

:Label0858A0
00D6: if  0
0038:   $DD8 ==  1  ;; integer values
004D: jump_if_false £Label0858B9
0008: $DD7 +=  1  ;; integer values

:Label0858B9
00D6: if  25
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174 -470.686  10.0  386.992 -478.052  15.0 radius  8.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  397.983 -479.156  10.0  394.546 -483.252  15.0 radius  3.3 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  401.651 -480.614  10.0  397.416 -485.66  15.0 radius  9.4 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  407.682 -480.576  10.0  405.289 -483.392  15.0 radius  4.8 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
004D: jump_if_false £Label085CC6
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label085BCD
00D6: if  0
00EA:   player $PLAYER_CHAR  0 ()near_actor_on_foot $DD3 radius  2.0  2.0
004D: jump_if_false £Label085AE8
00D6: if  0
0038:   $DDB ==  0  ;; integer values
004D: jump_if_false £Label085A36
01BE: set_actor $DD3 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DD3 weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DD3 flags  1
0350: unknown_actor $DD3 not_scared_flag  1
01CA: actor $DD3 kill_player $PLAYER_CHAR
0004: $DDB =  1  ;; integer values

:Label085A36
00D6: if  0
0038:   $DD5 ==  0  ;; integer values
004D: jump_if_false £Label085A4F
0004: $DD8 =  0  ;; integer values

:Label085A4F
00D6: if  0
0038:   $DDA ==  0  ;; integer values
004D: jump_if_false £Label085A6F
0004: $DDC =  0  ;; integer values
0004: $DDA =  1  ;; integer values

:Label085A6F
00D6: if  0
0038:   $DDA ==  1  ;; integer values
004D: jump_if_false £Label085A88
0008: $DDC +=  1  ;; integer values

:Label085A88
00D6: if  0
0028:   $DDC >=  20  ;; integer values
004D: jump_if_false £Label085AE1
00D6: if  0
0038:   $DD9 ==  0  ;; integer values
004D: jump_if_false £Label085AE1
01BE: set_actor $DD3 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DD3 weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DD3 flags  1
0350: unknown_actor $DD3 not_scared_flag  1
01CA: actor $DD3 kill_player $PLAYER_CHAR
0004: $DD9 =  1  ;; integer values

:Label085AE1
0002: jump £Label085BC6

:Label085AE8
0004: $DDA =  0  ;; integer values
00D6: if  0
0038:   $DD9 ==  1  ;; integer values
004D: jump_if_false £Label085B1B
011C: actor $DD3 clear_objective
01ED: reset_actor $DD3 flags
01B2: give_actor $DD3 weapon  23 ammo  0  ;; Load the weapon model before using this
0004: $DD9 =  0  ;; integer values

:Label085B1B
00D6: if  0
0038:   $DD5 ==  0  ;; integer values
004D: jump_if_false £Label085B5D
011C: actor $DD3 clear_objective
01ED: reset_actor $DD3 flags
0372: set_actor $DD3 anim  14 wait_state_time  3000 ms
0004: $DD6 =  0  ;; integer values
0004: $DD7 =  0  ;; integer values
0004: $DD8 =  1  ;; integer values
0004: $DD5 =  1  ;; integer values

:Label085B5D
00D6: if  1
0038:   $DD5 ==  1  ;; integer values
0028:   $DD7 >=  30  ;; integer values
004D: jump_if_false £Label085BC6
0372: set_actor $DD3 anim  0 wait_state_time  0 ms
00D6: if  0
0038:   $DD9 ==  0  ;; integer values
004D: jump_if_false £Label085BB0
01BE: set_actor $DD3 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DD3 weapon  23 ammo  30000  ;; Load the weapon model before using this
0004: $DD9 =  1  ;; integer values

:Label085BB0
011A: set_actor $DD3 flags  1
0350: unknown_actor $DD3 not_scared_flag  1
01CA: actor $DD3 kill_player $PLAYER_CHAR

:Label085BC6
0002: jump £Label085CBF

:Label085BCD
00D6: if  0
0038:   $DDB ==  0  ;; integer values
004D: jump_if_false £Label085C14
01BE: set_actor $DD3 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DD3 weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DD3 flags  1
0350: unknown_actor $DD3 not_scared_flag  1
01CA: actor $DD3 kill_player $PLAYER_CHAR
0004: $DDB =  1  ;; integer values

:Label085C14
00D6: if  0
0038:   $DD5 ==  0  ;; integer values
004D: jump_if_false £Label085C2D
0004: $DD8 =  0  ;; integer values

:Label085C2D
00D6: if  0
0038:   $DDA ==  0  ;; integer values
004D: jump_if_false £Label085C4D
0004: $DDC =  0  ;; integer values
0004: $DDA =  1  ;; integer values

:Label085C4D
00D6: if  0
0038:   $DDA ==  1  ;; integer values
004D: jump_if_false £Label085C66
0008: $DDC +=  1  ;; integer values

:Label085C66
00D6: if  0
0028:   $DDC >=  20  ;; integer values
004D: jump_if_false £Label085CBF
00D6: if  0
0038:   $DD9 ==  0  ;; integer values
004D: jump_if_false £Label085CBF
01BE: set_actor $DD3 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DD3 weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DD3 flags  1
0350: unknown_actor $DD3 not_scared_flag  1
01CA: actor $DD3 kill_player $PLAYER_CHAR
0004: $DD9 =  1  ;; integer values

:Label085CBF
0002: jump £Label085CE1

:Label085CC6
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label085CE1
0372: set_actor $DD3 anim  24 wait_state_time  10 ms

:Label085CE1
00D6: if  0
0038:   $DDF ==  0  ;; integer values
004D: jump_if_false £Label0860DB
00D6: if  0
0118:   actor $DDE dead
004D: jump_if_false £Label085D18
000C: $E30 -=  1  ;; integer values
0004: $DDF =  1  ;; integer values
0002: jump £Label0860DB

:Label085D18
00D6: if  0
0038:   $DE0 ==  1  ;; integer values
004D: jump_if_false £Label085D31
0008: $DE1 +=  1  ;; integer values

:Label085D31
00D6: if  0
0028:   $DE1 >=  80  ;; integer values
004D: jump_if_false £Label085D4A
0004: $DE0 =  0  ;; integer values

:Label085D4A
00D6: if  0
0038:   $DE3 ==  1  ;; integer values
004D: jump_if_false £Label085D63
0008: $DE2 +=  1  ;; integer values

:Label085D63
00D6: if  21
02B3:   player $PLAYER_CHAR in_cube  368.888 -465.922  11.0  353.713 -484.155  20.0 radius  19.8 sphere  0
02B3:   player $PLAYER_CHAR in_cube  378.554 -485.414  11.0  377.167 -487.068  15.0 radius  4.2 sphere  0
004D: jump_if_false £Label0860C0
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label085FC7
00D6: if  0
00EA:   player $PLAYER_CHAR  0 ()near_actor_on_foot $DDE radius  2.0  2.0
004D: jump_if_false £Label085EEA
00D6: if  0
0038:   $DE6 ==  0  ;; integer values
004D: jump_if_false £Label085E38
01BE: set_actor $DDE to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DDE weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DDE flags  1
0350: unknown_actor $DDE not_scared_flag  1
01CA: actor $DDE kill_player $PLAYER_CHAR
0004: $DE6 =  1  ;; integer values

:Label085E38
00D6: if  0
0038:   $DE0 ==  0  ;; integer values
004D: jump_if_false £Label085E51
0004: $DE3 =  0  ;; integer values

:Label085E51
00D6: if  0
0038:   $DE5 ==  0  ;; integer values
004D: jump_if_false £Label085E71
0004: $DE7 =  0  ;; integer values
0004: $DE5 =  1  ;; integer values

:Label085E71
00D6: if  0
0038:   $DE5 ==  1  ;; integer values
004D: jump_if_false £Label085E8A
0008: $DE7 +=  1  ;; integer values

:Label085E8A
00D6: if  0
0028:   $DE7 >=  20  ;; integer values
004D: jump_if_false £Label085EE3
00D6: if  0
0038:   $DE4 ==  0  ;; integer values
004D: jump_if_false £Label085EE3
01BE: set_actor $DDE to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DDE weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DDE flags  1
0350: unknown_actor $DDE not_scared_flag  1
01CA: actor $DDE kill_player $PLAYER_CHAR
0004: $DE4 =  1  ;; integer values

:Label085EE3
0002: jump £Label085FC0

:Label085EEA
0004: $DE5 =  0  ;; integer values
00D6: if  0
0038:   $DE4 ==  1  ;; integer values
004D: jump_if_false £Label085F1D
011C: actor $DDE clear_objective
01ED: reset_actor $DDE flags
01B2: give_actor $DDE weapon  23 ammo  0  ;; Load the weapon model before using this
0004: $DE4 =  0  ;; integer values

:Label085F1D
00D6: if  0
0038:   $DE0 ==  0  ;; integer values
004D: jump_if_false £Label085F5F
011C: actor $DDE clear_objective
01ED: reset_actor $DDE flags
0372: set_actor $DDE anim  14 wait_state_time  3000 ms
0004: $DE1 =  0  ;; integer values
0004: $DE2 =  0  ;; integer values
0004: $DE3 =  1  ;; integer values
0004: $DE0 =  1  ;; integer values

:Label085F5F
00D6: if  1
0038:   $DE0 ==  1  ;; integer values
0028:   $DE2 >=  30  ;; integer values
004D: jump_if_false £Label085FC0
0372: set_actor $DDE anim  0 wait_state_time  0 ms
00D6: if  0
0038:   $DE4 ==  0  ;; integer values
004D: jump_if_false £Label085FB2
01BE: set_actor $DDE to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DDE weapon  23 ammo  30000  ;; Load the weapon model before using this
0004: $DE4 =  1  ;; integer values

:Label085FB2
011A: set_actor $DDE flags  1
0350: unknown_actor $DDE not_scared_flag  1

:Label085FC0
0002: jump £Label0860B9

:Label085FC7
00D6: if  0
0038:   $DE6 ==  0  ;; integer values
004D: jump_if_false £Label08600E
01BE: set_actor $DDE to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DDE weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DDE flags  1
0350: unknown_actor $DDE not_scared_flag  1
01CA: actor $DDE kill_player $PLAYER_CHAR
0004: $DE6 =  1  ;; integer values

:Label08600E
00D6: if  0
0038:   $DE0 ==  0  ;; integer values
004D: jump_if_false £Label086027
0004: $DE3 =  0  ;; integer values

:Label086027
00D6: if  0
0038:   $DE5 ==  0  ;; integer values
004D: jump_if_false £Label086047
0004: $DE7 =  0  ;; integer values
0004: $DE5 =  1  ;; integer values

:Label086047
00D6: if  0
0038:   $DE5 ==  1  ;; integer values
004D: jump_if_false £Label086060
0008: $DE7 +=  1  ;; integer values

:Label086060
00D6: if  0
0028:   $DE7 >=  20  ;; integer values
004D: jump_if_false £Label0860B9
00D6: if  0
0038:   $DE4 ==  0  ;; integer values
004D: jump_if_false £Label0860B9
01BE: set_actor $DDE to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DDE weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DDE flags  1
0350: unknown_actor $DDE not_scared_flag  1
01CA: actor $DDE kill_player $PLAYER_CHAR
0004: $DE4 =  1  ;; integer values

:Label0860B9
0002: jump £Label0860DB

:Label0860C0
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label0860DB
0372: set_actor $DDE anim  24 wait_state_time  10 ms

:Label0860DB
00D6: if  0
0038:   $DEA ==  0  ;; integer values
004D: jump_if_false £Label086181
00D6: if  0
0118:   actor $DE9 dead
004D: jump_if_false £Label086112
000C: $E30 -=  1  ;; integer values
0004: $DEA =  1  ;; integer values
0002: jump £Label086181

:Label086112
00D6: if  0
0038:   $DEB ==  0  ;; integer values
004D: jump_if_false £Label086152
01B2: give_actor $DE9 weapon  23 ammo  30000  ;; Load the weapon model before using this
009E: set_actor $DE9 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $DE9 kill_player $PLAYER_CHAR
0004: $DEB =  1  ;; integer values

:Label086152
00D6: if  0
0038:   $E49 ==  2  ;; integer values
004D: jump_if_false £Label086181
009E: set_actor $DE9 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $DE9 kill_player $PLAYER_CHAR

:Label086181
00D6: if  0
0038:   $DEE ==  0  ;; integer values
004D: jump_if_false £Label086601
00D6: if  0
0118:   actor $DED dead
004D: jump_if_false £Label0861B8
000C: $E30 -=  1  ;; integer values
0004: $DEE =  1  ;; integer values
0002: jump £Label086601

:Label0861B8
00D6: if  0
0038:   $DEF ==  1  ;; integer values
004D: jump_if_false £Label0861D1
0008: $DF0 +=  1  ;; integer values

:Label0861D1
00D6: if  0
0028:   $DF0 >=  80  ;; integer values
004D: jump_if_false £Label0861EA
0004: $DEF =  0  ;; integer values

:Label0861EA
00D6: if  0
0038:   $DF2 ==  1  ;; integer values
004D: jump_if_false £Label086203
0008: $DF1 +=  1  ;; integer values

:Label086203
00D6: if  24
02B3:   player $PLAYER_CHAR in_cube  387.811 -486.137  10.0  386.424 -487.79  15.0 radius  4.2 sphere  0
02B3:   player $PLAYER_CHAR in_cube  395.032 -484.093  8.0  388.44 -491.948  15.0 radius  11.6 sphere  0
02B3:   player $PLAYER_CHAR in_cube  396.233 -504.359  7.0  386.533 -496.22  15.0 radius  12.7 sphere  0
02B3:   player $PLAYER_CHAR in_cube  393.073 -495.966  8.0  390.441 -499.103  15.0 radius  2.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
004D: jump_if_false £Label0865E6
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0864ED
00D6: if  0
00EA:   player $PLAYER_CHAR  0 ()near_actor_on_foot $DED radius  2.0  2.0
004D: jump_if_false £Label086408
00D6: if  0
0038:   $DF5 ==  0  ;; integer values
004D: jump_if_false £Label086356
01BE: set_actor $DED to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DED weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DED flags  1
0350: unknown_actor $DED not_scared_flag  1
01CA: actor $DED kill_player $PLAYER_CHAR
0004: $DF5 =  1  ;; integer values

:Label086356
00D6: if  0
0038:   $DEF ==  0  ;; integer values
004D: jump_if_false £Label08636F
0004: $DF2 =  0  ;; integer values

:Label08636F
00D6: if  0
0038:   $DF4 ==  0  ;; integer values
004D: jump_if_false £Label08638F
0004: $DF6 =  0  ;; integer values
0004: $DF4 =  1  ;; integer values

:Label08638F
00D6: if  0
0038:   $DF4 ==  1  ;; integer values
004D: jump_if_false £Label0863A8
0008: $DF6 +=  1  ;; integer values

:Label0863A8
00D6: if  0
0028:   $DF6 >=  20  ;; integer values
004D: jump_if_false £Label086401
00D6: if  0
0038:   $DF3 ==  0  ;; integer values
004D: jump_if_false £Label086401
01BE: set_actor $DED to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DED weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DED flags  1
0350: unknown_actor $DED not_scared_flag  1
01CA: actor $DED kill_player $PLAYER_CHAR
0004: $DF3 =  1  ;; integer values

:Label086401
0002: jump £Label0864E6

:Label086408
0004: $DF4 =  0  ;; integer values
00D6: if  0
0038:   $DF3 ==  1  ;; integer values
004D: jump_if_false £Label08643B
011C: actor $DED clear_objective
01ED: reset_actor $DED flags
01B2: give_actor $DED weapon  23 ammo  0  ;; Load the weapon model before using this
0004: $DF3 =  0  ;; integer values

:Label08643B
00D6: if  0
0038:   $DEF ==  0  ;; integer values
004D: jump_if_false £Label08647D
011C: actor $DED clear_objective
01ED: reset_actor $DED flags
0372: set_actor $DED anim  14 wait_state_time  3000 ms
0004: $DF0 =  0  ;; integer values
0004: $DF1 =  0  ;; integer values
0004: $DF2 =  1  ;; integer values
0004: $DEF =  1  ;; integer values

:Label08647D
00D6: if  1
0038:   $DEF ==  1  ;; integer values
0028:   $DF1 >=  30  ;; integer values
004D: jump_if_false £Label0864E6
0372: set_actor $DED anim  0 wait_state_time  0 ms
00D6: if  0
0038:   $DF3 ==  0  ;; integer values
004D: jump_if_false £Label0864D0
01BE: set_actor $DED to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DED weapon  23 ammo  30000  ;; Load the weapon model before using this
0004: $DF3 =  1  ;; integer values

:Label0864D0
011A: set_actor $DED flags  1
0350: unknown_actor $DED not_scared_flag  1
01CA: actor $DED kill_player $PLAYER_CHAR

:Label0864E6
0002: jump £Label0865DF

:Label0864ED
00D6: if  0
0038:   $DF5 ==  0  ;; integer values
004D: jump_if_false £Label086534
01BE: set_actor $DED to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DED weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DED flags  1
01CA: actor $DED kill_player $PLAYER_CHAR
0350: unknown_actor $DED not_scared_flag  1
0004: $DF5 =  1  ;; integer values

:Label086534
00D6: if  0
0038:   $DEF ==  0  ;; integer values
004D: jump_if_false £Label08654D
0004: $DF2 =  0  ;; integer values

:Label08654D
00D6: if  0
0038:   $DF4 ==  0  ;; integer values
004D: jump_if_false £Label08656D
0004: $DF6 =  0  ;; integer values
0004: $DF4 =  1  ;; integer values

:Label08656D
00D6: if  0
0038:   $DF4 ==  1  ;; integer values
004D: jump_if_false £Label086586
0008: $DF6 +=  1  ;; integer values

:Label086586
00D6: if  0
0028:   $DF6 >=  20  ;; integer values
004D: jump_if_false £Label0865DF
00D6: if  0
0038:   $DF3 ==  0  ;; integer values
004D: jump_if_false £Label0865DF
01BE: set_actor $DED to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DED weapon  23 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $DED flags  1
0350: unknown_actor $DED not_scared_flag  1
01CA: actor $DED kill_player $PLAYER_CHAR
0004: $DF3 =  1  ;; integer values

:Label0865DF
0002: jump £Label086601

:Label0865E6
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label086601
0372: set_actor $DED anim  24 wait_state_time  10 ms

:Label086601
00D6: if  0
0038:   $DF9 ==  0  ;; integer values
004D: jump_if_false £Label0866A7
00D6: if  0
0118:   actor $DF8 dead
004D: jump_if_false £Label086638
000C: $E30 -=  1  ;; integer values
0004: $DF9 =  1  ;; integer values
0002: jump £Label0866A7

:Label086638
00D6: if  0
0038:   $DFA ==  0  ;; integer values
004D: jump_if_false £Label086678
01B2: give_actor $DF8 weapon  23 ammo  30000  ;; Load the weapon model before using this
009E: set_actor $DF8 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $DF8 kill_player $PLAYER_CHAR
0004: $DFA =  1  ;; integer values

:Label086678
00D6: if  0
0038:   $E49 ==  2  ;; integer values
004D: jump_if_false £Label0866A7
009E: set_actor $DF8 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $DF8 kill_player $PLAYER_CHAR

:Label0866A7
00D6: if  0
0038:   $DFE ==  0  ;; integer values
004D: jump_if_false £Label08674D
00D6: if  0
0118:   actor $DFD dead
004D: jump_if_false £Label0866DE
000C: $E30 -=  1  ;; integer values
0004: $DFE =  1  ;; integer values
0002: jump £Label08674D

:Label0866DE
00D6: if  0
0038:   $DFF ==  0  ;; integer values
004D: jump_if_false £Label08671E
01B2: give_actor $DFD weapon  23 ammo  30000  ;; Load the weapon model before using this
009E: set_actor $DFD path $E10 $E11 $E12 unknown  .5  1
01CA: actor $DFD kill_player $PLAYER_CHAR
0004: $DFF =  1  ;; integer values

:Label08671E
00D6: if  0
0038:   $E49 ==  2  ;; integer values
004D: jump_if_false £Label08674D
009E: set_actor $DFD path $E10 $E11 $E12 unknown  .5  1
01CA: actor $DFD kill_player $PLAYER_CHAR

:Label08674D
00D6: if  0
0038:   $E02 ==  0  ;; integer values
004D: jump_if_false £Label0867F3
00D6: if  0
0118:   actor $E01 dead
004D: jump_if_false £Label086784
000C: $E30 -=  1  ;; integer values
0004: $E02 =  1  ;; integer values
0002: jump £Label0867F3

:Label086784
00D6: if  0
0038:   $E03 ==  0  ;; integer values
004D: jump_if_false £Label0867C4
01B2: give_actor $E01 weapon  23 ammo  30000  ;; Load the weapon model before using this
009E: set_actor $E01 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $E01 kill_player $PLAYER_CHAR
0004: $E03 =  1  ;; integer values

:Label0867C4
00D6: if  0
0038:   $E49 ==  2  ;; integer values
004D: jump_if_false £Label0867F3
009E: set_actor $E01 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $E01 kill_player $PLAYER_CHAR

:Label0867F3
00D6: if  0
0038:   $E06 ==  0  ;; integer values
004D: jump_if_false £Label086899
00D6: if  0
0118:   actor $E05 dead
004D: jump_if_false £Label08682A
000C: $E30 -=  1  ;; integer values
0004: $E06 =  1  ;; integer values
0002: jump £Label086899

:Label08682A
00D6: if  0
0038:   $E07 ==  0  ;; integer values
004D: jump_if_false £Label08686A
01B2: give_actor $E05 weapon  23 ammo  30000  ;; Load the weapon model before using this
009E: set_actor $E05 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $E05 kill_player $PLAYER_CHAR
0004: $E07 =  1  ;; integer values

:Label08686A
00D6: if  0
0038:   $E49 ==  2  ;; integer values
004D: jump_if_false £Label086899
009E: set_actor $E05 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $E05 kill_player $PLAYER_CHAR

:Label086899
00D6: if  0
0038:   $E0A ==  0  ;; integer values
004D: jump_if_false £Label08693F
00D6: if  0
0118:   actor $E09 dead
004D: jump_if_false £Label0868D0
000C: $E30 -=  1  ;; integer values
0004: $E0A =  1  ;; integer values
0002: jump £Label08693F

:Label0868D0
00D6: if  0
0038:   $E0B ==  0  ;; integer values
004D: jump_if_false £Label086910
01B2: give_actor $E09 weapon  23 ammo  30000  ;; Load the weapon model before using this
009E: set_actor $E09 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $E09 kill_player $PLAYER_CHAR
0004: $E0B =  1  ;; integer values

:Label086910
00D6: if  0
0038:   $E49 ==  2  ;; integer values
004D: jump_if_false £Label08693F
009E: set_actor $E09 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $E09 kill_player $PLAYER_CHAR

:Label08693F
00D6: if  0
0038:   $E49 ==  2  ;; integer values
004D: jump_if_false £Label086958
0004: $E49 =  0  ;; integer values

:Label086958
0051: return

:Label08695A
00D6: if  0
0038:   $E16 ==  0  ;; integer values
004D: jump_if_false £Label086A0E
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  385.13 -509.0  8.0 radius  .5  .5  3.0
004D: jump_if_false £Label0869CB
00D6: if  0
0038:   $E4E ==  0  ;; integer values
004D: jump_if_false £Label0869C4
00BC: text_highpriority "BJM1_23"  5000 ms  1  ;; ~g~You need to get the key card first!
0004: $E4E =  1  ;; integer values

:Label0869C4
0002: jump £Label0869D2

:Label0869CB
0004: $E4E =  0  ;; integer values

:Label0869D2
00D6: if  0
0214:   pickup $E14 picked_up
004D: jump_if_false £Label086A07
0164: disable_marker $E15
03BC: $E35 = create_sphere  385.13 -509.0  8.0  1.0
0004: $E16 =  1  ;; integer values

:Label086A07
0002: jump £Label087294

:Label086A0E
00D6: if  0
0038:   $E18 ==  0  ;; integer values
004D: jump_if_false £Label087294
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot  385.13 -509.0  8.0 radius  .5  .5  3.0
004D: jump_if_false £Label087294
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0470: $E50 = actor $PLAYER_ACTOR armed_weapon unknown
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
03BD: destroy_sphere $E35
0395: clear_area  0 at  387.22 -506.517 range  9.194  1.0
015F: set_camera_position  387.22 -506.517  9.194  0.0  0.0  0.0
0160: point_camera  386.633 -507.287  9.43  2
01BE: set_actor $PLAYER_ACTOR to_look_at_spot  384.932 -510.077  9.848
0372: set_actor $PLAYER_ACTOR anim  25 wait_state_time  100000 ms
0006:  16@ =  0  ;; integer values

:Label086AEF
00D6: if  0
001B:    3000 >  16@  ;; integer values
004D: jump_if_false £Label086B63
0001: wait  0 ms
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label086B1D
0004: $E33 =  1  ;; integer values

:Label086B1D
00D6: if  0
0029:    16@ >=  2000  ;; integer values
004D: jump_if_false £Label086B5C
00D6: if  0
0038:   $E52 ==  0  ;; integer values
004D: jump_if_false £Label086B5C
018C: play_sound  18 at  384.932 -510.077  9.848
0004: $E52 =  1  ;; integer values

:Label086B5C
0002: jump £Label086AEF

:Label086B63
053D: $PLAYER_ACTOR
0160: point_camera  386.25 -506.384  9.373  2
03CF: load_wav "BNK1_7" as  1
03CF: load_wav "BNK1_10" as  2
00D6: if  0
0038:   $E17 ==  0  ;; integer values
004D: jump_if_false £Label086C92

:Label086BA5
00D6: if  22
834E:   NOT unknown_move_object $711 to  383.252 -506.903  9.68 unknown_angle  .01  .01  0.0  0
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label086C5A
0001: wait  0 ms
00D6: if  0
0038:   $E37 ==  0  ;; integer values
004D: jump_if_false £Label086C0D
018C: play_sound  3 at  383.252 -506.903  9.68
0004: $E37 =  1  ;; integer values

:Label086C0D
00D6: if  0
0038:   $E37 ==  1  ;; integer values
004D: jump_if_false £Label086C3C
018D: $E51 = create_sound  2 at  383.252 -506.903  9.68
0004: $E37 =  2  ;; integer values

:Label086C3C
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label086C53
0004: $E33 =  1  ;; integer values

:Label086C53
0002: jump £Label086BA5

:Label086C5A
018E: stop_sound $E51
00D6: if  0
0038:   $E37 ==  2  ;; integer values
004D: jump_if_false £Label086C8B
018C: play_sound  3 at  383.252 -506.903  9.68
0004: $E37 =  3  ;; integer values

:Label086C8B
0004: $E17 =  1  ;; integer values

:Label086C92
0211: actor $PLAYER_ACTOR walk_to  384.12 -507.38
0006:  16@ =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $DB6 dead
004D: jump_if_false £Label086CD7
0372: set_actor $DB6 anim  0 wait_state_time  1 ms
0211: actor $DB6 walk_to  383.523 -505.34
0002: jump £Label086CDE

:Label086CD7
0004: $E33 =  1  ;; integer values

:Label086CDE
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  384.12 -507.38 radius  .5  .5
004D: jump_if_false £Label086D73
0001: wait  0 ms
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label086D1F
0004: $E33 =  1  ;; integer values

:Label086D1F
00D6: if  0
0019:    16@ >  8000  ;; integer values
004D: jump_if_false £Label086D6C
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  384.12 -507.38 radius  .5  .5
004D: jump_if_false £Label086D6C
00A1: put_actor $PLAYER_ACTOR at  384.12 -507.38  8.4

:Label086D6C
0002: jump £Label086CDE

:Label086D73
0006:  17@ =  0  ;; integer values

:Label086D7A
00D6: if  0
80ED:   NOT   actor $DB6  0 ()near_point_on_foot  383.523 -505.34 radius  .5  .5
004D: jump_if_false £Label086E16
0001: wait  0 ms
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label086DC2
0004: $E33 =  1  ;; integer values
0002: jump £Label086E0F

:Label086DC2
00D6: if  0
0019:    17@ >  8000  ;; integer values
004D: jump_if_false £Label086E0F
00D6: if  0
80ED:   NOT   actor $DB6  0 ()near_point_on_foot  383.523 -505.34 radius  .5  .5
004D: jump_if_false £Label086E0F
00A1: put_actor $DB6 at  383.523 -505.34  8.4

:Label086E0F
0002: jump £Label086D7A

:Label086E16
020E: actor $PLAYER_ACTOR look_at_actor $DB6
03D1: play_wav  1
00BC: text_highpriority "BNK1_7"  5000 ms  1  ;; Cam Jones?
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  1000000 ms

:Label086E3D
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label086E6E
0001: wait  0 ms
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label086E67
0004: $E33 =  1  ;; integer values

:Label086E67
0002: jump £Label086E3D

:Label086E6E
03D5: remove_text "BNK1_7"  ;; Cam Jones?
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  1 ms
03CF: load_wav "BNK1_8" as  1
03D1: play_wav  2
00BC: text_highpriority "BNK1_10"  10000 ms  1  ;; Yeah, that's me..
00D6: if  0
8118:   NOT   actor $DB6 dead
004D: jump_if_false £Label086EC3
0372: set_actor $DB6 anim  19 wait_state_time  1000000 ms
0002: jump £Label086ECA

:Label086EC3
0004: $E33 =  1  ;; integer values

:Label086ECA
00D6: if  21
83D2:   NOT   wav  2 ended
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label086EFF
0001: wait  0 ms
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label086EF8
0004: $E33 =  1  ;; integer values

:Label086EF8
0002: jump £Label086ECA

:Label086EFF
03D5: remove_text "BNK1_10"  ;; Yeah, that's me..
00D6: if  0
8118:   NOT   actor $DB6 dead
004D: jump_if_false £Label086F29
0372: set_actor $DB6 anim  0 wait_state_time  1 ms
0002: jump £Label086F30

:Label086F29
0004: $E33 =  1  ;; integer values

:Label086F30
03CF: load_wav "BNK1_11" as  2
03D1: play_wav  1
00BC: text_highpriority "BNK1_8"  10000 ms  1  ;; I'm busting you out!
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  1000000 ms

:Label086F5B
00D6: if  21
83D2:   NOT   wav  1 ended
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label086F90
0001: wait  0 ms
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label086F89
0004: $E33 =  1  ;; integer values

:Label086F89
0002: jump £Label086F5B

:Label086F90
03D5: remove_text "BNK1_8"  ;; I'm busting you out!
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  1 ms
03D1: play_wav  2
00BC: text_highpriority "BNK1_11"  10000 ms  1  ;; Whatever you say!
00D6: if  0
8118:   NOT   actor $DB6 dead
004D: jump_if_false £Label086FD9
0372: set_actor $DB6 anim  19 wait_state_time  1000000 ms
0002: jump £Label086FE0

:Label086FD9
0004: $E33 =  1  ;; integer values

:Label086FE0
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label087011
0001: wait  0 ms
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label08700A
0004: $E33 =  1  ;; integer values

:Label08700A
0002: jump £Label086FE0

:Label087011
03D5: remove_text "BNK1_11"  ;; Whatever you say!
00D6: if  0
8118:   NOT   actor $DB6 dead
004D: jump_if_false £Label08703B
0372: set_actor $DB6 anim  0 wait_state_time  1 ms
0002: jump £Label087042

:Label08703B
0004: $E33 =  1  ;; integer values

:Label087042
0395: clear_area  0 at  389.95 -503.077 range  9.114  1.0
015F: set_camera_position  389.95 -503.077  9.114  0.0  0.0  0.0
0160: point_camera  389.151 -503.666  9.229  2
0211: actor $PLAYER_ACTOR walk_to  387.64 -505.7
0006:  17@ =  0  ;; integer values

:Label0870A3
00D6: if  0
001B:    750 >  17@  ;; integer values
004D: jump_if_false £Label0870D8
0001: wait  0 ms
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label0870D1
0004: $E33 =  1  ;; integer values

:Label0870D1
0002: jump £Label0870A3

:Label0870D8
00D6: if  0
8118:   NOT   actor $DB6 dead
004D: jump_if_false £Label0870F7
0211: actor $DB6 walk_to  385.48 -506.76

:Label0870F7
0006:  16@ =  0  ;; integer values

:Label0870FE
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  387.64 -505.7 radius  .5  .5
004D: jump_if_false £Label087193
0001: wait  0 ms
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label08713F
0004: $E33 =  1  ;; integer values

:Label08713F
00D6: if  0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label08718C
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  387.64 -505.7 radius  .5  .5
004D: jump_if_false £Label08718C
00A1: put_actor $PLAYER_ACTOR at  387.64 -505.7  8.41

:Label08718C
0002: jump £Label0870FE

:Label087193
0006:  17@ =  0  ;; integer values

:Label08719A
00D6: if  0
80ED:   NOT   actor $DB6  0 ()near_point_on_foot  385.48 -506.76 radius  .5  .5
004D: jump_if_false £Label087236
0001: wait  0 ms
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label0871E2
0004: $E33 =  1  ;; integer values
0002: jump £Label08722F

:Label0871E2
00D6: if  0
0019:    17@ >  5000  ;; integer values
004D: jump_if_false £Label08722F
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  385.48 -506.76 radius  .5  .5
004D: jump_if_false £Label08722F
00A1: put_actor $PLAYER_ACTOR at  385.48 -506.76  8.41

:Label08722F
0002: jump £Label08719A

:Label087236
0173: set_actor $PLAYER_ACTOR z_angle_to  333.85
00D6: if  0
8118:   NOT   actor $DB6 dead
004D: jump_if_false £Label087261
0173: set_actor $DB6 z_angle_to  333.85
0002: jump £Label087268

:Label087261
0004: $E33 =  1  ;; integer values

:Label087268
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $E50
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03C8: rotate_player-180-degrees
02EB: restore_camera_with_jumpcut
0004: $E18 =  1  ;; integer values

:Label087294
0051: return

:Label087296
00D6: if  0
0038:   $E19 ==  0  ;; integer values
004D: jump_if_false £Label08788F
00D6: if  25
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174 -470.686  10.0  386.992 -478.052  15.0 radius  8.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  397.983 -479.156  10.0  394.546 -483.252  15.0 radius  3.3 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  401.651 -480.614  10.0  397.416 -485.66  15.0 radius  9.4 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  407.682 -480.576  10.0  405.289 -483.392  15.0 radius  4.8 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
004D: jump_if_false £Label08759F
00D6: if  1
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  0
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  1
004D: jump_if_false £Label08758A
00D6: if  0
0038:   $E36 ==  0  ;; integer values
004D: jump_if_false £Label0873ED
03CF: load_wav "BJM1_20" as  1
0004: $E36 =  1  ;; integer values

:Label0873ED
00D6: if  0
0038:   $E36 ==  1  ;; integer values
004D: jump_if_false £Label087415
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label087415
0004: $E36 =  2  ;; integer values

:Label087415
00D6: if  0
0038:   $E36 ==  2  ;; integer values
004D: jump_if_false £Label087441
03D1: play_wav  1
00BC: text_highpriority "BJM1_20"  5000 ms  1  ;; Put the weapon away or face the consequences!
0004: $E36 =  3  ;; integer values

:Label087441
00D6: if  0
0038:   $E36 ==  3  ;; integer values
004D: jump_if_false £Label087473
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label087473
03D5: remove_text "BJM1_20"  ;; Put the weapon away or face the consequences!
0004: $E36 =  4  ;; integer values

:Label087473
00D6: if  0
0038:   $E36 ==  4  ;; integer values
004D: jump_if_false £Label087493
0006:  17@ =  0  ;; integer values
0004: $E36 =  5  ;; integer values

:Label087493
00D6: if  0
0038:   $E36 ==  5  ;; integer values
004D: jump_if_false £Label0874DD
00D6: if  0
0029:    17@ >=  4000  ;; integer values
004D: jump_if_false £Label0874DD
00D6: if  0
0038:   $E1B ==  0  ;; integer values
004D: jump_if_false £Label0874DD
03CF: load_wav "BJM1_4" as  2
0004: $E1B =  1  ;; integer values

:Label0874DD
00D6: if  0
0038:   $E1B ==  1  ;; integer values
004D: jump_if_false £Label087505
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label087505
0004: $E1B =  2  ;; integer values

:Label087505
00D6: if  0
0038:   $E1B ==  2  ;; integer values
004D: jump_if_false £Label087531
03D1: play_wav  2
00BC: text_highpriority "BJM1_4"  5000 ms  1  ;; He's armed! Kill him!
0004: $E1B =  3  ;; integer values

:Label087531
00D6: if  0
0038:   $E1B ==  3  ;; integer values
004D: jump_if_false £Label087563
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label087563
03D5: remove_text "BJM1_4"  ;; He's armed! Kill him!
0004: $E1B =  4  ;; integer values

:Label087563
00D6: if  0
0038:   $E1B ==  4  ;; integer values
004D: jump_if_false £Label087583
0004: $E1A =  1  ;; integer values
0004: $E1B =  5  ;; integer values

:Label087583
0002: jump £Label08759F

:Label08758A
0004: $E1B =  0  ;; integer values
0004: $E36 =  0  ;; integer values
0004: $E1A =  0  ;; integer values

:Label08759F
00D6: if  25
02B4:   player $PLAYER_CHAR in_cube_on_foot  387.811 -486.137  10.0  386.424 -487.79  15.0 radius  4.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.073 -495.966  8.0  390.441 -499.103  15.0 radius  2.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  378.554 -485.414  11.0  377.167 -487.068  15.0 radius  4.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  395.032 -484.093  8.0  388.44 -491.948  15.0 radius  11.6 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  396.233 -504.359  7.0  386.533 -496.22  15.0 radius  12.7 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  368.888 -465.922  11.0  353.713 -484.155  20.0 radius  19.8 sphere  0
004D: jump_if_false £Label08788F
00D6: if  0
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  0
004D: jump_if_false £Label08787A
00D6: if  0
0038:   $E36 ==  0  ;; integer values
004D: jump_if_false £Label0876DD
03CF: load_wav "BJM1_20" as  1
0004: $E36 =  1  ;; integer values

:Label0876DD
00D6: if  0
0038:   $E36 ==  1  ;; integer values
004D: jump_if_false £Label087705
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label087705
0004: $E36 =  2  ;; integer values

:Label087705
00D6: if  0
0038:   $E36 ==  2  ;; integer values
004D: jump_if_false £Label087731
03D1: play_wav  1
00BC: text_highpriority "BJM1_20"  5000 ms  1  ;; Put the weapon away or face the consequences!
0004: $E36 =  3  ;; integer values

:Label087731
00D6: if  0
0038:   $E36 ==  3  ;; integer values
004D: jump_if_false £Label087763
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label087763
03D5: remove_text "BJM1_20"  ;; Put the weapon away or face the consequences!
0004: $E36 =  4  ;; integer values

:Label087763
00D6: if  0
0038:   $E36 ==  4  ;; integer values
004D: jump_if_false £Label087783
0006:  17@ =  0  ;; integer values
0004: $E36 =  5  ;; integer values

:Label087783
00D6: if  0
0038:   $E36 ==  5  ;; integer values
004D: jump_if_false £Label0877CD
00D6: if  0
0029:    17@ >=  4000  ;; integer values
004D: jump_if_false £Label0877CD
00D6: if  0
0038:   $E1B ==  0  ;; integer values
004D: jump_if_false £Label0877CD
03CF: load_wav "BJM1_4" as  2
0004: $E1B =  1  ;; integer values

:Label0877CD
00D6: if  0
0038:   $E1B ==  1  ;; integer values
004D: jump_if_false £Label0877F5
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label0877F5
0004: $E1B =  2  ;; integer values

:Label0877F5
00D6: if  0
0038:   $E1B ==  2  ;; integer values
004D: jump_if_false £Label087821
03D1: play_wav  2
00BC: text_highpriority "BJM1_4"  5000 ms  1  ;; He's armed! Kill him!
0004: $E1B =  3  ;; integer values

:Label087821
00D6: if  0
0038:   $E1B ==  3  ;; integer values
004D: jump_if_false £Label087853
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label087853
03D5: remove_text "BJM1_4"  ;; He's armed! Kill him!
0004: $E1B =  4  ;; integer values

:Label087853
00D6: if  0
0038:   $E1B ==  4  ;; integer values
004D: jump_if_false £Label087873
0004: $E1A =  1  ;; integer values
0004: $E1B =  5  ;; integer values

:Label087873
0002: jump £Label08788F

:Label08787A
0004: $E1B =  0  ;; integer values
0004: $E36 =  0  ;; integer values
0004: $E1A =  0  ;; integer values

:Label08788F
0051: return

:Label087891
00D6: if  0
0038:   $E19 ==  0  ;; integer values
004D: jump_if_false £Label087ADC
00D6: if  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
004D: jump_if_false £Label0878F1
00D6: if  0
0038:   $E1D ==  0  ;; integer values
004D: jump_if_false £Label0878F1
0004: $E1D =  1  ;; integer values

:Label0878F1
00D6: if  25
02B4:   player $PLAYER_CHAR in_cube_on_foot  387.811 -486.137  10.0  386.424 -487.79  15.0 radius  4.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.073 -495.966  8.0  390.441 -499.103  15.0 radius  2.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  378.554 -485.414  11.0  377.167 -487.068  15.0 radius  4.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  395.032 -484.093  8.0  388.44 -491.948  15.0 radius  11.6 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  396.233 -504.359  7.0  386.533 -496.22  15.0 radius  12.7 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  368.888 -465.922  11.0  353.713 -484.155  20.0 radius  19.8 sphere  0
004D: jump_if_false £Label087A11
00D6: if  0
0038:   $E1D ==  0  ;; integer values
004D: jump_if_false £Label087A11
0004: $E1D =  1  ;; integer values

:Label087A11
00D6: if  0
0038:   $E1D ==  1  ;; integer values
004D: jump_if_false £Label087A36
03CF: load_wav "BJM1_5" as  2
0004: $E1D =  2  ;; integer values

:Label087A36
00D6: if  0
0038:   $E1D ==  2  ;; integer values
004D: jump_if_false £Label087A5E
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label087A5E
0004: $E1D =  3  ;; integer values

:Label087A5E
00D6: if  0
0038:   $E1D ==  3  ;; integer values
004D: jump_if_false £Label087A8A
03D1: play_wav  2
00BC: text_highpriority "BJM1_5"  5000 ms  1  ;; Only authorized personnel beyond this point!
0004: $E1D =  4  ;; integer values

:Label087A8A
00D6: if  0
0038:   $E1D ==  4  ;; integer values
004D: jump_if_false £Label087ABC
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label087ABC
03D5: remove_text "BJM1_5"  ;; Only authorized personnel beyond this point!
0004: $E1D =  5  ;; integer values

:Label087ABC
00D6: if  0
0038:   $E1D ==  5  ;; integer values
004D: jump_if_false £Label087ADC
0004: $E1C =  1  ;; integer values
0004: $E1D =  6  ;; integer values

:Label087ADC
0051: return

:Label087ADE
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label087D1C
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label087D1C
00D6: if  25
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174 -470.686  10.0  386.992 -478.052  15.0 radius  8.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  397.983 -479.156  10.0  394.546 -483.252  15.0 radius  3.3 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  401.651 -480.614  10.0  397.416 -485.66  15.0 radius  9.4 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  407.682 -480.576  10.0  405.289 -483.392  15.0 radius  4.8 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
004D: jump_if_false £Label087C0E
0004: $E0E =  1  ;; integer values

:Label087C0E
00D6: if  25
02B4:   player $PLAYER_CHAR in_cube_on_foot  387.811 -486.137  10.0  386.424 -487.79  15.0 radius  4.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.073 -495.966  8.0  390.441 -499.103  15.0 radius  2.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  378.554 -485.414  11.0  377.167 -487.068  15.0 radius  4.2 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  395.032 -484.093  8.0  388.44 -491.948  15.0 radius  11.6 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  396.233 -504.359  7.0  386.533 -496.22  15.0 radius  12.7 sphere  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  368.888 -465.922  11.0  353.713 -484.155  20.0 radius  19.8 sphere  0
004D: jump_if_false £Label087D1C
0004: $E0E =  1  ;; integer values

:Label087D1C
0051: return

:Label087D1E
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label087F4C
00D6: if  25
02B5:   player $PLAYER_CHAR in_cube_in_car  393.174 -470.686  10.0  386.992 -478.052  15.0 radius  8.2 sphere  0
02B5:   player $PLAYER_CHAR in_cube_in_car  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
02B5:   player $PLAYER_CHAR in_cube_in_car  397.983 -479.156  10.0  394.546 -483.252  15.0 radius  3.3 sphere  0
02B5:   player $PLAYER_CHAR in_cube_in_car  401.651 -480.614  10.0  397.416 -485.66  15.0 radius  9.4 sphere  0
02B5:   player $PLAYER_CHAR in_cube_in_car  407.682 -480.576  10.0  405.289 -483.392  15.0 radius  4.8 sphere  0
02B5:   player $PLAYER_CHAR in_cube_in_car  389.12 -478.56  10.34  379.5 -489.4  14.0 radius  4.0 sphere  0
004D: jump_if_false £Label087E3E
0004: $E0E =  1  ;; integer values

:Label087E3E
00D6: if  25
02B5:   player $PLAYER_CHAR in_cube_in_car  387.811 -486.137  10.0  386.424 -487.79  15.0 radius  4.2 sphere  0
02B5:   player $PLAYER_CHAR in_cube_in_car  393.073 -495.966  8.0  390.441 -499.103  15.0 radius  2.2 sphere  0
02B5:   player $PLAYER_CHAR in_cube_in_car  378.554 -485.414  11.0  377.167 -487.068  15.0 radius  4.2 sphere  0
02B5:   player $PLAYER_CHAR in_cube_in_car  395.032 -484.093  8.0  388.44 -491.948  15.0 radius  11.6 sphere  0
02B5:   player $PLAYER_CHAR in_cube_in_car  396.233 -504.359  7.0  386.533 -496.22  15.0 radius  12.7 sphere  0
02B5:   player $PLAYER_CHAR in_cube_in_car  368.888 -465.922  11.0  353.713 -484.155  20.0 radius  19.8 sphere  0
004D: jump_if_false £Label087F4C
0004: $E0E =  1  ;; integer values

:Label087F4C
0051: return

:Label087F4E
00D6: if  0
0038:   $E57 ==  0  ;; integer values
004D: jump_if_false £Label08834D
00D6: if  0
002A:    20 >= $E2F  ;; integer values
004D: jump_if_false £Label08834D
00D6: if  0
001A:    6 > $E30  ;; integer values
004D: jump_if_false £Label08834D
00D6: if  0
0038:   $E31 ==  2  ;; integer values
004D: jump_if_false £Label087FA4
0006:  17@ =  0  ;; integer values
0004: $E31 =  0  ;; integer values

:Label087FA4
00D6: if  0
8339:   NOT   objects_in_cube  380.0 -491.64  8.0  375.62 -493.57  16.0  0  1  1  0  0
004D: jump_if_false £Label08834D
00D6: if  0
0029:    17@ >=  5000  ;; integer values
004D: jump_if_false £Label08834D
00D6: if  0
0038:   $E31 ==  0  ;; integer values
004D: jump_if_false £Label08834D
0004: $E32 = -1  ;; integer values
00D6: if  21
0038:   $E1F ==  0  ;; integer values
0038:   $E1F ==  2  ;; integer values
004D: jump_if_false £Label088064
0395: clear_area  0 at  379.88 -493.05 range  11.34  4.0
009A: $E1E = create_actor  4 #COP at  379.88 -493.05  11.34
0084: $E32 = $E1E  ;; integer values and handles
0004: $E1F =  1  ;; integer values
0002: jump £Label0882F6

:Label088064
00D6: if  21
0038:   $E21 ==  0  ;; integer values
0038:   $E21 ==  2  ;; integer values
004D: jump_if_false £Label0880C3
0395: clear_area  0 at  379.88 -493.05 range  11.34  4.0
009A: $E20 = create_actor  4 #COP at  379.88 -493.05  11.34
0084: $E32 = $E20  ;; integer values and handles
0004: $E21 =  1  ;; integer values
0002: jump £Label0882F6

:Label0880C3
00D6: if  21
0038:   $E23 ==  0  ;; integer values
0038:   $E23 ==  2  ;; integer values
004D: jump_if_false £Label088122
0395: clear_area  0 at  379.88 -493.05 range  11.34  4.0
009A: $E22 = create_actor  4 #COP at  379.88 -493.05  11.34
0084: $E32 = $E22  ;; integer values and handles
0004: $E23 =  1  ;; integer values
0002: jump £Label0882F6

:Label088122
00D6: if  21
0038:   $E25 ==  0  ;; integer values
0038:   $E25 ==  2  ;; integer values
004D: jump_if_false £Label088181
0395: clear_area  0 at -379.88 -493.05 range  11.34  4.0
009A: $E24 = create_actor  4 #COP at  379.88 -493.05  11.34
0084: $E32 = $E24  ;; integer values and handles
0004: $E25 =  1  ;; integer values
0002: jump £Label0882F6

:Label088181
00D6: if  21
0038:   $E27 ==  0  ;; integer values
0038:   $E27 ==  2  ;; integer values
004D: jump_if_false £Label0881E0
0395: clear_area  0 at  379.88 -493.05 range  11.34  4.0
009A: $E26 = create_actor  4 #COP at  379.88 -493.05  11.34
0084: $E32 = $E26  ;; integer values and handles
0004: $E27 =  1  ;; integer values
0002: jump £Label0882F6

:Label0881E0
00D6: if  21
0038:   $E29 ==  0  ;; integer values
0038:   $E29 ==  2  ;; integer values
004D: jump_if_false £Label08823F
0395: clear_area  0 at  379.88 -493.05 range  11.34  4.0
009A: $E28 = create_actor  4 #COP at  379.88 -493.05  11.34
0084: $E32 = $E28  ;; integer values and handles
0004: $E29 =  1  ;; integer values
0002: jump £Label0882F6

:Label08823F
00D6: if  21
0038:   $E2B ==  0  ;; integer values
0038:   $E2B ==  2  ;; integer values
004D: jump_if_false £Label08829E
0395: clear_area  0 at  379.88 -493.05 range  11.34  4.0
009A: $E2A = create_actor  4 #COP at  379.88 -493.05  11.34
0084: $E32 = $E2A  ;; integer values and handles
0004: $E2B =  1  ;; integer values
0002: jump £Label0882F6

:Label08829E
00D6: if  21
0038:   $E2D ==  0  ;; integer values
0038:   $E2D ==  2  ;; integer values
004D: jump_if_false £Label0882F6
0395: clear_area  0 at  379.88 -493.05 range  11.34  4.0
009A: $E2C = create_actor  4 #COP at  379.88 -493.05  11.34
0084: $E32 = $E2C  ;; integer values and handles
0004: $E2D =  1  ;; integer values

:Label0882F6
00D6: if  0
8118:   NOT   actor $E32 dead
004D: jump_if_false £Label08834D
00D6: if  0
8038:   NOT   $E32 == -1  ;; integer values
004D: jump_if_false £Label08834D
0243: set_actor $E32 ped_stats_to  16
0173: set_actor $E32 z_angle_to  180.0
0239: actor $E32 run_to  381.53 -490.91
0008: $E30 +=  1  ;; integer values
0008: $E2F +=  1  ;; integer values
0004: $E31 =  1  ;; integer values

:Label08834D
0051: return

:Label08834F
00D6: if  0
0038:   $E31 ==  1  ;; integer values
004D: jump_if_false £Label0883DD
00D6: if  0
8118:   NOT   actor $E32 dead
004D: jump_if_false £Label0883D6
00D6: if  0
00FF:   actor $E32  0 ()near_point_on_foot  381.53 -490.91  11.35 radius  1.0  1.0  2.0
004D: jump_if_false £Label0883CF
01B2: give_actor $E32 weapon  23 ammo  30000  ;; Load the weapon model before using this
009E: set_actor $E32 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $E32 kill_player $PLAYER_CHAR
0004: $E31 =  2  ;; integer values

:Label0883CF
0002: jump £Label0883DD

:Label0883D6
0004: $E31 =  2  ;; integer values

:Label0883DD
0051: return

:Label0883DF
00D6: if  0
0038:   $E1F ==  1  ;; integer values
004D: jump_if_false £Label08844A
00D6: if  0
0118:   actor $E1E dead
004D: jump_if_false £Label08841B
034F: destroy_actor_with_fade $E1E  ;; The actor fades away like a ghost
000C: $E30 -=  1  ;; integer values
0004: $E1F =  2  ;; integer values
0002: jump £Label08844A

:Label08841B
00D6: if  0
0038:   $E4A ==  2  ;; integer values
004D: jump_if_false £Label08844A
009E: set_actor $E1E path $E10 $E11 $E12 unknown  .5  1
01CA: actor $E1E kill_player $PLAYER_CHAR

:Label08844A
00D6: if  0
0038:   $E21 ==  1  ;; integer values
004D: jump_if_false £Label0884B5
00D6: if  0
0118:   actor $E20 dead
004D: jump_if_false £Label088486
034F: destroy_actor_with_fade $E20  ;; The actor fades away like a ghost
000C: $E30 -=  1  ;; integer values
0004: $E21 =  2  ;; integer values
0002: jump £Label0884B5

:Label088486
00D6: if  0
0038:   $E4A ==  2  ;; integer values
004D: jump_if_false £Label0884B5
009E: set_actor $E20 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $E20 kill_player $PLAYER_CHAR

:Label0884B5
00D6: if  0
0038:   $E23 ==  1  ;; integer values
004D: jump_if_false £Label088520
00D6: if  0
0118:   actor $E22 dead
004D: jump_if_false £Label0884F1
034F: destroy_actor_with_fade $E22  ;; The actor fades away like a ghost
000C: $E30 -=  1  ;; integer values
0004: $E23 =  2  ;; integer values
0002: jump £Label088520

:Label0884F1
00D6: if  0
0038:   $E4A ==  2  ;; integer values
004D: jump_if_false £Label088520
009E: set_actor $E22 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $E22 kill_player $PLAYER_CHAR

:Label088520
00D6: if  0
0038:   $E25 ==  1  ;; integer values
004D: jump_if_false £Label08858B
00D6: if  0
0118:   actor $E24 dead
004D: jump_if_false £Label08855C
034F: destroy_actor_with_fade $E24  ;; The actor fades away like a ghost
000C: $E30 -=  1  ;; integer values
0004: $E25 =  2  ;; integer values
0002: jump £Label08858B

:Label08855C
00D6: if  0
0038:   $E4A ==  2  ;; integer values
004D: jump_if_false £Label08858B
009E: set_actor $E24 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $E24 kill_player $PLAYER_CHAR

:Label08858B
00D6: if  0
0038:   $E27 ==  1  ;; integer values
004D: jump_if_false £Label0885F6
00D6: if  0
0118:   actor $E26 dead
004D: jump_if_false £Label0885C7
034F: destroy_actor_with_fade $E26  ;; The actor fades away like a ghost
000C: $E30 -=  1  ;; integer values
0004: $E27 =  2  ;; integer values
0002: jump £Label0885F6

:Label0885C7
00D6: if  0
0038:   $E4A ==  2  ;; integer values
004D: jump_if_false £Label0885F6
009E: set_actor $E26 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $E26 kill_player $PLAYER_CHAR

:Label0885F6
00D6: if  0
0038:   $E29 ==  1  ;; integer values
004D: jump_if_false £Label088661
00D6: if  0
0118:   actor $E28 dead
004D: jump_if_false £Label088632
034F: destroy_actor_with_fade $E28  ;; The actor fades away like a ghost
000C: $E30 -=  1  ;; integer values
0004: $E29 =  2  ;; integer values
0002: jump £Label088661

:Label088632
00D6: if  0
0038:   $E4A ==  2  ;; integer values
004D: jump_if_false £Label088661
009E: set_actor $E28 path $E10 $E11 $E12 unknown  .5  1
01CA: actor $E28 kill_player $PLAYER_CHAR

:Label088661
00D6: if  0
0038:   $E2B ==  1  ;; integer values
004D: jump_if_false £Label0886CC
00D6: if  0
0118:   actor $E2A dead
004D: jump_if_false £Label08869D
034F: destroy_actor_with_fade $E2A  ;; The actor fades away like a ghost
000C: $E30 -=  1  ;; integer values
0004: $E2B =  2  ;; integer values
0002: jump £Label0886CC

:Label08869D
00D6: if  0
0038:   $E4A ==  2  ;; integer values
004D: jump_if_false £Label0886CC
009E: set_actor $E2A path $E10 $E11 $E12 unknown  .5  1
01CA: actor $E2A kill_player $PLAYER_CHAR

:Label0886CC
00D6: if  0
0038:   $E2D ==  1  ;; integer values
004D: jump_if_false £Label088737
00D6: if  0
0118:   actor $E2C dead
004D: jump_if_false £Label088708
034F: destroy_actor_with_fade $E2C  ;; The actor fades away like a ghost
000C: $E30 -=  1  ;; integer values
0004: $E2D =  2  ;; integer values
0002: jump £Label088737

:Label088708
00D6: if  0
0038:   $E4A ==  2  ;; integer values
004D: jump_if_false £Label088737
009E: set_actor $E2C path $E10 $E11 $E12 unknown  .5  1
01CA: actor $E2C kill_player $PLAYER_CHAR

:Label088737
00D6: if  0
0038:   $E4A ==  2  ;; integer values
004D: jump_if_false £Label088750
0004: $E4A =  0  ;; integer values

:Label088750
0051: return

:Label088752
00D6: if  0
0038:   $E19 ==  0  ;; integer values
004D: jump_if_false £Label088A75
03BD: destroy_sphere $E34
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
015F: set_camera_position  399.925 -485.48  14.542  0.0  0.0  0.0
0160: point_camera  400.831 -485.674  14.162  2
0211: actor $PLAYER_ACTOR walk_to  409.56 -484.36
0006:  16@ =  0  ;; integer values

:Label0887D3
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  409.56 -484.36 radius  1.0  1.0
004D: jump_if_false £Label08888A
0001: wait  0 ms
00D6: if  0
0038:   $E33 ==  0  ;; integer values
004D: jump_if_false £Label088826
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label088826
0004: $E33 =  1  ;; integer values

:Label088826
00D6: if  0
0019:    16@ >  8000  ;; integer values
004D: jump_if_false £Label088883
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  409.56 -484.36 radius  1.0  1.0
004D: jump_if_false £Label088883
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label088883
00A1: put_actor $PLAYER_ACTOR at  409.56 -484.36  11.35

:Label088883
0002: jump £Label0887D3

:Label08888A
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0888BE
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER6"
038B: load_requested_models
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0888BE
0353: refresh_actor $PLAYER_ACTOR

:Label0888BE
0211: actor $PLAYER_ACTOR walk_to  407.77 -487.13
0006:  16@ =  0  ;; integer values

:Label0888D4
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  407.77 -487.13 radius  .5  .5
004D: jump_if_false £Label08898B
0001: wait  0 ms
00D6: if  0
0019:    16@ >  8000  ;; integer values
004D: jump_if_false £Label08895B
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  407.77 -487.13 radius  .5  .5
004D: jump_if_false £Label08895B
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label08895B
00A1: put_actor $PLAYER_ACTOR at  407.77 -487.13  11.35

:Label08895B
00D6: if  0
0038:   $E33 ==  0  ;; integer values
004D: jump_if_false £Label088984
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label088984
0004: $E33 =  1  ;; integer values

:Label088984
0002: jump £Label0888D4

:Label08898B
0211: actor $PLAYER_ACTOR walk_to  406.16 -487.14

:Label08899A
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  406.16 -487.14 radius  .5  .5
004D: jump_if_false £Label088A51
0001: wait  0 ms
00D6: if  0
0038:   $E33 ==  0  ;; integer values
004D: jump_if_false £Label0889ED
00D6: if  0
0118:   actor $DB6 dead
004D: jump_if_false £Label0889ED
0004: $E33 =  1  ;; integer values

:Label0889ED
00D6: if  0
0019:    16@ >  8000  ;; integer values
004D: jump_if_false £Label088A4A
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  406.16 -487.14 radius  .5  .5
004D: jump_if_false £Label088A4A
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label088A4A
00A1: put_actor $PLAYER_ACTOR at  406.16 -487.14  11.35

:Label088A4A
0002: jump £Label08899A

:Label088A51
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03C8: rotate_player-180-degrees
02EB: restore_camera_with_jumpcut
0004: $E19 =  1  ;; integer values

:Label088A75
0051: return

:Label088A77
00D6: if  0
0038:   $E0E ==  0  ;; integer values
004D: jump_if_false £Label088BE9
00D6: if  0
0038:   $E19 ==  0  ;; integer values
004D: jump_if_false £Label088BE9
00D6: if  0
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174 -470.686  8.0  386.992 -478.052  15.0 radius  8.2 sphere  0
004D: jump_if_false £Label088AE9
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false £Label088AE9
0004: $E0E =  1  ;; integer values

:Label088AE9
00D6: if  0
02B3:   player $PLAYER_CHAR in_cube  390.82 -471.0  10.0  385.0 -468.27  15.0 radius  10.0 sphere  0
004D: jump_if_false £Label088B37
00D6: if  0
0038:   $E44 ==  0  ;; integer values
004D: jump_if_false £Label088B37
0004: $E44 =  1  ;; integer values

:Label088B37
00D6: if  0
0038:   $E44 ==  1  ;; integer values
004D: jump_if_false £Label088B5C
03CF: load_wav "BJM1_5" as  2
0004: $E44 =  2  ;; integer values

:Label088B5C
00D6: if  0
0038:   $E44 ==  2  ;; integer values
004D: jump_if_false £Label088B84
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label088B84
0004: $E44 =  3  ;; integer values

:Label088B84
00D6: if  0
0038:   $E44 ==  3  ;; integer values
004D: jump_if_false £Label088BB0
03D1: play_wav  2
00BC: text_highpriority "BJM1_5"  5000 ms  1  ;; Only authorized personnel beyond this point!
0004: $E44 =  4  ;; integer values

:Label088BB0
00D6: if  0
0038:   $E44 ==  4  ;; integer values
004D: jump_if_false £Label088BE9
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label088BE9
03D5: remove_text "BJM1_5"  ;; Only authorized personnel beyond this point!
0004: $E0E =  1  ;; integer values
0004: $E44 =  5  ;; integer values

:Label088BE9
0051: return

:Label088BEB
01C2: remove_references_to_actor $DBD  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $DC8  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $DD3  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $DDE  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $DE9  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $DED  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $DF8  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $DFD  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $E01  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $E05  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $E09  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $E1E  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $E20  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $E22  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $E24  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $E26  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $E28  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $E2A  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $E2C  ;; Like turning an actor into a random pedestrian
0004: $E57 =  2  ;; integer values
0051: return

;-------------Mission 22---------------
; Originally: The Shootist


:Label088C53
03A4: name_thread "BANKJO2"
0050: gosub £Label088C96
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label088C78
0050: gosub £Label08F62C

:Label088C78
0050: gosub £Label08F69C
004E: end_thread
0004: $F82 =  0  ;; integer values
0004: $F83 =  0  ;; integer values
0004: $F84 =  0  ;; integer values

:Label088C96
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0004: $3DA =  0  ;; integer values
0004: $E5D =  121000  ;; integer values
0004: $E5A =  0  ;; integer values
0004: $E5C =  0  ;; integer values
0004: $E60 =  0  ;; integer values
0004: $E61 =  0  ;; integer values
0004: $E62 =  0  ;; integer values
0004: $E63 =  0  ;; integer values
0004: $E64 =  0  ;; integer values
0004: $E65 =  0  ;; integer values
0004: $E67 =  0  ;; integer values
0004: $E68 =  0  ;; integer values
0004: $E69 =  0  ;; integer values
0004: $E6A =  0  ;; integer values
0004: $E6B =  0  ;; integer values
0004: $E6C =  0  ;; integer values
0005: $E73 =  0.0  ;; floating-point values
0005: $E74 =  0.0  ;; floating-point values
0005: $E75 =  0.0  ;; floating-point values
0004: $E66 =  0  ;; integer values
0004: $EB2 =  0  ;; integer values
0004: $EB3 =  0  ;; integer values
0005: $E73 = -673.29  ;; floating-point values
0005: $E74 =  1238.52  ;; floating-point values
0005: $E75 =  11.5  ;; floating-point values
0004: $E7B =  0  ;; integer values
0004: $E7C =  0  ;; integer values
0004: $E7D =  0  ;; integer values
0004: $E7E =  0  ;; integer values
0004: $E7F =  0  ;; integer values
0004: $E80 =  0  ;; integer values
0005: $E87 =  0.0  ;; floating-point values
0005: $E88 =  0.0  ;; floating-point values
0005: $E89 =  0.0  ;; floating-point values
0004: $E7A =  0  ;; integer values
0005: $E8A =  0.0  ;; floating-point values
0005: $E8B =  0.0  ;; floating-point values
0005: $E8C =  0.0  ;; floating-point values
0004: $E8D =  0  ;; integer values
0005: $E87 = -676.11  ;; floating-point values
0005: $E88 =  1227.0  ;; floating-point values
0005: $E89 =  11.5  ;; floating-point values
0004: $E8F =  0  ;; integer values
0004: $E90 =  0  ;; integer values
0004: $E91 =  0  ;; integer values
0004: $E92 =  0  ;; integer values
0004: $E93 =  0  ;; integer values
0004: $E94 =  0  ;; integer values
0005: $E9B =  0.0  ;; floating-point values
0005: $E9C =  0.0  ;; floating-point values
0005: $E9D =  0.0  ;; floating-point values
0004: $E8E =  0  ;; integer values
0005: $E9E =  0.0  ;; floating-point values
0005: $E9F =  0.0  ;; floating-point values
0005: $EA0 =  0.0  ;; floating-point values
0004: $EA1 =  0  ;; integer values
0005: $E9B = -679.04  ;; floating-point values
0005: $E9C =  1238.52  ;; floating-point values
0005: $E9D =  11.5  ;; floating-point values
0004: $EA2 =  0  ;; integer values
0004: $EA3 =  0  ;; integer values
0004: $EFB =  0  ;; integer values
0004: $EA5 =  0  ;; integer values
0005: $EA6 =  0.0  ;; floating-point values
0005: $EA7 =  0.0  ;; floating-point values
0005: $EA8 =  0.0  ;; floating-point values
0005: $EA9 =  0.0  ;; floating-point values
0004: $EAB =  0  ;; integer values
0004: $EAC =  0  ;; integer values
0005: $EAD =  0.0  ;; floating-point values
0005: $EAE =  0.0  ;; floating-point values
0005: $EAF =  0.0  ;; floating-point values
0004: $EB0 =  0  ;; integer values
0004: $EB1 =  0  ;; integer values
0005: $EB4 =  0.0  ;; floating-point values
0005: $EB5 =  0.0  ;; floating-point values
0005: $EB6 =  0.0  ;; floating-point values
0005: $EB7 =  0.0  ;; floating-point values
0004: $EB9 =  0  ;; integer values
0004: $EBA =  0  ;; integer values
0005: $EBB =  0.0  ;; floating-point values
0005: $EBC =  0.0  ;; floating-point values
0005: $EBD =  0.0  ;; floating-point values
0004: $EBE =  0  ;; integer values
0004: $EBF =  0  ;; integer values
0005: $EC2 =  0.0  ;; floating-point values
0005: $EC3 =  0.0  ;; floating-point values
0005: $EC4 =  0.0  ;; floating-point values
0005: $EC5 =  0.0  ;; floating-point values
0004: $EC7 =  0  ;; integer values
0004: $EC8 =  0  ;; integer values
0005: $EC9 =  0.0  ;; floating-point values
0005: $ECA =  0.0  ;; floating-point values
0005: $ECB =  0.0  ;; floating-point values
0004: $ECC =  0  ;; integer values
0004: $ECD =  0  ;; integer values
0005: $ED0 =  0.0  ;; floating-point values
0005: $ED1 =  0.0  ;; floating-point values
0005: $ED2 =  0.0  ;; floating-point values
0005: $ED3 =  0.0  ;; floating-point values
0004: $ED5 =  0  ;; integer values
0004: $ED6 =  0  ;; integer values
0005: $ED7 =  0.0  ;; floating-point values
0005: $ED8 =  0.0  ;; floating-point values
0005: $ED9 =  0.0  ;; floating-point values
0004: $EDA =  0  ;; integer values
0004: $EDB =  0  ;; integer values
0005: $EDE =  0.0  ;; floating-point values
0005: $EDF =  0.0  ;; floating-point values
0005: $EE0 =  0.0  ;; floating-point values
0005: $EE1 =  0.0  ;; floating-point values
0004: $EE3 =  0  ;; integer values
0004: $EE4 =  0  ;; integer values
0005: $EE5 =  0.0  ;; floating-point values
0005: $EE6 =  0.0  ;; floating-point values
0005: $EE7 =  0.0  ;; floating-point values
0004: $EE8 =  0  ;; integer values
0004: $EE9 =  0  ;; integer values
0005: $EEC =  0.0  ;; floating-point values
0005: $EED =  0.0  ;; floating-point values
0005: $EEE =  0.0  ;; floating-point values
0005: $EEF =  0.0  ;; floating-point values
0004: $EF1 =  0  ;; integer values
0004: $EF2 =  0  ;; integer values
0005: $EF3 =  0.0  ;; floating-point values
0005: $EF4 =  0.0  ;; floating-point values
0005: $EF5 =  0.0  ;; floating-point values
0004: $EF6 =  0  ;; integer values
0004: $EF7 =  0  ;; integer values
0004: $EFA =  0  ;; integer values
0004: $EFE =  0  ;; integer values
0004: $EFF =  0  ;; integer values
0005: $F04 = -674.16  ;; floating-point values
0005: $F05 =  1288.23  ;; floating-point values
0005: $F06 =  9.81  ;; floating-point values
0005: $F00 =  0.0  ;; floating-point values
0005: $F01 =  0.0  ;; floating-point values
0005: $F02 =  0.0  ;; floating-point values
0004: $F03 =  0  ;; integer values
0004: $F08 =  0  ;; integer values
0004: $F09 =  0  ;; integer values
0005: $F0E = -673.46  ;; floating-point values
0005: $F0F =  1279.29  ;; floating-point values
0005: $F10 =  9.81  ;; floating-point values
0005: $F0A =  0.0  ;; floating-point values
0005: $F0B =  0.0  ;; floating-point values
0005: $F0C =  0.0  ;; floating-point values
0004: $F0D =  0  ;; integer values
0004: $F12 =  0  ;; integer values
0004: $F13 =  0  ;; integer values
0005: $F18 = -683.23  ;; floating-point values
0005: $F19 =  1281.5  ;; floating-point values
0005: $F1A =  9.81  ;; floating-point values
0005: $F14 =  0.0  ;; floating-point values
0005: $F15 =  0.0  ;; floating-point values
0005: $F16 =  0.0  ;; floating-point values
0004: $F17 =  0  ;; integer values
0004: $F1C =  0  ;; integer values
0004: $F1D =  0  ;; integer values
0005: $F22 = -683.73  ;; floating-point values
0005: $F23 =  1289.19  ;; floating-point values
0005: $F24 =  9.81  ;; floating-point values
0005: $F1E =  0.0  ;; floating-point values
0005: $F1F =  0.0  ;; floating-point values
0005: $F20 =  0.0  ;; floating-point values
0004: $F21 =  0  ;; integer values
0004: $F26 =  0  ;; integer values
0004: $F27 =  0  ;; integer values
0005: $F2C = -678.21  ;; floating-point values
0005: $F2D =  1293.04  ;; floating-point values
0005: $F2E =  8.0  ;; floating-point values
0005: $F28 =  0.0  ;; floating-point values
0005: $F29 =  0.0  ;; floating-point values
0005: $F2A =  0.0  ;; floating-point values
0004: $F2B =  0  ;; integer values
0004: $F30 =  0  ;; integer values
0004: $F31 =  0  ;; integer values
0005: $F36 = -682.67  ;; floating-point values
0005: $F37 =  1279.42  ;; floating-point values
0005: $F38 =  13.0  ;; floating-point values
0005: $F32 =  0.0  ;; floating-point values
0005: $F33 =  0.0  ;; floating-point values
0005: $F34 =  0.0  ;; floating-point values
0004: $F35 =  0  ;; integer values
0004: $F3A =  0  ;; integer values
0004: $F3B =  0  ;; integer values
0005: $F40 = -673.1  ;; floating-point values
0005: $F41 =  1277.8  ;; floating-point values
0005: $F42 =  13.0  ;; floating-point values
0005: $F3C =  0.0  ;; floating-point values
0005: $F3D =  0.0  ;; floating-point values
0005: $F3E =  0.0  ;; floating-point values
0004: $F3F =  0  ;; integer values
0004: $E79 =  0  ;; integer values
0005: $EA6 = -683.07  ;; floating-point values
0005: $EA7 =  1269.74  ;; floating-point values
0005: $EA8 =  9.81  ;; floating-point values
0005: $EA9 =  90.0  ;; floating-point values
0005: $EB4 = -683.11  ;; floating-point values
0005: $EB5 =  1272.55  ;; floating-point values
0005: $EB6 =  9.81  ;; floating-point values
0005: $EB7 =  90.0  ;; floating-point values
0005: $EC2 = -683.23  ;; floating-point values
0005: $EC3 =  1275.01  ;; floating-point values
0005: $EC4 =  9.81  ;; floating-point values
0005: $EC5 =  90.0  ;; floating-point values
0005: $ED0 = -683.64  ;; floating-point values
0005: $ED1 =  1278.1  ;; floating-point values
0005: $ED2 =  12.56  ;; floating-point values
0005: $ED3 =  90.0  ;; floating-point values
0005: $EDE = -683.54  ;; floating-point values
0005: $EDF =  1275.25  ;; floating-point values
0005: $EE0 =  12.62  ;; floating-point values
0005: $EE1 =  90.0  ;; floating-point values
0005: $EEC = -683.54  ;; floating-point values
0005: $EED =  1272.39  ;; floating-point values
0005: $EEE =  12.62  ;; floating-point values
0005: $EEF =  90.0  ;; floating-point values
0004: $F47 =  0  ;; integer values
0004: $F48 =  0  ;; integer values
0004: $F49 =  0  ;; integer values
0004: $F4A =  0  ;; integer values
0004: $F4B =  0  ;; integer values
0004: $F4C =  0  ;; integer values
0004: $F4D =  0  ;; integer values
0004: $F4E =  61000  ;; integer values
0004: $F4F =  61000  ;; integer values
0004: $F50 =  0  ;; integer values
0004: $F51 =  0  ;; integer values
0004: $F52 =  0  ;; integer values
0004: $F53 =  0  ;; integer values
0004: $F54 =  0  ;; integer values
0004: $F55 =  0  ;; integer values
0004: $F56 =  0  ;; integer values
0004: $F57 =  0  ;; integer values
0004: $F58 =  0  ;; integer values
0004: $F59 =  0  ;; integer values
0004: $F5A =  0  ;; integer values
0004: $F5B =  0  ;; integer values
0004: $F5C =  0  ;; integer values
0004: $F5D =  0  ;; integer values
0004: $F5E =  0  ;; integer values
0004: $F5F =  0  ;; integer values
0004: $F60 =  0  ;; integer values
0004: $F61 =  0  ;; integer values
0004: $F62 =  0  ;; integer values
0004: $F63 =  0  ;; integer values
0004: $F64 =  0  ;; integer values
0004: $F65 =  0  ;; integer values
0004: $F66 =  0  ;; integer values
0004: $F67 =  0  ;; integer values
0004: $F6B =  0  ;; integer values
0004: $F6C =  0  ;; integer values
0004: $F6D =  0  ;; integer values
0004: $F6E =  0  ;; integer values
0004: $F6F =  0  ;; integer values
0004: $F70 =  0  ;; integer values
0004: $F71 =  0  ;; integer values
0004: $F72 =  0  ;; integer values
0004: $F73 =  0  ;; integer values
0004: $F75 =  0  ;; integer values
0004: $F76 =  0  ;; integer values
0004: $F77 =  0  ;; integer values
0004: $F78 =  0  ;; integer values
0004: $F79 =  0  ;; integer values
0004: $F7A =  0  ;; integer values
0004: $F7B =  0  ;; integer values
0004: $F7C =  0  ;; integer values
0004: $F7D =  0  ;; integer values
0004: $F85 =  0  ;; integer values
0004: $F86 =  0  ;; integer values
0004: $F87 =  0  ;; integer values
0004: $F88 =  0  ;; integer values
0004: $F89 =  0  ;; integer values
0004: $F8B =  0  ;; integer values
0004: $F8C =  0  ;; integer values
0004: $F8D =  0  ;; integer values
0004: $F8E =  0  ;; integer values
0004: $F8F =  0  ;; integer values
0004: $F90 =  0  ;; integer values
0004: $F91 =  0  ;; integer values
0004: $F92 =  0  ;; integer values
0004: $F93 =  0  ;; integer values
0004: $F94 =  60  ;; integer values
0004: $F95 =  0  ;; integer values
0004: $F80 =  0  ;; integer values
0004: $F81 =  0  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "BANKJ2"
058E: set_restart_mission_taxi_destination  512.591 -74.9  9.573  189.24
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKEN"
023C: load_special_actor  3 "CSCAMJ"
02F3: load_object #CUTOBJ01 "GCFAN"
02F3: load_object #CUTOBJ02 "CLCHR"
04BB: select_interiour  17  ;; select render area
03CB: set_camera  481.03 -64.21  8.98
038B: load_requested_models

:Label089686
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label0896B2
0001: wait  0 ms
0002: jump £Label089686

:Label0896B2
02E4: load_cutscene_data "BANK_2A"
0244: set_cutscene_pos  476.972 -65.499  8.943
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $BC = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $BC "CSCAMJ"
02E5: $BD = create_cutscene_object #CUTOBJ01
04BC: "GCFAN"
02E6: set_cutscene_anim $BD "GCFAN"
02E5: $BE = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $BE "CLCHR"
0395: clear_area  1 at  493.1 -82.4 range  9.8  1.0
0055: put_player $PLAYER_CHAR at  493.1 -82.4  9.8
0171: set_player $PLAYER_CHAR z_angle_to  220.0
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label089790
00D6: if  0
001A:    4027 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0897B3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089790

:Label0897B3
00BC: text_highpriority "BJM2_A"  10000 ms  1  ;; We need a stick up man. You know one?

:Label0897C2
00D6: if  0
001A:    6132 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0897E5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0897C2

:Label0897E5
00BC: text_highpriority "BJM2_B"  10000 ms  1  ;; Hey, Tommy, Tommy, Tommy, this stuff keeps you sharp, man.

:Label0897F4
00D6: if  0
001A:    8289 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089817
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0897F4

:Label089817
00BC: text_highpriority "BJM2_C"  10000 ms  1  ;; WoooOOOooo!

:Label089826
00D6: if  0
001A:    9182 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089849
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089826

:Label089849
00BC: text_highpriority "BJM2_D"  10000 ms  1  ;; I could be your stick up man! Stick 'em up! Stick 'em up!

:Label089858
00D6: if  0
001A:    11691 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08987B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089858

:Label08987B
00BC: text_highpriority "BJM2_E"  10000 ms  1  ;; You ain't a stick up man, you're an idiot.

:Label08988A
00D6: if  0
001A:    13719 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0898AD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08988A

:Label0898AD
00BC: text_highpriority "BJM2_F"  10000 ms  1  ;; Now get yourself a drink and shut up.

:Label0898BC
00D6: if  0
001A:    16291 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0898DF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0898BC

:Label0898DF
00BC: text_highpriority "BJM2_G"  10000 ms  1  ;; Hey, get outta my way! Yeh yeh yeh - ow ow ow!

:Label0898EE
00D6: if  0
001A:    18784 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089911
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0898EE

:Label089911
00BC: text_highpriority "BJM2_N"  10000 ms  1  ;; Relax

:Label089920
00D6: if  0
001A:    19689 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089943
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089920

:Label089943
00BC: text_highpriority "BJM2_H"  10000 ms  1  ;; Cam, what do you think?

:Label089952
00D6: if  0
001A:    21204 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089975
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089952

:Label089975
00BC: text_highpriority "BJM2_I"  10000 ms  1  ;; Well, the best shooter in this town is a guy named Cassidy.

:Label089984
00D6: if  0
001A:    23822 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0899A7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089984

:Label0899A7
00BC: text_highpriority "BJM2_J"  10000 ms  1  ;; Is that so?

:Label0899B6
00D6: if  0
001A:    24473 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0899D9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0899B6

:Label0899D9
00BC: text_highpriority "BJM2_K"  10000 ms  1  ;; Yeah. A military guy, or he thinks he is.

:Label0899E8
00D6: if  0
001A:    27111 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089A0B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0899E8

:Label089A0B
00BC: text_highpriority "BJM2_L"  10000 ms  1  ;; I doubt he was ever in the army, but he certainly knows how to get a hold of guns.

:Label089A1A
00D6: if  0
001A:    30697 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089A3D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089A1A

:Label089A3D
00BC: text_highpriority "BJM2_M"  10000 ms  1  ;; He'll be down at the shooting range.

:Label089A4C
00D6: if  0
001A:    32448 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089A6F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089A4C

:Label089A6F
00BE: text_clear_all

:Label089A71
00D6: if  0
001A:    32758 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089A94
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089A71

:Label089A94
016A: fade  0 ()  2000 ms
00BE: text_clear_all

:Label089A9D
00D6: if  0
016B:   fading
004D: jump_if_false £Label089AB5
0001: wait  0 ms
0002: jump £Label089A9D

:Label089AB5
00BA: text_styled "BEACH3"  3000 ms  2  ;; Vice Point
04FA: reset_interior_colors  0
03AD: set_rubbish  1 (visible)
01EB: set_car_density_to  1.0
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04BB: select_interiour  0  ;; select render area
03CB: set_camera  493.1 -82.4  9.8
0004: $3DA =  0  ;; integer values
04E3: unknown_player $PLAYER_CHAR  0  60000
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  2000 ms
00BC: text_highpriority "BJM2_1"  5000 ms  1  ;; ~g~Go to Ammu-Nation in Downtown and talk to Phil Cassidy.
018A: $E5B = create_checkpoint_at -667.85  1211.9  10.08
03BC: $F7E = create_sphere -667.85  1211.9  10.08  1.5
0004: $3E3 =  1  ;; integer values

:Label089B6C
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -667.8  1221.0  10.5 radius  1.5  1.5  3.0
004D: jump_if_false £Label089BDC
0001: wait  0 ms
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -667.85  1211.9  10.08 radius  1.5  1.5  3.0
004D: jump_if_false £Label089BD5
03BD: destroy_sphere $F7E

:Label089BD5
0002: jump £Label089B6C

:Label089BDC
03BD: destroy_sphere $F7E
0164: disable_marker $E5B
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  0 (disabled)

:Label089BF5
00D6: if  0
016B:   fading
004D: jump_if_false £Label089C0D
0001: wait  0 ms
0002: jump £Label089BF5

:Label089C0D
01BD: $1D = current_time_in_ms
0004: $1E =  0  ;; integer values

:Label089C19
00D6: if  1
83EE:   NOT   player $PLAYER_CHAR controllable
001A:    5000 > $1E  ;; integer values
004D: jump_if_false £Label089C51
0001: wait  0 ms
01BD: $1C = current_time_in_ms
0084: $1E = $1C  ;; integer values and handles
0060: $1E -= $1D  ;; integer values
0002: jump £Label089C19

:Label089C51
03EF: player $PLAYER_CHAR make_safe
0522: (unknown)
03AF: set_streaming  0 (disabled)
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSPHIL"
023C: load_special_actor  3 "SHOOTRA"
023C: load_special_actor  4 "SHOOTRB"
02F3: load_object #CUTOBJ01 "DEAGL"
02F3: load_object #CUTOBJ02 "CPYTH"
03CB: set_camera -661.91  1231.87  10.08
038B: load_requested_models

:Label089CB9
00D6: if  25
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label089CE9
0001: wait  0 ms
0002: jump £Label089CB9

:Label089CE9
02E4: load_cutscene_data "BANK_2B"
0244: set_cutscene_pos -666.305  1225.687  10.031
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $89 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $89 "CSPHIL"
02E5: $B6 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $B6 "SHOOTRA"
02E5: $B7 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $B7 "SHOOTRB"
02E5: $B8 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $B8 "DEAGL01"
02E5: $B9 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $B9 "DEAGL02"
02E5: $85 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $85 "CPYTH01"
02E5: $86 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $86 "CPYTH02"
0395: clear_area  1 at -666.46  1231.72 range  10.07  1.0
0055: put_player $PLAYER_CHAR at -666.46  1231.72  10.07
0171: set_player $PLAYER_CHAR z_angle_to  84.0
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label089DFB
00D6: if  0
001A:    333 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089E1E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089DFB

:Label089E1E
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label089E4B
058A: unknown -667.67  1227.545  11.559 -667.921  1227.529  11.568

:Label089E4B
00D6: if  0
001A:    3433 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089E6E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089E4B

:Label089E6E
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label089E9B
058A: unknown -667.682  1229.793  11.764 -667.921  1229.807  11.769

:Label089E9B
00D6: if  0
001A:    11500 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089EBE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089E9B

:Label089EBE
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label089EEB
058A: unknown -667.742  1233.778  11.661 -667.96  1233.741  11.668

:Label089EEB
00D6: if  0
001A:    12256 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089F0E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089EEB

:Label089F0E
00BC: text_highpriority "BJM2_2A"  10000 ms  1  ;; You Phil Cassidy?

:Label089F1D
00D6: if  0
001A:    13731 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089F40
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089F1D

:Label089F40
00BC: text_highpriority "BJM2_2B"  10000 ms  1  ;; Why?

:Label089F4F
00D6: if  0
001A:    14800 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089F72
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089F4F

:Label089F72
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label089F9F
058A: unknown -667.788  1264.023  11.613 -667.96  1234.055  11.611

:Label089F9F
00D6: if  0
001A:    15378 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089FC2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089F9F

:Label089FC2
00BC: text_highpriority "BJM2_2C"  10000 ms  1  ;; I'm looking for a man who can handle a gun. From this setup, I'm not too convinced.

:Label089FD1
00D6: if  0
001A:    17100 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label089FF4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label089FD1

:Label089FF4
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label08A021
058A: unknown -667.763  1233.782  11.634 -667.977  1233.746  11.665

:Label08A021
00D6: if  0
001A:    19500 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A044
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A021

:Label08A044
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label08A071
058A: unknown -667.79  1233.966  11.617 -667.992  1234.007  11.6

:Label08A071
00D6: if  0
001A:    20669 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A094
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A071

:Label08A094
00BC: text_highpriority "BJM2_2D"  10000 ms  1  ;; Son, I could shoot a fly off your head at 80 feet.

:Label08A0A3
00D6: if  0
001A:    24067 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A0C6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A0A3

:Label08A0C6
00BC: text_highpriority "BJM2_2E"  10000 ms  1  ;; Oh really?

:Label08A0D5
00D6: if  0
001A:    24900 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A0F8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A0D5

:Label08A0F8
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label08A125
058A: unknown -667.723  1233.882  11.51 -667.925  1233.924  11.507

:Label08A125
00D6: if  0
001A:    25633 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A148
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A125

:Label08A148
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label08A175
058A: unknown -667.621  1233.834  11.589 -667.807  1233.785  11.676

:Label08A175
00D6: if  0
001A:    25716 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A198
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A175

:Label08A198
00BC: text_highpriority "BJM2_2F"  10000 ms  1  ;; Yeah. I learnt in the army.

:Label08A1A7
00D6: if  0
001A:    26500 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A1CA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A1A7

:Label08A1CA
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label08A1F7
058A: unknown -667.651  1233.901  11.568 -667.851  1233.951  11.575

:Label08A1F7
00D6: if  0
001A:    27333 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A21A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A1F7

:Label08A21A
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label08A247
058A: unknown -667.597  1233.878  11.597 -667.792  1233.853  11.688

:Label08A247
00D6: if  0
001A:    27997 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A26A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A247

:Label08A26A
00BC: text_highpriority "BJM2_2G"  10000 ms  1  ;; Fly shooting real popular in the army? Glad I don't pay tax.

:Label08A279
00D6: if  0
001A:    28333 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A29C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A279

:Label08A29C
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label08A2C9
058A: unknown -667.668  1233.848  11.601 -667.875  1233.869  11.598

:Label08A2C9
00D6: if  0
001A:    29266 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A2EC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A2C9

:Label08A2EC
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label08A319
058A: unknown -667.597  1233.892  11.522 -667.802  1233.843  11.555

:Label08A319
00D6: if  0
001A:    31594 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A33C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A319

:Label08A33C
00BC: text_highpriority "BJM2_2H"  10000 ms  1  ;; You tryin' to be funny kid?

:Label08A34B
00D6: if  0
001A:    34852 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A370
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A34B

:Label08A370
00BC: text_highpriority "BJM2_2I"  10000 ms  1  ;; Ha ha ha ha ha!

:Label08A37F
00D6: if  0
001A:    37052 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A3A4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A37F

:Label08A3A4
00BC: text_highpriority "BJM2_2J"  10000 ms  1  ;; Let's shoot.

:Label08A3B3
00D6: if  0
001A:    39168 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A3D8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A3B3

:Label08A3D8
00BE: text_clear_all

:Label08A3DA
00D6: if  0
001A:    41968 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08A3FF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08A3DA

:Label08A3FF
016A: fade  0 ()  2000 ms
00BE: text_clear_all

:Label08A408
00D6: if  0
016B:   fading
004D: jump_if_false £Label08A420
0001: wait  0 ms
0002: jump £Label08A408

:Label08A420
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
03CB: set_camera -663.95  1231.29  10.08
0004: $3E3 =  0  ;; integer values
04E3: unknown_player $PLAYER_CHAR  0  60000
04E2: $PLAYER_CHAR  1
0247: request_model #MALE01
0247: request_model -130 (TAR_GUN1)
0247: request_model -131 (TAR_GUN2)
0247: request_model #COLT45
0247: request_model -132 (TAR_FRAME)
0247: request_model -133 (TAR_DOWNLEFT)
0247: request_model -134 (TAR_DOWNRIGHT)
0247: request_model -135 (TAR_TOP)
0247: request_model -136 (TAR_UPLEFT)
0247: request_model -137 (TAR_UPRIGHT)
0247: request_model -121 (FAKETARGET)
023C: load_special_actor  5 "IGPHIL"
03CF: load_wav "BNK2_1" as  1
03CF: load_wav "BNK2_2" as  2

:Label08A4C6
00D6: if  25
8248:   NOT   model #MALE01 available
8248:   NOT   model #COLT45 available
8248:   NOT   model -130 (TAR_GUN1) available
823D:   NOT   special_actor  5 loaded
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label08A4F6
0001: wait  0 ms
0002: jump £Label08A4C6

:Label08A4F6
00D6: if  25
8248:   NOT   model -132 (TAR_FRAME) available
8248:   NOT   model -133 (TAR_DOWNLEFT) available
8248:   NOT   model -134 (TAR_DOWNRIGHT) available
8248:   NOT   model -135 (TAR_TOP) available
8248:   NOT   model -136 (TAR_UPLEFT) available
8248:   NOT   model -137 (TAR_UPRIGHT) available
004D: jump_if_false £Label08A52A
0001: wait  0 ms
0002: jump £Label08A4F6

:Label08A52A
00D6: if  21
8248:   NOT   model -121 (FAKETARGET) available
8248:   NOT   model -131 (TAR_GUN2) available
004D: jump_if_false £Label08A549
0001: wait  0 ms
0002: jump £Label08A52A

:Label08A549
009A: $F44 = create_actor  4 #SPECIAL05 at -665.99  1234.17  10.08
01ED: reset_actor $F44 flags
01B2: give_actor $F44 weapon  17 ammo  1  ;; Load the weapon model before using this
0173: set_actor $F44 z_angle_to  90.0
009A: $F45 = create_actor  4 #MALE01 at -666.29  1229.32  10.08
01ED: reset_actor $F45 flags
01B2: give_actor $F45 weapon  17 ammo  1  ;; Load the weapon model before using this
0173: set_actor $F45 z_angle_to  90.0
029B: $F68 = init_object -121 (FAKETARGET) at -668.42  1231.65  10.08
01C7: remove_object_from_mission_cleanup_list $F68
0177: set_object $F68 z_angle_to  90.0
029B: $F69 = init_object -121 (FAKETARGET) at -664.73  1269.09  9.81
01C7: remove_object_from_mission_cleanup_list $F69
0177: set_object $F69 z_angle_to  90.0
029B: $F6A = init_object -121 (FAKETARGET) at -677.75  1272.03  9.81
01C7: remove_object_from_mission_cleanup_list $F6A
0177: set_object $F6A z_angle_to  0.0
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  4 weapon $F62 ammo $F63 model $F64
04F4: unknown_actor $PLAYER_ACTOR mess_around_with_object $F68  0.0 -2.0  1.0  0  60.0  17
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  17
017A: set_player $PLAYER_CHAR weapon  17 ammo_to  100
0004: $F47 =  100  ;; integer values
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  2000 ms

:Label08A67A
00D6: if  0
016B:   fading
004D: jump_if_false £Label08A724
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08A6B1
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08A6B1
00D6: if  0
0118:   actor $F45 dead
004D: jump_if_false £Label08A6D7
00BC: text_highpriority "BJM2_12"  5000 ms  1  ;; ~r~One of the shooters is dead!
0002: jump £Label08F62C

:Label08A6D7
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08A71D
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08A71D
0002: jump £Label08A67A

:Label08A724
00BC: text_highpriority "BJM2_19"  8000 ms  1  ;; ~g~Hit as many targets as you can in the time limit!
00D6: if  0
0038:   $6D ==  1  ;; integer values
004D: jump_if_false £Label08A763
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label08A763
0002: jump £Label08AE15

:Label08A763
0006:  16@ =  0  ;; integer values

:Label08A76A
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label08A84A
0001: wait  0 ms
00D6: if  0
0038:   $6D ==  1  ;; integer values
004D: jump_if_false £Label08A7B1
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label08A7B1
0002: jump £Label08AE15

:Label08A7B1
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08A7D7
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08A7D7
00D6: if  0
0118:   actor $F45 dead
004D: jump_if_false £Label08A7FD
00BC: text_highpriority "BJM2_12"  5000 ms  1  ;; ~r~One of the shooters is dead!
0002: jump £Label08F62C

:Label08A7FD
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08A843
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08A843
0002: jump £Label08A76A

:Label08A84A
00BC: text_highpriority "BJM2_20"  8000 ms  1  ;; ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
0006:  16@ =  0  ;; integer values

:Label08A860
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label08A940
0001: wait  0 ms
00D6: if  0
0038:   $6D ==  1  ;; integer values
004D: jump_if_false £Label08A8A7
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label08A8A7
0002: jump £Label08AE15

:Label08A8A7
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08A8CD
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08A8CD
00D6: if  0
0118:   actor $F45 dead
004D: jump_if_false £Label08A8F3
00BC: text_highpriority "BJM2_12"  5000 ms  1  ;; ~r~One of the shooters is dead!
0002: jump £Label08F62C

:Label08A8F3
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08A939
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08A939
0002: jump £Label08A860

:Label08A940
00BC: text_highpriority "BJM2_24"  8000 ms  1  ;; ~g~The closest target is worth one point.
0006:  16@ =  0  ;; integer values

:Label08A956
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label08AA36
0001: wait  0 ms
00D6: if  0
0038:   $6D ==  1  ;; integer values
004D: jump_if_false £Label08A99D
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label08A99D
0002: jump £Label08AE15

:Label08A99D
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08A9C3
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08A9C3
00D6: if  0
0118:   actor $F45 dead
004D: jump_if_false £Label08A9E9
00BC: text_highpriority "BJM2_12"  5000 ms  1  ;; ~r~One of the shooters is dead!
0002: jump £Label08F62C

:Label08A9E9
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08AA2F
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08AA2F
0002: jump £Label08A956

:Label08AA36
00BC: text_highpriority "BJM2_25"  8000 ms  1  ;; ~g~The middle target is worth two points.
0006:  16@ =  0  ;; integer values

:Label08AA4C
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label08AB2C
0001: wait  0 ms
00D6: if  0
0038:   $6D ==  1  ;; integer values
004D: jump_if_false £Label08AA93
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label08AA93
0002: jump £Label08AE15

:Label08AA93
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08AAB9
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08AAB9
00D6: if  0
0118:   actor $F45 dead
004D: jump_if_false £Label08AADF
00BC: text_highpriority "BJM2_12"  5000 ms  1  ;; ~r~One of the shooters is dead!
0002: jump £Label08F62C

:Label08AADF
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08AB25
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08AB25
0002: jump £Label08AA4C

:Label08AB2C
00BC: text_highpriority "BJM2_26"  8000 ms  1  ;; ~g~The far target is worth three points.
0006:  16@ =  0  ;; integer values

:Label08AB42
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label08AC22
0001: wait  0 ms
00D6: if  0
0038:   $6D ==  1  ;; integer values
004D: jump_if_false £Label08AB89
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label08AB89
0002: jump £Label08AE15

:Label08AB89
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08ABAF
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08ABAF
00D6: if  0
0118:   actor $F45 dead
004D: jump_if_false £Label08ABD5
00BC: text_highpriority "BJM2_12"  5000 ms  1  ;; ~r~One of the shooters is dead!
0002: jump £Label08F62C

:Label08ABD5
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08AC1B
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08AC1B
0002: jump £Label08AB42

:Label08AC22
00BC: text_highpriority "BJM2_2"  8000 ms  1  ;; ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
0006:  16@ =  0  ;; integer values

:Label08AC38
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label08AD18
0001: wait  0 ms
00D6: if  0
0038:   $6D ==  1  ;; integer values
004D: jump_if_false £Label08AC7F
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label08AC7F
0002: jump £Label08AE15

:Label08AC7F
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08ACA5
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08ACA5
00D6: if  0
0118:   actor $F45 dead
004D: jump_if_false £Label08ACCB
00BC: text_highpriority "BJM2_12"  5000 ms  1  ;; ~r~One of the shooters is dead!
0002: jump £Label08F62C

:Label08ACCB
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08AD11
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08AD11
0002: jump £Label08AC38

:Label08AD18
00BC: text_highpriority "BJM2_23"  8000 ms  1  ;; ~g~If you leave the shooting range during the competition, you will fail the mission.
0006:  16@ =  0  ;; integer values

:Label08AD2E
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label08AE0E
0001: wait  0 ms
00D6: if  0
0038:   $6D ==  1  ;; integer values
004D: jump_if_false £Label08AD75
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label08AD75
0002: jump £Label08AE15

:Label08AD75
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08AD9B
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08AD9B
00D6: if  0
0118:   actor $F45 dead
004D: jump_if_false £Label08ADC1
00BC: text_highpriority "BJM2_12"  5000 ms  1  ;; ~r~One of the shooters is dead!
0002: jump £Label08F62C

:Label08ADC1
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08AE07
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08AE07
0002: jump £Label08AD2E

:Label08AE0E
0004: $6D =  1  ;; integer values

:Label08AE15
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BC: text_highpriority "BNK2_1"  5000 ms  1  ;; LIVE AMMUNITION
03D1: play_wav  1
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0004: $7B =  1  ;; integer values

:Label08AE44
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label08AEF0
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08AE7D
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08AE7D
00D6: if  0
0118:   actor $F45 dead
004D: jump_if_false £Label08AEA3
00BC: text_highpriority "BJM2_12"  5000 ms  1  ;; ~r~One of the shooters is dead!
0002: jump £Label08F62C

:Label08AEA3
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08AEE9
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08AEE9
0002: jump £Label08AE44

:Label08AEF0
03D5: remove_text "BNK2_1"  ;; LIVE AMMUNITION
03CF: load_wav "BNK2_5" as  1
03D1: play_wav  2
00BC: text_highpriority "BNK2_2"  5000 ms  1  ;; AIM 3-2-1 FIRE!

:Label08AF19
00D6: if  21
83D2:   NOT   wav  2 ended
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label08AFC9
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08AF56
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08AF56
00D6: if  0
0118:   actor $F45 dead
004D: jump_if_false £Label08AF7C
00BC: text_highpriority "BJM2_12"  5000 ms  1  ;; ~r~One of the shooters is dead!
0002: jump £Label08F62C

:Label08AF7C
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08AFC2
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08AFC2
0002: jump £Label08AF19

:Label08AFC9
03D5: remove_text "BNK2_2"  ;; AIM 3-2-1 FIRE!
03CF: load_wav "BNK2_4" as  2
0004: $F65 =  0  ;; integer values
0004: $F66 =  1  ;; integer values
014E: set_timer_to $E5D type  1
04F7: unknown_status_text $F94  0 line  2 "BJM2_18"  ;; SCORE TO BEAT:
04F7: unknown_status_text $F80  0 line  1 "BJM2_15"  ;; SCORE:
0006:  16@ =  0  ;; integer values
018D: $F7F = create_sound  11 at -679.403  1232.564  11.105

:Label08B033
00D6: if  0
0038:   $E5C ==  0  ;; integer values
004D: jump_if_false £Label08C073
0001: wait  0 ms
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08B08F
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08B08F
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £Label08B0A7
0004: $E5C =  1  ;; integer values

:Label08B0A7
00D6: if  0
0038:   $F65 ==  0  ;; integer values
004D: jump_if_false £Label08B0CF
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label08B0CF
0004: $F65 =  1  ;; integer values

:Label08B0CF
00D6: if  0
0038:   $F65 ==  1  ;; integer values
004D: jump_if_false £Label08B155
00D6: if  0
0038:   $F66 ==  1  ;; integer values
004D: jump_if_false £Label08B155
00D6: if  0
0029:    16@ >=  60000  ;; integer values
004D: jump_if_false £Label08B155
00D6: if  0
0028:   $E5A >=  20  ;; integer values
004D: jump_if_false £Label08B13B
03D1: play_wav  2
00BC: text_highpriority "BNK2_4"  5000 ms  1  ;; Hoooeee!
0004: $F65 =  2  ;; integer values
0002: jump £Label08B155

:Label08B13B
03D1: play_wav  1
00BC: text_highpriority "BNK2_5"  5000 ms  1  ;; Couldn't hit a barn door!
0004: $F66 =  2  ;; integer values

:Label08B155
00D6: if  0
0038:   $F65 ==  2  ;; integer values
004D: jump_if_false £Label08B18F
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label08B18F
03D5: remove_text "BNK2_4"  ;; Hoooeee!
040D: unload_wav  1
040D: unload_wav  2
0004: $F65 =  3  ;; integer values

:Label08B18F
00D6: if  0
0038:   $F66 ==  2  ;; integer values
004D: jump_if_false £Label08B1C9
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label08B1C9
03D5: remove_text "BNK2_5"  ;; Couldn't hit a barn door!
040D: unload_wav  1
040D: unload_wav  2
0004: $F66 =  3  ;; integer values

:Label08B1C9
00D6: if  21
0038:   $F65 ==  3  ;; integer values
0038:   $F66 ==  3  ;; integer values
004D: jump_if_false £Label08B213
00D6: if  0
0038:   $F67 ==  0  ;; integer values
004D: jump_if_false £Label08B213
03CF: load_wav "BNK2_3" as  1
03CF: load_wav "BNK2_2" as  2
0004: $F67 =  1  ;; integer values

:Label08B213
00D6: if  0
0038:   $F67 ==  1  ;; integer values
004D: jump_if_false £Label08B23F
00D6: if  1
03D0:   wav  1 loaded
03D0:   wav  2 loaded
004D: jump_if_false £Label08B23F
0004: $F67 =  2  ;; integer values

:Label08B23F
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08B265
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08B265
00D6: if  0
0118:   actor $F45 dead
004D: jump_if_false £Label08B28B
00BC: text_highpriority "BJM2_12"  5000 ms  1  ;; ~r~One of the shooters is dead!
0002: jump £Label08F62C

:Label08B28B
0110: clear_player $PLAYER_CHAR wanted_level
0419: $E60 = player $PLAYER_CHAR weapon  17 ammo
00D6: if  21
0038:   $E5D ==  0  ;; integer values
0038:   $E60 ==  0  ;; integer values
004D: jump_if_false £Label08B320
00D6: if  0
0038:   $F82 ==  0  ;; integer values
004D: jump_if_false £Label08B2DA
0006:  16@ =  0  ;; integer values
0004: $F82 =  1  ;; integer values
0002: jump £Label08B320

:Label08B2DA
00D6: if  0
0019:    16@ >  200  ;; integer values
004D: jump_if_false £Label08B320
00D6: if  0
0038:   $F67 ==  2  ;; integer values
004D: jump_if_false £Label08B319
03D1: play_wav  1
00BC: text_highpriority "BNK2_3"  5000 ms  1  ;; AREA CLEAR!
0004: $F6B =  1  ;; integer values

:Label08B319
0004: $E5C =  1  ;; integer values

:Label08B320
01BD: $F8A = current_time_in_ms
00D6: if  0
0038:   $F8B ==  0  ;; integer values
004D: jump_if_false £Label08B34B
01BD: $F8A = current_time_in_ms
0084: $F8C = $F8A  ;; integer values and handles
0004: $F8B =  1  ;; integer values

:Label08B34B
00D6: if  0
0038:   $F8B ==  1  ;; integer values
004D: jump_if_false £Label08B36D
0084: $F8D = $F8A  ;; integer values and handles
0060: $F8D -= $F8C  ;; integer values

:Label08B36D
00D6: if  0
0028:   $F8D >=  2000  ;; integer values
004D: jump_if_false £Label08B46C
00D6: if  0
0038:   $E66 ==  0  ;; integer values
004D: jump_if_false £Label08B46C
0107: $E6D = create_object -132 (TAR_FRAME) at $E73 $E74 $E75
0177: set_object $E6D z_angle_to  90.0
0107: $E6E = create_object -133 (TAR_DOWNLEFT) at $E73 $E74 $E75
0177: set_object $E6E z_angle_to  90.0
0107: $E6F = create_object -134 (TAR_DOWNRIGHT) at $E73 $E74 $E75
0177: set_object $E6F z_angle_to  90.0
0107: $E70 = create_object -135 (TAR_TOP) at $E73 $E74 $E75
0177: set_object $E70 z_angle_to  90.0
0107: $E71 = create_object -136 (TAR_UPLEFT) at $E73 $E74 $E75
0177: set_object $E71 z_angle_to  90.0
0107: $E72 = create_object -137 (TAR_UPRIGHT) at $E73 $E74 $E75
0177: set_object $E72 z_angle_to  90.0
0004: $E67 =  0  ;; integer values
0004: $E68 =  0  ;; integer values
0004: $E69 =  0  ;; integer values
0004: $E6A =  0  ;; integer values
0004: $E6B =  0  ;; integer values
0004: $E6C =  0  ;; integer values
0004: $E79 =  0  ;; integer values
0004: $E66 =  1  ;; integer values

:Label08B46C
00D6: if  0
0038:   $E66 ==  1  ;; integer values
004D: jump_if_false £Label08B58F
00D6: if  0
0038:   $E67 ==  0  ;; integer values
004D: jump_if_false £Label08B528
00D6: if  0
8366:   NOT (unknown) $E6D 
004D: jump_if_false £Label08B4AE
01BB: store_object $E6D position_to $E76 $E77 $E78

:Label08B4AE
00D6: if  0
0038:   $E79 ==  0  ;; integer values
004D: jump_if_false £Label08B4F4
00D6: if  0
0032:    1228.7 >= $E77  ;; floating-point values
004D: jump_if_false £Label08B4E3
0004: $E79 =  1  ;; integer values
0002: jump £Label08B4ED

:Label08B4E3
007E: $E77 -= unknown_inaccurate_float_timer  .06  ;; floating-point values

:Label08B4ED
0002: jump £Label08B521

:Label08B4F4
00D6: if  0
0030:   $E77 >=  1236.5  ;; floating-point values
004D: jump_if_false £Label08B517
0004: $E79 =  0  ;; integer values
0002: jump £Label08B521

:Label08B517
0078: $E77 += unknown_inaccurate_float_timer  .06  ;; floating-point values

:Label08B521
0002: jump £Label08B58F

:Label08B528
00D6: if  0
8366:   NOT (unknown) $E6D 
004D: jump_if_false £Label08B58F
01BB: store_object $E6D position_to $E76 $E77 $E78
00D6: if  0
0030:   $E77 >=  1239.0  ;; floating-point values
004D: jump_if_false £Label08B585
00D6: if  0
8366:   NOT (unknown) $E6D 
004D: jump_if_false £Label08B570
0108: destroy_object $E6D

:Label08B570
0004: $E66 =  0  ;; integer values
0004: $F8B =  0  ;; integer values
0002: jump £Label08B58F

:Label08B585
0078: $E77 += unknown_inaccurate_float_timer  .06  ;; floating-point values

:Label08B58F
00D6: if  0
0038:   $E66 ==  1  ;; integer values
004D: jump_if_false £Label08B784
01BC: put_object $E6D at $E76 $E77 $E78
00D6: if  0
0038:   $E67 ==  0  ;; integer values
004D: jump_if_false £Label08B784
00D6: if  4
0038:   $E68 ==  1  ;; integer values
0038:   $E69 ==  1  ;; integer values
0038:   $E6A ==  1  ;; integer values
0038:   $E6B ==  1  ;; integer values
0038:   $E6C ==  1  ;; integer values
004D: jump_if_false £Label08B612
0008: $F95 +=  1  ;; integer values
0008: $E5A +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0004: $F8B =  0  ;; integer values
0004: $E67 =  1  ;; integer values

:Label08B612
00D6: if  0
0038:   $E68 ==  0  ;; integer values
004D: jump_if_false £Label08B65C
00D6: if  0
0366: (unknown) $E6E 
004D: jump_if_false £Label08B64E
0108: destroy_object $E6E
0008: $E61 +=  1  ;; integer values
0004: $E68 =  1  ;; integer values
0002: jump £Label08B65C

:Label08B64E
01BC: put_object $E6E at $E76 $E77 $E78

:Label08B65C
00D6: if  0
0038:   $E69 ==  0  ;; integer values
004D: jump_if_false £Label08B6A6
00D6: if  0
0366: (unknown) $E6F 
004D: jump_if_false £Label08B698
0108: destroy_object $E6F
0008: $E61 +=  1  ;; integer values
0004: $E69 =  1  ;; integer values
0002: jump £Label08B6A6

:Label08B698
01BC: put_object $E6F at $E76 $E77 $E78

:Label08B6A6
00D6: if  0
0038:   $E6A ==  0  ;; integer values
004D: jump_if_false £Label08B6F0
00D6: if  0
0366: (unknown) $E70 
004D: jump_if_false £Label08B6E2
0108: destroy_object $E70
0008: $E61 +=  1  ;; integer values
0004: $E6A =  1  ;; integer values
0002: jump £Label08B6F0

:Label08B6E2
01BC: put_object $E70 at $E76 $E77 $E78

:Label08B6F0
00D6: if  0
0038:   $E6B ==  0  ;; integer values
004D: jump_if_false £Label08B73A
00D6: if  0
0366: (unknown) $E71 
004D: jump_if_false £Label08B72C
0108: destroy_object $E71
0008: $E61 +=  1  ;; integer values
0004: $E6B =  1  ;; integer values
0002: jump £Label08B73A

:Label08B72C
01BC: put_object $E71 at $E76 $E77 $E78

:Label08B73A
00D6: if  0
0038:   $E6C ==  0  ;; integer values
004D: jump_if_false £Label08B784
00D6: if  0
0366: (unknown) $E72 
004D: jump_if_false £Label08B776
0108: destroy_object $E72
0008: $E61 +=  1  ;; integer values
0004: $E6C =  1  ;; integer values
0002: jump £Label08B784

:Label08B776
01BC: put_object $E72 at $E76 $E77 $E78

:Label08B784
00D6: if  0
0038:   $F8E ==  0  ;; integer values
004D: jump_if_false £Label08B7AA
01BD: $F8A = current_time_in_ms
0084: $F8F = $F8A  ;; integer values and handles
0004: $F8E =  1  ;; integer values

:Label08B7AA
00D6: if  0
0038:   $F8E ==  1  ;; integer values
004D: jump_if_false £Label08B7CC
0084: $F90 = $F8A  ;; integer values and handles
0060: $F90 -= $F8F  ;; integer values

:Label08B7CC
00D6: if  0
0028:   $F90 >=  2000  ;; integer values
004D: jump_if_false £Label08B8CB
00D6: if  0
0038:   $E7A ==  0  ;; integer values
004D: jump_if_false £Label08B8CB
0107: $E81 = create_object -132 (TAR_FRAME) at $E87 $E88 $E89
0177: set_object $E81 z_angle_to  90.0
0107: $E82 = create_object -133 (TAR_DOWNLEFT) at $E87 $E88 $E89
0177: set_object $E82 z_angle_to  90.0
0107: $E83 = create_object -134 (TAR_DOWNRIGHT) at $E87 $E88 $E89
0177: set_object $E83 z_angle_to  90.0
0107: $E84 = create_object -135 (TAR_TOP) at $E87 $E88 $E89
0177: set_object $E84 z_angle_to  90.0
0107: $E85 = create_object -136 (TAR_UPLEFT) at $E87 $E88 $E89
0177: set_object $E85 z_angle_to  90.0
0107: $E86 = create_object -137 (TAR_UPRIGHT) at $E87 $E88 $E89
0177: set_object $E86 z_angle_to  90.0
0004: $E7B =  0  ;; integer values
0004: $E7C =  0  ;; integer values
0004: $E7D =  0  ;; integer values
0004: $E7E =  0  ;; integer values
0004: $E7F =  0  ;; integer values
0004: $E80 =  0  ;; integer values
0004: $E8D =  1  ;; integer values
0004: $E7A =  1  ;; integer values

:Label08B8CB
00D6: if  0
0038:   $E7A ==  1  ;; integer values
004D: jump_if_false £Label08B9EE
00D6: if  0
0038:   $E7B ==  0  ;; integer values
004D: jump_if_false £Label08B987
00D6: if  0
8366:   NOT (unknown) $E81 
004D: jump_if_false £Label08B90D
01BB: store_object $E81 position_to $E8A $E8B $E8C

:Label08B90D
00D6: if  0
0038:   $E8D ==  0  ;; integer values
004D: jump_if_false £Label08B953
00D6: if  0
0032:    1228.7 >= $E8B  ;; floating-point values
004D: jump_if_false £Label08B942
0004: $E8D =  1  ;; integer values
0002: jump £Label08B94C

:Label08B942
007E: $E8B -= unknown_inaccurate_float_timer  .04  ;; floating-point values

:Label08B94C
0002: jump £Label08B980

:Label08B953
00D6: if  0
0030:   $E8B >=  1236.5  ;; floating-point values
004D: jump_if_false £Label08B976
0004: $E8D =  0  ;; integer values
0002: jump £Label08B980

:Label08B976
0078: $E8B += unknown_inaccurate_float_timer  .04  ;; floating-point values

:Label08B980
0002: jump £Label08B9EE

:Label08B987
00D6: if  0
8366:   NOT (unknown) $E81 
004D: jump_if_false £Label08B9EE
01BB: store_object $E81 position_to $E8A $E8B $E8C
00D6: if  0
0032:    1227.0 >= $E8B  ;; floating-point values
004D: jump_if_false £Label08B9E4
00D6: if  0
8366:   NOT (unknown) $E81 
004D: jump_if_false £Label08B9CF
0108: destroy_object $E81

:Label08B9CF
0004: $E7A =  0  ;; integer values
0004: $F8E =  0  ;; integer values
0002: jump £Label08B9EE

:Label08B9E4
007E: $E8B -= unknown_inaccurate_float_timer  .06  ;; floating-point values

:Label08B9EE
00D6: if  0
0038:   $E7A ==  1  ;; integer values
004D: jump_if_false £Label08BBF1
01BC: put_object $E81 at $E8A $E8B $E8C
00D6: if  0
0038:   $E7B ==  0  ;; integer values
004D: jump_if_false £Label08BBF1
00D6: if  4
0038:   $E7C ==  1  ;; integer values
0038:   $E7D ==  1  ;; integer values
0038:   $E7E ==  1  ;; integer values
0038:   $E7F ==  1  ;; integer values
0038:   $E80 ==  1  ;; integer values
004D: jump_if_false £Label08BA7F
0008: $F95 +=  1  ;; integer values
0008: $E5A +=  1  ;; integer values
0008: $E5A +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0004: $F8E =  0  ;; integer values
0004: $E7B =  1  ;; integer values

:Label08BA7F
00D6: if  0
0038:   $E7C ==  0  ;; integer values
004D: jump_if_false £Label08BAC9
00D6: if  0
0366: (unknown) $E82 
004D: jump_if_false £Label08BABB
0108: destroy_object $E82
0008: $E61 +=  1  ;; integer values
0004: $E7C =  1  ;; integer values
0002: jump £Label08BAC9

:Label08BABB
01BC: put_object $E82 at $E8A $E8B $E8C

:Label08BAC9
00D6: if  0
0038:   $E7D ==  0  ;; integer values
004D: jump_if_false £Label08BB13
00D6: if  0
0366: (unknown) $E83 
004D: jump_if_false £Label08BB05
0108: destroy_object $E83
0008: $E61 +=  1  ;; integer values
0004: $E7D =  1  ;; integer values
0002: jump £Label08BB13

:Label08BB05
01BC: put_object $E83 at $E8A $E8B $E8C

:Label08BB13
00D6: if  0
0038:   $E7E ==  0  ;; integer values
004D: jump_if_false £Label08BB5D
00D6: if  0
0366: (unknown) $E84 
004D: jump_if_false £Label08BB4F
0108: destroy_object $E84
0008: $E61 +=  1  ;; integer values
0004: $E7E =  1  ;; integer values
0002: jump £Label08BB5D

:Label08BB4F
01BC: put_object $E84 at $E8A $E8B $E8C

:Label08BB5D
00D6: if  0
0038:   $E7F ==  0  ;; integer values
004D: jump_if_false £Label08BBA7
00D6: if  0
0366: (unknown) $E85 
004D: jump_if_false £Label08BB99
0108: destroy_object $E85
0008: $E61 +=  1  ;; integer values
0004: $E7F =  1  ;; integer values
0002: jump £Label08BBA7

:Label08BB99
01BC: put_object $E85 at $E8A $E8B $E8C

:Label08BBA7
00D6: if  0
0038:   $E80 ==  0  ;; integer values
004D: jump_if_false £Label08BBF1
00D6: if  0
0366: (unknown) $E86 
004D: jump_if_false £Label08BBE3
0108: destroy_object $E86
0008: $E61 +=  1  ;; integer values
0004: $E80 =  1  ;; integer values
0002: jump £Label08BBF1

:Label08BBE3
01BC: put_object $E86 at $E8A $E8B $E8C

:Label08BBF1
00D6: if  0
0038:   $F91 ==  0  ;; integer values
004D: jump_if_false £Label08BC17
01BD: $F8A = current_time_in_ms
0084: $F92 = $F8A  ;; integer values and handles
0004: $F91 =  1  ;; integer values

:Label08BC17
00D6: if  0
0038:   $F91 ==  1  ;; integer values
004D: jump_if_false £Label08BC39
0084: $F93 = $F8A  ;; integer values and handles
0060: $F93 -= $F92  ;; integer values

:Label08BC39
00D6: if  0
0028:   $F93 >=  2000  ;; integer values
004D: jump_if_false £Label08BD38
00D6: if  0
0038:   $E8E ==  0  ;; integer values
004D: jump_if_false £Label08BD38
0107: $E95 = create_object -132 (TAR_FRAME) at $E9B $E9C $E9D
0177: set_object $E95 z_angle_to  90.0
0107: $E96 = create_object -133 (TAR_DOWNLEFT) at $E9B $E9C $E9D
0177: set_object $E96 z_angle_to  90.0
0107: $E97 = create_object -134 (TAR_DOWNRIGHT) at $E9B $E9C $E9D
0177: set_object $E97 z_angle_to  90.0
0107: $E98 = create_object -135 (TAR_TOP) at $E9B $E9C $E9D
0177: set_object $E98 z_angle_to  90.0
0107: $E99 = create_object -136 (TAR_UPLEFT) at $E9B $E9C $E9D
0177: set_object $E99 z_angle_to  90.0
0107: $E9A = create_object -137 (TAR_UPRIGHT) at $E9B $E9C $E9D
0177: set_object $E9A z_angle_to  90.0
0004: $E8F =  0  ;; integer values
0004: $E90 =  0  ;; integer values
0004: $E91 =  0  ;; integer values
0004: $E92 =  0  ;; integer values
0004: $E93 =  0  ;; integer values
0004: $E94 =  0  ;; integer values
0004: $EA1 =  0  ;; integer values
0004: $E8E =  1  ;; integer values

:Label08BD38
00D6: if  0
0038:   $E8E ==  1  ;; integer values
004D: jump_if_false £Label08BE5B
00D6: if  0
0038:   $E8F ==  0  ;; integer values
004D: jump_if_false £Label08BDF4
00D6: if  0
8366:   NOT (unknown) $E95 
004D: jump_if_false £Label08BD7A
01BB: store_object $E95 position_to $E9E $E9F $EA0

:Label08BD7A
00D6: if  0
0038:   $EA1 ==  0  ;; integer values
004D: jump_if_false £Label08BDC0
00D6: if  0
0032:    1228.7 >= $E9F  ;; floating-point values
004D: jump_if_false £Label08BDAF
0004: $EA1 =  1  ;; integer values
0002: jump £Label08BDB9

:Label08BDAF
007E: $E9F -= unknown_inaccurate_float_timer  .02  ;; floating-point values

:Label08BDB9
0002: jump £Label08BDED

:Label08BDC0
00D6: if  0
0030:   $E9F >=  1236.5  ;; floating-point values
004D: jump_if_false £Label08BDE3
0004: $EA1 =  0  ;; integer values
0002: jump £Label08BDED

:Label08BDE3
0078: $E9F += unknown_inaccurate_float_timer  .02  ;; floating-point values

:Label08BDED
0002: jump £Label08BE5B

:Label08BDF4
00D6: if  0
8366:   NOT (unknown) $E95 
004D: jump_if_false £Label08BE5B
01BB: store_object $E95 position_to $E9E $E9F $EA0
00D6: if  0
0030:   $E9F >=  1239.0  ;; floating-point values
004D: jump_if_false £Label08BE51
00D6: if  0
8366:   NOT (unknown) $E95 
004D: jump_if_false £Label08BE3C
0108: destroy_object $E95

:Label08BE3C
0004: $E8E =  0  ;; integer values
0004: $F93 =  0  ;; integer values
0002: jump £Label08BE5B

:Label08BE51
0078: $E9F += unknown_inaccurate_float_timer  .06  ;; floating-point values

:Label08BE5B
00D6: if  0
0038:   $E8E ==  1  ;; integer values
004D: jump_if_false £Label08C06C
01BC: put_object $E95 at $E9E $E9F $EA0
00D6: if  0
0038:   $E8F ==  0  ;; integer values
004D: jump_if_false £Label08C06C
00D6: if  4
0038:   $E90 ==  1  ;; integer values
0038:   $E91 ==  1  ;; integer values
0038:   $E92 ==  1  ;; integer values
0038:   $E93 ==  1  ;; integer values
0038:   $E94 ==  1  ;; integer values
004D: jump_if_false £Label08BEFA
0008: $F95 +=  1  ;; integer values
0008: $E5A +=  1  ;; integer values
0008: $E5A +=  1  ;; integer values
0008: $E5A +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0004: $F93 =  0  ;; integer values
0004: $E8F =  1  ;; integer values

:Label08BEFA
00D6: if  0
0038:   $E90 ==  0  ;; integer values
004D: jump_if_false £Label08BF44
00D6: if  0
0366: (unknown) $E96 
004D: jump_if_false £Label08BF36
0108: destroy_object $E96
0008: $E61 +=  1  ;; integer values
0004: $E90 =  1  ;; integer values
0002: jump £Label08BF44

:Label08BF36
01BC: put_object $E96 at $E9E $E9F $EA0

:Label08BF44
00D6: if  0
0038:   $E91 ==  0  ;; integer values
004D: jump_if_false £Label08BF8E
00D6: if  0
0366: (unknown) $E97 
004D: jump_if_false £Label08BF80
0108: destroy_object $E97
0008: $E61 +=  1  ;; integer values
0004: $E91 =  1  ;; integer values
0002: jump £Label08BF8E

:Label08BF80
01BC: put_object $E97 at $E9E $E9F $EA0

:Label08BF8E
00D6: if  0
0038:   $E92 ==  0  ;; integer values
004D: jump_if_false £Label08BFD8
00D6: if  0
0366: (unknown) $E98 
004D: jump_if_false £Label08BFCA
0108: destroy_object $E98
0008: $E61 +=  1  ;; integer values
0004: $E92 =  1  ;; integer values
0002: jump £Label08BFD8

:Label08BFCA
01BC: put_object $E98 at $E9E $E9F $EA0

:Label08BFD8
00D6: if  0
0038:   $E93 ==  0  ;; integer values
004D: jump_if_false £Label08C022
00D6: if  0
0366: (unknown) $E99 
004D: jump_if_false £Label08C014
0108: destroy_object $E99
0008: $E61 +=  1  ;; integer values
0004: $E93 =  1  ;; integer values
0002: jump £Label08C022

:Label08C014
01BC: put_object $E99 at $E9E $E9F $EA0

:Label08C022
00D6: if  0
0038:   $E94 ==  0  ;; integer values
004D: jump_if_false £Label08C06C
00D6: if  0
0366: (unknown) $E9A 
004D: jump_if_false £Label08C05E
0108: destroy_object $E9A
0008: $E61 +=  1  ;; integer values
0004: $E94 =  1  ;; integer values
0002: jump £Label08C06C

:Label08C05E
01BC: put_object $E9A at $E9E $E9F $EA0

:Label08C06C
0002: jump £Label08B033

:Label08C073
018E: stop_sound $F7F
00D6: if  0
0038:   $F6B ==  1  ;; integer values
004D: jump_if_false £Label08C136

:Label08C08A
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label08C136
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08C0C3
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08C0C3
00D6: if  0
0118:   actor $F45 dead
004D: jump_if_false £Label08C0E9
00BC: text_highpriority "BJM2_12"  5000 ms  1  ;; ~r~One of the shooters is dead!
0002: jump £Label08F62C

:Label08C0E9
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08C12F
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08C12F
0002: jump £Label08C08A

:Label08C136
03D5: remove_text "BJM2_19"  ;; ~g~Hit as many targets as you can in the time limit!
03D5: remove_text "BJM2_20"  ;; ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
03D5: remove_text "BJM2_2"  ;; ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
03D5: remove_text "BNK2_3"  ;; AREA CLEAR!
0084: $F48 = $F47  ;; integer values and handles
0060: $F48 -= $E60  ;; integer values
01B8: set_player $PLAYER_CHAR armed_weapon_to  0
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object $F68
014F: stop_timer $E5D
01E3: text_1number_styled "BJM2_4" $E5A  3000 ms  1  ;; SCORE ROUND ONE: ~1~
00BC: text_highpriority "BJM2_9"  2000 ms  1  ;; ~g~Get to round two's starting point.
018A: $E5E = create_checkpoint_at -664.73  1269.09  9.81
0004: $7B =  1  ;; integer values

:Label08C1C0
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR $7B near_point_on_foot -664.73  1269.09  9.81 radius  2.0  2.0  2.0
004D: jump_if_false £Label08C28E
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08C21B
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08C21B
00D6: if  0
0118:   actor $F45 dead
004D: jump_if_false £Label08C241
00BC: text_highpriority "BJM2_12"  5000 ms  1  ;; ~r~One of the shooters is dead!
0002: jump £Label08F62C

:Label08C241
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08C287
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08C287
0002: jump £Label08C1C0

:Label08C28E
0164: disable_marker $E5E
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8118:   NOT   actor $F45 dead
004D: jump_if_false £Label08C2AF
01C2: remove_references_to_actor $F45  ;; Like turning an actor into a random pedestrian

:Label08C2AF
00D6: if  0
8118:   NOT   actor $F44 dead
004D: jump_if_false £Label08C2C9
0173: set_actor $F44 z_angle_to  270.0

:Label08C2C9
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0001: wait  500 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08C302
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08C302
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08C348
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08C348
04F4: unknown_actor $PLAYER_ACTOR mess_around_with_object $F69  0.0  0.0  1.0  0  60.0  17
017A: set_player $PLAYER_CHAR weapon  17 ammo_to  50
0004: $F49 =  50  ;; integer values
0108: destroy_object $E6D
0108: destroy_object $E6E
0108: destroy_object $E6F
0108: destroy_object $E70
0108: destroy_object $E71
0108: destroy_object $E72
0108: destroy_object $E81
0108: destroy_object $E82
0108: destroy_object $E83
0108: destroy_object $E84
0108: destroy_object $E85
0108: destroy_object $E86
0108: destroy_object $E95
0108: destroy_object $E96
0108: destroy_object $E97
0108: destroy_object $E98
0108: destroy_object $E99
0108: destroy_object $E9A
00BC: text_highpriority "BJM2_19"  8000 ms  1  ;; ~g~Hit as many targets as you can in the time limit!
0006:  16@ =  0  ;; integer values

:Label08C3E8
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label08C4A2
0001: wait  0 ms
00D6: if  0
0038:   $6D ==  1  ;; integer values
004D: jump_if_false £Label08C42F
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label08C42F
0002: jump £Label08C642

:Label08C42F
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08C455
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08C455
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08C49B
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08C49B
0002: jump £Label08C3E8

:Label08C4A2
00BC: text_highpriority "BJM2_20"  8000 ms  1  ;; ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
0006:  16@ =  0  ;; integer values

:Label08C4B8
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label08C572
0001: wait  0 ms
00D6: if  0
0038:   $6D ==  1  ;; integer values
004D: jump_if_false £Label08C4FF
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label08C4FF
0002: jump £Label08C642

:Label08C4FF
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08C525
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08C525
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08C56B
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08C56B
0002: jump £Label08C4B8

:Label08C572
00BC: text_highpriority "BJM2_27"  8000 ms  1  ;; ~g~All targets this round are worth one point.
0006:  16@ =  0  ;; integer values

:Label08C588
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label08C642
0001: wait  0 ms
00D6: if  0
0038:   $6D ==  1  ;; integer values
004D: jump_if_false £Label08C5CF
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label08C5CF
0002: jump £Label08C642

:Label08C5CF
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08C5F5
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08C5F5
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08C63B
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08C63B
0002: jump £Label08C588

:Label08C642
03CF: load_wav "BNK2_2" as  2
03CF: load_wav "BNK2_3" as  1

:Label08C65A
00D6: if  21
83D0:   NOT   wav  2 loaded
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label08C6E4
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08C697
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08C697
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08C6DD
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08C6DD
0002: jump £Label08C65A

:Label08C6E4
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03D1: play_wav  2
00BC: text_highpriority "BNK2_2"  4000 ms  1  ;; AIM 3-2-1 FIRE!

:Label08C6FE
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label08C784
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08C737
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08C737
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08C77D
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08C77D
0002: jump £Label08C6FE

:Label08C784
03D5: remove_text "BNK2_2"  ;; AIM 3-2-1 FIRE!
014E: set_timer_to $F4E type  1
018D: $F7F = create_sound  11 at -682.092  1273.931  10.818

:Label08C7AB
00D6: if  0
0038:   $EA3 ==  0  ;; integer values
004D: jump_if_false £Label08D618
0001: wait  0 ms
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08C807
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08C807
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £Label08C81F
0004: $EA3 =  1  ;; integer values

:Label08C81F
01BD: $EA5 = current_time_in_ms
00D6: if  0
0038:   $F50 ==  0  ;; integer values
004D: jump_if_false £Label08C84A
01BD: $EA5 = current_time_in_ms
0084: $F51 = $EA5  ;; integer values and handles
0004: $F50 =  1  ;; integer values

:Label08C84A
00D6: if  0
0038:   $F50 ==  1  ;; integer values
004D: jump_if_false £Label08C86C
0084: $F52 = $EA5  ;; integer values and handles
0060: $F52 -= $F51  ;; integer values

:Label08C86C
00D6: if  0
0028:   $F52 >=  500  ;; integer values
004D: jump_if_false £Label08CA5A
00D6: if  0
0038:   $EB1 ==  0  ;; integer values
004D: jump_if_false £Label08C8C6
029B: $EAA = init_object -130 (TAR_GUN1) at $EA6 $EA7 $EA8
0177: set_object $EAA z_angle_to $EA9
0004: $EAB =  0  ;; integer values
0004: $EAC =  0  ;; integer values
0004: $EB0 =  0  ;; integer values
0004: $EB1 =  1  ;; integer values

:Label08C8C6
00D6: if  0
0038:   $EB1 ==  1  ;; integer values
004D: jump_if_false £Label08CA5A
00D6: if  1
0038:   $EAB ==  0  ;; integer values
0038:   $EAC ==  0  ;; integer values
004D: jump_if_false £Label08CA5A
00D6: if  0
8366:   NOT (unknown) $EAA 
004D: jump_if_false £Label08CA10
01BB: store_object $EAA position_to $EAD $EAE $EAF
00D6: if  0
0038:   $EB0 ==  0  ;; integer values
004D: jump_if_false £Label08C96D
00D6: if  0
0022:    1271.36 > $EAE  ;; floating-point values
004D: jump_if_false £Label08C947
0078: $EAE += unknown_inaccurate_float_timer  .02  ;; floating-point values
0002: jump £Label08C96D

:Label08C947
00D6: if  0
0038:   $EB0 ==  0  ;; integer values
004D: jump_if_false £Label08C96D
01BD: $EA5 = current_time_in_ms
0084: $EB3 = $EA5  ;; integer values and handles
0004: $EB0 =  1  ;; integer values

:Label08C96D
00D6: if  0
0038:   $EB0 ==  1  ;; integer values
004D: jump_if_false £Label08C9E2
0084: $EB2 = $EA5  ;; integer values and handles
0060: $EB2 -= $EB3  ;; integer values
00D6: if  0
0028:   $EB2 >=  800  ;; integer values
004D: jump_if_false £Label08C9E2
00D6: if  0
0020:   $EAE >  1268.74  ;; floating-point values
004D: jump_if_false £Label08C9C8
007E: $EAE -= unknown_inaccurate_float_timer  .02  ;; floating-point values
0002: jump £Label08C9E2

:Label08C9C8
0108: destroy_object $EAA
0004: $EB1 =  0  ;; integer values
0004: $F50 =  0  ;; integer values
0004: $EAC =  1  ;; integer values

:Label08C9E2
00D6: if  1
0038:   $EAC ==  0  ;; integer values
0038:   $EAB ==  0  ;; integer values
004D: jump_if_false £Label08CA09
01BC: put_object $EAA at $EAD $EAE $EAF

:Label08CA09
0002: jump £Label08CA5A

:Label08CA10
00D6: if  0
0038:   $EAC ==  0  ;; integer values
004D: jump_if_false £Label08CA5A
00D6: if  0
0366: (unknown) $EAA 
004D: jump_if_false £Label08CA5A
0008: $EA2 +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0108: destroy_object $EAA
0004: $F50 =  0  ;; integer values
0004: $EB1 =  0  ;; integer values
0004: $EAB =  1  ;; integer values

:Label08CA5A
00D6: if  0
0038:   $F53 ==  0  ;; integer values
004D: jump_if_false £Label08CA80
01BD: $EA5 = current_time_in_ms
0084: $F54 = $EA5  ;; integer values and handles
0004: $F53 =  1  ;; integer values

:Label08CA80
00D6: if  0
0038:   $F53 ==  1  ;; integer values
004D: jump_if_false £Label08CAA2
0084: $F55 = $EA5  ;; integer values and handles
0060: $F55 -= $F54  ;; integer values

:Label08CAA2
00D6: if  0
0028:   $F55 >=  4000  ;; integer values
004D: jump_if_false £Label08CAFC
00D6: if  0
0038:   $EBF ==  0  ;; integer values
004D: jump_if_false £Label08CAFC
029B: $EB8 = init_object -131 (TAR_GUN2) at $EB4 $EB5 $EB6
0177: set_object $EB8 z_angle_to $EB7
0004: $EB9 =  0  ;; integer values
0004: $EBA =  0  ;; integer values
0004: $EBE =  0  ;; integer values
0004: $EBF =  1  ;; integer values

:Label08CAFC
00D6: if  0
0038:   $EBF ==  1  ;; integer values
004D: jump_if_false £Label08CC90
00D6: if  1
0038:   $EB9 ==  0  ;; integer values
0038:   $EBA ==  0  ;; integer values
004D: jump_if_false £Label08CC90
00D6: if  0
8366:   NOT (unknown) $EB8 
004D: jump_if_false £Label08CC46
01BB: store_object $EB8 position_to $EBB $EBC $EBD
00D6: if  0
0038:   $EBE ==  0  ;; integer values
004D: jump_if_false £Label08CBA3
00D6: if  0
0022:    1273.73 > $EBC  ;; floating-point values
004D: jump_if_false £Label08CB7D
0078: $EBC += unknown_inaccurate_float_timer  .02  ;; floating-point values
0002: jump £Label08CBA3

:Label08CB7D
00D6: if  0
0038:   $EBE ==  0  ;; integer values
004D: jump_if_false £Label08CBA3
01BD: $EA5 = current_time_in_ms
0084: $EC1 = $EA5  ;; integer values and handles
0004: $EBE =  1  ;; integer values

:Label08CBA3
00D6: if  0
0038:   $EBE ==  1  ;; integer values
004D: jump_if_false £Label08CC18
0084: $EC0 = $EA5  ;; integer values and handles
0060: $EC0 -= $EC1  ;; integer values
00D6: if  0
0028:   $EC0 >=  1000  ;; integer values
004D: jump_if_false £Label08CC18
00D6: if  0
0020:   $EBC >  1272.55  ;; floating-point values
004D: jump_if_false £Label08CBFE
007E: $EBC -= unknown_inaccurate_float_timer  .02  ;; floating-point values
0002: jump £Label08CC18

:Label08CBFE
0108: destroy_object $EB8
0004: $F53 =  0  ;; integer values
0004: $EBF =  0  ;; integer values
0004: $EBA =  1  ;; integer values

:Label08CC18
00D6: if  1
0038:   $EBA ==  0  ;; integer values
0038:   $EB9 ==  0  ;; integer values
004D: jump_if_false £Label08CC3F
01BC: put_object $EB8 at $EBB $EBC $EBD

:Label08CC3F
0002: jump £Label08CC90

:Label08CC46
00D6: if  0
0038:   $EBA ==  0  ;; integer values
004D: jump_if_false £Label08CC90
00D6: if  0
0366: (unknown) $EB8 
004D: jump_if_false £Label08CC90
0008: $EA2 +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0108: destroy_object $EB8
0004: $F53 =  0  ;; integer values
0004: $EBF =  0  ;; integer values
0004: $EB9 =  1  ;; integer values

:Label08CC90
00D6: if  0
0038:   $F56 ==  0  ;; integer values
004D: jump_if_false £Label08CCB6
01BD: $EA5 = current_time_in_ms
0084: $F57 = $EA5  ;; integer values and handles
0004: $F56 =  1  ;; integer values

:Label08CCB6
00D6: if  0
0038:   $F56 ==  1  ;; integer values
004D: jump_if_false £Label08CCD8
0084: $F58 = $EA5  ;; integer values and handles
0060: $F58 -= $F57  ;; integer values

:Label08CCD8
00D6: if  0
0028:   $F58 >=  1300  ;; integer values
004D: jump_if_false £Label08CD32
00D6: if  0
0038:   $ECD ==  0  ;; integer values
004D: jump_if_false £Label08CD32
029B: $EC6 = init_object -130 (TAR_GUN1) at $EC2 $EC3 $EC4
0177: set_object $EC6 z_angle_to $EC5
0004: $EC7 =  0  ;; integer values
0004: $EC8 =  0  ;; integer values
0004: $ECC =  0  ;; integer values
0004: $ECD =  1  ;; integer values

:Label08CD32
00D6: if  0
0038:   $ECD ==  1  ;; integer values
004D: jump_if_false £Label08CEC6
00D6: if  1
0038:   $EC7 ==  0  ;; integer values
0038:   $EC8 ==  0  ;; integer values
004D: jump_if_false £Label08CEC6
00D6: if  0
8366:   NOT (unknown) $EC6 
004D: jump_if_false £Label08CE7C
01BB: store_object $EC6 position_to $EC9 $ECA $ECB
00D6: if  0
0038:   $ECC ==  0  ;; integer values
004D: jump_if_false £Label08CDD9
00D6: if  0
0022:    1276.8 > $ECA  ;; floating-point values
004D: jump_if_false £Label08CDB3
0078: $ECA += unknown_inaccurate_float_timer  .02  ;; floating-point values
0002: jump £Label08CDD9

:Label08CDB3
00D6: if  0
0038:   $ECC ==  0  ;; integer values
004D: jump_if_false £Label08CDD9
01BD: $EA5 = current_time_in_ms
0084: $ECF = $EA5  ;; integer values and handles
0004: $ECC =  1  ;; integer values

:Label08CDD9
00D6: if  0
0038:   $ECC ==  1  ;; integer values
004D: jump_if_false £Label08CE4E
0084: $ECE = $EA5  ;; integer values and handles
0060: $ECE -= $ECF  ;; integer values
00D6: if  0
0028:   $ECE >=  1500  ;; integer values
004D: jump_if_false £Label08CE4E
00D6: if  0
0020:   $ECA >  1275.01  ;; floating-point values
004D: jump_if_false £Label08CE34
007E: $ECA -= unknown_inaccurate_float_timer  .02  ;; floating-point values
0002: jump £Label08CE4E

:Label08CE34
0108: destroy_object $EC6
0004: $F56 =  0  ;; integer values
0004: $ECD =  0  ;; integer values
0004: $EC8 =  1  ;; integer values

:Label08CE4E
00D6: if  1
0038:   $EC8 ==  0  ;; integer values
0038:   $EC7 ==  0  ;; integer values
004D: jump_if_false £Label08CE75
01BC: put_object $EC6 at $EC9 $ECA $ECB

:Label08CE75
0002: jump £Label08CEC6

:Label08CE7C
00D6: if  0
0038:   $EC8 ==  0  ;; integer values
004D: jump_if_false £Label08CEC6
00D6: if  0
0366: (unknown) $EC6 
004D: jump_if_false £Label08CEC6
0008: $EA2 +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0108: destroy_object $EC6
0004: $F56 =  0  ;; integer values
0004: $ECD =  0  ;; integer values
0004: $EC7 =  1  ;; integer values

:Label08CEC6
00D6: if  0
0038:   $F59 ==  0  ;; integer values
004D: jump_if_false £Label08CEEC
01BD: $EA5 = current_time_in_ms
0084: $F5A = $EA5  ;; integer values and handles
0004: $F59 =  1  ;; integer values

:Label08CEEC
00D6: if  0
0038:   $F59 ==  1  ;; integer values
004D: jump_if_false £Label08CF0E
0084: $F5B = $EA5  ;; integer values and handles
0060: $F5B -= $F5A  ;; integer values

:Label08CF0E
00D6: if  0
0028:   $F5B >=  2800  ;; integer values
004D: jump_if_false £Label08CF68
00D6: if  0
0038:   $EDB ==  0  ;; integer values
004D: jump_if_false £Label08CF68
029B: $ED4 = init_object -131 (TAR_GUN2) at $ED0 $ED1 $ED2
0177: set_object $ED4 z_angle_to $ED3
0004: $ED5 =  0  ;; integer values
0004: $ED6 =  0  ;; integer values
0004: $EDA =  0  ;; integer values
0004: $EDB =  1  ;; integer values

:Label08CF68
00D6: if  0
0038:   $EDB ==  1  ;; integer values
004D: jump_if_false £Label08D0FC
00D6: if  1
0038:   $ED5 ==  0  ;; integer values
0038:   $ED6 ==  0  ;; integer values
004D: jump_if_false £Label08D0FC
00D6: if  0
8366:   NOT (unknown) $ED4 
004D: jump_if_false £Label08D0B2
01BB: store_object $ED4 position_to $ED7 $ED8 $ED9
00D6: if  0
0038:   $EDA ==  0  ;; integer values
004D: jump_if_false £Label08D00F
00D6: if  0
0020:   $ED8 >  1276.8  ;; floating-point values
004D: jump_if_false £Label08CFE9
007E: $ED8 -= unknown_inaccurate_float_timer  .02  ;; floating-point values
0002: jump £Label08D00F

:Label08CFE9
00D6: if  0
0038:   $EDA ==  0  ;; integer values
004D: jump_if_false £Label08D00F
01BD: $EA5 = current_time_in_ms
0084: $EDD = $EA5  ;; integer values and handles
0004: $EDA =  1  ;; integer values

:Label08D00F
00D6: if  0
0038:   $EDA ==  1  ;; integer values
004D: jump_if_false £Label08D084
0084: $EDC = $EA5  ;; integer values and handles
0060: $EDC -= $EDD  ;; integer values
00D6: if  0
0028:   $EDC >=  1250  ;; integer values
004D: jump_if_false £Label08D084
00D6: if  0
0022:    1281.1 > $ED8  ;; floating-point values
004D: jump_if_false £Label08D06A
0078: $ED8 += unknown_inaccurate_float_timer  .02  ;; floating-point values
0002: jump £Label08D084

:Label08D06A
0108: destroy_object $ED4
0004: $F59 =  0  ;; integer values
0004: $EDB =  0  ;; integer values
0004: $ED6 =  1  ;; integer values

:Label08D084
00D6: if  1
0038:   $ED6 ==  0  ;; integer values
0038:   $ED5 ==  0  ;; integer values
004D: jump_if_false £Label08D0AB
01BC: put_object $ED4 at $ED7 $ED8 $ED9

:Label08D0AB
0002: jump £Label08D0FC

:Label08D0B2
00D6: if  0
0038:   $ED6 ==  0  ;; integer values
004D: jump_if_false £Label08D0FC
00D6: if  0
0366: (unknown) $ED4 
004D: jump_if_false £Label08D0FC
0008: $EA2 +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0108: destroy_object $ED4
0004: $F59 =  0  ;; integer values
0004: $EDB =  0  ;; integer values
0004: $ED5 =  1  ;; integer values

:Label08D0FC
00D6: if  0
0038:   $F5C ==  0  ;; integer values
004D: jump_if_false £Label08D122
01BD: $EA5 = current_time_in_ms
0084: $F5D = $EA5  ;; integer values and handles
0004: $F5C =  1  ;; integer values

:Label08D122
00D6: if  0
0038:   $F5C ==  1  ;; integer values
004D: jump_if_false £Label08D144
0084: $F5E = $EA5  ;; integer values and handles
0060: $F5E -= $F5D  ;; integer values

:Label08D144
00D6: if  0
0028:   $F5E >=  600  ;; integer values
004D: jump_if_false £Label08D19E
00D6: if  0
0038:   $EE9 ==  0  ;; integer values
004D: jump_if_false £Label08D19E
029B: $EE2 = init_object -130 (TAR_GUN1) at $EDE $EDF $EE0
0177: set_object $EE2 z_angle_to $EE1
0004: $EE3 =  0  ;; integer values
0004: $EE4 =  0  ;; integer values
0004: $EE8 =  0  ;; integer values
0004: $EE9 =  1  ;; integer values

:Label08D19E
00D6: if  0
0038:   $EE9 ==  1  ;; integer values
004D: jump_if_false £Label08D332
00D6: if  1
0038:   $EE3 ==  0  ;; integer values
0038:   $EE4 ==  0  ;; integer values
004D: jump_if_false £Label08D332
00D6: if  0
8366:   NOT (unknown) $EE2 
004D: jump_if_false £Label08D2E8
01BB: store_object $EE2 position_to $EE5 $EE6 $EE7
00D6: if  0
0038:   $EE8 ==  0  ;; integer values
004D: jump_if_false £Label08D245
00D6: if  0
0020:   $EE6 >  1273.87  ;; floating-point values
004D: jump_if_false £Label08D21F
007E: $EE6 -= unknown_inaccurate_float_timer  .02  ;; floating-point values
0002: jump £Label08D245

:Label08D21F
00D6: if  0
0038:   $EE8 ==  0  ;; integer values
004D: jump_if_false £Label08D245
01BD: $EA5 = current_time_in_ms
0084: $EEB = $EA5  ;; integer values and handles
0004: $EE8 =  1  ;; integer values

:Label08D245
00D6: if  0
0038:   $EE8 ==  1  ;; integer values
004D: jump_if_false £Label08D2BA
0084: $EEA = $EA5  ;; integer values and handles
0060: $EEA -= $EEB  ;; integer values
00D6: if  0
0028:   $EEA >=  1500  ;; integer values
004D: jump_if_false £Label08D2BA
00D6: if  0
0022:    1275.25 > $EE6  ;; floating-point values
004D: jump_if_false £Label08D2A0
0078: $EE6 += unknown_inaccurate_float_timer  .02  ;; floating-point values
0002: jump £Label08D2BA

:Label08D2A0
0108: destroy_object $EE2
0004: $F5C =  0  ;; integer values
0004: $EE9 =  0  ;; integer values
0004: $EE4 =  1  ;; integer values

:Label08D2BA
00D6: if  1
0038:   $EE4 ==  0  ;; integer values
0038:   $EE3 ==  0  ;; integer values
004D: jump_if_false £Label08D2E1
01BC: put_object $EE2 at $EE5 $EE6 $EE7

:Label08D2E1
0002: jump £Label08D332

:Label08D2E8
00D6: if  0
0038:   $EE4 ==  0  ;; integer values
004D: jump_if_false £Label08D332
00D6: if  0
0366: (unknown) $EE2 
004D: jump_if_false £Label08D332
0008: $EA2 +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0108: destroy_object $EE2
0004: $F5C =  0  ;; integer values
0004: $EE9 =  0  ;; integer values
0004: $EE3 =  1  ;; integer values

:Label08D332
00D6: if  0
0038:   $F5F ==  0  ;; integer values
004D: jump_if_false £Label08D358
01BD: $EA5 = current_time_in_ms
0084: $F60 = $EA5  ;; integer values and handles
0004: $F5F =  1  ;; integer values

:Label08D358
00D6: if  0
0038:   $F5F ==  1  ;; integer values
004D: jump_if_false £Label08D37A
0084: $F61 = $EA5  ;; integer values and handles
0060: $F61 -= $F60  ;; integer values

:Label08D37A
00D6: if  0
0028:   $F61 >=  2000  ;; integer values
004D: jump_if_false £Label08D3D4
00D6: if  0
0038:   $EF7 ==  0  ;; integer values
004D: jump_if_false £Label08D3D4
029B: $EF0 = init_object -130 (TAR_GUN1) at $EEC $EED $EEE
0177: set_object $EF0 z_angle_to $EEF
0004: $EF1 =  0  ;; integer values
0004: $EF2 =  0  ;; integer values
0004: $EF6 =  0  ;; integer values
0004: $EF7 =  1  ;; integer values

:Label08D3D4
00D6: if  0
0038:   $EF7 ==  1  ;; integer values
004D: jump_if_false £Label08D568
00D6: if  1
0038:   $EF1 ==  0  ;; integer values
0038:   $EF2 ==  0  ;; integer values
004D: jump_if_false £Label08D568
00D6: if  0
8366:   NOT (unknown) $EF0 
004D: jump_if_false £Label08D51E
01BB: store_object $EF0 position_to $EF3 $EF4 $EF5
00D6: if  0
0038:   $EF6 ==  0  ;; integer values
004D: jump_if_false £Label08D47B
00D6: if  0
0020:   $EF4 >  1270.67  ;; floating-point values
004D: jump_if_false £Label08D455
007E: $EF4 -= unknown_inaccurate_float_timer  .02  ;; floating-point values
0002: jump £Label08D47B

:Label08D455
00D6: if  0
0038:   $EF6 ==  0  ;; integer values
004D: jump_if_false £Label08D47B
01BD: $EA5 = current_time_in_ms
0084: $EF9 = $EA5  ;; integer values and handles
0004: $EF6 =  1  ;; integer values

:Label08D47B
00D6: if  0
0038:   $EF6 ==  1  ;; integer values
004D: jump_if_false £Label08D4F0
0084: $EF8 = $EA5  ;; integer values and handles
0060: $EF8 -= $EF9  ;; integer values
00D6: if  0
0028:   $EF8 >=  500  ;; integer values
004D: jump_if_false £Label08D4F0
00D6: if  0
0022:    1272.29 > $EF4  ;; floating-point values
004D: jump_if_false £Label08D4D6
0078: $EF4 += unknown_inaccurate_float_timer  .02  ;; floating-point values
0002: jump £Label08D4F0

:Label08D4D6
0108: destroy_object $EF0
0004: $F5F =  0  ;; integer values
0004: $EF7 =  0  ;; integer values
0004: $EF2 =  1  ;; integer values

:Label08D4F0
00D6: if  1
0038:   $EF2 ==  0  ;; integer values
0038:   $EF1 ==  0  ;; integer values
004D: jump_if_false £Label08D517
01BC: put_object $EF0 at $EF3 $EF4 $EF5

:Label08D517
0002: jump £Label08D568

:Label08D51E
00D6: if  0
0038:   $EF2 ==  0  ;; integer values
004D: jump_if_false £Label08D568
00D6: if  0
0366: (unknown) $EF0 
004D: jump_if_false £Label08D568
0008: $EA2 +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0108: destroy_object $EF0
0004: $F5F =  0  ;; integer values
0004: $EF7 =  0  ;; integer values
0004: $EF1 =  1  ;; integer values

:Label08D568
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08D58E
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08D58E
0110: clear_player $PLAYER_CHAR wanted_level
0419: $EA4 = player $PLAYER_CHAR weapon  17 ammo
00D6: if  21
0038:   $F4E ==  0  ;; integer values
0038:   $EA4 ==  0  ;; integer values
004D: jump_if_false £Label08D611
00D6: if  0
0038:   $F83 ==  0  ;; integer values
004D: jump_if_false £Label08D5DD
0006:  16@ =  0  ;; integer values
0004: $F83 =  1  ;; integer values
0002: jump £Label08D611

:Label08D5DD
00D6: if  0
0019:    16@ >  200  ;; integer values
004D: jump_if_false £Label08D611
03D1: play_wav  1
00BC: text_highpriority "BNK2_3"  5000 ms  1  ;; AREA CLEAR!
0004: $F6C =  1  ;; integer values
0004: $EA3 =  1  ;; integer values

:Label08D611
0002: jump £Label08C7AB

:Label08D618
018E: stop_sound $F7F
00D6: if  0
0038:   $F6C ==  1  ;; integer values
004D: jump_if_false £Label08D6B5

:Label08D62F
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label08D6B5
0001: wait  0 ms
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08D688
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08D688
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08D6AE
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08D6AE
0002: jump £Label08D62F

:Label08D6B5
01E3: text_1number_styled "BJM2_6" $EA2  5000 ms  1  ;; SCORE ROUND TWO: ~1~
0084: $E62 = $EA2  ;; integer values and handles
03D5: remove_text "BNK2_3"  ;; AREA CLEAR!
0084: $F4A = $F49  ;; integer values and handles
0060: $F4A -= $EA4  ;; integer values
01B8: set_player $PLAYER_CHAR armed_weapon_to  0
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object $F69
00A1: put_actor $PLAYER_ACTOR at -664.73  1269.09  9.81
014F: stop_timer $F4E
00BC: text_highpriority "BJM2_14"  5000 ms  1  ;; ~g~Move on to the next area!
018A: $F43 = create_checkpoint_at -677.75  1272.03  9.81
03CF: load_wav "BNK2_3" as  1
03CF: load_wav "BNK2_2" as  2
0004: $7B =  1  ;; integer values

:Label08D755
00D6: if  22
80F6:   NOT   player $PLAYER_CHAR $7B near_point_on_foot -677.75  1272.03  9.81 radius  2.0  2.0  2.0
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label08D805
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08D7B8
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08D7B8
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08D7FE
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08D7FE
0002: jump £Label08D755

:Label08D805
0164: disable_marker $F43
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0001: wait  500 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08D84A
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08D84A
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08D890
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08D890
04F4: unknown_actor $PLAYER_ACTOR mess_around_with_object $F6A  0.0  0.0  1.0  0  50.0  17
017A: set_player $PLAYER_CHAR weapon  17 ammo_to  30
0004: $F4B =  30  ;; integer values
03D6: remove_big_text "BJM2_6"  ;; SCORE ROUND TWO: ~1~
0108: destroy_object $EAA
0108: destroy_object $EB8
0108: destroy_object $EC6
0108: destroy_object $ED4
0108: destroy_object $EE2
0108: destroy_object $EF0
00BC: text_highpriority "BJM2_19"  8000 ms  1  ;; ~g~Hit as many targets as you can in the time limit!
0006:  16@ =  0  ;; integer values

:Label08D8FE
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label08D9B8
0001: wait  0 ms
00D6: if  0
0038:   $6D ==  1  ;; integer values
004D: jump_if_false £Label08D945
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label08D945
0002: jump £Label08DB58

:Label08D945
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08D96B
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08D96B
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08D9B1
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08D9B1
0002: jump £Label08D8FE

:Label08D9B8
00BC: text_highpriority "BJM2_20"  8000 ms  1  ;; ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
0006:  16@ =  0  ;; integer values

:Label08D9CE
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label08DA88
0001: wait  0 ms
00D6: if  0
0038:   $6D ==  1  ;; integer values
004D: jump_if_false £Label08DA15
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label08DA15
0002: jump £Label08DB58

:Label08DA15
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08DA3B
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08DA3B
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08DA81
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08DA81
0002: jump £Label08D9CE

:Label08DA88
00BC: text_highpriority "BJM2_27"  8000 ms  1  ;; ~g~All targets this round are worth one point.
0006:  16@ =  0  ;; integer values

:Label08DA9E
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label08DB58
0001: wait  0 ms
00D6: if  0
0038:   $6D ==  1  ;; integer values
004D: jump_if_false £Label08DAE5
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label08DAE5
0002: jump £Label08DB58

:Label08DAE5
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08DB0B
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08DB0B
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08DB51
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08DB51
0002: jump £Label08DA9E

:Label08DB58
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03D1: play_wav  2
00BC: text_highpriority "BNK2_2"  4000 ms  1  ;; AIM 3-2-1 FIRE!

:Label08DB72
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label08DBF8
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08DBAB
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08DBAB
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08DBF1
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08DBF1
0002: jump £Label08DB72

:Label08DBF8
03D5: remove_text "BNK2_2"  ;; AIM 3-2-1 FIRE!
0006:  17@ =  0  ;; integer values
014E: set_timer_to $F4F type  1
018D: $F7F = create_sound  11 at -670.111  1291.234  10.818

:Label08DC26
00D6: if  0
0038:   $EFB ==  0  ;; integer values
004D: jump_if_false £Label08EABD
0001: wait  0 ms
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08DC82
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08DC82
00D6: if  0
0038:   $F75 ==  0  ;; integer values
004D: jump_if_false £Label08DD95
00D6: if  0
0038:   $F6E ==  0  ;; integer values
004D: jump_if_false £Label08DCC5
0004: $F74 =  0  ;; integer values
0209: $F74 = random_int  1  8
0084: $F71 = $F74  ;; integer values and handles
0004: $F6E =  1  ;; integer values

:Label08DCC5
00D6: if  0
0038:   $F6E ==  1  ;; integer values
004D: jump_if_false £Label08DD29
00D6: if  0
0038:   $F6F ==  0  ;; integer values
004D: jump_if_false £Label08DD29
0004: $F74 =  0  ;; integer values
0209: $F74 = random_int  1  8
00D6: if  0
803A:   NOT   $F74 == $F71  ;; integer values and handles
004D: jump_if_false £Label08DD22
0084: $F72 = $F74  ;; integer values and handles
0004: $F6F =  1  ;; integer values
0002: jump £Label08DD29

:Label08DD22
0004: $F6F =  0  ;; integer values

:Label08DD29
00D6: if  0
0038:   $F6F ==  1  ;; integer values
004D: jump_if_false £Label08DD95
00D6: if  0
0038:   $F70 ==  0  ;; integer values
004D: jump_if_false £Label08DD95
0004: $F74 =  0  ;; integer values
0209: $F74 = random_int  1  8
00D6: if  1
803A:   NOT   $F74 == $F71  ;; integer values and handles
803A:   NOT   $F74 == $F72  ;; integer values and handles
004D: jump_if_false £Label08DD8E
0084: $F73 = $F74  ;; integer values and handles
0004: $F70 =  1  ;; integer values
0002: jump £Label08DD95

:Label08DD8E
0004: $F70 =  0  ;; integer values

:Label08DD95
00D6: if  2
0038:   $F6E ==  1  ;; integer values
0038:   $F6F ==  1  ;; integer values
0038:   $F70 ==  1  ;; integer values
004D: jump_if_false £Label08DDBC
0004: $F75 =  1  ;; integer values

:Label08DDBC
00D6: if  0
0038:   $F76 ==  3  ;; integer values
004D: jump_if_false £Label08DE45
0004: $EFE =  0  ;; integer values
0004: $F08 =  0  ;; integer values
0004: $F12 =  0  ;; integer values
0004: $F1C =  0  ;; integer values
0004: $F26 =  0  ;; integer values
0004: $F30 =  0  ;; integer values
0004: $F3A =  0  ;; integer values
0004: $F85 =  0  ;; integer values
0004: $F86 =  0  ;; integer values
0004: $F87 =  0  ;; integer values
0004: $F88 =  0  ;; integer values
0004: $F89 =  0  ;; integer values
0004: $F6E =  0  ;; integer values
0004: $F6F =  0  ;; integer values
0004: $F70 =  0  ;; integer values
0004: $F75 =  0  ;; integer values
0004: $F76 =  0  ;; integer values

:Label08DE45
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £Label08DE5D
0004: $EFB =  1  ;; integer values

:Label08DE5D
00D6: if  0
0038:   $F75 ==  1  ;; integer values
004D: jump_if_false £Label08EA0D
00D6: if  22
0038:   $F71 ==  1  ;; integer values
0038:   $F72 ==  1  ;; integer values
0038:   $F73 ==  1  ;; integer values
004D: jump_if_false £Label08DED8
00D6: if  0
0038:   $EFE ==  0  ;; integer values
004D: jump_if_false £Label08DED8
029B: $EFD = init_object -131 (TAR_GUN2) at $F04 $F05 $F06
0177: set_object $EFD z_angle_to  0.0
0004: $F77 =  0  ;; integer values
0004: $EFF =  0  ;; integer values
0004: $F03 =  0  ;; integer values
0004: $EFE =  1  ;; integer values

:Label08DED8
00D6: if  0
0038:   $EFE ==  1  ;; integer values
004D: jump_if_false £Label08E006
00D6: if  0
0038:   $EFF ==  0  ;; integer values
004D: jump_if_false £Label08E006
00D6: if  0
8366:   NOT (unknown) $EFD 
004D: jump_if_false £Label08DFD5
01BB: store_object $EFD position_to $F00 $F01 $F02
00D6: if  0
0038:   $F03 ==  0  ;; integer values
004D: jump_if_false £Label08DF60
00D6: if  0
0032:   -676.53 >= $F00  ;; floating-point values
004D: jump_if_false £Label08DF4F
0004: $F03 =  1  ;; integer values
0002: jump £Label08DF59

:Label08DF4F
007E: $F00 -= unknown_inaccurate_float_timer  .03  ;; floating-point values

:Label08DF59
0002: jump £Label08DF94

:Label08DF60
00D6: if  0
0030:   $F00 >= -674.16  ;; floating-point values
004D: jump_if_false £Label08DF8A
0004: $F77 =  1  ;; integer values
0004: $F03 =  0  ;; integer values
0002: jump £Label08DF94

:Label08DF8A
0078: $F00 += unknown_inaccurate_float_timer  .03  ;; floating-point values

:Label08DF94
00D6: if  0
0038:   $F77 ==  1  ;; integer values
004D: jump_if_false £Label08DFC0
0108: destroy_object $EFD
0008: $F76 +=  1  ;; integer values
0004: $EFF =  1  ;; integer values
0002: jump £Label08DFCE

:Label08DFC0
01BC: put_object $EFD at $F00 $F01 $F02

:Label08DFCE
0002: jump £Label08E006

:Label08DFD5
00D6: if  0
0366: (unknown) $EFD 
004D: jump_if_false £Label08E006
0108: destroy_object $EFD
0008: $EFA +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0008: $F76 +=  1  ;; integer values
0004: $EFF =  1  ;; integer values

:Label08E006
00D6: if  22
0038:   $F71 ==  2  ;; integer values
0038:   $F72 ==  2  ;; integer values
0038:   $F73 ==  2  ;; integer values
004D: jump_if_false £Label08E06F
00D6: if  0
0038:   $F08 ==  0  ;; integer values
004D: jump_if_false £Label08E06F
029B: $F07 = init_object -130 (TAR_GUN1) at $F0E $F0F $F10
0177: set_object $F07 z_angle_to  0.0
0004: $F78 =  0  ;; integer values
0004: $F09 =  0  ;; integer values
0004: $F0D =  0  ;; integer values
0004: $F08 =  1  ;; integer values

:Label08E06F
00D6: if  0
0038:   $F08 ==  1  ;; integer values
004D: jump_if_false £Label08E19D
00D6: if  0
0038:   $F09 ==  0  ;; integer values
004D: jump_if_false £Label08E19D
00D6: if  0
8366:   NOT (unknown) $F07 
004D: jump_if_false £Label08E16C
01BB: store_object $F07 position_to $F0A $F0B $F0C
00D6: if  0
0038:   $F0D ==  0  ;; integer values
004D: jump_if_false £Label08E0F7
00D6: if  0
0032:   -677.95 >= $F0A  ;; floating-point values
004D: jump_if_false £Label08E0E6
0004: $F0D =  1  ;; integer values
0002: jump £Label08E0F0

:Label08E0E6
007E: $F0A -= unknown_inaccurate_float_timer  .04  ;; floating-point values

:Label08E0F0
0002: jump £Label08E12B

:Label08E0F7
00D6: if  0
0030:   $F0A >= -673.46  ;; floating-point values
004D: jump_if_false £Label08E121
0004: $F78 =  1  ;; integer values
0004: $F0D =  0  ;; integer values
0002: jump £Label08E12B

:Label08E121
0078: $F0A += unknown_inaccurate_float_timer  .04  ;; floating-point values

:Label08E12B
00D6: if  0
0038:   $F78 ==  1  ;; integer values
004D: jump_if_false £Label08E157
0108: destroy_object $F07
0008: $F76 +=  1  ;; integer values
0004: $F09 =  1  ;; integer values
0002: jump £Label08E165

:Label08E157
01BC: put_object $F07 at $F0A $F0B $F0C

:Label08E165
0002: jump £Label08E19D

:Label08E16C
00D6: if  0
0366: (unknown) $F07 
004D: jump_if_false £Label08E19D
0108: destroy_object $F07
0008: $EFA +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0008: $F76 +=  1  ;; integer values
0004: $F09 =  1  ;; integer values

:Label08E19D
00D6: if  22
0038:   $F71 ==  3  ;; integer values
0038:   $F72 ==  3  ;; integer values
0038:   $F73 ==  3  ;; integer values
004D: jump_if_false £Label08E206
00D6: if  0
0038:   $F12 ==  0  ;; integer values
004D: jump_if_false £Label08E206
029B: $F11 = init_object -130 (TAR_GUN1) at $F18 $F19 $F1A
0177: set_object $F11 z_angle_to  0.0
0004: $F79 =  0  ;; integer values
0004: $F13 =  0  ;; integer values
0004: $F17 =  0  ;; integer values
0004: $F12 =  1  ;; integer values

:Label08E206
00D6: if  0
0038:   $F12 ==  1  ;; integer values
004D: jump_if_false £Label08E34D
00D6: if  0
0038:   $F13 ==  0  ;; integer values
004D: jump_if_false £Label08E34D
00D6: if  0
8366:   NOT (unknown) $F11 
004D: jump_if_false £Label08E31C
01BB: store_object $F11 position_to $F14 $F15 $F16
00D6: if  0
0038:   $F17 ==  0  ;; integer values
004D: jump_if_false £Label08E2A7
00D6: if  0
0032:   -683.24 >= $F14  ;; floating-point values
004D: jump_if_false £Label08E296
00D6: if  0
0038:   $F85 ==  1  ;; integer values
004D: jump_if_false £Label08E288
0004: $F79 =  1  ;; integer values

:Label08E288
0004: $F17 =  1  ;; integer values
0002: jump £Label08E2A0

:Label08E296
007E: $F14 -= unknown_inaccurate_float_timer  .06  ;; floating-point values

:Label08E2A0
0002: jump £Label08E2DB

:Label08E2A7
00D6: if  0
0030:   $F14 >= -680.49  ;; floating-point values
004D: jump_if_false £Label08E2D1
0004: $F17 =  0  ;; integer values
0004: $F85 =  1  ;; integer values
0002: jump £Label08E2DB

:Label08E2D1
0078: $F14 += unknown_inaccurate_float_timer  .06  ;; floating-point values

:Label08E2DB
00D6: if  0
0038:   $F79 ==  1  ;; integer values
004D: jump_if_false £Label08E307
0108: destroy_object $F11
0008: $F76 +=  1  ;; integer values
0004: $F13 =  1  ;; integer values
0002: jump £Label08E315

:Label08E307
01BC: put_object $F11 at $F14 $F15 $F16

:Label08E315
0002: jump £Label08E34D

:Label08E31C
00D6: if  0
0366: (unknown) $F11 
004D: jump_if_false £Label08E34D
0108: destroy_object $F11
0008: $EFA +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0008: $F76 +=  1  ;; integer values
0004: $F13 =  1  ;; integer values

:Label08E34D
00D6: if  22
0038:   $F71 ==  4  ;; integer values
0038:   $F72 ==  4  ;; integer values
0038:   $F73 ==  4  ;; integer values
004D: jump_if_false £Label08E3B6
00D6: if  0
0038:   $F1C ==  0  ;; integer values
004D: jump_if_false £Label08E3B6
029B: $F1B = init_object -131 (TAR_GUN2) at $F22 $F23 $F24
0177: set_object $F1B z_angle_to  0.0
0004: $F7A =  0  ;; integer values
0004: $F1D =  0  ;; integer values
0004: $F21 =  0  ;; integer values
0004: $F1C =  1  ;; integer values

:Label08E3B6
00D6: if  0
0038:   $F1C ==  1  ;; integer values
004D: jump_if_false £Label08E4FD
00D6: if  0
0038:   $F1D ==  0  ;; integer values
004D: jump_if_false £Label08E4FD
00D6: if  0
8366:   NOT (unknown) $F1B 
004D: jump_if_false £Label08E4CC
01BB: store_object $F1B position_to $F1E $F1F $F20
00D6: if  0
0038:   $F21 ==  0  ;; integer values
004D: jump_if_false £Label08E457
00D6: if  0
0032:   -683.73 >= $F1E  ;; floating-point values
004D: jump_if_false £Label08E446
00D6: if  0
0038:   $F86 ==  1  ;; integer values
004D: jump_if_false £Label08E438
0004: $F7A =  1  ;; integer values

:Label08E438
0004: $F21 =  1  ;; integer values
0002: jump £Label08E450

:Label08E446
007E: $F1E -= unknown_inaccurate_float_timer  .05  ;; floating-point values

:Label08E450
0002: jump £Label08E48B

:Label08E457
00D6: if  0
0030:   $F1E >= -681.59  ;; floating-point values
004D: jump_if_false £Label08E481
0004: $F21 =  0  ;; integer values
0004: $F86 =  1  ;; integer values
0002: jump £Label08E48B

:Label08E481
0078: $F1E += unknown_inaccurate_float_timer  .05  ;; floating-point values

:Label08E48B
00D6: if  0
0038:   $F7A ==  1  ;; integer values
004D: jump_if_false £Label08E4B7
0108: destroy_object $F1B
0008: $F76 +=  1  ;; integer values
0004: $F1D =  1  ;; integer values
0002: jump £Label08E4C5

:Label08E4B7
01BC: put_object $F1B at $F1E $F1F $F20

:Label08E4C5
0002: jump £Label08E4FD

:Label08E4CC
00D6: if  0
0366: (unknown) $F1B 
004D: jump_if_false £Label08E4FD
0108: destroy_object $F1B
0008: $EFA +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0008: $F76 +=  1  ;; integer values
0004: $F1D =  1  ;; integer values

:Label08E4FD
00D6: if  22
0038:   $F71 ==  5  ;; integer values
0038:   $F72 ==  5  ;; integer values
0038:   $F73 ==  5  ;; integer values
004D: jump_if_false £Label08E566
00D6: if  0
0038:   $F26 ==  0  ;; integer values
004D: jump_if_false £Label08E566
029B: $F25 = init_object -130 (TAR_GUN1) at $F2C $F2D $F2E
0177: set_object $F25 z_angle_to  0.0
0004: $F7B =  0  ;; integer values
0004: $F27 =  0  ;; integer values
0004: $F2B =  0  ;; integer values
0004: $F26 =  1  ;; integer values

:Label08E566
00D6: if  0
0038:   $F26 ==  1  ;; integer values
004D: jump_if_false £Label08E6AD
00D6: if  0
0038:   $F27 ==  0  ;; integer values
004D: jump_if_false £Label08E6AD
00D6: if  0
8366:   NOT (unknown) $F25 
004D: jump_if_false £Label08E67C
01BB: store_object $F25 position_to $F28 $F29 $F2A
00D6: if  0
0038:   $F2B ==  0  ;; integer values
004D: jump_if_false £Label08E607
00D6: if  0
0032:    8.0 >= $F2A  ;; floating-point values
004D: jump_if_false £Label08E5F6
00D6: if  0
0038:   $F87 ==  1  ;; integer values
004D: jump_if_false £Label08E5E8
0004: $F7B =  1  ;; integer values

:Label08E5E8
0004: $F2B =  1  ;; integer values
0002: jump £Label08E600

:Label08E5F6
007E: $F2A -= unknown_inaccurate_float_timer  .06  ;; floating-point values

:Label08E600
0002: jump £Label08E63B

:Label08E607
00D6: if  0
0030:   $F2A >=  15.0  ;; floating-point values
004D: jump_if_false £Label08E631
0004: $F2B =  0  ;; integer values
0004: $F87 =  1  ;; integer values
0002: jump £Label08E63B

:Label08E631
0078: $F2A += unknown_inaccurate_float_timer  .06  ;; floating-point values

:Label08E63B
00D6: if  0
0038:   $F7B ==  1  ;; integer values
004D: jump_if_false £Label08E667
0108: destroy_object $F25
0008: $F76 +=  1  ;; integer values
0004: $F27 =  1  ;; integer values
0002: jump £Label08E675

:Label08E667
01BC: put_object $F25 at $F28 $F29 $F2A

:Label08E675
0002: jump £Label08E6AD

:Label08E67C
00D6: if  0
0366: (unknown) $F25 
004D: jump_if_false £Label08E6AD
0108: destroy_object $F25
0008: $EFA +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0008: $F76 +=  1  ;; integer values
0004: $F27 =  1  ;; integer values

:Label08E6AD
00D6: if  22
0038:   $F71 ==  6  ;; integer values
0038:   $F72 ==  6  ;; integer values
0038:   $F73 ==  6  ;; integer values
004D: jump_if_false £Label08E716
00D6: if  0
0038:   $F30 ==  0  ;; integer values
004D: jump_if_false £Label08E716
029B: $F2F = init_object -131 (TAR_GUN2) at $F36 $F37 $F38
0177: set_object $F2F z_angle_to  90.0
0004: $F7C =  0  ;; integer values
0004: $F31 =  0  ;; integer values
0004: $F35 =  0  ;; integer values
0004: $F30 =  1  ;; integer values

:Label08E716
00D6: if  0
0038:   $F30 ==  1  ;; integer values
004D: jump_if_false £Label08E85D
00D6: if  0
0038:   $F31 ==  0  ;; integer values
004D: jump_if_false £Label08E85D
00D6: if  0
8366:   NOT (unknown) $F2F 
004D: jump_if_false £Label08E82C
01BB: store_object $F2F position_to $F32 $F33 $F34
00D6: if  0
0038:   $F35 ==  0  ;; integer values
004D: jump_if_false £Label08E7B7
00D6: if  0
0032:    1279.42 >= $F33  ;; floating-point values
004D: jump_if_false £Label08E7A6
00D6: if  0
0038:   $F88 ==  1  ;; integer values
004D: jump_if_false £Label08E798
0004: $F7C =  1  ;; integer values

:Label08E798
0004: $F35 =  1  ;; integer values
0002: jump £Label08E7B0

:Label08E7A6
007E: $F33 -= unknown_inaccurate_float_timer  .05  ;; floating-point values

:Label08E7B0
0002: jump £Label08E7EB

:Label08E7B7
00D6: if  0
0030:   $F33 >=  1283.7  ;; floating-point values
004D: jump_if_false £Label08E7E1
0004: $F35 =  0  ;; integer values
0004: $F88 =  1  ;; integer values
0002: jump £Label08E7EB

:Label08E7E1
0078: $F33 += unknown_inaccurate_float_timer  .05  ;; floating-point values

:Label08E7EB
00D6: if  0
0038:   $F7C ==  1  ;; integer values
004D: jump_if_false £Label08E817
0108: destroy_object $F2F
0008: $F76 +=  1  ;; integer values
0004: $F31 =  1  ;; integer values
0002: jump £Label08E825

:Label08E817
01BC: put_object $F2F at $F32 $F33 $F34

:Label08E825
0002: jump £Label08E85D

:Label08E82C
00D6: if  0
0366: (unknown) $F2F 
004D: jump_if_false £Label08E85D
0108: destroy_object $F2F
0008: $EFA +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0008: $F76 +=  1  ;; integer values
0004: $F31 =  1  ;; integer values

:Label08E85D
00D6: if  22
0038:   $F71 ==  7  ;; integer values
0038:   $F72 ==  7  ;; integer values
0038:   $F73 ==  7  ;; integer values
004D: jump_if_false £Label08E8C6
00D6: if  0
0038:   $F3A ==  0  ;; integer values
004D: jump_if_false £Label08E8C6
029B: $F39 = init_object -130 (TAR_GUN1) at $F40 $F41 $F42
0177: set_object $F39 z_angle_to  90.0
0004: $F7D =  0  ;; integer values
0004: $F3B =  0  ;; integer values
0004: $F3F =  0  ;; integer values
0004: $F3A =  1  ;; integer values

:Label08E8C6
00D6: if  0
0038:   $F3A ==  1  ;; integer values
004D: jump_if_false £Label08EA0D
00D6: if  0
0038:   $F3B ==  0  ;; integer values
004D: jump_if_false £Label08EA0D
00D6: if  0
8366:   NOT (unknown) $F39 
004D: jump_if_false £Label08E9DC
01BB: store_object $F39 position_to $F3C $F3D $F3E
00D6: if  0
0038:   $F3F ==  0  ;; integer values
004D: jump_if_false £Label08E967
00D6: if  0
0032:    1277.8 >= $F3D  ;; floating-point values
004D: jump_if_false £Label08E956
00D6: if  0
0038:   $F89 ==  1  ;; integer values
004D: jump_if_false £Label08E948
0004: $F7D =  1  ;; integer values

:Label08E948
0004: $F3F =  1  ;; integer values
0002: jump £Label08E960

:Label08E956
007E: $F3D -= unknown_inaccurate_float_timer  .04  ;; floating-point values

:Label08E960
0002: jump £Label08E99B

:Label08E967
00D6: if  0
0030:   $F3D >=  1282.51  ;; floating-point values
004D: jump_if_false £Label08E991
0004: $F3F =  0  ;; integer values
0004: $F89 =  1  ;; integer values
0002: jump £Label08E99B

:Label08E991
0078: $F3D += unknown_inaccurate_float_timer  .04  ;; floating-point values

:Label08E99B
00D6: if  0
0038:   $F7D ==  1  ;; integer values
004D: jump_if_false £Label08E9C7
0108: destroy_object $F39
0008: $F76 +=  1  ;; integer values
0004: $F3B =  1  ;; integer values
0002: jump £Label08E9D5

:Label08E9C7
01BC: put_object $F39 at $F3C $F3D $F3E

:Label08E9D5
0002: jump £Label08EA0D

:Label08E9DC
00D6: if  0
0366: (unknown) $F39 
004D: jump_if_false £Label08EA0D
0108: destroy_object $F39
0008: $EFA +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0008: $F76 +=  1  ;; integer values
0004: $F3B =  1  ;; integer values

:Label08EA0D
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08EA33
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08EA33
0110: clear_player $PLAYER_CHAR wanted_level
0419: $EFC = player $PLAYER_CHAR weapon  17 ammo
00D6: if  21
0038:   $F4F ==  0  ;; integer values
0038:   $EFC ==  0  ;; integer values
004D: jump_if_false £Label08EAB6
00D6: if  0
0038:   $F84 ==  0  ;; integer values
004D: jump_if_false £Label08EA82
0006:  16@ =  0  ;; integer values
0004: $F84 =  1  ;; integer values
0002: jump £Label08EAB6

:Label08EA82
00D6: if  0
0019:    16@ >  200  ;; integer values
004D: jump_if_false £Label08EAB6
03D1: play_wav  1
00BC: text_highpriority "BNK2_3"  5000 ms  1  ;; AREA CLEAR!
0004: $F6D =  1  ;; integer values
0004: $EFB =  1  ;; integer values

:Label08EAB6
0002: jump £Label08DC26

:Label08EABD
018E: stop_sound $F7F
00D6: if  0
0038:   $F6D ==  1  ;; integer values
004D: jump_if_false £Label08EB5A

:Label08EAD4
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label08EB5A
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08EB0D
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08EB0D
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08EB53
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08EB53
0002: jump £Label08EAD4

:Label08EB5A
014F: stop_timer $F4F
03D5: remove_text "BNK2_3"  ;; AREA CLEAR!
0084: $F4C = $F4B  ;; integer values and handles
0060: $F4C -= $EFC  ;; integer values
01B8: set_player $PLAYER_CHAR armed_weapon_to  0
03C8: rotate_player-180-degrees
01E3: text_1number_styled "BJM2_28" $EFA  4000 ms  1  ;; SCORE ROUND THREE: ~1~
0084: $E63 = $EFA  ;; integer values and handles
0151: remove_status_text $F80
0151: remove_status_text $F94
0001: wait  4000 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08EBD1
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08EBD1
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08EC17
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08EC17
03D6: remove_big_text "BJM2_6"  ;; SCORE ROUND TWO: ~1~
01E3: text_1number_styled "BJM2_7" $F80  4000 ms  1  ;; TOTAL SCORE FOR SHOOT: ~1~
0001: wait  4000 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08EC5E
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08EC5E
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08ECA4
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08ECA4
03D6: remove_big_text "BJM2_7"  ;; TOTAL SCORE FOR SHOOT: ~1~
0084: $F4D = $F48  ;; integer values and handles
0058: $F4D += $F4A  ;; integer values
0084: $F81 = $F4D  ;; integer values and handles
0058: $F81 += $F4C  ;; integer values
0084: $E64 = $E61  ;; integer values and handles
0058: $E64 += $E62  ;; integer values
0084: $E65 = $E64  ;; integer values and handles
0058: $E65 += $E63  ;; integer values
0084: $F46 = $E65  ;; integer values and handles
0010: $F46 *=  100  ;; integer values
00D6: if  0
0018:   $F4D >  0  ;; integer values
004D: jump_if_false £Label08ED1E
0070: $F46 /= $F81  ;; integer values
0002: jump £Label08ED25

:Label08ED1E
0004: $F46 =  0  ;; integer values

:Label08ED25
01E3: text_1number_styled "BJM2_3" $F46  4000 ms  1  ;; HIT RATE: ~1~%
0001: wait  4000 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08ED62
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08ED62
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08EDA8
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08EDA8
03D6: remove_big_text "BJM2_3"  ;; HIT RATE: ~1~%
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object $F6A
00A1: put_actor $PLAYER_ACTOR at -677.75  1272.03  9.81
00BC: text_highpriority "BJM2_17"  5000 ms  1  ;; ~g~Go and talk to Phil.
018A: $E5F = create_checkpoint_at -665.99  1234.17  10.08
0004: $7B =  1  ;; integer values
03CF: load_wav "BNK2_7" as  1
03CF: load_wav "BNK2_8" as  2

:Label08EE12
00D6: if  22
80F6:   NOT   player $PLAYER_CHAR  0 ()near_point_on_foot -651.18  1260.08  9.82 radius  3.0  3.0  6.0
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label08EEC1
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08EE74
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08EE74
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08EEBA
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08EEBA
0002: jump £Label08EE12

:Label08EEC1
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms
00D6: if  0
8118:   NOT   actor $F44 dead
004D: jump_if_false £Label08EEEE
01B9: set_actor $F44 armed_weapon_to  0
0002: jump £Label08EF04

:Label08EEEE
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08EF04
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:Label08EF0B
00D6: if  0
016B:   fading
004D: jump_if_false £Label08EF8F
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08EF42
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08EF42
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08EF88
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08EF88
0002: jump £Label08EF0B

:Label08EF8F
00BE: text_clear_all
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
02A3: toggle_widescreen  1 (on)
0108: destroy_object $EFD
0108: destroy_object $F07
0108: destroy_object $F11
0108: destroy_object $F1B
0108: destroy_object $F25
0108: destroy_object $F2F
0108: destroy_object $F39
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0164: disable_marker $E5F
03CB: set_camera -665.99  1234.17  9.08
009F: set_actor $PLAYER_ACTOR objective_to-1
011C: actor $PLAYER_ACTOR clear_objective
00A1: put_actor $PLAYER_ACTOR at -664.58  1233.74  10.1
0173: set_actor $PLAYER_ACTOR z_angle_to  87.36
009F: set_actor $PLAYER_ACTOR objective_to-1
00D6: if  0
8118:   NOT   actor $F44 dead
004D: jump_if_false £Label08F037
020E: actor $PLAYER_ACTOR look_at_actor $F44
0002: jump £Label08F04D

:Label08F037
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08F04D
0169: set_fade_color  0  0  0
00D6: if  0
8118:   NOT   actor $F44 dead
004D: jump_if_false £Label08F074
020E: actor $F44 look_at_actor $PLAYER_ACTOR
0002: jump £Label08F08A

:Label08F074
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08F08A
016A: fade  1 (back)  1000 ms
015F: set_camera_position -662.67  1229.52  10.84  0.0  0.0  0.0
0160: point_camera -663.27  1230.3  11.06  2

:Label08F0C4
00D6: if  0
016B:   fading
004D: jump_if_false £Label08F148
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08F0FB
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08F0FB
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08F141
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08F141
0002: jump £Label08F0C4

:Label08F148
03D1: play_wav  1
00BC: text_highpriority "BNK2_7"  5000 ms  1  ;; So you wanna do me a favor, and help me put together a job?
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  1000000 ms

:Label08F167
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label08F1ED
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08F1A0
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08F1A0
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08F1E6
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08F1E6
0002: jump £Label08F167

:Label08F1ED
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  1 ms
03D5: remove_text "BNK2_7"  ;; So you wanna do me a favor, and help me put together a job?
03CF: load_wav "BNK2_9" as  1

:Label08F20C
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label08F292
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08F245
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08F245
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08F28B
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08F28B
0002: jump £Label08F20C

:Label08F292
00D6: if  0
001C:   $F80 > $F94  ;; integer values
004D: jump_if_false £Label08F2CB
03D1: play_wav  2
00BC: text_highpriority "BNK2_8"  5000 ms  1  ;; Son, after shooting like that, if you asked me to be your wife, I'd say yes.
0372: set_actor $F44 anim  19 wait_state_time  1000000 ms
0002: jump £Label08F2EA

:Label08F2CB
03D1: play_wav  1
00BC: text_highpriority "BNK2_9A"  10000 ms  1  ;; Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
0372: set_actor $F44 anim  19 wait_state_time  1000000 ms

:Label08F2EA
00D6: if  0
001C:   $F80 > $F94  ;; integer values
004D: jump_if_false £Label08F3E8

:Label08F2FD
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label08F3A1
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08F354
03D5: remove_text "BNK2_8"  ;; Son, after shooting like that, if you asked me to be your wife, I'd say yes.
03D5: remove_text "BNK2_9A"  ;; Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text "BNK2_9B"  ;; You can't shoot nothin'.
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08F354
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08F39A
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08F39A
0002: jump £Label08F2FD

:Label08F3A1
00D6: if  0
8118:   NOT   actor $F44 dead
004D: jump_if_false £Label08F3C1
0372: set_actor $F44 anim  0 wait_state_time  1 ms
0002: jump £Label08F3D7

:Label08F3C1
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08F3D7
03D5: remove_text "BNK2_8"  ;; Son, after shooting like that, if you asked me to be your wife, I'd say yes.
0002: jump £Label08F4D6

:Label08F3E8
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label08F48C
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08F43F
03D5: remove_text "BNK2_8"  ;; Son, after shooting like that, if you asked me to be your wife, I'd say yes.
03D5: remove_text "BNK2_9A"  ;; Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text "BNK2_9B"  ;; You can't shoot nothin'.
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08F43F
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08F485
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08F485
0002: jump £Label08F3E8

:Label08F48C
00D6: if  0
8118:   NOT   actor $F44 dead
004D: jump_if_false £Label08F4AC
0372: set_actor $F44 anim  0 wait_state_time  1 ms
0002: jump £Label08F4C2

:Label08F4AC
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C

:Label08F4C2
03D5: remove_text "BNK2_9A"  ;; Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text "BNK2_9B"  ;; You can't shoot nothin'.

:Label08F4D6
0211: actor $F44 walk_to -664.41  1228.08
0006:  16@ =  0  ;; integer values

:Label08F4EC
00D6: if  0
80ED:   NOT   actor $F44  0 ()near_point_on_foot -664.41  1228.08 radius  2.0  2.0
004D: jump_if_false £Label08F5E4
0001: wait  0 ms
00D6: if  0
0118:   actor $F44 dead
004D: jump_if_false £Label08F543
00BC: text_highpriority "BJM2_11"  5000 ms  1  ;; ~r~Phil's dead!
0002: jump £Label08F62C
0002: jump £Label08F597

:Label08F543
00D6: if  0
0029:    16@ >=  10000  ;; integer values
004D: jump_if_false £Label08F597
00D6: if  0
80ED:   NOT   actor $F44  0 ()near_point_on_foot -664.41  1228.08 radius  2.0  2.0
004D: jump_if_false £Label08F597
00A1: put_actor $F44 at -664.41  1228.08  10.08
0002: jump £Label08F5E4

:Label08F597
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label08F5DD
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label08F62C

:Label08F5DD
0002: jump £Label08F4EC

:Label08F5E4
009B: destroy_actor_instantly $F44
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
00D6: if  0
001C:   $F80 > $F94  ;; integer values
004D: jump_if_false £Label08F625
0002: jump £Label08F63D
0002: jump £Label08F62C

:Label08F625
0002: jump £Label08F62C

:Label08F62C
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label08F63D
0004: $F9 =  1  ;; integer values
01EB: set_car_density_to  1.0
0318: set_latest_mission_passed "BANK_2"  ;; The Shootist
030C: set_mission_points +=  1
01E3: text_1number_styled "M_PASS"  2000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  2000
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
042F: save_record  0 $F80
042F: save_record  1 $F46
004F: create_thread ££Label00BFC2 
004F: create_thread ££Label00E267 
0051: return

:Label08F69C
018E: stop_sound $F7F
034F: destroy_actor_with_fade $F44  ;; The actor fades away like a ghost
0108: destroy_object $E6D
0108: destroy_object $E6E
0108: destroy_object $E6F
0108: destroy_object $E70
0108: destroy_object $E71
0108: destroy_object $E72
0108: destroy_object $E81
0108: destroy_object $E82
0108: destroy_object $E83
0108: destroy_object $E84
0108: destroy_object $E85
0108: destroy_object $E86
0108: destroy_object $E95
0108: destroy_object $E96
0108: destroy_object $E97
0108: destroy_object $E98
0108: destroy_object $E99
0108: destroy_object $E9A
0108: destroy_object $EAA
0108: destroy_object $EB8
0108: destroy_object $EC6
0108: destroy_object $ED4
0108: destroy_object $EE2
0108: destroy_object $EF0
0108: destroy_object $EFD
0108: destroy_object $F07
0108: destroy_object $F11
0108: destroy_object $F1B
0108: destroy_object $F25
0108: destroy_object $F2F
0108: destroy_object $F39
0465: remove_actor $PLAYER_ACTOR from_turret_mode
00D6: if  0
0018:   $F63 >  0  ;; integer values
004D: jump_if_false £Label08F75D
0247: request_model $F64

:Label08F75D
038B: load_requested_models
01B1: give_player $PLAYER_CHAR weapon $F62 ammo $F63  ;; Load the weapon model before using this
0249: release_model $F64
0004: $ONMISSION =  0  ;; integer values
0004: $3E3 =  0  ;; integer values
04E2: $PLAYER_CHAR  0
03BD: destroy_sphere $F7E
0108: destroy_object $F68
0108: destroy_object $F69
0108: destroy_object $F6A
0164: disable_marker $E5B
0164: disable_marker $E5E
0164: disable_marker $E5F
0164: disable_marker $F43
0151: remove_status_text $F80
0151: remove_status_text $F94
014F: stop_timer $E5D
014F: stop_timer $F4E
014F: stop_timer $F4F
0249: release_model #MALE01
0249: release_model #COLT45
0249: release_model -130 (TAR_GUN1)
0249: release_model -131 (TAR_GUN2)
0249: release_model -132 (TAR_FRAME)
0249: release_model -133 (TAR_DOWNLEFT)
0249: release_model -134 (TAR_DOWNRIGHT)
0249: release_model -135 (TAR_TOP)
0249: release_model -136 (TAR_UPLEFT)
0249: release_model -137 (TAR_UPRIGHT)
0249: release_model -121 (FAKETARGET)
0296: unload_special_actor  5
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 23---------------
; Originally: The Driver


:Label08F807
03A4: name_thread "BANKJO3"
0050: gosub £Label08F835
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label08F82C
0050: gosub £Label0914DB

:Label08F82C
0050: gosub £Label0915E1
004E: end_thread

:Label08F835
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0004: $3DA =  0  ;; integer values
0004: $FF5 =  0  ;; integer values
0004: $FAD =  0  ;; integer values
0004: $F9D =  0  ;; integer values
0005: $F9A =  7.0  ;; floating-point values
0004: $FF8 =  0  ;; integer values
0004: $FF9 =  0  ;; integer values
0004: $FFA =  0  ;; integer values
0004: $FFC =  0  ;; integer values
0004: $FF7 =  0  ;; integer values
0004: $FFE =  0  ;; integer values
0004: $FFF =  0  ;; integer values
0004: $1000 =  0  ;; integer values
0004: $1001 =  0  ;; integer values
0004: $1002 =  0  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "BANKJ3"
03CF: load_wav "MONO13" as  1
058E: set_restart_mission_taxi_destination  512.591 -74.9  9.573  189.24
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKEN"
023C: load_special_actor  3 "CSPHIL"
02F3: load_object #CUTOBJ01 "GCFAN"
02F3: load_object #CUTOBJ02 "CLCHR"
02F3: load_object #CUTOBJ03 "COLPHON"
04BB: select_interiour  17  ;; select render area
03CB: set_camera  481.03 -64.21  8.98
038B: load_requested_models

:Label08F93C
00D6: if  25
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
004D: jump_if_false £Label08F96D
0001: wait  0 ms
0002: jump £Label08F93C

:Label08F96D
02E4: load_cutscene_data "BANK_3A"
0244: set_cutscene_pos  476.972 -65.499  8.943
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $89 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $89 "CSPHIL"
02E5: $BD = create_cutscene_object #CUTOBJ01
04BC: "GCFAN"
02E6: set_cutscene_anim $BD "GCFAN"
02E5: $BE = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $BE "CLCHR"
02E5: $D3 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $D3 "COLPHON"
0395: clear_area  1 at  493.1 -82.4 range  9.8  1.0
0055: put_player $PLAYER_CHAR at  493.1 -82.4  9.8
0171: set_player $PLAYER_CHAR z_angle_to  220.0
016A: fade  1 (back)  3000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label08FA60
00D6: if  0
001A:    2827 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FA83
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FA60

:Label08FA83
00BC: text_highpriority "BJM3_A"  10000 ms  1  ;; Things are starting to come together nicely here.

:Label08FA92
00D6: if  0
001A:    4964 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FAB5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FA92

:Label08FAB5
00BC: text_highpriority "BJM3_B"  10000 ms  1  ;; What's the plan, Tommy? Que pasa, amigo?

:Label08FAC4
00D6: if  0
001A:    7438 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FAE7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FAC4

:Label08FAE7
00BC: text_highpriority "BJM3_C"  10000 ms  1  ;; The plan is you keep doing that like a moron. Anyhow, we need a driver.

:Label08FAF6
00D6: if  0
001A:    12291 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FB19
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FAF6

:Label08FB19
00BC: text_highpriority "BJM3_D"  10000 ms  1  ;; Tommy, I'll do it. I can drive.

:Label08FB28
00D6: if  0
001A:    14893 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FB4B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FB28

:Label08FB4B
00BC: text_highpriority "BJM3_E"  10000 ms  1  ;; You want Hilary, mister. Not some smart-talking law school chump.

:Label08FB5A
00D6: if  0
001A:    19162 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FB7D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FB5A

:Label08FB7D
00BC: text_highpriority "BJM3_F"  10000 ms  1  ;; Hilary's the real deal. You ain't never seen anyone drive so fast. I'll give him a call here.

:Label08FB8C
00D6: if  0
001A:    26056 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FBAF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FB8C

:Label08FBAF
00BC: text_highpriority "BJM3_G"  10000 ms  1  ;; Hey Hil, it's Phil. How's it going? No. don't talk. We'll reminisce later. You want to do me a favor?

:Label08FBBE
00D6: if  0
001A:    34674 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FBE3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FBBE

:Label08FBE3
00BC: text_highpriority "BJM3_H"  10000 ms  1  ;; I got me a guy from up north. No, no, I don't think he was in the service, but he wants a driver.

:Label08FBF2
00D6: if  0
001A:    40799 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FC17
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FBF2

:Label08FC17
00BC: text_highpriority "BJM3_I"  10000 ms  1  ;; For a bit of action. Okay, I understand.

:Label08FC26
00D6: if  0
001A:    46343 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FC4B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FC26

:Label08FC4B
00BC: text_highpriority "BJM3_J"  10000 ms  1  ;; What'd he say?

:Label08FC5A
00D6: if  0
001A:    47448 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FC7F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FC5A

:Label08FC7F
00BC: text_highpriority "BJM3_K"  10000 ms  1  ;; Well, he'll do it, no problem. Well, there might be a little problem - see, he has abandonment issues.

:Label08FC8E
00D6: if  0
001A:    52709 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FCB3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FC8E

:Label08FCB3
00BC: text_highpriority "BJM3_L"  10000 ms  1  ;; Seems he won't work for anyone who can't beat him. Something to do with his momma.

:Label08FCC2
00D6: if  0
001A:    56624 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FCE7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FCC2

:Label08FCE7
00BC: text_highpriority "BJM3_M"  10000 ms  1  ;; Anyway, he wants to race you first, said he'd meet you outside..

:Label08FCF6
00D6: if  0
001A:    59809 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FD1B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FCF6

:Label08FD1B
00BE: text_clear_all
016A: fade  0 ()  2000 ms
00BE: text_clear_all
0001: wait  1000 ms
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label08FD4B
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label08FD4B
03D1: play_wav  1

:Label08FD4B
00D6: if  0
016B:   fading
004D: jump_if_false £Label08FD63
0001: wait  0 ms
0002: jump £Label08FD4B

:Label08FD63
00BA: text_styled "BEACH3"  3000 ms  2  ;; Vice Point
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
01EB: set_car_density_to  1.0
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
04BB: select_interiour  0  ;; select render area
04FA: reset_interior_colors  0
03CB: set_camera  449.89 -116.18  9.74
0004: $3DA =  0  ;; integer values
01E8: create_forbidden_for_cars_cube  439.691 -319.016  8.0  533.378  139.155  14.0
03BA: clear_cars_from_cube  439.691 -319.016  8.0  533.378  139.155  14.0
042B: clear_peds_from_cube  439.691 -319.016  8.0  533.378  139.155  14.0
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSHLARY"
02F3: load_object #CUTOBJ01 "HLRYCAR"
03CB: set_camera  479.09 -149.436  9.0
038B: load_requested_models

:Label08FE54
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false £Label08FE77
0001: wait  0 ms
0002: jump £Label08FE54

:Label08FE77
02E4: load_cutscene_data "BANK_3B"
0244: set_cutscene_pos  479.09 -149.436  9.0
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $BA = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $BA "CSHLARY"
02E5: $BB = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $BB "HLRYCAR"
0395: clear_area  1 at  449.89 -116.18 range  9.74  1.0
0055: put_player $PLAYER_CHAR at  449.89 -116.18  9.74
0171: set_player $PLAYER_CHAR z_angle_to  310.41
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label08FF22
00D6: if  0
001A:    4501 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FF45
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FF22

:Label08FF45
00BC: text_highpriority "BJM3_2A"  10000 ms  1  ;; You Tommy? Of course you're Tommy, I mean,

:Label08FF54
00D6: if  0
001A:    7978 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FF77
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FF54

:Label08FF77
00BC: text_highpriority "BJM3_2B"  10000 ms  1  ;; Why else would anyone want to speak to me?

:Label08FF86
00D6: if  0
001A:    9549 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FFA9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FF86

:Label08FFA9
00BC: text_highpriority "BJM3_2C"  10000 ms  1  ;; OK. Consider it this way -

:Label08FFB8
00D6: if  0
001A:    11840 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label08FFDB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FFB8

:Label08FFDB
00BC: text_highpriority "BJM3_2D"  10000 ms  1  ;; I'll drive for you IF, and only IF, you can drive properly.

:Label08FFEA
00D6: if  0
001A:    17081 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09000D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label08FFEA

:Label09000D
00BC: text_highpriority "BJM3_2E"  10000 ms  1  ;; Leave me alone - and I'll never forgive you.

:Label09001C
00D6: if  0
001A:    20480 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09003F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09001C

:Label09003F
00BE: text_clear_all

:Label090041
00D6: if  0
001A:    24056 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label090064
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label090041

:Label090064
016A: fade  0 ()  2000 ms
00BE: text_clear_all

:Label09006D
00D6: if  0
016B:   fading
004D: jump_if_false £Label090085
0001: wait  0 ms
0002: jump £Label09006D

:Label090085
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
04E3: unknown_player $PLAYER_CHAR  1  60000
0005: $F9F =  479.09  ;; floating-point values
0005: $FA0 = -149.436  ;; floating-point values
0005: $FA1 =  9.0  ;; floating-point values
0005: $F96 =  185.022  ;; floating-point values
0004: $FB4 =  18  ;; integer values
0005: $FA7 =  483.19  ;; floating-point values
0005: $FA8 = -149.436  ;; floating-point values
0005: $FA9 =  9.0  ;; floating-point values
0005: $FB5 =  479.06  ;; floating-point values
0005: $FB6 = -174.68  ;; floating-point values
0005: $FB7 =  9.0  ;; floating-point values
0005: $FB8 =  477.68  ;; floating-point values
0005: $FB9 = -213.29  ;; floating-point values
0005: $FBA =  10.77  ;; floating-point values
0005: $FBB =  458.74  ;; floating-point values
0005: $FBC = -315.75  ;; floating-point values
0005: $FBD =  9.08  ;; floating-point values
0005: $FBE =  418.92  ;; floating-point values
0005: $FBF = -397.27  ;; floating-point values
0005: $FC0 =  8.95  ;; floating-point values
0005: $FC1 =  230.78  ;; floating-point values
0005: $FC2 = -697.36  ;; floating-point values
0005: $FC3 =  9.28  ;; floating-point values
0005: $FC4 =  71.23  ;; floating-point values
0005: $FC5 = -1006.72  ;; floating-point values
0005: $FC6 =  9.31  ;; floating-point values
0005: $FC7 =  171.8  ;; floating-point values
0005: $FC8 = -1132.57  ;; floating-point values
0005: $FC9 =  9.28  ;; floating-point values
0005: $FCA =  160.03  ;; floating-point values
0005: $FCB = -1331.92  ;; floating-point values
0005: $FCC =  9.28  ;; floating-point values
0005: $FCD =  38.84  ;; floating-point values
0005: $FCE = -1473.71  ;; floating-point values
0005: $FCF =  9.3  ;; floating-point values
0005: $FD0 = -54.79  ;; floating-point values
0005: $FD1 = -1560.57  ;; floating-point values
0005: $FD2 =  9.28  ;; floating-point values
0005: $FD3 = -190.29  ;; floating-point values
0005: $FD4 = -1215.46  ;; floating-point values
0005: $FD5 =  9.31  ;; floating-point values
0005: $FD6 = -88.78  ;; floating-point values
0005: $FD7 = -936.21  ;; floating-point values
0005: $FD8 =  9.31  ;; floating-point values
0005: $FD9 =  124.88  ;; floating-point values
0005: $FDA = -800.59  ;; floating-point values
0005: $FDB =  9.31  ;; floating-point values
0005: $FDC =  183.11  ;; floating-point values
0005: $FDD = -496.49  ;; floating-point values
0005: $FDE =  9.9  ;; floating-point values
0005: $FDF =  277.36  ;; floating-point values
0005: $FE0 = -176.64  ;; floating-point values
0005: $FE1 =  10.3  ;; floating-point values
0005: $FE2 =  446.8  ;; floating-point values
0005: $FE3 =  68.27  ;; floating-point values
0005: $FE4 =  10.16  ;; floating-point values
0005: $FE5 =  489.63  ;; floating-point values
0005: $FE6 =  67.13  ;; floating-point values
0005: $FE7 =  10.0  ;; floating-point values
0005: $FE8 =  517.55  ;; floating-point values
0005: $FE9 = -74.78  ;; floating-point values
0005: $FEA =  9.59  ;; floating-point values
01EB: set_car_density_to  .3
0247: request_model #SABRETUR
0247: request_model #SENTINEL
023C: load_special_actor  3 "IGHLARY"
03CF: load_wav "CARREV" as  1
03CF: load_wav "BNK3_3A" as  2

:Label090344
00D6: if  24
8248:   NOT   model #SABRETUR available
8248:   NOT   model #SENTINEL available
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
823D:   NOT   special_actor  3 loaded
004D: jump_if_false £Label090370
0001: wait  0 ms
0002: jump £Label090344

:Label090370
0395: clear_area  1 at  526.2 -76.85 range  10.78  5.0
00A5: $F9C = create_car #SABRETUR at $F9F $FA0 $FA1
020A: set_car $F9C door_status_to  2
02AC: set_car $F9C immunities  1  1  1  0  1
039C: (unknown) $F9C  1 
03AB: (unknown) $F9C  1 
0423: car $F9C improve_handling  1.5
03ED: (unknown) $F9C  1 
04E0: unknown_car $F9C  200
0129: $FA5 = create_actor  4 #SPECIAL03 in_car $F9C driverseat
01ED: reset_actor $FA5 flags
039E: (unknown) $FA5  1 
0175: set_car $F9C z_angle_to $F96
00A9: set_car $F9C to_normal_driver
00AE: unknown_set_car $F9C to_ignore_traffic_lights  2
00AD: set_car $F9C max_speed_to  45.0
02AA: set_car $F9C immune_to_nonplayer  1
00A5: $FFD = create_car #SENTINEL at $FA7 $FA8 $FA9
0175: set_car $FFD z_angle_to $F96
036A: put_actor $PLAYER_ACTOR in_car $FFD
0395: clear_area  0 at  473.713 -149.895 range  10.546  1.0
015F: set_camera_position  473.713 -149.895  10.546  0.0  0.0  0.0
0160: point_camera  474.708 -149.824  10.479  2
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
00D6: if  0
8118:   NOT   actor $FA5 dead
004D: jump_if_false £Label0904BB
022C: set_actor $FA5 to_look_at_actor $PLAYER_ACTOR
022C: set_actor $PLAYER_ACTOR to_look_at_actor $FA5
0002: jump £Label0904D1

:Label0904BB
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label0904D1
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms

:Label0904E5
00D6: if  0
016B:   fading
004D: jump_if_false £Label090596
0001: wait  0 ms
00D6: if  0
0119:   car $F9C wrecked
004D: jump_if_false £Label09050D
0002: jump £Label0914DB

:Label09050D
00D6: if  0
0118:   actor $FA5 dead
004D: jump_if_false £Label090548
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB
00D6: if  0
8119:   NOT   car $F9C wrecked
004D: jump_if_false £Label090548
00A9: set_car $F9C to_normal_driver

:Label090548
0227: $FF3 = car $F9C health
00D6: if  21
001A:    1000 > $FF3  ;; integer values
0496:   unknown_car_check $F9C  4
004D: jump_if_false £Label090578
0004: $FF3 =  9  ;; integer values
0002: jump £Label090710

:Label090578
00D6: if  0
0119:   car $FFD wrecked
004D: jump_if_false £Label09058F
0002: jump £Label0914DB

:Label09058F
0002: jump £Label0904E5

:Label090596
00D6: if  22
80FA:   NOT   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_in_car $FA7 $FA8 $FA9 radius  2.0  2.0  2.0
04A8: $PLAYER_CHAR
04C9: $PLAYER_CHAR
004D: jump_if_false £Label090710
0001: wait  0 ms
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $FA7 $FA8 $FA9 radius  2.0  2.0  2.0
004D: jump_if_false £Label090695
00D6: if  21
04A8: $PLAYER_CHAR
04C9: $PLAYER_CHAR
004D: jump_if_false £Label09063C
00D6: if  0
0038:   $FFC ==  0  ;; integer values
004D: jump_if_false £Label090635
00BC: text_highpriority "BJM3_4"  5000 ms  1  ;; ~g~You need a car to take part!
0004: $FFC =  1  ;; integer values

:Label090635
0002: jump £Label09068E

:Label09063C
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot $FA7 $FA8 $FA9 radius  2.0  2.0  2.0
004D: jump_if_false £Label09068E
00D6: if  0
0038:   $FFC ==  0  ;; integer values
004D: jump_if_false £Label09068E
00BC: text_highpriority "BJM3_4"  5000 ms  1  ;; ~g~You need a car to take part!
0004: $FFC =  1  ;; integer values

:Label09068E
0002: jump £Label09069C

:Label090695
0004: $FFC =  0  ;; integer values

:Label09069C
00D6: if  0
0119:   car $F9C wrecked
004D: jump_if_false £Label0906B3
0002: jump £Label0914DB

:Label0906B3
00D6: if  0
0118:   actor $FA5 dead
004D: jump_if_false £Label0906D9
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label0906D9
0227: $FF3 = car $F9C health
00D6: if  21
001A:    1000 > $FF3  ;; integer values
0496:   unknown_car_check $F9C  4
004D: jump_if_false £Label090709
0004: $FF3 =  9  ;; integer values
0002: jump £Label090710

:Label090709
0002: jump £Label090596

:Label090710
03D1: play_wav  1
00D6: if  0
0038:   $FF3 ==  9  ;; integer values
004D: jump_if_false £Label09073E
00BA: text_styled "RACE1"  1200 ms  4  ;; ~g~3..2..1.. GO GO GO!
02EB: restore_camera_with_jumpcut
0002: jump £Label0908D4

:Label09073E
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
00BA: text_styled "RACE2"  1500 ms  4  ;; ~g~3
018C: play_sound  7 at  0.0  0.0  0.0
0001: wait  1500 ms
0395: clear_area  0 at  481.704 -155.509 range  10.9  1.0
015F: set_camera_position  481.704 -155.509  10.9  0.0  0.0  0.0
0160: point_camera  481.675 -154.522  10.741  2
00BA: text_styled "RACE3"  1500 ms  4  ;; ~g~2
018C: play_sound  8 at  0.0  0.0  0.0
0001: wait  1500 ms
0395: clear_area  0 at  487.907 -148.861 range  11.167  1.0
015F: set_camera_position  487.907 -148.861  11.167  0.0  0.0  0.0
0160: point_camera  486.924 -148.899  10.98  2
00BA: text_styled "RACE4"  1500 ms  4  ;; ~g~1
018C: play_sound  9 at  0.0  0.0  0.0
0001: wait  1500 ms
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
022F: set_actor $PLAYER_ACTOR stop_looking
00D6: if  0
8118:   NOT   actor $FA5 dead
004D: jump_if_false £Label090883
022F: set_actor $FA5 stop_looking
0002: jump £Label090899

:Label090883
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label090899
00BA: text_styled "RACE5"  800 ms  4  ;; ~g~GO!
018C: play_sound  10 at  0.0  0.0  0.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)

:Label0908D4
00D6: if  0
0119:   car $F9C wrecked
004D: jump_if_false £Label0908FA
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label0908FA
0161: tie_marker $F9E to_car $F9C  0  1
03CC: car $F9C add_to_stuck_car_check  .1 =  1000
0050: gosub £Label09169A
0086: $FAA = $FEB  ;; floating-point values only
0086: $FAB = $FEC  ;; floating-point values only
0086: $FAC = $FED  ;; floating-point values only
0086: $FAE = $FEE  ;; floating-point values only
0086: $FAF = $FEF  ;; floating-point values only
0086: $FB0 = $FF0  ;; floating-point values only
0086: $FA2 = $FEB  ;; floating-point values only
0086: $FA3 = $FEC  ;; floating-point values only
0086: $FA4 = $FED  ;; floating-point values only
018A: $FF1 = create_checkpoint_at $FAA $FAB $FAC
0167: $FF2 = create_marker_at $FAE $FAF $FB0  5  2
0168: show_on_radar $FF2  2
0166: set_marker $FF2 brightness_to  1
00A7: car $F9C drive_to $FA2 $FA3 $FA4
03C3: set_timer_with_text_to $FF7 type  0 text "R_TIME"  ;; RACE TIME:

:Label0909AD
00D6: if  0
001C:   $FB4 > $FAD  ;; integer values
004D: jump_if_false £Label090FE1
0001: wait  0 ms
00D6: if  0
0028:   $FF5 >=  4  ;; integer values
004D: jump_if_false £Label090BC0
00D6: if  0
0038:   $FF8 ==  0  ;; integer values
004D: jump_if_false £Label0909FE
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label0909FE
0004: $FF8 =  1  ;; integer values

:Label0909FE
00D6: if  0
0038:   $FF8 ==  1  ;; integer values
004D: jump_if_false £Label090A31
03D1: play_wav  2
00BC: text_highpriority "BNK3_3A"  5000 ms  1  ;; Illegal street race in progress at Vice Point.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0004: $FF8 =  2  ;; integer values

:Label090A31
00D6: if  0
0038:   $FF8 ==  2  ;; integer values
004D: jump_if_false £Label090A63
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label090A63
03D5: remove_text "BNK3_3A"  ;; Illegal street race in progress at Vice Point.
0004: $FF8 =  3  ;; integer values

:Label090A63
00D6: if  0
0038:   $FF8 ==  3  ;; integer values
004D: jump_if_false £Label090A94
03CF: load_wav "BNK3_3B" as  1
03CF: load_wav "BNK3_3C" as  2
0004: $FF8 =  4  ;; integer values

:Label090A94
00D6: if  0
0038:   $FF8 ==  4  ;; integer values
004D: jump_if_false £Label090ABC
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label090ABC
0004: $FF8 =  5  ;; integer values

:Label090ABC
00D6: if  0
0038:   $FF8 ==  5  ;; integer values
004D: jump_if_false £Label090AE8
03D1: play_wav  1
00BC: text_highpriority "BNK3_3B"  5000 ms  1  ;; Calling all officers.
0004: $FF8 =  6  ;; integer values

:Label090AE8
00D6: if  0
0038:   $FF8 ==  6  ;; integer values
004D: jump_if_false £Label090B1A
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label090B1A
03D5: remove_text "BNK3_3B"  ;; Calling all officers.
0004: $FF8 =  7  ;; integer values

:Label090B1A
00D6: if  0
0038:   $FF8 ==  7  ;; integer values
004D: jump_if_false £Label090B42
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label090B42
0004: $FF8 =  8  ;; integer values

:Label090B42
00D6: if  0
0038:   $FF8 ==  8  ;; integer values
004D: jump_if_false £Label090B6E
03D1: play_wav  2
00BC: text_highpriority "BNK3_3C"  5000 ms  1  ;; Street racers, this is illegal and forbidden!
0004: $FF8 =  9  ;; integer values

:Label090B6E
00D6: if  0
0038:   $FF8 ==  9  ;; integer values
004D: jump_if_false £Label090BC0
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label090BC0
03D5: remove_text "BNK3_3C"  ;; Street racers, this is illegal and forbidden!
01E7: remove_forbidden_for_cars_cube  439.691 -319.016  8.0  533.378  139.155  14.0
0004: $FF8 =  10  ;; integer values

:Label090BC0
00D6: if  0
0038:   $FFA ==  0  ;; integer values
004D: jump_if_false £Label090BDD
040D: unload_wav  1
0004: $FFA =  1  ;; integer values

:Label090BDD
00D6: if  0
0038:   $FF8 ==  1  ;; integer values
004D: jump_if_false £Label090C1D
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label090C1D
03D5: remove_text "BNK3_3A"  ;; Illegal street race in progress at Vice Point.
03D5: remove_text "BNK3_3B"  ;; Calling all officers.
040D: unload_wav  2
0004: $FF8 =  2  ;; integer values

:Label090C1D
0004: $FF6 =  0  ;; integer values
00D6: if  2
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $FAA $FAB $FAC radius  6.0  6.0  6.0
84A8:   NOT $PLAYER_CHAR
84C9:   NOT $PLAYER_CHAR
004D: jump_if_false £Label090D15
0008: $FAD +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $FF1
0164: disable_marker $FF2
0084: $FF5 = $FAD  ;; integer values and handles
0050: gosub £Label09169A
0086: $FAA = $FEB  ;; floating-point values only
0086: $FAB = $FEC  ;; floating-point values only
0086: $FAC = $FED  ;; floating-point values only
0086: $FAE = $FEE  ;; floating-point values only
0086: $FAF = $FEF  ;; floating-point values only
0086: $FB0 = $FF0  ;; floating-point values only
00D6: if  0
003A:   $FAD == $FB4  ;; integer values and handles
004D: jump_if_false £Label090CD5
0002: jump £Label090FE6

:Label090CD5
018A: $FF1 = create_checkpoint_at $FAA $FAB $FAC
00D6: if  0
001A:    17 > $FAD  ;; integer values
004D: jump_if_false £Label090D15
0167: $FF2 = create_marker_at $FAE $FAF $FB0  5  2
0166: set_marker $FF2 brightness_to  1
0168: show_on_radar $FF2  2

:Label090D15
00D6: if  0
0118:   actor $FA5 dead
004D: jump_if_false £Label090D3B
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label090D3B
00D6: if  0
8119:   NOT   car $F9C wrecked
004D: jump_if_false £Label090F32
00D6: if  0
0118:   actor $FA5 dead
004D: jump_if_false £Label090D71
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label090D71
0084: $FF4 = $F9C  ;; integer values and handles
0084: $FF5 = $F9D  ;; integer values and handles
0086: $FEB = $FA2  ;; floating-point values only
0086: $FEC = $FA3  ;; floating-point values only
0086: $FED = $FA4  ;; floating-point values only
0050: gosub £Label091B40
00D6: if  0
01AF:   car $F9C  0 ()near_point $FA2 $FA3 $FA4 radius $F9A $F9A $F9A
004D: jump_if_false £Label090E90
0008: $F9D +=  1  ;; integer values
00D6: if  0
0038:   $1001 ==  0  ;; integer values
004D: jump_if_false £Label090DEB
04E0: unknown_car $F9C  20
0004: $1001 =  1  ;; integer values

:Label090DEB
0084: $FF5 = $F9D  ;; integer values and handles
0050: gosub £Label09169A
0086: $FA2 = $FEB  ;; floating-point values only
0086: $FA3 = $FEC  ;; floating-point values only
0086: $FA4 = $FED  ;; floating-point values only
00D6: if  0
003A:   $F9D == $FB4  ;; integer values and handles
004D: jump_if_false £Label090E2F
0005: $F9A =  6.0  ;; floating-point values

:Label090E2F
00D6: if  0
003A:   $F9D == $FB4  ;; integer values and handles
004D: jump_if_false £Label090E58
00BC: text_highpriority "RACEFA"  5000 ms  1  ;; ~r~You failed to win the race!
0002: jump £Label0914DB

:Label090E58
00D6: if  0
0042:   $F9A ==  7.0  ;; floating-point values
004D: jump_if_false £Label090E82
00A7: car $F9C drive_to $FA2 $FA3 $FA4
0002: jump £Label090E90

:Label090E82
02C2: car $F9C drive_to_point $FA2 $FA3 $FA4

:Label090E90
00D6: if  0
02BF:   car $F9C sunk
004D: jump_if_false £Label090F2B
00D6: if  0
82CA:   NOT   car $F9C bounding_sphere_visible
004D: jump_if_false £Label090F2B
00AA: store_car $F9C position_to $FB1 $FB2 $FB3
02C1: set $FB1 $FB2 $FB3 to_car_path_coords_closest_to $FB1 $FB2 $FB3
00D6: if  0
838A:   NOT   car_in_cube $FB1 $FB2 $FB3  4.0  4.0  4.0
004D: jump_if_false £Label090F2B
00D6: if  0
80C2:   NOT   sphere_onscreen $FB1 $FB2 $FB3  3.0
004D: jump_if_false £Label090F2B
00AB: put_car $F9C at $FB1 $FB2 $FB3
039F: car $F9C race_to $FA2 $FA3

:Label090F2B
0002: jump £Label090F49

:Label090F32
00D6: if  0
82BF:   NOT   car $F9C sunk
004D: jump_if_false £Label090F49
0004: $F9D =  0  ;; integer values

:Label090F49
00D6: if  0
0038:   $FF6 ==  0  ;; integer values
004D: jump_if_false £Label090F69
00BB: text_lowpriority "FIRST"  100 ms  1  ;; ~b~1st

:Label090F69
00D6: if  0
0038:   $FF6 ==  1  ;; integer values
004D: jump_if_false £Label090F89
00BB: text_lowpriority "SECOND"  100 ms  1  ;; ~b~2nd

:Label090F89
00D6: if  0
0038:   $FAD ==  17  ;; integer values
004D: jump_if_false £Label090FBD
024F: create_corona  5.5  6  0 with_color  255  0  0 at_point $FAA $FAB $FAC
0002: jump £Label090FDA

:Label090FBD
024F: create_corona  5.5  6  0 with_color  255  137  205 at_point $FAA $FAB $FAC

:Label090FDA
0002: jump £Label0909AD

:Label090FE1
014F: stop_timer $FF7

:Label090FE6
0110: clear_player $PLAYER_CHAR wanted_level
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label091015
0221: set_player $PLAYER_CHAR trapped_in_car  1
00DA: $FFB = player $PLAYER_CHAR car

:Label091015
0169: set_fade_color  1  1  1
016A: fade  0 ()  1500 ms

:Label091024
00D6: if  0
016B:   fading
004D: jump_if_false £Label091079
0001: wait  0 ms
00D6: if  0
0119:   car $F9C wrecked
004D: jump_if_false £Label09105B
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label09105B
00D6: if  0
0119:   car $FFB wrecked
004D: jump_if_false £Label091072
0002: jump £Label0914DB

:Label091072
0002: jump £Label091024

:Label091079
015F: set_camera_position  515.93 -82.24  12.87  0.0  0.0  0.0
0160: point_camera  515.92 -81.38  12.55  2
0395: clear_area  1 at  513.7 -74.3 range  9.58  4.0
03BA: clear_cars_from_cube  528.63  64.64  8.0  376.19 -320.62  16.0
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
00AB: put_car $FFB at  513.7 -74.3  9.58
0175: set_car $FFB z_angle_to  180.0
00AB: put_car $F9C at  517.19 -74.3  9.58
0175: set_car $F9C z_angle_to  180.0
0164: disable_marker $F9E
00AD: set_car $F9C max_speed_to  0.0
00A9: set_car $F9C to_normal_driver
00D6: if  0
0038:   $FF9 ==  0  ;; integer values
004D: jump_if_false £Label091167
03CF: load_wav "BNK3_1" as  1
0004: $FF9 =  1  ;; integer values

:Label091167
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0911BE
0001: wait  0 ms
00D6: if  0
0119:   car $F9C wrecked
004D: jump_if_false £Label0911A0
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label0911A0
00D6: if  0
0119:   car $FFB wrecked
004D: jump_if_false £Label0911B7
0002: jump £Label0914DB

:Label0911B7
0002: jump £Label091167

:Label0911BE
0169: set_fade_color  1  1  1
016A: fade  1 (back)  1500 ms

:Label0911CD
00D6: if  0
016B:   fading
004D: jump_if_false £Label091222
0001: wait  0 ms
00D6: if  0
0119:   car $F9C wrecked
004D: jump_if_false £Label091204
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label091204
00D6: if  0
0119:   car $FFB wrecked
004D: jump_if_false £Label09121B
0002: jump £Label0914DB

:Label09121B
0002: jump £Label0911CD

:Label091222
00D6: if  0
8118:   NOT   actor $FA5 dead
004D: jump_if_false £Label091249
022E: set_player $PLAYER_CHAR to_look_at_actor $FA5
022D: set_actor $FA5 to_look_at_player $PLAYER_CHAR
0002: jump £Label09125F

:Label091249
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label09125F
00D6: if  0
003A:   $FAD == $FB4  ;; integer values and handles
004D: jump_if_false £Label091285
03D1: play_wav  1
00BC: text_highpriority "BNK3_1"  6000 ms  1  ;; Ok. I'll drive for you, but please, treat me bad.

:Label091285
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label091312
0001: wait  0 ms
00D6: if  0
0118:   actor $FA5 dead
004D: jump_if_false £Label0912BE
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label0912BE
00D6: if  0
0119:   car $F9C wrecked
004D: jump_if_false £Label0912F4
00D6: if  0
0118:   actor $FA5 dead
004D: jump_if_false £Label0912F4
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label0912F4
00D6: if  0
0119:   car $FFB wrecked
004D: jump_if_false £Label09130B
0002: jump £Label0914DB

:Label09130B
0002: jump £Label091285

:Label091312
040D: unload_wav  1
03D5: remove_text "BNK3_1"  ;; Ok. I'll drive for you, but please, treat me bad.
00D6: if  0
8118:   NOT   actor $FA5 dead
004D: jump_if_false £Label091341
0230: set_player $PLAYER_CHAR stop_looking
022F: set_actor $FA5 stop_looking
0002: jump £Label091357

:Label091341
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label091357
00D6: if  0
8119:   NOT   car $F9C wrecked
004D: jump_if_false £Label09138A
03CD: car $F9C remove_from_stuck_car_check
00AD: set_car $F9C max_speed_to  30.0
00A7: car $F9C drive_to  478.26 -129.32  9.01

:Label09138A
0006:  17@ =  0  ;; integer values
0006:  16@ =  0  ;; integer values

:Label091398
00D6: if  1
02CB:   actor $FA5 bounding_sphere_visible
001B:    3000 >  16@  ;; integer values
004D: jump_if_false £Label091485
0001: wait  0 ms
00D6: if  0
0118:   actor $FA5 dead
004D: jump_if_false £Label0913DA
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label0913DA
00D6: if  0
0119:   car $F9C wrecked
004D: jump_if_false £Label091410
00D6: if  0
0118:   actor $FA5 dead
004D: jump_if_false £Label091410
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label091410
00D6: if  0
0029:    16@ >=  5000  ;; integer values
004D: jump_if_false £Label091467
00D6: if  0
8118:   NOT   actor $FA5 dead
004D: jump_if_false £Label091451
00D6: if  0
02CB:   actor $FA5 bounding_sphere_visible
004D: jump_if_false £Label09144A
0002: jump £Label091485

:Label09144A
0002: jump £Label091467

:Label091451
00BC: text_highpriority "BJM3_2"  5000 ms  1  ;; ~r~Hilary is dead!
0002: jump £Label0914DB

:Label091467
00D6: if  0
0119:   car $FFB wrecked
004D: jump_if_false £Label09147E
0002: jump £Label0914DB

:Label09147E
0002: jump £Label091398

:Label091485
00A9: set_car $F9C to_normal_driver
009B: destroy_actor_instantly $FA5
00A6: destroy_car $F9C
00D6: if  0
8119:   NOT   car $FFB wrecked
004D: jump_if_false £Label0914B2
0221: set_player $PLAYER_CHAR trapped_in_car  0
0002: jump £Label0914B9

:Label0914B2
0002: jump £Label0914DB

:Label0914B9
02A3: toggle_widescreen  0 (off)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0002: jump £Label09151F

:Label0914DB
03D5: remove_text "FIRST"  ;; ~b~1st
03D5: remove_text "SECOND"  ;; ~b~2nd
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
00D6: if  0
8119:   NOT   car $F9C wrecked
004D: jump_if_false £Label09151D
00AD: set_car $F9C max_speed_to  0.0
00A9: set_car $F9C to_normal_driver

:Label09151D
0051: return

:Label09151F
0004: $FA =  1  ;; integer values
0318: set_latest_mission_passed "BANK_3"  ;; The Driver
030C: set_mission_points +=  1
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0084: $1000 = $FF7  ;; integer values and handles
0014: $1000 /=  1000  ;; integer values
042E:  1 $1000
0084: $FFE = $1000  ;; integer values and handles
0014: $FFE /=  60  ;; integer values
0084: $FFF = $FFE  ;; integer values and handles
0010: $FFF *=  60  ;; integer values
0060: $1000 -= $FFF  ;; integer values
0109: player $PLAYER_CHAR money +=  3000
01E3: text_1number_styled "M_PASS"  3000  5000 ms  1  ;; MISSION PASSED! $~1~
00D6: if  0
0028:   $1000 >=  10  ;; integer values
004D: jump_if_false £Label0915C2
02FD: text_2numbers_lowpriority "RACETM" $FFE $1000  5000 ms  1  ;; ~b~RACE TIME: ~1~:~1~
0002: jump £Label0915D7

:Label0915C2
02FD: text_2numbers_lowpriority "RACETM2" $FFE $1000  5000 ms  1  ;; ~b~RACE TIME: ~1~:0~1~

:Label0915D7
004F: create_thread ££Label00C070 
0051: return

:Label0915E1
034F: destroy_actor_with_fade $FA5  ;; The actor fades away like a ghost
00D6: if  0
8119:   NOT   car $F9C wrecked
004D: jump_if_false £Label09161A
02AC: set_car $F9C immunities  0  0  0  0  0
039C: (unknown) $F9C  0 
03AB: (unknown) $F9C  0 
03ED: (unknown) $F9C  0 

:Label09161A
01E7: remove_forbidden_for_cars_cube  439.691 -319.016  8.0  533.378  139.155  14.0
01EB: set_car_density_to  1.0
0004: $ONMISSION =  0  ;; integer values
01EB: set_car_density_to  1.0
0296: unload_special_actor  3
0249: release_model #SABRETUR
0249: release_model #SENTINEL
01E7: remove_forbidden_for_cars_cube  444.9 -203.82  8.0  572.14  133.77  20.0
0164: disable_marker $F9E
0164: disable_marker $FF1
0164: disable_marker $FF2
014F: stop_timer $FF7
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label09169A
00D6: if  0
0038:   $FF5 ==  0  ;; integer values
004D: jump_if_false £Label0916DC
0086: $FEB = $FB5  ;; floating-point values only
0086: $FEC = $FB6  ;; floating-point values only
0086: $FED = $FB7  ;; floating-point values only
0086: $FEE = $FB8  ;; floating-point values only
0086: $FEF = $FB9  ;; floating-point values only
0086: $FF0 = $FBA  ;; floating-point values only

:Label0916DC
00D6: if  0
0038:   $FF5 ==  1  ;; integer values
004D: jump_if_false £Label09171E
0086: $FEB = $FB8  ;; floating-point values only
0086: $FEC = $FB9  ;; floating-point values only
0086: $FED = $FBA  ;; floating-point values only
0086: $FEE = $FBB  ;; floating-point values only
0086: $FEF = $FBC  ;; floating-point values only
0086: $FF0 = $FBD  ;; floating-point values only

:Label09171E
00D6: if  0
0038:   $FF5 ==  2  ;; integer values
004D: jump_if_false £Label091760
0086: $FEB = $FBB  ;; floating-point values only
0086: $FEC = $FBC  ;; floating-point values only
0086: $FED = $FBD  ;; floating-point values only
0086: $FEE = $FBE  ;; floating-point values only
0086: $FEF = $FBF  ;; floating-point values only
0086: $FF0 = $FC0  ;; floating-point values only

:Label091760
00D6: if  0
0038:   $FF5 ==  3  ;; integer values
004D: jump_if_false £Label0917A2
0086: $FEB = $FBE  ;; floating-point values only
0086: $FEC = $FBF  ;; floating-point values only
0086: $FED = $FC0  ;; floating-point values only
0086: $FEE = $FC1  ;; floating-point values only
0086: $FEF = $FC2  ;; floating-point values only
0086: $FF0 = $FC3  ;; floating-point values only

:Label0917A2
00D6: if  0
0038:   $FF5 ==  4  ;; integer values
004D: jump_if_false £Label0917E4
0086: $FEB = $FC1  ;; floating-point values only
0086: $FEC = $FC2  ;; floating-point values only
0086: $FED = $FC3  ;; floating-point values only
0086: $FEE = $FC4  ;; floating-point values only
0086: $FEF = $FC5  ;; floating-point values only
0086: $FF0 = $FC6  ;; floating-point values only

:Label0917E4
00D6: if  0
0038:   $FF5 ==  5  ;; integer values
004D: jump_if_false £Label091826
0086: $FEB = $FC4  ;; floating-point values only
0086: $FEC = $FC5  ;; floating-point values only
0086: $FED = $FC6  ;; floating-point values only
0086: $FEE = $FC7  ;; floating-point values only
0086: $FEF = $FC8  ;; floating-point values only
0086: $FF0 = $FC9  ;; floating-point values only

:Label091826
00D6: if  0
0038:   $FF5 ==  6  ;; integer values
004D: jump_if_false £Label091868
0086: $FEB = $FC7  ;; floating-point values only
0086: $FEC = $FC8  ;; floating-point values only
0086: $FED = $FC9  ;; floating-point values only
0086: $FEE = $FCA  ;; floating-point values only
0086: $FEF = $FCB  ;; floating-point values only
0086: $FF0 = $FCC  ;; floating-point values only

:Label091868
00D6: if  0
0038:   $FF5 ==  7  ;; integer values
004D: jump_if_false £Label0918AA
0086: $FEB = $FCA  ;; floating-point values only
0086: $FEC = $FCB  ;; floating-point values only
0086: $FED = $FCC  ;; floating-point values only
0086: $FEE = $FCD  ;; floating-point values only
0086: $FEF = $FCE  ;; floating-point values only
0086: $FF0 = $FCF  ;; floating-point values only

:Label0918AA
00D6: if  0
0038:   $FF5 ==  8  ;; integer values
004D: jump_if_false £Label0918EC
0086: $FEB = $FCD  ;; floating-point values only
0086: $FEC = $FCE  ;; floating-point values only
0086: $FED = $FCF  ;; floating-point values only
0086: $FEE = $FD0  ;; floating-point values only
0086: $FEF = $FD1  ;; floating-point values only
0086: $FF0 = $FD2  ;; floating-point values only

:Label0918EC
00D6: if  0
0038:   $FF5 ==  9  ;; integer values
004D: jump_if_false £Label09192E
0086: $FEB = $FD0  ;; floating-point values only
0086: $FEC = $FD1  ;; floating-point values only
0086: $FED = $FD2  ;; floating-point values only
0086: $FEE = $FD3  ;; floating-point values only
0086: $FEF = $FD4  ;; floating-point values only
0086: $FF0 = $FD5  ;; floating-point values only

:Label09192E
00D6: if  0
0038:   $FF5 ==  10  ;; integer values
004D: jump_if_false £Label091970
0086: $FEB = $FD3  ;; floating-point values only
0086: $FEC = $FD4  ;; floating-point values only
0086: $FED = $FD5  ;; floating-point values only
0086: $FEE = $FD6  ;; floating-point values only
0086: $FEF = $FD7  ;; floating-point values only
0086: $FF0 = $FD8  ;; floating-point values only

:Label091970
00D6: if  0
0038:   $FF5 ==  11  ;; integer values
004D: jump_if_false £Label0919B2
0086: $FEB = $FD6  ;; floating-point values only
0086: $FEC = $FD7  ;; floating-point values only
0086: $FED = $FD8  ;; floating-point values only
0086: $FEE = $FD9  ;; floating-point values only
0086: $FEF = $FDA  ;; floating-point values only
0086: $FF0 = $FDB  ;; floating-point values only

:Label0919B2
00D6: if  0
0038:   $FF5 ==  12  ;; integer values
004D: jump_if_false £Label0919F4
0086: $FEB = $FD9  ;; floating-point values only
0086: $FEC = $FDA  ;; floating-point values only
0086: $FED = $FDB  ;; floating-point values only
0086: $FEE = $FDC  ;; floating-point values only
0086: $FEF = $FDD  ;; floating-point values only
0086: $FF0 = $FDE  ;; floating-point values only

:Label0919F4
00D6: if  0
0038:   $FF5 ==  13  ;; integer values
004D: jump_if_false £Label091A36
0086: $FEB = $FDC  ;; floating-point values only
0086: $FEC = $FDD  ;; floating-point values only
0086: $FED = $FDE  ;; floating-point values only
0086: $FEE = $FDF  ;; floating-point values only
0086: $FEF = $FE0  ;; floating-point values only
0086: $FF0 = $FE1  ;; floating-point values only

:Label091A36
00D6: if  0
0038:   $FF5 ==  14  ;; integer values
004D: jump_if_false £Label091A78
0086: $FEB = $FDF  ;; floating-point values only
0086: $FEC = $FE0  ;; floating-point values only
0086: $FED = $FE1  ;; floating-point values only
0086: $FEE = $FE2  ;; floating-point values only
0086: $FEF = $FE3  ;; floating-point values only
0086: $FF0 = $FE4  ;; floating-point values only

:Label091A78
00D6: if  0
0038:   $FF5 ==  15  ;; integer values
004D: jump_if_false £Label091ABA
0086: $FEB = $FE2  ;; floating-point values only
0086: $FEC = $FE3  ;; floating-point values only
0086: $FED = $FE4  ;; floating-point values only
0086: $FEE = $FE5  ;; floating-point values only
0086: $FEF = $FE6  ;; floating-point values only
0086: $FF0 = $FE7  ;; floating-point values only

:Label091ABA
00D6: if  0
0038:   $FF5 ==  16  ;; integer values
004D: jump_if_false £Label091AFC
0086: $FEB = $FE5  ;; floating-point values only
0086: $FEC = $FE6  ;; floating-point values only
0086: $FED = $FE7  ;; floating-point values only
0086: $FEE = $FE8  ;; floating-point values only
0086: $FEF = $FE9  ;; floating-point values only
0086: $FF0 = $FEA  ;; floating-point values only

:Label091AFC
00D6: if  0
0038:   $FF5 ==  17  ;; integer values
004D: jump_if_false £Label091B3E
0086: $FEB = $FE8  ;; floating-point values only
0086: $FEC = $FE9  ;; floating-point values only
0086: $FED = $FEA  ;; floating-point values only
0086: $FEE = $FE8  ;; floating-point values only
0086: $FEF = $FE9  ;; floating-point values only
0086: $FF0 = $FEA  ;; floating-point values only

:Label091B3E
0051: return

:Label091B40
0227: $FF3 = car $FF4 health
00D6: if  0
001A:    500 > $FF3  ;; integer values
004D: jump_if_false £Label091B63
0224: set_car $FF4 health_to  1000

:Label091B63
00D6: if  0
003A:   $FAD == $FF5  ;; integer values and handles
004D: jump_if_false £Label091C43
00AA: store_car $FF4 position_to $FB1 $FB2 $FB3
0086: $F97 = $FB1  ;; floating-point values only
0061: $F97 -= $FAA  ;; floating-point values
0086: $F98 = $FB2  ;; floating-point values only
0061: $F98 -= $FAB  ;; floating-point values
0069: $F97 *= $F97  ;; floating-point values
0069: $F98 *= $F98  ;; floating-point values
0086: $F99 = $F97  ;; floating-point values only
0059: $F99 += $F98  ;; floating-point values
01FB: $F9B = square_root $F99
0054: store_player $PLAYER_CHAR position_to $FB1 $FB2 $FB3
0086: $F97 = $FB1  ;; floating-point values only
0061: $F97 -= $FAA  ;; floating-point values
0086: $F98 = $FB2  ;; floating-point values only
0061: $F98 -= $FAB  ;; floating-point values
0069: $F97 *= $F97  ;; floating-point values
0069: $F98 *= $F98  ;; floating-point values
0086: $F99 = $F97  ;; floating-point values only
0059: $F99 += $F98  ;; floating-point values
01FB: $FA6 = square_root $F99
00D6: if  0
0024:   $FA6 > $F9B  ;; floating-point values only
004D: jump_if_false £Label091C3C
0008: $FF6 +=  1  ;; integer values

:Label091C3C
0002: jump £Label091C5D

:Label091C43
00D6: if  0
001C:   $FF5 > $FAD  ;; integer values
004D: jump_if_false £Label091C5D
0008: $FF6 +=  1  ;; integer values

:Label091C5D
00D6: if  0
03CE:   car $FF4 stuck
004D: jump_if_false £Label091E46
00D6: if  0
82CA:   NOT   car $FF4 bounding_sphere_visible
004D: jump_if_false £Label091E46
00D6: if  0
81FF:   NOT   player $PLAYER_CHAR near_car $FF4 radius  30.0  30.0  30.0 unknown  0
004D: jump_if_false £Label091E46
00AA: store_car $FF4 position_to $FB1 $FB2 $FB3
02C1: set $FB1 $FB2 $FB3 to_car_path_coords_closest_to $FB1 $FB2 $FB3
00D6: if  0
838A:   NOT   car_in_cube $FB1 $FB2 $FB3  4.0  4.0  3.0
004D: jump_if_false £Label091D7D
00D6: if  0
80C2:   NOT   sphere_onscreen $FB1 $FB2 $FB3  4.0
004D: jump_if_false £Label091D76
00AB: put_car $FF4 at $FB1 $FB2 $FB3
039F: car $FF4 race_to $FA2 $FA3
00D6: if  0
0042:   $F9A ==  7.0  ;; floating-point values
004D: jump_if_false £Label091D57
00AE: unknown_set_car $FF4 to_ignore_traffic_lights  2
00AD: set_car $FF4 max_speed_to  45.0
00A7: car $FF4 drive_to $FEB $FEC $FED
0002: jump £Label091D76

:Label091D57
00AE: unknown_set_car $FF4 to_ignore_traffic_lights  2
00AD: set_car $FF4 max_speed_to  45.0
02C2: car $FF4 drive_to_point $FEB $FEC $FED

:Label091D76
0002: jump £Label091E46

:Label091D7D
04D3: unknown_race_stuff $FB1 $FB2 $FB3  2 $FB1 $FB2 $FB3
00D6: if  0
838A:   NOT   car_in_cube $FB1 $FB2 $FB3  4.0  4.0  3.0
004D: jump_if_false £Label091E46
00D6: if  0
80C2:   NOT   sphere_onscreen $FB1 $FB2 $FB3  4.0
004D: jump_if_false £Label091E46
00AB: put_car $FF4 at $FB1 $FB2 $FB3
039F: car $FF4 race_to $FA2 $FA3
00D6: if  0
0042:   $F9A ==  7.0  ;; floating-point values
004D: jump_if_false £Label091E27
00AE: unknown_set_car $FF4 to_ignore_traffic_lights  2
00AD: set_car $FF4 max_speed_to  45.0
00A7: car $FF4 drive_to $FEB $FEC $FED
0002: jump £Label091E46

:Label091E27
00AE: unknown_set_car $FF4 to_ignore_traffic_lights  2
00AD: set_car $FF4 max_speed_to  45.0
02C2: car $FF4 drive_to_point $FEB $FEC $FED

:Label091E46
00D6: if  0
01F4:   car $FF4 flipped
004D: jump_if_false £Label092041
00D6: if  0
82CA:   NOT   car $FF4 bounding_sphere_visible
004D: jump_if_false £Label092041
00D6: if  0
81FF:   NOT   player $PLAYER_CHAR near_car $FF4 radius  30.0  30.0  30.0 unknown  0
004D: jump_if_false £Label092041
00AA: store_car $FF4 position_to $FB1 $FB2 $FB3
02C1: set $FB1 $FB2 $FB3 to_car_path_coords_closest_to $FB1 $FB2 $FB3
0395: clear_area  0 at $FB1 $FB2 range $FB3  4.0
00D6: if  0
838A:   NOT   car_in_cube $FB1 $FB2 $FB3  4.0  4.0  3.0
004D: jump_if_false £Label091F78
00D6: if  0
80C2:   NOT   sphere_onscreen $FB1 $FB2 $FB3  4.0
004D: jump_if_false £Label091F71
00AB: put_car $FF4 at $FB1 $FB2 $FB3
039F: car $FF4 race_to $FA2 $FA3
00D6: if  0
0042:   $F9A ==  7.0  ;; floating-point values
004D: jump_if_false £Label091F52
00AE: unknown_set_car $FF4 to_ignore_traffic_lights  2
00AD: set_car $FF4 max_speed_to  45.0
00A7: car $FF4 drive_to $FEB $FEC $FED
0002: jump £Label091F71

:Label091F52
00AE: unknown_set_car $FF4 to_ignore_traffic_lights  2
00AD: set_car $FF4 max_speed_to  45.0
02C2: car $FF4 drive_to_point $FEB $FEC $FED

:Label091F71
0002: jump £Label092041

:Label091F78
04D3: unknown_race_stuff $FB1 $FB2 $FB3  2 $FB1 $FB2 $FB3
00D6: if  0
838A:   NOT   car_in_cube $FB1 $FB2 $FB3  4.0  4.0  3.0
004D: jump_if_false £Label092041
00D6: if  0
80C2:   NOT   sphere_onscreen $FB1 $FB2 $FB3  4.0
004D: jump_if_false £Label092041
00AB: put_car $FF4 at $FB1 $FB2 $FB3
039F: car $FF4 race_to $FA2 $FA3
00D6: if  0
0042:   $F9A ==  7.0  ;; floating-point values
004D: jump_if_false £Label092022
00AE: unknown_set_car $FF4 to_ignore_traffic_lights  2
00AD: set_car $FF4 max_speed_to  45.0
00A7: car $FF4 drive_to $FEB $FEC $FED
0002: jump £Label092041

:Label092022
00AE: unknown_set_car $FF4 to_ignore_traffic_lights  2
00AD: set_car $FF4 max_speed_to  45.0
02C2: car $FF4 drive_to_point $FEB $FEC $FED

:Label092041
0084: $1002 = $FAD  ;; integer values and handles
000C: $1002 -=  3  ;; integer values
00D6: if  0
001C:   $1002 > $FF5  ;; integer values
004D: jump_if_false £Label0920D6
00D6: if  0
82CA:   NOT   car $FF4 bounding_sphere_visible
004D: jump_if_false £Label0920D6
00D6: if  0
838A:   NOT   car_in_cube $FA2 $FA3 $FA4  4.0  4.0  3.0
004D: jump_if_false £Label0920D6
00D6: if  0
80C2:   NOT   sphere_onscreen $FA2 $FA3 $FA4  4.0
004D: jump_if_false £Label0920D6
00AB: put_car $FF4 at $FA2 $FA3 $FA4
039F: car $FF4 race_to $FAA $FAB
04BA: set_car $FF4 speed_instantly  30.0

:Label0920D6
0084: $1002 = $FAD  ;; integer values and handles
0008: $1002 +=  2  ;; integer values
00D6: if  0
001C:   $FF5 > $1002  ;; integer values
004D: jump_if_false £Label092109
00AD: set_car $FF4 max_speed_to  35.0
0002: jump £Label092113

:Label092109
00AD: set_car $FF4 max_speed_to  45.0

:Label092113
0051: return

;-------------Mission 24---------------
; Originally: The Job


:Label092115
0050: gosub £Label092139
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label092130
0050: gosub £Label0977C1

:Label092130
0050: gosub £Label0986CD
004E: end_thread

:Label092139
03A4: name_thread "BANKJO4"
0004: $ONMISSION =  1  ;; integer values
054C: use_GXT_table "BANKJ4"
058E: set_restart_mission_taxi_destination  512.591 -74.9  9.573  189.24
0004: $3DA =  0  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
0004: $1003 =  1  ;; integer values
0004: $1005 =  0  ;; integer values
0004: $1006 =  0  ;; integer values
0004: $165 =  0  ;; integer values
0004: $1008 =  0  ;; integer values
0004: $100A =  0  ;; integer values
0004: $1009 =  0  ;; integer values
0004: $1058 =  0  ;; integer values
0004: $1059 =  0  ;; integer values
0004: $105A =  0  ;; integer values
0004: $101B =  0  ;; integer values
0004: $101C =  0  ;; integer values
0004: $101D =  0  ;; integer values
0004: $101E =  0  ;; integer values
0004: $1029 =  0  ;; integer values
0004: $1026 =  0  ;; integer values
0004: $1074 =  0  ;; integer values
0004: $1065 =  0  ;; integer values
0004: $1066 =  0  ;; integer values
0004: $1067 =  0  ;; integer values
0004: $1007 =  0  ;; integer values
0004: $1073 =  0  ;; integer values
0004: $106C =  0  ;; integer values
0004: $106D =  0  ;; integer values
0004: $106E =  0  ;; integer values
0004: $106F =  0  ;; integer values
0004: $1062 =  0  ;; integer values
0004: $1063 =  0  ;; integer values
0004: $1064 =  0  ;; integer values
0004: $1060 =  0  ;; integer values
0004: $1039 =  0  ;; integer values
0004: $103A =  0  ;; integer values
0004: $103B =  0  ;; integer values
0004: $103C =  0  ;; integer values
0004: $103D =  0  ;; integer values
0004: $103E =  0  ;; integer values
0004: $103F =  0  ;; integer values
0004: $1069 =  0  ;; integer values
0004: $1040 =  0  ;; integer values
0004: $1041 =  0  ;; integer values
0004: $1042 =  0  ;; integer values
0004: $1075 =  0  ;; integer values
0004: $1056 =  0  ;; integer values
0004: $1057 =  0  ;; integer values
0004: $1076 =  0  ;; integer values
0004: $106B =  0  ;; integer values
0004: $1068 =  0  ;; integer values
0004: $1014 =  0  ;; integer values
0004: $1068 =  0  ;; integer values
0006:  0@ =  0  ;; integer values
0006:  1@ =  0  ;; integer values
0006:  2@ =  0  ;; integer values
0006:  3@ =  0  ;; integer values
0006:  4@ =  0  ;; integer values
0006:  5@ =  0  ;; integer values
0006:  6@ =  0  ;; integer values
0006:  7@ =  0  ;; integer values
0006:  8@ =  0  ;; integer values
0006:  9@ =  0  ;; integer values
0006:  10@ =  0  ;; integer values
0006:  11@ =  0  ;; integer values
0004: $105B =  0  ;; integer values
0004: $1043 =  0  ;; integer values
0004: $105E =  0  ;; integer values
03AF: set_streaming  0 (disabled)
04BB: select_interiour  17  ;; select render area
01EB: set_car_density_to  0.0
03CB: set_camera  481.03 -64.21  8.98
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKEN"
023C: load_special_actor  3 "CSPHIL"
023C: load_special_actor  4 "CSHLARY"
023C: load_special_actor  5 "CSCAMJ"
02F3: load_object #CUTOBJ01 "GCFAN"
02F3: load_object #CUTOBJ02 "CLCHR"
038B: load_requested_models

:Label0923AF
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label0923D9
0001: wait  0 ms
0002: jump £Label0923AF

:Label0923D9
00D6: if  21
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label0923F9
0001: wait  0 ms
0002: jump £Label0923D9

:Label0923F9
041D: set_camera_near_clip  .1
02E4: load_cutscene_data "BANK_4"
0244: set_cutscene_pos  476.972 -65.499  8.943
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $89 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $89 "CSPHIL"
02E5: $BA = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $BA "CSHLARY"
02E5: $BC = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $BC "CSCAMJ"
04BC: "GCFAN"
02E5: $BD = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $BD "GCFAN"
04BC: "GCFAN"
02E5: $BE = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $BE "CLCHR"
041D: set_camera_near_clip  .1
0395: clear_area  1 at  495.12 -83.39 range  9.02  1.0
0055: put_player $PLAYER_CHAR at  495.12 -83.39  9.02
0171: set_player $PLAYER_CHAR z_angle_to  223.21
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label092510
00D6: if  0
001A:    3659 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label092533
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label092510

:Label092533
00BC: text_highpriority "BNK4_A"  10000 ms  1  ;; ~w~As you can see, gentlemen, this is going to be the easiest buck we ever made.

:Label092542
00D6: if  0
001A:    7265 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label092565
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label092542

:Label092565
00BC: text_highpriority "BNK4_B"  10000 ms  1  ;; ~w~Tommy, seriously, you gotta consider going into law.

:Label092574
00D6: if  0
001A:    11744 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label092597
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label092574

:Label092597
00BC: text_highpriority "BNK4_C"  10000 ms  1  ;; ~w~What the hell are you smoking, man? This ain't no simple plan!

:Label0925A6
00D6: if  0
001A:    16951 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0925C9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0925A6

:Label0925C9
00BC: text_highpriority "BNK4_D"  10000 ms  1  ;; ~w~Well, who needs a simple plan anyway?

:Label0925D8
00D6: if  0
001A:    18806 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0925FB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0925D8

:Label0925FB
00BC: text_highpriority "BNK4_E"  10000 ms  1  ;; ~w~Take communism, now that was a simple plan. Didn't do Russia any favors, huh?

:Label09260A
00D6: if  0
001A:    24030 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09262D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09260A

:Label09262D
00BC: text_highpriority "BNK4_F"  10000 ms  1  ;; ~w~Calm down, all right? With a team like this it's going to be no problem.

:Label09263C
00D6: if  0
001A:    28243 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09265F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09263C

:Label09265F
00BC: text_highpriority "BNK4_G"  10000 ms  1  ;; ~w~We got Cam on safe. Phil? You and me will handle security, and Hilary'll drive the getaway car.

:Label09266E
00D6: if  0
001A:    34410 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label092693
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09266E

:Label092693
00BC: text_highpriority "BNK4_H"  10000 ms  1  ;; ~w~Uh, heh heh, aren't you forgetting somebody? Somebody who helped you to no end in this town? Somebody who...

:Label0926A2
00D6: if  0
001A:    39555 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0926C7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0926A2

:Label0926C7
00BC: text_highpriority "BNK4_I"  10000 ms  1  ;; ~w~Ken... Ken, that's right. Ken here, he washes the money for us and he keeps the drinks on ice.

:Label0926D6
00D6: if  0
001A:    46880 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0926FB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0926D6

:Label0926FB
00BC: text_highpriority "BNK4_J"  10000 ms  1  ;; ~w~I don't understand what I am supposed to be doing here.

:Label09270A
00D6: if  0
001A:    49700 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09272F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09270A

:Label09272F
00BC: text_highpriority "BNK4_K"  10000 ms  1  ;; ~w~Look, it's easy. Haven't you ever seen a movie?

:Label09273E
00D6: if  0
001A:    52105 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label092763
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09273E

:Label092763
00BC: text_highpriority "BNK4_L"  10000 ms  1  ;; ~w~We walk into the bank, we wave the gun around, and leave very rich men.

:Label092772
00D6: if  0
001A:    55224 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label092797
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label092772

:Label092797
00BE: text_clear_all

:Label092799
00D6: if  0
001A:    59584 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0927BE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label092799

:Label0927BE
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0927C7
00D6: if  0
016B:   fading
004D: jump_if_false £Label0927DF
0001: wait  0 ms
0002: jump £Label0927C7

:Label0927DF
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
0249: release_model #CUTOBJ01
04BB: select_interiour  0  ;; select render area
04FA: reset_interior_colors  0
0004: $3DA =  0  ;; integer values
022B: create_forbidden_for_peds_cube  468.0 -77.0  0.0  490.0 -54.0  30.0
00C0: set_current_time  8  30
01EB: set_car_density_to  1.0
0247: request_model #M4
0247: request_model #MP5LNG
0247: request_model #TAXI
0247: request_model #PYTHON
03CB: set_camera  496.5 -84.0  9.8

:Label092861
00D6: if  23
8248:   NOT   model #M4 available
8248:   NOT   model #MP5LNG available
8248:   NOT   model #PYTHON available
8248:   NOT   model #TAXI available
004D: jump_if_false £Label09288B
0001: wait  0 ms
0002: jump £Label092861

:Label09288B
0395: clear_area  1 at  496.5 -84.0 range  9.8  10.0
00A5: $1027 = create_car #TAXI at  496.5 -84.0  9.8
0175: set_car $1027 z_angle_to  137.0
0190: unknown_car $1027
023C: load_special_actor  1 "IGPHIL"
023C: load_special_actor  2 "IGHLARY"
023C: load_special_actor  3 "IGMIKE"

:Label0928ED
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
004D: jump_if_false £Label09290F
0001: wait  0 ms
0002: jump £Label0928ED

:Label09290F
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03C8: rotate_player-180-degrees
0055: put_player $PLAYER_CHAR at  491.6465 -80.4476  10.4539
0171: set_player $PLAYER_CHAR z_angle_to  225.0
009A: $1020 = create_actor  4 #SPECIAL01 at  490.6913 -79.4378  10.4539
0173: set_actor $1020 z_angle_to  225.0
01ED: reset_actor $1020 flags
0243: set_actor $1020 ped_stats_to  16
04F5: unknown_actor $1020 kiss_player $PLAYER_CHAR on  1
0446: (unknown) $1020  0 
009A: $1021 = create_actor  4 #SPECIAL02 at  490.0092 -80.1343  10.4539
0173: set_actor $1021 z_angle_to  225.0
01ED: reset_actor $1021 flags
04F5: unknown_actor $1021 kiss_player $PLAYER_CHAR on  1
0446: (unknown) $1021  0 
009A: $1022 = create_actor  4 #SPECIAL03 at  491.371 -78.7345  10.4539
0173: set_actor $1022 z_angle_to  225.0
01ED: reset_actor $1022 flags
04F5: unknown_actor $1022 kiss_player $PLAYER_CHAR on  1
0446: (unknown) $1022  0 
018A: $105F = create_checkpoint_at -833.0 -348.0  11.0
0004: $1026 =  1  ;; integer values
0004: $1074 =  1  ;; integer values
016A: fade  1 (back)  750 ms

:Label092A0E
00D6: if  0
016B:   fading
004D: jump_if_false £Label092A26
0001: wait  0 ms
0002: jump £Label092A0E

:Label092A26
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
041E: set_radio_station  6 -1
00BA: text_styled "BEACH3"  3000 ms  2  ;; Vice Point
03CF: load_wav "BNK4_3A" as  2
01BD: $166 = current_time_in_ms

:Label092A53
0001: wait  0 ms
0050: gosub £Label0980B3
0050: gosub £Label0981AA
0050: gosub £Label098339
0050: gosub £Label0984C8
00D6: if  0
001A:    7 > $1039  ;; integer values
004D: jump_if_false £Label092A93
0050: gosub £Label0989FE
0050: gosub £Label09968D

:Label092A93
00D6: if  0
0038:   $103A ==  1  ;; integer values
004D: jump_if_false £Label092AB3
0050: gosub £Label0989FE
0050: gosub £Label099945

:Label092AB3
00D6: if  0
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label092B3D
00D6: if  1
80DC:   NOT   player $PLAYER_CHAR driving $1027
0038:   $1060 ==  1  ;; integer values
004D: jump_if_false £Label092B36
00D6: if  0
0038:   $1042 ==  0  ;; integer values
004D: jump_if_false £Label092B2F
03CF: load_wav "BNK4_3V" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3V"  10000 ms  1  ;; Hey Tommy, why have we stopped?
0050: gosub £Label098A79
00BC: text_highpriority "GETCAR"  4000 ms  1  ;; ~g~Get in the getaway car to do the bank job!
0004: $1042 =  1  ;; integer values

:Label092B2F
0002: jump £Label092B3D

:Label092B36
0004: $1042 =  0  ;; integer values

:Label092B3D
00D6: if  0
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label092B94
00D6: if  1
0038:   $1040 ==  0  ;; integer values
8185:   NOT   car $1027 health >=  800
004D: jump_if_false £Label092B94
0004: $1003 =  2  ;; integer values
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3A"  10000 ms  1  ;; Hey, watch the wheels, Tommy!
0050: gosub £Label098A79
00BE: text_clear_all
0004: $1040 =  1  ;; integer values

:Label092B94
00D6: if  0
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label092BC5
00D6: if  1
0038:   $1040 ==  1  ;; integer values
8185:   NOT   car $1027 health >=  650
004D: jump_if_false £Label092BC5
0050: gosub £Label099A5D

:Label092BC5
00D6: if  22
0038:   $101C ==  1  ;; integer values
0038:   $101D ==  1  ;; integer values
0038:   $101E ==  1  ;; integer values
004D: jump_if_false £Label092BF3
0004: $1026 =  0  ;; integer values
0002: jump £Label092DF5

:Label092BF3
00D6: if  0
0038:   $1005 ==  1  ;; integer values
004D: jump_if_false £Label092D84
00D6: if  0
0038:   $1060 ==  0  ;; integer values
004D: jump_if_false £Label092CF8
00D6: if  1
8119:   NOT   car $1027 wrecked
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label092CF8
00D6: if  1
00DB:   actor $1020 in_car $1027
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label092CF8
00D6: if  1
00DB:   actor $1022 in_car $1027
8118:   NOT   actor $1021 dead
004D: jump_if_false £Label092CF8
00D6: if  0
00DB:   actor $1021 in_car $1027
004D: jump_if_false £Label092CF8
009B: destroy_actor_instantly $1020
009B: destroy_actor_instantly $1022
009B: destroy_actor_instantly $1021
01C8: $1020 = create_actor  4 #SPECIAL01 in_car $1027 passenger_seat  1
01ED: reset_actor $1020 flags
0243: set_actor $1020 ped_stats_to  16
04F5: unknown_actor $1020 kiss_player $PLAYER_CHAR on  1
0446: (unknown) $1020  0 
01C8: $1021 = create_actor  4 #SPECIAL02 in_car $1027 passenger_seat  0
01ED: reset_actor $1021 flags
04F5: unknown_actor $1021 kiss_player $PLAYER_CHAR on  1
0446: (unknown) $1021  0 
01C8: $1022 = create_actor  4 #SPECIAL03 in_car $1027 passenger_seat  2
01ED: reset_actor $1022 flags
04F5: unknown_actor $1022 kiss_player $PLAYER_CHAR on  1
0446: (unknown) $1022  0 
0004: $1060 =  1  ;; integer values

:Label092CF8
00D6: if  0
0038:   $1026 ==  0  ;; integer values
004D: jump_if_false £Label092D25
018A: $105F = create_checkpoint_at -833.0 -348.0  10.0
0004: $1026 =  1  ;; integer values

:Label092D25
00D6: if  1
8119:   NOT   car $1027 wrecked
0038:   $1060 ==  1  ;; integer values
004D: jump_if_false £Label092D7D
00D6: if  2
01AF:   car $1027  1 (in-sphere)near_point -833.0 -348.0  10.0 radius  4.0  4.0  4.0
01C1:   car $1027 stopped
81F4:   NOT   car $1027 flipped
004D: jump_if_false £Label092D7D
0002: jump £Label092E15

:Label092D7D
0002: jump £Label092DF5

:Label092D84
00D6: if  0
0038:   $1060 ==  1  ;; integer values
004D: jump_if_false £Label092DF5
00D6: if  1
8119:   NOT   car $1027 wrecked
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label092DF5
00D6: if  1
80DB:   NOT   actor $1020 in_car $1027
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label092DF5
00D6: if  1
80DB:   NOT   actor $1022 in_car $1027
8118:   NOT   actor $1021 dead
004D: jump_if_false £Label092DF5
00D6: if  0
80DB:   NOT   actor $1021 in_car $1027
004D: jump_if_false £Label092DF5
0004: $1060 =  0  ;; integer values

:Label092DF5
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label092E0E
0002: jump £Label0977C1

:Label092E0E
0002: jump £Label092A53

:Label092E15
0004: $1074 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
00D6: if  0
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label092E54
0224: set_car $1027 health_to  1000
00AA: store_car $1027 position_to $107F $1080 $107C

:Label092E54
0009: $107F +=  7.0  ;; floating-point values
0009: $107C +=  2.5  ;; floating-point values
00D6: if  0
8118:   NOT   actor $1021 dead
004D: jump_if_false £Label092E7D
01E0: clear_leader $1021

:Label092E7D
015F: set_camera_position $107F $1080 $107C  0.0  0.0  0.0
0407: create_coordinate $1077 $1078 $1079 from_car $1027 offset  0.0 -3.5  0.0
0407: create_coordinate $107A $107B $107C from_car $1027 offset  0.0 -3.5  0.0
0407: create_coordinate $107D $107E $107C from_car $1027 offset -1.0 -4.5  0.0
0407: create_coordinate $107F $1080 $107C from_car $1027 offset  1.0 -4.5  0.0
00AA: store_car $1027 position_to $5F $60 $61
0174: $1081 = car $1027 z_angle
0004: $165 =  0  ;; integer values

:Label092F28
0001: wait  0 ms
00D6: if  0
0038:   $165 ==  0  ;; integer values
004D: jump_if_false £Label092FE1
01BD: $166 = current_time_in_ms
00D6: if  0
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label092FDA
0158: camera_on_vehicle $1027  15  2
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label092F74
01D3: actor $PLAYER_ACTOR leave_car $1027

:Label092F74
0001: wait  500 ms
00D6: if  1
8118:   NOT   actor $1020 dead
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label092F96
01D3: actor $1020 leave_car $1027

:Label092F96
0001: wait  150 ms
00D6: if  1
8118:   NOT   actor $1022 dead
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label092FB8
01D3: actor $1022 leave_car $1027

:Label092FB8
0001: wait  500 ms
00D6: if  1
8118:   NOT   actor $1021 dead
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label092FDA
01D3: actor $1021 leave_car $1027

:Label092FDA
0004: $165 =  1  ;; integer values

:Label092FE1
0050: gosub £Label0989FE
00D6: if  0
0038:   $165 ==  1  ;; integer values
004D: jump_if_false £Label093052
00D6: if  0
8118:   NOT   actor $1021 dead
004D: jump_if_false £Label093052
00D6: if  0
80DF:   NOT   actor $1021 driving
004D: jump_if_false £Label093052
0004: $1003 =  1  ;; integer values
03CF: load_wav "BNK4_4A" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_4A"  3000 ms  1  ;; ~w~Keep driving around the block, OK?
0050: gosub £Label098A79
0004: $165 =  2  ;; integer values

:Label093052
00D6: if  1
0018:   $167 >  2000  ;; integer values
0038:   $165 ==  2  ;; integer values
004D: jump_if_false £Label09310B
03CF: load_wav "BNK4_5" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_5"  3000 ms  1  ;; ~w~Okay, Tommy, Okay.
00D6: if  1
8118:   NOT   actor $1021 dead
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label0930AC
01D5: actor $1021 go_to_and_drive_car $1027

:Label0930AC
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0930C7
0211: actor $PLAYER_ACTOR walk_to $107A $107B

:Label0930C7
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label0930E2
0211: actor $1020 walk_to $107D $107E

:Label0930E2
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label0930FD
0211: actor $1022 walk_to $107F $1080

:Label0930FD
0050: gosub £Label098A79
0004: $165 =  3  ;; integer values

:Label09310B
00D6: if  1
0018:   $167 >  4000  ;; integer values
0038:   $165 ==  3  ;; integer values
004D: jump_if_false £Label093221
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $107A $107B radius  3.0  3.0
004D: jump_if_false £Label093221
0009: $61 +=  .25  ;; floating-point values
015F: set_camera_position $5F $60 $61  0.0  0.0  0.0
0009: $61 +=  2.0  ;; floating-point values
011C: actor $PLAYER_ACTOR clear_objective
00A1: put_actor $PLAYER_ACTOR at $107A $107B -100.0
0173: set_actor $PLAYER_ACTOR z_angle_to $1081
0159: camera_on_ped $PLAYER_ACTOR  15  2
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label0931D7
011C: actor $1020 clear_objective
00A1: put_actor $1020 at $107D $107E -100.0
0009: $1081 +=  70.0  ;; floating-point values
0173: set_actor $1020 z_angle_to $1081

:Label0931D7
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label09320E
011C: actor $1022 clear_objective
00A1: put_actor $1022 at $107F $1080 -100.0
000D: $1081 -=  140.0  ;; floating-point values
0173: set_actor $1022 z_angle_to $1081

:Label09320E
01BD: $166 = current_time_in_ms
0050: gosub £Label0989FE
0004: $165 =  4  ;; integer values

:Label093221
00D6: if  1
0038:   $165 ==  4  ;; integer values
0018:   $167 >  2000  ;; integer values
004D: jump_if_false £Label093257
00D6: if  0
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label093257
050B: $1027
0004: $165 =  5  ;; integer values

:Label093257
00D6: if  1
0038:   $165 ==  5  ;; integer values
0018:   $167 >  4000  ;; integer values
004D: jump_if_false £Label093278
0004: $165 =  6  ;; integer values

:Label093278
00D6: if  1
0038:   $165 ==  6  ;; integer values
0018:   $167 >  5000  ;; integer values
004D: jump_if_false £Label0932F9
00D6: if  0
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label0932BF
0407: create_coordinate $107A $107B $107C from_car $1027 offset -6.0 -3.0  1.0

:Label0932BF
015F: set_camera_position $107A $107B $107C  0.0  0.0  0.0
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0932F2
0159: camera_on_ped $PLAYER_ACTOR  15  2

:Label0932F2
0004: $165 =  7  ;; integer values

:Label0932F9
00D6: if  1
0038:   $165 ==  7  ;; integer values
0018:   $167 >  7000  ;; integer values
004D: jump_if_false £Label093367
00D6: if  1
8119:   NOT   car $1027 wrecked
8118:   NOT   actor $1021 dead
004D: jump_if_false £Label093360
00D6: if  0
80DB:   NOT   actor $1021 in_car $1027
004D: jump_if_false £Label093343
036A: put_actor $1021 in_car $1027

:Label093343
039E: (unknown) $1021  1 
00A8: set_car $1027 to_psycho_driver
00AD: set_car $1027 max_speed_to  15.0
020A: set_car $1027 door_status_to  2

:Label093360
0004: $165 =  8  ;; integer values

:Label093367
00D6: if  1
0038:   $165 ==  8  ;; integer values
0018:   $167 >  8000  ;; integer values
004D: jump_if_false £Label093395
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0004: $165 =  9  ;; integer values

:Label093395
00D6: if  0
8038:   NOT   $165 ==  9  ;; integer values
004D: jump_if_false £Label0933AE
0002: jump £Label092F28

:Label0933AE
0004: $1008 =  1  ;; integer values
0004: $1005 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -894.0 -331.2  12.45
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label0933F4
01DF: tie_actor $1022 to_player $PLAYER_CHAR

:Label0933F4
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label09340C
01DF: tie_actor $1020 to_player $PLAYER_CHAR

:Label09340C
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -894.0 -331.2  12.45 radius  2.0  2.0  3.0
004D: jump_if_false £Label093475
0001: wait  0 ms
0050: gosub £Label0991B2
0050: gosub £Label09918A
0050: gosub £Label098063
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label09346E
0002: jump £Label0977C1

:Label09346E
0002: jump £Label09340C

:Label093475
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0211: actor $PLAYER_ACTOR walk_to -893.9 -324.6
0169: set_fade_color  0  0  1
016A: fade  0 ()  750 ms

:Label0934A7
00D6: if  0
016B:   fading
004D: jump_if_false £Label093529
0001: wait  0 ms
00D6: if  1
8119:   NOT   car $1027 wrecked
0038:   $105E ==  0  ;; integer values
004D: jump_if_false £Label093522
00D6: if  0
82CA:   NOT   car $1027 bounding_sphere_visible
004D: jump_if_false £Label093522
059B: $1027
00AB: put_car $1027 at -903.6 -376.6  56.7
0175: set_car $1027 z_angle_to  270.0
00AD: set_car $1027 max_speed_to  0.0
0224: set_car $1027 health_to  1000
0519: unknown_car $1027 flag  1
0004: $105E =  1  ;; integer values

:Label093522
0002: jump £Label0934A7

:Label093529
0395: clear_area  1 at -894.0 -331.2 range  12.45  10.0
00A1: put_actor $PLAYER_ACTOR at -893.9 -327.2  12.45
0173: set_actor $PLAYER_ACTOR z_angle_to  175.0
009B: destroy_actor_instantly $1020
009B: destroy_actor_instantly $1022
0296: unload_special_actor  1
0296: unload_special_actor  3
023C: load_special_actor  1 "IGPHIL3"
023C: load_special_actor  3 "IGMIKE2"
038B: load_requested_models

:Label09358B
00D6: if  21
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  1 loaded
004D: jump_if_false £Label0935A9
0001: wait  0 ms
0002: jump £Label09358B

:Label0935A9
009A: $1020 = create_actor  4 #SPECIAL01 at -894.1 -325.0  12.45
0173: set_actor $1020 z_angle_to  175.0
01ED: reset_actor $1020 flags
04F5: unknown_actor $1020 kiss_player $PLAYER_CHAR on  1
0446: (unknown) $1020  0 
0243: set_actor $1020 ped_stats_to  30
0223: set_actor $1020 health_to  200
0568: $1020  1
009A: $1022 = create_actor  4 #SPECIAL03 at -894.1 -324.5  12.45
0173: set_actor $1022 z_angle_to  175.0
01ED: reset_actor $1022 flags
04F5: unknown_actor $1022 kiss_player $PLAYER_CHAR on  1
0446: (unknown) $1022  0 
0243: set_actor $1022 ped_stats_to  16
0223: set_actor $1022 health_to  200
0568: $1022  1
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label093679
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER7"
038B: load_requested_models
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label093679
0353: refresh_actor $PLAYER_ACTOR

:Label093679
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0936C6
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label0936A3
01B2: give_actor $1020 weapon  26 ammo  9999  ;; Load the weapon model before using this

:Label0936A3
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label0936BD
01B2: give_actor $1022 weapon  25 ammo  9999  ;; Load the weapon model before using this

:Label0936BD
01B2: give_actor $PLAYER_ACTOR weapon  18 ammo  24  ;; Load the weapon model before using this

:Label0936C6
0004: $1003 =  1  ;; integer values
03CF: load_wav "BNK4_94" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_94"  10000 ms  1  ;; ~w~Ok, guys. Nice an easy just as we planned.
0050: gosub £Label098A79
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label093718
0211: actor $PLAYER_ACTOR walk_to -894.2 -330.25

:Label093718
015F: set_camera_position -894.05 -331.06  13.3  0.0  0.0  0.0
0054: store_player $PLAYER_CHAR position_to $107A $107B $107C
0009: $107C +=  .8  ;; floating-point values
0160: point_camera $107A $107B $107C  2
016A: fade  1 (back)  750 ms

:Label093764
00D6: if  0
016B:   fading
004D: jump_if_false £Label0937A1
0001: wait  0 ms
0054: store_player $PLAYER_CHAR position_to $107A $107B $107C
0009: $107C +=  .8  ;; floating-point values
0160: point_camera $107A $107B $107C  2
0002: jump £Label093764

:Label0937A1
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label0937C0
0211: actor $1022 walk_to -894.7 -328.0

:Label0937C0
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label0937DF
0211: actor $1020 walk_to -893.25 -329.5

:Label0937DF
01BD: $166 = current_time_in_ms
0050: gosub £Label0989FE

:Label0937EB
00D6: if  0
001A:    7000 > $167  ;; integer values
004D: jump_if_false £Label093835
0001: wait  0 ms
0054: store_player $PLAYER_CHAR position_to $107A $107B $107C
0009: $107C +=  .8  ;; floating-point values
0160: point_camera $107A $107B $107C  2
0050: gosub £Label0989FE
0002: jump £Label0937EB

:Label093835
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label093861
01DF: tie_actor $1020 to_player $PLAYER_CHAR

:Label093861
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label093879
01DF: tie_actor $1022 to_player $PLAYER_CHAR

:Label093879
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -896.0 -341.0  12.5 radius  2.0  2.0  3.0
004D: jump_if_false £Label093936
0001: wait  0 ms
0050: gosub £Label0980B3
0050: gosub £Label09918A
0050: gosub £Label0991B2
0050: gosub £Label098ADA
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label0938E2
0002: jump £Label0977C1

:Label0938E2
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point -906.0 -341.0  12.5 radius  30.0  30.0  10.0
004D: jump_if_false £Label09392F
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4
00BC: text_highpriority "IDIOT"  5000 ms  1  ;; ~r~ That's right, just wander about dressed like a lunatic and draw attention to yourself, IDIOT!
0002: jump £Label0977C1

:Label09392F
0002: jump £Label093879

:Label093936
016A: fade  0 ()  1000 ms

:Label09393D
00D6: if  0
016B:   fading
004D: jump_if_false £Label093955
0001: wait  0 ms
0002: jump £Label09393D

:Label093955
0247: request_model #WFYBU
0247: request_model #HFYBU
0247: request_model #WMORI

:Label093961
00D6: if  22
8248:   NOT   model #WFYBU available
8248:   NOT   model #HFYBU available
8248:   NOT   model #WMORI available
004D: jump_if_false £Label093983
0001: wait  0 ms
0002: jump £Label093961

:Label093983
0247: request_model #GDA
0247: request_model #GDB

:Label09398B
00D6: if  21
8248:   NOT   model #GDA available
8248:   NOT   model #GDB available
004D: jump_if_false £Label0939A9
0001: wait  0 ms
0002: jump £Label09398B

:Label0939A9
009A: $102A = create_actor  5 #WFYBU at -904.7 -328.6  12.49
0173: set_actor $102A z_angle_to  190.0
01ED: reset_actor $102A flags
0243: set_actor $102A ped_stats_to  20
0568: $102A  1
009A: $102B = create_actor  5 #HFYBU at -910.1 -328.6  12.49
0173: set_actor $102B z_angle_to  190.0
01ED: reset_actor $102B flags
0243: set_actor $102B ped_stats_to  20
0568: $102B  1
009A: $102C = create_actor  5 #HFYBU at -912.5 -328.6  12.49
0173: set_actor $102C z_angle_to  190.0
01ED: reset_actor $102C flags
0243: set_actor $102C ped_stats_to  19
0568: $102C  1
009A: $102D = create_actor  5 #WFYBU at -907.5 -353.6  12.49
0173: set_actor $102D z_angle_to  10.0
01ED: reset_actor $102D flags
0243: set_actor $102D ped_stats_to  20
0568: $102D  1
009A: $102E = create_actor  5 #WFYBU at -910.2 -353.6  12.49
0173: set_actor $102E z_angle_to  10.0
01ED: reset_actor $102E flags
0243: set_actor $102E ped_stats_to  19
0568: $102E  1
009A: $102F = create_actor  5 #HFYBU at -915.3 -353.6  12.49
0173: set_actor $102F z_angle_to  10.0
01ED: reset_actor $102F flags
0243: set_actor $102F ped_stats_to  20
0568: $102F  1
009A: $1030 = create_actor  5 #WFYBU at -920.36 -343.7  14.6
0173: set_actor $1030 z_angle_to  65.0
01ED: reset_actor $1030 flags
0243: set_actor $1030 ped_stats_to  19
0568: $1030  1
009A: $1031 = create_actor  4 #WMORI at -921.76 -345.15  12.49
0173: set_actor $1031 z_angle_to  310.0
01ED: reset_actor $1031 flags
0243: set_actor $1031 ped_stats_to  13
0568: $1031  1
009A: $100B = create_actor  4 #GDA at -917.3 -340.0  12.49
01ED: reset_actor $100B flags
0173: set_actor $100B z_angle_to  270.0
009F: set_actor $100B objective_to-1
0568: $100B  1
009A: $100C = create_actor  4 #GDB at -908.0 -347.77  12.49
01ED: reset_actor $100C flags
0173: set_actor $100C z_angle_to  270.0
009F: set_actor $100C objective_to-1
0568: $100C  1
009A: $100D = create_actor  4 #GDA at -919.14 -336.0  12.49
01ED: reset_actor $100D flags
0173: set_actor $100D z_angle_to  130.0
0350: unknown_actor $100D not_scared_flag  1
0568: $100D  1
0002: jump £Label093C2D
009A: $1010 = create_actor  4 #GDA at -918.7 -353.3  16.8
009B: destroy_actor_instantly $1010
009A: $101A = create_actor  4 #WMORI at -963.28 -337.12  14.6
009B: destroy_actor_instantly $101A

:Label093C2D
0004: $1070 =  25  ;; integer values
0004: $1071 =  19  ;; integer values
0004: $1072 =  21  ;; integer values
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -896.5 -341.0  12.5
04BB: select_interiour  3  ;; select render area
03AD: set_rubbish  0 (invisible)
03CB: set_camera -903.0 -341.0  13.4
0004: $3D9 =  1  ;; integer values
04F9: interiour_colors  4  0
00BE: text_clear_all
0004: $3D9 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
01B1: give_player $PLAYER_CHAR weapon  18 ammo  24  ;; Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  18
0395: clear_area  0 at -890.0 -340.0 range  11.0  10.0
041D: set_camera_near_clip  .1
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label093CD9
01E0: clear_leader $1020

:Label093CD9
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label093CEE
01E0: clear_leader $1022

:Label093CEE
0050: gosub £Label099041
0004: $165 =  0  ;; integer values
0004: $1003 =  1  ;; integer values

:Label093D03
0001: wait  0 ms
0050: gosub £Label098ADA
00D6: if  0
0038:   $165 ==  0  ;; integer values
004D: jump_if_false £Label093DF0
01BD: $166 = current_time_in_ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label093D53
00A1: put_actor $PLAYER_ACTOR at -911.8 -341.0  12.5
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0

:Label093D53
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label093D83
00A1: put_actor $1020 at -909.8 -339.0  12.5
0223: set_actor $1020 health_to  100
009F: set_actor $1020 objective_to-1

:Label093D83
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label093DB3
00A1: put_actor $1022 at -909.55 -341.6  12.5
0223: set_actor $1022 health_to  100
009F: set_actor $1022 objective_to-1

:Label093DB3
015F: set_camera_position -914.5 -341.1  12.7  0.0  0.0  0.0
0157: camera_on_player $PLAYER_CHAR  15  2
0004: $165 =  1  ;; integer values
03CF: load_wav "BNK4_6" as $1003

:Label093DF0
0050: gosub £Label0989FE
0050: gosub £Label0991B2
0050: gosub £Label09918A
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label093E1E
0002: jump £Label0947AE

:Label093E1E
00D6: if  1
0018:   $167 >  1000  ;; integer values
0038:   $165 ==  1  ;; integer values
004D: jump_if_false £Label093EA8
00D6: if  1
8118:   NOT   actor $100D dead
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label093E5D
020E: actor $100D look_at_actor $1020
020E: actor $1020 look_at_actor $100D

:Label093E5D
00D6: if  1
8118:   NOT   actor $100C dead
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label093E82
020E: actor $100C look_at_actor $1022
020E: actor $1022 look_at_actor $100C

:Label093E82
016A: fade  1 (back)  1000 ms

:Label093E89
00D6: if  0
016B:   fading
004D: jump_if_false £Label093EA1
0001: wait  0 ms
0002: jump £Label093E89

:Label093EA1
0004: $165 =  2  ;; integer values

:Label093EA8
00D6: if  1
0018:   $167 >  2000  ;; integer values
0038:   $165 ==  2  ;; integer values
004D: jump_if_false £Label093F0B
0050: gosub £Label098A15
00D6: if  0
8118:   NOT   actor $100B dead
004D: jump_if_false £Label093EE1
04C6: $PLAYER_ACTOR $100B

:Label093EE1
00BC: text_highpriority "BNK4_6"  3000 ms  1  ;; ~w~THIS IS A RAID!
0050: gosub £Label098A79
03CF: load_wav "BNK4_7" as $1003
0004: $165 =  3  ;; integer values

:Label093F0B
00D6: if  1
0018:   $167 >  3000  ;; integer values
0038:   $165 ==  3  ;; integer values
004D: jump_if_false £Label093FD6
0004: $1073 =  0  ;; integer values
0004: $1070 =  0  ;; integer values
0004: $1071 =  0  ;; integer values
0004: $1072 =  0  ;; integer values
0050: gosub £Label098ADA
0004: $1073 =  0  ;; integer values
0004: $1070 =  35  ;; integer values
0004: $1071 =  35  ;; integer values
0004: $1072 =  35  ;; integer values
0050: gosub £Label098ADA
0050: gosub £Label098A15
00D6: if  1
8118:   NOT   actor $1020 dead
8118:   NOT   actor $100D dead
004D: jump_if_false £Label093F8F
04C6: $1020 $100D

:Label093F8F
00D6: if  1
8118:   NOT   actor $1022 dead
8118:   NOT   actor $100C dead
004D: jump_if_false £Label093FAC
04C6: $1022 $100C

:Label093FAC
00BC: text_highpriority "BNK4_7"  5000 ms  1  ;; ~w~NOBODY MOVE!
0050: gosub £Label098A79
03CF: load_wav "BNK4_8" as $1003
0004: $165 =  4  ;; integer values

:Label093FD6
00D6: if  1
0018:   $167 >  4000  ;; integer values
0038:   $165 ==  4  ;; integer values
004D: jump_if_false £Label093FF7
0004: $165 =  5  ;; integer values

:Label093FF7
00D6: if  1
0018:   $167 >  5000  ;; integer values
0038:   $165 ==  5  ;; integer values
004D: jump_if_false £Label09407B
0050: gosub £Label098A15
015F: set_camera_position -908.8 -340.2  14.0  0.0  0.0  0.0
00D6: if  0
8118:   NOT   actor $100B dead
004D: jump_if_false £Label094051
0159: camera_on_ped $100B  15  2

:Label094051
00BC: text_highpriority "BNK4_8"  5000 ms  1  ;; ~w~EVERYBODY UP AGAINST THAT WALL!
0050: gosub £Label098A79
03CF: load_wav "BNK4_9" as $1003
0004: $165 =  6  ;; integer values

:Label09407B
00D6: if  1
0018:   $167 >  6500  ;; integer values
0038:   $165 ==  6  ;; integer values
004D: jump_if_false £Label0940F1
015F: set_camera_position -919.2 -330.0  18.75  0.0  0.0  0.0
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0940CE
0159: camera_on_ped $PLAYER_ACTOR  15  2

:Label0940CE
0004: $1073 =  0  ;; integer values
0004: $1070 =  0  ;; integer values
0004: $1071 =  0  ;; integer values
0004: $1072 =  0  ;; integer values
0004: $165 =  7  ;; integer values

:Label0940F1
00D6: if  1
0018:   $167 >  7000  ;; integer values
0038:   $165 ==  7  ;; integer values
004D: jump_if_false £Label094267
00D6: if  0
8118:   NOT   actor $100D dead
004D: jump_if_false £Label09412A
0239: actor $100D run_to -923.0 -335.8

:Label09412A
00D6: if  0
8118:   NOT   actor $100C dead
004D: jump_if_false £Label094149
0239: actor $100C run_to -923.0 -335.8

:Label094149
00D6: if  0
8118:   NOT   actor $100B dead
004D: jump_if_false £Label094168
0239: actor $100B run_to -923.0 -335.8

:Label094168
00D6: if  0
8118:   NOT   actor $102A dead
004D: jump_if_false £Label094187
0239: actor $102A run_to -923.0 -335.8

:Label094187
00D6: if  0
8118:   NOT   actor $102B dead
004D: jump_if_false £Label0941A6
0239: actor $102B run_to -923.0 -335.8

:Label0941A6
00D6: if  0
8118:   NOT   actor $102C dead
004D: jump_if_false £Label0941C5
0239: actor $102C run_to -923.0 -335.8

:Label0941C5
00D6: if  0
8118:   NOT   actor $102D dead
004D: jump_if_false £Label0941E4
0239: actor $102D run_to -918.2 -342.0

:Label0941E4
00D6: if  0
8118:   NOT   actor $102E dead
004D: jump_if_false £Label094203
0239: actor $102E run_to -918.0 -344.0

:Label094203
00D6: if  0
8118:   NOT   actor $102F dead
004D: jump_if_false £Label094222
0239: actor $102F run_to -917.8 -346.0

:Label094222
00D6: if  0
8118:   NOT   actor $1030 dead
004D: jump_if_false £Label094241
0239: actor $1030 run_to -917.0 -345.0

:Label094241
00D6: if  0
8118:   NOT   actor $1031 dead
004D: jump_if_false £Label094260
0239: actor $1031 run_to -917.0 -343.0

:Label094260
0004: $165 =  8  ;; integer values

:Label094267
00D6: if  1
0018:   $167 >  9000  ;; integer values
0038:   $165 ==  8  ;; integer values
004D: jump_if_false £Label09462D
00D6: if  0
8118:   NOT   actor $100D dead
004D: jump_if_false £Label0942F6
011C: actor $100D clear_objective
0173: set_actor $100D z_angle_to  84.0
009F: set_actor $100D objective_to-1
0350: unknown_actor $100D not_scared_flag  1
00A1: put_actor $100D at -924.0 -339.6  12.4
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label0942F6
00A1: put_actor $1020 at -918.87 -336.2  12.4
0173: set_actor $1020 z_angle_to  146.0
04C6: $1020 $100D

:Label0942F6
00D6: if  0
8118:   NOT   actor $100C dead
004D: jump_if_false £Label094335
011C: actor $100C clear_objective
0173: set_actor $100C z_angle_to  93.0
009F: set_actor $100C objective_to-1
0350: unknown_actor $100C not_scared_flag  1
00A1: put_actor $100C at -923.5 -338.6  12.4

:Label094335
00D6: if  0
8118:   NOT   actor $100B dead
004D: jump_if_false £Label094374
011C: actor $100B clear_objective
0173: set_actor $100B z_angle_to  90.0
009F: set_actor $100B objective_to-1
0350: unknown_actor $100B not_scared_flag  1
00A1: put_actor $100B at -923.0 -337.7  12.4

:Label094374
00D6: if  0
8118:   NOT   actor $102A dead
004D: jump_if_false £Label0943B3
011C: actor $102A clear_objective
0173: set_actor $102A z_angle_to  88.0
009F: set_actor $102A objective_to-1
0350: unknown_actor $102A not_scared_flag  1
00A1: put_actor $102A at -923.4 -336.6  12.4

:Label0943B3
00D6: if  0
8118:   NOT   actor $102B dead
004D: jump_if_false £Label0943F2
011C: actor $102B clear_objective
0173: set_actor $102B z_angle_to  98.0
009F: set_actor $102B objective_to-1
0350: unknown_actor $102B not_scared_flag  1
00A1: put_actor $102B at -923.0 -335.6  12.4

:Label0943F2
00D6: if  0
8118:   NOT   actor $102C dead
004D: jump_if_false £Label094431
011C: actor $102C clear_objective
0173: set_actor $102C z_angle_to  90.0
009F: set_actor $102C objective_to-1
0350: unknown_actor $102C not_scared_flag  1
00A1: put_actor $102C at -923.8 -334.3  12.4

:Label094431
00D6: if  0
8118:   NOT   actor $102D dead
004D: jump_if_false £Label094470
011C: actor $102D clear_objective
0173: set_actor $102D z_angle_to  82.0
009F: set_actor $102D objective_to-1
0350: unknown_actor $102D not_scared_flag  1
00A1: put_actor $102D at -918.2 -342.0  12.4

:Label094470
00D6: if  0
8118:   NOT   actor $102E dead
004D: jump_if_false £Label0944AF
011C: actor $102E clear_objective
0173: set_actor $102E z_angle_to  90.0
009F: set_actor $102E objective_to-1
0350: unknown_actor $102E not_scared_flag  1
00A1: put_actor $102E at -918.0 -344.0  12.4

:Label0944AF
00D6: if  0
8118:   NOT   actor $102F dead
004D: jump_if_false £Label0944EE
011C: actor $102F clear_objective
0173: set_actor $102F z_angle_to  93.0
009F: set_actor $102F objective_to-1
0350: unknown_actor $102F not_scared_flag  1
00A1: put_actor $102F at -917.8 -346.0  12.4

:Label0944EE
00D6: if  0
8118:   NOT   actor $1030 dead
004D: jump_if_false £Label09452D
011C: actor $1030 clear_objective
0173: set_actor $1030 z_angle_to  93.0
009F: set_actor $1030 objective_to-1
0350: unknown_actor $1030 not_scared_flag  1
00A1: put_actor $1030 at -917.0 -345.0  12.4

:Label09452D
00D6: if  0
8118:   NOT   actor $1031 dead
004D: jump_if_false £Label0945A2
011C: actor $1031 clear_objective
0173: set_actor $1031 z_angle_to  93.0
009F: set_actor $1031 objective_to-1
0350: unknown_actor $1031 not_scared_flag  1
00A1: put_actor $1031 at -917.0 -343.0  12.4
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label0945A2
00A1: put_actor $1022 at -916.0 -340.0  12.4
0173: set_actor $1022 z_angle_to  120.0
04C6: $1022 $1031

:Label0945A2
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0945D0
00A1: put_actor $PLAYER_ACTOR at -918.55 -337.8  13.5
0173: set_actor $PLAYER_ACTOR z_angle_to  80.0

:Label0945D0
015F: set_camera_position -911.5 -344.0  15.0  0.0  0.0  0.0
0160: point_camera -922.0 -344.295  13.94  2
0004: $1073 =  0  ;; integer values
0004: $1070 =  35  ;; integer values
0004: $1071 =  35  ;; integer values
0004: $1072 =  35  ;; integer values
0050: gosub £Label098ADA
0004: $165 =  9  ;; integer values

:Label09462D
00D6: if  1
0018:   $167 >  11500  ;; integer values
0038:   $165 ==  9  ;; integer values
004D: jump_if_false £Label0946A8
015F: set_camera_position -917.8 -329.8  15.8  0.0  0.0  0.0
0159: camera_on_ped $PLAYER_ACTOR  15  2
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_9"  5000 ms  1  ;; Phil, hold down the fort!
0050: gosub £Label098ADA
0050: gosub £Label098A79
03CF: load_wav "BNK4_10" as $1003
0004: $165 =  10  ;; integer values

:Label0946A8
00D6: if  1
0018:   $167 >  12000  ;; integer values
0038:   $165 ==  10  ;; integer values
004D: jump_if_false £Label0946F3
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_10"  5000 ms  1  ;; Wilco roger that!
0050: gosub £Label098A79
03CF: load_wav "BNK4_11" as $1003
0004: $165 =  11  ;; integer values

:Label0946F3
00D6: if  1
0018:   $167 >  14000  ;; integer values
0038:   $165 ==  11  ;; integer values
004D: jump_if_false £Label094731
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_11"  5000 ms  1  ;; Come on Cam, the vault's upstairs...
0050: gosub £Label098A79
0004: $165 =  12  ;; integer values

:Label094731
00D6: if  0
8038:   NOT   $165 ==  12  ;; integer values
004D: jump_if_false £Label09474A
0002: jump £Label093D03

:Label09474A
011C: actor $PLAYER_ACTOR clear_objective
022F: set_actor $PLAYER_ACTOR stop_looking
009F: set_actor $PLAYER_ACTOR objective_to-1
053D: $PLAYER_ACTOR
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label09478C
01E0: clear_leader $1020
0319: set_actor $1020 wander_state_to  0 (wander)
011C: actor $1020 clear_objective

:Label09478C
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label0947AE
011C: actor $1022 clear_objective
022F: set_actor $1022 stop_looking
01DF: tie_actor $1022 to_player $PLAYER_CHAR

:Label0947AE
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label0947C7
0002: jump £Label0977C1

:Label0947C7
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -938.56 -351.5  16.8
009A: $100E = create_actor  4 #GDA at -961.75 -329.1  14.6
01ED: reset_actor $100E flags
011A: set_actor $100E flags  1
0173: set_actor $100E z_angle_to  240.0
01B2: give_actor $100E weapon  25 ammo  9999  ;; Load the weapon model before using this
009A: $100F = create_actor  4 #GDB at -956.75 -340.4  14.6
01ED: reset_actor $100F flags
011A: set_actor $100F flags  1
0173: set_actor $100F z_angle_to  10.0
01B2: give_actor $100F weapon  25 ammo  9999  ;; Load the weapon model before using this
009A: $1011 = create_actor  4 #GDA at -935.73 -348.3  16.8
01ED: reset_actor $1011 flags
011A: set_actor $1011 flags  1
0173: set_actor $1011 z_angle_to  266.0
04EB: unknown_actor $1011 bank  1 account_number  300000
01B2: give_actor $1011 weapon  25 ammo  9999  ;; Load the weapon model before using this
009A: $1012 = create_actor  4 #GDB at -943.0 -343.9  6.3
01ED: reset_actor $1012 flags
011A: set_actor $1012 flags  1
011A: set_actor $1012 flags  524288
0291: unknown_actor $1012 unknown_behavior_flag  1
0173: set_actor $1012 z_angle_to  270.0
01B2: give_actor $1012 weapon  25 ammo  9999  ;; Load the weapon model before using this
01E2: add_route_point  1 at -943.0 -343.9  6.3
01E2: add_route_point  1 at -934.8 -343.9  6.3
01E1: set_actor $1012 follow_route  1  3
0107: $1037 = create_object -138 (BNK_LFT_DOOR1) at -936.964 -349.488  3.235
0107: $1038 = create_object -139 (BNK_LFT_DOOR2) at -936.964 -353.369  3.235
0213: $1036 = create_pickup -86 (HEALTH) type  3 at -959.3 -335.97  15.59
0213: $1035 = create_pickup -18 (BODYARMOUR) type  3 at -956.7 -337.64  15.6

:Label09496A
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -938.56 -351.5  16.8 radius  1.5  1.5  1.5
004D: jump_if_false £Label094C72
0001: wait  0 ms
0050: gosub £Label09904D
0050: gosub £Label09918A
0050: gosub £Label0991B2
0050: gosub £Label0992C6
0050: gosub £Label099674
0050: gosub £Label098CD5
00D6: if  0
0038:   $106E ==  1  ;; integer values
004D: jump_if_false £Label0949E1
0050: gosub £Label09929E

:Label0949E1
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -942.5 -331.3  14.6 radius  3.0  3.0  3.0
004D: jump_if_false £Label094AA0
0050: gosub £Label098ADA
00D6: if  0
8118:   NOT   actor $100F dead
004D: jump_if_false £Label094A57
00D6: if  0
0038:   $106D ==  0  ;; integer values
004D: jump_if_false £Label094A50
0239: actor $100F run_to -952.8 -334.6
0004: $106D =  1  ;; integer values

:Label094A50
0002: jump £Label094A5C

:Label094A57
01C2: remove_references_to_actor $100F  ;; Like turning an actor into a random pedestrian

:Label094A5C
00D6: if  0
8118:   NOT   actor $100E dead
004D: jump_if_false £Label094A9B
00D6: if  0
0038:   $106C ==  0  ;; integer values
004D: jump_if_false £Label094A94
0239: actor $100E run_to -956.8 -331.3
0004: $106C =  1  ;; integer values

:Label094A94
0002: jump £Label094AA0

:Label094A9B
01C2: remove_references_to_actor $100E  ;; Like turning an actor into a random pedestrian

:Label094AA0
00D6: if  1
8118:   NOT   actor $100E dead
0038:   $106C ==  1  ;; integer values
004D: jump_if_false £Label094AFD
00D6: if  0
00FF:   actor $100E  0 ()near_point_on_foot -956.8 -331.3  15.6 radius  2.0  2.0  2.0
004D: jump_if_false £Label094AFD
0350: unknown_actor $100E not_scared_flag  1
01CA: actor $100E kill_player $PLAYER_CHAR
0004: $106C =  2  ;; integer values

:Label094AFD
00D6: if  0
0038:   $106E ==  1  ;; integer values
004D: jump_if_false £Label094BF5
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -922.3 -333.0  17.8 radius  3.0  3.0  1.5
004D: jump_if_false £Label094BF5
0050: gosub £Label0989FE
00D6: if  0
001C:   $167 > $1061  ;; integer values
004D: jump_if_false £Label094B81
00D6: if  0
8118:   NOT   actor $1010 dead
004D: jump_if_false £Label094B81
04EB: unknown_actor $1010 bank  0 account_number  0
0350: unknown_actor $1010 not_scared_flag  1
01CA: actor $1010 kill_player $PLAYER_CHAR

:Label094B81
00D6: if  0
0018:   $167 >  4000  ;; integer values
004D: jump_if_false £Label094BBD
00D6: if  0
8118:   NOT   actor $1010 dead
004D: jump_if_false £Label094BBD
04EB: unknown_actor $1010 bank  1 account_number  2000
01BD: $166 = current_time_in_ms
0209: $1061 = random_int  0  4000

:Label094BBD
00D6: if  0
0038:   $106F ==  0  ;; integer values
004D: jump_if_false £Label094BF5
00D6: if  0
8118:   NOT   actor $1011 dead
004D: jump_if_false £Label094BF5
0239: actor $1011 run_to -923.7 -348.25
0004: $106F =  1  ;; integer values

:Label094BF5
00D6: if  1
8118:   NOT   actor $1011 dead
0038:   $106F ==  1  ;; integer values
004D: jump_if_false £Label094C52
00D6: if  0
00FF:   actor $1011  0 ()near_point_on_foot -923.7 -348.25  16.8 radius  2.0  2.0  2.0
004D: jump_if_false £Label094C52
0350: unknown_actor $1011 not_scared_flag  1
01CA: actor $1011 kill_player $PLAYER_CHAR
0004: $106F =  2  ;; integer values

:Label094C52
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label094C6B
0002: jump £Label0977C1

:Label094C6B
0002: jump £Label09496A

:Label094C72
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label094CB0
01E0: clear_leader $1022
009E: set_actor $1022 path -938.56 -351.5  16.8 unknown  .5  1

:Label094CB0
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label094D83
0006:  16@ =  0  ;; integer values

:Label094CC7
00D6: if  0
80FF:   NOT   actor $1022  0 ()near_point_on_foot -938.56 -351.5  16.8 radius  1.5  1.5  3.0
004D: jump_if_false £Label094D7C
0001: wait  0 ms
00D6: if  0
0019:    16@ >  2500  ;; integer values
004D: jump_if_false £Label094D5E
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label094D57
00A1: put_actor $1022 at -932.9 -351.3  16.8
0173: set_actor $1022 z_angle_to  90.0
009E: set_actor $1022 path -938.56 -351.5  16.8 unknown  .5  1

:Label094D57
0006:  16@ =  0  ;; integer values

:Label094D5E
00D6: if  0
0118:   actor $1022 dead
004D: jump_if_false £Label094D75
0002: jump £Label094CB0

:Label094D75
0002: jump £Label094CC7

:Label094D7C
0002: jump £Label094D99

:Label094D83
00BC: text_highpriority "C_DEAD"  5000 ms  1  ;; ~r~Cam's dead!!
0002: jump £Label0977C1

:Label094D99
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label094DB5
0350: unknown_actor $1022 not_scared_flag  1
011C: actor $1022 clear_objective

:Label094DB5
0050: gosub £Label099EA1
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label094DF2
00A1: put_actor $1022 at -939.1 -351.12  6.23
0173: set_actor $1022 z_angle_to  260.0
01DF: tie_actor $1022 to_player $PLAYER_CHAR

:Label094DF2
00D6: if  0
8118:   NOT   actor $1012 dead
004D: jump_if_false £Label094E26
00A1: put_actor $1012 at -943.0 -343.9  6.3
01E1: set_actor $1012 follow_route  1  3
011A: set_actor $1012 flags  1

:Label094E26
0050: gosub £Label099F34
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label094E44
0350: unknown_actor $1022 not_scared_flag  0

:Label094E44
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -944.5 -341.58  6.3
0004: $1043 =  1  ;; integer values

:Label094E64
00D6: if  0
8118:   NOT   actor $1012 dead
004D: jump_if_false £Label094EB4
0001: wait  0 ms
0050: gosub £Label09918A
0050: gosub £Label099674
0050: gosub £Label09929E
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label094EA6
0002: jump £Label0977C1

:Label094EA6
0050: gosub £Label098CD5
0002: jump £Label094E64

:Label094EB4
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -944.5 -341.58  6.3 radius  1.0  1.0  1.5
004D: jump_if_false £Label094F24
0001: wait  0 ms
0050: gosub £Label09918A
0050: gosub £Label099674
0050: gosub £Label09929E
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label094F16
0002: jump £Label0977C1

:Label094F16
0050: gosub £Label098CD5
0002: jump £Label094EB4

:Label094F24
0164: disable_marker $105F
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -944.5 -344.12  8.0
015F: set_camera_position -940.2 -343.6  8.6  0.0  0.0  0.0
0160: point_camera -944.5 -343.8  7.45  2
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label094FA6
01E0: clear_leader $1022
0239: actor $1022 run_to -944.5 -344.12

:Label094FA6
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label09506D
0006:  16@ =  0  ;; integer values

:Label094FBD
00D6: if  0
80FF:   NOT   actor $1022  0 ()near_point_on_foot -944.5 -344.12  7.0 radius  1.5  1.5  3.0
004D: jump_if_false £Label095066
0001: wait  0 ms
00D6: if  0
0019:    16@ >  2000  ;; integer values
004D: jump_if_false £Label095048
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label095041
00A1: put_actor $1022 at -937.0 -343.6  7.0
0173: set_actor $1022 z_angle_to  90.0
0239: actor $1022 run_to -944.5 -344.12

:Label095041
0006:  16@ =  0  ;; integer values

:Label095048
00D6: if  0
0118:   actor $1022 dead
004D: jump_if_false £Label09505F
0002: jump £Label094FA6

:Label09505F
0002: jump £Label094FBD

:Label095066
0002: jump £Label095083

:Label09506D
00BC: text_highpriority "C_DEAD"  5000 ms  1  ;; ~r~Cam's dead!!
0002: jump £Label0977C1

:Label095083
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label0950B1
0173: set_actor $1022 z_angle_to  90.0
04EB: unknown_actor $1022 bank  1 account_number  300000
020E: actor $PLAYER_ACTOR look_at_actor $1022

:Label0950B1
0004: $1003 =  1  ;; integer values
03CF: load_wav "BK4_12A" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_12A"  10000 ms  1  ;; Damn! It's a Flange 9000!
0050: gosub £Label098A79
03CF: load_wav "BK4_12B" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_12B"  10000 ms  1  ;; This could take hours to crack,
0050: gosub £Label098A79
03CF: load_wav "BK4_12C" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_12C"  10000 ms  1  ;; Or five minutes if you could find the manager.
0050: gosub £Label098A79
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label09514F
04EB: unknown_actor $1022 bank  0 account_number  0

:Label09514F
03CF: load_wav "BNK4_13" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_13"  10000 ms  1  ;; I'll go find where he's holed up.
0050: gosub £Label098A79
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -964.0 -335.0  14.6

:Label0951A8
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  0 ()near_point_on_foot -939.84 -351.73  6.23 radius  1.5  1.5  1.5
004D: jump_if_false £Label095211
0001: wait  0 ms
0050: gosub £Label09918A
0050: gosub £Label099674
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label095203
0002: jump £Label0977C1

:Label095203
0050: gosub £Label098CD5
0002: jump £Label0951A8

:Label095211
0050: gosub £Label099D89
0050: gosub £Label098ADA

:Label09521F
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  0 ()near_point_on_foot -964.0 -337.0  14.6 radius  3.0  3.0  3.0
004D: jump_if_false £Label09533F
0001: wait  0 ms
0050: gosub £Label09904D
0050: gosub £Label09918A
0050: gosub £Label0991B2
0050: gosub £Label0992C6
0050: gosub £Label099674
0050: gosub £Label09929E
0050: gosub £Label098CD5
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label09529D
0002: jump £Label0977C1

:Label09529D
00D6: if  1
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -922.3 -348.2  16.6 radius  3.0  3.0  3.0
0038:   $1069 ==  0  ;; integer values
004D: jump_if_false £Label095338
0004: $1003 =  1  ;; integer values
03CF: load_wav "BK4_14B" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_14A"  10000 ms  1  ;; Phil, things still sweet?
0050: gosub £Label098A79
03CF: load_wav "BNK4_15" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_15"  10000 ms  1  ;; Sure. Everything's reeaal quiet.
0050: gosub £Label098A79
00BE: text_clear_all
0004: $1069 =  1  ;; integer values

:Label095338
0002: jump £Label09521F

:Label09533F
0004: $1069 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label095399
04C6: $PLAYER_ACTOR $101A
015F: set_camera_position -961.3 -330.8  16.6  0.0  0.0  0.0
0159: camera_on_ped $101A  15  1

:Label095399
0004: $1003 =  1  ;; integer values
03CF: load_wav "BNK4_16" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_16"  10000 ms  1  ;; You - you're coming with me!
0050: gosub £Label098A79
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label0953FC
04EB: unknown_actor $101A bank  0 account_number  0
01ED: reset_actor $101A flags
020E: actor $101A look_at_actor $PLAYER_ACTOR
0372: set_actor $101A anim  17 wait_state_time  300000 ms

:Label0953FC
03CF: load_wav "BNK4_17" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_17"  10000 ms  1  ;; Ok! Ok! Just don't shoot!
0050: gosub £Label098A79
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label095449
0372: set_actor $101A anim  0 wait_state_time  0 ms
01DF: tie_actor $101A to_player $PLAYER_CHAR

:Label095449
011C: actor $PLAYER_ACTOR clear_objective
022F: set_actor $PLAYER_ACTOR stop_looking
009F: set_actor $PLAYER_ACTOR objective_to-1
053D: $PLAYER_ACTOR
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
015A: restore_camera
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -944.36 -342.0  6.3

:Label09548A
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -938.56 -351.5  16.8 radius  1.5  1.5  1.5
004D: jump_if_false £Label09557E
0001: wait  0 ms
0050: gosub £Label09904D
0050: gosub £Label0992C6
0050: gosub £Label099674
0050: gosub £Label09918A
0050: gosub £Label0991B2
0050: gosub £Label09929E
0050: gosub £Label098CD5
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label095508
0002: jump £Label0977C1

:Label095508
00D6: if  1
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -922.3 -348.3  17.8 radius  3.0  3.0  3.0
0038:   $1069 ==  0  ;; integer values
004D: jump_if_false £Label095577
0004: $1003 =  1  ;; integer values
03CF: load_wav "BNK4_18" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_18"  10000 ms  1  ;; I SAID NOBODY MOVE!
0050: gosub £Label098A79
0004: $1069 =  1  ;; integer values

:Label095577
0002: jump £Label09548A

:Label09557E
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label0955BC
01E0: clear_leader $101A
009E: set_actor $101A path -938.56 -351.5  16.8 unknown  .5  1

:Label0955BC
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label09568F
0006:  16@ =  0  ;; integer values

:Label0955D3
00D6: if  0
80FF:   NOT   actor $101A  0 ()near_point_on_foot -938.56 -351.5  16.8 radius  1.5  1.5  3.0
004D: jump_if_false £Label095688
0001: wait  0 ms
00D6: if  0
0019:    16@ >  2500  ;; integer values
004D: jump_if_false £Label09566A
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label095663
00A1: put_actor $101A at -932.9 -351.3  16.8
0173: set_actor $101A z_angle_to  90.0
009E: set_actor $101A path -938.56 -351.5  16.8 unknown  .5  1

:Label095663
0006:  16@ =  0  ;; integer values

:Label09566A
00D6: if  0
0118:   actor $101A dead
004D: jump_if_false £Label095681
0002: jump £Label0955BC

:Label095681
0002: jump £Label0955D3

:Label095688
0002: jump £Label0956A5

:Label09568F
00BC: text_highpriority "BM_DEAD"  5000 ms  1  ;; ~r~You needed the bank manager alive!!
0002: jump £Label0977C1

:Label0956A5
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label0956C1
0350: unknown_actor $101A not_scared_flag  1
011C: actor $101A clear_objective

:Label0956C1
0050: gosub £Label099EA1
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label0956FE
00A1: put_actor $101A at -939.1 -351.12  6.23
0173: set_actor $101A z_angle_to  260.0
01DF: tie_actor $101A to_player $PLAYER_CHAR

:Label0956FE
0050: gosub £Label099F34
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label09571C
0350: unknown_actor $101A not_scared_flag  0

:Label09571C
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -944.5 -341.58  6.3 radius  1.0  1.0  1.5
004D: jump_if_false £Label09578C
0001: wait  0 ms
0050: gosub £Label09918A
0050: gosub £Label09929E
0050: gosub £Label099674
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label09577E
0002: jump £Label0977C1

:Label09577E
0050: gosub £Label098CD5
0002: jump £Label09571C

:Label09578C
0164: disable_marker $105F
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -940.2 -343.6  8.6  0.0  0.0  0.0
0160: point_camera -944.5 -343.8  7.45  2
00D6: if  1
8118:   NOT   actor $1022 dead
8118:   NOT   actor $101A dead
004D: jump_if_false £Label0957FB
020E: actor $1022 look_at_actor $101A
022C: set_actor $1022 to_look_at_actor $101A

:Label0957FB
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label095824
01E0: clear_leader $101A
01ED: reset_actor $101A flags
0239: actor $101A run_to -943.68 -343.47

:Label095824
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label0958EB
0006:  16@ =  0  ;; integer values

:Label09583B
00D6: if  0
80FF:   NOT   actor $101A  0 ()near_point_on_foot -943.5 -343.5  6.2 radius  1.5  1.5  3.0
004D: jump_if_false £Label0958E4
0001: wait  0 ms
00D6: if  0
0019:    16@ >  2500  ;; integer values
004D: jump_if_false £Label0958C6
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label0958BF
00A1: put_actor $101A at -937.0 -343.5  6.2
0173: set_actor $101A z_angle_to  90.0
0239: actor $101A run_to -943.68 -343.47

:Label0958BF
0006:  16@ =  0  ;; integer values

:Label0958C6
00D6: if  0
0118:   actor $101A dead
004D: jump_if_false £Label0958DD
0002: jump £Label095824

:Label0958DD
0002: jump £Label09583B

:Label0958E4
0002: jump £Label095901

:Label0958EB
00BC: text_highpriority "BM_DEAD"  5000 ms  1  ;; ~r~You needed the bank manager alive!!
0002: jump £Label0977C1

:Label095901
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label095932
0350: unknown_actor $101A not_scared_flag  1
0173: set_actor $101A z_angle_to  90.0
020E: actor $PLAYER_ACTOR look_at_actor $101A
04C6: $PLAYER_ACTOR $101A

:Label095932
0004: $1003 =  1  ;; integer values
03CF: load_wav "BK4_19A" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_19A"  10000 ms  1  ;; It's on a time lock,
0050: gosub £Label098A79
03CF: load_wav "BK4_19B" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_19B"  10000 ms  1  ;; You might as well give up now!
0050: gosub £Label098A79
00D6: if  2
8118:   NOT   actor $1022 dead
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor $101A dead
004D: jump_if_false £Label095A0F
020E: actor $1022 look_at_actor $PLAYER_ACTOR
015F: set_camera_position -943.0 -343.6  7.9  0.0  0.0  0.0
00A1: put_actor $101A at -941.0 -345.2  6.23
00A0: store_actor $1022 position_to $107A $107B $107C
0009: $107C +=  .6  ;; floating-point values
0160: point_camera $107A $107B $107C  2
041D: set_camera_near_clip  .02

:Label095A0F
03CF: load_wav "BK4_20A" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_20A"  10000 ms  1  ;; Hell, I can bypass the time lock,
0050: gosub £Label098A79
00D6: if  1
8118:   NOT   actor $1022 dead
8118:   NOT   actor $101A dead
004D: jump_if_false £Label095A77
022F: set_actor $1022 stop_looking
00A1: put_actor $101A at -941.8 -342.9  6.23
020E: actor $1022 look_at_actor $101A
022C: set_actor $1022 to_look_at_actor $101A

:Label095A77
03CF: load_wav "BK4_20B" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_20B"  10000 ms  1  ;; Then we just need your key code and we're good!
0050: gosub £Label098A79
00D6: if  1
8118:   NOT   actor $1022 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label095AC4
022F: set_actor $1022 stop_looking
0372: set_actor $1022 anim  0 wait_state_time  0 ms

:Label095AC4
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label095AEC
00A0: store_actor $PLAYER_ACTOR position_to $107A $107B $107C
0009: $107C +=  .6  ;; floating-point values

:Label095AEC
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label095B10
00A1: put_actor $101A at -942.37 -345.2  6.23

:Label095B10
0160: point_camera $107A $107B $107C  1
03CF: load_wav "BNK4_21" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_21"  10000 ms  1  ;; Stay here. You try anything and you're dead.
0050: gosub £Label098A79
03CF: load_wav "BK4_24A" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_24A"  10000 ms  1  ;; I'm gonna check on Phil, I'll be right back.
0050: gosub £Label098A79
00BE: text_clear_all
011C: actor $PLAYER_ACTOR clear_objective
022F: set_actor $PLAYER_ACTOR stop_looking
009F: set_actor $PLAYER_ACTOR objective_to-1
053D: $PLAYER_ACTOR
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label095BAB
00A1: put_actor $101A at -943.0 -343.6  6.23

:Label095BAB
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
0164: disable_marker $105F

:Label095BC4
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  0 ()near_point_on_foot -939.84 -351.73  6.23 radius  1.5  1.5  1.5
004D: jump_if_false £Label095C34
0001: wait  0 ms
0050: gosub £Label09918A
0050: gosub £Label099674
0050: gosub £Label09929E
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label095C26
0002: jump £Label0977C1

:Label095C26
0050: gosub £Label098CD5
0002: jump £Label095BC4

:Label095C34
0050: gosub £Label099D89
0050: gosub £Label098ADA

:Label095C42
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  0 ()near_point_on_foot -922.3 -348.3  17.8 radius  3.0  3.0  3.0
004D: jump_if_false £Label095CB9
0001: wait  0 ms
0050: gosub £Label0991B2
0050: gosub £Label09904D
0050: gosub £Label0992C6
0050: gosub £Label099674
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label095CAB
0002: jump £Label0977C1

:Label095CAB
0050: gosub £Label098CD5
0002: jump £Label095C42

:Label095CB9
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3
018D: $1015 = create_sound  0 at -916.0 -340.0  15.0
03CF: load_wav "BK4_24B" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_24B"  10000 ms  1  ;; I told you not to touch that alarm!
0050: gosub £Label098A79
00BE: text_clear_all
009A: $1013 = create_actor  4 #GDA at -920.6 -340.0  13.4
0223: set_actor $1013 health_to  50
0173: set_actor $1013 z_angle_to  270.0
0239: actor $1013 run_to -902.0 -340.0
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label095D59
01C9: actor $1020 kill_actor $1013
02E2: set_actor $1020 weapon_accuracy_to  80

:Label095D59
00D6: if  0
8118:   NOT   actor $1013 dead
004D: jump_if_false £Label095DA9
0001: wait  0 ms
0050: gosub £Label0991B2
0050: gosub £Label09904D
0050: gosub £Label0992C6
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label095D9B
0002: jump £Label0977C1

:Label095D9B
0050: gosub £Label098CD5
0002: jump £Label095D59

:Label095DA9
03CF: load_wav "BNK4_25" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_25"  10000 ms  1  ;; The SWAT team will be here any minute!
0050: gosub £Label098A79
03CF: load_wav "BNK4_27" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_27"  10000 ms  1  ;; I could do with some help here, Tommy!
0050: gosub £Label098A79
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -907.8 -345.87  12.4

:Label095E16
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -907.8 -345.87  12.4 radius  1.5  1.5  1.5
004D: jump_if_false £Label095F06
0001: wait  0 ms
0050: gosub £Label09904D
0050: gosub £Label0992C6
0050: gosub £Label0991B2
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label095E78
0002: jump £Label0977C1

:Label095E78
0050: gosub £Label098CD5
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label095EFF
00D6: if  1
82CB:   NOT   actor $1020 bounding_sphere_visible
0038:   $1075 ==  0  ;; integer values
004D: jump_if_false £Label095EFF
00D6: if  0
80C2:   NOT   sphere_onscreen -917.6 -337.57  13.46  2.0
004D: jump_if_false £Label095EFF
00A1: put_actor $1020 at -917.6 -337.57  13.46
0173: set_actor $1020 z_angle_to  272.0
04EB: unknown_actor $1020 bank  1 account_number  999999
0350: unknown_actor $1020 not_scared_flag  1
0004: $1075 =  1  ;; integer values

:Label095EFF
0002: jump £Label095E16

:Label095F06
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label095F1B
01E0: clear_leader $1020

:Label095F1B
0164: disable_marker $105F
009A: $1013 = create_actor  4 #GDA at -897.0 -341.1  12.4
0350: unknown_actor $1013 not_scared_flag  1
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label095F57
04C6: $PLAYER_ACTOR $1013

:Label095F57
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -914.5 -347.25  15.0  0.0  0.0  0.0
0160: point_camera -902.2 -341.9  12.69  2
03CF: load_wav "BNK4_28" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_28"  10000 ms  1  ;; Vice City S.W.A.T! You are completely surrounded!
0050: gosub £Label098A79
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label095FFF
015F: set_camera_position -915.8 -335.0  13.8  0.0  0.0  0.0
0159: camera_on_ped $1020  15  2

:Label095FFF
03CF: load_wav "BNK4_29" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_29"  10000 ms  1  ;; Surrounded? HA HA HA HAAAAAaaa!
0050: gosub £Label098A79
03CF: load_wav "BNK4_30" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_30"  10000 ms  1  ;; They're crapping themselves, corrupt bastards!
00D6: if  1
8118:   NOT   actor $1020 dead
8118:   NOT   actor $1013 dead
004D: jump_if_false £Label096069
04C6: $1020 $1013

:Label096069
0050: gosub £Label098A79
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label0960CE
00A1: put_actor $1022 at -920.0 -347.0  16.8
0173: set_actor $1022 z_angle_to  290.0
015F: set_camera_position -914.3 -345.25  15.8  0.0  0.0  0.0
0159: camera_on_ped $1022  15  2
0004: $1043 =  0  ;; integer values

:Label0960CE
03CF: load_wav "BK4_31B" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_31A"  10000 ms  1  ;; Tommy! The vault's open!
0050: gosub £Label098A79
015F: set_camera_position -905.76 -345.84  14.0  0.0  0.0  0.0
0159: camera_on_ped $PLAYER_ACTOR  15  2
03CF: load_wav "BK4_34A" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_34A"  10000 ms  1  ;; Ok, we got the SWAT retirement fund. Let's get out of here!
0050: gosub £Label098A79
015F: set_camera_position -914.5 -347.25  15.0  0.0  0.0  0.0
0160: point_camera -902.2 -341.9  12.69  2
03CF: load_wav "BK4_34B" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_34B"  10000 ms  1  ;; Ok, you asked for it! You've had your last chance!
0050: gosub £Label098A79
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label0961E1
015F: set_camera_position -915.8 -335.0  13.8  0.0  0.0  0.0
0159: camera_on_ped $1020  15  2

:Label0961E1
03CF: load_wav "BK4_35A" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_35A"  10000 ms  1  ;; They're storming the place!
0050: gosub £Label098A79
03CF: load_wav "BK4_35B" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_35B"  10000 ms  1  ;; Take cover!
0050: gosub £Label098A79
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label09624C
011C: actor $PLAYER_ACTOR clear_objective
0373: set_camera_directly_behind_player

:Label09624C
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label09627C
011C: actor $1020 clear_objective
011A: set_actor $1020 flags  64

:Label09627C
009B: destroy_actor_instantly $1013
009B: destroy_actor_instantly $101A
0004: $1075 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label0962BF
011C: actor $1020 clear_objective
0350: unknown_actor $1020 not_scared_flag  1
0223: set_actor $1020 health_to  200
011A: set_actor $1020 flags  64
0291: unknown_actor $1020 unknown_behavior_flag  1

:Label0962BF
0247: request_model #SWAT
0247: request_model -140 (GASGRENADE)

:Label0962C8
00D6: if  21
8248:   NOT   model #SWAT available
8248:   NOT   model -140 (GASGRENADE) available
004D: jump_if_false £Label0962E7
0001: wait  0 ms
0002: jump £Label0962C8

:Label0962E7
0004: $1070 =  0  ;; integer values
0004: $1071 =  0  ;; integer values
0004: $1072 =  0  ;; integer values
0004: $1073 =  0  ;; integer values
0050: gosub £Label098ADA
0004: $1070 =  15  ;; integer values
0004: $1071 =  15  ;; integer values
0004: $1072 =  15  ;; integer values
0004: $1073 =  0  ;; integer values
0050: gosub £Label098ADA
0392: object $720 toggle_in_moving_list  1
0392: object $721 toggle_in_moving_list  1
0392: object $722 toggle_in_moving_list  1
0392: object $723 toggle_in_moving_list  1
0392: object $724 toggle_in_moving_list  1
0392: object $725 toggle_in_moving_list  1
0382: unknown_set_object $720 collision_detection  1
0382: unknown_set_object $721 collision_detection  1
0382: unknown_set_object $722 collision_detection  1
0382: unknown_set_object $723 collision_detection  1
0382: unknown_set_object $724 collision_detection  1
0382: unknown_set_object $725 collision_detection  1
0004: $1003 =  2  ;; integer values
03CF: load_wav "BLOROOF" as $1003
0050: gosub £Label098A15
0050: gosub £Label098A79
0004: $1003 =  1  ;; integer values
03AC: clear_route  1
03AC: clear_route  2
0006:  16@ =  0  ;; integer values

:Label0963B9
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £Label096B40
0001: wait  0 ms
0050: gosub £Label0991B2
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label0963ED
0002: jump £Label0977C1

:Label0963ED
0050: gosub £Label0992C6
0050: gosub £Label098CD5
00D6: if  1
8118:   NOT   actor $1020 dead
0018:   $1056 >  1  ;; integer values
004D: jump_if_false £Label0965B9
00D6: if  0
0038:   $1014 ==  0  ;; integer values
004D: jump_if_false £Label0964BE
0469: unknown_create_actor $1016 in area -919.5 -329.8 -901.5 -351.45 unknown  0  1  0  0  0
0469: unknown_create_actor $1017 in area -919.5 -329.8 -901.5 -351.45 unknown  0  1  0  0  0
0469: unknown_create_actor $1018 in area -919.5 -329.8 -901.5 -351.45 unknown  0  1  0  0  0
0469: unknown_create_actor $1019 in area -919.5 -329.8 -901.5 -351.45 unknown  0  1  0  0  0
0004: $1014 =  1  ;; integer values
0002: jump £Label0965B9

:Label0964BE
00D6: if  0
8118:   NOT   actor $1016 dead
004D: jump_if_false £Label0964F6
00D6: if  0
0038:   $1014 ==  1  ;; integer values
004D: jump_if_false £Label0964EF
01C9: actor $1020 kill_actor $1016
0004: $1014 =  2  ;; integer values

:Label0964EF
0002: jump £Label0965B9

:Label0964F6
01C2: remove_references_to_actor $1016  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $1017 dead
004D: jump_if_false £Label096533
00D6: if  0
0038:   $1014 ==  2  ;; integer values
004D: jump_if_false £Label09652C
01C9: actor $1020 kill_actor $1017
0004: $1014 =  3  ;; integer values

:Label09652C
0002: jump £Label0965B9

:Label096533
01C2: remove_references_to_actor $1017  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $1018 dead
004D: jump_if_false £Label096570
00D6: if  0
0038:   $1014 ==  3  ;; integer values
004D: jump_if_false £Label096569
01C9: actor $1020 kill_actor $1018
0004: $1014 =  4  ;; integer values

:Label096569
0002: jump £Label0965B9

:Label096570
01C2: remove_references_to_actor $1018  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $1019 dead
004D: jump_if_false £Label0965AD
00D6: if  0
0038:   $1014 ==  4  ;; integer values
004D: jump_if_false £Label0965A6
01C9: actor $1020 kill_actor $1019
0004: $1014 =  5  ;; integer values

:Label0965A6
0002: jump £Label0965B9

:Label0965AD
01C2: remove_references_to_actor $1019  ;; Like turning an actor into a random pedestrian
0004: $1014 =  6  ;; integer values

:Label0965B9
00D6: if  0
001A:    2 > $1057  ;; integer values
004D: jump_if_false £Label096728
01BB: store_object $722 position_to $1077 $1078 $1079
00D6: if  1
0038:   $1057 ==  0  ;; integer values
0019:    16@ >  2000  ;; integer values
004D: jump_if_false £Label096728
0108: destroy_object $71F
029B: $71F = init_object -141 (ROCKETED_WIN1) at -899.851 -341.061  14.318
01C7: remove_object_from_mission_cleanup_list $71F
029B: $1044 = init_object -140 (GASGRENADE) at -900.7 -333.88  14.73
0392: object $1044 toggle_in_moving_list  1
0382: unknown_set_object $1044 collision_detection  1
038C: object $1044 scatter -.5  0.0  0.0
029B: $1045 = init_object -140 (GASGRENADE) at -900.7 -348.4  14.73
0392: object $1045 toggle_in_moving_list  1
0382: unknown_set_object $1045 collision_detection  1
038C: object $1045 scatter -.5  0.0  0.0
029B: $1046 = init_object -140 (GASGRENADE) at -907.307 -336.618  18.0
0392: object $1046 toggle_in_moving_list  1
0382: unknown_set_object $1046 collision_detection  1
029B: $1047 = init_object -140 (GASGRENADE) at -907.307 -345.504  18.0
0392: object $1047 toggle_in_moving_list  1
0382: unknown_set_object $1047 collision_detection  1
029B: $1048 = init_object -140 (GASGRENADE) at -915.401 -336.6184  18.0
0392: object $1048 toggle_in_moving_list  1
0382: unknown_set_object $1048 collision_detection  1
029B: $1049 = init_object -140 (GASGRENADE) at -915.401 -345.5  18.0
0392: object $1049 toggle_in_moving_list  1
0382: unknown_set_object $1049 collision_detection  1
0004: $1057 =  1  ;; integer values
0006:  17@ =  0  ;; integer values

:Label096728
00D6: if  0
0038:   $1057 ==  1  ;; integer values
004D: jump_if_false £Label09675A
00D6: if  0
0019:    17@ >  50  ;; integer values
004D: jump_if_false £Label09675A
0006:  17@ =  0  ;; integer values
0050: gosub £Label099CB5

:Label09675A
00D6: if  1
0038:   $1056 ==  0  ;; integer values
0019:    16@ >  2000  ;; integer values
004D: jump_if_false £Label0967BF
0503: create_gas_smoke -907.307 -336.618  26.0
0503: create_gas_smoke -907.307 -345.504  26.0
0503: create_gas_smoke -915.401 -336.6184  26.0
0503: create_gas_smoke -915.401 -345.5  26.0
0004: $1056 =  1  ;; integer values

:Label0967BF
00D6: if  1
0019:    16@ >  4000  ;; integer values
0038:   $1056 ==  1  ;; integer values
004D: jump_if_false £Label0967E0
0004: $1056 =  2  ;; integer values

:Label0967E0
00D6: if  1
0019:    16@ >  5000  ;; integer values
0038:   $1056 ==  2  ;; integer values
004D: jump_if_false £Label096928
009A: $1054 = create_actor  6 #SWAT at -899.214 -333.656  23.0
0173: set_actor $1054 z_angle_to  0.0
01B2: give_actor $1054 weapon  25 ammo  9999  ;; Load the weapon model before using this
009A: $1055 = create_actor  6 #SWAT at -899.214 -348.466  23.0
0173: set_actor $1055 z_angle_to  180.0
01B2: give_actor $1055 weapon  25 ammo  9999  ;; Load the weapon model before using this
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label096921
01C9: actor $1054 kill_actor $1022
01C9: actor $1055 kill_actor $1022
01E2: add_route_point  1 at -921.5 -347.1  17.0
01E2: add_route_point  1 at -923.0 -334.3  17.0
01E2: add_route_point  1 at -937.2 -333.8  15.0
01E2: add_route_point  1 at -935.0 -329.6  15.0
01E2: add_route_point  1 at -927.3 -328.5  13.0
01E2: add_route_point  1 at -921.1 -326.5  13.0
01E2: add_route_point  1 at -920.7 -339.0  13.0
01E2: add_route_point  1 at -910.6 -346.6  13.0
01E1: set_actor $1022 follow_route  1  1
0411: (unknown) $1022  0 
011A: set_actor $1022 flags  64

:Label096921
0004: $1056 =  3  ;; integer values

:Label096928
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label0969DE
00A0: store_actor $1022 position_to $107A $107B $107C
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
0038:   $1076 ==  0  ;; integer values
004D: jump_if_false £Label0969D7
00D6: if  21
00FF:   actor $1022  0 ()near_point_on_foot $5F $60 $61 radius  5.0  5.0  2.0
00FF:   actor $1022  0 ()near_point_on_foot -910.6 -346.6  13.0 radius  10.0  10.0  2.0
004D: jump_if_false £Label0969D7
011C: actor $1022 clear_objective
011A: set_actor $1022 flags  64
0291: unknown_actor $1022 unknown_behavior_flag  1
01DF: tie_actor $1022 to_player $PLAYER_CHAR
0004: $1076 =  1  ;; integer values

:Label0969D7
0002: jump £Label096A31

:Label0969DE
00D6: if  0
0038:   $1068 ==  0  ;; integer values
004D: jump_if_false £Label096A31
01C2: remove_references_to_actor $1022  ;; Like turning an actor into a random pedestrian
00BC: text_highpriority "C_DEAD"  5000 ms  1  ;; ~r~Cam's dead!!
0213: $106A = create_pickup -120 (BRIEFCASE) type  3 at $107A $107B $107C
0164: disable_marker $105F
03DC: $105F = create_marker_above_pickup $106A
0004: $1068 =  1  ;; integer values
0004: $1076 =  0  ;; integer values

:Label096A31
00D6: if  0
0038:   $1068 ==  1  ;; integer values
004D: jump_if_false £Label096A61
00D6: if  1
0214:   pickup $106A picked_up
001A:    2 > $1076  ;; integer values
004D: jump_if_false £Label096A61
0004: $1076 =  1  ;; integer values

:Label096A61
00D6: if  0
0038:   $1076 ==  1  ;; integer values
004D: jump_if_false £Label096AF0
00D6: if  0
0038:   $1014 ==  6  ;; integer values
004D: jump_if_false £Label096AF0
03CF: load_wav "BNK4_38" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_38"  10000 ms  1  ;; That's the last of them. GO! GO! GO!
0050: gosub £Label098A79
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label096AD0
04EB: unknown_actor $1020 bank  0 account_number  0
01DF: tie_actor $1020 to_player $PLAYER_CHAR

:Label096AD0
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -900.0 -341.0  13.4
0004: $1076 =  2  ;; integer values

:Label096AF0
00D6: if  0
0038:   $1076 ==  2  ;; integer values
004D: jump_if_false £Label096B39
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -900.0 -341.0  13.4 radius  1.4  1.4  3.0
004D: jump_if_false £Label096B39
0002: jump £Label096B40

:Label096B39
0002: jump £Label0963B9

:Label096B40
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
0050: gosub £Label097FBF
022B: create_forbidden_for_peds_cube -956.0 -355.0  5.0 -898.0 -328.0  25.0
022B: create_forbidden_for_peds_cube -877.0 -368.0  5.0 -832.0 -317.0  25.0
0164: disable_marker $105F
0395: clear_area  1 at -863.0 -340.9 range  12.19  30.0
0050: gosub £Label098961
015F: set_camera_position -889.57 -341.42  15.0  0.0  0.0  0.0
0160: point_camera -894.3 -346.0  13.4  2
00A1: put_actor $PLAYER_ACTOR at -892.1 -349.47  12.0
0173: set_actor $PLAYER_ACTOR z_angle_to  12.0
04EB: unknown_actor $PLAYER_ACTOR bank  1 account_number  999999
0004: $3D9 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label096C60
011C: actor $1020 clear_objective
00A1: put_actor $1020 at -892.8 -349.37  12.7
0173: set_actor $1020 z_angle_to  317.0
04EB: unknown_actor $1020 bank  1 account_number  999999

:Label096C60
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label096CA6
011C: actor $1022 clear_objective
00A1: put_actor $1022 at -894.3 -349.5  12.5
0173: set_actor $1022 z_angle_to  330.0
04EB: unknown_actor $1022 bank  1 account_number  999999
0002: jump £Label096CB2

:Label096CA6
01C2: remove_references_to_actor $1022  ;; Like turning an actor into a random pedestrian
0004: $1068 =  1  ;; integer values

:Label096CB2
0247: request_model #ENFORCER

:Label096CB7
00D6: if  0
8248:   NOT   model #ENFORCER available
004D: jump_if_false £Label096CD2
0001: wait  0 ms
0002: jump £Label096CB7

:Label096CD2
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label096CEB
0159: camera_on_ped $1020  15  2

:Label096CEB
009A: $100B = create_actor  4 #SWAT at -875.9 -334.0  10.3
01ED: reset_actor $100B flags
0173: set_actor $100B z_angle_to  137.0
01B2: give_actor $100B weapon  25 ammo  9999  ;; Load the weapon model before using this
04EB: unknown_actor $100B bank  1 account_number  9999
01CC: actor $100B kill_player $PLAYER_CHAR
0350: unknown_actor $100B not_scared_flag  1
009A: $100C = create_actor  4 #SWAT at -876.39 -347.45  10.3
01ED: reset_actor $100C flags
0173: set_actor $100C z_angle_to  130.0
01B2: give_actor $100C weapon  25 ammo  9999  ;; Load the weapon model before using this
04EB: unknown_actor $100C bank  1 account_number  9999
01CC: actor $100C kill_player $PLAYER_CHAR
0350: unknown_actor $100C not_scared_flag  1
009A: $100D = create_actor  4 #SWAT at -864.6 -341.0  9.9
01ED: reset_actor $100D flags
0173: set_actor $100D z_angle_to  95.0
01B2: give_actor $100D weapon  25 ammo  9999  ;; Load the weapon model before using this
01CC: actor $100D kill_player $PLAYER_CHAR
0350: unknown_actor $100D not_scared_flag  1
009A: $100E = create_actor  4 #SWAT at -868.4 -339.98  9.9
01ED: reset_actor $100E flags
0173: set_actor $100E z_angle_to  90.0
01B2: give_actor $100E weapon  25 ammo  9999  ;; Load the weapon model before using this
04EB: unknown_actor $100E bank  1 account_number  9999
01CC: actor $100E kill_player $PLAYER_CHAR
0350: unknown_actor $100E not_scared_flag  1
009A: $100F = create_actor  4 #SWAT at -856.3 -294.7  10.1
01ED: reset_actor $100F flags
0173: set_actor $100F z_angle_to  167.0
01B2: give_actor $100F weapon  25 ammo  9999  ;; Load the weapon model before using this
04EB: unknown_actor $100F bank  1 account_number  9999
011A: set_actor $100F flags  1
0291: unknown_actor $100F unknown_behavior_flag  1
009A: $1010 = create_actor  4 #SWAT at -852.1 -304.3  10.1
01ED: reset_actor $1010 flags
0173: set_actor $1010 z_angle_to  140.0
01B2: give_actor $1010 weapon  25 ammo  9999  ;; Load the weapon model before using this
04EB: unknown_actor $1010 bank  1 account_number  9999
011A: set_actor $1010 flags  1
0291: unknown_actor $1010 unknown_behavior_flag  1
00A5: $1032 = create_car #ENFORCER at -870.0 -344.5  10.2
0175: set_car $1032 z_angle_to  124.0
020A: set_car $1032 door_status_to  1
00A5: $1033 = create_car #ENFORCER at -869.43 -336.3  10.2
0175: set_car $1033 z_angle_to  43.0
020A: set_car $1033 door_status_to  1
00A5: $1034 = create_car #ENFORCER at -852.73 -298.3  10.2
0175: set_car $1034 z_angle_to  30.0
020A: set_car $1034 door_status_to  1
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms

:Label096F22
00D6: if  0
016B:   fading
004D: jump_if_false £Label096F3A
0001: wait  0 ms
0002: jump £Label096F22

:Label096F3A
00D6: if  0
0038:   $1068 ==  1  ;; integer values
004D: jump_if_false £Label096FA9
03CF: load_wav "BNK4_36" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_36"  10000 ms  1  ;; Where's Cam?
0050: gosub £Label098A79
0159: camera_on_ped $PLAYER_ACTOR  15  2
03CF: load_wav "BNK4_37" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_37"  10000 ms  1  ;; History...
0050: gosub £Label098A79

:Label096FA9
03CF: load_wav "BNK_39" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK_39"  10000 ms  1  ;; Shit! Where's Hilary?
0050: gosub £Label098A79
015F: set_camera_position -888.25 -341.4  13.9  0.0  0.0  0.0
0160: point_camera -863.0 -340.9  12.19  2
03CF: load_wav "BK4_40A" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BK4_40A"  10000 ms  1  ;; I'll give him abandonment issues!
0050: gosub £Label098A79
00D6: if  0
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label09706D
00AB: put_car $1027 at -884.1 -311.3  10.8
0175: set_car $1027 z_angle_to  180.0
0224: set_car $1027 health_to  1000
020A: set_car $1027 door_status_to  1

:Label09706D
009B: destroy_actor_instantly $1021
0296: unload_special_actor  2
023C: load_special_actor  2 "IGHLRY2"
038B: load_requested_models

:Label097084
00D6: if  0
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label09709E
0001: wait  0 ms
0002: jump £Label097084

:Label09709E
00D6: if  0
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label0970FC
0129: $1021 = create_actor  4 #SPECIAL02 in_car $1027 driverseat
01ED: reset_actor $1021 flags
04F5: unknown_actor $1021 kiss_player $PLAYER_CHAR on  1
0446: (unknown) $1021  0 
0243: set_actor $1021 ped_stats_to  30
01B2: give_actor $1021 weapon  25 ammo  9999  ;; Load the weapon model before using this
0519: unknown_car $1027 flag  0
0477: unknown_car $1027  8  3000
04BA: set_car $1027 speed_instantly  30.0

:Label0970FC
015F: set_camera_position -873.12 -348.1  13.96  0.0  0.0  0.0
0160: point_camera -879.4 -341.7  10.75  2

:Label09712F
00D6: if  0
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label097181
00D6: if  0
01AF:   car $1027  0 ()near_point -884.8 -334.2  10.0 radius  3.0  3.0  3.0
004D: jump_if_false £Label097176
0002: jump £Label097181

:Label097176
0001: wait  0 ms
0002: jump £Label09712F

:Label097181
0477: unknown_car $1027  0  0
0477: unknown_car $1027  3  3000
0006:  16@ =  0  ;; integer values

:Label09719B
00D6: if  0
001B:    1000 >  16@  ;; integer values
004D: jump_if_false £Label0971B9
0001: wait  0 ms
0002: jump £Label09719B

:Label0971B9
00D6: if  1
8118:   NOT   actor $1021 dead
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label0971D6
01D3: actor $1021 leave_car $1027

:Label0971D6
00D6: if  0
8118:   NOT   actor $1021 dead
004D: jump_if_false £Label097220
00D6: if  0
044B: (unknown) $1021 
004D: jump_if_false £Label097215
0173: set_actor $1021 z_angle_to  280.0
011A: set_actor $1021 flags  64
0291: unknown_actor $1021 unknown_behavior_flag  1
0002: jump £Label097220

:Label097215
0001: wait  0 ms
0002: jump £Label0971D6

:Label097220
00D6: if  0
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label09724D
0407: create_coordinate $1077 $1078 $1079 from_car $1027 offset -2.0  3.5 -.2

:Label09724D
015F: set_camera_position $1077 $1078 $1079  0.0  0.0  0.0
00D6: if  0
8118:   NOT   actor $1021 dead
004D: jump_if_false £Label097280
0159: camera_on_ped $1021  15  2

:Label097280
03CF: load_wav "BNK4_42" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_42"  10000 ms  1  ;; Hey guys! Get in! I got you covered!
0050: gosub £Label098A79
00D6: if  1
8118:   NOT   actor $100B dead
8118:   NOT   actor $1021 dead
004D: jump_if_false £Label0972D6
0223: set_actor $1021 health_to  100
01CB: actor $100B kill_actor $1021
01CB: actor $1021 kill_actor $100B

:Label0972D6
0006:  16@ =  0  ;; integer values

:Label0972DD
00D6: if  0
001B:    2000 >  16@  ;; integer values
004D: jump_if_false £Label0972FB
0001: wait  0 ms
0002: jump £Label0972DD

:Label0972FB
00D6: if  0
8118:   NOT   actor $1021 dead
004D: jump_if_false £Label097310
0321: kill_actor $1021

:Label097310
0006:  16@ =  0  ;; integer values

:Label097317
00D6: if  0
001B:    1000 >  16@  ;; integer values
004D: jump_if_false £Label097335
0001: wait  0 ms
0002: jump £Label097317

:Label097335
04EB: unknown_actor $PLAYER_ACTOR bank  0 account_number  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
03C8: rotate_player-180-degrees
041E: set_radio_station  6 -1
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label097390
04EB: unknown_actor $1020 bank  0 account_number  0
01DF: tie_actor $1020 to_player $PLAYER_CHAR
011A: set_actor $1020 flags  64
0291: unknown_actor $1020 unknown_behavior_flag  1
0319: set_actor $1020 wander_state_to  1 (off)

:Label097390
00D6: if  0
8118:   NOT   actor $1021 dead
004D: jump_if_false £Label0973BB
011C: actor $1021 clear_objective
011A: set_actor $1021 flags  64
0291: unknown_actor $1021 unknown_behavior_flag  1
01DF: tie_actor $1021 to_player $PLAYER_CHAR

:Label0973BB
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label0973ED
011C: actor $1022 clear_objective
011A: set_actor $1022 flags  64
0291: unknown_actor $1022 unknown_behavior_flag  1
01DF: tie_actor $1022 to_player $PLAYER_CHAR
0319: set_actor $1022 wander_state_to  1 (off)

:Label0973ED
0004: $101C =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $100B dead
004D: jump_if_false £Label097413
0350: unknown_actor $100B not_scared_flag  0
01CC: actor $100B kill_player $PLAYER_CHAR

:Label097413
00D6: if  0
8118:   NOT   actor $100C dead
004D: jump_if_false £Label09742A
0350: unknown_actor $100C not_scared_flag  0

:Label09742A
00D6: if  0
8118:   NOT   actor $100D dead
004D: jump_if_false £Label097441
0350: unknown_actor $100D not_scared_flag  0

:Label097441
00D6: if  0
8118:   NOT   actor $100E dead
004D: jump_if_false £Label097458
0350: unknown_actor $100E not_scared_flag  0

:Label097458
01C3: remove_references_to_car $1027  ;; Like turning a car into any random car

:Label09745D
00D6: if  0
0038:   $101C ==  1  ;; integer values
004D: jump_if_false £Label09749A
0001: wait  0 ms
0050: gosub £Label0991DA
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label097493
0002: jump £Label0977C1

:Label097493
0002: jump £Label09745D

:Label09749A
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -871.57 -118.5  10.0

:Label0974B3
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false £Label09758E
0001: wait  0 ms
0050: gosub £Label0991DA
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label0974E9
0002: jump £Label0977C1

:Label0974E9
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -879.57 -114.5  10.0 radius  3.0  3.0  2.0
004D: jump_if_false £Label097519

:Label097519
00D6: if  0
0038:   $101C ==  1  ;; integer values
004D: jump_if_false £Label097532
0002: jump £Label09745D

:Label097532
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point -844.95 -901.0  10.0 radius  15.0  15.0  15.0
004D: jump_if_false £Label097587
034E: unknown_move_object $701 to -837.134 -901.672  12.03 unknown_angle  0.0  0.0  .025  0

:Label097587
0002: jump £Label0974B3

:Label09758E
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -832.2 -901.0  10.0

:Label0975A7
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false £Label0976AE
0001: wait  0 ms
0050: gosub £Label0991DA
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label0975DD
0002: jump £Label0977C1

:Label0975DD
00D6: if  1
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -832.2 -901.0  10.0 radius  3.0  3.0  2.0
00FE:   actor $1020  0 ()near_point -832.2 -901.0  10.0 radius  3.0  3.0  2.0
004D: jump_if_false £Label097639
0002: jump £Label0976B5

:Label097639
00D6: if  0
0038:   $101C ==  1  ;; integer values
004D: jump_if_false £Label097652
0002: jump £Label09745D

:Label097652
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point -844.95 -901.0  10.0 radius  15.0  15.0  15.0
004D: jump_if_false £Label0976A7
034E: unknown_move_object $701 to -837.134 -901.672  12.03 unknown_angle  0.0  0.0  .025  0

:Label0976A7
0002: jump £Label0975A7

:Label0976AE
0002: jump £Label09749A

:Label0976B5
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £Label0977B5
0001: wait  0 ms
034E: unknown_move_object $701 to -837.134 -901.672  15.03 unknown_angle  0.0  0.0  .025  0
0050: gosub £Label0991DA
00D6: if  0
0038:   $1009 ==  1  ;; integer values
004D: jump_if_false £Label09770E
0002: jump £Label0977C1

:Label09770E
00D6: if  0
0038:   $101C ==  1  ;; integer values
004D: jump_if_false £Label097727
0002: jump £Label09745D

:Label097727
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false £Label097740
0002: jump £Label09749A

:Label097740
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -844.95 -901.0  10.0 radius  3.5  3.5  3.5
004D: jump_if_false £Label097777
0002: jump £Label0977B5

:Label097777
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point -844.95 -901.0  10.0 radius  15.0  15.0  15.0
004D: jump_if_false £Label0977AE
0002: jump £Label09758E

:Label0977AE
0002: jump £Label0976B5

:Label0977B5
0164: disable_marker $105F
0002: jump £Label097872

:Label0977C1
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0169: set_fade_color  0  0  1
022B: create_forbidden_for_peds_cube -414.0 -597.0  12.0 -332.0 -555.0  30.0

:Label0977F8
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube -852.8 -915.0  10.0 -837.5 -897.2  13.0
004D: jump_if_false £Label097833
0001: wait  0 ms
0002: jump £Label0977F8

:Label097833
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $3D9 ==  1  ;; integer values
004D: jump_if_false £Label097870
0050: gosub £Label097FBF
016A: fade  1 (back)  1500 ms

:Label097858
00D6: if  0
016B:   fading
004D: jump_if_false £Label097870
0001: wait  0 ms
0002: jump £Label097858

:Label097870
0051: return

:Label097872
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
00D6: if  1
00E0:   player $PLAYER_CHAR driving
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label0978A1
01D3: actor $PLAYER_ACTOR leave_car $1027

:Label0978A1
041E: set_radio_station  3 -1
043C: unknown_set_game_sounds  0
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms

:Label0978BA
00D6: if  0
016B:   fading
004D: jump_if_false £Label0978F7
0001: wait  0 ms
034E: unknown_move_object $701 to -837.134 -901.672  12.03 unknown_angle  0.0  0.0  .025  0
0002: jump £Label0978BA

:Label0978F7
015F: set_camera_position -827.5 -894.2  22.5  0.0  0.0  0.0
0160: point_camera -833.15 -899.4  17.6  2
016A: fade  1 (back)  500 ms

:Label097931
00D6: if  0
016B:   fading
004D: jump_if_false £Label097949
0001: wait  0 ms
0002: jump £Label097931

:Label097949
009B: destroy_actor_instantly $1020
009B: destroy_actor_instantly $1022
01E3: text_1number_styled "M_PASS"  50000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  50000
0394: play_music  1
03CF: load_wav "BNK4_44" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_44"  10000 ms  1  ;; We made it! We're rich! RICH!
0050: gosub £Label098A79
00D6: if  0
0038:   $1068 ==  1  ;; integer values
004D: jump_if_false £Label097A2F
03CF: load_wav "BNK4_45" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_45"  10000 ms  1  ;; Shame Cam didn't make it, he was a good guy!
0050: gosub £Label098A79
03CF: load_wav "BNK4_46" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_46"  10000 ms  1  ;; Yeah. Still... more for us!
0050: gosub £Label098A79
03CF: load_wav "BNK4_47" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_47"  10000 ms  1  ;; Damned straight! YEEEEHAAAH!
0050: gosub £Label098A79

:Label097A2F
03CF: load_wav "BNK4_48" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_48"  10000 ms  1  ;; Tommy, would you like a massage?
0050: gosub £Label098A79
03CF: load_wav "BNK4_49" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_49"  10000 ms  1  ;; Well, Hi there, Mercedes! Yeah, I'm a little tense...
0050: gosub £Label098A79
03CF: load_wav "BNK450A" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK450A"  10000 ms  1  ;; What'd I tell you Tommy? What'd I tell you? Bent SWAT better watch out when Kent Paul is in town.
0050: gosub £Label098A79
03CF: load_wav "BNK450B" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK450B"  10000 ms  1  ;; Come on, gimme a bigger slice, mate, c'mon. I gotta get some new threads.
0050: gosub £Label098A79
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms
0247: request_model -142 (OD_CLUBOUT_DY)
0247: request_model -143 (OD_CLUBOUT_NT)
0247: request_model -144 (OD_CLUBNEON)
0247: request_model -145 (OD_CLUBDOORS)
0247: request_model -25 (OD_CLBDR_CLOSE)
0247: request_model -20 (OD_CLBDR_OPEN)
0247: request_model -146 (VEG_PALMKBB11)
0247: request_model -147 (ODNROAD01_NT)
0247: request_model -148 (ODNROAD01_DY)
0247: request_model -149 (OD_CLUBBACK)
0247: request_model -150 (MIAMIODNROADXA)
0247: request_model -151 (LODD_BUILD2)
0247: request_model -152 (SPAD_BUILDNEW)
0247: request_model -153 (VEG_PALMBIG14)

:Label097B2A
00D6: if  0
016B:   fading
004D: jump_if_false £Label097B42
0001: wait  0 ms
0002: jump £Label097B2A

:Label097B42
00D6: if  0
8248:   NOT   model -142 (OD_CLUBOUT_DY) available
004D: jump_if_false £Label097B5D
0001: wait  0 ms
0002: jump £Label097B42

:Label097B5D
00D6: if  0
8248:   NOT   model -143 (OD_CLUBOUT_NT) available
004D: jump_if_false £Label097B78
0001: wait  0 ms
0002: jump £Label097B5D

:Label097B78
00D6: if  0
8248:   NOT   model -144 (OD_CLUBNEON) available
004D: jump_if_false £Label097B93
0001: wait  0 ms
0002: jump £Label097B78

:Label097B93
00D6: if  0
8248:   NOT   model -145 (OD_CLUBDOORS) available
004D: jump_if_false £Label097BAE
0001: wait  0 ms
0002: jump £Label097B93

:Label097BAE
00D6: if  0
8248:   NOT   model -25 (OD_CLBDR_CLOSE) available
004D: jump_if_false £Label097BC8
0001: wait  0 ms
0002: jump £Label097BAE

:Label097BC8
00D6: if  0
8248:   NOT   model -20 (OD_CLBDR_OPEN) available
004D: jump_if_false £Label097BE2
0001: wait  0 ms
0002: jump £Label097BC8

:Label097BE2
00D6: if  0
8248:   NOT   model -146 (VEG_PALMKBB11) available
004D: jump_if_false £Label097BFD
0001: wait  0 ms
0002: jump £Label097BE2

:Label097BFD
00D6: if  0
8248:   NOT   model -147 (ODNROAD01_NT) available
004D: jump_if_false £Label097C18
0001: wait  0 ms
0002: jump £Label097BFD

:Label097C18
00D6: if  0
8248:   NOT   model -148 (ODNROAD01_DY) available
004D: jump_if_false £Label097C33
0001: wait  0 ms
0002: jump £Label097C18

:Label097C33
00D6: if  0
8248:   NOT   model -149 (OD_CLUBBACK) available
004D: jump_if_false £Label097C4E
0001: wait  0 ms
0002: jump £Label097C33

:Label097C4E
00D6: if  0
8248:   NOT   model -150 (MIAMIODNROADXA) available
004D: jump_if_false £Label097C69
0001: wait  0 ms
0002: jump £Label097C4E

:Label097C69
00D6: if  0
8248:   NOT   model -151 (LODD_BUILD2) available
004D: jump_if_false £Label097C84
0001: wait  0 ms
0002: jump £Label097C69

:Label097C84
00D6: if  0
8248:   NOT   model -152 (SPAD_BUILDNEW) available
004D: jump_if_false £Label097C9F
0001: wait  0 ms
0002: jump £Label097C84

:Label097C9F
00D6: if  0
8248:   NOT   model -153 (VEG_PALMBIG14) available
004D: jump_if_false £Label097CBA
0001: wait  0 ms
0002: jump £Label097C9F

:Label097CBA
015F: set_camera_position  513.5 -44.5  22.0  0.0  0.0  0.0
0160: point_camera  502.0 -60.5  14.0  2
0164: disable_marker $F7
04CE: $F7 = create_icon_marker_without_sphere $1A6 at $234 $235 $236
04A6: $281 = create_asset_money_pickup_at $234 $235 $236 money $280 $280
00C0: set_current_time  21  30
016A: fade  1 (back)  1000 ms

:Label097D24
00D6: if  0
016B:   fading
004D: jump_if_false £Label097D3C
0001: wait  0 ms
0002: jump £Label097D24

:Label097D3C
0006:  16@ =  0  ;; integer values

:Label097D43
00D6: if  0
001B:    2000 >  16@  ;; integer values
004D: jump_if_false £Label097D61
0001: wait  0 ms
0002: jump £Label097D43

:Label097D61
00BA: text_styled "ASSET_A"  10000 ms  6  ;; BANK HEIST ASSET COMPLETED!
01E5: text_1number_highpriority "ASSET_B" $280  10000 ms  1  ;; ~g~The Malibu Club will now generate revenue up to a maximum of $~1~ per day. Pick up your cash regularly!
015F: set_camera_position  493.6 -87.0  10.8  0.0  0.0  0.0
0160: point_camera  492.6 -77.4  13.2  2
0006:  16@ =  0  ;; integer values

:Label097DBC
00D6: if  0
001B:    1500 >  16@  ;; integer values
004D: jump_if_false £Label097DDA
0001: wait  0 ms
0002: jump £Label097DBC

:Label097DDA
0160: point_camera $234 $235 $236  1
0006:  16@ =  0  ;; integer values

:Label097DEE
00D6: if  0
001B:    1000 >  16@  ;; integer values
004D: jump_if_false £Label097E0C
0001: wait  0 ms
0002: jump £Label097DEE

:Label097E0C
0006:  16@ =  0  ;; integer values

:Label097E13
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label097E31
0001: wait  0 ms
0002: jump £Label097E13

:Label097E31
016A: fade  0 ()  500 ms

:Label097E38
00D6: if  0
016B:   fading
004D: jump_if_false £Label097E50
0001: wait  0 ms
0002: jump £Label097E38

:Label097E50
03CB: set_camera -833.6 -908.5  11.11
0395: clear_area  1 at -833.6 -908.5 range  11.11  2.0
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label097EA4
012A: put_player $PLAYER_CHAR at -833.6 -908.5  11.11 and_remove_from_car
0002: jump £Label097EB8

:Label097EA4
0055: put_player $PLAYER_CHAR at -833.6 -908.5  11.11

:Label097EB8
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label097EEC
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER2"
038B: load_requested_models
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label097EEC
0353: refresh_actor $PLAYER_ACTOR

:Label097EEC
0171: set_player $PLAYER_CHAR z_angle_to  345.0
01BC: put_object $701 at -837.134 -901.672  12.03
02EB: restore_camera_with_jumpcut
00BE: text_clear_all
016A: fade  1 (back)  1500 ms

:Label097F15
00D6: if  0
016B:   fading
004D: jump_if_false £Label097F2D
0001: wait  0 ms
0002: jump £Label097F15

:Label097F2D
043C: unknown_set_game_sounds  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
04E3: unknown_player $PLAYER_CHAR  3  60000
02A3: toggle_widescreen  0 (off)
0318: set_latest_mission_passed "BANK_4"  ;; The Job
0004: $282 =  1  ;; integer values
0008: $497 +=  1  ;; integer values
0004: $FB =  1  ;; integer values
0110: clear_player $PLAYER_CHAR wanted_level
030C: set_mission_points +=  1
055B: $510 = create_clothes_pickup  7 at  465.3 -57.4  15.7
0213: $51B = create_pickup #KNIFECUR type  2 at  468.5 -54.2  15.7
0004: $4FC =  1  ;; integer values
004F: create_thread ££Label02B5B5 
004F: create_thread ££Label00C11E 
0051: return

:Label097FBF
016A: fade  0 ()  1500 ms

:Label097FC6
00D6: if  0
016B:   fading
004D: jump_if_false £Label097FDE
0001: wait  0 ms
0002: jump £Label097FC6

:Label097FDE
04FA: reset_interior_colors  0
01EB: set_car_density_to  1.0
03AD: set_rubbish  1 (visible)
04BB: select_interiour  0  ;; select render area
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: $3D9 =  0  ;; integer values
0171: set_player $PLAYER_CHAR z_angle_to  270.0
03C8: rotate_player-180-degrees
0051: return

:Label098063
00D6: if  0
0118:   actor $1021 dead
004D: jump_if_false £Label09808B
00BC: text_highpriority "H_DEAD"  5000 ms  1  ;; ~r~Hilary's dead!!
0004: $1009 =  1  ;; integer values
0051: return

:Label09808B
00D6: if  0
0119:   car $1027 wrecked
004D: jump_if_false £Label0980B1
00BC: text_highpriority "TRASHED"  5000 ms  1  ;; ~r~YOU TRASHED THE GETAWAY CAR!!
0004: $1009 =  1  ;; integer values

:Label0980B1
0051: return

:Label0980B3
00D6: if  0
0038:   $1008 ==  0  ;; integer values
004D: jump_if_false £Label0981A8
00D6: if  0
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label098192
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1027
004D: jump_if_false £Label09814A
0004: $1005 =  0  ;; integer values
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  1
0038:   $1008 ==  0  ;; integer values
0038:   $1029 ==  0  ;; integer values
004D: jump_if_false £Label098125
0186: $1028 = create_marker_above_car $1027
0004: $1029 =  1  ;; integer values

:Label098125
00D6: if  0
0038:   $1026 ==  1  ;; integer values
004D: jump_if_false £Label098143
0164: disable_marker $105F
0004: $1026 =  0  ;; integer values

:Label098143
0002: jump £Label09816F

:Label09814A
0004: $1005 =  1  ;; integer values
00D6: if  0
0038:   $1029 ==  1  ;; integer values
004D: jump_if_false £Label09816F
0164: disable_marker $1028
0004: $1029 =  0  ;; integer values

:Label09816F
00D6: if  1
01F4:   car $1027 flipped
01C1:   car $1027 stopped
004D: jump_if_false £Label09818B
0004: $1009 =  1  ;; integer values

:Label09818B
0002: jump £Label0981A8

:Label098192
00BC: text_highpriority "TRASHED"  5000 ms  1  ;; ~r~YOU TRASHED THE GETAWAY CAR!!
0004: $1009 =  1  ;; integer values

:Label0981A8
0051: return

:Label0981AA
00D6: if  0
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label098337
00D6: if  0
0118:   actor $1020 dead
004D: jump_if_false £Label0981E7
00BC: text_highpriority "P_DEAD"  5000 ms  1  ;; ~r~Phil's dead!!
0004: $1009 =  1  ;; integer values
0002: jump £Label098337

:Label0981E7
00D6: if  0
0038:   $1005 ==  1  ;; integer values
004D: jump_if_false £Label09825B
00D6: if  0
80DB:   NOT   actor $1020 in_car $1027
004D: jump_if_false £Label098254
01D4: actor $1020 go_to_car $1027 and_enter_it_as_a_passenger
00D6: if  1
0205:   actor $1020 near_car $1027 radius  2.5  2.5  2.5 unknown  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false £Label09824D
0319: set_actor $1020 wander_state_to  0 (wander)
0002: jump £Label098254

:Label09824D
0319: set_actor $1020 wander_state_to  1 (off)

:Label098254
0002: jump £Label0982BE

:Label09825B
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1020 radius  4.0  4.0
004D: jump_if_false £Label0982A7
00D6: if  0
0038:   $1058 ==  0  ;; integer values
004D: jump_if_false £Label0982A0
011C: actor $1020 clear_objective
01DF: tie_actor $1020 to_player $PLAYER_CHAR
0004: $1058 =  1  ;; integer values

:Label0982A0
0002: jump £Label0982BE

:Label0982A7
01E0: clear_leader $1020
0239: actor $1020 run_to $5F $60
0004: $1058 =  0  ;; integer values

:Label0982BE
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1020 radius  20.0  20.0
004D: jump_if_false £Label098319
00D6: if  0
0038:   $101C ==  0  ;; integer values
004D: jump_if_false £Label098312
00BC: text_highpriority "P_HIND"  5000 ms  1  ;; ~r~You've lost Phil!
0164: disable_marker $105F
0187: $1023 = create_marker_above_actor $1020
0004: $101C =  1  ;; integer values

:Label098312
0002: jump £Label098337

:Label098319
00D6: if  0
0038:   $101C ==  1  ;; integer values
004D: jump_if_false £Label098337
0164: disable_marker $1023
0004: $101C =  0  ;; integer values

:Label098337
0051: return

:Label098339
00D6: if  0
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label0984C6
00D6: if  0
0118:   actor $1022 dead
004D: jump_if_false £Label098376
00BC: text_highpriority "C_DEAD"  5000 ms  1  ;; ~r~Cam's dead!!
0004: $1009 =  1  ;; integer values
0002: jump £Label0984C6

:Label098376
00D6: if  0
0038:   $1005 ==  1  ;; integer values
004D: jump_if_false £Label0983EA
00D6: if  0
80DB:   NOT   actor $1022 in_car $1027
004D: jump_if_false £Label0983E3
01D4: actor $1022 go_to_car $1027 and_enter_it_as_a_passenger
00D6: if  1
0205:   actor $1022 near_car $1027 radius  2.5  2.5  2.5 unknown  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false £Label0983DC
0319: set_actor $1022 wander_state_to  0 (wander)
0002: jump £Label0983E3

:Label0983DC
0319: set_actor $1022 wander_state_to  1 (off)

:Label0983E3
0002: jump £Label09844D

:Label0983EA
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1022 radius  4.0  4.0
004D: jump_if_false £Label098436
00D6: if  0
0038:   $105A ==  0  ;; integer values
004D: jump_if_false £Label09842F
011C: actor $1022 clear_objective
01DF: tie_actor $1022 to_player $PLAYER_CHAR
0004: $105A =  1  ;; integer values

:Label09842F
0002: jump £Label09844D

:Label098436
01E0: clear_leader $1022
0239: actor $1022 run_to $5F $60
0004: $105A =  0  ;; integer values

:Label09844D
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1022 radius  20.0  20.0
004D: jump_if_false £Label0984A8
00D6: if  0
0038:   $101E ==  0  ;; integer values
004D: jump_if_false £Label0984A1
00BC: text_highpriority "C_HIND"  5000 ms  1  ;; ~r~Cam's been left behind!
0164: disable_marker $105F
0187: $1025 = create_marker_above_actor $1022
0004: $101E =  1  ;; integer values

:Label0984A1
0002: jump £Label0984C6

:Label0984A8
00D6: if  0
0038:   $101E ==  1  ;; integer values
004D: jump_if_false £Label0984C6
0164: disable_marker $1025
0004: $101E =  0  ;; integer values

:Label0984C6
0051: return

:Label0984C8
00D6: if  1
0038:   $1008 ==  0  ;; integer values
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label09865C
00D6: if  0
0118:   actor $1021 dead
004D: jump_if_false £Label09850C
00BC: text_highpriority "H_DEAD"  5000 ms  1  ;; ~r~Hilary's dead!!
0004: $1009 =  1  ;; integer values
0002: jump £Label09865C

:Label09850C
00D6: if  0
0038:   $1005 ==  1  ;; integer values
004D: jump_if_false £Label098580
00D6: if  0
80DB:   NOT   actor $1021 in_car $1027
004D: jump_if_false £Label098579
01D4: actor $1021 go_to_car $1027 and_enter_it_as_a_passenger
00D6: if  1
0205:   actor $1021 near_car $1027 radius  2.5  2.5  2.5 unknown  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false £Label098572
0319: set_actor $1021 wander_state_to  0 (wander)
0002: jump £Label098579

:Label098572
0319: set_actor $1021 wander_state_to  1 (off)

:Label098579
0002: jump £Label0985E3

:Label098580
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1021 radius  4.0  4.0
004D: jump_if_false £Label0985CC
00D6: if  0
0038:   $1059 ==  0  ;; integer values
004D: jump_if_false £Label0985C5
011C: actor $1021 clear_objective
01DF: tie_actor $1021 to_player $PLAYER_CHAR
0004: $1059 =  1  ;; integer values

:Label0985C5
0002: jump £Label0985E3

:Label0985CC
01E0: clear_leader $1021
0239: actor $1021 run_to $5F $60
0004: $1059 =  0  ;; integer values

:Label0985E3
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1021 radius  20.0  20.0
004D: jump_if_false £Label09863E
00D6: if  0
0038:   $101D ==  0  ;; integer values
004D: jump_if_false £Label098637
00BC: text_highpriority "H_HIND"  5000 ms  1  ;; ~r~Hilary's been abandoned!
0164: disable_marker $105F
0187: $1024 = create_marker_above_actor $1021
0004: $101D =  1  ;; integer values

:Label098637
0002: jump £Label09865C

:Label09863E
00D6: if  0
0038:   $101D ==  1  ;; integer values
004D: jump_if_false £Label09865C
0164: disable_marker $1024
0004: $101D =  0  ;; integer values

:Label09865C
0051: return
00D6: if  22
0038:   $101C ==  1  ;; integer values
0038:   $101D ==  1  ;; integer values
0038:   $101E ==  1  ;; integer values
004D: jump_if_false £Label09868C
0004: $1026 =  0  ;; integer values
0002: jump £Label0986CB

:Label09868C
00D6: if  0
0038:   $1005 ==  1  ;; integer values
004D: jump_if_false £Label0986CB
00D6: if  0
0038:   $1026 ==  0  ;; integer values
004D: jump_if_false £Label0986CB
018A: $105F = create_checkpoint_at -896.5 -341.0  13.4
0004: $1026 =  1  ;; integer values

:Label0986CB
0051: return

:Label0986CD
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0001: wait  5 ms
0164: disable_marker $105F
0164: disable_marker $1023
0164: disable_marker $1025
0164: disable_marker $1024
0164: disable_marker $1028
03AC: clear_route  1
03AC: clear_route  2
018E: stop_sound $1015
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label098711
011C: actor $PLAYER_ACTOR clear_objective

:Label098711
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £Label09872F
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)

:Label09872F
02EB: restore_camera_with_jumpcut
01BC: put_object $701 at -837.134 -901.672  12.03
022A: remove_forbidden_for_peds_cube -877.0 -368.0  5.0 -832.0 -317.0  25.0
043C: unknown_set_game_sounds  1
04FA: reset_interior_colors  0
0249: release_model #GDA
0249: release_model #GDB
0249: release_model #SWAT
0249: release_model -140 (GASGRENADE)
0249: release_model #M4
0249: release_model #MP5LNG
0249: release_model #TAXI
0249: release_model #PYTHON
0249: release_model #ENFORCER
0249: release_model #WFYBU
0249: release_model #HFYBU
0249: release_model #WMORI
0249: release_model -142 (OD_CLUBOUT_DY)
0249: release_model -143 (OD_CLUBOUT_NT)
0249: release_model -144 (OD_CLUBNEON)
0249: release_model -145 (OD_CLUBDOORS)
0249: release_model -25 (OD_CLBDR_CLOSE)
0249: release_model -20 (OD_CLBDR_OPEN)
0249: release_model -146 (VEG_PALMKBB11)
0249: release_model -147 (ODNROAD01_NT)
0249: release_model -148 (ODNROAD01_DY)
0249: release_model -149 (OD_CLUBBACK)
0249: release_model -150 (MIAMIODNROADXA)
0249: release_model -151 (LODD_BUILD2)
0249: release_model -152 (SPAD_BUILDNEW)
0249: release_model -153 (VEG_PALMBIG14)
034F: destroy_actor_with_fade $1020  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1022  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1021  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $101A  ;; The actor fades away like a ghost
0215: destroy_pickup $106A
01C2: remove_references_to_actor $100B  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $100C  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $100D  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $100E  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $100F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1010  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $1032  ;; Like turning a car into any random car
01C3: remove_references_to_car $1033  ;; Like turning a car into any random car
01C3: remove_references_to_car $1034  ;; Like turning a car into any random car
01C3: remove_references_to_car $1027  ;; Like turning a car into any random car
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0050: gosub £Label098961
029B: $71F = init_object -84 (UNROCKETED_WIN1) at -899.851 -341.061  14.318
01C7: remove_object_from_mission_cleanup_list $71F
029B: $720 = init_object -85 (BNK_GRILL01) at -899.214 -333.656  21.0
0392: object $720 toggle_in_moving_list  0
01C7: remove_object_from_mission_cleanup_list $720
0566: $720  3
029B: $721 = init_object -85 (BNK_GRILL01) at -899.214 -348.466  21.03
0392: object $721 toggle_in_moving_list  0
01C7: remove_object_from_mission_cleanup_list $721
0566: $721  3
029B: $722 = init_object -85 (BNK_GRILL01) at -907.307 -336.618  23.7
0392: object $722 toggle_in_moving_list  0
01C7: remove_object_from_mission_cleanup_list $722
0566: $722  3
029B: $723 = init_object -85 (BNK_GRILL01) at -907.307 -345.504  23.7
0392: object $723 toggle_in_moving_list  0
01C7: remove_object_from_mission_cleanup_list $723
0566: $723  3
029B: $724 = init_object -85 (BNK_GRILL01) at -915.401 -336.6184  23.7
0392: object $724 toggle_in_moving_list  0
01C7: remove_object_from_mission_cleanup_list $724
0566: $724  3
029B: $725 = init_object -85 (BNK_GRILL01) at -915.401 -345.5  23.7
0392: object $725 toggle_in_moving_list  0
01C7: remove_object_from_mission_cleanup_list $725
0566: $725  3
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:Label098961
0108: destroy_object $71F
0108: destroy_object $720
0108: destroy_object $721
0108: destroy_object $722
0108: destroy_object $723
0108: destroy_object $724
0108: destroy_object $725
009B: destroy_actor_instantly $102A
009B: destroy_actor_instantly $102B
009B: destroy_actor_instantly $102C
009B: destroy_actor_instantly $102D
009B: destroy_actor_instantly $102E
009B: destroy_actor_instantly $102F
009B: destroy_actor_instantly $1030
009B: destroy_actor_instantly $1031
009B: destroy_actor_instantly $100B
009B: destroy_actor_instantly $100C
009B: destroy_actor_instantly $100D
009B: destroy_actor_instantly $100E
009B: destroy_actor_instantly $100F
009B: destroy_actor_instantly $1010
009B: destroy_actor_instantly $1011
009B: destroy_actor_instantly $1012
009B: destroy_actor_instantly $1016
009B: destroy_actor_instantly $1017
009B: destroy_actor_instantly $1018
009B: destroy_actor_instantly $1019
0215: destroy_pickup $1036
0215: destroy_pickup $1035
0108: destroy_object $1037
0108: destroy_object $1038
0051: return

:Label0989FE
01BD: $168 = current_time_in_ms
0084: $167 = $168  ;; integer values and handles
0060: $167 -= $166  ;; integer values
0051: return

:Label098A15
00D6: if  0
83D0:   NOT   wav $1003 loaded
004D: jump_if_false £Label098A72
0001: wait  0 ms
00D6: if  0
0038:   $1074 ==  1  ;; integer values
004D: jump_if_false £Label098A6B
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -833.0 -348.0  10.0 radius  4.0  4.0  4.0
004D: jump_if_false £Label098A6B

:Label098A6B
0002: jump £Label098A15

:Label098A72
03D1: play_wav $1003
0051: return

:Label098A79
00D6: if  0
83D2:   NOT   wav $1003 ended
004D: jump_if_false £Label098AD6
0001: wait  0 ms
00D6: if  0
0038:   $1074 ==  1  ;; integer values
004D: jump_if_false £Label098ACF
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -833.0 -348.0  10.0 radius  4.0  4.0  4.0
004D: jump_if_false £Label098ACF

:Label098ACF
0002: jump £Label098A79

:Label098AD6
00BE: text_clear_all
0051: return

:Label098ADA
00D6: if  0
0038:   $1073 ==  0  ;; integer values
004D: jump_if_false £Label098CD3
00D6: if  0
8118:   NOT   actor $102A dead
004D: jump_if_false £Label098B12
0372: set_actor $102A anim  0 wait_state_time  0 ms
0372: set_actor $102A anim $1070 wait_state_time  999999 ms

:Label098B12
00D6: if  0
8118:   NOT   actor $102B dead
004D: jump_if_false £Label098B38
0372: set_actor $102B anim  0 wait_state_time  0 ms
0372: set_actor $102B anim $1071 wait_state_time  999999 ms

:Label098B38
00D6: if  0
8118:   NOT   actor $102C dead
004D: jump_if_false £Label098B5E
0372: set_actor $102C anim  0 wait_state_time  0 ms
0372: set_actor $102C anim $1070 wait_state_time  999999 ms

:Label098B5E
00D6: if  0
8118:   NOT   actor $102D dead
004D: jump_if_false £Label098B84
0372: set_actor $102D anim  0 wait_state_time  0 ms
0372: set_actor $102D anim $1071 wait_state_time  999999 ms

:Label098B84
00D6: if  0
8118:   NOT   actor $102E dead
004D: jump_if_false £Label098BAA
0372: set_actor $102E anim  0 wait_state_time  0 ms
0372: set_actor $102E anim $1071 wait_state_time  999999 ms

:Label098BAA
00D6: if  0
8118:   NOT   actor $102F dead
004D: jump_if_false £Label098BD0
0372: set_actor $102F anim  0 wait_state_time  0 ms
0372: set_actor $102F anim $1070 wait_state_time  999999 ms

:Label098BD0
00D6: if  0
8118:   NOT   actor $1030 dead
004D: jump_if_false £Label098BF6
0372: set_actor $1030 anim  0 wait_state_time  0 ms
0372: set_actor $1030 anim $1071 wait_state_time  999999 ms

:Label098BF6
00D6: if  0
8118:   NOT   actor $1031 dead
004D: jump_if_false £Label098C1C
0372: set_actor $1031 anim  0 wait_state_time  0 ms
0372: set_actor $1031 anim $1070 wait_state_time  999999 ms

:Label098C1C
00D6: if  0
8118:   NOT   actor $100D dead
004D: jump_if_false £Label098C42
0372: set_actor $100D anim  0 wait_state_time  0 ms
0372: set_actor $100D anim $1072 wait_state_time  999999 ms

:Label098C42
00D6: if  0
8118:   NOT   actor $100C dead
004D: jump_if_false £Label098C68
0372: set_actor $100C anim  0 wait_state_time  0 ms
0372: set_actor $100C anim $1072 wait_state_time  999999 ms

:Label098C68
00D6: if  0
8118:   NOT   actor $100B dead
004D: jump_if_false £Label098C8E
0372: set_actor $100B anim  0 wait_state_time  0 ms
0372: set_actor $100B anim $1072 wait_state_time  999999 ms

:Label098C8E
00D6: if  0
8118:   NOT   actor $101A dead
004D: jump_if_false £Label098CCC
00D6: if  0
0038:   $106E ==  1  ;; integer values
004D: jump_if_false £Label098CC3
04EB: unknown_actor $101A bank  1 account_number  999999
0002: jump £Label098CCC

:Label098CC3
04EB: unknown_actor $101A bank  0 account_number  0

:Label098CCC
0004: $1073 =  1  ;; integer values

:Label098CD3
0051: return

:Label098CD5
00D6: if  1
0118:   actor $102A dead
0039:    1@ ==  0  ;; integer values
004D: jump_if_false £Label098CFA
000A:  0@ +=  1  ;; integer values
0006:  1@ =  1  ;; integer values

:Label098CFA
00D6: if  1
0118:   actor $102B dead
0039:    2@ ==  0  ;; integer values
004D: jump_if_false £Label098D1F
000A:  0@ +=  1  ;; integer values
0006:  2@ =  1  ;; integer values

:Label098D1F
00D6: if  1
0118:   actor $102C dead
0039:    3@ ==  0  ;; integer values
004D: jump_if_false £Label098D44
000A:  0@ +=  1  ;; integer values
0006:  3@ =  1  ;; integer values

:Label098D44
00D6: if  1
0118:   actor $102D dead
0039:    4@ ==  0  ;; integer values
004D: jump_if_false £Label098D69
000A:  0@ +=  1  ;; integer values
0006:  4@ =  1  ;; integer values

:Label098D69
00D6: if  1
0118:   actor $102E dead
0039:    5@ ==  0  ;; integer values
004D: jump_if_false £Label098D8E
000A:  0@ +=  1  ;; integer values
0006:  5@ =  1  ;; integer values

:Label098D8E
00D6: if  1
0118:   actor $102F dead
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label098DB3
000A:  0@ +=  1  ;; integer values
0006:  6@ =  1  ;; integer values

:Label098DB3
00D6: if  1
0118:   actor $1030 dead
0039:    7@ ==  0  ;; integer values
004D: jump_if_false £Label098DD8
000A:  0@ +=  1  ;; integer values
0006:  7@ =  1  ;; integer values

:Label098DD8
00D6: if  1
0118:   actor $1031 dead
0039:    8@ ==  0  ;; integer values
004D: jump_if_false £Label098DFD
000A:  0@ +=  1  ;; integer values
0006:  8@ =  1  ;; integer values

:Label098DFD
00D6: if  1
0118:   actor $100D dead
0039:    9@ ==  0  ;; integer values
004D: jump_if_false £Label098E22
000A:  0@ +=  1  ;; integer values
0006:  9@ =  1  ;; integer values

:Label098E22
00D6: if  1
0118:   actor $100C dead
0039:    10@ ==  0  ;; integer values
004D: jump_if_false £Label098E47
000A:  0@ +=  1  ;; integer values
0006:  10@ =  1  ;; integer values

:Label098E47
00D6: if  1
0118:   actor $100B dead
0039:    11@ ==  0  ;; integer values
004D: jump_if_false £Label098E6C
000A:  0@ +=  1  ;; integer values
0006:  11@ =  1  ;; integer values

:Label098E6C
00D6: if  1
0019:    0@ >  2  ;; integer values
0038:   $105B ==  0  ;; integer values
004D: jump_if_false £Label098FBB
0084: $105C = $102A  ;; integer values and handles
0050: gosub £Label098FBD
0084: $105C = $102B  ;; integer values and handles
0050: gosub £Label098FBD
0084: $105C = $102C  ;; integer values and handles
0050: gosub £Label098FBD
0084: $105C = $102D  ;; integer values and handles
0050: gosub £Label098FBD
0084: $105C = $102E  ;; integer values and handles
0050: gosub £Label098FBD
0084: $105C = $102F  ;; integer values and handles
0050: gosub £Label098FBD
0084: $105C = $1030  ;; integer values and handles
0050: gosub £Label098FBD
0084: $105C = $1031  ;; integer values and handles
0050: gosub £Label098FBD
0084: $105C = $100B  ;; integer values and handles
0050: gosub £Label098FBD
0084: $105C = $100C  ;; integer values and handles
0050: gosub £Label098FBD
0084: $105C = $100D  ;; integer values and handles
0050: gosub £Label098FBD
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label098F58
011A: set_actor $1020 flags  2048
011A: set_actor $1020 flags  64
0291: unknown_actor $1020 unknown_behavior_flag  1
01DF: tie_actor $1020 to_player $PLAYER_CHAR

:Label098F58
00D6: if  1
8118:   NOT   actor $1022 dead
0038:   $1043 ==  0  ;; integer values
004D: jump_if_false £Label098F8D
011A: set_actor $1022 flags  2048
011A: set_actor $1022 flags  64
0291: unknown_actor $1022 unknown_behavior_flag  1
01DF: tie_actor $1022 to_player $PLAYER_CHAR

:Label098F8D
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3
022A: remove_forbidden_for_peds_cube -414.0 -597.0  12.0 -332.0 -555.0  30.0
0004: $105B =  1  ;; integer values

:Label098FBB
0051: return

:Label098FBD
00D6: if  0
8118:   NOT   actor $105C dead
004D: jump_if_false £Label09903F
0209: $105D = random_int  0  2
00D6: if  0
0038:   $105D ==  0  ;; integer values
004D: jump_if_false £Label099017
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label099010
0372: set_actor $105C anim  0 wait_state_time  0 ms
01CB: actor $105C kill_actor $1020
0350: unknown_actor $105C not_scared_flag  0

:Label099010
0002: jump £Label09903F

:Label099017
00D6: if  0
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label09903F
0372: set_actor $105C anim  0 wait_state_time  0 ms
01CB: actor $105C kill_actor $1022
0350: unknown_actor $105C not_scared_flag  0

:Label09903F
0051: return

:Label099041
0164: disable_marker $1023
0164: disable_marker $1025
0051: return

:Label09904D
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube -926.3 -330.0  12.4 -929.0 -327.67  15.0
004D: jump_if_false £Label099188
00D6: if  0
0038:   $106E ==  0  ;; integer values
004D: jump_if_false £Label099181
009A: $1010 = create_actor  4 #GDA at -918.7 -353.3  16.8
01ED: reset_actor $1010 flags
011A: set_actor $1010 flags  1
0173: set_actor $1010 z_angle_to  60.0
04EB: unknown_actor $1010 bank  1 account_number  300000
01B2: give_actor $1010 weapon  25 ammo  9999  ;; Load the weapon model before using this
01BD: $166 = current_time_in_ms
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label099139
01E2: add_route_point  2 at -921.0 -340.0  13.4
01E2: add_route_point  2 at -921.0 -333.0  13.4
00A1: put_actor $1020 at -921.0 -340.0  12.4
01E1: set_actor $1020 follow_route  2  3
0411: (unknown) $1020  0 
011A: set_actor $1020 flags  64

:Label099139
009A: $101A = create_actor  4 #WMORI at -963.8 -336.43  14.6
0489: unknown_actor $101A flag  1
0173: set_actor $101A z_angle_to  205.0
01ED: reset_actor $101A flags
04EB: unknown_actor $101A bank  1 account_number  300000
0243: set_actor $101A ped_stats_to  13
0004: $106E =  1  ;; integer values

:Label099181
0050: gosub £Label098ADA

:Label099188
0051: return

:Label09918A
00D6: if  0
0118:   actor $1022 dead
004D: jump_if_false £Label0991B0
0004: $1009 =  1  ;; integer values
00BC: text_highpriority "C_DEAD"  5000 ms  1  ;; ~r~Cam's dead!!

:Label0991B0
0051: return

:Label0991B2
00D6: if  0
0118:   actor $1020 dead
004D: jump_if_false £Label0991D8
00BC: text_highpriority "P_DEAD"  5000 ms  1  ;; ~r~Phil's dead!!
0004: $1009 =  1  ;; integer values

:Label0991D8
0051: return

:Label0991DA
00D6: if  0
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label09926F
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $1020 radius  10.0  10.0  10.0
004D: jump_if_false £Label099233
00D6: if  0
0038:   $101C ==  1  ;; integer values
004D: jump_if_false £Label09922C
0164: disable_marker $1023
0004: $101C =  0  ;; integer values

:Label09922C
0002: jump £Label099268

:Label099233
00D6: if  0
0038:   $101C ==  0  ;; integer values
004D: jump_if_false £Label099268
0164: disable_marker $1023
0187: $1023 = create_marker_above_actor $1020
00BC: text_highpriority "P_HIND"  5000 ms  1  ;; ~r~You've lost Phil!
0004: $101C =  1  ;; integer values

:Label099268
0002: jump £Label099285

:Label09926F
00BC: text_highpriority "P_DEAD"  5000 ms  1  ;; ~r~Phil's dead!!
0004: $1009 =  1  ;; integer values

:Label099285
00D6: if  0
0118:   actor $1022 dead
004D: jump_if_false £Label09929C
0004: $1068 =  1  ;; integer values

:Label09929C
0051: return

:Label09929E
00D6: if  0
0118:   actor $101A dead
004D: jump_if_false £Label0992C4
00BC: text_highpriority "BM_DEAD"  5000 ms  1  ;; ~r~You needed the bank manager alive!!
0004: $1009 =  1  ;; integer values

:Label0992C4
0051: return

:Label0992C6
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -954.5 -341.87  14.6 radius  1.5  1.5  2.0
004D: jump_if_false £Label09966B
00D6: if  0
0038:   $1064 ==  0  ;; integer values
004D: jump_if_false £Label099664
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
0169: set_fade_color  0  0  1
016A: fade  0 ()  250 ms

:Label099329
00D6: if  0
016B:   fading
004D: jump_if_false £Label099341
0001: wait  0 ms
0002: jump £Label099329

:Label099341
01BD: $166 = current_time_in_ms
015F: set_camera_position -916.4 -330.55  15.86  0.0  0.0  0.0
0160: point_camera -922.5 -338.75  13.44  2
04C7: toggle_camera_green_scanlines  1
016A: fade  1 (back)  250 ms

:Label099384
00D6: if  0
016B:   fading
004D: jump_if_false £Label09939C
0001: wait  0 ms
0002: jump £Label099384

:Label09939C
00BC: text_highpriority "EXIT_1"  5000 ms  1  ;; Press the ~h~~k~~PED_SPRINT~ ~w~button to exit.

:Label0993AB
00D6: if  0
0038:   $1062 ==  0  ;; integer values
004D: jump_if_false £Label0995E4
0001: wait  0 ms
0050: gosub £Label0989FE
00D6: if  1
0018:   $167 >  2000  ;; integer values
0038:   $1063 ==  0  ;; integer values
004D: jump_if_false £Label09941C
015F: set_camera_position -910.7 -351.9  16.0  0.0  0.0  0.0
0160: point_camera -901.5 -342.45  13.7  2
0004: $1063 =  1  ;; integer values

:Label09941C
00D6: if  1
0018:   $167 >  4000  ;; integer values
0038:   $1063 ==  1  ;; integer values
004D: jump_if_false £Label099470
015F: set_camera_position -926.3 -339.6  20.5  0.0  0.0  0.0
0160: point_camera -931.0 -345.9  17.47  2
0004: $1063 =  2  ;; integer values

:Label099470
00D6: if  1
0018:   $167 >  6000  ;; integer values
0038:   $1063 ==  2  ;; integer values
004D: jump_if_false £Label0994C4
015F: set_camera_position -959.0 -328.4  17.85  0.0  0.0  0.0
0160: point_camera -963.5 -334.6  15.6  2
0004: $1063 =  3  ;; integer values

:Label0994C4
00D6: if  1
0018:   $167 >  8000  ;; integer values
0038:   $1063 ==  3  ;; integer values
004D: jump_if_false £Label099518
015F: set_camera_position -933.4 -340.23  9.5  0.0  0.0  0.0
0160: point_camera -936.67 -344.34  7.8  2
0004: $1063 =  4  ;; integer values

:Label099518
00D6: if  1
0018:   $167 >  10000  ;; integer values
0038:   $1063 ==  4  ;; integer values
004D: jump_if_false £Label09956C
015F: set_camera_position -936.8 -343.7  9.1  0.0  0.0  0.0
0160: point_camera -942.15 -343.74  7.4  2
0004: $1063 =  5  ;; integer values

:Label09956C
00D6: if  1
0018:   $167 >  12000  ;; integer values
0038:   $1063 ==  5  ;; integer values
004D: jump_if_false £Label0995C5
015F: set_camera_position -916.4 -330.55  15.86  0.0  0.0  0.0
0160: point_camera -922.5 -338.75  13.44  2
01BD: $166 = current_time_in_ms
0004: $1063 =  0  ;; integer values

:Label0995C5
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0995DD
0004: $1062 =  1  ;; integer values

:Label0995DD
0002: jump £Label0993AB

:Label0995E4
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label099600
0001: wait  0 ms
0002: jump £Label0995E4

:Label099600
016A: fade  0 ()  250 ms

:Label099607
00D6: if  0
016B:   fading
004D: jump_if_false £Label09961F
0001: wait  0 ms
0002: jump £Label099607

:Label09961F
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
04C7: toggle_camera_green_scanlines  0
0004: $1062 =  0  ;; integer values
0004: $1064 =  1  ;; integer values
016A: fade  1 (back)  250 ms

:Label09964C
00D6: if  0
016B:   fading
004D: jump_if_false £Label099664
0001: wait  0 ms
0002: jump £Label09964C

:Label099664
0002: jump £Label099672

:Label09966B
0004: $1064 =  0  ;; integer values

:Label099672
0051: return

:Label099674
00D6: if  0
0038:   $105B ==  0  ;; integer values
004D: jump_if_false £Label09968B
0110: clear_player $PLAYER_CHAR wanted_level

:Label09968B
0051: return

:Label09968D
0004: $1003 =  1  ;; integer values
00D6: if  0
0038:   $1039 ==  0  ;; integer values
004D: jump_if_false £Label099703
03CF: load_wav "BNK4_1" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_1"  10000 ms  1  ;; I'll drive.
0050: gosub £Label098A79
03CF: load_wav "BNK4_2" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_2"  10000 ms  1  ;; Great. A passenger. Wait 'til I tell the group about this.
0050: gosub £Label098A79
00BE: text_clear_all
0004: $1039 =  1  ;; integer values

:Label099703
00D6: if  1
8119:   NOT   car $1027 wrecked
0018:   $167 >  20000  ;; integer values
004D: jump_if_false £Label099943
00D6: if  1
00DC:   player $PLAYER_CHAR driving $1027
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label099943
00D6: if  1
00DB:   actor $1020 in_car $1027
8118:   NOT   actor $1021 dead
004D: jump_if_false £Label099943
00D6: if  1
00DB:   actor $1021 in_car $1027
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label099943
00D6: if  0
00DB:   actor $1022 in_car $1027
004D: jump_if_false £Label099905
00D6: if  0
0038:   $1039 ==  6  ;; integer values
004D: jump_if_false £Label0997AD
00D6: if  0
001A:    1 > $103A  ;; integer values
004D: jump_if_false £Label0997A1
0004: $103A =  1  ;; integer values

:Label0997A1
0004: $1039 =  7  ;; integer values
01BD: $166 = current_time_in_ms

:Label0997AD
00D6: if  0
0038:   $1039 ==  5  ;; integer values
004D: jump_if_false £Label0997F2
03CF: load_wav "BNK4_3F" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3F"  10000 ms  1  ;; Yeah - HILARY.
0050: gosub £Label098A79
00BE: text_clear_all
0004: $1039 =  6  ;; integer values

:Label0997F2
00D6: if  0
0038:   $1039 ==  4  ;; integer values
004D: jump_if_false £Label099835
03CF: load_wav "BNK4_3E" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3E"  10000 ms  1  ;; Hey, shut up you two, or you can get out and walk.
0050: gosub £Label098A79
0004: $1039 =  5  ;; integer values

:Label099835
00D6: if  0
0038:   $1039 ==  3  ;; integer values
004D: jump_if_false £Label099878
03CF: load_wav "BNK4_3D" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3D"  10000 ms  1  ;; Are too!
0050: gosub £Label098A79
0004: $1039 =  4  ;; integer values

:Label099878
00D6: if  0
0038:   $1039 ==  2  ;; integer values
004D: jump_if_false £Label0998BB
03CF: load_wav "BNK4_3C" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3C"  10000 ms  1  ;; I am not!
0050: gosub £Label098A79
0004: $1039 =  3  ;; integer values

:Label0998BB
00D6: if  0
0038:   $1039 ==  1  ;; integer values
004D: jump_if_false £Label0998FE
03CF: load_wav "BNK4_3B" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3B"  10000 ms  1  ;; Tommy, Hilary's taking up too much room!
0050: gosub £Label098A79
0004: $1039 =  2  ;; integer values

:Label0998FE
0002: jump £Label099943

:Label099905
00D6: if  1
001A:    6 > $1039  ;; integer values
0018:   $1039 >  1  ;; integer values
004D: jump_if_false £Label099943
0004: $1039 =  7  ;; integer values
00D6: if  0
001A:    1 > $103A  ;; integer values
004D: jump_if_false £Label099943
0004: $103A =  1  ;; integer values
01BD: $166 = current_time_in_ms

:Label099943
0051: return

:Label099945
0004: $1003 =  1  ;; integer values
00D6: if  1
0018:   $167 >  40000  ;; integer values
0018:   $103A >  0  ;; integer values
004D: jump_if_false £Label099A5B
00D6: if  0
8119:   NOT   car $1027 wrecked
004D: jump_if_false £Label099A5B
00D6: if  1
00DC:   player $PLAYER_CHAR driving $1027
8118:   NOT   actor $1020 dead
004D: jump_if_false £Label099A5B
00D6: if  1
00DB:   actor $1020 in_car $1027
8118:   NOT   actor $1021 dead
004D: jump_if_false £Label099A5B
00D6: if  1
00DB:   actor $1021 in_car $1027
8118:   NOT   actor $1022 dead
004D: jump_if_false £Label099A5B
00D6: if  0
00DB:   actor $1022 in_car $1027
004D: jump_if_false £Label099A5B
00D6: if  0
0038:   $103A ==  2  ;; integer values
004D: jump_if_false £Label099A16
03CF: load_wav "BNK4_3J" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3J"  10000 ms  1  ;; Yeah, you'll have somebody's eye out!
0050: gosub £Label098A79
0004: $103A =  3  ;; integer values

:Label099A16
00D6: if  0
0038:   $103A ==  1  ;; integer values
004D: jump_if_false £Label099A5B
03CF: load_wav "BNK4_3I" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3I"  10000 ms  1  ;; For god's sake, Phil, stop waving that thing around!
0050: gosub £Label098A79
00BE: text_clear_all
0004: $103A =  2  ;; integer values

:Label099A5B
0051: return

:Label099A5D
0004: $1003 =  1  ;; integer values
0084: $103C = $1039  ;; integer values and handles
0004: $1039 =  10  ;; integer values
0084: $103D = $103A  ;; integer values and handles
0004: $103A =  10  ;; integer values
00D6: if  0
0038:   $103B ==  7  ;; integer values
004D: jump_if_false £Label099ADC
03CF: load_wav "BNK4_3U" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3U"  10000 ms  1  ;; Don't mention it.
0050: gosub £Label098A79
0004: $1040 =  1  ;; integer values
0084: $1039 = $103C  ;; integer values and handles
0084: $103A = $103D  ;; integer values and handles
0004: $103B =  8  ;; integer values

:Label099ADC
00D6: if  0
0038:   $103B ==  6  ;; integer values
004D: jump_if_false £Label099B1F
03CF: load_wav "BNK4_3T" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3T"  10000 ms  1  ;; You're right. Thanks, Cam.
0050: gosub £Label098A79
0004: $103B =  7  ;; integer values

:Label099B1F
00D6: if  0
0038:   $103B ==  5  ;; integer values
004D: jump_if_false £Label099B64
03CF: load_wav "BNK4_3S" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3S"  10000 ms  1  ;; All will pass or end and you must accept that.
0050: gosub £Label098A79
00BE: text_clear_all
0004: $103B =  6  ;; integer values

:Label099B64
00D6: if  0
0038:   $103B ==  4  ;; integer values
004D: jump_if_false £Label099BA7
03CF: load_wav "BNK4_3R" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3R"  10000 ms  1  ;; Youth, loved ones, pizza,
0050: gosub £Label098A79
0004: $103B =  5  ;; integer values

:Label099BA7
00D6: if  0
0038:   $103B ==  3  ;; integer values
004D: jump_if_false £Label099BEA
03CF: load_wav "BNK4_3Q" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3Q"  10000 ms  1  ;; You think all things will last.
0050: gosub £Label098A79
0004: $103B =  4  ;; integer values

:Label099BEA
00D6: if  0
0038:   $103B ==  2  ;; integer values
004D: jump_if_false £Label099C2D
03CF: load_wav "BNK4_3P" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3P"  10000 ms  1  ;; What?
0050: gosub £Label098A79
0004: $103B =  3  ;; integer values

:Label099C2D
00D6: if  0
0038:   $103B ==  1  ;; integer values
004D: jump_if_false £Label099C70
03CF: load_wav "BNK4_3O" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3O"  10000 ms  1  ;; You cling to an illusion of permanence.
0050: gosub £Label098A79
0004: $103B =  2  ;; integer values

:Label099C70
00D6: if  0
0038:   $103B ==  0  ;; integer values
004D: jump_if_false £Label099CB3
03CF: load_wav "BNK4_3M" as $1003
0050: gosub £Label098A15
00BC: text_highpriority "BNK4_3M"  10000 ms  1  ;; The car's ruined. RUINED!
0050: gosub £Label098A79
0004: $103B =  1  ;; integer values

:Label099CB3
0051: return

:Label099CB5
0084: $104A = $1044  ;; integer values and handles
0050: gosub £Label099D11
0084: $104A = $1045  ;; integer values and handles
0050: gosub £Label099D11
0084: $104A = $1046  ;; integer values and handles
0050: gosub £Label099D11
0084: $104A = $1047  ;; integer values and handles
0050: gosub £Label099D11
0084: $104A = $1048  ;; integer values and handles
0050: gosub £Label099D11
0084: $104A = $1049  ;; integer values and handles
0050: gosub £Label099D11
0051: return

:Label099D11
01BB: store_object $104A position_to $104B $104C $104D
0400: create_coordinate $1051 $1052 $1053 from_object $104A offset  0.0  0.0  .2
0086: $104E = $1051  ;; floating-point values only
0061: $104E -= $104B  ;; floating-point values
0086: $104F = $1052  ;; floating-point values only
0061: $104F -= $104C  ;; floating-point values
0086: $1050 = $1053  ;; floating-point values only
0061: $1050 -= $104D  ;; floating-point values
0437: scatter_particle  23  .3 at $104B $104C $104D $104E $104F $1050
0051: return

:Label099D89
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
016A: fade  0 ()  1500 ms

:Label099DA6
00D6: if  0
016B:   fading
004D: jump_if_false £Label099E08
0001: wait  0 ms
034E: unknown_move_object $1037 to -936.964 -350.688  3.235 unknown_angle  0.0  .025  0.0  0
034E: unknown_move_object $1038 to -936.964 -352.169  3.235 unknown_angle  0.0  .025  0.0  0
0002: jump £Label099DA6

:Label099E08
0055: put_player $PLAYER_CHAR at -938.56 -351.5  16.8
0171: set_player $PLAYER_CHAR z_angle_to  280.0
03C8: rotate_player-180-degrees
016A: fade  1 (back)  1500 ms

:Label099E2F
00D6: if  0
016B:   fading
004D: jump_if_false £Label099E91
0001: wait  0 ms
034E: unknown_move_object $1037 to -936.964 -349.488  3.235 unknown_angle  0.0  .025  0.0  0
034E: unknown_move_object $1038 to -936.964 -353.369  3.235 unknown_angle  0.0  .025  0.0  0
0002: jump £Label099E2F

:Label099E91
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0051: return

:Label099EA1
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms

:Label099EB0
00D6: if  0
016B:   fading
004D: jump_if_false £Label099F12
0001: wait  0 ms
034E: unknown_move_object $1037 to -936.964 -350.688  3.235 unknown_angle  0.0  .025  0.0  0
034E: unknown_move_object $1038 to -936.964 -352.169  3.235 unknown_angle  0.0  .025  0.0  0
0002: jump £Label099EB0

:Label099F12
0055: put_player $PLAYER_CHAR at -937.84 -351.73  6.23
0171: set_player $PLAYER_CHAR z_angle_to  280.0
03C8: rotate_player-180-degrees
0051: return

:Label099F34
016A: fade  1 (back)  1500 ms

:Label099F3B
00D6: if  0
016B:   fading
004D: jump_if_false £Label099F9D
0001: wait  0 ms
034E: unknown_move_object $1037 to -936.964 -349.488  3.235 unknown_angle  0.0  .025  0.0  0
034E: unknown_move_object $1038 to -936.964 -353.369  3.235 unknown_angle  0.0  .025  0.0  0
0002: jump £Label099F3B

:Label099F9D
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0051: return

;-------------Mission 25---------------
; Originally: Gun Runner


:Label099FAD
03A4: name_thread "PHIL1"
0050: gosub £Label099FDB
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label099FD2
0050: gosub £Label09CFD3

:Label099FD2
0050: gosub £Label09D025
004E: end_thread

:Label099FDB
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "PHIL1"
058E: set_restart_mission_taxi_destination -1004.5  311.1  9.9  155.7
0004: $10A6 =  0  ;; integer values
0004: $10A7 =  0  ;; integer values
0004: $10A8 =  0  ;; integer values
0004: $10A9 =  0  ;; integer values
0004: $10AA =  0  ;; integer values
0004: $10AB =  0  ;; integer values
0004: $10AC =  0  ;; integer values
0004: $10AD =  0  ;; integer values
0004: $10AE =  0  ;; integer values
0004: $10AF =  2  ;; integer values
0004: $10B0 =  2  ;; integer values
0004: $10B1 =  2  ;; integer values
0004: $10B2 =  2  ;; integer values
0004: $10B3 =  0  ;; integer values
0004: $10B4 =  0  ;; integer values
0004: $10B5 =  1  ;; integer values
0004: $10B6 =  1  ;; integer values
0004: $10B7 =  1  ;; integer values
0004: $10B8 =  1  ;; integer values
0004: $10B9 =  0  ;; integer values
0004: $10BA =  0  ;; integer values
0004: $10BB =  0  ;; integer values
0004: $10BC =  0  ;; integer values
0004: $10BD =  0  ;; integer values
0005: $10BE =  0.0  ;; floating-point values
0004: $10BF =  0  ;; integer values
0004: $10C0 =  0  ;; integer values
0004: $10C1 =  0  ;; integer values
0004: $10C2 =  0  ;; integer values
0004: $10C3 =  0  ;; integer values
0004: $10C4 =  0  ;; integer values
0004: $10C5 =  0  ;; integer values
0004: $10C6 =  0  ;; integer values
0004: $10C7 =  0  ;; integer values
0004: $10C8 =  0  ;; integer values
0004: $10C9 =  0  ;; integer values
0004: $10CA =  0  ;; integer values
0004: $10CB =  0  ;; integer values
0004: $10CC =  0  ;; integer values
0004: $10CE =  0  ;; integer values
0004: $10CF =  0  ;; integer values
0004: $10D0 =  0  ;; integer values
0004: $10D1 =  0  ;; integer values
0004: $10D2 =  0  ;; integer values
0004: $10D3 =  0  ;; integer values
0004: $10D4 =  0  ;; integer values
0004: $10D5 =  0  ;; integer values
0004: $10D6 =  0  ;; integer values
0005: $5F =  0.0  ;; floating-point values
0005: $60 =  0.0  ;; floating-point values
0005: $61 =  0.0  ;; floating-point values
0005: $10D9 =  0.0  ;; floating-point values
0005: $10DA =  0.0  ;; floating-point values
0005: $10DB =  0.0  ;; floating-point values
0005: $10DC =  0.0  ;; floating-point values
0005: $10DD =  0.0  ;; floating-point values
0005: $10DE =  0.0  ;; floating-point values
0005: $10DF =  0.0  ;; floating-point values
0005: $10E0 =  0.0  ;; floating-point values
0005: $10E1 =  0.0  ;; floating-point values
0005: $10E2 =  0.0  ;; floating-point values
0005: $10E3 =  0.0  ;; floating-point values
0005: $10E4 =  0.0  ;; floating-point values
0005: $10E5 =  0.0  ;; floating-point values
0005: $10E6 =  0.0  ;; floating-point values
0005: $10E7 =  0.0  ;; floating-point values
0005: $10E8 =  0.0  ;; floating-point values
0005: $10E9 =  0.0  ;; floating-point values
0005: $10EA =  0.0  ;; floating-point values
0005: $10EB =  0.0  ;; floating-point values
0005: $10EC =  0.0  ;; floating-point values
0005: $10ED =  0.0  ;; floating-point values
0005: $10EE =  0.0  ;; floating-point values
0005: $10EF =  0.0  ;; floating-point values
0005: $10F0 =  0.0  ;; floating-point values
0005: $10F1 =  0.0  ;; floating-point values
0005: $10F2 =  0.0  ;; floating-point values
0005: $10F3 =  0.0  ;; floating-point values
0005: $10F4 =  0.0  ;; floating-point values
0005: $10D8 =  0.0  ;; floating-point values
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSPHIL"
02F3: load_object #CUTOBJ01 "EXPLTRK"
03CB: set_camera -1099.62  327.21  10.23
038B: load_requested_models

:Label09A2DD
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label09A2FB
0001: wait  0 ms
0002: jump £Label09A2DD

:Label09A2FB
00D6: if  0
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false £Label09A316
0001: wait  0 ms
0002: jump £Label09A2FB

:Label09A316
0395: clear_area  1 at -1083.1  321.1 range  11.2  300.0
02E4: load_cutscene_data "PHIL_1"
0244: set_cutscene_pos -1099.62  327.21  10.23
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $89 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $89 "CSPHIL"
02E5: $10F5 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $10F5 "EXPLTRK"
0395: clear_area  1 at -1098.8  342.6 range  10.2  1.0
0055: put_player $PLAYER_CHAR at -1098.8  342.6  10.2
0171: set_player $PLAYER_CHAR z_angle_to  265.8
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label09A3D9
00D6: if  0
001A:    2823 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A3FC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A3D9

:Label09A3FC
00BC: text_highpriority "PHIL1_A"  10000 ms  1  ;; Phil?

:Label09A40B
00D6: if  0
001A:    3522 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A42E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A40B

:Label09A42E
00BC: text_highpriority "PHIL1_B"  10000 ms  1  ;; RUN!

:Label09A43D
00D6: if  0
001A:    5525 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A460
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A43D

:Label09A460
00BC: text_highpriority "PHIL1_C"  10000 ms  1  ;; Run

:Label09A46F
00D6: if  0
001A:    8000 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A492
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A46F

:Label09A492
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label09A4EB
020C: create_explosion  2 at -1091.6  327.6  10.5
020C: create_explosion  11 at -1091.6  327.6  10.5
020C: create_explosion  1 at -1091.6  327.6  10.5
020C: create_explosion  6 at -1091.6  327.6  10.5

:Label09A4EB
00D6: if  0
001A:    13868 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A50E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A4EB

:Label09A50E
00BC: text_highpriority "PHIL1_O"  10000 ms  1  ;; Hoooooweeeeee!

:Label09A51D
00D6: if  0
001A:    17669 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A540
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A51D

:Label09A540
00BC: text_highpriority "PHIL1_D"  10000 ms  1  ;; Never get a naked flame too close to one of Phil Cassidy's Boomshine stills!

:Label09A54F
00D6: if  0
001A:    23022 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A572
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A54F

:Label09A572
00BC: text_highpriority "PHIL1_E"  10000 ms  1  ;; Shit Phil, you drink that stuff?

:Label09A581
00D6: if  0
001A:    25871 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A5A4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A581

:Label09A5A4
00BC: text_highpriority "PHIL1_F"  10000 ms  1  ;; Hell, you don't have to drink it

:Label09A5B3
00D6: if  0
001A:    28447 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A5D6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A5B3

:Label09A5D6
00BC: text_highpriority "PHIL1_G"  10000 ms  1  ;; - just a good whiff will set you off. Hoowwee!

:Label09A5E5
00D6: if  0
001A:    30702 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A608
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A5E5

:Label09A608
00BC: text_highpriority "PHIL1_H"  10000 ms  1  ;; Listen Phil, you said you could fix me up with some firepower...

:Label09A617
00D6: if  0
001A:    34919 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A63C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A617

:Label09A63C
00BC: text_highpriority "PHIL1_I"  10000 ms  1  ;; Sure thing.

:Label09A64B
00D6: if  0
001A:    36645 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A670
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A64B

:Label09A670
00BC: text_highpriority "PHIL1_J"  10000 ms  1  ;; There's some Mexican gun-runner been doing me for business of late.

:Label09A67F
00D6: if  0
001A:    41023 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A6A4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A67F

:Label09A6A4
00BC: text_highpriority "PHIL1_K"  10000 ms  1  ;; He does his weekly run about now.

:Label09A6B3
00D6: if  0
001A:    45336 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A6D8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A6B3

:Label09A6D8
00BC: text_highpriority "PHIL1_L"  10000 ms  1  ;; Ram his hardware off the back of his trucks before he goes to ground.

:Label09A6E7
00D6: if  0
001A:    49603 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A70C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A6E7

:Label09A70C
00BC: text_highpriority "PHIL1_M"  10000 ms  1  ;; And you'd be doing me a favor while you're at it.

:Label09A71B
00D6: if  0
001A:    52389 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A740
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A71B

:Label09A740
00BC: text_highpriority "PHIL1_N"  10000 ms  1  ;; Then finish him off.

:Label09A74F
00D6: if  0
001A:    53589 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A774
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A74F

:Label09A774
00BE: text_clear_all

:Label09A776
00D6: if  0
001A:    54400 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09A79B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09A776

:Label09A79B
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label09A7A4
00D6: if  0
016B:   fading
004D: jump_if_false £Label09A7BC
0001: wait  0 ms
0002: jump £Label09A7A4

:Label09A7BC
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0169: set_fade_color  0  0  0
0001: wait  500 ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  0  60000
0247: request_model #WALTON
0247: request_model #WMYCR
0247: request_model #FAGGIO
0247: request_model -154 (GUNBOX)
0247: request_model #PATRIOT

:Label09A810
00D6: if  24
8248:   NOT   model #WALTON available
8248:   NOT   model #WMYCR available
8248:   NOT   model #FAGGIO available
8248:   NOT   model -154 (GUNBOX) available
8248:   NOT   model #PATRIOT available
004D: jump_if_false £Label09A83E
0001: wait  0 ms
0002: jump £Label09A810

:Label09A83E
0247: request_model #PYTHON
0247: request_model #SHOTGSPA
0247: request_model #INGRAMSL
0247: request_model #M60
0247: request_model #UZI

:Label09A857
00D6: if  24
8248:   NOT   model #PYTHON available
8248:   NOT   model #SHOTGSPA available
8248:   NOT   model #INGRAMSL available
8248:   NOT   model #M60 available
8248:   NOT   model #UZI available
004D: jump_if_false £Label09A886
0001: wait  0 ms
0002: jump £Label09A857

:Label09A886
03CF: load_wav "PHIL1_2" as  1
03CF: load_wav "PHIL1_3" as  2

:Label09A89E
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label09A8BC
0001: wait  0 ms
0002: jump £Label09A89E

:Label09A8BC
00BC: text_highpriority "PHI1_01"  11000 ms  1  ;; ~g~Go and knock the arms off the back of the dealers' trucks.
0481:  3.0
00A5: $109C = create_car #PATRIOT at -1073.4  325.3  10.2
0175: set_car $109C z_angle_to  259.7
032B: $109D = create_weapon_pickup #BOMB  3 ammo  15 at -1058.6  325.9  11.2
016A: fade  1 (back)  1500 ms
00A5: $1082 = create_car #WALTON at -757.6  23.9  9.9
0229: set_car $1082 color_to  1  1
0428: unknown_car $1082 flag  1
039C: (unknown) $1082  1 
0129: $1086 = create_actor  4 #WMYCR in_car $1082 driverseat
00AD: set_car $1082 max_speed_to  15.0
00AE: unknown_set_car $1082 to_ignore_traffic_lights  2
00A8: set_car $1082 to_psycho_driver
0428: unknown_car $1082 flag  1
0186: $109E = create_marker_above_car $1082
0107: $1098 = create_object -154 (GUNBOX) at -757.6  23.9  10.0
0382: unknown_set_object $1098 collision_detection  0
009A: $1096 = create_actor  11 #WMYCR at -757.6  23.9  10.0
011A: set_actor $1096 flags  256
011A: set_actor $1096 flags  128
011A: set_actor $1096 flags  64
0464: put_actor $1096 into_turret_on_car $1082 at_car_offset  0.0 -1.0  .9 unknown  2 angle  45.0 with_weapon  23
00A5: $1083 = create_car #WALTON at -763.6  12.9  9.9
0229: set_car $1083 color_to  1  1
0428: unknown_car $1083 flag  1
039C: (unknown) $1083  1 
0129: $1087 = create_actor  4 #WMYCR in_car $1083 driverseat
00AD: set_car $1083 max_speed_to  15.0
00AE: unknown_set_car $1083 to_ignore_traffic_lights  2
00A8: set_car $1083 to_psycho_driver
0428: unknown_car $1083 flag  1
0186: $109F = create_marker_above_car $1083
0107: $1099 = create_object -154 (GUNBOX) at -763.6  12.9  10.0
0382: unknown_set_object $1099 collision_detection  0
00A5: $1084 = create_car #WALTON at -674.9  788.4  10.3
0229: set_car $1084 color_to  1  1
0428: unknown_car $1084 flag  1
039C: (unknown) $1084  1 
0129: $1088 = create_actor  4 #WMYCR in_car $1084 driverseat
00AD: set_car $1084 max_speed_to  15.0
00AE: unknown_set_car $1084 to_ignore_traffic_lights  2
00A8: set_car $1084 to_psycho_driver
0428: unknown_car $1084 flag  1
0186: $10A0 = create_marker_above_car $1084
009A: $1097 = create_actor  11 #WMYCR at -674.9  788.4  10.3
011A: set_actor $1097 flags  256
011A: set_actor $1097 flags  128
011A: set_actor $1097 flags  64
0464: put_actor $1097 into_turret_on_car $1084 at_car_offset  0.0 -1.0  .9 unknown  2 angle  45.0 with_weapon  23
0107: $109A = create_object -154 (GUNBOX) at -674.9  788.4  10.3
0382: unknown_set_object $109A collision_detection  0
00A5: $1085 = create_car #WALTON at -674.9  777.1  10.3
0229: set_car $1085 color_to  1  1
0428: unknown_car $1085 flag  1
039C: (unknown) $1085  1 
0129: $1089 = create_actor  4 #WMYCR in_car $1085 driverseat
00AD: set_car $1085 max_speed_to  15.0
00AE: unknown_set_car $1085 to_ignore_traffic_lights  2
00A8: set_car $1085 to_psycho_driver
0428: unknown_car $1085 flag  1
0186: $10A1 = create_marker_above_car $1085
0107: $109B = create_object -154 (GUNBOX) at -674.9  777.1  10.3
0382: unknown_set_object $109B collision_detection  0
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label09AC45
00A5: $108E = create_car #FAGGIO at -844.0 -325.0  10.0
0129: $1092 = create_actor  4 #WMYCR in_car $108E driverseat
00A5: $108F = create_car #FAGGIO at -844.0 -325.0  10.0
0129: $1093 = create_actor  4 #WMYCR in_car $108F driverseat
00A5: $1090 = create_car #FAGGIO at -844.0 -325.0  10.0
0129: $1094 = create_actor  4 #WMYCR in_car $1090 driverseat
00A5: $1091 = create_car #FAGGIO at -844.0 -325.0  10.0
0129: $1095 = create_actor  4 #WMYCR in_car $1091 driverseat

:Label09AC45
0001: wait  0 ms
00D6: if  0
0214:   pickup $109D picked_up
004D: jump_if_false £Label09AC7C
00D6: if  0
0038:   $10D7 ==  0  ;; integer values
004D: jump_if_false £Label09AC7C
03E5: text_box "PHI1_HP"  ;; When using Detonator Grenades, throw a grenade then trigger the explosion at any time.
0004: $10D7 =  1  ;; integer values

:Label09AC7C
00D6: if  0
0038:   $10A6 ==  0  ;; integer values
004D: jump_if_false £Label09BA2F
00D6: if  0
0038:   $10BF ==  4  ;; integer values
004D: jump_if_false £Label09AD2A
00D6: if  0
8119:   NOT   car $1082 wrecked
004D: jump_if_false £Label09ACBD
0164: disable_marker $109E
0186: $109E = create_marker_above_car $1082

:Label09ACBD
00D6: if  0
8119:   NOT   car $1083 wrecked
004D: jump_if_false £Label09ACDA
0164: disable_marker $109F
0186: $109F = create_marker_above_car $1083

:Label09ACDA
00D6: if  0
8119:   NOT   car $1084 wrecked
004D: jump_if_false £Label09ACF7
0164: disable_marker $10A0
0186: $10A0 = create_marker_above_car $1084

:Label09ACF7
00D6: if  0
8119:   NOT   car $1085 wrecked
004D: jump_if_false £Label09AD14
0164: disable_marker $10A1
0186: $10A1 = create_marker_above_car $1085

:Label09AD14
00BC: text_highpriority "PHI1_04"  11000 ms  1  ;; ~g~Now go and finish off the remaining arms dealers.
0004: $10A6 =  1  ;; integer values

:Label09AD2A
00D6: if  0
8119:   NOT   car $1082 wrecked
004D: jump_if_false £Label09AEA1
00D6: if  0
0038:   $10AF ==  2  ;; integer values
004D: jump_if_false £Label09AD63
035C: place_object $1098 relative_to_car $1082 offset  0.0 -2.0  .3

:Label09AD63
0227: $10A7 = car $1082 health
00D6: if  0
0038:   $10AF ==  2  ;; integer values
004D: jump_if_false £Label09AE26
00D6: if  22
001A:    970 > $10A7  ;; integer values
00DC:   player $PLAYER_CHAR driving $1082
0366: (unknown) $1098 
004D: jump_if_false £Label09AE26
00D6: if  0
0038:   $10C4 ==  0  ;; integer values
004D: jump_if_false £Label09ADB6
0004: $10C4 =  1  ;; integer values

:Label09ADB6
00D6: if  0
0038:   $10AB ==  0  ;; integer values
004D: jump_if_false £Label09AE26
0050: gosub £Label09E227
035C: place_object $1098 relative_to_car $1082 offset  0.0 -2.0  .8
0382: unknown_set_object $1098 collision_detection  1
0392: object $1098 toggle_in_moving_list  1
038C: object $1098 scatter  0.0  0.0  3.0
0188: $10A2 = create_marker_above_object $1098
00BC: text_highpriority "PHI1_02"  7000 ms  1  ;; ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $10AF =  0  ;; integer values

:Label09AE26
00D6: if  0
001A:    300 > $10A7  ;; integer values
004D: jump_if_false £Label09AE9A
00D6: if  0
8118:   NOT   actor $1096 dead
004D: jump_if_false £Label09AE6F
0465: remove_actor $1096 from_turret_mode
00D6: if  0
0038:   $10D5 ==  0  ;; integer values
004D: jump_if_false £Label09AE6F
01CC: actor $1096 kill_player $PLAYER_CHAR
0004: $10D5 =  1  ;; integer values

:Label09AE6F
00D6: if  0
8118:   NOT   actor $1086 dead
004D: jump_if_false £Label09AE9A
00D6: if  0
00DB:   actor $1086 in_car $1082
004D: jump_if_false £Label09AE9A
01D3: actor $1086 leave_car $1082

:Label09AE9A
0002: jump £Label09AF25

:Label09AEA1
00D6: if  0
0038:   $10AF ==  2  ;; integer values
004D: jump_if_false £Label09AF25
00D6: if  0
0038:   $10C4 ==  0  ;; integer values
004D: jump_if_false £Label09AECC
0004: $10C4 =  1  ;; integer values

:Label09AECC
00D6: if  0
0038:   $10AB ==  0  ;; integer values
004D: jump_if_false £Label09AF25
0050: gosub £Label09E227
0382: unknown_set_object $1098 collision_detection  1
0392: object $1098 toggle_in_moving_list  1
038C: object $1098 scatter  0.0  0.0  3.0
0188: $10A2 = create_marker_above_object $1098
00BC: text_highpriority "PHI1_02"  7000 ms  1  ;; ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $10AF =  0  ;; integer values

:Label09AF25
00D6: if  0
8119:   NOT   car $1083 wrecked
004D: jump_if_false £Label09B066
00D6: if  0
0038:   $10B0 ==  2  ;; integer values
004D: jump_if_false £Label09AF5E
035C: place_object $1099 relative_to_car $1083 offset  0.0 -2.0  .3

:Label09AF5E
0227: $10A8 = car $1083 health
00D6: if  0
0038:   $10B0 ==  2  ;; integer values
004D: jump_if_false £Label09B021
00D6: if  22
001A:    970 > $10A8  ;; integer values
00DC:   player $PLAYER_CHAR driving $1083
0366: (unknown) $1099 
004D: jump_if_false £Label09B021
00D6: if  0
0038:   $10C5 ==  0  ;; integer values
004D: jump_if_false £Label09AFB1
0004: $10C5 =  1  ;; integer values

:Label09AFB1
00D6: if  0
0038:   $10AC ==  0  ;; integer values
004D: jump_if_false £Label09B021
0050: gosub £Label09E227
035C: place_object $1099 relative_to_car $1083 offset  0.0 -2.0  .8
0382: unknown_set_object $1099 collision_detection  1
0392: object $1099 toggle_in_moving_list  1
038C: object $1099 scatter  0.0  0.0  3.0
0188: $10A3 = create_marker_above_object $1099
00BC: text_highpriority "PHI1_02"  7000 ms  1  ;; ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $10B0 =  0  ;; integer values

:Label09B021
00D6: if  0
001A:    300 > $10A8  ;; integer values
004D: jump_if_false £Label09B05F
00D6: if  0
8118:   NOT   actor $1087 dead
004D: jump_if_false £Label09B05F
00D6: if  0
00DB:   actor $1087 in_car $1083
004D: jump_if_false £Label09B05F
01D3: actor $1087 leave_car $1083

:Label09B05F
0002: jump £Label09B0EA

:Label09B066
00D6: if  0
0038:   $10B0 ==  2  ;; integer values
004D: jump_if_false £Label09B0EA
00D6: if  0
0038:   $10C5 ==  0  ;; integer values
004D: jump_if_false £Label09B091
0004: $10C5 =  1  ;; integer values

:Label09B091
00D6: if  0
0038:   $10AC ==  0  ;; integer values
004D: jump_if_false £Label09B0EA
0050: gosub £Label09E227
0382: unknown_set_object $1099 collision_detection  1
0392: object $1099 toggle_in_moving_list  1
038C: object $1099 scatter  0.0  0.0  3.0
0188: $10A3 = create_marker_above_object $1099
00BC: text_highpriority "PHI1_02"  7000 ms  1  ;; ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $10B0 =  0  ;; integer values

:Label09B0EA
00D6: if  0
8119:   NOT   car $1084 wrecked
004D: jump_if_false £Label09B261
00D6: if  0
0038:   $10B1 ==  2  ;; integer values
004D: jump_if_false £Label09B123
035C: place_object $109A relative_to_car $1084 offset  0.0 -2.0  .3

:Label09B123
0227: $10A9 = car $1084 health
00D6: if  0
0038:   $10B1 ==  2  ;; integer values
004D: jump_if_false £Label09B1E6
00D6: if  22
001A:    970 > $10A9  ;; integer values
00DC:   player $PLAYER_CHAR driving $1084
0366: (unknown) $109A 
004D: jump_if_false £Label09B1E6
00D6: if  0
0038:   $10C6 ==  0  ;; integer values
004D: jump_if_false £Label09B176
0004: $10C6 =  1  ;; integer values

:Label09B176
00D6: if  0
0038:   $10AD ==  0  ;; integer values
004D: jump_if_false £Label09B1E6
0050: gosub £Label09E227
035C: place_object $109A relative_to_car $1084 offset  0.0 -2.0  .8
0382: unknown_set_object $109A collision_detection  1
0392: object $109A toggle_in_moving_list  1
038C: object $109A scatter  0.0  0.0  3.0
0188: $10A4 = create_marker_above_object $109A
00BC: text_highpriority "PHI1_02"  7000 ms  1  ;; ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $10B1 =  0  ;; integer values

:Label09B1E6
00D6: if  0
001A:    300 > $10A9  ;; integer values
004D: jump_if_false £Label09B25A
00D6: if  0
8118:   NOT   actor $1097 dead
004D: jump_if_false £Label09B22F
0465: remove_actor $1097 from_turret_mode
00D6: if  0
0038:   $10D6 ==  0  ;; integer values
004D: jump_if_false £Label09B22F
01CC: actor $1097 kill_player $PLAYER_CHAR
0004: $10D6 =  1  ;; integer values

:Label09B22F
00D6: if  0
8118:   NOT   actor $1088 dead
004D: jump_if_false £Label09B25A
00D6: if  0
00DB:   actor $1088 in_car $1084
004D: jump_if_false £Label09B25A
01D3: actor $1088 leave_car $1084

:Label09B25A
0002: jump £Label09B2E5

:Label09B261
00D6: if  0
0038:   $10B1 ==  2  ;; integer values
004D: jump_if_false £Label09B2E5
00D6: if  0
0038:   $10C6 ==  0  ;; integer values
004D: jump_if_false £Label09B28C
0004: $10C6 =  1  ;; integer values

:Label09B28C
00D6: if  0
0038:   $10AD ==  0  ;; integer values
004D: jump_if_false £Label09B2E5
0050: gosub £Label09E227
0382: unknown_set_object $109A collision_detection  1
0392: object $109A toggle_in_moving_list  1
038C: object $109A scatter  0.0  0.0  3.0
0188: $10A4 = create_marker_above_object $109A
00BC: text_highpriority "PHI1_02"  7000 ms  1  ;; ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $10B1 =  0  ;; integer values

:Label09B2E5
00D6: if  0
8119:   NOT   car $1085 wrecked
004D: jump_if_false £Label09B426
00D6: if  0
0038:   $10B2 ==  2  ;; integer values
004D: jump_if_false £Label09B31E
035C: place_object $109B relative_to_car $1085 offset  0.0 -2.0  .3

:Label09B31E
0227: $10AA = car $1085 health
00D6: if  0
0038:   $10B2 ==  2  ;; integer values
004D: jump_if_false £Label09B3E1
00D6: if  22
001A:    970 > $10AA  ;; integer values
00DC:   player $PLAYER_CHAR driving $1085
0366: (unknown) $109B 
004D: jump_if_false £Label09B3E1
00D6: if  0
0038:   $10C7 ==  0  ;; integer values
004D: jump_if_false £Label09B371
0004: $10C7 =  1  ;; integer values

:Label09B371
00D6: if  0
0038:   $10AE ==  0  ;; integer values
004D: jump_if_false £Label09B3E1
0050: gosub £Label09E227
035C: place_object $109B relative_to_car $1085 offset  0.0 -2.0  .8
0382: unknown_set_object $109B collision_detection  1
0392: object $109B toggle_in_moving_list  1
038C: object $109B scatter  0.0  0.0  3.0
0188: $10A5 = create_marker_above_object $109B
00BC: text_highpriority "PHI1_02"  7000 ms  1  ;; ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $10B2 =  0  ;; integer values

:Label09B3E1
00D6: if  0
001A:    300 > $10AA  ;; integer values
004D: jump_if_false £Label09B41F
00D6: if  0
8118:   NOT   actor $1089 dead
004D: jump_if_false £Label09B41F
00D6: if  0
00DB:   actor $1089 in_car $1085
004D: jump_if_false £Label09B41F
01D3: actor $1089 leave_car $1085

:Label09B41F
0002: jump £Label09B4AA

:Label09B426
00D6: if  0
0038:   $10B2 ==  2  ;; integer values
004D: jump_if_false £Label09B4AA
00D6: if  0
0038:   $10C7 ==  0  ;; integer values
004D: jump_if_false £Label09B451
0004: $10C7 =  1  ;; integer values

:Label09B451
00D6: if  0
0038:   $10AE ==  0  ;; integer values
004D: jump_if_false £Label09B4AA
0050: gosub £Label09E227
0382: unknown_set_object $109B collision_detection  1
0392: object $109B toggle_in_moving_list  1
038C: object $109B scatter  0.0  0.0  3.0
0188: $10A5 = create_marker_above_object $109B
00BC: text_highpriority "PHI1_02"  7000 ms  1  ;; ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004: $10B2 =  0  ;; integer values

:Label09B4AA
00D6: if  23
0038:   $10C4 ==  1  ;; integer values
0038:   $10C5 ==  1  ;; integer values
0038:   $10C6 ==  1  ;; integer values
0038:   $10C7 ==  1  ;; integer values
004D: jump_if_false £Label09B51F
01C3: remove_references_to_car $109C  ;; Like turning a car into any random car
00D6: if  0
8118:   NOT   actor $1096 dead
004D: jump_if_false £Label09B4EE
01CC: actor $1096 kill_player $PLAYER_CHAR

:Label09B4EE
00D6: if  0
8118:   NOT   actor $1097 dead
004D: jump_if_false £Label09B506
01CC: actor $1097 kill_player $PLAYER_CHAR

:Label09B506
00D6: if  0
0038:   $10C2 ==  0  ;; integer values
004D: jump_if_false £Label09B51F
0004: $10C2 =  1  ;; integer values

:Label09B51F
00D6: if  0
0038:   $10AB ==  0  ;; integer values
004D: jump_if_false £Label09B5D0
00D6: if  0
0038:   $10AF ==  0  ;; integer values
004D: jump_if_false £Label09B5D0
00D6: if  0
8366:   NOT (unknown) $1098 
004D: jump_if_false £Label09B59D
01BB: store_object $1098 position_to $10E9 $10EA $10EB
02CE: $10D8 = ground_z $10E9 $10EA $10EB
00D6: if  0
0020:   $10D8 >  9.0  ;; floating-point values
004D: jump_if_false £Label09B596
0009: $10D8 +=  1.0  ;; floating-point values
0086: $10EB = $10D8  ;; floating-point values only

:Label09B596
0002: jump £Label09B5D0

:Label09B59D
0213: $108A = create_pickup #PYTHON type  3 at $10E9 $10EA $10EB
0164: disable_marker $10A2
03DC: $10A2 = create_marker_above_pickup $108A
01C4: remove_references_to_object $1098  ;; This object will now disappear when the player looks away
0004: $10AF =  1  ;; integer values
0008: $10B3 +=  1  ;; integer values

:Label09B5D0
00D6: if  0
0038:   $10AC ==  0  ;; integer values
004D: jump_if_false £Label09B681
00D6: if  0
0038:   $10B0 ==  0  ;; integer values
004D: jump_if_false £Label09B681
00D6: if  0
8366:   NOT (unknown) $1099 
004D: jump_if_false £Label09B64E
01BB: store_object $1099 position_to $10EC $10ED $10EE
02CE: $10D8 = ground_z $10EC $10ED $10EE
00D6: if  0
0020:   $10D8 >  9.0  ;; floating-point values
004D: jump_if_false £Label09B647
0009: $10D8 +=  1.0  ;; floating-point values
0086: $10EE = $10D8  ;; floating-point values only

:Label09B647
0002: jump £Label09B681

:Label09B64E
0213: $108B = create_pickup #SHOTGSPA type  3 at $10EC $10ED $10EE
0164: disable_marker $10A3
03DC: $10A3 = create_marker_above_pickup $108B
01C4: remove_references_to_object $1099  ;; This object will now disappear when the player looks away
0004: $10B0 =  1  ;; integer values
0008: $10B3 +=  1  ;; integer values

:Label09B681
00D6: if  0
0038:   $10AD ==  0  ;; integer values
004D: jump_if_false £Label09B732
00D6: if  0
0038:   $10B1 ==  0  ;; integer values
004D: jump_if_false £Label09B732
00D6: if  0
8366:   NOT (unknown) $109A 
004D: jump_if_false £Label09B6FF
01BB: store_object $109A position_to $10EF $10F0 $10F1
02CE: $10D8 = ground_z $10EF $10F0 $10F1
00D6: if  0
0020:   $10D8 >  9.0  ;; floating-point values
004D: jump_if_false £Label09B6F8
0009: $10D8 +=  1.0  ;; floating-point values
0086: $10F1 = $10D8  ;; floating-point values only

:Label09B6F8
0002: jump £Label09B732

:Label09B6FF
0213: $108C = create_pickup #M60 type  3 at $10EF $10F0 $10F1
0164: disable_marker $10A4
03DC: $10A4 = create_marker_above_pickup $108C
01C4: remove_references_to_object $109A  ;; This object will now disappear when the player looks away
0004: $10B1 =  1  ;; integer values
0008: $10B3 +=  1  ;; integer values

:Label09B732
00D6: if  0
0038:   $10AE ==  0  ;; integer values
004D: jump_if_false £Label09B7E3
00D6: if  0
0038:   $10B2 ==  0  ;; integer values
004D: jump_if_false £Label09B7E3
00D6: if  0
8366:   NOT (unknown) $109B 
004D: jump_if_false £Label09B7B0
01BB: store_object $109B position_to $10F2 $10F3 $10F4
02CE: $10D8 = ground_z $10F2 $10F3 $10F4
00D6: if  0
0020:   $10D8 >  9.0  ;; floating-point values
004D: jump_if_false £Label09B7A9
0009: $10D8 +=  1.0  ;; floating-point values
0086: $10F4 = $10D8  ;; floating-point values only

:Label09B7A9
0002: jump £Label09B7E3

:Label09B7B0
0213: $108D = create_pickup #INGRAMSL type  3 at $10F2 $10F3 $10F4
0164: disable_marker $10A5
03DC: $10A5 = create_marker_above_pickup $108D
01C4: remove_references_to_object $109B  ;; This object will now disappear when the player looks away
0004: $10B2 =  1  ;; integer values
0008: $10B3 +=  1  ;; integer values

:Label09B7E3
00D6: if  0
0018:   $10B3 >  0  ;; integer values
004D: jump_if_false £Label09B823
00D6: if  23
0038:   $10AF ==  1  ;; integer values
0038:   $10B0 ==  1  ;; integer values
0038:   $10B1 ==  1  ;; integer values
0038:   $10B2 ==  1  ;; integer values
004D: jump_if_false £Label09B823
0050: gosub £Label09D0CB

:Label09B823
00D6: if  0
8038:   NOT   $10AF ==  2  ;; integer values
004D: jump_if_false £Label09B852
00D6: if  0
0038:   $10CE ==  0  ;; integer values
004D: jump_if_false £Label09B852
03D1: play_wav  1
0004: $10CE =  1  ;; integer values

:Label09B852
00D6: if  0
8038:   NOT   $10B1 ==  2  ;; integer values
004D: jump_if_false £Label09B881
00D6: if  0
0038:   $10CF ==  0  ;; integer values
004D: jump_if_false £Label09B881
03D1: play_wav  2
0004: $10CF =  1  ;; integer values

:Label09B881
00D6: if  0
0038:   $10B3 ==  0  ;; integer values
004D: jump_if_false £Label09BA2F
00D6: if  0
8119:   NOT   car $1082 wrecked
004D: jump_if_false £Label09B8FA
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1082
004D: jump_if_false £Label09B8C2
0164: disable_marker $109E
0002: jump £Label09B8FA

:Label09B8C2
00D6: if  0
0038:   $10AB ==  0  ;; integer values
004D: jump_if_false £Label09B8FA
00D6: if  0
0038:   $10C8 ==  0  ;; integer values
004D: jump_if_false £Label09B8FA
0164: disable_marker $109E
0186: $109E = create_marker_above_car $1082
0004: $10C8 =  1  ;; integer values

:Label09B8FA
00D6: if  0
8119:   NOT   car $1083 wrecked
004D: jump_if_false £Label09B961
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1083
004D: jump_if_false £Label09B929
0164: disable_marker $109F
0002: jump £Label09B961

:Label09B929
00D6: if  0
0038:   $10AC ==  0  ;; integer values
004D: jump_if_false £Label09B961
00D6: if  0
0038:   $10C9 ==  0  ;; integer values
004D: jump_if_false £Label09B961
0164: disable_marker $109F
0186: $109F = create_marker_above_car $1083
0004: $10C9 =  1  ;; integer values

:Label09B961
00D6: if  0
8119:   NOT   car $1084 wrecked
004D: jump_if_false £Label09B9C8
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1084
004D: jump_if_false £Label09B990
0164: disable_marker $10A0
0002: jump £Label09B9C8

:Label09B990
00D6: if  0
0038:   $10AD ==  0  ;; integer values
004D: jump_if_false £Label09B9C8
00D6: if  0
0038:   $10CA ==  0  ;; integer values
004D: jump_if_false £Label09B9C8
0164: disable_marker $10A0
0186: $10A0 = create_marker_above_car $1084
0004: $10CA =  1  ;; integer values

:Label09B9C8
00D6: if  0
8119:   NOT   car $1085 wrecked
004D: jump_if_false £Label09BA2F
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1085
004D: jump_if_false £Label09B9F7
0164: disable_marker $10A1
0002: jump £Label09BA2F

:Label09B9F7
00D6: if  0
0038:   $10AE ==  0  ;; integer values
004D: jump_if_false £Label09BA2F
00D6: if  0
0038:   $10CB ==  0  ;; integer values
004D: jump_if_false £Label09BA2F
0164: disable_marker $10A1
0186: $10A1 = create_marker_above_car $1085
0004: $10CB =  1  ;; integer values

:Label09BA2F
00D6: if  0
8119:   NOT   car $1082 wrecked
004D: jump_if_false £Label09BAA0
00D6: if  0
8118:   NOT   actor $1086 dead
004D: jump_if_false £Label09BAA0
00D6: if  0
00DB:   actor $1086 in_car $1082
004D: jump_if_false £Label09BA98
0084: $10C3 = $10C4  ;; integer values and handles
0084: $10D4 = $10D0  ;; integer values and handles
0084: $10C0 = $1082  ;; integer values and handles
0084: $10C1 = $1086  ;; integer values and handles
0050: gosub £Label09D32D
0084: $10D0 = $10D4  ;; integer values and handles
0002: jump £Label09BAA0

:Label09BA98
01CC: actor $1086 kill_player $PLAYER_CHAR

:Label09BAA0
00D6: if  0
8119:   NOT   car $1083 wrecked
004D: jump_if_false £Label09BB11
00D6: if  0
8118:   NOT   actor $1087 dead
004D: jump_if_false £Label09BB11
00D6: if  0
00DB:   actor $1087 in_car $1083
004D: jump_if_false £Label09BB09
0084: $10C3 = $10C5  ;; integer values and handles
0084: $10D4 = $10D1  ;; integer values and handles
0084: $10C0 = $1083  ;; integer values and handles
0084: $10C1 = $1087  ;; integer values and handles
0050: gosub £Label09D32D
0084: $10D1 = $10D4  ;; integer values and handles
0002: jump £Label09BB11

:Label09BB09
01CC: actor $1087 kill_player $PLAYER_CHAR

:Label09BB11
00D6: if  0
8119:   NOT   car $1084 wrecked
004D: jump_if_false £Label09BB82
00D6: if  0
8118:   NOT   actor $1088 dead
004D: jump_if_false £Label09BB82
00D6: if  0
00DB:   actor $1088 in_car $1084
004D: jump_if_false £Label09BB7A
0084: $10C3 = $10C6  ;; integer values and handles
0084: $10D4 = $10D2  ;; integer values and handles
0084: $10C0 = $1084  ;; integer values and handles
0084: $10C1 = $1088  ;; integer values and handles
0050: gosub £Label09D32D
0084: $10D2 = $10D4  ;; integer values and handles
0002: jump £Label09BB82

:Label09BB7A
01CC: actor $1088 kill_player $PLAYER_CHAR

:Label09BB82
00D6: if  0
8119:   NOT   car $1085 wrecked
004D: jump_if_false £Label09BBF3
00D6: if  0
8118:   NOT   actor $1089 dead
004D: jump_if_false £Label09BBF3
00D6: if  0
00DB:   actor $1089 in_car $1085
004D: jump_if_false £Label09BBEB
0084: $10C3 = $10C7  ;; integer values and handles
0084: $10D4 = $10D3  ;; integer values and handles
0084: $10C0 = $1085  ;; integer values and handles
0084: $10C1 = $1089  ;; integer values and handles
0050: gosub £Label09D32D
0084: $10D3 = $10D4  ;; integer values and handles
0002: jump £Label09BBF3

:Label09BBEB
01CC: actor $1089 kill_player $PLAYER_CHAR

:Label09BBF3
00D6: if  0
0038:   $10BF ==  2  ;; integer values
004D: jump_if_false £Label09BC2D
00D6: if  0
0038:   $10B4 ==  0  ;; integer values
004D: jump_if_false £Label09BC2D
00BB: text_lowpriority "PHI1_03"  7000 ms  1  ;; ~g~Looks like they have called for back up.
0004: $10B4 =  1  ;; integer values

:Label09BC2D
00D6: if  0
0038:   $10B4 ==  1  ;; integer values
004D: jump_if_false £Label09CC03
00D6: if  0
0038:   $10B9 ==  4  ;; integer values
004D: jump_if_false £Label09CBFC
00D6: if  0
8118:   NOT   actor $1092 dead
004D: jump_if_false £Label09BFBF
00D6: if  0
8119:   NOT   car $108E wrecked
004D: jump_if_false £Label09BF86
00D6: if  0
00DB:   actor $1092 in_car $108E
004D: jump_if_false £Label09BF3E
00D6: if  0
0038:   $10BA ==  1  ;; integer values
004D: jump_if_false £Label09BCAB
00AF: set_car $108E driver_behaviour_to  5
00AE: unknown_set_car $108E to_ignore_traffic_lights  2
0004: $10BA =  0  ;; integer values

:Label09BCAB
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label09BDE1
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
01AD:   car $108E  0 ()near_point $5F $60  12.0  12.0
004D: jump_if_false £Label09BD04
00AD: set_car $108E max_speed_to  0.0
01D3: actor $1092 leave_car $108E
0002: jump £Label09BDDA

:Label09BD04
00D6: if  0
01AD:   car $108E  0 ()near_point $5F $60  14.0  14.0
004D: jump_if_false £Label09BD37
00AD: set_car $108E max_speed_to  1.0
0002: jump £Label09BDDA

:Label09BD37
00D6: if  0
01AD:   car $108E  0 ()near_point $5F $60  15.0  15.0
004D: jump_if_false £Label09BD6A
00AD: set_car $108E max_speed_to  2.0
0002: jump £Label09BDDA

:Label09BD6A
00D6: if  0
01AD:   car $108E  0 ()near_point $5F $60  18.0  18.0
004D: jump_if_false £Label09BD9D
00AD: set_car $108E max_speed_to  3.0
0002: jump £Label09BDDA

:Label09BD9D
00D6: if  0
01AD:   car $108E  0 ()near_point $5F $60  20.0  20.0
004D: jump_if_false £Label09BDD0
00AD: set_car $108E max_speed_to  4.0
0002: jump £Label09BDDA

:Label09BDD0
00AD: set_car $108E max_speed_to  40.0

:Label09BDDA
0002: jump £Label09BE19

:Label09BDE1
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1092 radius  13.0  13.0
004D: jump_if_false £Label09BE0F
01CA: actor $1092 kill_player $PLAYER_CHAR
0002: jump £Label09BE19

:Label09BE0F
00AD: set_car $108E max_speed_to  40.0

:Label09BE19
00D6: if  0
8119:   NOT   car $108E wrecked
004D: jump_if_false £Label09BF37
00D6: if  0
01AF:   car $108E  0 ()near_point $10DC $10DD $10DE radius  5.0  5.0  5.0
004D: jump_if_false £Label09BEF8
00D6: if  0
0019:    16@ >  4000  ;; integer values
004D: jump_if_false £Label09BEF8
00D6: if  0
82CA:   NOT   car $108E bounding_sphere_visible
004D: jump_if_false £Label09BEF8
00AA: store_car $108E position_to $10E3 $10E4 $10E5
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if  0
80C2:   NOT   sphere_onscreen $10E3 $10E4 $10E5  3.0
004D: jump_if_false £Label09BEF8
00D6: if  0
838A:   NOT   car_in_cube $10E3 $10E4 $10E5  3.0  3.0  2.0
004D: jump_if_false £Label09BEF8
00AB: put_car $108E at $10E3 $10E4 $10E5
0175: set_car $108E z_angle_to $10E8
0006:  16@ =  0  ;; integer values

:Label09BEF8
00D6: if  0
81AF:   NOT   car $108E  0 ()near_point $10DC $10DD $10DE radius  4.0  4.0  4.0
004D: jump_if_false £Label09BF37
00AA: store_car $108E position_to $10DC $10DD $10DE
0006:  16@ =  0  ;; integer values

:Label09BF37
0002: jump £Label09BF7F

:Label09BF3E
01C3: remove_references_to_car $108E  ;; Like turning a car into any random car
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1092 radius  13.0  13.0
004D: jump_if_false £Label09BF71
01CA: actor $1092 kill_player $PLAYER_CHAR
0002: jump £Label09BF7F

:Label09BF71
0004: $10BA =  1  ;; integer values
0050: gosub £Label09DAEF

:Label09BF7F
0002: jump £Label09BFB8

:Label09BF86
01C3: remove_references_to_car $108E  ;; Like turning a car into any random car
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1092 radius  13.0  13.0
004D: jump_if_false £Label09BFB8
0004: $10BA =  1  ;; integer values
0050: gosub £Label09DAEF

:Label09BFB8
0002: jump £Label09C03A

:Label09BFBF
000C: $10B9 -=  1  ;; integer values
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false £Label09C029
00D6: if  0
001A:    13 > $10CD  ;; integer values
004D: jump_if_false £Label09C029
00D6: if  0
0038:   $10CC ==  1  ;; integer values
004D: jump_if_false £Label09C029
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100
0008: $10CD +=  1  ;; integer values

:Label09C029
01C2: remove_references_to_actor $1092  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $108E  ;; Like turning a car into any random car
0004: $10B5 =  1  ;; integer values

:Label09C03A
00D6: if  0
8118:   NOT   actor $1093 dead
004D: jump_if_false £Label09C3A8
00D6: if  0
8119:   NOT   car $108F wrecked
004D: jump_if_false £Label09C36F
00D6: if  0
00DB:   actor $1093 in_car $108F
004D: jump_if_false £Label09C327
00D6: if  0
0038:   $10BB ==  1  ;; integer values
004D: jump_if_false £Label09C094
00AF: set_car $108F driver_behaviour_to  5
00AE: unknown_set_car $108F to_ignore_traffic_lights  2
0004: $10BB =  0  ;; integer values

:Label09C094
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label09C1CA
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
01AD:   car $108F  0 ()near_point $5F $60  12.0  12.0
004D: jump_if_false £Label09C0ED
00AD: set_car $108F max_speed_to  0.0
01D3: actor $1093 leave_car $108F
0002: jump £Label09C1C3

:Label09C0ED
00D6: if  0
01AD:   car $108F  0 ()near_point $5F $60  14.0  14.0
004D: jump_if_false £Label09C120
00AD: set_car $108F max_speed_to  1.0
0002: jump £Label09C1C3

:Label09C120
00D6: if  0
01AD:   car $108F  0 ()near_point $5F $60  15.0  15.0
004D: jump_if_false £Label09C153
00AD: set_car $108F max_speed_to  2.0
0002: jump £Label09C1C3

:Label09C153
00D6: if  0
01AD:   car $108F  0 ()near_point $5F $60  18.0  18.0
004D: jump_if_false £Label09C186
00AD: set_car $108F max_speed_to  3.0
0002: jump £Label09C1C3

:Label09C186
00D6: if  0
01AD:   car $108F  0 ()near_point $5F $60  20.0  20.0
004D: jump_if_false £Label09C1B9
00AD: set_car $108F max_speed_to  4.0
0002: jump £Label09C1C3

:Label09C1B9
00AD: set_car $108F max_speed_to  40.0

:Label09C1C3
0002: jump £Label09C202

:Label09C1CA
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1093 radius  13.0  13.0
004D: jump_if_false £Label09C1F8
01CA: actor $1093 kill_player $PLAYER_CHAR
0002: jump £Label09C202

:Label09C1F8
00AD: set_car $108F max_speed_to  40.0

:Label09C202
00D6: if  0
8119:   NOT   car $108F wrecked
004D: jump_if_false £Label09C320
00D6: if  0
01AF:   car $108F  0 ()near_point $10DC $10DD $10DE radius  5.0  5.0  5.0
004D: jump_if_false £Label09C2E1
00D6: if  0
0019:    16@ >  4000  ;; integer values
004D: jump_if_false £Label09C2E1
00D6: if  0
82CA:   NOT   car $108F bounding_sphere_visible
004D: jump_if_false £Label09C2E1
00AA: store_car $108F position_to $10E3 $10E4 $10E5
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if  0
80C2:   NOT   sphere_onscreen $10E3 $10E4 $10E5  3.0
004D: jump_if_false £Label09C2E1
00D6: if  0
838A:   NOT   car_in_cube $10E3 $10E4 $10E5  3.0  3.0  2.0
004D: jump_if_false £Label09C2E1
00AB: put_car $108F at $10E3 $10E4 $10E5
0175: set_car $108F z_angle_to $10E8
0006:  16@ =  0  ;; integer values

:Label09C2E1
00D6: if  0
81AF:   NOT   car $108F  0 ()near_point $10DC $10DD $10DE radius  4.0  4.0  4.0
004D: jump_if_false £Label09C320
00AA: store_car $108F position_to $10DC $10DD $10DE
0006:  16@ =  0  ;; integer values

:Label09C320
0002: jump £Label09C368

:Label09C327
01C3: remove_references_to_car $108F  ;; Like turning a car into any random car
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1093 radius  13.0  13.0
004D: jump_if_false £Label09C35A
01CA: actor $1093 kill_player $PLAYER_CHAR
0002: jump £Label09C368

:Label09C35A
0004: $10BB =  1  ;; integer values
0050: gosub £Label09DCBD

:Label09C368
0002: jump £Label09C3A1

:Label09C36F
01C3: remove_references_to_car $108F  ;; Like turning a car into any random car
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1093 radius  13.0  13.0
004D: jump_if_false £Label09C3A1
0004: $10BB =  1  ;; integer values
0050: gosub £Label09DCBD

:Label09C3A1
0002: jump £Label09C423

:Label09C3A8
000C: $10B9 -=  1  ;; integer values
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false £Label09C412
00D6: if  0
001A:    13 > $10CD  ;; integer values
004D: jump_if_false £Label09C412
00D6: if  0
0038:   $10CC ==  1  ;; integer values
004D: jump_if_false £Label09C412
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100
0008: $10CD +=  1  ;; integer values

:Label09C412
01C2: remove_references_to_actor $1093  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $108F  ;; Like turning a car into any random car
0004: $10B6 =  1  ;; integer values

:Label09C423
00D6: if  0
8118:   NOT   actor $1094 dead
004D: jump_if_false £Label09C791
00D6: if  0
8119:   NOT   car $1090 wrecked
004D: jump_if_false £Label09C758
00D6: if  0
00DB:   actor $1094 in_car $1090
004D: jump_if_false £Label09C710
00D6: if  0
0038:   $10BC ==  1  ;; integer values
004D: jump_if_false £Label09C47D
00AF: set_car $1090 driver_behaviour_to  5
00AE: unknown_set_car $1090 to_ignore_traffic_lights  2
0004: $10BC =  0  ;; integer values

:Label09C47D
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label09C5B3
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
01AD:   car $1090  0 ()near_point $5F $60  12.0  12.0
004D: jump_if_false £Label09C4D6
00AD: set_car $1090 max_speed_to  0.0
01D3: actor $1094 leave_car $1090
0002: jump £Label09C5AC

:Label09C4D6
00D6: if  0
01AD:   car $1090  0 ()near_point $5F $60  14.0  14.0
004D: jump_if_false £Label09C509
00AD: set_car $1090 max_speed_to  1.0
0002: jump £Label09C5AC

:Label09C509
00D6: if  0
01AD:   car $1090  0 ()near_point $5F $60  15.0  15.0
004D: jump_if_false £Label09C53C
00AD: set_car $1090 max_speed_to  2.0
0002: jump £Label09C5AC

:Label09C53C
00D6: if  0
01AD:   car $1090  0 ()near_point $5F $60  18.0  18.0
004D: jump_if_false £Label09C56F
00AD: set_car $1090 max_speed_to  3.0
0002: jump £Label09C5AC

:Label09C56F
00D6: if  0
01AD:   car $1090  0 ()near_point $5F $60  20.0  20.0
004D: jump_if_false £Label09C5A2
00AD: set_car $1090 max_speed_to  4.0
0002: jump £Label09C5AC

:Label09C5A2
00AD: set_car $1090 max_speed_to  40.0

:Label09C5AC
0002: jump £Label09C5EB

:Label09C5B3
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1094 radius  13.0  13.0
004D: jump_if_false £Label09C5E1
01CA: actor $1094 kill_player $PLAYER_CHAR
0002: jump £Label09C5EB

:Label09C5E1
00AD: set_car $1090 max_speed_to  40.0

:Label09C5EB
00D6: if  0
8119:   NOT   car $1090 wrecked
004D: jump_if_false £Label09C709
00D6: if  0
01AF:   car $1090  0 ()near_point $10DC $10DD $10DE radius  5.0  5.0  5.0
004D: jump_if_false £Label09C6CA
00D6: if  0
0019:    16@ >  4000  ;; integer values
004D: jump_if_false £Label09C6CA
00D6: if  0
82CA:   NOT   car $1090 bounding_sphere_visible
004D: jump_if_false £Label09C6CA
00AA: store_car $1090 position_to $10E3 $10E4 $10E5
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if  0
80C2:   NOT   sphere_onscreen $10E3 $10E4 $10E5  3.0
004D: jump_if_false £Label09C6CA
00D6: if  0
838A:   NOT   car_in_cube $10E3 $10E4 $10E5  3.0  3.0  2.0
004D: jump_if_false £Label09C6CA
00AB: put_car $1090 at $10E3 $10E4 $10E5
0175: set_car $1090 z_angle_to $10E8
0006:  16@ =  0  ;; integer values

:Label09C6CA
00D6: if  0
81AF:   NOT   car $1090  0 ()near_point $10DC $10DD $10DE radius  4.0  4.0  4.0
004D: jump_if_false £Label09C709
00AA: store_car $1090 position_to $10DC $10DD $10DE
0006:  16@ =  0  ;; integer values

:Label09C709
0002: jump £Label09C751

:Label09C710
01C3: remove_references_to_car $1090  ;; Like turning a car into any random car
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1094 radius  13.0  13.0
004D: jump_if_false £Label09C743
01CA: actor $1094 kill_player $PLAYER_CHAR
0002: jump £Label09C751

:Label09C743
0004: $10BC =  1  ;; integer values
0050: gosub £Label09DE8B

:Label09C751
0002: jump £Label09C78A

:Label09C758
01C3: remove_references_to_car $1090  ;; Like turning a car into any random car
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1094 radius  13.0  13.0
004D: jump_if_false £Label09C78A
0004: $10BC =  1  ;; integer values
0050: gosub £Label09DE8B

:Label09C78A
0002: jump £Label09C80C

:Label09C791
000C: $10B9 -=  1  ;; integer values
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false £Label09C7FB
00D6: if  0
001A:    13 > $10CD  ;; integer values
004D: jump_if_false £Label09C7FB
00D6: if  0
0038:   $10CC ==  1  ;; integer values
004D: jump_if_false £Label09C7FB
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100
0008: $10CD +=  1  ;; integer values

:Label09C7FB
01C2: remove_references_to_actor $1094  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $1090  ;; Like turning a car into any random car
0004: $10B7 =  1  ;; integer values

:Label09C80C
00D6: if  0
8118:   NOT   actor $1095 dead
004D: jump_if_false £Label09CB7A
00D6: if  0
8119:   NOT   car $1091 wrecked
004D: jump_if_false £Label09CB41
00D6: if  0
00DB:   actor $1095 in_car $1091
004D: jump_if_false £Label09CAF9
00D6: if  0
0038:   $10BD ==  1  ;; integer values
004D: jump_if_false £Label09C866
00AF: set_car $1091 driver_behaviour_to  5
00AE: unknown_set_car $1091 to_ignore_traffic_lights  2
0004: $10BD =  0  ;; integer values

:Label09C866
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label09C99C
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
01AD:   car $1091  0 ()near_point $5F $60  12.0  12.0
004D: jump_if_false £Label09C8BF
00AD: set_car $1091 max_speed_to  0.0
01D3: actor $1095 leave_car $1091
0002: jump £Label09C995

:Label09C8BF
00D6: if  0
01AD:   car $1091  0 ()near_point $5F $60  14.0  14.0
004D: jump_if_false £Label09C8F2
00AD: set_car $1091 max_speed_to  1.0
0002: jump £Label09C995

:Label09C8F2
00D6: if  0
01AD:   car $1091  0 ()near_point $5F $60  15.0  15.0
004D: jump_if_false £Label09C925
00AD: set_car $1091 max_speed_to  2.0
0002: jump £Label09C995

:Label09C925
00D6: if  0
01AD:   car $1091  0 ()near_point $5F $60  18.0  18.0
004D: jump_if_false £Label09C958
00AD: set_car $1091 max_speed_to  3.0
0002: jump £Label09C995

:Label09C958
00D6: if  0
01AD:   car $1091  0 ()near_point $5F $60  20.0  20.0
004D: jump_if_false £Label09C98B
00AD: set_car $1091 max_speed_to  4.0
0002: jump £Label09C995

:Label09C98B
00AD: set_car $1091 max_speed_to  40.0

:Label09C995
0002: jump £Label09C9D4

:Label09C99C
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1095 radius  13.0  13.0
004D: jump_if_false £Label09C9CA
01CA: actor $1095 kill_player $PLAYER_CHAR
0002: jump £Label09C9D4

:Label09C9CA
00AD: set_car $1091 max_speed_to  40.0

:Label09C9D4
00D6: if  0
8119:   NOT   car $1091 wrecked
004D: jump_if_false £Label09CAF2
00D6: if  0
01AF:   car $1091  0 ()near_point $10DC $10DD $10DE radius  5.0  5.0  5.0
004D: jump_if_false £Label09CAB3
00D6: if  0
0019:    16@ >  4000  ;; integer values
004D: jump_if_false £Label09CAB3
00D6: if  0
82CA:   NOT   car $1091 bounding_sphere_visible
004D: jump_if_false £Label09CAB3
00AA: store_car $1091 position_to $10E3 $10E4 $10E5
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if  0
80C2:   NOT   sphere_onscreen $10E3 $10E4 $10E5  3.0
004D: jump_if_false £Label09CAB3
00D6: if  0
838A:   NOT   car_in_cube $10E3 $10E4 $10E5  3.0  3.0  2.0
004D: jump_if_false £Label09CAB3
00AB: put_car $1091 at $10E3 $10E4 $10E5
0175: set_car $1091 z_angle_to $10E8
0006:  16@ =  0  ;; integer values

:Label09CAB3
00D6: if  0
81AF:   NOT   car $1091  0 ()near_point $10DC $10DD $10DE radius  4.0  4.0  4.0
004D: jump_if_false £Label09CAF2
00AA: store_car $1091 position_to $10DC $10DD $10DE
0006:  16@ =  0  ;; integer values

:Label09CAF2
0002: jump £Label09CB3A

:Label09CAF9
01C3: remove_references_to_car $1091  ;; Like turning a car into any random car
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1095 radius  13.0  13.0
004D: jump_if_false £Label09CB2C
01CA: actor $1095 kill_player $PLAYER_CHAR
0002: jump £Label09CB3A

:Label09CB2C
0004: $10BD =  1  ;; integer values
0050: gosub £Label09E059

:Label09CB3A
0002: jump £Label09CB73

:Label09CB41
01C3: remove_references_to_car $1091  ;; Like turning a car into any random car
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1095 radius  13.0  13.0
004D: jump_if_false £Label09CB73
0004: $10BD =  1  ;; integer values
0050: gosub £Label09E059

:Label09CB73
0002: jump £Label09CBF5

:Label09CB7A
000C: $10B9 -=  1  ;; integer values
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false £Label09CBE4
00D6: if  0
001A:    10 > $10CD  ;; integer values
004D: jump_if_false £Label09CBE4
00D6: if  0
0038:   $10CC ==  1  ;; integer values
004D: jump_if_false £Label09CBE4
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100
0008: $10CD +=  1  ;; integer values

:Label09CBE4
01C2: remove_references_to_actor $1095  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $1091  ;; Like turning a car into any random car
0004: $10B8 =  1  ;; integer values

:Label09CBF5
0002: jump £Label09CC03

:Label09CBFC
0050: gosub £Label09D824

:Label09CC03
00D6: if  0
0119:   car $1082 wrecked
004D: jump_if_false £Label09CC37
00D6: if  0
8118:   NOT   actor $1096 dead
004D: jump_if_false £Label09CC2D
0465: remove_actor $1096 from_turret_mode
0321: kill_actor $1096

:Label09CC2D
0164: disable_marker $109E
01C3: remove_references_to_car $1082  ;; Like turning a car into any random car

:Label09CC37
00D6: if  0
0119:   car $1083 wrecked
004D: jump_if_false £Label09CC51
0164: disable_marker $109F
01C3: remove_references_to_car $1083  ;; Like turning a car into any random car

:Label09CC51
00D6: if  0
0119:   car $1084 wrecked
004D: jump_if_false £Label09CC85
00D6: if  0
8118:   NOT   actor $1097 dead
004D: jump_if_false £Label09CC7B
0465: remove_actor $1097 from_turret_mode
0321: kill_actor $1097

:Label09CC7B
0164: disable_marker $10A0
01C3: remove_references_to_car $1084  ;; Like turning a car into any random car

:Label09CC85
00D6: if  0
0119:   car $1085 wrecked
004D: jump_if_false £Label09CC9F
0164: disable_marker $10A1
01C3: remove_references_to_car $1085  ;; Like turning a car into any random car

:Label09CC9F
00D6: if  0
8118:   NOT   actor $1096 dead
004D: jump_if_false £Label09CCE8
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1082
004D: jump_if_false £Label09CCE8
0465: remove_actor $1096 from_turret_mode
00D6: if  0
0038:   $10D5 ==  0  ;; integer values
004D: jump_if_false £Label09CCE8
01CC: actor $1096 kill_player $PLAYER_CHAR
0004: $10D5 =  1  ;; integer values

:Label09CCE8
00D6: if  0
8118:   NOT   actor $1097 dead
004D: jump_if_false £Label09CD31
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1084
004D: jump_if_false £Label09CD31
0465: remove_actor $1097 from_turret_mode
00D6: if  0
0038:   $10D6 ==  0  ;; integer values
004D: jump_if_false £Label09CD31
01CC: actor $1097 kill_player $PLAYER_CHAR
0004: $10D6 =  1  ;; integer values

:Label09CD31
00D6: if  0
0118:   actor $1096 dead
004D: jump_if_false £Label09CD4B
0465: remove_actor $1096 from_turret_mode
01C2: remove_references_to_actor $1096  ;; Like turning an actor into a random pedestrian

:Label09CD4B
00D6: if  0
0118:   actor $1097 dead
004D: jump_if_false £Label09CD65
0465: remove_actor $1097 from_turret_mode
01C2: remove_references_to_actor $1097  ;; Like turning an actor into a random pedestrian

:Label09CD65
00D6: if  0
0118:   actor $1086 dead
004D: jump_if_false £Label09CD7A
01C2: remove_references_to_actor $1086  ;; Like turning an actor into a random pedestrian

:Label09CD7A
00D6: if  0
0118:   actor $1087 dead
004D: jump_if_false £Label09CD8F
01C2: remove_references_to_actor $1087  ;; Like turning an actor into a random pedestrian

:Label09CD8F
00D6: if  0
0118:   actor $1088 dead
004D: jump_if_false £Label09CDA4
01C2: remove_references_to_actor $1088  ;; Like turning an actor into a random pedestrian

:Label09CDA4
00D6: if  0
0118:   actor $1089 dead
004D: jump_if_false £Label09CDB9
01C2: remove_references_to_actor $1089  ;; Like turning an actor into a random pedestrian

:Label09CDB9
00D6: if  0
0118:   actor $1096 dead
004D: jump_if_false £Label09CDCE
01C2: remove_references_to_actor $1096  ;; Like turning an actor into a random pedestrian

:Label09CDCE
00D6: if  0
0118:   actor $1097 dead
004D: jump_if_false £Label09CDE3
01C2: remove_references_to_actor $1097  ;; Like turning an actor into a random pedestrian

:Label09CDE3
00D6: if  0
0038:   $10A6 ==  1  ;; integer values
004D: jump_if_false £Label09CE3C
00D6: if  0
0119:   car $1082 wrecked
004D: jump_if_false £Label09CE3C
00D6: if  0
0119:   car $1083 wrecked
004D: jump_if_false £Label09CE3C
00D6: if  0
0119:   car $1084 wrecked
004D: jump_if_false £Label09CE3C
00D6: if  0
0119:   car $1085 wrecked
004D: jump_if_false £Label09CE3C
0002: jump £Label09CFE4

:Label09CE3C
00D6: if  0
8119:   NOT   car $1082 wrecked
004D: jump_if_false £Label09CE87
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1082 radius  200.0  200.0  0
004D: jump_if_false £Label09CE79
0574: $1082  1
0002: jump £Label09CE80

:Label09CE79
0574: $1082  0

:Label09CE80
0002: jump £Label09CEA0

:Label09CE87
00D6: if  0
0038:   $10C2 ==  0  ;; integer values
004D: jump_if_false £Label09CEA0
0004: $10C2 =  1  ;; integer values

:Label09CEA0
00D6: if  0
8119:   NOT   car $1083 wrecked
004D: jump_if_false £Label09CEEB
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1083 radius  200.0  200.0  0
004D: jump_if_false £Label09CEDD
0574: $1083  1
0002: jump £Label09CEE4

:Label09CEDD
0574: $1083  0

:Label09CEE4
0002: jump £Label09CF04

:Label09CEEB
00D6: if  0
0038:   $10C2 ==  0  ;; integer values
004D: jump_if_false £Label09CF04
0004: $10C2 =  1  ;; integer values

:Label09CF04
00D6: if  0
8119:   NOT   car $1084 wrecked
004D: jump_if_false £Label09CF4F
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1084 radius  200.0  200.0  0
004D: jump_if_false £Label09CF41
0574: $1084  1
0002: jump £Label09CF48

:Label09CF41
0574: $1084  0

:Label09CF48
0002: jump £Label09CF68

:Label09CF4F
00D6: if  0
0038:   $10C2 ==  0  ;; integer values
004D: jump_if_false £Label09CF68
0004: $10C2 =  1  ;; integer values

:Label09CF68
00D6: if  0
8119:   NOT   car $1085 wrecked
004D: jump_if_false £Label09CFB3
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1085 radius  200.0  200.0  0
004D: jump_if_false £Label09CFA5
0574: $1085  1
0002: jump £Label09CFAC

:Label09CFA5
0574: $1085  0

:Label09CFAC
0002: jump £Label09CFCC

:Label09CFB3
00D6: if  0
0038:   $10C2 ==  0  ;; integer values
004D: jump_if_false £Label09CFCC
0004: $10C2 =  1  ;; integer values

:Label09CFCC
0002: jump £Label09AC45

:Label09CFD3
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label09CFE4
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  2000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  2000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
030C: set_mission_points +=  1
0318: set_latest_mission_passed "PHIL_1"  ;; Gun Runner
0164: disable_marker $FD
0004: $FE =  1  ;; integer values
0051: return

:Label09D025
00D6: if  0
8214:   NOT   pickup $109D picked_up
004D: jump_if_false £Label09D03A
0215: destroy_pickup $109D

:Label09D03A
0164: disable_marker $109E
0164: disable_marker $109F
0164: disable_marker $10A0
0164: disable_marker $10A1
0164: disable_marker $10A2
0164: disable_marker $10A3
0164: disable_marker $10A4
0164: disable_marker $10A5
0108: destroy_object $1098
0108: destroy_object $1099
0108: destroy_object $109A
0108: destroy_object $109B
0249: release_model #WALTON
0249: release_model #WMYCR
0249: release_model #FAGGIO
0249: release_model #PYTHON
0249: release_model #SHOTGSPA
0249: release_model #INGRAMSL
0249: release_model #M60
0249: release_model -154 (GUNBOX)
0249: release_model #PATRIOT
0249: release_model #UZI
0215: destroy_pickup $108A
0215: destroy_pickup $108B
0215: destroy_pickup $108C
0215: destroy_pickup $108D
0004: $ONMISSION =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label09D0CB
00D6: if  0
0038:   $10AB ==  0  ;; integer values
004D: jump_if_false £Label09D163
00D6: if  0
0038:   $10AF ==  1  ;; integer values
004D: jump_if_false £Label09D163
00D6: if  0
0214:   pickup $108A picked_up
004D: jump_if_false £Label09D163
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $10A2
0008: $10BF +=  1  ;; integer values
000C: $10B3 -=  1  ;; integer values
0004: $10AB =  1  ;; integer values
0004: $10AF =  0  ;; integer values
00D6: if  0
0038:   $10B3 ==  0  ;; integer values
004D: jump_if_false £Label09D161
0004: $10C8 =  0  ;; integer values
0004: $10C9 =  0  ;; integer values
0004: $10CA =  0  ;; integer values
0004: $10CB =  0  ;; integer values

:Label09D161
0051: return

:Label09D163
00D6: if  0
0038:   $10AC ==  0  ;; integer values
004D: jump_if_false £Label09D1FB
00D6: if  0
0038:   $10B0 ==  1  ;; integer values
004D: jump_if_false £Label09D1FB
00D6: if  0
0214:   pickup $108B picked_up
004D: jump_if_false £Label09D1FB
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $10A3
0008: $10BF +=  1  ;; integer values
000C: $10B3 -=  1  ;; integer values
0004: $10AC =  1  ;; integer values
0004: $10B0 =  0  ;; integer values
00D6: if  0
0038:   $10B3 ==  0  ;; integer values
004D: jump_if_false £Label09D1F9
0004: $10C8 =  0  ;; integer values
0004: $10C9 =  0  ;; integer values
0004: $10CA =  0  ;; integer values
0004: $10CB =  0  ;; integer values

:Label09D1F9
0051: return

:Label09D1FB
00D6: if  0
0038:   $10AD ==  0  ;; integer values
004D: jump_if_false £Label09D293
00D6: if  0
0038:   $10B1 ==  1  ;; integer values
004D: jump_if_false £Label09D293
00D6: if  0
0214:   pickup $108C picked_up
004D: jump_if_false £Label09D293
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $10A4
0008: $10BF +=  1  ;; integer values
000C: $10B3 -=  1  ;; integer values
0004: $10AD =  1  ;; integer values
0004: $10B1 =  0  ;; integer values
00D6: if  0
0038:   $10B3 ==  0  ;; integer values
004D: jump_if_false £Label09D291
0004: $10C8 =  0  ;; integer values
0004: $10C9 =  0  ;; integer values
0004: $10CA =  0  ;; integer values
0004: $10CB =  0  ;; integer values

:Label09D291
0051: return

:Label09D293
00D6: if  0
0038:   $10AE ==  0  ;; integer values
004D: jump_if_false £Label09D32B
00D6: if  0
0038:   $10B2 ==  1  ;; integer values
004D: jump_if_false £Label09D32B
00D6: if  0
0214:   pickup $108D picked_up
004D: jump_if_false £Label09D32B
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $10A5
0008: $10BF +=  1  ;; integer values
000C: $10B3 -=  1  ;; integer values
0004: $10AE =  1  ;; integer values
0004: $10B2 =  0  ;; integer values
00D6: if  0
0038:   $10B3 ==  0  ;; integer values
004D: jump_if_false £Label09D329
0004: $10C8 =  0  ;; integer values
0004: $10C9 =  0  ;; integer values
0004: $10CA =  0  ;; integer values
0004: $10CB =  0  ;; integer values

:Label09D329
0051: return

:Label09D32B
0051: return

:Label09D32D
00D6: if  0
0038:   $10C2 ==  1  ;; integer values
004D: jump_if_false £Label09D433
00AA: store_car $10C0 position_to $10D9 $10DA $10DB
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0086: $10E0 = $5F  ;; floating-point values only
0061: $10E0 -= $10D9  ;; floating-point values
0086: $10E1 = $60  ;; floating-point values only
0061: $10E1 -= $10DA  ;; floating-point values
0069: $10E0 *= $10E0  ;; floating-point values
0069: $10E1 *= $10E1  ;; floating-point values
0086: $10E2 = $10E0  ;; floating-point values only
0059: $10E2 += $10E1  ;; floating-point values
01FB: $10E2 = square_root $10E2
0005: $10BE =  640.0  ;; floating-point values
0071: $10BE /= $10E2  ;; floating-point values
00D6: if  0
0020:   $10BE >  20.0  ;; floating-point values
004D: jump_if_false £Label09D3D4
0005: $10BE =  20.0  ;; floating-point values

:Label09D3D4
00D6: if  0
0038:   $10B4 ==  1  ;; integer values
004D: jump_if_false £Label09D40C
00D6: if  0
0022:    20.0 > $10BE  ;; floating-point values
004D: jump_if_false £Label09D405
0005: $10BE =  20.0  ;; floating-point values

:Label09D405
0002: jump £Label09D42B

:Label09D40C
00D6: if  0
0022:    10.0 > $10BE  ;; floating-point values
004D: jump_if_false £Label09D42B
0005: $10BE =  10.0  ;; floating-point values

:Label09D42B
00AD: set_car $10C0 max_speed_to $10BE

:Label09D433
00D6: if  0
0038:   $10C3 ==  1  ;; integer values
004D: jump_if_false £Label09D50C
00D6: if  0
8118:   NOT   actor $10C1 dead
004D: jump_if_false £Label09D50C
00D6: if  0
00DB:   actor $10C1 in_car $10C0
004D: jump_if_false £Label09D504
00D6: if  0
0038:   $10D4 ==  0  ;; integer values
004D: jump_if_false £Label09D488
00AF: set_car $10C0 driver_behaviour_to  3
0004: $10D4 =  1  ;; integer values

:Label09D488
00D6: if  0
0038:   $10C2 ==  0  ;; integer values
004D: jump_if_false £Label09D4FD
00D6: if  0
8119:   NOT   car $1082 wrecked
004D: jump_if_false £Label09D4B1
00AE: unknown_set_car $1082 to_ignore_traffic_lights  2

:Label09D4B1
00D6: if  0
8119:   NOT   car $1083 wrecked
004D: jump_if_false £Label09D4C8
00AE: unknown_set_car $1083 to_ignore_traffic_lights  2

:Label09D4C8
00D6: if  0
8119:   NOT   car $1084 wrecked
004D: jump_if_false £Label09D4DF
00AE: unknown_set_car $1084 to_ignore_traffic_lights  2

:Label09D4DF
00D6: if  0
8119:   NOT   car $1085 wrecked
004D: jump_if_false £Label09D4F6
00AE: unknown_set_car $1085 to_ignore_traffic_lights  2

:Label09D4F6
0004: $10C2 =  1  ;; integer values

:Label09D4FD
0002: jump £Label09D50C

:Label09D504
01CC: actor $10C1 kill_player $PLAYER_CHAR

:Label09D50C
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $10C0 radius  80.0  80.0  0
004D: jump_if_false £Label09D539
02AA: set_car $10C0 immune_to_nonplayer  1
0002: jump £Label09D540

:Label09D539
02AA: set_car $10C0 immune_to_nonplayer  0

:Label09D540
00D6: if  0
8118:   NOT   actor $10C1 dead
004D: jump_if_false £Label09D690
00D6: if  0
00DB:   actor $10C1 in_car $10C0
004D: jump_if_false £Label09D688
00D6: if  0
8119:   NOT   car $10C0 wrecked
004D: jump_if_false £Label09D681
00D6: if  0
01AF:   car $10C0  0 ()near_point $10DC $10DD $10DE radius  5.0  5.0  5.0
004D: jump_if_false £Label09D642
00D6: if  0
0019:    16@ >  4000  ;; integer values
004D: jump_if_false £Label09D642
00D6: if  0
82CA:   NOT   car $10C0 bounding_sphere_visible
004D: jump_if_false £Label09D642
00AA: store_car $10C0 position_to $10D9 $10DA $10DB
03D3: point $10D9 $10DA $10DB get_nearby_vector $10D9 $10DA $10DB $10DF
00D6: if  0
838A:   NOT   car_in_cube $10D9 $10DA $10DB  5.0  5.0  5.0
004D: jump_if_false £Label09D642
00D6: if  0
80C2:   NOT   sphere_onscreen $10D9 $10DA $10DB  4.0
004D: jump_if_false £Label09D642
00AB: put_car $10C0 at $10D9 $10DA $10DB
0175: set_car $10C0 z_angle_to $10DF
0006:  16@ =  0  ;; integer values

:Label09D642
00D6: if  0
81AF:   NOT   car $10C0  0 ()near_point $10DC $10DD $10DE radius  4.0  4.0  4.0
004D: jump_if_false £Label09D681
00AA: store_car $10C0 position_to $10DC $10DD $10DE
0006:  16@ =  0  ;; integer values

:Label09D681
0002: jump £Label09D690

:Label09D688
01CC: actor $10C1 kill_player $PLAYER_CHAR

:Label09D690
00D6: if  0
8118:   NOT   actor $10C1 dead
004D: jump_if_false £Label09D767
00D6: if  0
00DB:   actor $10C1 in_car $10C0
004D: jump_if_false £Label09D75F
00D6: if  0
0119:   car $10C0 wrecked
004D: jump_if_false £Label09D758
00D6: if  0
02BF:   car $10C0 sunk
004D: jump_if_false £Label09D758
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $10C0 radius  50.0  50.0  0
004D: jump_if_false £Label09D758
00D6: if  0
82CA:   NOT   car $10C0 bounding_sphere_visible
004D: jump_if_false £Label09D758
00AA: store_car $10C0 position_to $10D9 $10DA $10DB
03D3: point $10D9 $10DA $10DB get_nearby_vector $10D9 $10DA $10DB $10DF
00D6: if  0
80C2:   NOT   sphere_onscreen $10D9 $10DA $10DB  3.0
004D: jump_if_false £Label09D758
00AB: put_car $10C0 at $10D9 $10DA $10DB
0175: set_car $10C0 z_angle_to $10DF

:Label09D758
0002: jump £Label09D767

:Label09D75F
01CC: actor $10C1 kill_player $PLAYER_CHAR

:Label09D767
00D6: if  0
8118:   NOT   actor $10C1 dead
004D: jump_if_false £Label09D822
00D6: if  0
00DB:   actor $10C1 in_car $10C0
004D: jump_if_false £Label09D81A
00D6: if  1
01F4:   car $10C0 flipped
01C1:   car $10C0 stopped
004D: jump_if_false £Label09D813
00D6: if  0
82CA:   NOT   car $10C0 bounding_sphere_visible
004D: jump_if_false £Label09D813
03ED: (unknown) $10C0  1 
00AA: store_car $10C0 position_to $10D9 $10DA $10DB
03D3: point $10D9 $10DA $10DB get_nearby_vector $10D9 $10DA $10DB $10DF
00D6: if  0
80C2:   NOT   sphere_onscreen $10D9 $10DA $10DB  3.0
004D: jump_if_false £Label09D813
00AB: put_car $10C0 at $10D9 $10DA $10DB
0175: set_car $10C0 z_angle_to $10DF
03ED: (unknown) $10C0  0 

:Label09D813
0002: jump £Label09D822

:Label09D81A
01CC: actor $10C1 kill_player $PLAYER_CHAR

:Label09D822
0051: return

:Label09D824
00D6: if  0
0038:   $10B5 ==  1  ;; integer values
004D: jump_if_false £Label09D8D0
01C3: remove_references_to_car $108E  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1092  ;; Like turning an actor into a random pedestrian
00D6: if  0
8121:   NOT   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label09D876
00A5: $108E = create_car #FAGGIO at -984.7 -73.1  9.9
0002: jump £Label09D897

:Label09D876
00A5: $108E = create_car #FAGGIO at -679.5  652.6  9.9
0175: set_car $108E z_angle_to  173.4

:Label09D897
0129: $1092 = create_actor  4 #WMYCR in_car $108E driverseat
01B2: give_actor $1092 weapon  23 ammo  30000  ;; Load the weapon model before using this
02AA: set_car $108E immune_to_nonplayer  1
00AF: set_car $108E driver_behaviour_to  5
00AE: unknown_set_car $108E to_ignore_traffic_lights  2
0008: $10B9 +=  1  ;; integer values
0004: $10B5 =  0  ;; integer values

:Label09D8D0
00D6: if  0
0038:   $10B6 ==  1  ;; integer values
004D: jump_if_false £Label09D97C
01C3: remove_references_to_car $108F  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1093  ;; Like turning an actor into a random pedestrian
00D6: if  0
8121:   NOT   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label09D922
00A5: $108F = create_car #FAGGIO at -984.7 -78.1  9.9
0002: jump £Label09D943

:Label09D922
00A5: $108F = create_car #FAGGIO at -679.5  657.6  9.9
0175: set_car $108F z_angle_to  173.4

:Label09D943
0129: $1093 = create_actor  4 #WMYCR in_car $108F driverseat
01B2: give_actor $1093 weapon  23 ammo  30000  ;; Load the weapon model before using this
02AA: set_car $108F immune_to_nonplayer  1
00AF: set_car $108F driver_behaviour_to  5
00AE: unknown_set_car $108F to_ignore_traffic_lights  2
0008: $10B9 +=  1  ;; integer values
0004: $10B6 =  0  ;; integer values

:Label09D97C
00D6: if  0
0038:   $10B7 ==  1  ;; integer values
004D: jump_if_false £Label09DA28
01C3: remove_references_to_car $1090  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1094  ;; Like turning an actor into a random pedestrian
00D6: if  0
8121:   NOT   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label09D9CE
00A5: $1090 = create_car #FAGGIO at -984.7 -83.1  9.9
0002: jump £Label09D9EF

:Label09D9CE
00A5: $1090 = create_car #FAGGIO at -679.5  662.6  9.9
0175: set_car $1090 z_angle_to  173.4

:Label09D9EF
0129: $1094 = create_actor  4 #WMYCR in_car $1090 driverseat
01B2: give_actor $1094 weapon  23 ammo  30000  ;; Load the weapon model before using this
02AA: set_car $1090 immune_to_nonplayer  1
00AF: set_car $1090 driver_behaviour_to  5
00AE: unknown_set_car $1090 to_ignore_traffic_lights  2
0008: $10B9 +=  1  ;; integer values
0004: $10B7 =  0  ;; integer values

:Label09DA28
00D6: if  0
0038:   $10B8 ==  1  ;; integer values
004D: jump_if_false £Label09DAD4
01C3: remove_references_to_car $1091  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1095  ;; Like turning an actor into a random pedestrian
00D6: if  0
8121:   NOT   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label09DA7A
00A5: $1091 = create_car #FAGGIO at -984.7 -88.1  9.9
0002: jump £Label09DA9B

:Label09DA7A
00A5: $1091 = create_car #FAGGIO at -679.5  667.6  9.9
0175: set_car $1091 z_angle_to  173.4

:Label09DA9B
0129: $1095 = create_actor  4 #WMYCR in_car $1091 driverseat
01B2: give_actor $1095 weapon  23 ammo  30000  ;; Load the weapon model before using this
02AA: set_car $1091 immune_to_nonplayer  1
00AF: set_car $1091 driver_behaviour_to  5
00AE: unknown_set_car $1091 to_ignore_traffic_lights  2
0008: $10B9 +=  1  ;; integer values
0004: $10B8 =  0  ;; integer values

:Label09DAD4
00D6: if  0
0038:   $10CC ==  0  ;; integer values
004D: jump_if_false £Label09DAED
0004: $10CC =  1  ;; integer values

:Label09DAED
0051: return

:Label09DAEF
00D6: if  0
0038:   $10BA ==  1  ;; integer values
004D: jump_if_false £Label09DCBB
00D6: if  0
8118:   NOT   actor $1092 dead
004D: jump_if_false £Label09DCBB
00A0: store_actor $1092 position_to $10E3 $10E4 $10E5
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1092 radius  50.0  50.0
004D: jump_if_false £Label09DBE6
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1092 radius  13.0  13.0
004D: jump_if_false £Label09DBDF
0086: $10E6 = $10E3  ;; floating-point values only
0009: $10E6 +=  20.0  ;; floating-point values
0086: $10E7 = $10E4  ;; floating-point values only
0009: $10E7 +=  20.0  ;; floating-point values
000D: $10E3 -=  20.0  ;; floating-point values
000D: $10E4 -=  20.0  ;; floating-point values
01C3: remove_references_to_car $108E  ;; Like turning a car into any random car
0327: $108E = create_random_car_with_actors -1 in_area $10E3 $10E4 $10E6 $10E7
00D6: if  0
8038:   NOT   $108E == -1  ;; integer values
004D: jump_if_false £Label09DBDF
020A: set_car $108E door_status_to  1
00AD: set_car $108E max_speed_to  0.0
01D5: actor $1092 go_to_and_drive_car $108E
0319: set_actor $1092 wander_state_to  1 (off)

:Label09DBDF
0002: jump £Label09DC73

:Label09DBE6
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if  0
80C2:   NOT   sphere_onscreen $10E3 $10E4 $10E5  3.0
004D: jump_if_false £Label09DC73
00D6: if  0
838A:   NOT   car_in_cube $10E3 $10E4 $10E5  3.0  3.0  2.0
004D: jump_if_false £Label09DC73
01C3: remove_references_to_car $108E  ;; Like turning a car into any random car
00A5: $108E = create_car #FAGGIO at $10E3 $10E4 $10E5
0175: set_car $108E z_angle_to $10E8
00D6: if  0
80DF:   NOT   actor $1092 driving
004D: jump_if_false £Label09DC73
036A: put_actor $1092 in_car $108E

:Label09DC73
00D6: if  0
8119:   NOT   car $108E wrecked
004D: jump_if_false £Label09DCBB
00D6: if  0
8118:   NOT   actor $1092 dead
004D: jump_if_false £Label09DCBB
00D6: if  0
00DB:   actor $1092 in_car $108E
004D: jump_if_false £Label09DCBB
00AF: set_car $108E driver_behaviour_to  5
00AE: unknown_set_car $108E to_ignore_traffic_lights  2
0004: $10BA =  0  ;; integer values

:Label09DCBB
0051: return

:Label09DCBD
00D6: if  0
0038:   $10BB ==  1  ;; integer values
004D: jump_if_false £Label09DE89
00D6: if  0
8118:   NOT   actor $1093 dead
004D: jump_if_false £Label09DE89
00A0: store_actor $1093 position_to $10E3 $10E4 $10E5
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1093 radius  50.0  50.0
004D: jump_if_false £Label09DDB4
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1093 radius  13.0  13.0
004D: jump_if_false £Label09DDAD
0086: $10E6 = $10E3  ;; floating-point values only
0009: $10E6 +=  20.0  ;; floating-point values
0086: $10E7 = $10E4  ;; floating-point values only
0009: $10E7 +=  20.0  ;; floating-point values
000D: $10E3 -=  20.0  ;; floating-point values
000D: $10E4 -=  20.0  ;; floating-point values
01C3: remove_references_to_car $108F  ;; Like turning a car into any random car
0327: $108F = create_random_car_with_actors -1 in_area $10E3 $10E4 $10E6 $10E7
00D6: if  0
8038:   NOT   $108F == -1  ;; integer values
004D: jump_if_false £Label09DDAD
020A: set_car $108F door_status_to  1
00AD: set_car $108F max_speed_to  0.0
01D5: actor $1093 go_to_and_drive_car $108F
0319: set_actor $1093 wander_state_to  1 (off)

:Label09DDAD
0002: jump £Label09DE41

:Label09DDB4
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if  0
80C2:   NOT   sphere_onscreen $10E3 $10E4 $10E5  3.0
004D: jump_if_false £Label09DE41
00D6: if  0
838A:   NOT   car_in_cube $10E3 $10E4 $10E5  3.0  3.0  2.0
004D: jump_if_false £Label09DE41
01C3: remove_references_to_car $108F  ;; Like turning a car into any random car
00A5: $108F = create_car #FAGGIO at $10E3 $10E4 $10E5
0175: set_car $108F z_angle_to $10E8
00D6: if  0
80DF:   NOT   actor $1093 driving
004D: jump_if_false £Label09DE41
036A: put_actor $1093 in_car $108F

:Label09DE41
00D6: if  0
8119:   NOT   car $108F wrecked
004D: jump_if_false £Label09DE89
00D6: if  0
8118:   NOT   actor $1093 dead
004D: jump_if_false £Label09DE89
00D6: if  0
00DB:   actor $1093 in_car $108F
004D: jump_if_false £Label09DE89
00AF: set_car $108F driver_behaviour_to  5
00AE: unknown_set_car $108F to_ignore_traffic_lights  2
0004: $10BB =  0  ;; integer values

:Label09DE89
0051: return

:Label09DE8B
00D6: if  0
0038:   $10BC ==  1  ;; integer values
004D: jump_if_false £Label09E057
00D6: if  0
8118:   NOT   actor $1094 dead
004D: jump_if_false £Label09E057
00A0: store_actor $1094 position_to $10E3 $10E4 $10E5
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1094 radius  50.0  50.0
004D: jump_if_false £Label09DF82
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1094 radius  13.0  13.0
004D: jump_if_false £Label09DF7B
0086: $10E6 = $10E3  ;; floating-point values only
0009: $10E6 +=  20.0  ;; floating-point values
0086: $10E7 = $10E4  ;; floating-point values only
0009: $10E7 +=  20.0  ;; floating-point values
000D: $10E3 -=  20.0  ;; floating-point values
000D: $10E4 -=  20.0  ;; floating-point values
01C3: remove_references_to_car $1090  ;; Like turning a car into any random car
0327: $1090 = create_random_car_with_actors -1 in_area $10E3 $10E4 $10E6 $10E7
00D6: if  0
8038:   NOT   $1090 == -1  ;; integer values
004D: jump_if_false £Label09DF7B
020A: set_car $1090 door_status_to  1
00AD: set_car $1090 max_speed_to  0.0
01D5: actor $1094 go_to_and_drive_car $1090
0319: set_actor $1094 wander_state_to  1 (off)

:Label09DF7B
0002: jump £Label09E00F

:Label09DF82
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if  0
80C2:   NOT   sphere_onscreen $10E3 $10E4 $10E5  3.0
004D: jump_if_false £Label09E00F
00D6: if  0
838A:   NOT   car_in_cube $10E3 $10E4 $10E5  3.0  3.0  2.0
004D: jump_if_false £Label09E00F
01C3: remove_references_to_car $1090  ;; Like turning a car into any random car
00A5: $1090 = create_car #FAGGIO at $10E3 $10E4 $10E5
0175: set_car $1090 z_angle_to $10E8
00D6: if  0
80DF:   NOT   actor $1094 driving
004D: jump_if_false £Label09E00F
036A: put_actor $1094 in_car $1090

:Label09E00F
00D6: if  0
8119:   NOT   car $1090 wrecked
004D: jump_if_false £Label09E057
00D6: if  0
8118:   NOT   actor $1094 dead
004D: jump_if_false £Label09E057
00D6: if  0
00DB:   actor $1094 in_car $1090
004D: jump_if_false £Label09E057
00AF: set_car $1090 driver_behaviour_to  5
00AE: unknown_set_car $1090 to_ignore_traffic_lights  2
0004: $10BC =  0  ;; integer values

:Label09E057
0051: return

:Label09E059
00D6: if  0
0038:   $10BD ==  1  ;; integer values
004D: jump_if_false £Label09E225
00D6: if  0
8118:   NOT   actor $1095 dead
004D: jump_if_false £Label09E225
00A0: store_actor $1095 position_to $10E3 $10E4 $10E5
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1095 radius  50.0  50.0
004D: jump_if_false £Label09E150
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1095 radius  13.0  13.0
004D: jump_if_false £Label09E149
0086: $10E6 = $10E3  ;; floating-point values only
0009: $10E6 +=  20.0  ;; floating-point values
0086: $10E7 = $10E4  ;; floating-point values only
0009: $10E7 +=  20.0  ;; floating-point values
000D: $10E3 -=  20.0  ;; floating-point values
000D: $10E4 -=  20.0  ;; floating-point values
01C3: remove_references_to_car $1091  ;; Like turning a car into any random car
0327: $1091 = create_random_car_with_actors -1 in_area $10E3 $10E4 $10E6 $10E7
00D6: if  0
8038:   NOT   $1091 == -1  ;; integer values
004D: jump_if_false £Label09E149
020A: set_car $1091 door_status_to  1
00AD: set_car $1091 max_speed_to  0.0
01D5: actor $1095 go_to_and_drive_car $1091
0319: set_actor $1095 wander_state_to  1 (off)

:Label09E149
0002: jump £Label09E1DD

:Label09E150
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if  0
80C2:   NOT   sphere_onscreen $10E3 $10E4 $10E5  3.0
004D: jump_if_false £Label09E1DD
00D6: if  0
838A:   NOT   car_in_cube $10E3 $10E4 $10E5  3.0  3.0  2.0
004D: jump_if_false £Label09E1DD
01C3: remove_references_to_car $1091  ;; Like turning a car into any random car
00A5: $1091 = create_car #FAGGIO at $10E3 $10E4 $10E5
0175: set_car $1091 z_angle_to $10E8
00D6: if  0
80DF:   NOT   actor $1095 driving
004D: jump_if_false £Label09E1DD
036A: put_actor $1095 in_car $1091

:Label09E1DD
00D6: if  0
8119:   NOT   car $1091 wrecked
004D: jump_if_false £Label09E225
00D6: if  0
8118:   NOT   actor $1095 dead
004D: jump_if_false £Label09E225
00D6: if  0
00DB:   actor $1095 in_car $1091
004D: jump_if_false £Label09E225
00AF: set_car $1091 driver_behaviour_to  5
00AE: unknown_set_car $1091 to_ignore_traffic_lights  2
0004: $10BD =  0  ;; integer values

:Label09E225
0051: return

:Label09E227
00D6: if  0
8119:   NOT   car $1082 wrecked
004D: jump_if_false £Label09E243
0164: disable_marker $109E
0004: $10C8 =  1  ;; integer values

:Label09E243
00D6: if  0
8119:   NOT   car $1083 wrecked
004D: jump_if_false £Label09E25F
0164: disable_marker $109F
0004: $10C9 =  1  ;; integer values

:Label09E25F
00D6: if  0
8119:   NOT   car $1084 wrecked
004D: jump_if_false £Label09E27B
0164: disable_marker $10A0
0004: $10CA =  1  ;; integer values

:Label09E27B
00D6: if  0
8119:   NOT   car $1085 wrecked
004D: jump_if_false £Label09E297
0164: disable_marker $10A1
0004: $10CB =  1  ;; integer values

:Label09E297
0051: return

;-------------Mission 26---------------
; Originally: Boomshine Saigon


:Label09E299
03A4: name_thread "PHIL2"
0050: gosub £Label09E2C7
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label09E2BE
0050: gosub £Label09FDEB

:Label09E2BE
0050: gosub £Label09FE4A
004E: end_thread

:Label09E2C7
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "PHIL2"
058E: set_restart_mission_taxi_destination -1004.5  311.1  9.9  155.7
0004: $1100 =  0  ;; integer values
0004: $1101 =  0  ;; integer values
0004: $1102 =  0  ;; integer values
0004: $1103 =  0  ;; integer values
0004: $1104 =  0  ;; integer values
0004: $1105 =  100  ;; integer values
0004: $1106 =  0  ;; integer values
0004: $1107 =  0  ;; integer values
0004: $1108 =  8  ;; integer values
0004: $1109 =  255  ;; integer values
0004: $110A =  0  ;; integer values
0004: $110B =  0  ;; integer values
0005: $5F =  0.0  ;; floating-point values
0005: $60 =  0.0  ;; floating-point values
0005: $61 =  0.0  ;; floating-point values
0005: $110C =  0.0  ;; floating-point values
0005: $110D =  0.0  ;; floating-point values
0005: $110E =  0.0  ;; floating-point values
0005: $110F =  0.0  ;; floating-point values
0005: $1110 =  0.0  ;; floating-point values
0005: $1111 =  0.0  ;; floating-point values
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSPHIL"
02F3: load_object #CUTOBJ01 "PHILBMB"
03CB: set_camera -1099.62  327.21  10.23
038B: load_requested_models

:Label09E3E5
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label09E403
0001: wait  0 ms
0002: jump £Label09E3E5

:Label09E403
00D6: if  0
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false £Label09E41E
0001: wait  0 ms
0002: jump £Label09E403

:Label09E41E
0395: clear_area  1 at -1083.1  321.1 range  11.2  300.0
02E4: load_cutscene_data "PHIL_2"
0244: set_cutscene_pos -1099.62  327.21  10.23
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $89 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $89 "CSPHIL"
02E5: $1112 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $1112 "PHILBMB"
0395: clear_area  1 at -1105.0  334.0 range  10.8  1.0
0055: put_player $PLAYER_CHAR at -1105.0  334.0  10.8
0171: set_player $PLAYER_CHAR z_angle_to  265.8
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label09E4E1
00D6: if  0
001A:    1073 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E504
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E4E1

:Label09E504
00BC: text_highpriority "PHIL2_A"  10000 ms  1  ;; Hey Phil, how's it goin?

:Label09E513
00D6: if  0
001A:    2713 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E536
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E513

:Label09E536
00BC: text_highpriority "PHIL2_B"  10000 ms  1  ;; Heeyyyy, Tommy. Howyadoin'? Ish been too long...

:Label09E545
00D6: if  0
001A:    8842 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E568
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E545

:Label09E568
00BC: text_highpriority "PHIL2_C"  10000 ms  1  ;; I swear you should lay off that boomshine, man -

:Label09E577
00D6: if  0
001A:    10547 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E59A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E577

:Label09E59A
00BC: text_highpriority "PHIL2_D"  10000 ms  1  ;; smells like paint stripper. Making my eyes burn...

:Label09E5A9
00D6: if  0
001A:    13397 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E5CC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E5A9

:Label09E5CC
00BC: text_highpriority "PHIL2_E"  10000 ms  1  ;; Shshs shhh youshelf Tommy,

:Label09E5DB
00D6: if  0
001A:    16619 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E5FE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E5DB

:Label09E5FE
00BC: text_highpriority "PHIL2_F"  10000 ms  1  ;; and come over here because there's someshin' I wanna show you.. someshin.

:Label09E60D
00D6: if  0
001A:    20734 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E630
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E60D

:Label09E630
00BC: text_highpriority "PHIL2_G"  10000 ms  1  ;; Woof! God! Should I be able to smell that from way over here? I'm feeling woozy.

:Label09E63F
00D6: if  0
001A:    24299 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E662
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E63F

:Label09E662
00BC: text_highpriority "PHIL2_H"  10000 ms  1  ;; Don'tchaworry about the shmell Tommy, you jush wash thish.

:Label09E671
00D6: if  0
001A:    32636 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E694
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E671

:Label09E694
00BC: text_highpriority "PHIL2_I"  10000 ms  1  ;; Shittycheapbatteriesh or shumin'. There'sh shum more on the bench.

:Label09E6A3
00D6: if  0
001A:    44824 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E6C8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E6A3

:Label09E6C8
00BC: text_highpriority "PHIL2_J"  10000 ms  1  ;; TA-DAAA!

:Label09E6D7
00D6: if  0
001A:    46000 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E6FC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E6D7

:Label09E6FC
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label09E742
020C: create_explosion  2 at -1083.8  352.7  11.3
020C: create_explosion  11 at -1083.8  352.7  11.3
020C: create_explosion  6 at -1083.8  352.7  11.3

:Label09E742
00D6: if  0
001A:    48307 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E767
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E742

:Label09E767
00BC: text_highpriority "PHIL2_K"  10000 ms  1  ;; Aww Damn!
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label09E7A7
00D6: if  1
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false £Label09E7A7
0050: gosub £Label09FE8C
0050: gosub £Label09FE8C
0050: gosub £Label09FE8C

:Label09E7A7
00D6: if  0
001A:    48807 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E7CC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E7A7

:Label09E7CC
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label09E7FD
00D6: if  1
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false £Label09E7FD
0050: gosub £Label09FE8C
0050: gosub £Label09FE8C
0050: gosub £Label09FE8C

:Label09E7FD
00D6: if  0
001A:    49307 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E822
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E7FD

:Label09E822
00BE: text_clear_all

:Label09E824
00D6: if  0
001A:    49907 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E849
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E824

:Label09E849
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label09E87A
00D6: if  1
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false £Label09E87A
0050: gosub £Label09FE8C
0050: gosub £Label09FE8C
0050: gosub £Label09FE8C

:Label09E87A
00D6: if  0
001A:    50007 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E89F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E87A

:Label09E89F
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label09E8D0
00D6: if  1
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false £Label09E8D0
0050: gosub £Label09FE8C
0050: gosub £Label09FE8C
0050: gosub £Label09FE8C

:Label09E8D0
00D6: if  0
001A:    51007 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E8F5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E8D0

:Label09E8F5
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label09E926
00D6: if  1
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false £Label09E926
0050: gosub £Label09FE8C
0050: gosub £Label09FE8C
0050: gosub £Label09FE8C

:Label09E926
00D6: if  0
001A:    52207 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E94B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E926

:Label09E94B
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label09E97C
00D6: if  1
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false £Label09E97C
0050: gosub £Label09FE8C
0050: gosub £Label09FE8C
0050: gosub £Label09FE8C

:Label09E97C
00BE: text_clear_all

:Label09E97E
00D6: if  0
001A:    53376 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label09E9A3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label09E97E

:Label09E9A3
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label09E9AC
00D6: if  0
016B:   fading
004D: jump_if_false £Label09E9C4
0001: wait  0 ms
0002: jump £Label09E9AC

:Label09E9C4
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0169: set_fade_color  0  0  0
0001: wait  500 ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  0  60000
0247: request_model #PATRIOT

:Label09EA05
00D6: if  0
8248:   NOT   model #PATRIOT available
004D: jump_if_false £Label09EA20
0001: wait  0 ms
0002: jump £Label09EA05

:Label09EA20
03CF: load_wav "PHIL2_1" as  2

:Label09EA2C
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label09EA46
0001: wait  0 ms
0002: jump £Label09EA2C

:Label09EA46
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label09EA6C
018A: $10FF = create_checkpoint_at -1183.0 -664.2  10.5

:Label09EA6C
023C: load_special_actor  1 "IGPHIL2"

:Label09EA78
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false £Label09EA92
0001: wait  0 ms
0002: jump £Label09EA78

:Label09EA92
00A5: $10F6 = create_car #PATRIOT at -1097.0  334.0  10.8
0175: set_car $10F6 z_angle_to  269.2
0369: put_player $PLAYER_CHAR in_car $10F6
0373: set_camera_directly_behind_player
01C8: $10F7 = create_actor  4 #SPECIAL01 in_car $10F6 passenger_seat  0
04F5: unknown_actor $10F7 kiss_player $PLAYER_CHAR on  1
03FD: set_player $PLAYER_CHAR handling_responsiveness $1108
052C: set_player $PLAYER_CHAR drunk_visuals  255
00D6: if  1
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false £Label09EAFB
0332: set_actor $10F7 bleeding_to  1 (true)

:Label09EAFB
039E: (unknown) $10F7  1 
0526: unknown_actor $10F7  1
015D: set_gamespeed  1.0
018A: $10FE = create_checkpoint_at -871.6 -469.5  9.9
03C4: set_status_text_to $1105  1 (bar) "PHI2_04"  ;; PHIL'S HEALTH:
0227: $1106 = car $10F6 health
0014: $1106 /=  10  ;; integer values
0006:  16@ =  0  ;; integer values
0006:  17@ =  0  ;; integer values
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "PHI2_01"  5000 ms  1  ;; ~g~Quick, get Phil to the hospital.

:Label09EB66
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $10F6 wrecked
004D: jump_if_false £Label09F367
00D6: if  0
00DC:   player $PLAYER_CHAR driving $10F6
004D: jump_if_false £Label09F367
00D6: if  0
0038:   $110B ==  0  ;; integer values
004D: jump_if_false £Label09F363
00D6: if  0
0038:   $110A ==  0  ;; integer values
004D: jump_if_false £Label09ECBA
00D6: if  0
001A:    85 > $1105  ;; integer values
004D: jump_if_false £Label09ECBA
03CF: load_wav "PHIL2_4" as  1

:Label09EBCF
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label09EC2E
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09EC11
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09EC27

:Label09EC11
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09EC27
0002: jump £Label09EBCF

:Label09EC2E
00BC: text_highpriority "PHI2_08"  5000 ms  1  ;; Watch out! Charlie in the tree line!
03D1: play_wav  1

:Label09EC41
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09ECA5
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09EC88
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09EC9E

:Label09EC88
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09EC9E
0002: jump £Label09EC41

:Label09ECA5
040D: unload_wav  1
03D5: remove_text "PHI2_08"  ;; Watch out! Charlie in the tree line!
0004: $110A =  1  ;; integer values

:Label09ECBA
00D6: if  0
0038:   $110A ==  1  ;; integer values
004D: jump_if_false £Label09EDD5
00D6: if  0
001A:    75 > $1105  ;; integer values
004D: jump_if_false £Label09EDD5
03CF: load_wav "PHIL2_5" as  1

:Label09ECEA
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label09ED49
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09ED2C
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09ED42

:Label09ED2C
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09ED42
0002: jump £Label09ECEA

:Label09ED49
00BC: text_highpriority "PHI2_09"  5000 ms  1  ;; Is it me or are the roads made of jelly?
03D1: play_wav  1

:Label09ED5C
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09EDC0
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09EDA3
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09EDB9

:Label09EDA3
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09EDB9
0002: jump £Label09ED5C

:Label09EDC0
040D: unload_wav  1
03D5: remove_text "PHI2_09"  ;; Is it me or are the roads made of jelly?
0004: $110A =  2  ;; integer values

:Label09EDD5
00D6: if  0
0038:   $110A ==  2  ;; integer values
004D: jump_if_false £Label09EEF0
00D6: if  0
001A:    65 > $1105  ;; integer values
004D: jump_if_false £Label09EEF0
03CF: load_wav "PHIL2_6" as  1

:Label09EE05
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label09EE64
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09EE47
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09EE5D

:Label09EE47
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09EE5D
0002: jump £Label09EE05

:Label09EE64
00BC: text_highpriority "PHI2_10"  5000 ms  1  ;; Broken Spoon to Mother Hen, you copy?
03D1: play_wav  1

:Label09EE77
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09EEDB
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09EEBE
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09EED4

:Label09EEBE
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09EED4
0002: jump £Label09EE77

:Label09EEDB
040D: unload_wav  1
03D5: remove_text "PHI2_10"  ;; Broken Spoon to Mother Hen, you copy?
0004: $110A =  3  ;; integer values

:Label09EEF0
00D6: if  0
0038:   $110A ==  3  ;; integer values
004D: jump_if_false £Label09F00B
00D6: if  0
001A:    55 > $1105  ;; integer values
004D: jump_if_false £Label09F00B
03CF: load_wav "PHIL2_7" as  1

:Label09EF20
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label09EF7F
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09EF62
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09EF78

:Label09EF62
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09EF78
0002: jump £Label09EF20

:Label09EF7F
00BC: text_highpriority "PHI2_11"  5000 ms  1  ;; Spooney Wooney Woo Woo Woooo!
03D1: play_wav  1

:Label09EF92
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09EFF6
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09EFD9
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09EFEF

:Label09EFD9
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09EFEF
0002: jump £Label09EF92

:Label09EFF6
040D: unload_wav  1
03D5: remove_text "PHI2_11"  ;; Spooney Wooney Woo Woo Woooo!
0004: $110A =  4  ;; integer values

:Label09F00B
00D6: if  0
0038:   $110A ==  4  ;; integer values
004D: jump_if_false £Label09F126
00D6: if  0
001A:    45 > $1105  ;; integer values
004D: jump_if_false £Label09F126
03CF: load_wav "PHIL2_8" as  1

:Label09F03B
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label09F09A
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09F07D
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09F093

:Label09F07D
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09F093
0002: jump £Label09F03B

:Label09F09A
00BC: text_highpriority "PHI2_12"  5000 ms  1  ;; He's come for me boy!
03D1: play_wav  1

:Label09F0AD
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09F111
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09F0F4
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09F10A

:Label09F0F4
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09F10A
0002: jump £Label09F0AD

:Label09F111
040D: unload_wav  1
03D5: remove_text "PHI2_12"  ;; He's come for me boy!
0004: $110A =  5  ;; integer values

:Label09F126
00D6: if  0
0038:   $110A ==  5  ;; integer values
004D: jump_if_false £Label09F241
00D6: if  0
001A:    35 > $1105  ;; integer values
004D: jump_if_false £Label09F241
03CF: load_wav "PHIL2_9" as  1

:Label09F156
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label09F1B5
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09F198
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09F1AE

:Label09F198
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09F1AE
0002: jump £Label09F156

:Label09F1B5
00BC: text_highpriority "PHI2_13"  5000 ms  1  ;; Black feathered wings beating all around...
03D1: play_wav  1

:Label09F1C8
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09F22C
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09F20F
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09F225

:Label09F20F
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09F225
0002: jump £Label09F1C8

:Label09F22C
040D: unload_wav  1
03D5: remove_text "PHI2_13"  ;; Black feathered wings beating all around...
0004: $110A =  6  ;; integer values

:Label09F241
00D6: if  0
0038:   $110A ==  6  ;; integer values
004D: jump_if_false £Label09F35C
00D6: if  0
001A:    25 > $1105  ;; integer values
004D: jump_if_false £Label09F35C
03CF: load_wav "PHIL210" as  1

:Label09F271
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label09F2D0
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09F2B3
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09F2C9

:Label09F2B3
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09F2C9
0002: jump £Label09F271

:Label09F2D0
00BC: text_highpriority "PHI2_14"  5000 ms  1  ;; It's beautiful, man ... it's beautiful ... but so cold ...
03D1: play_wav  1

:Label09F2E3
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09F347
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09F32A
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09F340

:Label09F32A
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09F340
0002: jump £Label09F2E3

:Label09F347
040D: unload_wav  1
03D5: remove_text "PHI2_14"  ;; It's beautiful, man ... it's beautiful ... but so cold ...
0004: $110A =  7  ;; integer values

:Label09F35C
0002: jump £Label09F367

:Label09F363
040D: unload_wav  1

:Label09F367
00D6: if  0
8119:   NOT   car $10F6 wrecked
004D: jump_if_false £Label09FDA8
00D6: if  1
01F4:   car $10F6 flipped
01C1:   car $10F6 stopped
004D: jump_if_false £Label09F393
0004: $1102 =  1  ;; integer values

:Label09F393
00D6: if  2
80DC:   NOT   player $PLAYER_CHAR driving $10F6
0038:   $1101 ==  0  ;; integer values
0038:   $1102 ==  0  ;; integer values
004D: jump_if_false £Label09F3DC
00BC: text_highpriority "IN_VEH"  5000 ms  1  ;; ~g~Hey! Get back in the vehicle!
0186: $10FD = create_marker_above_car $10F6
0164: disable_marker $10FE
0164: disable_marker $10FF
0004: $1101 =  1  ;; integer values

:Label09F3DC
00D6: if  1
00DC:   player $PLAYER_CHAR driving $10F6
0038:   $1101 ==  1  ;; integer values
004D: jump_if_false £Label09F45A
0164: disable_marker $10FD
0164: disable_marker $10FE
0164: disable_marker $10FF
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09F42B
018A: $10FE = create_checkpoint_at -871.6 -469.5  9.9

:Label09F42B
00D6: if  0
0038:   $1100 ==  1  ;; integer values
004D: jump_if_false £Label09F451
018A: $10FF = create_checkpoint_at -1183.0 -664.2  10.5

:Label09F451
00BE: text_clear_all
0004: $1101 =  0  ;; integer values

:Label09F45A
0227: $1104 = car $10F6 health
0014: $1104 /=  10  ;; integer values
00D6: if  0
001C:   $1106 > $1104  ;; integer values
004D: jump_if_false £Label09F494
0084: $1107 = $1106  ;; integer values and handles
0060: $1107 -= $1104  ;; integer values
0060: $1105 -= $1107  ;; integer values

:Label09F494
0084: $1106 = $1104  ;; integer values and handles
00D6: if  0
0019:    16@ >  1000  ;; integer values
004D: jump_if_false £Label09F4BD
000C: $1105 -=  1  ;; integer values
0006:  16@ =  0  ;; integer values

:Label09F4BD
00D6: if  0
001A:    1 > $1105  ;; integer values
004D: jump_if_false £Label09F4FA
00D6: if  0
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09F4E4
0321: kill_actor $10F7

:Label09F4E4
00BC: text_highpriority "PHI2_03"  5000 ms  1  ;; ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
0002: jump £Label09FDEB

:Label09F4FA
00D6: if  0
0019:    17@ >  20000  ;; integer values
004D: jump_if_false £Label09F532
000C: $1108 -=  1  ;; integer values
000C: $1109 -=  30  ;; integer values
03FD: set_player $PLAYER_CHAR handling_responsiveness $1108
052C: set_player $PLAYER_CHAR drunk_visuals $1109
0006:  17@ =  0  ;; integer values

:Label09F532
02E3: $1110 = car $10F6 speed
00D6: if  0
0020:   $1110 >  5.0  ;; floating-point values
004D: jump_if_false £Label09F6E0
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false £Label09F6E0
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0086: $110C = $5F  ;; floating-point values only
0009: $110C +=  10.0  ;; floating-point values
0086: $110D = $60  ;; floating-point values only
0009: $110D +=  10.0  ;; floating-point values
0086: $110E = $5F  ;; floating-point values only
000D: $110E -=  10.0  ;; floating-point values
0086: $110F = $60  ;; floating-point values only
000D: $110F -=  10.0  ;; floating-point values
0469: unknown_create_actor $10F8 in area $110C $110D $110E $110F unknown  1  0  0  0  0
00D6: if  0
8038:   NOT   $10F8 == -1  ;; integer values
004D: jump_if_false £Label09F6DB
010D: set_player $PLAYER_CHAR wanted_level_to  1
03CF: load_wav "PHIL211" as  1

:Label09F5F7
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label09F656
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09F639
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09F64F

:Label09F639
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09F64F
0002: jump £Label09F5F7

:Label09F656
00BC: text_highpriority "PHI2_15"  5000 ms  1  ;; 10-4 we've got a drunk driver.
03D1: play_wav  1

:Label09F669
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09F6CD
0001: wait  0 ms
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09F6B0
03A1: unknown_clear_point -871.6 -469.5  9.9 radius  7.0
0002: jump £Label09F6C6

:Label09F6B0
03A1: unknown_clear_point -1183.0 -664.2  10.5 radius  7.0

:Label09F6C6
0002: jump £Label09F669

:Label09F6CD
040D: unload_wav  1
03D5: remove_text "PHI2_15"  ;; 10-4 we've got a drunk driver.

:Label09F6DB
01C2: remove_references_to_actor $10F8  ;; Like turning an actor into a random pedestrian

:Label09F6E0
00D6: if  0
0038:   $1100 ==  0  ;; integer values
004D: jump_if_false £Label09F87F
00D6: if  0
8119:   NOT   car $10F6 wrecked
004D: jump_if_false £Label09F87F
00D6: if  0
00DC:   player $PLAYER_CHAR driving $10F6
004D: jump_if_false £Label09F87F
00D6: if  0
01B0:   car $10F6 stopped  1 (in-sphere)near_point -871.6 -469.5  9.9 radius  7.0  7.0  7.0
004D: jump_if_false £Label09F87F
0164: disable_marker $10FE
018A: $10FF = create_checkpoint_at -1183.0 -664.2  10.5
0004: $110B =  1  ;; integer values
00BC: text_highpriority "PHI2_05"  5000 ms  1  ;; Not the hospital, man! Too many cops and Viet Cong!
03D1: play_wav  2

:Label09F778
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09F797
0001: wait  0 ms
0002: jump £Label09F778

:Label09F797
040D: unload_wav  2
03D5: remove_text "PHI2_05"  ;; Not the hospital, man! Too many cops and Viet Cong!
03CF: load_wav "PHIL2_2" as  2

:Label09F7B1
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label09F7CB
0001: wait  0 ms
0002: jump £Label09F7B1

:Label09F7CB
00BC: text_highpriority "PHI2_06"  5000 ms  1  ;; There's an ex-army surgeon owes me a few favors and a lawnmower.
03D1: play_wav  2

:Label09F7DE
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09F7FD
0001: wait  0 ms
0002: jump £Label09F7DE

:Label09F7FD
040D: unload_wav  2
03D5: remove_text "PHI2_06"  ;; There's an ex-army surgeon owes me a few favors and a lawnmower.
03CF: load_wav "PHIL2_3" as  2

:Label09F817
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label09F831
0001: wait  0 ms
0002: jump £Label09F817

:Label09F831
00BC: text_highpriority "PHI2_07"  5000 ms  1  ;; He's got a place down Little Havana - ooo look, a giant fish.
03D1: play_wav  2

:Label09F844
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09F863
0001: wait  0 ms
0002: jump £Label09F844

:Label09F863
040D: unload_wav  2
03D5: remove_text "PHI2_07"  ;; He's got a place down Little Havana - ooo look, a giant fish.
0004: $110B =  0  ;; integer values
0004: $1100 =  1  ;; integer values

:Label09F87F
00D6: if  0
0038:   $1100 ==  1  ;; integer values
004D: jump_if_false £Label09FDA1
00D6: if  0
8119:   NOT   car $10F6 wrecked
004D: jump_if_false £Label09FD8B
00D6: if  0
00DC:   player $PLAYER_CHAR driving $10F6
004D: jump_if_false £Label09FD84
00D6: if  0
01B0:   car $10F6 stopped  1 (in-sphere)near_point -1183.0 -664.2  10.5 radius  7.0  7.0  7.0
004D: jump_if_false £Label09FD84
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
052C: set_player $PLAYER_CHAR drunk_visuals  0
00D6: if  0
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09F936
0174: $1111 = car $10F6 z_angle
00AB: put_car $10F6 at -1183.0 -664.2  10.5
0175: set_car $10F6 z_angle_to $1111
03E2: actor $10F7 exit_car
0245: set_actor $10F7 walk_style_to  48

:Label09F936
015F: set_camera_position -1178.1 -676.3  15.5  0.0  0.0  0.0
0160: point_camera -1183.7 -656.7  11.1  2
03BA: clear_cars_from_cube -1190.0 -671.2  17.5 -1174.0 -657.2  3.5
00D6: if  0
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09F9AD
011C: actor $10F7 clear_objective
0211: actor $10F7 walk_to -1218.9 -665.1

:Label09F9AD
0006:  16@ =  0  ;; integer values
0006:  17@ =  0  ;; integer values

:Label09F9BB
0001: wait  0 ms
00D6: if  0
0019:    17@ >  500  ;; integer values
004D: jump_if_false £Label09F9FF
00D6: if  0
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09F9F8
00D6: if  1
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false £Label09F9F8
0050: gosub £Label0A0258

:Label09F9F8
0006:  17@ =  0  ;; integer values

:Label09F9FF
00D6: if  0
0019:    16@ >  2000  ;; integer values
004D: jump_if_false £Label09FA27
0006:  16@ =  0  ;; integer values
0006:  17@ =  0  ;; integer values
0002: jump £Label09FA2E

:Label09FA27
0002: jump £Label09F9BB

:Label09FA2E
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09FAB7
00D6: if  0
0019:    17@ >  500  ;; integer values
004D: jump_if_false £Label09FA82
00D6: if  0
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09FA7B
00D6: if  1
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false £Label09FA7B
0050: gosub £Label0A0258

:Label09FA7B
0006:  17@ =  0  ;; integer values

:Label09FA82
00D6: if  21
00ED:   actor $10F7  0 ()near_point_on_foot -1218.9 -665.1 radius  3.0  3.0
0019:    16@ >  3000  ;; integer values
004D: jump_if_false £Label09FAB7
0002: jump £Label09FABE

:Label09FAB7
0002: jump £Label09FA2E

:Label09FABE
00D6: if  0
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09FAF6
011C: actor $10F7 clear_objective
00A1: put_actor $10F7 at -1191.7 -664.3  10.5
0211: actor $10F7 walk_to -1218.9 -665.1

:Label09FAF6
0006:  16@ =  0  ;; integer values
0006:  17@ =  0  ;; integer values
015F: set_camera_position -1174.3 -664.2  15.9  0.0  0.0  0.0
0160: point_camera -1184.5 -664.1  11.64  2

:Label09FB37
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09FBC0
00D6: if  0
0019:    17@ >  500  ;; integer values
004D: jump_if_false £Label09FB8B
00D6: if  0
8118:   NOT   actor $10F7 dead
004D: jump_if_false £Label09FB84
00D6: if  1
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false £Label09FB84
0050: gosub £Label0A0258

:Label09FB84
0006:  17@ =  0  ;; integer values

:Label09FB8B
00D6: if  21
00ED:   actor $10F7  0 ()near_point_on_foot -1218.9 -665.1 radius  3.0  3.0
0019:    16@ >  3000  ;; integer values
004D: jump_if_false £Label09FBC0
0002: jump £Label09FBC7

:Label09FBC0
0002: jump £Label09FB37

:Label09FBC7
015D: set_gamespeed  1.0
016A: fade  0 ()  500 ms

:Label09FBD5
00D6: if  0
016B:   fading
004D: jump_if_false £Label09FBED
0001: wait  0 ms
0002: jump £Label09FBD5

:Label09FBED
009B: destroy_actor_instantly $10F7
0213: $10F9 = create_pickup #M60 type  1 at -1105.9  335.3  11.1
0213: $10FA = create_pickup #ROCKETLA type  1 at -1105.9  330.3  11.1
0213: $10FB = create_pickup #MINIGUN type  1 at -1105.9  325.3  11.1
0213: $10FC = create_pickup #BOMB type  1 at -1105.9  320.3  11.1
03CB: set_camera -1038.4  309.7  20.9
015F: set_camera_position -1038.4  309.7  20.9  0.0  0.0  0.0
0160: point_camera -1065.6  322.1  21.7  2
016A: fade  1 (back)  500 ms

:Label09FCA1
00D6: if  0
016B:   fading
004D: jump_if_false £Label09FCB9
0001: wait  0 ms
0002: jump £Label09FCA1

:Label09FCB9
0394: play_music  1
00BA: text_styled "PHI_AS1"  5000 ms  6  ;; PHILS PLACE ASSET COMPLETED
0001: wait  5000 ms
03CB: set_camera -1093.2  345.0  14.3
015F: set_camera_position -1093.2  345.0  14.3  0.0  0.0  0.0
0160: point_camera -1110.1  331.3  11.0  2
00BC: text_highpriority "PHI_AS2"  6000 ms  1  ;; ~g~New Weapons available to purchase from Phils Place.
0001: wait  6000 ms
016A: fade  0 ()  500 ms

:Label09FD30
00D6: if  0
016B:   fading
004D: jump_if_false £Label09FD48
0001: wait  0 ms
0002: jump £Label09FD30

:Label09FD48
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
03CB: set_camera $5F $60 $61
016A: fade  1 (back)  500 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
052C: set_player $PLAYER_CHAR drunk_visuals $1109
0002: jump £Label09FDFC

:Label09FD84
0002: jump £Label09FDA1

:Label09FD8B
00BC: text_highpriority "PHI2_03"  5000 ms  1  ;; ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
0002: jump £Label09FDEB

:Label09FDA1
0002: jump £Label09FDBE

:Label09FDA8
00BC: text_highpriority "PHI2_03"  5000 ms  1  ;; ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
0002: jump £Label09FDEB

:Label09FDBE
00D6: if  0
0118:   actor $10F7 dead
004D: jump_if_false £Label09FDE4
00BC: text_highpriority "PHI2_03"  5000 ms  1  ;; ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
0002: jump £Label09FDEB

:Label09FDE4
0002: jump £Label09EB66

:Label09FDEB
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label09FDFC
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  4000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  4000
030C: set_mission_points +=  1
0318: set_latest_mission_passed "PHIL_2"  ;; Boomshine Saigon
0164: disable_marker $FD
04CE: $FD = create_icon_marker_without_sphere $1A7 at $1EC $1ED $1EE
0004: $FF =  1  ;; integer values
0051: return

:Label09FE4A
0004: $ONMISSION =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0249: release_model #PATRIOT
01C2: remove_references_to_actor $10F8  ;; Like turning an actor into a random pedestrian
0003: shake_camera  0
034F: destroy_actor_with_fade $10F7  ;; The actor fades away like a ghost
0296: unload_special_actor  1
0164: disable_marker $10FD
0164: disable_marker $10FE
0164: disable_marker $10FF
0151: remove_status_text $1105
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label09FE8C
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £Label0A0256
0400: create_coordinate $5F $60 $61 from_object $89 offset  .3  .3  .3
0437: scatter_particle  76  .1 at $5F $60 $61  0.0  0.0  0.0
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  8  0.0 at $5F $60 $61  0.0  1.0  .03
0437: scatter_particle  8  0.0 at $5F $60 $61  0.0  1.0  .03
0437: scatter_particle  8  0.0 at $5F $60 $61  0.0  1.0  .03
0437: scatter_particle  8  0.0 at $5F $60 $61  0.0  1.0  .03
0437: scatter_particle  8  0.0 at $5F $60 $61  0.0  1.0  .03
0437: scatter_particle  8  0.0 at $5F $60 $61  0.0  1.0  .03
0437: scatter_particle  8  0.0 at $5F $60 $61  0.0  1.0  .03
0437: scatter_particle  41  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  41  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  41  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  41  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  41  0.0 at $5F $60 $61  0.0  0.0  .03

:Label0A0256
0051: return

:Label0A0258
04C4: create_coordinate $5F $60 $61 from_actor $10F7 offset -.3  .3  .3
0437: scatter_particle  76  .1 at $5F $60 $61  0.0  0.0  0.0
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  7  0.0 at $5F $60 $61  0.0  0.0  .03
0437: scatter_particle  8  0.0 at $5F $60 $61  0.0  .1  .03
0437: scatter_particle  8  0.0 at $5F $60 $61  0.0  .1  .03
0437: scatter_particle  8  0.0 at $5F $60 $61  0.0  .1  .03
0437: scatter_particle  8  0.0 at $5F $60 $61  0.0  .1  .03
0437: scatter_particle  8  0.0 at $5F $60 $61  0.0  .1  .03
0437: scatter_particle  8  0.0 at $5F $60 $61  0.0  .1  .03
0437: scatter_particle  8  0.0 at $5F $60 $61  0.0  .1  .03
0051: return

;-------------Mission 27---------------
; Originally: Recruitment Drive


:Label0A056E
03A4: name_thread "PORNO1"
0050: gosub £Label0A059C
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0A0593
0050: gosub £Label0A310A

:Label0A0593
0050: gosub £Label0A315F
004E: end_thread

:Label0A059C
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "PORN1"
058E: set_restart_mission_taxi_destination  21.489  966.28  9.5  172.7
0004: $1123 =  0  ;; integer values
0004: $1124 =  0  ;; integer values
0004: $1122 =  0  ;; integer values
0005: $1130 =  0.0  ;; floating-point values
0004: $1125 =  0  ;; integer values
0004: $1126 =  0  ;; integer values
0004: $1127 =  0  ;; integer values
0004: $1128 =  0  ;; integer values
0004: $1129 =  0  ;; integer values
0004: $112A =  0  ;; integer values
0004: $112B =  0  ;; integer values
0005: $1131 =  0.0  ;; floating-point values
0005: $1132 =  0.0  ;; floating-point values
0005: $1133 =  0.0  ;; floating-point values
0005: $1134 =  0.0  ;; floating-point values
0004: $112C =  0  ;; integer values
0004: $112D =  0  ;; integer values
0004: $112E =  0  ;; integer values
0005: $112F =  0.0  ;; floating-point values
03CF: load_wav "MONO_3" as  1
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSDIREC"
023C: load_special_actor  3 "CSJUGGZ"
023C: load_special_actor  4 "CMRAMAN"
023C: load_special_actor  5 "MPORNA"
02F3: load_object #CUTOBJ01 "CS_CAM"
02F3: load_object #CUTOBJ02 "DRCHAIR"
03CB: set_camera -86.0  929.0  9.764
038B: load_requested_models

:Label0A06DF
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label0A0709
0001: wait  0 ms
0002: jump £Label0A06DF

:Label0A0709
00D6: if  21
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label0A0729
0001: wait  0 ms
0002: jump £Label0A0709

:Label0A0729
02E4: load_cutscene_data "PORN_1"
0244: set_cutscene_pos -69.128  920.965  9.764
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A3 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A3 "CSDIREC"
02E5: $1135 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $1135 "CSJUGGZ"
02E5: $C5 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $C5 "CMRAMAN"
02E5: $A4 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $A4 "MPORNA"
02E5: $D1 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D1 "CS_CAM"
02E5: $D7 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $D7 "DRCHAIR"
0395: clear_area  1 at -66.0  933.04 range  10.2  1.0
0055: put_player $PLAYER_CHAR at -66.0  933.04  10.2
0171: set_player $PLAYER_CHAR z_angle_to  275.6
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0A0825
00D6: if  0
001A:    2533 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0848
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0825

:Label0A0848
00BC: text_highpriority "POR1_A"  10000 ms  1  ;; Action.

:Label0A0857
00D6: if  0
001A:    3343 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A087A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0857

:Label0A087A
00BC: text_highpriority "POR1_B"  10000 ms  1  ;; Whoa! Now that's big.

:Label0A0889
00D6: if  0
001A:    6008 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A08AC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0889

:Label0A08AC
00BC: text_highpriority "POR1_C"  10000 ms  1  ;; 12 inches. That is regulation baby.

:Label0A08BB
00D6: if  0
001A:    11226 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A08DE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A08BB

:Label0A08DE
00BC: text_highpriority "POR1_D"  10000 ms  1  ;; CUT!! Who IS this idiot? You! YOU! Why are you in my space? WHY?

:Label0A08ED
00D6: if  0
001A:    16462 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0910
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A08ED

:Label0A0910
00BC: text_highpriority "POR1_E"  10000 ms  1  ;; What is all this crap?

:Label0A091F
00D6: if  0
001A:    18076 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0942
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A091F

:Label0A0942
00BC: text_highpriority "POR1_F"  10000 ms  1  ;; Aliens? Fishing poles?

:Label0A0951
00D6: if  0
001A:    20247 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0974
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0951

:Label0A0974
00BC: text_highpriority "POR1_G"  10000 ms  1  ;; Who's ever seen a shark that big?

:Label0A0983
00D6: if  0
001A:    22282 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A09A6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0983

:Label0A09A6
00BC: text_highpriority "POR1_H"  10000 ms  1  ;; All this stuff's gotta go.

:Label0A09B5
00D6: if  0
001A:    24320 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A09D8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A09B5

:Label0A09D8
00BC: text_highpriority "POR1_I"  10000 ms  1  ;; Why'd you get in this business, ya prick?

:Label0A09E7
00D6: if  0
001A:    26352 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0A0A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A09E7

:Label0A0A0A
00BC: text_highpriority "POR1_J"  10000 ms  1  ;; Huh?

:Label0A0A19
00D6: if  0
001A:    27126 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0A3C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0A19

:Label0A0A3C
00BC: text_highpriority "POR1_K"  10000 ms  1  ;; For the pussy, that's why! What is this??

:Label0A0A4B
00D6: if  0
001A:    30127 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0A6E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0A4B

:Label0A0A6E
00BC: text_highpriority "POR1_L"  10000 ms  1  ;; This is my art - SECURITY!

:Label0A0A7D
00D6: if  0
001A:    34028 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0AA2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0A7D

:Label0A0AA2
00BC: text_highpriority "POR1_M"  10000 ms  1  ;; Look, you pompous asshole, I own you now. I own all of this.

:Label0A0AB1
00D6: if  0
001A:    38273 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0AD6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0AB1

:Label0A0AD6
00BC: text_highpriority "POR1_N"  10000 ms  1  ;; We're gonna turn this place around...

:Label0A0AE5
00D6: if  0
001A:    40013 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0B0A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0AE5

:Label0A0B0A
00BC: text_highpriority "POR1_O"  10000 ms  1  ;; I'm gonna make you rich.

:Label0A0B19
00D6: if  0
001A:    42086 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0B3E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0B19

:Label0A0B3E
00BC: text_highpriority "POR1_P"  10000 ms  1  ;; Uh. You're - You - you're Tommy Vercetti? But I thought that you were...

:Label0A0B4D
00D6: if  0
001A:    46091 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0B72
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0B4D

:Label0A0B72
00BC: text_highpriority "POR1_Q"  10000 ms  1  ;; That's right.

:Label0A0B81
00D6: if  0
001A:    47169 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0BA6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0B81

:Label0A0BA6
00BC: text_highpriority "POR1_R"  10000 ms  1  ;; We're gonna be making some changes around here and start making some real money.

:Label0A0BB5
00D6: if  0
001A:    50143 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0BDA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0BB5

:Label0A0BDA
00BC: text_highpriority "POR1_S"  10000 ms  1  ;; Actually, have you ever thought about, umm...

:Label0A0BE9
00D6: if  0
001A:    52720 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0C0E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0BE9

:Label0A0C0E
00BC: text_highpriority "POR1_T"  10000 ms  1  ;; But first we're going to need some good-looking broads.

:Label0A0C1D
00D6: if  0
001A:    54090 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0C42
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0C1D

:Label0A0C42
00BC: text_highpriority "POR1_U"  10000 ms  1  ;; Yeh, girls are fine but you... whew!

:Label0A0C51
00D6: if  0
001A:    56976 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A0C76
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A0C51

:Label0A0C76
016A: fade  0 ()  1500 ms
00BE: text_clear_all
0001: wait  1000 ms
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label0A0CA4
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0A0CA4
03D1: play_wav  1

:Label0A0CA4
00D6: if  0
016B:   fading
004D: jump_if_false £Label0A0CBC
0001: wait  0 ms
0002: jump £Label0A0CA4

:Label0A0CBC
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0169: set_fade_color  0  0  0
0001: wait  500 ms
03CB: set_camera -67.0  939.297  10.94
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  0  60000
0247: request_model #WMYPI
0247: request_model #BMYCR
0247: request_model #HMYRI
0247: request_model #SENTINEL
0247: request_model #BAT
0247: request_model #TEC9
0247: request_model #STRETCH

:Label0A0D3A
00D6: if  22
8248:   NOT   model #WMYPI available
8248:   NOT   model #BMYCR available
8248:   NOT   model #HMYRI available
004D: jump_if_false £Label0A0D5C
0001: wait  0 ms
0002: jump £Label0A0D3A

:Label0A0D5C
00D6: if  23
8248:   NOT   model #SENTINEL available
8248:   NOT   model #BAT available
8248:   NOT   model #TEC9 available
8248:   NOT   model #STRETCH available
004D: jump_if_false £Label0A0D86
0001: wait  0 ms
0002: jump £Label0A0D5C

:Label0A0D86
023C: load_special_actor  1 "IGCANDY"
023C: load_special_actor  2 "IGMERC"

:Label0A0D9E
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label0A0DBC
0001: wait  0 ms
0002: jump £Label0A0D9E

:Label0A0DBC
038B: load_requested_models
018A: $111E = create_checkpoint_at -448.3  1324.6  10.7
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "POR1_01"  5000 ms  1  ;; ~g~Candy Suxxx would be perfect for a starring role!
00BB: text_lowpriority "POR1_23"  5000 ms  1  ;; ~g~Candy will be taking care of business ~h~Downtown~g~.
0481:  3.0

:Label0A0DFE
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -448.3  1324.6  10.7 radius  1.0  1.0  2.0
004D: jump_if_false £Label0A0E71
0001: wait  0 ms
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -448.3  1324.6  10.7 radius  20.0  20.0  20.0
004D: jump_if_false £Label0A0E6A
00DA: $111A = player $PLAYER_CHAR car

:Label0A0E6A
0002: jump £Label0A0DFE

:Label0A0E71
03CF: load_wav "PORN1_1" as  1
03CF: load_wav "PORN1_2" as  2

:Label0A0E89
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0A0EA7
0001: wait  0 ms
0002: jump £Label0A0E89

:Label0A0EA7
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
8119:   NOT   car $111A wrecked
004D: jump_if_false £Label0A0F06
00D6: if  0
01AD:   car $111A  0 ()near_point -448.3  1324.6  30.0  30.0
004D: jump_if_false £Label0A0F06
00AB: put_car $111A at -441.9  1337.0  10.7
0175: set_car $111A z_angle_to  289.8

:Label0A0F06
03BA: clear_cars_from_cube -584.8  1320.7  5.5 -309.7  1360.2  15.5
01EB: set_car_density_to  0.0
0055: put_player $PLAYER_CHAR at -448.3  1324.6  10.7
0171: set_player $PLAYER_CHAR z_angle_to  19.7
015F: set_camera_position -445.3  1321.8  13.0  0.0  0.0  0.0
0160: point_camera -450.3  1327.7  12.0  2
00BC: text_highpriority "POR1_26"  5000 ms  1  ;; ~g~Here's Candy, looks like she has been with Congressman Shrub again.
00A5: $111B = create_car #STRETCH at -492.4  1335.8  10.4
00AE: unknown_set_car $111B to_ignore_traffic_lights  2
0175: set_car $111B z_angle_to  276.1
0129: $111C = create_actor  4 #HMYRI in_car $111B driverseat
0229: set_car $111B color_to  34  34
01C8: $1114 = create_actor  5 #SPECIAL01 in_car $111B passenger_seat  2
04F5: unknown_actor $1114 kiss_player $PLAYER_CHAR on  1
01ED: reset_actor $1114 flags
02A9: set_actor $1114 immune_to_nonplayer  1
0245: set_actor $1114 walk_style_to  46
0319: set_actor $1114 wander_state_to  1 (off)
0568: $1114  1
053C: $1114  0
04BA: set_car $111B speed_instantly  15.0
00AD: set_car $111B max_speed_to  15.0
00A7: car $111B drive_to -448.4  1340.6  10.4
0006:  17@ =  0  ;; integer values

:Label0A1039
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $111B wrecked
004D: jump_if_false £Label0A10C3
00D6: if  0
0019:    17@ >  7000  ;; integer values
004D: jump_if_false £Label0A1067
0002: jump £Label0A10CA

:Label0A1067
00D6: if  0
81AF:   NOT   car $111B  0 ()near_point -448.4  1340.6  10.4 radius  4.0  4.0  4.0
004D: jump_if_false £Label0A10B2
00A7: car $111B drive_to -448.4  1340.6  10.4
0002: jump £Label0A10C3

:Label0A10B2
00AD: set_car $111B max_speed_to  0.0
0002: jump £Label0A10CA

:Label0A10C3
0002: jump £Label0A1039

:Label0A10CA
00D6: if  0
8119:   NOT   car $111B wrecked
004D: jump_if_false £Label0A10FC
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A10FC
00AD: set_car $111B max_speed_to  0.0
01D3: actor $1114 leave_car $111B

:Label0A10FC
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $111B wrecked
004D: jump_if_false £Label0A1267
01E9: $112B = car $111B num_passengers
00D6: if  0
0038:   $112B ==  0  ;; integer values
004D: jump_if_false £Label0A1260
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A124B
02EB: restore_camera_with_jumpcut
01D1: actor $1114 follow_actor $PLAYER_ACTOR
01D1: actor $PLAYER_ACTOR follow_actor $1114
00D6: if  0
8119:   NOT   car $111B wrecked
004D: jump_if_false £Label0A117A
00AD: set_car $111B max_speed_to  15.0
00A7: car $111B drive_to -338.6  1133.1  8.5

:Label0A117A
00A5: $1113 = create_car #SENTINEL at -492.4  1335.8  10.4
0175: set_car $1113 z_angle_to  276.1
00AE: unknown_set_car $1113 to_ignore_traffic_lights  2
02AA: set_car $1113 immune_to_nonplayer  1
0129: $1115 = create_actor  4 #WMYPI in_car $1113 driverseat
01B2: give_actor $1115 weapon  22 ammo  30000  ;; Load the weapon model before using this
02A9: set_actor $1115 immune_to_nonplayer  1
01C8: $1116 = create_actor  4 #BMYCR in_car $1113 passenger_seat  0
01B2: give_actor $1116 weapon  6 ammo  1  ;; Load the weapon model before using this
01ED: reset_actor $1116 flags
01C8: $1117 = create_actor  4 #BMYCR in_car $1113 passenger_seat  1
01B2: give_actor $1117 weapon  6 ammo  1  ;; Load the weapon model before using this
01ED: reset_actor $1117 flags
01C8: $1118 = create_actor  4 #BMYCR in_car $1113 passenger_seat  2
01B2: give_actor $1118 weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1118 flags
0187: $111F = create_marker_above_actor $1115
04BA: set_car $111B speed_instantly  15.0
00AD: set_car $1113 max_speed_to  15.0
00A7: car $1113 drive_to -448.4  1340.6  10.4

:Label0A124B
0006:  17@ =  0  ;; integer values
0002: jump £Label0A126E
0002: jump £Label0A1267

:Label0A1260
0002: jump £Label0A10FC

:Label0A1267
0002: jump £Label0A10FC

:Label0A126E
0001: wait  0 ms
00D6: if  0
0019:    17@ >  7000  ;; integer values
004D: jump_if_false £Label0A128C
0002: jump £Label0A12E3

:Label0A128C
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A12DC
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1114 radius  2.0  2.0
004D: jump_if_false £Label0A12DC
011C: actor $1114 clear_objective
011C: actor $PLAYER_ACTOR clear_objective
020E: actor $PLAYER_ACTOR look_at_actor $1114
020F: actor $1114 look_at_player $PLAYER_CHAR
0002: jump £Label0A12E3

:Label0A12DC
0002: jump £Label0A126E

:Label0A12E3
015F: set_camera_position -450.2  1328.1  12.8  0.0  0.0  0.0
0160: point_camera -449.9  1330.8  12.2  2
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  10000 ms
00BC: text_highpriority "POR1_04"  4000 ms  1  ;; Yo, Candy. I'm looking for movie talent - you interested?
03D1: play_wav  1

:Label0A1333
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0A134D
0001: wait  0 ms
0002: jump £Label0A1333

:Label0A134D
040D: unload_wav  1
03D5: remove_text "POR1_04"  ;; Yo, Candy. I'm looking for movie talent - you interested?
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A137E
0372: set_actor $1114 anim  19 wait_state_time  10000 ms

:Label0A137E
00D6: if  0
8118:   NOT   actor $1115 dead
004D: jump_if_false £Label0A13A6
00D6: if  0
8119:   NOT   car $1113 wrecked
004D: jump_if_false £Label0A13A6
01D3: actor $1115 leave_car $1113

:Label0A13A6
00BC: text_highpriority "POR1_05"  4000 ms  1  ;; Sure! But, you'd have to talk to my agent...
03D1: play_wav  2

:Label0A13B9
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A13F0
00D6: if  0
8118:   NOT   actor $1115 dead
004D: jump_if_false £Label0A13E5
020E: actor $1115 look_at_actor $PLAYER_ACTOR

:Label0A13E5
0001: wait  0 ms
0002: jump £Label0A13B9

:Label0A13F0
040D: unload_wav  2
03D5: remove_text "POR1_05"  ;; Sure! But, you'd have to talk to my agent...
03CF: load_wav "PRN1_3A" as  1
03CF: load_wav "PORN1_3" as  2

:Label0A1416
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0A1434
0001: wait  0 ms
0002: jump £Label0A1416

:Label0A1434
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A1465
0372: set_actor $1114 anim  0 wait_state_time  100 ms
00D6: if  0
8118:   NOT   actor $1115 dead
004D: jump_if_false £Label0A1465
020E: actor $1114 look_at_actor $1115

:Label0A1465
00BC: text_highpriority "POR1_06"  4000 ms  1  ;; The HELL are you doin'?
03D1: play_wav  2

:Label0A1478
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1115 dead
004D: jump_if_false £Label0A1497
0001: wait  0 ms
0002: jump £Label0A1478

:Label0A1497
040D: unload_wav  2
03D5: remove_text "POR1_06"  ;; The HELL are you doin'?
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -448.4  1340.6  10.4
0211: actor $PLAYER_ACTOR walk_to -448.4  1333.6
00BC: text_highpriority "POR1_07"  4000 ms  1  ;; You should have stayed at home today!
03D1: play_wav  1

:Label0A14DB
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0A14F5
0001: wait  0 ms
0002: jump £Label0A14DB

:Label0A14F5
040D: unload_wav  1
03D5: remove_text "POR1_07"  ;; You should have stayed at home today!
03CF: load_wav "PRN1_21" as  2

:Label0A150F
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0A1529
0001: wait  0 ms
0002: jump £Label0A150F

:Label0A1529
00D6: if  0
8118:   NOT   actor $1115 dead
004D: jump_if_false £Label0A1551
00D6: if  0
8119:   NOT   car $1113 wrecked
004D: jump_if_false £Label0A1551
01D5: actor $1115 go_to_and_drive_car $1113

:Label0A1551
00BC: text_highpriority "POR1_7B"  4000 ms  1  ;; Can you believe this asshole?
03D1: play_wav  2

:Label0A1564
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1115 dead
004D: jump_if_false £Label0A1583
0001: wait  0 ms
0002: jump £Label0A1564

:Label0A1583
040D: unload_wav  2
03D5: remove_text "POR1_7B"  ;; Can you believe this asshole?
00D6: if  0
8118:   NOT   actor $1116 dead
004D: jump_if_false £Label0A15D9
00D6: if  0
8118:   NOT   actor $1117 dead
004D: jump_if_false £Label0A15D9
00D6: if  0
8118:   NOT   actor $1118 dead
004D: jump_if_false £Label0A15D9
01CA: actor $1116 kill_player $PLAYER_CHAR
01CA: actor $1117 kill_player $PLAYER_CHAR
01CA: actor $1118 kill_player $PLAYER_CHAR

:Label0A15D9
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A15FE
0350: unknown_actor $1114 not_scared_flag  1
0004: $1128 =  1  ;; integer values
0002: jump £Label0A1614

:Label0A15FE
00BC: text_highpriority "POR1_03"  5000 ms  1  ;; ~r~Candy is dead!
0002: jump £Label0A310A

:Label0A1614
0001: wait  1000 ms
00D6: if  0
8119:   NOT   car $111B wrecked
004D: jump_if_false £Label0A1653
00D6: if  0
82CA:   NOT   car $111B bounding_sphere_visible
004D: jump_if_false £Label0A1653
00D6: if  0
8118:   NOT   actor $111C dead
004D: jump_if_false £Label0A164E
009B: destroy_actor_instantly $111C

:Label0A164E
00A6: destroy_car $111B

:Label0A1653
011C: actor $PLAYER_ACTOR clear_objective
01EB: set_car_density_to  1.0
01C3: remove_references_to_car $111A  ;; Like turning a car into any random car
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0164: disable_marker $111E
00BC: text_highpriority "POR1_02"  7000 ms  1  ;; ~g~ Go and take out Candy's pimp, then return and pick up Candy.
00D6: if  0
8119:   NOT   car $1113 wrecked
004D: jump_if_false £Label0A16A4
03CC: car $1113 add_to_stuck_car_check  1.5 =  4000

:Label0A16A4
0001: wait  0 ms
00D6: if  0
0038:   $1122 ==  0  ;; integer values
004D: jump_if_false £Label0A1B16
00D6: if  0
8118:   NOT   actor $1115 dead
004D: jump_if_false £Label0A1B0F
00D6: if  0
8119:   NOT   car $1113 wrecked
004D: jump_if_false £Label0A1B08
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1113 radius  80.0  80.0  0
004D: jump_if_false £Label0A1707
02AA: set_car $1113 immune_to_nonplayer  1
0002: jump £Label0A170E

:Label0A1707
02AA: set_car $1113 immune_to_nonplayer  0

:Label0A170E
0227: $1125 = car $1113 health
00D6: if  0
0018:   $1125 >  300  ;; integer values
004D: jump_if_false £Label0A1AF4
00D6: if  0
00DB:   actor $1115 in_car $1113
004D: jump_if_false £Label0A1AE1
01E9: $1123 = car $1113 num_passengers
00D6: if  0
0038:   $1123 ==  3  ;; integer values
004D: jump_if_false £Label0A189B
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $1113 radius  50.0  50.0  0
004D: jump_if_false £Label0A188A
00D6: if  0
0038:   $1127 ==  0  ;; integer values
004D: jump_if_false £Label0A1795
0006:  16@ =  0  ;; integer values
0004: $1127 =  1  ;; integer values

:Label0A1795
00AD: set_car $1113 max_speed_to  0.0
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0A1813
00D6: if  0
8118:   NOT   actor $1116 dead
004D: jump_if_false £Label0A180C
00D6: if  0
8118:   NOT   actor $1117 dead
004D: jump_if_false £Label0A180C
00D6: if  0
8118:   NOT   actor $1118 dead
004D: jump_if_false £Label0A180C
01CA: actor $1116 kill_player $PLAYER_CHAR
01CA: actor $1117 kill_player $PLAYER_CHAR
01CA: actor $1118 kill_player $PLAYER_CHAR
0004: $1123 =  0  ;; integer values
0004: $1126 =  0  ;; integer values
0004: $1127 =  0  ;; integer values

:Label0A180C
0002: jump £Label0A1883

:Label0A1813
00D6: if  0
0019:    16@ >  3000  ;; integer values
004D: jump_if_false £Label0A1883
00D6: if  0
8118:   NOT   actor $1116 dead
004D: jump_if_false £Label0A1883
00D6: if  0
8118:   NOT   actor $1117 dead
004D: jump_if_false £Label0A1883
00D6: if  0
8118:   NOT   actor $1118 dead
004D: jump_if_false £Label0A1883
01CA: actor $1116 kill_player $PLAYER_CHAR
01CA: actor $1117 kill_player $PLAYER_CHAR
01CA: actor $1118 kill_player $PLAYER_CHAR
0004: $1123 =  0  ;; integer values
0004: $1126 =  0  ;; integer values
0004: $1127 =  0  ;; integer values

:Label0A1883
0002: jump £Label0A1894

:Label0A188A
00AD: set_car $1113 max_speed_to  20.0

:Label0A1894
0002: jump £Label0A1A8A

:Label0A189B
00D6: if  0
0038:   $1126 ==  0  ;; integer values
004D: jump_if_false £Label0A18B9
00A8: set_car $1113 to_psycho_driver
0004: $1126 =  1  ;; integer values

:Label0A18B9
00AD: set_car $1113 max_speed_to  40.0
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1113 radius  100.0  100.0  0
004D: jump_if_false £Label0A1A8A
00D6: if  0
82CA:   NOT   car $1113 bounding_sphere_visible
004D: jump_if_false £Label0A1A8A
00D6: if  0
8118:   NOT   actor $1116 dead
004D: jump_if_false £Label0A195D
00D6: if  0
80DB:   NOT   actor $1116 in_car $1113
004D: jump_if_false £Label0A1956
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1116 radius  60.0  60.0
004D: jump_if_false £Label0A1956
0321: kill_actor $1116
01C2: remove_references_to_actor $1116  ;; Like turning an actor into a random pedestrian
01C8: $1116 = create_actor  4 #BMYCR in_car $1113 passenger_seat  0
01B2: give_actor $1116 weapon  22 ammo  30000  ;; Load the weapon model before using this

:Label0A1956
0002: jump £Label0A197A

:Label0A195D
01C2: remove_references_to_actor $1116  ;; Like turning an actor into a random pedestrian
01C8: $1116 = create_actor  4 #BMYCR in_car $1113 passenger_seat  0
01B2: give_actor $1116 weapon  22 ammo  30000  ;; Load the weapon model before using this

:Label0A197A
00D6: if  0
8118:   NOT   actor $1117 dead
004D: jump_if_false £Label0A19E5
00D6: if  0
80DB:   NOT   actor $1117 in_car $1113
004D: jump_if_false £Label0A19DE
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1117 radius  60.0  60.0
004D: jump_if_false £Label0A19DE
0321: kill_actor $1117
01C2: remove_references_to_actor $1117  ;; Like turning an actor into a random pedestrian
01C8: $1117 = create_actor  4 #BMYCR in_car $1113 passenger_seat  1
01B2: give_actor $1117 weapon  22 ammo  30000  ;; Load the weapon model before using this

:Label0A19DE
0002: jump £Label0A1A02

:Label0A19E5
01C2: remove_references_to_actor $1117  ;; Like turning an actor into a random pedestrian
01C8: $1117 = create_actor  4 #BMYCR in_car $1113 passenger_seat  1
01B2: give_actor $1117 weapon  22 ammo  30000  ;; Load the weapon model before using this

:Label0A1A02
00D6: if  0
8118:   NOT   actor $1118 dead
004D: jump_if_false £Label0A1A6D
00D6: if  0
80DB:   NOT   actor $1118 in_car $1113
004D: jump_if_false £Label0A1A66
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1118 radius  60.0  60.0
004D: jump_if_false £Label0A1A66
0321: kill_actor $1118
01C2: remove_references_to_actor $1118  ;; Like turning an actor into a random pedestrian
01C8: $1118 = create_actor  4 #BMYCR in_car $1113 passenger_seat  2
01B2: give_actor $1118 weapon  22 ammo  30000  ;; Load the weapon model before using this

:Label0A1A66
0002: jump £Label0A1A8A

:Label0A1A6D
01C2: remove_references_to_actor $1118  ;; Like turning an actor into a random pedestrian
01C8: $1118 = create_actor  4 #BMYCR in_car $1113 passenger_seat  2
01B2: give_actor $1118 weapon  22 ammo  30000  ;; Load the weapon model before using this

:Label0A1A8A
00D6: if  0
0038:   $1122 ==  0  ;; integer values
004D: jump_if_false £Label0A1AB6
00D6: if  0
03CE:   car $1113 stuck
004D: jump_if_false £Label0A1AB6
0477: unknown_car $1113  2  1000

:Label0A1AB6
00D6: if  0
01F4:   car $1113 flipped
004D: jump_if_false £Label0A1ADA
01D3: actor $1115 leave_car $1113
03CD: car $1113 remove_from_stuck_car_check
0004: $1122 =  1  ;; integer values

:Label0A1ADA
0002: jump £Label0A1AED

:Label0A1AE1
03CD: car $1113 remove_from_stuck_car_check
0004: $1122 =  1  ;; integer values

:Label0A1AED
0002: jump £Label0A1B08

:Label0A1AF4
01D3: actor $1115 leave_car $1113
03CD: car $1113 remove_from_stuck_car_check
0004: $1122 =  1  ;; integer values

:Label0A1B08
0002: jump £Label0A1B16

:Label0A1B0F
0002: jump £Label0A1DAB

:Label0A1B16
00D6: if  0
0038:   $1122 ==  1  ;; integer values
004D: jump_if_false £Label0A1CF9
00D6: if  0
8118:   NOT   actor $1115 dead
004D: jump_if_false £Label0A1CF2
00D6: if  0
0038:   $1124 ==  0  ;; integer values
004D: jump_if_false £Label0A1B63
0164: disable_marker $111F
0187: $111F = create_marker_above_actor $1115
01C3: remove_references_to_car $1113  ;; Like turning a car into any random car
0004: $1124 =  1  ;; integer values

:Label0A1B63
00D6: if  0
8449:   NOT   actor $1115 in_a_car
004D: jump_if_false £Label0A1CA5
01C3: remove_references_to_car $1113  ;; Like turning a car into any random car

:Label0A1B78
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $1115 dead
004D: jump_if_false £Label0A1C9E
00A0: store_actor $1115 position_to $1130 $1131 $1134
0086: $1132 = $1130  ;; floating-point values only
0009: $1132 +=  20.0  ;; floating-point values
0086: $1133 = $1131  ;; floating-point values only
0009: $1133 +=  20.0  ;; floating-point values
000D: $1130 -=  20.0  ;; floating-point values
000D: $1131 -=  20.0  ;; floating-point values
0327: $1113 = create_random_car_with_actors -1 in_area $1130 $1131 $1132 $1133
00D6: if  0
0038:   $1113 == -1  ;; integer values
004D: jump_if_false £Label0A1C0F
01C3: remove_references_to_car $1113  ;; Like turning a car into any random car
0193: set_actor $1115 objective_to_act_like_ped
0002: jump £Label0A1B78
0002: jump £Label0A1C9E

:Label0A1C0F
01EA: $1123 = car $1113 max_passengers
00D6: if  0
001A:    3 > $1123  ;; integer values
004D: jump_if_false £Label0A1C46
01C3: remove_references_to_car $1113  ;; Like turning a car into any random car
011C: actor $1115 clear_objective
0193: set_actor $1115 objective_to_act_like_ped
0002: jump £Label0A1B78
0002: jump £Label0A1C9E

:Label0A1C46
0227: $1125 = car $1113 health
00D6: if  0
001A:    300 > $1125  ;; integer values
004D: jump_if_false £Label0A1C79
01C3: remove_references_to_car $1113  ;; Like turning a car into any random car
0193: set_actor $1115 objective_to_act_like_ped
0002: jump £Label0A1B78
0002: jump £Label0A1C9E

:Label0A1C79
020A: set_car $1113 door_status_to  1
00AD: set_car $1113 max_speed_to  0.0
011C: actor $1115 clear_objective
01D5: actor $1115 go_to_and_drive_car $1113
0319: set_actor $1115 wander_state_to  1 (off)

:Label0A1C9E
0002: jump £Label0A1CEB

:Label0A1CA5
0164: disable_marker $111F
00D6: if  0
8119:   NOT   car $1113 wrecked
004D: jump_if_false £Label0A1CD6
0187: $111F = create_marker_above_actor $1115
00AE: unknown_set_car $1113 to_ignore_traffic_lights  2
03CC: car $1113 add_to_stuck_car_check  1.5 =  4000

:Label0A1CD6
0004: $1124 =  0  ;; integer values
0004: $1122 =  0  ;; integer values
0004: $1126 =  0  ;; integer values

:Label0A1CEB
0002: jump £Label0A1CF9

:Label0A1CF2
0002: jump £Label0A1DAB

:Label0A1CF9
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A1D8E
00D6: if  0
00F0:   actor $1114 stopped  0 ()near_point_on_foot -448.3  1324.6 radius  3.0  3.0
004D: jump_if_false £Label0A1D6A
00D6: if  0
0038:   $1128 ==  0  ;; integer values
004D: jump_if_false £Label0A1D63
01BE: set_actor $1114 to_look_at_spot -448.4  1340.6  10.7
0350: unknown_actor $1114 not_scared_flag  1
0004: $1128 =  1  ;; integer values

:Label0A1D63
0002: jump £Label0A1D87

:Label0A1D6A
0350: unknown_actor $1114 not_scared_flag  0
0239: actor $1114 run_to -448.3  1324.6
0004: $1128 =  0  ;; integer values

:Label0A1D87
0002: jump £Label0A1DA4

:Label0A1D8E
00BC: text_highpriority "POR1_03"  5000 ms  1  ;; ~r~Candy is dead!
0002: jump £Label0A310A

:Label0A1DA4
0002: jump £Label0A16A4

:Label0A1DAB
00BC: text_highpriority "POR1_24"  7000 ms  1  ;; ~g~Go back and collect Candy.
0164: disable_marker $111F
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A1DFD
0372: set_actor $1114 anim  0 wait_state_time  1 ms
0173: set_actor $1114 z_angle_to  14.9
0350: unknown_actor $1114 not_scared_flag  0
018A: $111E = create_checkpoint_at -448.3  1324.6  10.7

:Label0A1DFD
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -448.3  1326.6  10.7 radius  1.0  1.0  2.0
004D: jump_if_false £Label0A1EE3
0001: wait  0 ms
00D6: if  0
0118:   actor $1114 dead
004D: jump_if_false £Label0A1E5E
00BC: text_highpriority "POR1_03"  5000 ms  1  ;; ~r~Candy is dead!
0002: jump £Label0A310A
0002: jump £Label0A1EDC

:Label0A1E5E
00D6: if  0
00F0:   actor $1114 stopped  0 ()near_point_on_foot -448.3  1324.6 radius  3.0  3.0
004D: jump_if_false £Label0A1EBF
00D6: if  0
0038:   $1128 ==  0  ;; integer values
004D: jump_if_false £Label0A1EB8
01BE: set_actor $1114 to_look_at_spot -448.4  1340.6  10.7
0350: unknown_actor $1114 not_scared_flag  1
0004: $1128 =  1  ;; integer values

:Label0A1EB8
0002: jump £Label0A1EDC

:Label0A1EBF
0350: unknown_actor $1114 not_scared_flag  0
0239: actor $1114 run_to -448.3  1324.6
0004: $1128 =  0  ;; integer values

:Label0A1EDC
0002: jump £Label0A1DFD

:Label0A1EE3
01DF: tie_actor $1114 to_player $PLAYER_CHAR
0004: $1129 =  1  ;; integer values
0164: disable_marker $111E
03CF: load_wav "PRN1_16" as  1

:Label0A1F03
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A1F1D
0001: wait  0 ms
0002: jump £Label0A1F03

:Label0A1F1D
00BC: text_highpriority "POR1_27"  4000 ms  1  ;; Come on, let's go.
03D1: play_wav  1

:Label0A1F30
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A1F4F
0001: wait  0 ms
0002: jump £Label0A1F30

:Label0A1F4F
040D: unload_wav  1
03D5: remove_text "POR1_19"  ;; Hey!
00BB: text_lowpriority "POR1_12"  5000 ms  1  ;; ~g~Take Candy with you to meet up with Mercedes.
01C2: remove_references_to_actor $1116  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1117  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1118  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $1113  ;; Like turning a car into any random car
009A: $1119 = create_actor  5 #SPECIAL02 at -902.3  800.2  10.4
0173: set_actor $1119 z_angle_to  95.9
04F5: unknown_actor $1119 kiss_player $PLAYER_CHAR on  1
0245: set_actor $1119 walk_style_to  46
0319: set_actor $1119 wander_state_to  1 (off)
053C: $1119  0
0372: set_actor $1119 anim  19 wait_state_time  86400000 ms
0568: $1119  1
00A5: $1113 = create_car #SENTINEL at -858.0  796.5  10.9
0175: set_car $1113 z_angle_to  187.1
0376: $1116 = create_random_actor -887.5  800.5  10.3
0376: $1117 = create_random_actor -888.5  800.5  10.3
0376: $1118 = create_random_actor -888.6  801.2  10.3
03F9: make_actors $1116 $1117 converse_in  86400000 ms
03F9: make_actors $1118 $1117 converse_in  86400000 ms
018A: $1120 = create_checkpoint_at -900.8  796.0  10.3

:Label0A205F
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR $1129 near_point_on_foot -900.8  796.0  10.3 radius  1.0  1.0  2.0
004D: jump_if_false £Label0A242A
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A23D4
00D6: if  0
0038:   $1129 ==  1  ;; integer values
004D: jump_if_false £Label0A2167
00D6: if  0
8320:   NOT   actor $1114 in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0A2167
03CF: load_wav "PRN1_13" as  1

:Label0A20D5
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A20EF
0001: wait  0 ms
0002: jump £Label0A20D5

:Label0A20EF
00BC: text_highpriority "POR1_20"  4000 ms  1  ;; Tommy where are you going? Get back here!
03D1: play_wav  1

:Label0A2102
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A2121
0001: wait  0 ms
0002: jump £Label0A2102

:Label0A2121
040D: unload_wav  1
03D5: remove_text "POR1_20"  ;; Tommy where are you going? Get back here!
00BB: text_lowpriority "POR1_25"  4000 ms  1  ;; ~g~You have left Candy behind, go and get her.
0164: disable_marker $1120
0164: disable_marker $111E
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A2160
0187: $111E = create_marker_above_actor $1114

:Label0A2160
0004: $1129 =  0  ;; integer values

:Label0A2167
00D6: if  0
0038:   $1129 ==  0  ;; integer values
004D: jump_if_false £Label0A2234
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $1114 radius  8.0  8.0  8.0
004D: jump_if_false £Label0A2234
01DF: tie_actor $1114 to_player $PLAYER_CHAR
03CF: load_wav "PRN1_12" as  2

:Label0A21B1
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0A21CB
0001: wait  0 ms
0002: jump £Label0A21B1

:Label0A21CB
00BC: text_highpriority "POR1_19"  4000 ms  1  ;; Hey!
03D1: play_wav  2

:Label0A21DE
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A21FD
0001: wait  0 ms
0002: jump £Label0A21DE

:Label0A21FD
040D: unload_wav  2
03D5: remove_text "POR1_19"  ;; Hey!
0164: disable_marker $1120
0164: disable_marker $111E
00D6: if  0
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A222D
0187: $1120 = create_marker_above_actor $1119

:Label0A222D
0004: $1129 =  1  ;; integer values

:Label0A2234
00D6: if  0
001A:    2 > $112C  ;; integer values
004D: jump_if_false £Label0A23CD
00D6: if  0
0320:   actor $1114 in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0A23CD
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0A23CD
03C1: $111D = player $PLAYER_CHAR car
00D6: if  0
00DB:   actor $1114 in_car $111D
004D: jump_if_false £Label0A23CD
0227: $112E = car $111D health
02E3: $112F = car $111D speed
00D6: if  0
0020:   $112F >  15.0  ;; floating-point values
004D: jump_if_false £Label0A23CD
00D6: if  0
0038:   $112C ==  0  ;; integer values
004D: jump_if_false £Label0A233B
00D6: if  0
001A:    700 > $112E  ;; integer values
004D: jump_if_false £Label0A233B
03CF: load_wav "PRN1_17" as  1

:Label0A22DA
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A22F4
0001: wait  0 ms
0002: jump £Label0A22DA

:Label0A22F4
00BC: text_highpriority "POR1_28"  4000 ms  1  ;; Tommy be careful! My implants aren't insured yet!
03D1: play_wav  1

:Label0A2307
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A2326
0001: wait  0 ms
0002: jump £Label0A2307

:Label0A2326
040D: unload_wav  1
03D5: remove_text "POR1_28"  ;; Tommy be careful! My implants aren't insured yet!
0004: $112C =  1  ;; integer values

:Label0A233B
00D6: if  0
0038:   $112C ==  1  ;; integer values
004D: jump_if_false £Label0A23CD
00D6: if  0
001A:    400 > $112E  ;; integer values
004D: jump_if_false £Label0A23CD
03CF: load_wav "PRN1_19" as  1

:Label0A236C
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A2386
0001: wait  0 ms
0002: jump £Label0A236C

:Label0A2386
00BC: text_highpriority "POR1_30"  4000 ms  1  ;; I can't do porno after this!
03D1: play_wav  1

:Label0A2399
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A23B8
0001: wait  0 ms
0002: jump £Label0A2399

:Label0A23B8
040D: unload_wav  1
03D5: remove_text "POR1_30"  ;; I can't do porno after this!
0004: $112C =  2  ;; integer values

:Label0A23CD
0002: jump £Label0A23EA

:Label0A23D4
00BC: text_highpriority "POR1_03"  5000 ms  1  ;; ~r~Candy is dead!
0002: jump £Label0A310A

:Label0A23EA
00D6: if  0
0118:   actor $1119 dead
004D: jump_if_false £Label0A2417
00BC: text_highpriority "POR1_18"  5000 ms  1  ;; ~r~Mercedes is dead!
0002: jump £Label0A310A
0002: jump £Label0A2423

:Label0A2417
0372: set_actor $1119 anim  25 wait_state_time  86400000 ms

:Label0A2423
0002: jump £Label0A205F

:Label0A242A
0164: disable_marker $1120
0055: put_player $PLAYER_CHAR at -900.8  796.0  10.3
03DE: set_pedestrians_density_multiplier_to  0.0
00D6: if  0
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A246E
00A1: put_actor $1119 at -902.3  800.2  10.4

:Label0A246E
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -897.3  799.7  12.5  0.0  0.0  0.0
0160: point_camera -902.4  798.0  11.4  2
03CF: load_wav "PORN1_4" as  1
03CF: load_wav "PORN1_5" as  2

:Label0A24C4
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0A24E2
0001: wait  0 ms
0002: jump £Label0A24C4

:Label0A24E2
00D6: if  0
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A24FA
020E: actor $PLAYER_ACTOR look_at_actor $1119

:Label0A24FA
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  10000 ms
00BC: text_highpriority "POR1_08"  4000 ms  1  ;; Hey Mercedes!
03D1: play_wav  1

:Label0A2517
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0A2531
0001: wait  0 ms
0002: jump £Label0A2517

:Label0A2531
040D: unload_wav  1
03D5: remove_text "POR1_08"  ;; Hey Mercedes!
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms
00D6: if  0
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A255D
053D: $1119

:Label0A255D
0001: wait  100 ms
00D6: if  0
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A2579
01D1: actor $1119 follow_actor $PLAYER_ACTOR

:Label0A2579
00BC: text_highpriority "POR1_09"  4000 ms  1  ;; Hey Tommy! You wanna party?
03D1: play_wav  2

:Label0A258C
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A25AB
0001: wait  0 ms
0002: jump £Label0A258C

:Label0A25AB
040D: unload_wav  2
03D5: remove_text "POR1_09"  ;; Hey Tommy! You wanna party?
03CF: load_wav "PORN1_6" as  1
03CF: load_wav "PORN1_7" as  2

:Label0A25D1
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0A25EF
0001: wait  0 ms
0002: jump £Label0A25D1

:Label0A25EF
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  10000 ms
00BC: text_highpriority "POR1_10"  4000 ms  1  ;; Not now sweets. You interested in doing some movies?
03D1: play_wav  1

:Label0A260C
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0A2626
0001: wait  0 ms
0002: jump £Label0A260C

:Label0A2626
040D: unload_wav  1
03D5: remove_text "POR1_10"  ;; Not now sweets. You interested in doing some movies?
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms
00BC: text_highpriority "POR1_11"  4000 ms  1  ;; Of course. As long as it's cheap and sleazy.
03D1: play_wav  2

:Label0A2650
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A266F
0001: wait  0 ms
0002: jump £Label0A2650

:Label0A266F
040D: unload_wav  2
03D5: remove_text "POR1_11"  ;; Of course. As long as it's cheap and sleazy.
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  10000 ms
03CF: load_wav "PORN1_8" as  1

:Label0A2693
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A26AD
0001: wait  0 ms
0002: jump £Label0A2693

:Label0A26AD
00BC: text_highpriority "POR1_14"  4000 ms  1  ;; Heh heh - you're hired!
03D1: play_wav  1

:Label0A26C0
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0A26DA
0001: wait  0 ms
0002: jump £Label0A26C0

:Label0A26DA
040D: unload_wav  1
03D5: remove_text "POR1_14"  ;; Heh heh - you're hired!
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms
03DE: set_pedestrians_density_multiplier_to  1.0
00D6: if  0
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A2710
01DF: tie_actor $1119 to_player $PLAYER_CHAR

:Label0A2710
0004: $112A =  1  ;; integer values
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00BB: text_lowpriority "POR1_13"  5000 ms  1  ;; ~g~Take the girls back to the Studio to meet Steve.
018A: $1121 = create_checkpoint_at -60.2  934.5  10.6

:Label0A2747
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A28F4
00D6: if  0
001A:    2 > $112D  ;; integer values
004D: jump_if_false £Label0A28F4
00D6: if  0
0320:   actor $1114 in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0A28F4
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0A28F4
03C1: $111D = player $PLAYER_CHAR car
00D6: if  0
00DB:   actor $1114 in_car $111D
004D: jump_if_false £Label0A28F4
0227: $112E = car $111D health
02E3: $112F = car $111D speed
00D6: if  0
0020:   $112F >  15.0  ;; floating-point values
004D: jump_if_false £Label0A28F4
00D6: if  0
0038:   $112D ==  0  ;; integer values
004D: jump_if_false £Label0A2862
00D6: if  0
001A:    700 > $112E  ;; integer values
004D: jump_if_false £Label0A2862
03CF: load_wav "PRN1_18" as  1

:Label0A2801
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A281B
0001: wait  0 ms
0002: jump £Label0A2801

:Label0A281B
00BC: text_highpriority "POR1_29"  4000 ms  1  ;; You call that driving?
03D1: play_wav  1

:Label0A282E
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A284D
0001: wait  0 ms
0002: jump £Label0A282E

:Label0A284D
040D: unload_wav  1
03D5: remove_text "POR1_29"  ;; You call that driving?
0004: $112D =  1  ;; integer values

:Label0A2862
00D6: if  0
0038:   $112D ==  1  ;; integer values
004D: jump_if_false £Label0A28F4
00D6: if  0
001A:    400 > $112E  ;; integer values
004D: jump_if_false £Label0A28F4
03CF: load_wav "PRN1_20" as  1

:Label0A2893
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A28AD
0001: wait  0 ms
0002: jump £Label0A2893

:Label0A28AD
00BC: text_highpriority "POR1_31"  4000 ms  1  ;; What? Are you trying to kill me? I thought I was the star!
03D1: play_wav  1

:Label0A28C0
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A28DF
0001: wait  0 ms
0002: jump £Label0A28C0

:Label0A28DF
040D: unload_wav  1
03D5: remove_text "POR1_31"  ;; What? Are you trying to kill me? I thought I was the star!
0004: $112D =  2  ;; integer values

:Label0A28F4
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A2AA9
00D6: if  0
0038:   $1129 ==  1  ;; integer values
004D: jump_if_false £Label0A29C7
00D6: if  0
8320:   NOT   actor $1114 in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0A29C7
03CF: load_wav "PRN1_13" as  1

:Label0A2935
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A294F
0001: wait  0 ms
0002: jump £Label0A2935

:Label0A294F
00BC: text_highpriority "POR1_20"  4000 ms  1  ;; Tommy where are you going? Get back here!
03D1: play_wav  1

:Label0A2962
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A2981
0001: wait  0 ms
0002: jump £Label0A2962

:Label0A2981
040D: unload_wav  1
03D5: remove_text "POR1_20"  ;; Tommy where are you going? Get back here!
00BB: text_lowpriority "POR1_25"  4000 ms  1  ;; ~g~You have left Candy behind, go and get her.
0164: disable_marker $111E
0164: disable_marker $1121
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A29C0
0187: $111E = create_marker_above_actor $1114

:Label0A29C0
0004: $1129 =  0  ;; integer values

:Label0A29C7
00D6: if  0
0038:   $1129 ==  0  ;; integer values
004D: jump_if_false £Label0A2AA2
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $1114 radius  8.0  8.0  8.0
004D: jump_if_false £Label0A2AA2
01DF: tie_actor $1114 to_player $PLAYER_CHAR
03CF: load_wav "PRN1_12" as  2

:Label0A2A11
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0A2A2B
0001: wait  0 ms
0002: jump £Label0A2A11

:Label0A2A2B
00BC: text_highpriority "POR1_19"  4000 ms  1  ;; Hey!
03D1: play_wav  2

:Label0A2A3E
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A2A5D
0001: wait  0 ms
0002: jump £Label0A2A3E

:Label0A2A5D
040D: unload_wav  2
03D5: remove_text "POR1_19"  ;; Hey!
0164: disable_marker $111E
0164: disable_marker $1121
00D6: if  0
0038:   $112A ==  1  ;; integer values
004D: jump_if_false £Label0A2A9B
018A: $1121 = create_checkpoint_at -60.2  934.5  10.6

:Label0A2A9B
0004: $1129 =  1  ;; integer values

:Label0A2AA2
0002: jump £Label0A2ABF

:Label0A2AA9
00BC: text_highpriority "POR1_03"  5000 ms  1  ;; ~r~Candy is dead!
0002: jump £Label0A310A

:Label0A2ABF
00D6: if  0
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A2C74
00D6: if  0
0038:   $112A ==  1  ;; integer values
004D: jump_if_false £Label0A2B92
00D6: if  0
8320:   NOT   actor $1119 in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0A2B92
03CF: load_wav "PRN1_14" as  1

:Label0A2B00
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A2B1A
0001: wait  0 ms
0002: jump £Label0A2B00

:Label0A2B1A
00BC: text_highpriority "POR1_21"  4000 ms  1  ;; Where are you going?
03D1: play_wav  1

:Label0A2B2D
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A2B4C
0001: wait  0 ms
0002: jump £Label0A2B2D

:Label0A2B4C
040D: unload_wav  1
03D5: remove_text "POR1_21"  ;; Where are you going?
00BC: text_highpriority "TAXW3_1"  4000 ms  1  ;; ~g~Go and pick up Mercedes.
0164: disable_marker $1120
0164: disable_marker $1121
00D6: if  0
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A2B8B
0187: $1120 = create_marker_above_actor $1119

:Label0A2B8B
0004: $112A =  0  ;; integer values

:Label0A2B92
00D6: if  0
0038:   $112A ==  0  ;; integer values
004D: jump_if_false £Label0A2C6D
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $1119 radius  8.0  8.0  8.0
004D: jump_if_false £Label0A2C6D
01DF: tie_actor $1119 to_player $PLAYER_CHAR
03CF: load_wav "PRN1_15" as  2

:Label0A2BDC
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0A2BF6
0001: wait  0 ms
0002: jump £Label0A2BDC

:Label0A2BF6
00BC: text_highpriority "POR1_22"  4000 ms  1  ;; Tommy, when are we going to spend some time alone together?
03D1: play_wav  2

:Label0A2C09
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A2C28
0001: wait  0 ms
0002: jump £Label0A2C09

:Label0A2C28
040D: unload_wav  2
03D5: remove_text "POR1_22"  ;; Tommy, when are we going to spend some time alone together?
0164: disable_marker $1120
0164: disable_marker $1121
00D6: if  0
0038:   $1129 ==  1  ;; integer values
004D: jump_if_false £Label0A2C66
018A: $1121 = create_checkpoint_at -60.2  934.5  10.6

:Label0A2C66
0004: $112A =  1  ;; integer values

:Label0A2C6D
0002: jump £Label0A2C8A

:Label0A2C74
00BC: text_highpriority "POR1_18"  5000 ms  1  ;; ~r~Mercedes is dead!
0002: jump £Label0A310A

:Label0A2C8A
00D6: if  0
0038:   $112A ==  1  ;; integer values
004D: jump_if_false £Label0A2D85
00D6: if  0
0038:   $1129 ==  1  ;; integer values
004D: jump_if_false £Label0A2D85
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A2D85
00D6: if  0
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A2D85
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -65.0  934.1  9.8 radius  5.0  5.0  5.0
004D: jump_if_false £Label0A2D85
00D6: if  0
00FE:   actor $1114  0 ()near_point -65.0  934.1  9.8 radius  5.0  5.0  5.0
004D: jump_if_false £Label0A2D85
00D6: if  0
00FE:   actor $1119  0 ()near_point -65.0  934.1  9.8 radius  5.0  5.0  5.0
004D: jump_if_false £Label0A2D85
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0A2D7E
00DA: $111A = player $PLAYER_CHAR car
0174: $61 = car $111A z_angle

:Label0A2D7E
0002: jump £Label0A2D8C

:Label0A2D85
0002: jump £Label0A2747

:Label0A2D8C
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
8119:   NOT   car $111A wrecked
004D: jump_if_false £Label0A2DC3
00AB: put_car $111A at -54.0  942.1  9.8
0175: set_car $111A z_angle_to $61

:Label0A2DC3
015F: set_camera_position -50.7  927.4  10.1  0.0  0.0  0.0
0160: point_camera -85.3  960.7  22.7  2
03CF: load_wav "PRN1_10" as  1
03CF: load_wav "PORN1_9" as  2

:Label0A2E0E
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0A2E2C
0001: wait  0 ms
0002: jump £Label0A2E0E

:Label0A2E2C
00BC: text_highpriority "POR1_15"  4000 ms  1  ;; Tommy, you coming in for a warm-up?
03D1: play_wav  2

:Label0A2E3F
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A2E5E
0001: wait  0 ms
0002: jump £Label0A2E3F

:Label0A2E5E
040D: unload_wav  2
03D5: remove_text "POR1_15"  ;; Tommy, you coming in for a warm-up?
00BC: text_highpriority "POR1_16"  4000 ms  1  ;; Maybe later, babe...
03D1: play_wav  1

:Label0A2E7F
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0A2E99
0001: wait  0 ms
0002: jump £Label0A2E7F

:Label0A2E99
040D: unload_wav  1
03D5: remove_text "POR1_16"  ;; Maybe later, babe...
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A2ED1
01E0: clear_leader $1114
00D6: if  0
00DF:   actor $1114 driving
004D: jump_if_false £Label0A2ED1
03E2: actor $1114 exit_car

:Label0A2ED1
00D6: if  0
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A2EFB
01E0: clear_leader $1119
00D6: if  0
00DF:   actor $1119 driving
004D: jump_if_false £Label0A2EFB
03E2: actor $1119 exit_car

:Label0A2EFB
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A2F0B

:Label0A2F0B
00D6: if  0
00DF:   actor $1114 driving
004D: jump_if_false £Label0A2F36
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A2F2F

:Label0A2F2F
0002: jump £Label0A2F0B

:Label0A2F36
00D6: if  0
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A2F46

:Label0A2F46
00D6: if  0
00DF:   actor $1119 driving
004D: jump_if_false £Label0A2F71
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A2F6A

:Label0A2F6A
0002: jump £Label0A2F46

:Label0A2F71
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A2F95
011C: actor $1114 clear_objective
0211: actor $1114 walk_to -75.25  930.9

:Label0A2F95
00D6: if  0
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A2FB9
011C: actor $1119 clear_objective
0211: actor $1119 walk_to -75.25  930.9

:Label0A2FB9
015F: set_camera_position -63.3  933.9  12.9  0.0  0.0  0.0
0160: point_camera -78.1  930.8  10.5  2
00D6: if  0
8118:   NOT   actor $1119 dead
004D: jump_if_false £Label0A3010
00A1: put_actor $1119 at -62.3  933.6  9.9

:Label0A3010
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A3034
00A1: put_actor $1114 at -62.3  935.6  9.9

:Label0A3034
0006:  17@ =  0  ;; integer values

:Label0A303B
00D6: if  1
80EC:   NOT   actor $1114  0 ()near_point -75.25  930.9 radius  1.0  1.0
001B:    8000 >  17@  ;; integer values
004D: jump_if_false £Label0A3084
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A307D

:Label0A307D
0002: jump £Label0A303B

:Label0A3084
03CF: load_wav "PRN1_11" as  1

:Label0A3090
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A30AA
0001: wait  0 ms
0002: jump £Label0A3090

:Label0A30AA
00BC: text_highpriority "POR1_17"  4000 ms  1  ;; Whoa, cool shark!
03D1: play_wav  1

:Label0A30BD
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1114 dead
004D: jump_if_false £Label0A30DC
0001: wait  0 ms
0002: jump £Label0A30BD

:Label0A30DC
040D: unload_wav  1
03D5: remove_text "POR1_17"  ;; Whoa, cool shark!
009B: destroy_actor_instantly $1114
009B: destroy_actor_instantly $1119
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0002: jump £Label0A311B

:Label0A310A
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0A311B
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  1000  5000 ms  1  ;; MISSION PASSED! $~1~
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  1000
030C: set_mission_points +=  1
0318: set_latest_mission_passed "PORN_1"  ;; Recruitment Drive
004F: create_thread ££Label00C47E 
0004: $101 =  1  ;; integer values
0051: return

:Label0A315F
0004: $ONMISSION =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0249: release_model #WMYPI
0249: release_model #BMYCR
0249: release_model #HMYRI
0249: release_model #SENTINEL
0249: release_model #BAT
0249: release_model #TEC9
0249: release_model #STRETCH
034F: destroy_actor_with_fade $1114  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1119  ;; The actor fades away like a ghost
0296: unload_special_actor  1
0296: unload_special_actor  2
0164: disable_marker $111E
0164: disable_marker $1120
0164: disable_marker $111F
0164: disable_marker $1121
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 28---------------
; Originally: Dildo Dodo


:Label0A31BC
03A4: name_thread "PORNO2"
0050: gosub £Label0A31EA
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0A31E1
0050: gosub £Label0A4EC6

:Label0A31E1
0050: gosub £Label0A4F26
004E: end_thread

:Label0A31EA
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "PORN2"
058E: set_restart_mission_taxi_destination  21.489  966.28  9.5  172.7
0004: $113E =  6  ;; integer values
0004: $113F =  0  ;; integer values
0004: $1140 =  0  ;; integer values
0004: $1141 =  0  ;; integer values
0004: $1142 =  0  ;; integer values
0004: $1143 =  0  ;; integer values
0004: $1144 =  0  ;; integer values
0004: $1145 =  0  ;; integer values
0004: $1146 =  100  ;; integer values
0004: $1147 =  0  ;; integer values
0004: $1148 =  0  ;; integer values
0004: $1149 =  0  ;; integer values
0005: $1154 = -703.0  ;; floating-point values
0005: $1155 = -1496.0  ;; floating-point values
0005: $1156 =  45.0  ;; floating-point values
0005: $1157 = -601.0  ;; floating-point values
0005: $1158 =  660.0  ;; floating-point values
0005: $1159 =  44.0  ;; floating-point values
0005: $115A = -464.2  ;; floating-point values
0005: $115B =  1459.3  ;; floating-point values
0005: $115C =  40.0  ;; floating-point values
0005: $115D = -872.8  ;; floating-point values
0005: $115E =  805.8  ;; floating-point values
0005: $115F =  35.0  ;; floating-point values
0005: $1160 = -1130.2  ;; floating-point values
0005: $1161 = -182.7  ;; floating-point values
0005: $1162 =  36.0  ;; floating-point values
0005: $1163 = -867.4  ;; floating-point values
0005: $1164 = -343.2  ;; floating-point values
0005: $1165 =  40.0  ;; floating-point values
0005: $5F =  0.0  ;; floating-point values
0005: $60 =  0.0  ;; floating-point values
0005: $61 =  0.0  ;; floating-point values
0004: $114B =  0  ;; integer values
0004: $114C =  0  ;; integer values
0004: $114D =  0  ;; integer values
0004: $114E =  0  ;; integer values
0004: $114F =  0  ;; integer values
0004: $1150 =  0  ;; integer values
0004: $1151 =  0  ;; integer values
0004: $1152 =  0  ;; integer values
0004: $1153 =  0  ;; integer values
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSDIREC"
023C: load_special_actor  3 "CSMERC"
023C: load_special_actor  4 "CREWA"
023C: load_special_actor  5 "CREWB"
02F3: load_object #CUTOBJ01 "SCENERY"
02F3: load_object #CUTOBJ02 "DRCHAIR"
03CB: set_camera -86.0  929.0  9.764
038B: load_requested_models

:Label0A33EF
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label0A3419
0001: wait  0 ms
0002: jump £Label0A33EF

:Label0A3419
00D6: if  21
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label0A3439
0001: wait  0 ms
0002: jump £Label0A3419

:Label0A3439
02E4: load_cutscene_data "PORN_2"
0244: set_cutscene_pos -69.128  920.965  9.764
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A3 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A3 "CSDIREC"
02E5: $A2 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $A2 "CSMERC"
02E5: $C3 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $C3 "CREWA"
02E5: $C4 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $C4 "CREWB"
02E5: $1166 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $1166 "SCENERY"
02E5: $D7 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $D7 "DRCHAIR"
0395: clear_area  1 at -66.0  933.04 range  10.2  1.0
0055: put_player $PLAYER_CHAR at -66.0  933.04  10.2
0171: set_player $PLAYER_CHAR z_angle_to  275.6
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0A3535
00D6: if  0
001A:    6922 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A3558
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A3535

:Label0A3558
00BC: text_highpriority "POR2_A"  10000 ms  1  ;; How's filming going, Steve?

:Label0A3567
00D6: if  0
001A:    8243 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A358A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A3567

:Label0A358A
00BC: text_highpriority "POR2_B"  10000 ms  1  ;; Well, Candy is a natural and that new girl - she's insatiable!

:Label0A3599
00D6: if  0
001A:    13374 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A35BC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A3599

:Label0A35BC
00BC: text_highpriority "POR2_C"  10000 ms  1  ;; She went through half the cast and crew before I even took a light reading.

:Label0A35CB
00D6: if  0
001A:    17692 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A35EE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A35CB

:Label0A35EE
00BC: text_highpriority "POR2_D"  10000 ms  1  ;; Anyway, hey, tomorrow we're going on location to shoot the boat scenes -

:Label0A35FD
00D6: if  0
001A:    21037 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A3620
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A35FD

:Label0A3620
00BC: text_highpriority "POR2_E"  10000 ms  1  ;; Boat scenes?! What boat scenes?

:Label0A362F
00D6: if  0
001A:    23916 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A3652
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A362F

:Label0A3652
00BC: text_highpriority "POR2_F"  10000 ms  1  ;; The fishermen are in the throes of passion when this giant shark comes in -

:Label0A3661
00D6: if  0
001A:    26964 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A3684
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A3661

:Label0A3684
00BC: text_highpriority "POR2_G"  10000 ms  1  ;; What'd I say about the giant shark?

:Label0A3693
00D6: if  0
001A:    28660 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A36B6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A3693

:Label0A36B6
00BC: text_highpriority "POR2_Q"  10000 ms  1  ;; Oh, boy.

:Label0A36C5
00D6: if  0
001A:    30017 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A36E8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A36C5

:Label0A36E8
00BC: text_highpriority "POR2_H"  10000 ms  1  ;; I said, 'NO GIANT SHARK', alright?

:Label0A36F7
00D6: if  0
001A:    33395 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A371C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A36F7

:Label0A371C
00BC: text_highpriority "POR2_I"  10000 ms  1  ;; Just keep the cameras pointed at the poontang!

:Label0A372B
00D6: if  0
001A:    35819 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A3750
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A372B

:Label0A3750
00BC: text_highpriority "POR2_J"  10000 ms  1  ;; Ok ok, hey Tommy, a guy's gotta try, right?

:Label0A375F
00D6: if  0
001A:    38651 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A3784
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A375F

:Label0A3784
00BC: text_highpriority "POR2_K"  10000 ms  1  ;; Get those flyers printed up?

:Label0A3793
00D6: if  0
001A:    40472 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A37B8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A3793

:Label0A37B8
00BC: text_highpriority "POR2_L"  10000 ms  1  ;; Yeah, but nobody's gonna let us distribute those things, I mean

:Label0A37C7
00D6: if  0
001A:    43374 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A37EC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A37C7

:Label0A37EC
00BC: text_highpriority "POR2_M"  10000 ms  1  ;; They're just too, uh, they're unimaginative.

:Label0A37FB
00D6: if  0
001A:    46300 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A3820
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A37FB

:Label0A3820
00BC: text_highpriority "POR2_N"  10000 ms  1  ;; You don't worry about that.

:Label0A382F
00D6: if  0
001A:    47862 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A3854
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A382F

:Label0A3854
00BC: text_highpriority "POR2_O"  10000 ms  1  ;; I've got my own ideas for distribution.

:Label0A3863
00D6: if  0
001A:    49597 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A3888
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A3863

:Label0A3888
00D6: if  0
059A:   false
004D: jump_if_false £Label0A38C1

:Label0A3895
00D6: if  0
001A:    49697 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A38BA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A3895

:Label0A38BA
0002: jump £Label0A3932

:Label0A38C1
00BC: text_highpriority "POR2_P"  10000 ms  1  ;; O.K. Hey, Candy, uh - in my trailer.

:Label0A38D0
00D6: if  0
001A:    50597 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A38F5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A38D0

:Label0A38F5
00D6: if  0
001A:    53376 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A391A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A38F5

:Label0A391A
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false £Label0A3932
0001: wait  0 ms
0002: jump £Label0A391A

:Label0A3932
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0A393B
00D6: if  0
016B:   fading
004D: jump_if_false £Label0A3953
0001: wait  0 ms
0002: jump £Label0A393B

:Label0A3953
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0169: set_fade_color  0  0  0
0001: wait  500 ms
03CB: set_camera -67.0  939.297  10.94
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  0  60000
0247: request_model #SKIMMER

:Label0A39B6
00D6: if  0
8248:   NOT   model #SKIMMER available
004D: jump_if_false £Label0A39D1
0001: wait  0 ms
0002: jump £Label0A39B6

:Label0A39D1
01B6: set_weather  4
00A5: $1136 = create_car #SKIMMER at -141.1  1030.4  7.5
0175: set_car $1136 z_angle_to  180.0
0186: $1137 = create_marker_above_car $1136
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "POR2_01"  7000 ms  1  ;; ~g~There is a seaplane that was used as a prop in some old indie film round the back of the studios.
00BB: text_lowpriority "POR2_05"  5000 ms  1  ;; ~g~Use it to distribute the flyers around town.

:Label0A3A23
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1136 wrecked
004D: jump_if_false £Label0A3A58
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1136
004D: jump_if_false £Label0A3A51
0002: jump £Label0A3A66

:Label0A3A51
0002: jump £Label0A3A5F

:Label0A3A58
0002: jump £Label0A4EC6

:Label0A3A5F
0002: jump £Label0A3A23

:Label0A3A66
0164: disable_marker $1137
00BC: text_highpriority "POR2_02"  5000 ms  1  ;; ~g~Pick one of the checkpoints to start dropping the flyers from.
00BB: text_lowpriority "POR2_03"  5000 ms  1  ;; ~g~Drop the flyers all the way to the end checkpoint.
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to  2
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to  2
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to  2
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to  2
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to  2
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to  2
0006:  16@ =  0  ;; integer values
03C4: set_status_text_to $1146  1 (bar) "DILDO"  ;; Skimmer Fuel:
0006:  17@ =  0  ;; integer values

:Label0A3B24
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1136 wrecked
004D: jump_if_false £Label0A4D04
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1136
004D: jump_if_false £Label0A3B96
00D6: if  0
0038:   $114A ==  0  ;; integer values
004D: jump_if_false £Label0A3B96
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label0A3B85
03E5: text_box "PLANE_4"  ;; Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.
0002: jump £Label0A3B8F

:Label0A3B85
03E5: text_box "PLANE_H"  ;; Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.

:Label0A3B8F
0004: $114A =  1  ;; integer values

:Label0A3B96
00D6: if  0
0038:   $1145 ==  0  ;; integer values
004D: jump_if_false £Label0A408F
00D6: if  0
0038:   $113F ==  0  ;; integer values
004D: jump_if_false £Label0A3C78
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $1154 $1155 $1156 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A3C06
024F: create_corona  5.5  6  0 with_color  0  0  255 at_point $1154 $1155 $1156
0002: jump £Label0A3C78

:Label0A3C06
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1138
0005: $1154 = -872.0  ;; floating-point values
0005: $1155 = -574.0  ;; floating-point values
0005: $1156 =  55.0  ;; floating-point values
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to  0
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D
0004: $1145 =  1  ;; integer values
0004: $113F =  1  ;; integer values

:Label0A3C78
00D6: if  0
0038:   $1140 ==  0  ;; integer values
004D: jump_if_false £Label0A3D48
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $1157 $1158 $1159 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A3CD6
024F: create_corona  5.5  6  0 with_color  0  0  255 at_point $1157 $1158 $1159
0002: jump £Label0A3D48

:Label0A3CD6
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1138
0164: disable_marker $1139
0005: $1157 = -354.2  ;; floating-point values
0005: $1158 =  1088.0  ;; floating-point values
0005: $1159 =  47.0  ;; floating-point values
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to  0
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D
0004: $1145 =  1  ;; integer values
0004: $1140 =  1  ;; integer values

:Label0A3D48
00D6: if  0
0038:   $1141 ==  0  ;; integer values
004D: jump_if_false £Label0A3E18
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $115A $115B $115C radius  10.0  10.0  10.0
004D: jump_if_false £Label0A3DA6
024F: create_corona  5.5  6  0 with_color  0  0  255 at_point $115A $115B $115C
0002: jump £Label0A3E18

:Label0A3DA6
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0005: $115A = -861.4  ;; floating-point values
0005: $115B =  1084.8  ;; floating-point values
0005: $115C =  54.5  ;; floating-point values
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to  0
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D
0004: $1145 =  1  ;; integer values
0004: $1141 =  1  ;; integer values

:Label0A3E18
00D6: if  0
0038:   $1142 ==  0  ;; integer values
004D: jump_if_false £Label0A3EE8
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $115D $115E $115F radius  10.0  10.0  10.0
004D: jump_if_false £Label0A3E76
024F: create_corona  5.5  6  0 with_color  0  0  255 at_point $115D $115E $115F
0002: jump £Label0A3EE8

:Label0A3E76
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0005: $115D = -1070.8  ;; floating-point values
0005: $115E =  88.0  ;; floating-point values
0005: $115F =  35.0  ;; floating-point values
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to  0
0164: disable_marker $113C
0164: disable_marker $113D
0004: $1145 =  1  ;; integer values
0004: $1142 =  1  ;; integer values

:Label0A3EE8
00D6: if  0
0038:   $1143 ==  0  ;; integer values
004D: jump_if_false £Label0A3FB8
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $1160 $1161 $1162 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A3F46
024F: create_corona  5.5  6  0 with_color  0  0  255 at_point $1160 $1161 $1162
0002: jump £Label0A3FB8

:Label0A3F46
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0005: $1160 = -1433.8  ;; floating-point values
0005: $1161 = -807.1  ;; floating-point values
0005: $1162 =  45.5  ;; floating-point values
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to  0
0164: disable_marker $113D
0004: $1145 =  1  ;; integer values
0004: $1143 =  1  ;; integer values

:Label0A3FB8
00D6: if  0
0038:   $1144 ==  0  ;; integer values
004D: jump_if_false £Label0A4088
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $1163 $1164 $1165 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A4016
024F: create_corona  5.5  6  0 with_color  0  0  255 at_point $1163 $1164 $1165
0002: jump £Label0A4088

:Label0A4016
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D
0005: $1163 = -771.9  ;; floating-point values
0005: $1164 =  304.6  ;; floating-point values
0005: $1165 =  50.1  ;; floating-point values
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to  0
0004: $1145 =  1  ;; integer values
0004: $1144 =  1  ;; integer values

:Label0A4088
0002: jump £Label0A48CC

:Label0A408F
0209: $1149 = random_int  1  7
00D6: if  0
0038:   $1149 ==  1  ;; integer values
004D: jump_if_false £Label0A40B1
0050: gosub £Label0A4F71

:Label0A40B1
00D6: if  0
0038:   $1149 ==  2  ;; integer values
004D: jump_if_false £Label0A40D1
0050: gosub £Label0A4F71
0050: gosub £Label0A4F71

:Label0A40D1
00D6: if  0
0038:   $1149 ==  3  ;; integer values
004D: jump_if_false £Label0A40F8
0050: gosub £Label0A4F71
0050: gosub £Label0A4F71
0050: gosub £Label0A4F71

:Label0A40F8
00D6: if  0
0038:   $113F ==  1  ;; integer values
004D: jump_if_false £Label0A4246
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $1154 $1155 $1156 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A4156
024F: create_corona  5.5  6  0 with_color  255  0  0 at_point $1154 $1155 $1156
0002: jump £Label0A4246

:Label0A4156
000C: $113E -=  1  ;; integer values
00D6: if  0
0038:   $1140 ==  0  ;; integer values
004D: jump_if_false £Label0A4184
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to  2

:Label0A4184
00D6: if  0
0038:   $1141 ==  0  ;; integer values
004D: jump_if_false £Label0A41AB
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to  2

:Label0A41AB
00D6: if  0
0038:   $1142 ==  0  ;; integer values
004D: jump_if_false £Label0A41D2
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to  2

:Label0A41D2
00D6: if  0
0038:   $1143 ==  0  ;; integer values
004D: jump_if_false £Label0A41F9
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to  2

:Label0A41F9
00D6: if  0
0038:   $1144 ==  0  ;; integer values
004D: jump_if_false £Label0A4220
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to  2

:Label0A4220
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1138
0004: $1145 =  0  ;; integer values
0004: $113F =  2  ;; integer values

:Label0A4246
00D6: if  0
0038:   $1140 ==  1  ;; integer values
004D: jump_if_false £Label0A4394
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $1157 $1158 $1159 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A42A4
024F: create_corona  5.5  6  0 with_color  255  0  0 at_point $1157 $1158 $1159
0002: jump £Label0A4394

:Label0A42A4
000C: $113E -=  1  ;; integer values
00D6: if  0
0038:   $113F ==  0  ;; integer values
004D: jump_if_false £Label0A42D2
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to  2

:Label0A42D2
00D6: if  0
0038:   $1141 ==  0  ;; integer values
004D: jump_if_false £Label0A42F9
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to  2

:Label0A42F9
00D6: if  0
0038:   $1142 ==  0  ;; integer values
004D: jump_if_false £Label0A4320
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to  2

:Label0A4320
00D6: if  0
0038:   $1143 ==  0  ;; integer values
004D: jump_if_false £Label0A4347
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to  2

:Label0A4347
00D6: if  0
0038:   $1144 ==  0  ;; integer values
004D: jump_if_false £Label0A436E
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to  2

:Label0A436E
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1139
0004: $1145 =  0  ;; integer values
0004: $1140 =  2  ;; integer values

:Label0A4394
00D6: if  0
0038:   $1141 ==  1  ;; integer values
004D: jump_if_false £Label0A44E2
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $115A $115B $115C radius  10.0  10.0  10.0
004D: jump_if_false £Label0A43F2
024F: create_corona  5.5  6  0 with_color  255  0  0 at_point $115A $115B $115C
0002: jump £Label0A44E2

:Label0A43F2
000C: $113E -=  1  ;; integer values
00D6: if  0
0038:   $113F ==  0  ;; integer values
004D: jump_if_false £Label0A4420
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to  2

:Label0A4420
00D6: if  0
0038:   $1140 ==  0  ;; integer values
004D: jump_if_false £Label0A4447
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to  2

:Label0A4447
00D6: if  0
0038:   $1142 ==  0  ;; integer values
004D: jump_if_false £Label0A446E
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to  2

:Label0A446E
00D6: if  0
0038:   $1143 ==  0  ;; integer values
004D: jump_if_false £Label0A4495
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to  2

:Label0A4495
00D6: if  0
0038:   $1144 ==  0  ;; integer values
004D: jump_if_false £Label0A44BC
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to  2

:Label0A44BC
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $113A
0004: $1145 =  0  ;; integer values
0004: $1141 =  2  ;; integer values

:Label0A44E2
00D6: if  0
0038:   $1142 ==  1  ;; integer values
004D: jump_if_false £Label0A4630
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $115D $115E $115F radius  10.0  10.0  10.0
004D: jump_if_false £Label0A4540
024F: create_corona  5.5  6  0 with_color  255  0  0 at_point $115D $115E $115F
0002: jump £Label0A4630

:Label0A4540
000C: $113E -=  1  ;; integer values
00D6: if  0
0038:   $113F ==  0  ;; integer values
004D: jump_if_false £Label0A456E
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to  2

:Label0A456E
00D6: if  0
0038:   $1140 ==  0  ;; integer values
004D: jump_if_false £Label0A4595
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to  2

:Label0A4595
00D6: if  0
0038:   $1141 ==  0  ;; integer values
004D: jump_if_false £Label0A45BC
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to  2

:Label0A45BC
00D6: if  0
0038:   $1143 ==  0  ;; integer values
004D: jump_if_false £Label0A45E3
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to  2

:Label0A45E3
00D6: if  0
0038:   $1144 ==  0  ;; integer values
004D: jump_if_false £Label0A460A
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to  2

:Label0A460A
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $113B
0004: $1145 =  0  ;; integer values
0004: $1142 =  2  ;; integer values

:Label0A4630
00D6: if  0
0038:   $1143 ==  1  ;; integer values
004D: jump_if_false £Label0A477E
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $1160 $1161 $1162 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A468E
024F: create_corona  5.5  6  0 with_color  255  0  0 at_point $1160 $1161 $1162
0002: jump £Label0A477E

:Label0A468E
000C: $113E -=  1  ;; integer values
00D6: if  0
0038:   $113F ==  0  ;; integer values
004D: jump_if_false £Label0A46BC
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to  2

:Label0A46BC
00D6: if  0
0038:   $1140 ==  0  ;; integer values
004D: jump_if_false £Label0A46E3
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to  2

:Label0A46E3
00D6: if  0
0038:   $1141 ==  0  ;; integer values
004D: jump_if_false £Label0A470A
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to  2

:Label0A470A
00D6: if  0
0038:   $1142 ==  0  ;; integer values
004D: jump_if_false £Label0A4731
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to  2

:Label0A4731
00D6: if  0
0038:   $1144 ==  0  ;; integer values
004D: jump_if_false £Label0A4758
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to  2

:Label0A4758
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $113C
0004: $1145 =  0  ;; integer values
0004: $1143 =  2  ;; integer values

:Label0A477E
00D6: if  0
0038:   $1144 ==  1  ;; integer values
004D: jump_if_false £Label0A48CC
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  0 ()near_point $1163 $1164 $1165 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A47DC
024F: create_corona  5.5  6  0 with_color  255  0  0 at_point $1163 $1164 $1165
0002: jump £Label0A48CC

:Label0A47DC
000C: $113E -=  1  ;; integer values
00D6: if  0
0038:   $113F ==  0  ;; integer values
004D: jump_if_false £Label0A480A
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to  2

:Label0A480A
00D6: if  0
0038:   $1140 ==  0  ;; integer values
004D: jump_if_false £Label0A4831
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to  2

:Label0A4831
00D6: if  0
0038:   $1141 ==  0  ;; integer values
004D: jump_if_false £Label0A4858
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to  2

:Label0A4858
00D6: if  0
0038:   $1142 ==  0  ;; integer values
004D: jump_if_false £Label0A487F
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to  2

:Label0A487F
00D6: if  0
0038:   $1143 ==  0  ;; integer values
004D: jump_if_false £Label0A48A6
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to  2

:Label0A48A6
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $113D
0004: $1145 =  0  ;; integer values
0004: $1144 =  2  ;; integer values

:Label0A48CC
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1136
004D: jump_if_false £Label0A49DC
01BD: $1153 = current_time_in_ms
0084: $114D = $1146  ;; integer values and handles
0010: $114D *=  5000  ;; integer values
00D6: if  0
0038:   $114B ==  0  ;; integer values
004D: jump_if_false £Label0A493C
01BD: $114C = current_time_in_ms
00D6: if  0
0018:   $114D >  30000  ;; integer values
004D: jump_if_false £Label0A492D
0004: $114E =  30000  ;; integer values
0002: jump £Label0A4935

:Label0A492D
0084: $114E = $114D  ;; integer values and handles

:Label0A4935
0004: $114B =  1  ;; integer values

:Label0A493C
01BD: $114F = current_time_in_ms
0084: $1150 = $114F  ;; integer values and handles
0060: $1150 -= $114C  ;; integer values
0060: $114E -= $1150  ;; integer values
0084: $114C = $114F  ;; integer values and handles
0084: $1151 = $114E  ;; integer values and handles
0014: $1151 /=  1000  ;; integer values
01E5: text_1number_highpriority "PORN2_9" $1151  200 ms  1  ;; ~g~You have ~1~ seconds to return to a Skimmer before the mission ends.
00D6: if  0
001A:    1 > $1151  ;; integer values
004D: jump_if_false £Label0A49C5
00D6: if  0
001C:   $1153 > $1152  ;; integer values
004D: jump_if_false £Label0A49BE
00BC: text_highpriority "TAXI2"  3000 ms  1  ;; ~r~You're out of time!
0002: jump £Label0A4EC6

:Label0A49BE
0002: jump £Label0A49D5

:Label0A49C5
0084: $1152 = $1153  ;; integer values and handles
0008: $1152 +=  1000  ;; integer values

:Label0A49D5
0002: jump £Label0A49E3

:Label0A49DC
0004: $114B =  0  ;; integer values

:Label0A49E3
00D6: if  1
01F4:   car $1136 flipped
01C1:   car $1136 stopped
004D: jump_if_false £Label0A49FF
0004: $1148 =  1  ;; integer values

:Label0A49FF
00D6: if  2
80DC:   NOT   player $PLAYER_CHAR driving $1136
0038:   $1147 ==  0  ;; integer values
0038:   $1148 ==  0  ;; integer values
004D: jump_if_false £Label0A4A4D
0186: $1137 = create_marker_above_car $1136
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D
0004: $1147 =  1  ;; integer values

:Label0A4A4D
00D6: if  1
00DC:   player $PLAYER_CHAR driving $1136
0038:   $1147 ==  1  ;; integer values
004D: jump_if_false £Label0A4CFD
0164: disable_marker $1137
00D6: if  0
0038:   $113F ==  0  ;; integer values
004D: jump_if_false £Label0A4A93
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to  2

:Label0A4A93
00D6: if  0
0038:   $1140 ==  0  ;; integer values
004D: jump_if_false £Label0A4ABA
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to  2

:Label0A4ABA
00D6: if  0
0038:   $1141 ==  0  ;; integer values
004D: jump_if_false £Label0A4AE1
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to  2

:Label0A4AE1
00D6: if  0
0038:   $1142 ==  0  ;; integer values
004D: jump_if_false £Label0A4B08
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to  2

:Label0A4B08
00D6: if  0
0038:   $1143 ==  0  ;; integer values
004D: jump_if_false £Label0A4B2F
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to  2

:Label0A4B2F
00D6: if  0
0038:   $1144 ==  0  ;; integer values
004D: jump_if_false £Label0A4B56
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to  2

:Label0A4B56
00D6: if  0
0038:   $113F ==  1  ;; integer values
004D: jump_if_false £Label0A4B9B
0164: disable_marker $1138
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to  0
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D

:Label0A4B9B
00D6: if  0
0038:   $1140 ==  1  ;; integer values
004D: jump_if_false £Label0A4BE0
0164: disable_marker $1138
0164: disable_marker $1139
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to  0
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D

:Label0A4BE0
00D6: if  0
0038:   $1141 ==  1  ;; integer values
004D: jump_if_false £Label0A4C25
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to  0
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D

:Label0A4C25
00D6: if  0
0038:   $1142 ==  1  ;; integer values
004D: jump_if_false £Label0A4C6A
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to  0
0164: disable_marker $113C
0164: disable_marker $113D

:Label0A4C6A
00D6: if  0
0038:   $1143 ==  1  ;; integer values
004D: jump_if_false £Label0A4CAF
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to  0
0164: disable_marker $113D

:Label0A4CAF
00D6: if  0
0038:   $1144 ==  1  ;; integer values
004D: jump_if_false £Label0A4CF4
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to  0

:Label0A4CF4
00BE: text_clear_all
0004: $1147 =  0  ;; integer values

:Label0A4CFD
0002: jump £Label0A4D0B

:Label0A4D04
0002: jump £Label0A4EC6

:Label0A4D0B
00D6: if  0
0038:   $1146 ==  0  ;; integer values
004D: jump_if_false £Label0A4DC9
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1136
004D: jump_if_false £Label0A4D37
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:Label0A4D37
00D6: if  0
0019:    17@ >  3000  ;; integer values
004D: jump_if_false £Label0A4DC9
03F5: unknown_prepare_car $1136 for_explosion flag  1
020B: explode_car $1136
00AA: store_car $1136 position_to $5F $60 $61
020C: create_explosion  2 at $5F $60 $61
020C: create_explosion  11 at $5F $60 $61
020C: create_explosion  1 at $5F $60 $61
020C: create_explosion  6 at $5F $60 $61
039D: scatter_particles  17  .8  0  0  0  11000 at $5F $60 $61  .1  0.0  .2
0002: jump £Label0A4EC6

:Label0A4DC9
00D6: if  0
0018:   $1146 >  0  ;; integer values
004D: jump_if_false £Label0A4E03
00D6: if  0
0019:    17@ >  5000  ;; integer values
004D: jump_if_false £Label0A4DFC
000C: $1146 -=  1  ;; integer values
0006:  17@ =  0  ;; integer values

:Label0A4DFC
0002: jump £Label0A4E0A

:Label0A4E03
0004: $1146 =  0  ;; integer values

:Label0A4E0A
00D6: if  0
0018:   $1146 >  0  ;; integer values
004D: jump_if_false £Label0A4EA6
00D6: if  0
001A:    10 > $1146  ;; integer values
004D: jump_if_false £Label0A4EA6
00D6: if  0
8119:   NOT   car $1136 wrecked
004D: jump_if_false £Label0A4E71
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1136
004D: jump_if_false £Label0A4E67
00BC: text_highpriority "POR2_04"  5000 ms  1  ;; ~r~LOW FUEL!!!
0002: jump £Label0A4E71

:Label0A4E67
03D5: remove_text "POR2_04"  ;; ~r~LOW FUEL!!!

:Label0A4E71
00D6: if  0
0019:    16@ >  1000  ;; integer values
004D: jump_if_false £Label0A4EA6
00AA: store_car $1136 position_to $5F $60 $61
018C: play_sound  35 at $5F $60 $61
0006:  16@ =  0  ;; integer values

:Label0A4EA6
00D6: if  0
0038:   $113E ==  0  ;; integer values
004D: jump_if_false £Label0A4EBF
0002: jump £Label0A4ED7

:Label0A4EBF
0002: jump £Label0A3B24

:Label0A4EC6
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0A4ED7
00BE: text_clear_all
055A:  1
01E3: text_1number_styled "M_PASS"  2000  5000 ms  1  ;; MISSION PASSED! $~1~
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2000
014C: set_parked_car_generator $789 cars_to_generate_to  101
030C: set_mission_points +=  1
0318: set_latest_mission_passed "PORN_2"  ;; Dildo Dodo
004F: create_thread ££Label00C52C 
0004: $102 =  1  ;; integer values
0051: return

:Label0A4F26
0004: $ONMISSION =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0249: release_model #SKIMMER
0151: remove_status_text $113E
0151: remove_status_text $1146
0164: disable_marker $1137
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
01B7: release_weather
00D8: mission_cleanup
0051: return

:Label0A4F71
0407: create_coordinate $5F $60 $61 from_car $1136 offset  0.0 -2.0 -2.0
0437: scatter_particle  11  .8 at $5F $60 $61  0.0  0.0  0.0
0051: return

;-------------Mission 29---------------
; Originally: Martha's Mug Shot


:Label0A4FB1
03A4: name_thread "PORNO3"
0050: gosub £Label0A5029
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0A5020
00D6: if  0
0038:   $1187 ==  1  ;; integer values
004D: jump_if_false £Label0A5019
03B6: replace_model_at  568.54 -4.801  13.264 radius  80.0 from -155 (OD_WTSIGN) to -156 (OD_CHARIOT)
03B6: replace_model_at  568.54 -4.801  13.264 radius  80.0 from -157 (LODD_BUILDNEW) to -158 (LODCHARIOT)

:Label0A5019
0050: gosub £Label0A73A8

:Label0A5020
0050: gosub £Label0A7416
004E: end_thread

:Label0A5029
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "PORN3"
058E: set_restart_mission_taxi_destination  21.489  966.28  9.5  172.7
0004: $117F =  0  ;; integer values
0004: $1180 =  0  ;; integer values
0004: $1181 =  0  ;; integer values
0004: $1182 =  0  ;; integer values
0004: $1183 =  0  ;; integer values
0004: $1184 =  0  ;; integer values
0004: $1185 =  0  ;; integer values
0004: $1186 =  0  ;; integer values
0004: $1187 =  0  ;; integer values
0004: $118A =  0  ;; integer values
0004: $118C =  0  ;; integer values
0004: $118D =  0  ;; integer values
0004: $118E =  0  ;; integer values
0004: $118F =  0  ;; integer values
0004: $1190 =  0  ;; integer values
0004: $1191 =  0  ;; integer values
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSDIREC"
023C: load_special_actor  3 "CSCANDY"
023C: load_special_actor  4 "MPORNA"
023C: load_special_actor  5 "CMRAMAN"
02F3: load_object #CUTOBJ01 "CS_CAM"
02F3: load_object #CUTOBJ02 "DRCHAIR"
03CB: set_camera -86.0  929.0  9.764
038B: load_requested_models

:Label0A5139
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label0A5163
0001: wait  0 ms
0002: jump £Label0A5139

:Label0A5163
00D6: if  21
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label0A5183
0001: wait  0 ms
0002: jump £Label0A5163

:Label0A5183
02E4: load_cutscene_data "PORN_3"
0244: set_cutscene_pos -69.128  920.965  9.764
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A3 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A3 "CSDIREC"
02E5: $A5 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $A5 "CSCANDY"
02E5: $A4 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $A4 "MPORNA"
02E5: $C5 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $C5 "CMRAMAN"
02E5: $D1 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D1 "CS_CAM"
02E5: $D7 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $D7 "DRCHAIR"
0395: clear_area  1 at -66.0  933.04 range  10.2  1.0
0055: put_player $PLAYER_CHAR at -66.0  933.04  10.2
0171: set_player $PLAYER_CHAR z_angle_to  275.6
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0A527F
00D6: if  0
001A:    5363 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A52A2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A527F

:Label0A52A2
00BC: text_highpriority "POR3_A"  10000 ms  1  ;; Ok, what's the problem now?

:Label0A52B1
00D6: if  0
001A:    7267 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A52D4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A52B1

:Label0A52D4
00BC: text_highpriority "POR3_B"  10000 ms  1  ;; SSShhhh!

:Label0A52E3
00D6: if  0
001A:    8405 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A5306
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A52E3

:Label0A5306
00BC: text_highpriority "POR3_C"  10000 ms  1  ;; Well, after his close encounter with the nympho-invaders,

:Label0A5315
00D6: if  0
001A:    11940 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A5338
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A5315

:Label0A5338
00BC: text_highpriority "POR3_D"  10000 ms  1  ;; our hero finds himself unable to think of anything but this huge phallic mountain -

:Label0A5347
00D6: if  0
001A:    17623 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A536A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A5347

:Label0A536A
00BC: text_highpriority "POR3_E"  10000 ms  1  ;; and that's when I want to do the scene with the vat of mashed potatoes, but then we, uh -

:Label0A5379
00D6: if  0
001A:    20572 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A539C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A5379

:Label0A539C
00BC: text_highpriority "POR3_F"  10000 ms  1  ;; I don't give a crap about that!

:Label0A53AB
00D6: if  0
001A:    23405 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A53CE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A53AB

:Label0A53CE
00BC: text_highpriority "POR3_G"  10000 ms  1  ;; J - Just keep going, keep going!

:Label0A53DD
00D6: if  0
001A:    24264 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A5400
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A53DD

:Label0A5400
00D6: if  0
001A:    25472 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A5423
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A5400

:Label0A5423
00BC: text_highpriority "POR3_I"  10000 ms  1  ;; You mentioned something about some legal problem on the phone?

:Label0A5432
00D6: if  0
001A:    29817 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A5455
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A5432

:Label0A5455
00BC: text_highpriority "POR3_J"  10000 ms  1  ;; Congressman Alex Shrub has jumped on the pre-election bandwagon, he's going after the puritan vote.

:Label0A5464
00D6: if  0
001A:    35410 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A5489
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A5464

:Label0A5489
00BC: text_highpriority "POR3_K"  10000 ms  1  ;; Rumors are he's gonna support measures to restrict, shall we say,

:Label0A5498
00D6: if  0
001A:    38788 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A54BD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A5498

:Label0A54BD
00BC: text_highpriority "POR3_L"  10000 ms  1  ;; the more fleshy aspects of this nation's great entertainment industry.

:Label0A54CC
00D6: if  0
001A:    44773 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A54F1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A54CC

:Label0A54F1
00BC: text_highpriority "POR3_M"  10000 ms  1  ;; Great.

:Label0A5500
00D6: if  0
001A:    47875 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A5525
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A5500

:Label0A5525
00BC: text_highpriority "POR3_N"  10000 ms  1  ;; Candy! You know Shrub,

:Label0A5534
00D6: if  0
001A:    50039 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A5559
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A5534

:Label0A5559
00BC: text_highpriority "POR3_O"  10000 ms  1  ;; you guys get up to anything kinky?

:Label0A5568
00D6: if  0
001A:    53487 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A558D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A5568

:Label0A558D
00BC: text_highpriority "POR3_P"  10000 ms  1  ;; Oh yeah, oh yeah, oh yeah! Yes yes yes YES OOOoooh!

:Label0A559C
00D6: if  0
001A:    62879 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A55C1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A559C

:Label0A55C1
00BC: text_highpriority "POR3_Q"  10000 ms  1  ;; Please - tell me you got that.

:Label0A55D0
00D6: if  0
001A:    64505 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A55F5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A55D0

:Label0A55F5
00BC: text_highpriority "POR3_R"  10000 ms  1  ;; Was that part of the, uh... or was she talking to..?

:Label0A5604
00D6: if  0
001A:    66734 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A5629
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A5604

:Label0A5629
00BC: text_highpriority "POR3_S"  10000 ms  1  ;; Hey, I can never tell. Anyway...

:Label0A5638
00D6: if  0
001A:    69061 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A565D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A5638

:Label0A565D
00BC: text_highpriority "POR3_T"  10000 ms  1  ;; You're probably best following her after the shoot,

:Label0A566C
00D6: if  0
001A:    72018 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A5691
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A566C

:Label0A5691
00BC: text_highpriority "POR3_U"  10000 ms  1  ;; see if she'll lead you to their new love nest.

:Label0A56A0
00D6: if  0
001A:    74686 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A56C5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A56A0

:Label0A56C5
00BC: text_highpriority "POR3_V"  10000 ms  1  ;; You got a camera?

:Label0A56D4
00D6: if  0
001A:    76802 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A56F9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A56D4

:Label0A56F9
00BC: text_highpriority "POR3_X"  10000 ms  1  ;; Yeah. Get him a camera.

:Label0A5708
00D6: if  0
001A:    77802 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A572D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A5708

:Label0A572D
00BE: text_clear_all

:Label0A572F
00D6: if  0
001A:    78976 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A5754
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A572F

:Label0A5754
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0A575D
00D6: if  0
016B:   fading
004D: jump_if_false £Label0A5775
0001: wait  0 ms
0002: jump £Label0A575D

:Label0A5775
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
01EB: set_car_density_to  .75
03DE: set_pedestrians_density_multiplier_to  1.0
0169: set_fade_color  0  0  0
0001: wait  500 ms
03CB: set_camera -67.0  939.297  10.94
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  0  60000
023C: load_special_actor  1 "IGCANDY"
023C: load_special_actor  2 "IGALSCB"

:Label0A57EB
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label0A5809
0001: wait  0 ms
0002: jump £Label0A57EB

:Label0A5809
038B: load_requested_models
0247: request_model #HMYRI
0247: request_model #CAMERA
0247: request_model #FBI
0247: request_model #GDA
0247: request_model #UZI
0247: request_model #SPARROW
0247: request_model #STRETCH
0247: request_model #RANCHER
0247: request_model #M4

:Label0A5835
00D6: if  24
8248:   NOT   model #HMYRI available
8248:   NOT   model #CAMERA available
8248:   NOT   model #FBI available
8248:   NOT   model #GDA available
8248:   NOT   model #UZI available
004D: jump_if_false £Label0A5861
0001: wait  0 ms
0002: jump £Label0A5835

:Label0A5861
00D6: if  23
8248:   NOT   model #SPARROW available
8248:   NOT   model #STRETCH available
8248:   NOT   model #RANCHER available
8248:   NOT   model #M4 available
004D: jump_if_false £Label0A588B
0001: wait  0 ms
0002: jump £Label0A5861

:Label0A588B
0108: destroy_object $717
029B: $1172 = init_object -117 (SPAD_DR_OPEN2) at  461.961  31.436  31.24
01C7: remove_object_from_mission_cleanup_list $1172
0108: destroy_object $719
029B: $1192 = init_object -159 (PH_BUILD_DR_OPEN) at  569.33  52.737  14.616
01C7: remove_object_from_mission_cleanup_list $1192
034D: unknown_rotate_object $1192 unknown_angle  350.0  350.0  0
022B: create_forbidden_for_peds_cube  479.9 -1.4  11.0  450.3  59.5  40.0
01B1: give_player $PLAYER_CHAR weapon  36 ammo  12  ;; Load the weapon model before using this
0004: $118B =  12  ;; integer values
009A: $1168 = create_actor  5 #SPECIAL01 at -40.4  945.0  9.9
04F5: unknown_actor $1168 kiss_player $PLAYER_CHAR on  1
0245: set_actor $1168 walk_style_to  46
01ED: reset_actor $1168 flags
0173: set_actor $1168 z_angle_to  296.8
02A9: set_actor $1168 immune_to_nonplayer  1
0211: actor $1168 walk_to  9.2  964.4
0187: $117B = create_marker_above_actor $1168
0568: $1168  1
00A5: $1169 = create_car #STRETCH at  18.8  961.6  10.6
0175: set_car $1169 z_angle_to  360.1
0229: set_car $1169 color_to  34  34
00AE: unknown_set_car $1169 to_ignore_traffic_lights  2
0129: $116A = create_actor  4 #HMYRI in_car $1169 driverseat
020A: set_car $1169 door_status_to  3
00A9: set_car $1169 to_normal_driver
02AA: set_car $1169 immune_to_nonplayer  1
00A5: $1171 = create_car #SPARROW at -61.7  1019.0  9.9
0175: set_car $1171 z_angle_to  356.2
0186: $117E = create_marker_above_car $1171
016A: fade  1 (back)  1500 ms
009A: $1167 = create_actor  4 #SPECIAL02 at  471.3  27.0  29.6
01ED: reset_actor $1167 flags
0350: unknown_actor $1167 not_scared_flag  1
0173: set_actor $1167 z_angle_to  90.5
009A: $116D = create_actor  4 #FBI at  477.6  30.1  29.9
0173: set_actor $116D z_angle_to  286.6
01B2: give_actor $116D weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $116D flags
0243: set_actor $116D ped_stats_to  16
0291: unknown_actor $116D unknown_behavior_flag  1
0350: unknown_actor $116D not_scared_flag  1
02A9: set_actor $116D immune_to_nonplayer  1
009A: $116E = create_actor  4 #FBI at  458.8  18.1  32.0
01B2: give_actor $116E weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $116E flags
0243: set_actor $116E ped_stats_to  16
0291: unknown_actor $116E unknown_behavior_flag  1
01E2: add_route_point  1 at  458.8  18.1  32.0
01E2: add_route_point  1 at  472.0  18.1  32.0
01E2: add_route_point  1 at  458.8  18.1  32.0
01E1: set_actor $116E follow_route  1  3
02A9: set_actor $116E immune_to_nonplayer  1
009A: $116F = create_actor  4 #FBI at  458.4  42.9  32.0
01B2: give_actor $116F weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $116F flags
0243: set_actor $116F ped_stats_to  16
0291: unknown_actor $116F unknown_behavior_flag  1
01E2: add_route_point  2 at  458.4  42.9  32.0
01E2: add_route_point  2 at  472.0  42.9  32.0
01E2: add_route_point  2 at  458.4  42.9  32.0
01E1: set_actor $116F follow_route  2  3
02A9: set_actor $116F immune_to_nonplayer  1
009A: $1170 = create_actor  4 #FBI at  455.0  37.6  33.8
01B2: give_actor $1170 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1170 flags
0243: set_actor $1170 ped_stats_to  16
0291: unknown_actor $1170 unknown_behavior_flag  1
01E2: add_route_point  3 at  455.0  37.6  33.8
01E2: add_route_point  3 at  455.0  23.8  33.8
01E2: add_route_point  3 at  455.0  37.6  33.8
01E1: set_actor $1170 follow_route  3  3
02A9: set_actor $1170 immune_to_nonplayer  1
009A: $116B = create_actor  4 #GDA at  474.9  31.9  11.0
0173: set_actor $116B z_angle_to  269.6
01B2: give_actor $116B weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $116B flags
0243: set_actor $116B ped_stats_to  16
0291: unknown_actor $116B unknown_behavior_flag  1
0350: unknown_actor $116B not_scared_flag  1
02A9: set_actor $116B immune_to_nonplayer  1
009A: $116C = create_actor  4 #GDA at  474.9  28.9  11.0
0173: set_actor $116C z_angle_to  269.6
01B2: give_actor $116C weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $116C flags
0243: set_actor $116C ped_stats_to  16
0291: unknown_actor $116C unknown_behavior_flag  1
0350: unknown_actor $116C not_scared_flag  1
02A9: set_actor $116C immune_to_nonplayer  1
0006:  16@ =  0  ;; integer values
0293: $12 = current_controls

:Label0A5C85
0001: wait  0 ms
00D6: if  0
0038:   $1188 ==  0  ;; integer values
004D: jump_if_false £Label0A5D6D
00D6: if  0
001B:    7000 >  16@  ;; integer values
004D: jump_if_false £Label0A5D53
00D6: if  0
0038:   $1189 ==  0  ;; integer values
004D: jump_if_false £Label0A5D4C
00D6: if  0
0038:   $12 ==  0  ;; integer values
004D: jump_if_false £Label0A5CE3
03E5: text_box "POR3_08"  ;; Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target~w~ with the camera.
0004: $1189 =  1  ;; integer values

:Label0A5CE3
00D6: if  0
0038:   $12 ==  1  ;; integer values
004D: jump_if_false £Label0A5D06
03E5: text_box "POR3_08"  ;; Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target~w~ with the camera.
0004: $1189 =  1  ;; integer values

:Label0A5D06
00D6: if  0
0038:   $12 ==  2  ;; integer values
004D: jump_if_false £Label0A5D29
03E5: text_box "POR3_08"  ;; Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target~w~ with the camera.
0004: $1189 =  1  ;; integer values

:Label0A5D29
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label0A5D4C
03E5: text_box "POR3_09"  ;; Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target ~w~with the camera.
0004: $1189 =  1  ;; integer values

:Label0A5D4C
0002: jump £Label0A5D6D

:Label0A5D53
0293: $12 = current_controls
0004: $1188 =  1  ;; integer values
0006:  16@ =  0  ;; integer values
0004: $1189 =  0  ;; integer values

:Label0A5D6D
00D6: if  0
0038:   $1188 ==  1  ;; integer values
004D: jump_if_false £Label0A5E51
00D6: if  0
001B:    7000 >  16@  ;; integer values
004D: jump_if_false £Label0A5E37
00D6: if  0
0038:   $1189 ==  0  ;; integer values
004D: jump_if_false £Label0A5E30
00D6: if  0
0038:   $12 ==  0  ;; integer values
004D: jump_if_false £Label0A5DC7
03E5: text_box "POR3_10"  ;; Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
0004: $1189 =  1  ;; integer values

:Label0A5DC7
00D6: if  0
0038:   $12 ==  1  ;; integer values
004D: jump_if_false £Label0A5DEA
03E5: text_box "POR3_10"  ;; Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
0004: $1189 =  1  ;; integer values

:Label0A5DEA
00D6: if  0
0038:   $12 ==  2  ;; integer values
004D: jump_if_false £Label0A5E0D
03E5: text_box "POR3_11"  ;; Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
0004: $1189 =  1  ;; integer values

:Label0A5E0D
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label0A5E30
03E5: text_box "POR3_10"  ;; Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
0004: $1189 =  1  ;; integer values

:Label0A5E30
0002: jump £Label0A5E51

:Label0A5E37
0293: $12 = current_controls
0004: $1188 =  2  ;; integer values
0006:  16@ =  0  ;; integer values
0004: $1189 =  0  ;; integer values

:Label0A5E51
00D6: if  0
0038:   $1188 ==  2  ;; integer values
004D: jump_if_false £Label0A5F30
00D6: if  0
001B:    7000 >  16@  ;; integer values
004D: jump_if_false £Label0A5F1B
00D6: if  0
0038:   $1189 ==  0  ;; integer values
004D: jump_if_false £Label0A5F14
00D6: if  0
0038:   $12 ==  0  ;; integer values
004D: jump_if_false £Label0A5EAB
03E5: text_box "POR3_12"  ;; Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
0004: $1189 =  1  ;; integer values

:Label0A5EAB
00D6: if  0
0038:   $12 ==  1  ;; integer values
004D: jump_if_false £Label0A5ECE
03E5: text_box "POR3_12"  ;; Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
0004: $1189 =  1  ;; integer values

:Label0A5ECE
00D6: if  0
0038:   $12 ==  2  ;; integer values
004D: jump_if_false £Label0A5EF1
03E5: text_box "POR3_13"  ;; Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
0004: $1189 =  1  ;; integer values

:Label0A5EF1
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label0A5F14
03E5: text_box "POR3_14"  ;; Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
0004: $1189 =  1  ;; integer values

:Label0A5F14
0002: jump £Label0A5F30

:Label0A5F1B
0004: $1188 =  3  ;; integer values
0006:  16@ =  0  ;; integer values
0004: $1189 =  0  ;; integer values

:Label0A5F30
00D6: if  0
0038:   $1188 ==  3  ;; integer values
004D: jump_if_false £Label0A5F7A
00D6: if  0
0019:    16@ >  1000  ;; integer values
004D: jump_if_false £Label0A5F7A
00BC: text_highpriority "POR3_01"  7000 ms  1  ;; ~g~Follow Candy's ~h~Stretch~g~.
00BB: text_lowpriority "POR3_20"  5000 ms  1  ;; ~g~If you need transport, use the ~h~Sparrow~g~ round the back.
0004: $1188 =  4  ;; integer values

:Label0A5F7A
00D6: if  0
8119:   NOT   car $1171 wrecked
004D: jump_if_false £Label0A5FB0
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0A5FA9
0164: disable_marker $117E
03D5: remove_text "POR3_20"  ;; ~g~If you need transport, use the ~h~Sparrow~g~ round the back.

:Label0A5FA9
0002: jump £Label0A5FBF

:Label0A5FB0
0164: disable_marker $117E
03D5: remove_text "POR3_20"  ;; ~g~If you need transport, use the ~h~Sparrow~g~ round the back.

:Label0A5FBF
00D6: if  0
8118:   NOT   actor $1168 dead
004D: jump_if_false £Label0A617C
00D6: if  0
8119:   NOT   car $1169 wrecked
004D: jump_if_false £Label0A615F
00D6: if  0
8118:   NOT   actor $116A dead
004D: jump_if_false £Label0A6142
00D6: if  0
0038:   $1180 ==  0  ;; integer values
004D: jump_if_false £Label0A60D4
00D6: if  0
00DB:   actor $1168 in_car $1169
004D: jump_if_false £Label0A6098
0362: remove_actor $1168 from_car_and_place_at -862.0 -607.4  11.1
009B: destroy_actor_instantly $1168
01C8: $1168 = create_actor  5 #SPECIAL01 in_car $1169 passenger_seat  2
04F5: unknown_actor $1168 kiss_player $PLAYER_CHAR on  1
0245: set_actor $1168 walk_style_to  46
01ED: reset_actor $1168 flags
02A9: set_actor $1168 immune_to_nonplayer  1
00A7: car $1169 drive_to  485.9  31.3  10.7
00AD: set_car $1169 max_speed_to  20.0
0164: disable_marker $117B
0187: $117B = create_marker_above_actor $1168
0006:  16@ =  0  ;; integer values
0004: $1180 =  1  ;; integer values
0002: jump £Label0A60CD

:Label0A6098
00D6: if  0
00ED:   actor $1168  0 ()near_point_on_foot  9.2  964.4 radius  1.0  1.0
004D: jump_if_false £Label0A60CD
01D4: actor $1168 go_to_car $1169 and_enter_it_as_a_passenger
0319: set_actor $1168 wander_state_to  1 (off)

:Label0A60CD
0002: jump £Label0A613B

:Label0A60D4
00D6: if  1
82CA:   NOT   car $1169 bounding_sphere_visible
81FC:   NOT   player $PLAYER_CHAR near_car $1169 radius  170.0  170.0  0
004D: jump_if_false £Label0A610E
00BC: text_highpriority "POR3_21"  5000 ms  1  ;; ~g~You lost Candy's Stretch!
0002: jump £Label0A73A8

:Label0A610E
00D6: if  0
01AD:   car $1169  0 ()near_point  485.9  31.3  15.0  15.0
004D: jump_if_false £Label0A613B
0002: jump £Label0A624E

:Label0A613B
0002: jump £Label0A6158

:Label0A6142
00BC: text_highpriority "POR3_15"  5000 ms  1  ;; ~r~You trashed Candy's Stretch!
0002: jump £Label0A73A8

:Label0A6158
0002: jump £Label0A6175

:Label0A615F
00BC: text_highpriority "POR3_15"  5000 ms  1  ;; ~r~You trashed Candy's Stretch!
0002: jump £Label0A73A8

:Label0A6175
0002: jump £Label0A6192

:Label0A617C
00BC: text_highpriority "POR1_03"  5000 ms  1  ;; ~r~Candy is dead!
0002: jump £Label0A73A8

:Label0A6192
0050: gosub £Label0A76A7
00D6: if  0
0038:   $1181 ==  1  ;; integer values
004D: jump_if_false £Label0A61C1
00BC: text_highpriority "POR1_03"  5000 ms  1  ;; ~r~Candy is dead!
0002: jump £Label0A73A8

:Label0A61C1
00D6: if  0
0038:   $1181 ==  2  ;; integer values
004D: jump_if_false £Label0A61E9
00BC: text_highpriority "POR3_02"  5000 ms  1  ;; ~r~You've killed the Congressman! There's no way you can blackmail him now.
0002: jump £Label0A73A8

:Label0A61E9
00D6: if  0
0038:   $1181 ==  3  ;; integer values
004D: jump_if_false £Label0A6211
00BC: text_highpriority "POR3_03"  5000 ms  1  ;; ~r~You've alerted the Congressman's protection, they will get him out of there immediately.
0002: jump £Label0A73A8

:Label0A6211
0050: gosub £Label0A7828
0050: gosub £Label0A794C
00D6: if  0
0038:   $1181 ==  4  ;; integer values
004D: jump_if_false £Label0A6247
00BC: text_highpriority "POR3_19"  5000 ms  1  ;; ~r~You ran out of film!
0002: jump £Label0A73A8

:Label0A6247
0002: jump £Label0A5C85

:Label0A624E
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label0A625D
00D6: if  0
016B:   fading
004D: jump_if_false £Label0A6275
0001: wait  0 ms
0002: jump £Label0A625D

:Label0A6275
00D6: if  0
8119:   NOT   car $1169 wrecked
004D: jump_if_false £Label0A62A3
00AB: put_car $1169 at  485.9  31.3  9.8
0175: set_car $1169 z_angle_to  196.8

:Label0A62A3
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0004: $118E =  0  ;; integer values
0004: $118F =  0  ;; integer values
00D6: if  0
8119:   NOT   car $1171 wrecked
004D: jump_if_false £Label0A62E6
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1171
004D: jump_if_false £Label0A62E6
0519: unknown_car $1171 flag  1

:Label0A62E6
03CB: set_camera  478.4  30.4  11.0
03BA: clear_cars_from_cube  487.5  24.2  0.0  479.3  36.11  15.0
016A: fade  1 (back)  500 ms
015F: set_camera_position  473.99  27.96  13.03  0.0  0.0  0.0
0160: point_camera  484.0  31.4  10.1  2
0001: wait  500 ms
00D6: if  0
8118:   NOT   actor $1168 dead
004D: jump_if_false £Label0A637E
00D6: if  0
8119:   NOT   car $1169 wrecked
004D: jump_if_false £Label0A637E
01D3: actor $1168 leave_car $1169

:Label0A637E
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1169 wrecked
004D: jump_if_false £Label0A641C
01E9: $1186 = car $1169 num_passengers
00D6: if  0
0038:   $1186 ==  0  ;; integer values
004D: jump_if_false £Label0A6415
00D6: if  0
8118:   NOT   actor $1168 dead
004D: jump_if_false £Label0A640E
00D6: if  0
8119:   NOT   car $1169 wrecked
004D: jump_if_false £Label0A63EA
00A7: car $1169 drive_to  479.0 -174.4  9.0
00AD: set_car $1169 max_speed_to  20.0

:Label0A63EA
0319: set_actor $1168 wander_state_to  0 (wander)
0211: actor $1168 walk_to  475.9  30.2
0006:  16@ =  0  ;; integer values
0002: jump £Label0A6423

:Label0A640E
0002: jump £Label0A641C

:Label0A6415
0002: jump £Label0A637E

:Label0A641C
0002: jump £Label0A637E

:Label0A6423
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $1168 dead
004D: jump_if_false £Label0A6471
00D6: if  21
00EC:   actor $1168  0 ()near_point  475.9  30.2 radius  1.0  1.0
0019:    16@ >  7000  ;; integer values
004D: jump_if_false £Label0A6471
0192: set_actor $1168 objective_to_stand_still
0002: jump £Label0A6478

:Label0A6471
0002: jump £Label0A6423

:Label0A6478
00A1: put_actor $1168 at  457.6  30.6  30.1
0173: set_actor $1168 z_angle_to  270.0
015F: set_camera_position  471.75  25.95  30.53  0.0  0.0  0.0
0160: point_camera  429.69  57.3  24.51  2
0006:  16@ =  0  ;; integer values

:Label0A64D0
0001: wait  0 ms
00D6: if  0
0019:    16@ >  12000  ;; integer values
004D: jump_if_false £Label0A64EE
0002: jump £Label0A6644

:Label0A64EE
00D6: if  0
8118:   NOT   actor $1168 dead
004D: jump_if_false £Label0A663D
00D6: if  0
8118:   NOT   actor $1167 dead
004D: jump_if_false £Label0A663D
00D6: if  0
0038:   $118C ==  0  ;; integer values
004D: jump_if_false £Label0A65D1
00D6: if  0
00EC:   actor $1168  0 ()near_point  463.8  31.4 radius  1.0  1.0
004D: jump_if_false £Label0A65C2
04C2: $1168 $1167
03CF: load_wav "PRN1_12" as  1

:Label0A655A
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A6574
0001: wait  0 ms
0002: jump £Label0A655A

:Label0A6574
00BC: text_highpriority "POR1_19"  4000 ms  1  ;; Hey!
03D1: play_wav  1

:Label0A6587
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1168 dead
004D: jump_if_false £Label0A65A6
0001: wait  0 ms
0002: jump £Label0A6587

:Label0A65A6
040D: unload_wav  1
03D5: remove_text "POR1_19"  ;; Hey!
0004: $118C =  1  ;; integer values
0002: jump £Label0A65D1

:Label0A65C2
0211: actor $1168 walk_to  463.8  31.4

:Label0A65D1
00D6: if  0
0038:   $118C ==  1  ;; integer values
004D: jump_if_false £Label0A663D
00D6: if  0
8118:   NOT   actor $1168 dead
004D: jump_if_false £Label0A663D
00D6: if  0
8118:   NOT   actor $1167 dead
004D: jump_if_false £Label0A663D
00D6: if  0
00F2:   actor $1168 near_actor $1167 radius  2.0  2.0  0
004D: jump_if_false £Label0A6635
0192: set_actor $1168 objective_to_stand_still
0002: jump £Label0A6644
0002: jump £Label0A663D

:Label0A6635
04C2: $1168 $1167

:Label0A663D
0002: jump £Label0A64D0

:Label0A6644
03CF: load_wav "PORN3_1" as  1
03CF: load_wav "PORN3_2" as  2

:Label0A665C
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0A667A
0001: wait  0 ms
0002: jump £Label0A665C

:Label0A667A
00D6: if  0
8118:   NOT   actor $1167 dead
004D: jump_if_false £Label0A6694
0372: set_actor $1167 anim  19 wait_state_time  10000 ms

:Label0A6694
00BC: text_highpriority "POR3_04"  4000 ms  1  ;; Uh, Candy, could you call me Martha?
03D1: play_wav  1

:Label0A66A7
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1167 dead
004D: jump_if_false £Label0A66C6
0001: wait  0 ms
0002: jump £Label0A66A7

:Label0A66C6
040D: unload_wav  1
03D5: remove_text "POR3_04"  ;; Uh, Candy, could you call me Martha?
00D6: if  0
8118:   NOT   actor $1167 dead
004D: jump_if_false £Label0A66ED
0372: set_actor $1167 anim  0 wait_state_time  10 ms

:Label0A66ED
00D6: if  0
8118:   NOT   actor $1168 dead
004D: jump_if_false £Label0A6707
0372: set_actor $1168 anim  19 wait_state_time  10000 ms

:Label0A6707
00BC: text_highpriority "POR3_05"  4000 ms  1  ;; Oh Alex - I mean Martha. Whatever you say...
03D1: play_wav  2

:Label0A671A
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1168 dead
004D: jump_if_false £Label0A6739
0001: wait  0 ms
0002: jump £Label0A671A

:Label0A6739
040D: unload_wav  2
03D5: remove_text "POR3_05"  ;; Oh Alex - I mean Martha. Whatever you say...
00D6: if  0
8118:   NOT   actor $1168 dead
004D: jump_if_false £Label0A6760
0372: set_actor $1168 anim  0 wait_state_time  10 ms

:Label0A6760
0001: wait  1000 ms
00D6: if  0
0038:   $118E ==  0  ;; integer values
004D: jump_if_false £Label0A67A4
03CF: load_wav "CAML" as  1

:Label0A6783
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A679D
0001: wait  0 ms
0002: jump £Label0A6783

:Label0A679D
0004: $118E =  1  ;; integer values

:Label0A67A4
00D6: if  0
0038:   $118F ==  0  ;; integer values
004D: jump_if_false £Label0A67E3
03CF: load_wav "CAMR" as  2

:Label0A67C2
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0A67DC
0001: wait  0 ms
0002: jump £Label0A67C2

:Label0A67DC
0004: $118F =  1  ;; integer values

:Label0A67E3
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
03CB: set_camera $5F $60 $61
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label0A680B
00D6: if  0
016B:   fading
004D: jump_if_false £Label0A6823
0001: wait  0 ms
0002: jump £Label0A680B

:Label0A6823
00D6: if  0
8119:   NOT   car $1171 wrecked
004D: jump_if_false £Label0A684D
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1171
004D: jump_if_false £Label0A684D
0519: unknown_car $1171 flag  0

:Label0A684D
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  500 ms
00D6: if  0
8118:   NOT   actor $1167 dead
004D: jump_if_false £Label0A68BD
00A1: put_actor $1167 at  463.3  31.7  29.9
0173: set_actor $1167 z_angle_to  245.8
00D6: if  0
8118:   NOT   actor $1168 dead
004D: jump_if_false £Label0A68BD
00A1: put_actor $1168 at  463.9  30.3  29.9
0173: set_actor $1168 z_angle_to  44.8

:Label0A68BD
011C: actor $1167 clear_objective
011C: actor $1168 clear_objective
03F9: make_actors $1167 $1168 converse_in  86400000 ms
018A: $117D = create_checkpoint_at  559.0  17.6  51.7
00BC: text_highpriority "POR3_16"  7000 ms  1  ;; ~g~You need three good blackmail photographs of Alex Shrub with Candy.
00BB: text_lowpriority "POR3_22"  7000 ms  1  ;; ~g~The WK Chariot Hotel across from his balcony should provide an ideal photo-grabbing location.
00BB: text_lowpriority "POR3_23"  7000 ms  1  ;; ~g~There is a side door that will allow you access to the hotel.
03C4: set_status_text_to $1191  0 (number) "POR3_24"  ;; PHOTOS TAKEN:
01EB: set_car_density_to  1.0

:Label0A692B
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $1167 dead
004D: jump_if_false £Label0A6B1F
00D6: if  0
04C5: $1167
004D: jump_if_false £Label0A6969
018C: play_sound  1 at  0.0  0.0  0.0
0008: $1191 +=  1  ;; integer values

:Label0A6969
00D6: if  0
0018:   $1191 >  2  ;; integer values
004D: jump_if_false £Label0A6B1F
0151: remove_status_text $1191
00D6: if  0
8118:   NOT   actor $116B dead
004D: jump_if_false £Label0A69CC
00A1: put_actor $116B at  571.4  49.3  13.3
0173: set_actor $116B z_angle_to  185.6
011A: set_actor $116B flags  1
01CA: actor $116B kill_player $PLAYER_CHAR
02E2: set_actor $116B weapon_accuracy_to  90
0223: set_actor $116B health_to  150

:Label0A69CC
00D6: if  0
8118:   NOT   actor $116C dead
004D: jump_if_false £Label0A6A18
00A1: put_actor $116C at  569.9  49.0  13.3
0173: set_actor $116C z_angle_to  185.6
011A: set_actor $116C flags  1
01CA: actor $116C kill_player $PLAYER_CHAR
02E2: set_actor $116C weapon_accuracy_to  90
0223: set_actor $116C health_to  150

:Label0A6A18
00D6: if  0
0038:   $118A ==  0  ;; integer values
004D: jump_if_false £Label0A6AE2
0004: $118E =  0  ;; integer values
03CF: load_wav "PORN3_3" as  1

:Label0A6A3D
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A6A57
0001: wait  0 ms
0002: jump £Label0A6A3D

:Label0A6A57
00BC: text_highpriority "POR3_06"  4000 ms  1  ;; Martha, someone's watching.. how kinky.
03D1: play_wav  1

:Label0A6A6A
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1168 dead
004D: jump_if_false £Label0A6A89
0001: wait  0 ms
0002: jump £Label0A6A6A

:Label0A6A89
040D: unload_wav  1
03D5: remove_text "POR3_06"  ;; Martha, someone's watching.. how kinky.
00D6: if  0
0038:   $118E ==  0  ;; integer values
004D: jump_if_false £Label0A6AD6
03CF: load_wav "CAML" as  1

:Label0A6AB5
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A6ACF
0001: wait  0 ms
0002: jump £Label0A6AB5

:Label0A6ACF
0004: $118E =  1  ;; integer values

:Label0A6AD6
0164: disable_marker $117D
0004: $118A =  1  ;; integer values

:Label0A6AE2
0164: disable_marker $117B
018A: $117C = create_checkpoint_at -52.5  941.9  9.9
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  5
00BC: text_highpriority "POR3_17"  7000 ms  1  ;; ~g~Get back to the Porn Studios with the film.
0004: $118C =  0  ;; integer values
0002: jump £Label0A6BDB

:Label0A6B1F
0050: gosub £Label0A76A7
00D6: if  0
0038:   $1181 ==  1  ;; integer values
004D: jump_if_false £Label0A6B4E
00BC: text_highpriority "POR1_03"  5000 ms  1  ;; ~r~Candy is dead!
0002: jump £Label0A73A8

:Label0A6B4E
00D6: if  0
0038:   $1181 ==  2  ;; integer values
004D: jump_if_false £Label0A6B76
00BC: text_highpriority "POR3_02"  5000 ms  1  ;; ~r~You've killed the Congressman! There's no way you can blackmail him now.
0002: jump £Label0A73A8

:Label0A6B76
00D6: if  0
0038:   $1181 ==  3  ;; integer values
004D: jump_if_false £Label0A6B9E
00BC: text_highpriority "POR3_03"  5000 ms  1  ;; ~r~You've alerted the Congressman's protection, they will get him out of there immediately.
0002: jump £Label0A73A8

:Label0A6B9E
0050: gosub £Label0A794C
00D6: if  0
0038:   $1181 ==  4  ;; integer values
004D: jump_if_false £Label0A6BCD
00BC: text_highpriority "POR3_19"  5000 ms  1  ;; ~r~You ran out of film!
0002: jump £Label0A73A8

:Label0A6BCD
0050: gosub £Label0A7828
0002: jump £Label0A692B

:Label0A6BDB
0001: wait  0 ms
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -52.5  941.9  9.9 radius  5.0  5.0  5.0
004D: jump_if_false £Label0A6C16
0002: jump £Label0A73D2

:Label0A6C16
00D6: if  0
0038:   $1190 ==  0  ;; integer values
004D: jump_if_false £Label0A6EBC
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false £Label0A6EBC
01C2: remove_references_to_actor $116D  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $116E  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $116F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1170  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $116B  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $116C  ;; Like turning an actor into a random pedestrian
009A: $1173 = create_actor  4 #FBI at  14.3  966.0  9.9
0173: set_actor $1173 z_angle_to  327.1
01B2: give_actor $1173 weapon  26 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1173 flags
0243: set_actor $1173 ped_stats_to  16
0291: unknown_actor $1173 unknown_behavior_flag  1
0350: unknown_actor $1173 not_scared_flag  1
011A: set_actor $1173 flags  1
01CA: actor $1173 kill_player $PLAYER_CHAR
02E2: set_actor $1173 weapon_accuracy_to  90
0223: set_actor $1173 health_to  150
009A: $1174 = create_actor  4 #FBI at  13.2  960.4  9.9
0173: set_actor $1174 z_angle_to  191.9
01B2: give_actor $1174 weapon  26 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1174 flags
0243: set_actor $1174 ped_stats_to  16
0291: unknown_actor $1174 unknown_behavior_flag  1
0350: unknown_actor $1174 not_scared_flag  1
011A: set_actor $1174 flags  1
01CA: actor $1174 kill_player $PLAYER_CHAR
02E2: set_actor $1174 weapon_accuracy_to  90
0223: set_actor $1174 health_to  150
009A: $1177 = create_actor  4 #FBI at  10.1  965.7  9.9
0173: set_actor $1177 z_angle_to  121.8
01B2: give_actor $1177 weapon  26 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1177 flags
0243: set_actor $1177 ped_stats_to  16
0291: unknown_actor $1177 unknown_behavior_flag  1
0350: unknown_actor $1177 not_scared_flag  1
011A: set_actor $1177 flags  1
01CA: actor $1177 kill_player $PLAYER_CHAR
02E2: set_actor $1177 weapon_accuracy_to  90
0223: set_actor $1177 health_to  150
00A5: $1178 = create_car #RANCHER at  15.5  962.7  10.0
0175: set_car $1178 z_angle_to  352.8
009A: $1175 = create_actor  4 #FBI at -6.9  883.8  9.7
0173: set_actor $1175 z_angle_to  254.8
01B2: give_actor $1175 weapon  26 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1175 flags
0243: set_actor $1175 ped_stats_to  16
0291: unknown_actor $1175 unknown_behavior_flag  1
0350: unknown_actor $1175 not_scared_flag  1
011A: set_actor $1175 flags  1
01CA: actor $1175 kill_player $PLAYER_CHAR
02E2: set_actor $1175 weapon_accuracy_to  90
0223: set_actor $1175 health_to  150
009A: $1176 = create_actor  4 #FBI at -12.6  877.7  9.8
0173: set_actor $1176 z_angle_to  222.4
01B2: give_actor $1176 weapon  26 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1176 flags
0243: set_actor $1176 ped_stats_to  16
0291: unknown_actor $1176 unknown_behavior_flag  1
0350: unknown_actor $1176 not_scared_flag  1
011A: set_actor $1176 flags  1
01CA: actor $1176 kill_player $PLAYER_CHAR
02E2: set_actor $1176 weapon_accuracy_to  90
0223: set_actor $1176 health_to  150
00A5: $1179 = create_car #RANCHER at -5.8  887.2  9.8
0175: set_car $1179 z_angle_to  187.0
00A5: $117A = create_car #RANCHER at -8.5  880.2  9.8
0175: set_car $117A z_angle_to  311.2
0004: $1190 =  1  ;; integer values

:Label0A6EBC
00D6: if  0
8118:   NOT   actor $116D dead
004D: jump_if_false £Label0A7018
00D6: if  0
0038:   $1182 ==  0  ;; integer values
004D: jump_if_false £Label0A6F31
00D6: if  0
82CB:   NOT   actor $116D bounding_sphere_visible
004D: jump_if_false £Label0A6F31
00A1: put_actor $116D at  562.4  29.6  16.7
0173: set_actor $116D z_angle_to  271.4
011A: set_actor $116D flags  1
01CA: actor $116D kill_player $PLAYER_CHAR
02E2: set_actor $116D weapon_accuracy_to  90
0223: set_actor $116D health_to  150
0004: $1182 =  1  ;; integer values

:Label0A6F31
00D6: if  0
0038:   $1182 ==  1  ;; integer values
004D: jump_if_false £Label0A7018
00D6: if  0
02CB:   actor $116D bounding_sphere_visible
004D: jump_if_false £Label0A7018
00D6: if  0
0038:   $118A ==  1  ;; integer values
004D: jump_if_false £Label0A7018
0004: $118E =  0  ;; integer values
03CF: load_wav "PORN3_4" as  1

:Label0A6F78
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A6F92
0001: wait  0 ms
0002: jump £Label0A6F78

:Label0A6F92
00BC: text_highpriority "POR3_07"  4000 ms  1  ;; You! Give me that camera!
03D1: play_wav  1

:Label0A6FA5
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $116D dead
004D: jump_if_false £Label0A6FC4
0001: wait  0 ms
0002: jump £Label0A6FA5

:Label0A6FC4
040D: unload_wav  1
03D5: remove_text "POR3_07"  ;; You! Give me that camera!
00D6: if  0
0038:   $118E ==  0  ;; integer values
004D: jump_if_false £Label0A7011
03CF: load_wav "CAML" as  1

:Label0A6FF0
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A700A
0001: wait  0 ms
0002: jump £Label0A6FF0

:Label0A700A
0004: $118E =  1  ;; integer values

:Label0A7011
0004: $118A =  2  ;; integer values

:Label0A7018
00D6: if  0
8118:   NOT   actor $116E dead
004D: jump_if_false £Label0A7094
00D6: if  0
0038:   $1183 ==  0  ;; integer values
004D: jump_if_false £Label0A7094
00D6: if  0
82CB:   NOT   actor $116E bounding_sphere_visible
004D: jump_if_false £Label0A7094
0350: unknown_actor $116E not_scared_flag  1
00A1: put_actor $116E at  561.7  27.4  16.7
0173: set_actor $116E z_angle_to  302.4
011A: set_actor $116E flags  1
01CA: actor $116E kill_player $PLAYER_CHAR
02E2: set_actor $116E weapon_accuracy_to  90
0223: set_actor $116E health_to  150
0004: $1183 =  1  ;; integer values

:Label0A7094
00D6: if  0
8118:   NOT   actor $116F dead
004D: jump_if_false £Label0A7110
00D6: if  0
0038:   $1184 ==  0  ;; integer values
004D: jump_if_false £Label0A7110
00D6: if  0
82CB:   NOT   actor $116F bounding_sphere_visible
004D: jump_if_false £Label0A7110
0350: unknown_actor $116F not_scared_flag  1
00A1: put_actor $116F at  574.2  24.2  11.7
0173: set_actor $116F z_angle_to  89.0
011A: set_actor $116F flags  1
01CA: actor $116F kill_player $PLAYER_CHAR
02E2: set_actor $116F weapon_accuracy_to  90
0223: set_actor $116F health_to  150
0004: $1184 =  1  ;; integer values

:Label0A7110
00D6: if  0
8118:   NOT   actor $1170 dead
004D: jump_if_false £Label0A718C
00D6: if  0
0038:   $1185 ==  0  ;; integer values
004D: jump_if_false £Label0A718C
00D6: if  0
82CB:   NOT   actor $1170 bounding_sphere_visible
004D: jump_if_false £Label0A718C
0350: unknown_actor $1170 not_scared_flag  1
00A1: put_actor $1170 at  574.8  26.3  11.7
0173: set_actor $1170 z_angle_to  107.0
011A: set_actor $1170 flags  1
01CA: actor $1170 kill_player $PLAYER_CHAR
02E2: set_actor $1170 weapon_accuracy_to  90
0223: set_actor $1170 health_to  150
0004: $1185 =  1  ;; integer values

:Label0A718C
00D6: if  0
8118:   NOT   actor $1168 dead
004D: jump_if_false £Label0A7254
00D6: if  0
0038:   $118C ==  0  ;; integer values
004D: jump_if_false £Label0A7200
00D6: if  0
00EC:   actor $1168  0 ()near_point  463.8  31.4 radius  1.0  1.0
004D: jump_if_false £Label0A71F1
0211: actor $1168 walk_to  457.6  30.6
0004: $118C =  1  ;; integer values
0002: jump £Label0A7200

:Label0A71F1
0211: actor $1168 walk_to  463.8  31.4

:Label0A7200
00D6: if  0
0038:   $118C ==  1  ;; integer values
004D: jump_if_false £Label0A7254
00D6: if  0
8118:   NOT   actor $1168 dead
004D: jump_if_false £Label0A7254
00D6: if  0
00EC:   actor $1168  0 ()near_point  457.6  30.6 radius  1.0  1.0
004D: jump_if_false £Label0A7254
009B: destroy_actor_instantly $1168
0004: $118C =  2  ;; integer values

:Label0A7254
00D6: if  0
8118:   NOT   actor $1167 dead
004D: jump_if_false £Label0A731C
00D6: if  0
0038:   $118D ==  0  ;; integer values
004D: jump_if_false £Label0A72C8
00D6: if  0
00EC:   actor $1167  0 ()near_point  463.8  31.4 radius  1.0  1.0
004D: jump_if_false £Label0A72B9
0211: actor $1167 walk_to  457.6  30.6
0004: $118D =  1  ;; integer values
0002: jump £Label0A72C8

:Label0A72B9
0211: actor $1167 walk_to  463.8  31.4

:Label0A72C8
00D6: if  0
0038:   $118D ==  1  ;; integer values
004D: jump_if_false £Label0A731C
00D6: if  0
8118:   NOT   actor $1167 dead
004D: jump_if_false £Label0A731C
00D6: if  0
00EC:   actor $1167  0 ()near_point  457.6  30.6 radius  1.0  1.0
004D: jump_if_false £Label0A731C
009B: destroy_actor_instantly $1167
0004: $118D =  2  ;; integer values

:Label0A731C
0050: gosub £Label0A7828
0050: gosub £Label0A794C
00D6: if  0
8038:   NOT   $118C ==  2  ;; integer values
004D: jump_if_false £Label0A7362
00D6: if  0
0118:   actor $1168 dead
004D: jump_if_false £Label0A7362
00BC: text_highpriority "POR1_03"  5000 ms  1  ;; ~r~Candy is dead!
0002: jump £Label0A73A8

:Label0A7362
00D6: if  0
8038:   NOT   $118D ==  2  ;; integer values
004D: jump_if_false £Label0A73A1
00D6: if  0
0118:   actor $1167 dead
004D: jump_if_false £Label0A73A1
00BC: text_highpriority "POR3_02"  5000 ms  1  ;; ~r~You've killed the Congressman! There's no way you can blackmail him now.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  5
0002: jump £Label0A73A8

:Label0A73A1
0002: jump £Label0A6BDB

:Label0A73A8
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
00D6: if  0
0038:   $1181 ==  2  ;; integer values
004D: jump_if_false £Label0A73D0
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  5

:Label0A73D0
0051: return

:Label0A73D2
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  4000  5000 ms  1  ;; MISSION PASSED! $~1~
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  4000
030C: set_mission_points +=  1
0318: set_latest_mission_passed "PORN_3"  ;; Martha's Mug Shot
004F: create_thread ££Label00C5DA 
0004: $103 =  1  ;; integer values
0051: return

:Label0A7416
0004: $ONMISSION =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $1188 =  3  ;; integer values
034F: destroy_actor_with_fade $1168  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1167  ;; The actor fades away like a ghost
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #HMYRI
0249: release_model #STRETCH
0249: release_model #CAMERA
0249: release_model #FBI
0249: release_model #GDA
0249: release_model #UZI
0249: release_model #SPARROW
0249: release_model #RANCHER
0249: release_model #M4
0151: remove_status_text $1191
03AC: clear_route  1
03AC: clear_route  2
03AC: clear_route  3
022A: remove_forbidden_for_peds_cube  479.9 -1.4  11.0  450.3  59.5  40.0
017A: set_player $PLAYER_CHAR weapon  36 ammo_to  0
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle  585.7  52.8  555.9  8.1
004D: jump_if_false £Label0A756B
016A: fade  0 ()  400 ms
0055: put_player $PLAYER_CHAR at  568.7  55.2  13.3
00D6: if  0
0038:   $1187 ==  1  ;; integer values
004D: jump_if_false £Label0A752C
03B6: replace_model_at  568.54 -4.801  13.264 radius  80.0 from -155 (OD_WTSIGN) to -156 (OD_CHARIOT)
03B6: replace_model_at  568.54 -4.801  13.264 radius  80.0 from -157 (LODD_BUILDNEW) to -158 (LODCHARIOT)

:Label0A752C
0108: destroy_object $1192
029B: $719 = init_object -79 (PH_BUILD_DR_CLOSED) at  569.925  52.0  14.616
01C7: remove_object_from_mission_cleanup_list $719
034D: unknown_rotate_object $719 unknown_angle  270.0  270.0  0
016A: fade  1 (back)  400 ms
0002: jump £Label0A75E7

:Label0A756B
00D6: if  0
8038:   NOT   $103 ==  1  ;; integer values
004D: jump_if_false £Label0A75B5
0108: destroy_object $1192
029B: $719 = init_object -79 (PH_BUILD_DR_CLOSED) at  569.925  52.0  14.616
01C7: remove_object_from_mission_cleanup_list $719
034D: unknown_rotate_object $719 unknown_angle  270.0  270.0  0
0002: jump £Label0A75E7

:Label0A75B5
0108: destroy_object $719
029B: $1192 = init_object -159 (PH_BUILD_DR_OPEN) at  569.33  52.737  14.616
01C7: remove_object_from_mission_cleanup_list $1192
034D: unknown_rotate_object $1192 unknown_angle  350.0  350.0  0

:Label0A75E7
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube  465.1  32.8  29.9  454.5  27.2  32.6
004D: jump_if_false £Label0A7665
016A: fade  0 ()  400 ms
0055: put_player $PLAYER_CHAR at  463.4  29.5  30.1
0108: destroy_object $1172
0108: destroy_object $717
029B: $717 = init_object -77 (SPAD_DR_CLOSED2) at  465.375  30.336  33.181
01C7: remove_object_from_mission_cleanup_list $717
016A: fade  1 (back)  400 ms
0002: jump £Label0A768A

:Label0A7665
0108: destroy_object $1172
0108: destroy_object $717
029B: $717 = init_object -77 (SPAD_DR_CLOSED2) at  465.375  30.336  33.181
01C7: remove_object_from_mission_cleanup_list $717

:Label0A768A
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $117B
0164: disable_marker $117C
0164: disable_marker $117D
0164: disable_marker $117E
00D8: mission_cleanup
0051: return

:Label0A76A7
00D6: if  0
0118:   actor $1168 dead
004D: jump_if_false £Label0A76BE
0004: $1181 =  1  ;; integer values

:Label0A76BE
00D6: if  0
0118:   actor $1167 dead
004D: jump_if_false £Label0A76D5
0004: $1181 =  2  ;; integer values

:Label0A76D5
00D6: if  0
0118:   actor $116B dead
004D: jump_if_false £Label0A76EC
0004: $1181 =  3  ;; integer values

:Label0A76EC
00D6: if  0
0118:   actor $116C dead
004D: jump_if_false £Label0A7703
0004: $1181 =  3  ;; integer values

:Label0A7703
00D6: if  0
0118:   actor $116D dead
004D: jump_if_false £Label0A771A
0004: $1181 =  3  ;; integer values

:Label0A771A
00D6: if  0
0118:   actor $116E dead
004D: jump_if_false £Label0A7731
0004: $1181 =  3  ;; integer values

:Label0A7731
00D6: if  0
0118:   actor $116F dead
004D: jump_if_false £Label0A7748
0004: $1181 =  3  ;; integer values

:Label0A7748
00D6: if  0
0118:   actor $1170 dead
004D: jump_if_false £Label0A775F
0004: $1181 =  3  ;; integer values

:Label0A775F
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube  477.3  14.8  29.4  448.6  45.5  38.2
004D: jump_if_false £Label0A7826
00D6: if  0
8118:   NOT   actor $116B dead
004D: jump_if_false £Label0A77A7
01CC: actor $116B kill_player $PLAYER_CHAR

:Label0A77A7
00D6: if  0
8118:   NOT   actor $116C dead
004D: jump_if_false £Label0A77BF
01CC: actor $116C kill_player $PLAYER_CHAR

:Label0A77BF
00D6: if  0
8118:   NOT   actor $116D dead
004D: jump_if_false £Label0A77D7
01CC: actor $116D kill_player $PLAYER_CHAR

:Label0A77D7
00D6: if  0
8118:   NOT   actor $116E dead
004D: jump_if_false £Label0A77EF
01CC: actor $116E kill_player $PLAYER_CHAR

:Label0A77EF
00D6: if  0
8118:   NOT   actor $116F dead
004D: jump_if_false £Label0A7807
01CC: actor $116F kill_player $PLAYER_CHAR

:Label0A7807
00D6: if  0
8118:   NOT   actor $1170 dead
004D: jump_if_false £Label0A781F
01CC: actor $1170 kill_player $PLAYER_CHAR

:Label0A781F
0004: $1181 =  3  ;; integer values

:Label0A7826
0051: return

:Label0A7828
00D6: if  0
0038:   $1187 ==  0  ;; integer values
004D: jump_if_false £Label0A78B9
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  563.4  26.8  47.6 radius  7.0  7.0  7.0
004D: jump_if_false £Label0A78B9
00D6: if  0
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false £Label0A78B2
03B6: replace_model_at  568.54 -4.801  13.264 radius  80.0 from -156 (OD_CHARIOT) to -155 (OD_WTSIGN)
03B6: replace_model_at  568.54 -4.801  13.264 radius  80.0 from -158 (LODCHARIOT) to -157 (LODD_BUILDNEW)

:Label0A78B2
0004: $1187 =  1  ;; integer values

:Label0A78B9
00D6: if  0
0038:   $1187 ==  1  ;; integer values
004D: jump_if_false £Label0A794A
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  561.9  26.4  18.1 radius  7.0  7.0  7.0
004D: jump_if_false £Label0A794A
00D6: if  0
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false £Label0A7943
03B6: replace_model_at  568.54 -4.801  13.264 radius  80.0 from -155 (OD_WTSIGN) to -156 (OD_CHARIOT)
03B6: replace_model_at  568.54 -4.801  13.264 radius  80.0 from -157 (LODD_BUILDNEW) to -158 (LODCHARIOT)

:Label0A7943
0004: $1187 =  0  ;; integer values

:Label0A794A
0051: return

:Label0A794C
0419: $118B = player $PLAYER_CHAR weapon  36 ammo
00D6: if  0
0038:   $118B ==  0  ;; integer values
004D: jump_if_false £Label0A796F
0004: $1181 =  4  ;; integer values

:Label0A796F
00D6: if  0
0019:    17@ >  280  ;; integer values
004D: jump_if_false £Label0A7A3D
00D6: if  0
0038:   $118E ==  1  ;; integer values
004D: jump_if_false £Label0A7A3D
00D6: if  0
0038:   $118F ==  1  ;; integer values
004D: jump_if_false £Label0A7A3D
00D6: if  0
02D7:   player $PLAYER_CHAR currentweapon ==  36
004D: jump_if_false £Label0A7A3D
00D6: if  0
00E1:   key_pressed  0  6
004D: jump_if_false £Label0A7A3D
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £Label0A7A3D
03D1: play_wav  1
0004: $118E =  0  ;; integer values
03D1: play_wav  2
0004: $118F =  0  ;; integer values
0006:  17@ =  0  ;; integer values
00D6: if  0
0038:   $1181 ==  4  ;; integer values
004D: jump_if_false £Label0A7A3D

:Label0A7A09
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0A7A23
0001: wait  0 ms
0002: jump £Label0A7A09

:Label0A7A23
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label0A7A3D
0001: wait  0 ms
0002: jump £Label0A7A23

:Label0A7A3D
00D6: if  0
0038:   $118E ==  0  ;; integer values
004D: jump_if_false £Label0A7A7C
03CF: load_wav "CAML" as  1

:Label0A7A5B
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A7A75
0001: wait  0 ms
0002: jump £Label0A7A5B

:Label0A7A75
0004: $118E =  1  ;; integer values

:Label0A7A7C
00D6: if  0
0038:   $118F ==  0  ;; integer values
004D: jump_if_false £Label0A7ABB
03CF: load_wav "CAMR" as  2

:Label0A7A9A
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0A7AB4
0001: wait  0 ms
0002: jump £Label0A7A9A

:Label0A7AB4
0004: $118F =  1  ;; integer values

:Label0A7ABB
0051: return

;-------------Mission 30---------------
; Originally: G-spotlight


:Label0A7ABD
03A4: name_thread "PORNO4"
0050: gosub £Label0A7AEB
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0A7AE2
0050: gosub £Label0AA703

:Label0A7AE2
0050: gosub £Label0AA80B
004E: end_thread

:Label0A7AEB
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "PORN4"
058E: set_restart_mission_taxi_destination  21.489  966.28  9.5  172.7
0004: $11AD =  0  ;; integer values
0004: $11AE =  0  ;; integer values
0004: $11AF =  0  ;; integer values
0004: $11B0 =  0  ;; integer values
0004: $11B1 =  0  ;; integer values
0004: $11B2 =  1  ;; integer values
0004: $11B3 =  0  ;; integer values
0004: $3D =  0  ;; integer values
0004: $11B4 =  0  ;; integer values
0004: $319 =  0  ;; integer values
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSDIREC"
023C: load_special_actor  3 "CSCANDY"
023C: load_special_actor  4 "CMRAMAN"
023C: load_special_actor  5 "MPORNA"
02F3: load_object #CUTOBJ01 "CS_CAM"
02F3: load_object #CUTOBJ02 "DRCHAIR"
03CB: set_camera -86.0  929.0  9.764
038B: load_requested_models

:Label0A7BD1
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label0A7BFB
0001: wait  0 ms
0002: jump £Label0A7BD1

:Label0A7BFB
00D6: if  21
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label0A7C1B
0001: wait  0 ms
0002: jump £Label0A7BFB

:Label0A7C1B
02E4: load_cutscene_data "PORN_4"
0244: set_cutscene_pos -69.128  920.965  9.764
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A3 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A3 "CSDIREC"
02E5: $A5 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $A5 "CSCANDY"
02E5: $C5 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $C5 "CMRAMAN"
02E5: $A4 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $A4 "MPORNA"
02E5: $D1 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D1 "CS_CAM"
02E5: $D7 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $D7 "DRCHAIR"
0395: clear_area  1 at -66.0  933.04 range  10.2  1.0
0055: put_player $PLAYER_CHAR at -66.0  933.04  10.2
0171: set_player $PLAYER_CHAR z_angle_to  275.6
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0
859A:   NOT   false
004D: jump_if_false £Label0A8171

:Label0A7D24
00D6: if  0
001A:    47 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A7D46
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A7D24

:Label0A7D46
00BC: text_highpriority "POR4_A"  10000 ms  1  ;; I'm sorry, but I just can't swallow this right now.

:Label0A7D55
00D6: if  0
001A:    1741 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A7D78
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A7D55

:Label0A7D78
00BC: text_highpriority "POR4_B"  10000 ms  1  ;; Oh COME ON darling!

:Label0A7D87
00D6: if  0
001A:    3291 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A7DAA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A7D87

:Label0A7DAA
00BC: text_highpriority "POR4_C"  10000 ms  1  ;; He's hung like a sperm whale for pity's sake,

:Label0A7DB9
00D6: if  0
001A:    5700 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A7DDC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A7DB9

:Label0A7DDC
00BC: text_highpriority "POR4_D"  10000 ms  1  ;; how can you not feel the part?!

:Label0A7DEB
00D6: if  0
001A:    7244 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A7E0E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A7DEB

:Label0A7E0E
00BC: text_highpriority "POR4_E"  10000 ms  1  ;; But Stevie...

:Label0A7E1D
00D6: if  0
001A:    9917 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A7E40
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A7E1D

:Label0A7E40
00BC: text_highpriority "POR4_F"  10000 ms  1  ;; How's my star director?

:Label0A7E4F
00D6: if  0
001A:    10414 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A7E72
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A7E4F

:Label0A7E72
00BC: text_highpriority "POR4_G"  10000 ms  1  ;; Oh, man. The struggle between the artistic integrity and

:Label0A7E81
00D6: if  0
001A:    13409 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A7EA4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A7E81

:Label0A7EA4
00BC: text_highpriority "POR4_H"  10000 ms  1  ;; the humping, pumping action continues unabated.

:Label0A7EB3
00D6: if  0
001A:    16161 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A7ED6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A7EB3

:Label0A7ED6
00BC: text_highpriority "POR4_I"  10000 ms  1  ;; And before you ask, yes, all four videos will be released by their...

:Label0A7EE5
00D6: if  0
001A:    19667 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A7F08
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A7EE5

:Label0A7F08
00BC: text_highpriority "POR4_J"  10000 ms  1  ;; Honey, can you PLEASE keep the anaconda in the shot,

:Label0A7F17
00D6: if  0
001A:    22706 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A7F3A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A7F17

:Label0A7F3A
00BC: text_highpriority "POR4_K"  10000 ms  1  ;; he costs more per hour than you do!

:Label0A7F49
00D6: if  0
001A:    24572 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A7F6C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A7F49

:Label0A7F6C
00BC: text_highpriority "POR4_L"  10000 ms  1  ;; Oh, sorry Steve.

:Label0A7F7B
00D6: if  0
001A:    25843 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A7F9E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A7F7B

:Label0A7F9E
00BC: text_highpriority "POR4_M"  10000 ms  1  ;; I was thinking, we need some kind of big stunt to really promote the launch.

:Label0A7FAD
00D6: if  0
001A:    29291 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A7FD0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A7FAD

:Label0A7FD0
00BC: text_highpriority "POR4_N"  10000 ms  1  ;; Something that will make a real impact on the City - you got any ideas?

:Label0A7FDF
00D6: if  0
001A:    34272 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A8004
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A7FDF

:Label0A8004
00BC: text_highpriority "POR4_O"  10000 ms  1  ;; Well, in the old days they used to have gala events,

:Label0A8013
00D6: if  0
001A:    37360 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A8038
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A8013

:Label0A8038
00BC: text_highpriority "POR4_P"  10000 ms  1  ;; stars, limos, the night sky crisscrossed with searchlights...

:Label0A8047
00D6: if  0
001A:    42492 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A806C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A8047

:Label0A806C
00BC: text_highpriority "POR4_Q"  10000 ms  1  ;; Searchlights! I've got an idea...

:Label0A807B
00D6: if  0
001A:    45162 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A80A0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A807B

:Label0A80A0
00BC: text_highpriority "POR4_R"  10000 ms  1  ;; ...yeah, yeah, yeah. The little sequined numbers, and the limos, oh, premieres

:Label0A80AF
00D6: if  0
001A:    50224 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A80D4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A80AF

:Label0A80D4
00BC: text_highpriority "POR4_S"  10000 ms  1  ;; Oh, yes ma'am, of course ma'am,

:Label0A80E3
00D6: if  0
001A:    53220 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A8108
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A80E3

:Label0A8108
016A: fade  0 ()  3000 ms
00BC: text_highpriority "POR4_T"  10000 ms  1  ;; and the press, and the barrage of lights...

:Label0A811E
00D6: if  0
001A:    54220 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A8143
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A811E

:Label0A8143
00BE: text_clear_all

:Label0A8145
00D6: if  0
001A:    56064 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A816A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A8145

:Label0A816A
0002: jump £Label0A83F7

:Label0A8171
00D6: if  0
001A:    194 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A8194
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A8171

:Label0A8194
00BC: text_highpriority "POR4_F"  10000 ms  1  ;; How's my star director?

:Label0A81A3
00D6: if  0
001A:    1394 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A81C6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A81A3

:Label0A81C6
00BC: text_highpriority "POR4_G"  10000 ms  1  ;; Oh, man. The struggle between the artistic integrity and

:Label0A81D5
00D6: if  0
001A:    4344 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A81F8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A81D5

:Label0A81F8
00BC: text_highpriority "POR4_H"  10000 ms  1  ;; the humping, pumping action continues unabated.

:Label0A8207
00D6: if  0
001A:    7178 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A822A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A8207

:Label0A822A
00BC: text_highpriority "POR4_I"  10000 ms  1  ;; And before you ask, yes, all four videos will be released by their...

:Label0A8239
00D6: if  0
001A:    10656 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A825C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A8239

:Label0A825C
00BC: text_highpriority "POR4_J"  10000 ms  1  ;; Honey, can you PLEASE keep the anaconda in the shot,

:Label0A826B
00D6: if  0
001A:    13704 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A828E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A826B

:Label0A828E
00BC: text_highpriority "POR4_K"  10000 ms  1  ;; he costs more per hour than you do!

:Label0A829D
00D6: if  0
001A:    15550 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A82C0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A829D

:Label0A82C0
00BC: text_highpriority "POR4_L"  10000 ms  1  ;; Oh, sorry Steve.

:Label0A82CF
00D6: if  0
001A:    16828 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A82F2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A82CF

:Label0A82F2
00BC: text_highpriority "POR4_M"  10000 ms  1  ;; I was thinking, we need some kind of big stunt to really promote the launch.

:Label0A8301
00D6: if  0
001A:    20256 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A8324
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A8301

:Label0A8324
00BC: text_highpriority "POR4_N"  10000 ms  1  ;; Something that will make a real impact on the City - you got any ideas?

:Label0A8333
00D6: if  0
001A:    25295 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A8356
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A8333

:Label0A8356
00BC: text_highpriority "POR4_O"  10000 ms  1  ;; Well, in the old days they used to have gala events,

:Label0A8365
00D6: if  0
001A:    28750 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A8388
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A8365

:Label0A8388
00BC: text_highpriority "POR4_P"  10000 ms  1  ;; stars, limos, the night sky crisscrossed with searchlights...

:Label0A8397
00D6: if  0
001A:    33584 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A83BC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A8397

:Label0A83BC
00BC: text_highpriority "POR4_Q"  10000 ms  1  ;; Searchlights! I've got an idea...

:Label0A83CB
00D6: if  0
001A:    36184 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0A83F0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0A83CB

:Label0A83F0
016A: fade  0 ()  3000 ms

:Label0A83F7
00BE: text_clear_all

:Label0A83F9
00D6: if  0
016B:   fading
004D: jump_if_false £Label0A8411
0001: wait  0 ms
0002: jump £Label0A83F9

:Label0A8411
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0169: set_fade_color  0  0  0
0001: wait  500 ms
0373: set_camera_directly_behind_player
03CB: set_camera -67.0  939.297  10.94
00C0: set_current_time  17  0
04E3: unknown_player $PLAYER_CHAR  3  60000
0247: request_model #HFYBU
0247: request_model #WFYBU
0247: request_model #WMYBU
0247: request_model #WMOBU
0247: request_model #PCJ600
0247: request_model #GDA

:Label0A848E
00D6: if  23
8248:   NOT   model #HFYBU available
8248:   NOT   model #WFYBU available
8248:   NOT   model #WMYBU available
8248:   NOT   model #WMOBU available
004D: jump_if_false £Label0A84B4
0001: wait  0 ms
0002: jump £Label0A848E

:Label0A84B4
00D6: if  21
8248:   NOT   model #PCJ600 available
8248:   NOT   model #GDA available
004D: jump_if_false £Label0A84D3
0001: wait  0 ms
0002: jump £Label0A84B4

:Label0A84D3
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label0A850D
018A: $11AA = create_checkpoint_at -483.5  853.0  9.9
018A: $11AC = create_checkpoint_at -526.2  886.2  70.0

:Label0A850D
00A5: $11A5 = create_car #PCJ600 at -6.4  957.1  9.4
009A: $11A6 = create_actor  4 #GDA at  .3  958.3  9.9
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "POR4_01"  5000 ms  1  ;; ~g~Go ~y~Downtown~g~ and adjust the spotlight on top of the building.
00BB: text_lowpriority "POR4_02"  5000 ms  1  ;; ~g~A fast bike will be needed to jump from roof to roof. The Security Guard usually drives a ~y~PCJ 600~g~ to work...
018A: $11A9 = create_checkpoint_at  6.8  953.5  9.4

:Label0A8575
0001: wait  0 ms
00D6: if  21
0038:   $11AD ==  0  ;; integer values
0038:   $11AD ==  2  ;; integer values
004D: jump_if_false £Label0A8721
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -487.9  837.7  10.0 radius  5.0  5.0  5.0
004D: jump_if_false £Label0A8721
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0253: (unknown)
015F: set_camera_position -456.4  851.2  25.9  0.0  0.0  0.0
0160: point_camera -499.2  837.7  11.1  2
00BE: text_clear_all
0006:  16@ =  0  ;; integer values

:Label0A860B
00D6: if  0
001B:    1000 >  16@  ;; integer values
004D: jump_if_false £Label0A867A
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0A865A
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0A8653
0004: $3D =  0  ;; integer values
0002: jump £Label0A86FF

:Label0A8653
0002: jump £Label0A8673

:Label0A865A
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0A8673
0004: $3D =  1  ;; integer values

:Label0A8673
0002: jump £Label0A860B

:Label0A867A
00BC: text_highpriority "POR4_05"  5000 ms  1  ;; ~g~These stairs will lead round to a lower office.
0006:  16@ =  0  ;; integer values

:Label0A8690
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label0A86FF
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0A86DF
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0A86D8
0004: $3D =  0  ;; integer values
0002: jump £Label0A86FF

:Label0A86D8
0002: jump £Label0A86F8

:Label0A86DF
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0A86F8
0004: $3D =  1  ;; integer values

:Label0A86F8
0002: jump £Label0A8690

:Label0A86FF
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0254: (unknown)
02A3: toggle_widescreen  0 (off)
0164: disable_marker $11A9
0164: disable_marker $11AA
0004: $11AD =  3  ;; integer values

:Label0A8721
00D6: if  0
0038:   $11AD ==  1  ;; integer values
004D: jump_if_false £Label0A8753
0164: disable_marker $11A9
018A: $11AA = create_checkpoint_at -487.9  837.7  10.0
0004: $11AD =  2  ;; integer values

:Label0A8753
00D6: if  0
0038:   $11AD ==  3  ;; integer values
004D: jump_if_false £Label0A8780
018A: $11A7 = create_checkpoint_at -562.7  782.7  22.4
0004: $11AD =  4  ;; integer values

:Label0A8780
00D6: if  0
0038:   $11AD ==  5  ;; integer values
004D: jump_if_false £Label0A87AD
018A: $11AB = create_checkpoint_at -528.2  774.5  98.0
0004: $11AD =  6  ;; integer values

:Label0A87AD
00D6: if  0
0038:   $11AD ==  6  ;; integer values
004D: jump_if_false £Label0A8A35
00D6: if  0
0038:   $11B3 ==  0  ;; integer values
004D: jump_if_false £Label0A8A17
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -528.2  774.5  98.0 radius  5.0  5.0  5.0
004D: jump_if_false £Label0A8A17
0164: disable_marker $11AB
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0253: (unknown)
015F: set_camera_position -531.8  817.6  99.1  0.0  0.0  0.0
0160: point_camera -532.3  825.6  98.7  2
0055: put_player $PLAYER_CHAR at -537.3  897.3  67.4
0171: set_player $PLAYER_CHAR z_angle_to  4.5
00BE: text_clear_all
0001: wait  500 ms
00BC: text_highpriority "POR4_08"  5000 ms  1  ;; ~g~Smash through the window to start the course. You have until 07:00 before it gets too light to get up there unseen.
0006:  16@ =  0  ;; integer values

:Label0A8881
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label0A88F0
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0A88D0
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0A88C9
0004: $3D =  0  ;; integer values
0002: jump £Label0A89D8

:Label0A88C9
0002: jump £Label0A88E9

:Label0A88D0
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0A88E9
0004: $3D =  1  ;; integer values

:Label0A88E9
0002: jump £Label0A8881

:Label0A88F0
015F: set_camera_position -530.2  825.27  98.4  0.0  0.0  0.0
0160: point_camera -529.6  901.06  72.1  2
00BC: text_highpriority "POR4_09"  5000 ms  1  ;; ~g~The pickups will show you which building to jump to next.
0006:  16@ =  0  ;; integer values

:Label0A8939
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label0A89D8
0001: wait  0 ms
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -526.2  886.2  70.0 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A8980

:Label0A8980
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0A89B8
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0A89B1
0004: $3D =  0  ;; integer values
0002: jump £Label0A89D8

:Label0A89B1
0002: jump £Label0A89D1

:Label0A89B8
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0A89D1
0004: $3D =  1  ;; integer values

:Label0A89D1
0002: jump £Label0A8939

:Label0A89D8
00BE: text_clear_all
0055: put_player $PLAYER_CHAR at -528.2  774.5  96.5
0171: set_player $PLAYER_CHAR z_angle_to  4.5
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0254: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0004: $11AD =  7  ;; integer values
0004: $11B3 =  1  ;; integer values

:Label0A8A17
0164: disable_marker $11AB
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -526.2  886.2  70.0

:Label0A8A35
00D6: if  0
0038:   $11AD ==  7  ;; integer values
004D: jump_if_false £Label0A8A97
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -526.2  886.2  70.0 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A8A97
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -552.6  1074.7  52.4
0004: $11AD =  8  ;; integer values

:Label0A8A97
00D6: if  0
0038:   $11AD ==  8  ;; integer values
004D: jump_if_false £Label0A8B0C
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -552.6  1074.7  52.4 radius  15.0  15.0  15.0
004D: jump_if_false £Label0A8B0C
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -645.7  1129.7  29.1
0004: $11AD =  9  ;; integer values

:Label0A8B0C
00D6: if  0
0038:   $11AD ==  9  ;; integer values
004D: jump_if_false £Label0A8B81
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -645.7  1129.7  29.1 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A8B81
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -695.5  1130.3  32.6
0004: $11AD =  10  ;; integer values

:Label0A8B81
00D6: if  0
0038:   $11AD ==  10  ;; integer values
004D: jump_if_false £Label0A8BF6
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -695.5  1130.3  32.6 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A8BF6
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -800.6  1141.7  25.6
0004: $11AD =  11  ;; integer values

:Label0A8BF6
00D6: if  0
0038:   $11AD ==  11  ;; integer values
004D: jump_if_false £Label0A8C6B
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -800.6  1141.7  25.6 radius  20.0  20.0  20.0
004D: jump_if_false £Label0A8C6B
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -840.1  1194.3  16.7
0004: $11AD =  12  ;; integer values

:Label0A8C6B
00D6: if  0
0038:   $11AD ==  12  ;; integer values
004D: jump_if_false £Label0A8CCD
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -840.1  1194.3  16.7 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A8CCD
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -792.4  1299.2  27.9
0004: $11AD =  13  ;; integer values

:Label0A8CCD
00D6: if  0
0038:   $11AD ==  13  ;; integer values
004D: jump_if_false £Label0A8D42
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -792.4  1299.2  27.9 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A8D42
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -710.1  1302.5  20.6
0004: $11AD =  14  ;; integer values

:Label0A8D42
00D6: if  0
0038:   $11AD ==  14  ;; integer values
004D: jump_if_false £Label0A8DB7
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -710.1  1302.5  20.6 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A8DB7
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -681.8  1338.8  24.3
0004: $11AD =  15  ;; integer values

:Label0A8DB7
00D6: if  0
0038:   $11AD ==  15  ;; integer values
004D: jump_if_false £Label0A8E2C
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -681.8  1338.8  24.3 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A8E2C
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -573.5  1365.4  16.6
0004: $11AD =  16  ;; integer values

:Label0A8E2C
00D6: if  0
0038:   $11AD ==  16  ;; integer values
004D: jump_if_false £Label0A8EA1
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -573.5  1365.4  16.6 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A8EA1
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -482.0  1355.7  24.7
0004: $11AD =  17  ;; integer values

:Label0A8EA1
00D6: if  0
0018:   $11AD >  16  ;; integer values
004D: jump_if_false £Label0A8FA9
00D6: if  0
029F:   player $PLAYER_CHAR stopped
004D: jump_if_false £Label0A8FA9
00D6: if  0
0038:   $11B7 ==  0  ;; integer values
004D: jump_if_false £Label0A8FA9
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0253: (unknown)
015F: set_camera_position -605.6  1371.6  23.1  0.0  0.0  0.0
0160: point_camera -562.94  1373.14  14.81  2
0001: wait  1000 ms

:Label0A8F1A
00D6: if  0
0030:   $11B9 >= -140.0  ;; floating-point values
004D: jump_if_false £Label0A8F56
0001: wait  0 ms
0453: object $70F set_rotation $11B9  0.0  0.0
007E: $11B9 -= unknown_inaccurate_float_timer  1.0  ;; floating-point values
0002: jump £Label0A8F1A

:Label0A8F56
0001: wait  1000 ms
0164: disable_marker $11A7
00BC: text_highpriority "POR4_11"  7000 ms  1  ;; ~g~Return to the ladder if you need access to the rooftops again.
0164: disable_marker $11A7
0167: $11A7 = create_marker_at -574.2  1373.35  16.1  5  2
0166: set_marker $11A7 brightness_to  1
02EB: restore_camera_with_jumpcut
0254: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0004: $11B7 =  1  ;; integer values

:Label0A8FA9
00D6: if  0
0038:   $11AD ==  17  ;; integer values
004D: jump_if_false £Label0A901E
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -482.0  1355.7  24.7 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A901E
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -410.6  1364.8  29.7
0004: $11AD =  18  ;; integer values

:Label0A901E
00D6: if  0
0038:   $11AD ==  18  ;; integer values
004D: jump_if_false £Label0A9093
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -410.6  1364.8  29.7 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A9093
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -354.3  1385.0  27.0
0004: $11AD =  19  ;; integer values

:Label0A9093
00D6: if  0
0038:   $11AD ==  19  ;; integer values
004D: jump_if_false £Label0A9108
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -354.3  1385.0  27.0 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A9108
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -283.3  1401.7  27.3
0004: $11AD =  20  ;; integer values

:Label0A9108
00D6: if  0
0038:   $11AD ==  20  ;; integer values
004D: jump_if_false £Label0A917D
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -283.3  1401.7  27.3 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A917D
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -280.5  1335.0  27.1
0004: $11AD =  21  ;; integer values

:Label0A917D
00D6: if  0
0038:   $11AD ==  21  ;; integer values
004D: jump_if_false £Label0A91F2
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -280.5  1335.0  27.1 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A91F2
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -277.1  1274.0  27.9
0004: $11AD =  22  ;; integer values

:Label0A91F2
00D6: if  0
0038:   $11AD ==  22  ;; integer values
004D: jump_if_false £Label0A9267
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -277.1  1274.0  27.9 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A9267
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -277.3  1216.3  42.6
0004: $11AD =  23  ;; integer values

:Label0A9267
00D6: if  0
0038:   $11AD ==  23  ;; integer values
004D: jump_if_false £Label0A92DC
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -277.3  1216.3  42.6 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A92DC
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -336.5  1047.8  38.7
0004: $11AD =  24  ;; integer values

:Label0A92DC
00D6: if  0
0038:   $11AD ==  24  ;; integer values
004D: jump_if_false £Label0A932A
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -336.5  1047.8  38.7 radius  10.0  10.0  10.0
004D: jump_if_false £Label0A932A
0164: disable_marker $11AC
0004: $11AD =  25  ;; integer values

:Label0A932A
00D6: if  0
0018:   $11AD >  24  ;; integer values
004D: jump_if_false £Label0A943C
00D6: if  0
029F:   player $PLAYER_CHAR stopped
004D: jump_if_false £Label0A943C
00D6: if  0
0038:   $11B8 ==  0  ;; integer values
004D: jump_if_false £Label0A943C
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0253: (unknown)
0005: $11B9 =  0.0  ;; floating-point values
015F: set_camera_position -303.3  858.4  21.0  0.0  0.0  0.0
0160: point_camera -356.3  919.0  23.0  2
0001: wait  3000 ms
015F: set_camera_position -345.3  914.7  17.6  0.0  0.0  0.0
0160: point_camera -368.9  909.8  16.8  2
0001: wait  1000 ms

:Label0A93E5
00D6: if  0
0030:   $11B9 >= -150.0  ;; floating-point values
004D: jump_if_false £Label0A9421
0001: wait  0 ms
0453: object $710 set_rotation $11B9  0.0  157.0
007E: $11B9 -= unknown_inaccurate_float_timer  1.0  ;; floating-point values
0002: jump £Label0A93E5

:Label0A9421
0001: wait  1000 ms
02EB: restore_camera_with_jumpcut
0254: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0004: $11B8 =  1  ;; integer values

:Label0A943C
00D6: if  0
0038:   $11AD ==  25  ;; integer values
004D: jump_if_false £Label0A9469
018A: $11A8 = create_checkpoint_at -358.0  992.2  46.3
0004: $11AD =  26  ;; integer values

:Label0A9469
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600
004D: jump_if_false £Label0A94A6
00D6: if  0
0038:   $11AD ==  0  ;; integer values
004D: jump_if_false £Label0A94A6
00BE: text_clear_all
00BC: text_highpriority "POR4_03"  5000 ms  1  ;; ~g~You will need to get onto the roofs of the buildings. There should be a lift into one of the upper offices...
0004: $11AD =  1  ;; integer values

:Label0A94A6
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  6.8  953.5  10.0 radius  80.0  80.0  80.0
004D: jump_if_false £Label0A9525
00D6: if  0
0038:   $11B2 ==  0  ;; integer values
004D: jump_if_false £Label0A951E
00A5: $11A5 = create_car #PCJ600 at -6.4  957.1  9.4
009A: $11A6 = create_actor  4 #GDA at  .3  958.3  9.9
0004: $11B2 =  1  ;; integer values

:Label0A951E
0002: jump £Label0A9548

:Label0A9525
00D6: if  0
0038:   $11B2 ==  1  ;; integer values
004D: jump_if_false £Label0A9548
01C2: remove_references_to_actor $11A6  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $11A5  ;; Like turning a car into any random car
0004: $11B2 =  0  ;; integer values

:Label0A9548
00D6: if  0
0038:   $11AD ==  0  ;; integer values
004D: jump_if_false £Label0A9583
00D6: if  0
0038:   $11B2 ==  1  ;; integer values
004D: jump_if_false £Label0A9583
00D6: if  0
0119:   car $11A5 wrecked
004D: jump_if_false £Label0A9583
0004: $11AD =  1  ;; integer values

:Label0A9583
00D6: if  0
00F8:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point -562.5  782.3  21.8 radius  2.0  2.0  2.0
004D: jump_if_false £Label0A9F3F
00D6: if  0
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false £Label0A95D2
00BC: text_highpriority "POR4_07"  5000 ms  1  ;; ~g~You will need a bike so you can jump from building to building.

:Label0A95D2
00D6: if  0
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false £Label0A9F3F
00D6: if  0
0443:   player $PLAYER_CHAR in_a_car
004D: jump_if_false £Label0A9F3F
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0253: (unknown)
015F: set_camera_position -565.4  782.6  23.7  0.0  0.0  0.0
0160: point_camera -556.8  782.0  22.8  2
00DA: $11A3 = player $PLAYER_CHAR car
00AB: put_car $11A3 at -562.5  782.3  21.8
0175: set_car $11A3 z_angle_to  264.8
009A: $11A1 = create_actor  5 #WMOBU at -556.2  783.0  21.8
0173: set_actor $11A1 z_angle_to  204.7
009A: $11A2 = create_actor  5 #WFYBU at -555.8  781.3  21.8
0173: set_actor $11A2 z_angle_to  12.4
03F9: make_actors $11A1 $11A2 converse_in  86400000 ms
0001: wait  1000 ms
03CF: load_wav "LIFTOP" as  1

:Label0A96BA
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A96D4
0001: wait  0 ms
0002: jump £Label0A96BA

:Label0A96D4
03CF: load_wav "LIFTBEL" as  2

:Label0A96E0
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0A96FA
0001: wait  0 ms
0002: jump £Label0A96E0

:Label0A96FA
03D1: play_wav  2

:Label0A96FE
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label0A9718
0001: wait  0 ms
0002: jump £Label0A96FE

:Label0A9718
040D: unload_wav  2
03CF: load_wav "LIFTRUN" as  2

:Label0A9728
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0A9742
0001: wait  0 ms
0002: jump £Label0A9728

:Label0A9742
0006:  16@ =  0  ;; integer values

:Label0A9749
0001: wait  0 ms
03D1: play_wav  1
034E: unknown_move_object $709 to -559.476  784.807  23.279 unknown_angle  0.0  .1  0.0  0
034E: unknown_move_object $70A to -559.476  779.64  23.279 unknown_angle  0.0  .1  0.0  0
00D6: if  0
0019:    16@ >  2000  ;; integer values
004D: jump_if_false £Label0A97B5
0002: jump £Label0A97BC

:Label0A97B5
0002: jump £Label0A9749

:Label0A97BC
00D6: if  0
8118:   NOT   actor $11A1 dead
004D: jump_if_false £Label0A97EE
00D6: if  0
8118:   NOT   actor $11A2 dead
004D: jump_if_false £Label0A97EE
03F9: make_actors $11A1 $11A2 converse_in  10 ms
022D: set_actor $11A1 to_look_at_player $PLAYER_CHAR

:Label0A97EE
0001: wait  80 ms
00D6: if  0
8118:   NOT   actor $11A2 dead
004D: jump_if_false £Label0A980A
022D: set_actor $11A2 to_look_at_player $PLAYER_CHAR

:Label0A980A
0001: wait  100 ms
03CF: load_wav "INLIFT" as  1

:Label0A981A
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A9834
0001: wait  0 ms
0002: jump £Label0A981A

:Label0A9834
00D6: if  0
8119:   NOT   car $11A3 wrecked
004D: jump_if_false £Label0A9860
03A2: (unknown) $11A3  3 
00AE: unknown_set_car $11A3 to_ignore_traffic_lights  3
0477: unknown_car $11A3  8  1100
03D1: play_wav  1

:Label0A9860
0006:  16@ =  0  ;; integer values

:Label0A9867
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $11A3 wrecked
004D: jump_if_false £Label0A98A8
00D6: if  0
01AD:   car $11A3  0 ()near_point -557.9  782.3  1.3  1.3
004D: jump_if_false £Label0A98A8
0002: jump £Label0A98C9

:Label0A98A8
00D6: if  0
0019:    16@ >  900  ;; integer values
004D: jump_if_false £Label0A98C2
0002: jump £Label0A98C9

:Label0A98C2
0002: jump £Label0A9867

:Label0A98C9
0477: unknown_car $11A3  5  1
00D6: if  0
8118:   NOT   actor $11A1 dead
004D: jump_if_false £Label0A98FB
022F: set_actor $11A1 stop_looking
01BE: set_actor $11A1 to_look_at_spot -562.5  782.3  21.8

:Label0A98FB
0001: wait  80 ms
00D6: if  0
8118:   NOT   actor $11A2 dead
004D: jump_if_false £Label0A9928
022F: set_actor $11A2 stop_looking
01BE: set_actor $11A2 to_look_at_spot -562.5  782.3  21.8

:Label0A9928
0001: wait  1000 ms
0006:  16@ =  0  ;; integer values
03CF: load_wav "LIFTCL" as  1

:Label0A9940
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A995A
0001: wait  0 ms
0002: jump £Label0A9940

:Label0A995A
0001: wait  0 ms
034E: unknown_move_object $709 to -559.476  783.107  23.279 unknown_angle  0.0  .1  0.0  0
034E: unknown_move_object $70A to -559.476  781.34  23.279 unknown_angle  0.0  .1  0.0  0
03D1: play_wav  1
00D6: if  0
0019:    16@ >  1000  ;; integer values
004D: jump_if_false £Label0A9A54
00D6: if  0
0038:   $11B0 ==  0  ;; integer values
004D: jump_if_false £Label0A9A54
009B: destroy_actor_instantly $11A1
009B: destroy_actor_instantly $11A2
009A: $11A1 = create_actor  5 #WMOBU at -550.0  788.7  96.5
0173: set_actor $11A1 z_angle_to  90.6
009A: $11A2 = create_actor  5 #WFYBU at -550.0  787.2  96.5
0173: set_actor $11A2 z_angle_to  90.6
00D6: if  0
8119:   NOT   car $11A3 wrecked
004D: jump_if_false £Label0A9A4D
00AB: put_car $11A3 at -551.5  787.9  96.5
0175: set_car $11A3 z_angle_to  269.4

:Label0A9A4D
0004: $11B0 =  1  ;; integer values

:Label0A9A54
00D6: if  0
0019:    16@ >  2000  ;; integer values
004D: jump_if_false £Label0A9A6E
0002: jump £Label0A9A75

:Label0A9A6E
0002: jump £Label0A995A

:Label0A9A75
03D1: play_wav  2
015F: set_camera_position -553.3  786.1  100.0  0.0  0.0  0.0
0160: point_camera -550.4  788.4  97.2  2
0507: set_camera_interference  1
0001: wait  5000 ms
040D: unload_wav  1
03CF: load_wav "LIFTBEL" as  2

:Label0A9AC5
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0A9ADF
0001: wait  0 ms
0002: jump £Label0A9AC5

:Label0A9ADF
03D1: play_wav  2

:Label0A9AE3
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label0A9AFD
0001: wait  0 ms
0002: jump £Label0A9AE3

:Label0A9AFD
040D: unload_wav  2
009A: $1199 = create_actor  5 #HFYBU at -564.4  784.4  96.5
0173: set_actor $1199 z_angle_to  3.1
009A: $119A = create_actor  5 #WFYBU at -552.6  768.6  96.5
0173: set_actor $119A z_angle_to  179.0
009A: $119B = create_actor  5 #HFYBU at -537.9  787.6  96.5
0173: set_actor $119B z_angle_to  92.5
009A: $119C = create_actor  5 #HFYBU at -524.0  811.6  96.5
0173: set_actor $119C z_angle_to  108.6
009A: $119D = create_actor  5 #WMOBU at -524.0  810.0  96.5
0173: set_actor $119D z_angle_to  0.0
03F9: make_actors $119C $119D converse_in  86400000 ms
009A: $119E = create_actor  5 #WMYBU at -529.5  826.9  96.5
0173: set_actor $119E z_angle_to  358.0
009A: $119F = create_actor  5 #WMYBU at -539.2  768.6  96.5
0173: set_actor $119F z_angle_to  6.5
009A: $11A0 = create_actor  5 #HFYBU at -540.2  769.3  96.5
0173: set_actor $11A0 z_angle_to  214.6
03F9: make_actors $119F $11A0 converse_in  86400000 ms
0004: $11AF =  1  ;; integer values
0507: set_camera_interference  0
015F: set_camera_position -557.0  787.7  99.0  0.0  0.0  0.0
0160: point_camera -550.6  787.6  97.5  2
0006:  16@ =  0  ;; integer values
03CF: load_wav "LIFTOP" as  1

:Label0A9C7C
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A9C96
0001: wait  0 ms
0002: jump £Label0A9C7C

:Label0A9C96
0001: wait  0 ms
03D1: play_wav  1
034E: unknown_move_object $70B to -553.563  790.595  97.917 unknown_angle  0.0  .1  0.0  0
034E: unknown_move_object $70C to -553.563  785.427  97.917 unknown_angle  0.0  .1  0.0  0
00D6: if  0
0019:    16@ >  2000  ;; integer values
004D: jump_if_false £Label0A9D02
0002: jump £Label0A9D09

:Label0A9D02
0002: jump £Label0A9C96

:Label0A9D09
00D6: if  0
8119:   NOT   car $11A3 wrecked
004D: jump_if_false £Label0A9D2A
0477: unknown_car $11A3  2  10000
0006:  16@ =  0  ;; integer values

:Label0A9D2A
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $11A3 wrecked
004D: jump_if_false £Label0A9D6B
00D6: if  0
01AD:   car $11A3  0 ()near_point -560.5  788.0  1.0  1.0
004D: jump_if_false £Label0A9D6B
0002: jump £Label0A9D8C

:Label0A9D6B
00D6: if  0
0019:    16@ >  2500  ;; integer values
004D: jump_if_false £Label0A9D85
0002: jump £Label0A9D8C

:Label0A9D85
0002: jump £Label0A9D2A

:Label0A9D8C
0477: unknown_car $11A3  5  1
00D6: if  0
81AD:   NOT   car $11A3  0 ()near_point -560.5  788.0  1.0  1.0
004D: jump_if_false £Label0A9DD9
00AB: put_car $11A3 at -560.5  788.0  96.0
0175: set_car $11A3 z_angle_to  186.0

:Label0A9DD9
0001: wait  1000 ms
0006:  16@ =  0  ;; integer values
03CF: load_wav "LIFTCL" as  1

:Label0A9DF1
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0A9E0B
0001: wait  0 ms
0002: jump £Label0A9DF1

:Label0A9E0B
0001: wait  0 ms
034E: unknown_move_object $70B to -553.563  788.895  97.917 unknown_angle  0.0  .1  0.0  0
034E: unknown_move_object $70C to -553.563  787.127  97.917 unknown_angle  0.0  .1  0.0  0
03D1: play_wav  1
00D6: if  0
0019:    16@ >  2000  ;; integer values
004D: jump_if_false £Label0A9E77
0002: jump £Label0A9E7E

:Label0A9E77
0002: jump £Label0A9E0B

:Label0A9E7E
01C2: remove_references_to_actor $11A1  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $11A2  ;; Like turning an actor into a random pedestrian
00D6: if  0
8119:   NOT   car $11A3 wrecked
004D: jump_if_false £Label0A9E9F
03A2: (unknown) $11A3  0 

:Label0A9E9F
0004: $11B0 =  0  ;; integer values
0507: set_camera_interference  0
02EB: restore_camera_with_jumpcut
0254: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00D6: if  21
0038:   $11AD ==  1  ;; integer values
0038:   $11AD ==  2  ;; integer values
004D: jump_if_false £Label0A9EDE
0164: disable_marker $11AA
0004: $11AD =  4  ;; integer values

:Label0A9EDE
00D6: if  0
0038:   $11AD ==  4  ;; integer values
004D: jump_if_false £Label0A9F33
00BE: text_clear_all
00BC: text_highpriority "POR4_06"  7000 ms  1  ;; ~g~Return to the lower office if you need access to the rooftops again.
0164: disable_marker $11A7
0167: $11A7 = create_marker_at -562.7  782.7  22.4  5  2
0166: set_marker $11A7 brightness_to  1
0004: $11AD =  5  ;; integer values
0002: jump £Label0A9F3F

:Label0A9F33
0164: disable_marker $11A8
0004: $11AD =  7  ;; integer values

:Label0A9F3F
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -568.0  793.2  22.0 radius  40.0  40.0  40.0
004D: jump_if_false £Label0AA0A5
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube -576.9  836.2  15.0 -583.0  821.6  25.0
004D: jump_if_false £Label0AA09E
00D6: if  0
0038:   $11AE ==  0  ;; integer values
004D: jump_if_false £Label0AA09E
009A: $1193 = create_actor  5 #HFYBU at -571.5  776.5  21.8
0173: set_actor $1193 z_angle_to  355.4
009A: $1194 = create_actor  5 #WFYBU at -570.9  779.1  21.8
0173: set_actor $1194 z_angle_to  171.2
03F9: make_actors $1193 $1194 converse_in  86400000 ms
009A: $1195 = create_actor  5 #WMYBU at -574.1  788.0  21.8
0173: set_actor $1195 z_angle_to  278.0
009A: $1196 = create_actor  5 #HFYBU at -571.2  810.6  21.8
0173: set_actor $1196 z_angle_to  272.9
009A: $1197 = create_actor  5 #HFYBU at -560.8  787.5  21.8
0173: set_actor $1197 z_angle_to  278.8
009A: $1198 = create_actor  5 #WMOBU at -569.4  810.5  21.8
0173: set_actor $1198 z_angle_to  114.1
03F9: make_actors $1196 $1198 converse_in  86400000 ms
0004: $11AE =  1  ;; integer values

:Label0AA09E
0002: jump £Label0AA0DC

:Label0AA0A5
00D6: if  0
0038:   $11AE ==  1  ;; integer values
004D: jump_if_false £Label0AA0DC
009B: destroy_actor_instantly $1193
009B: destroy_actor_instantly $1194
009B: destroy_actor_instantly $1195
009B: destroy_actor_instantly $1196
009B: destroy_actor_instantly $1197
009B: destroy_actor_instantly $1198
0004: $11AE =  0  ;; integer values

:Label0AA0DC
00D6: if  0
8118:   NOT   actor $1195 dead
004D: jump_if_false £Label0AA0F8
0372: set_actor $1195 anim  24 wait_state_time  999999 ms

:Label0AA0F8
00D6: if  0
8118:   NOT   actor $1197 dead
004D: jump_if_false £Label0AA114
0372: set_actor $1197 anim  25 wait_state_time  999999 ms

:Label0AA114
00D6: if  0
8118:   NOT   actor $1198 dead
004D: jump_if_false £Label0AA130
0372: set_actor $1198 anim  24 wait_state_time  999999 ms

:Label0AA130
00D6: if  0
8118:   NOT   actor $1199 dead
004D: jump_if_false £Label0AA14C
0372: set_actor $1199 anim  24 wait_state_time  999999 ms

:Label0AA14C
00D6: if  0
8118:   NOT   actor $119A dead
004D: jump_if_false £Label0AA168
0372: set_actor $119A anim  25 wait_state_time  999999 ms

:Label0AA168
00D6: if  0
8118:   NOT   actor $119B dead
004D: jump_if_false £Label0AA184
0372: set_actor $119B anim  24 wait_state_time  999999 ms

:Label0AA184
00D6: if  0
8118:   NOT   actor $119F dead
004D: jump_if_false £Label0AA1A0
0372: set_actor $119F anim  24 wait_state_time  999999 ms

:Label0AA1A0
00D6: if  0
8057:   NOT   player $PLAYER_CHAR  0 ()in_cube -568.6  765.4  90.9 -479.8  846.2  111.0
004D: jump_if_false £Label0AA211
00D6: if  0
0038:   $11AF ==  1  ;; integer values
004D: jump_if_false £Label0AA211
009B: destroy_actor_instantly $1199
009B: destroy_actor_instantly $119A
009B: destroy_actor_instantly $119B
009B: destroy_actor_instantly $119C
009B: destroy_actor_instantly $119D
009B: destroy_actor_instantly $119E
009B: destroy_actor_instantly $119F
009B: destroy_actor_instantly $11A0
0004: $11AF =  0  ;; integer values

:Label0AA211
00D6: if  0
0038:   $11AD ==  26  ;; integer values
004D: jump_if_false £Label0AA6CB
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot -355.6  990.8  44.4 radius  1.0  1.0  2.0
004D: jump_if_false £Label0AA6CB
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00BF: $11B5 = current_time_hours, $11B6 = current_time_minutes
00D6: if  0
0018:   $11B5 >  16  ;; integer values
004D: jump_if_false £Label0AA290
00D6: if  0
001A:    23 > $11B5  ;; integer values
004D: jump_if_false £Label0AA290
00C0: set_current_time  23  0

:Label0AA290
0395: clear_area  1 at -356.1  990.1 range  44.4  1.0
0055: put_player $PLAYER_CHAR at -356.1  990.1  44.4
0171: set_player $PLAYER_CHAR z_angle_to  260.5
015F: set_camera_position -358.1  991.5  46.8  0.0  0.0  0.0
0160: point_camera -355.2  990.3  46.1  2
02E4: load_cutscene_data "GSPOT"
02E7: start_cutscene
0001: wait  1000 ms
0372: set_actor $PLAYER_ACTOR anim  25 wait_state_time  1000 ms
0001: wait  2000 ms
053D: $PLAYER_ACTOR
0108: destroy_object $70E
0001: wait  500 ms
029B: $70E = init_object -70 (DTS_SOAPYTITWANK_A) at -324.797  991.184  71.708
0001: wait  500 ms
0108: destroy_object $70E
0001: wait  500 ms
029B: $70E = init_object -70 (DTS_SOAPYTITWANK_A) at -324.797  991.184  71.708
0001: wait  300 ms
0108: destroy_object $70E
0001: wait  200 ms
029B: $70E = init_object -70 (DTS_SOAPYTITWANK_A) at -324.797  991.184  71.708
0001: wait  100 ms
0108: destroy_object $70E
0001: wait  50 ms
029B: $70E = init_object -70 (DTS_SOAPYTITWANK_A) at -324.797  991.184  71.708
0001: wait  10 ms
0108: destroy_object $70E
0001: wait  10 ms
029B: $70E = init_object -70 (DTS_SOAPYTITWANK_A) at -324.797  991.184  71.708
0001: wait  10 ms
0108: destroy_object $70E
0001: wait  500 ms
015F: set_camera_position -350.1  991.07  44.97  0.0  0.0  0.0
0160: point_camera -478.2  969.8  137.3  2
0001: wait  1000 ms
0055: put_player $PLAYER_CHAR at -342.9  984.7  44.8

:Label0AA428
00D6: if  0
834D:   NOT unknown_rotate_object $70D unknown_angle  360.0  1.0  0
004D: jump_if_false £Label0AA44F
0001: wait  0 ms
0002: jump £Label0AA428

:Label0AA44F
0001: wait  500 ms
029B: $11A4 = init_object -160 (DTS_SOAPYTITWANK_B) at -419.28  952.886  140.66
0001: wait  10 ms
0108: destroy_object $11A4
0001: wait  10 ms
029B: $11A4 = init_object -160 (DTS_SOAPYTITWANK_B) at -419.28  952.886  140.66
0001: wait  10 ms
0108: destroy_object $11A4
0001: wait  50 ms
029B: $11A4 = init_object -160 (DTS_SOAPYTITWANK_B) at -419.28  952.886  140.66
0001: wait  100 ms
0108: destroy_object $11A4
0001: wait  200 ms
029B: $11A4 = init_object -160 (DTS_SOAPYTITWANK_B) at -419.28  952.886  140.66
0001: wait  300 ms
0108: destroy_object $11A4
0001: wait  500 ms
029B: $11A4 = init_object -160 (DTS_SOAPYTITWANK_B) at -419.28  952.886  140.66
0001: wait  500 ms
0108: destroy_object $11A4
0001: wait  500 ms
029B: $11A4 = init_object -160 (DTS_SOAPYTITWANK_B) at -419.28  952.886  140.66
01C7: remove_object_from_mission_cleanup_list $11A4
0001: wait  5000 ms
02EA: end_cutscene
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
016A: fade  0 ()  500 ms

:Label0AA544
00D6: if  0
016B:   fading
004D: jump_if_false £Label0AA55C
0001: wait  0 ms
0002: jump £Label0AA544

:Label0AA55C
0055: put_player $PLAYER_CHAR at -2.8  985.9  10.9
04A6: $278 = create_asset_money_pickup_at $240 $241 $242 money $277 $277
03CB: set_camera  17.6  957.6  16.7
015F: set_camera_position  39.5  940.1  21.8  0.0  0.0  0.0
0160: point_camera  17.6  957.6  16.7  2
016A: fade  1 (back)  500 ms

:Label0AA5CF
00D6: if  0
016B:   fading
004D: jump_if_false £Label0AA5E7
0001: wait  0 ms
0002: jump £Label0AA5CF

:Label0AA5E7
0394: play_music  1
00BA: text_styled "POR_AS1"  5000 ms  6  ;; FILM STUDIO ASSET COMPLETED
0001: wait  5000 ms
03CB: set_camera -4.0  961.5  9.7
015F: set_camera_position  9.2  964.6  12.9  0.0  0.0  0.0
0160: point_camera -4.0  961.5  9.7  2
01E5: text_1number_highpriority "POR_AS2" $277  6000 ms  1  ;; ~g~Inter Global Films will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait  6000 ms
016A: fade  0 ()  500 ms

:Label0AA661
00D6: if  0
016B:   fading
004D: jump_if_false £Label0AA679
0001: wait  0 ms
0002: jump £Label0AA661

:Label0AA679
0055: put_player $PLAYER_CHAR at -353.0  990.0  44.4
0171: set_player $PLAYER_CHAR z_angle_to  102.5
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
03CB: set_camera $5F $60 $61
016A: fade  1 (back)  500 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0002: jump £Label0AA714

:Label0AA6CB
00C1: $11B1 = minutes_to_current_time  7  0
00D6: if  0
0038:   $11B1 ==  0  ;; integer values
004D: jump_if_false £Label0AA6FC
00BC: text_highpriority "POR4_10"  5000 ms  1  ;; ~r~It's too light to get up there unseen.
0002: jump £Label0AA703

:Label0AA6FC
0002: jump £Label0A8575

:Label0AA703
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0AA714
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  8000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  8000
014C: set_parked_car_generator $7CB cars_to_generate_to  101
034E: unknown_move_object $709 to -559.476  784.807  23.279 unknown_angle  0.0  10.0  0.0  0
034E: unknown_move_object $70A to -559.476  779.64  23.279 unknown_angle  0.0  10.0  0.0  0
034E: unknown_move_object $70B to -553.563  790.595  97.917 unknown_angle  0.0  10.0  0.0  0
034E: unknown_move_object $70C to -553.563  785.427  97.917 unknown_angle  0.0  10.0  0.0  0
030C: set_mission_points +=  1
0318: set_latest_mission_passed "PORN_4"  ;; G-spotlight
0164: disable_marker $100
04CE: $100 = create_icon_marker_without_sphere $1A8 at $240 $241 $242
0008: $497 +=  1  ;; integer values
0004: $279 =  1  ;; integer values
0004: $104 =  1  ;; integer values
0051: return

:Label0AA80B
0004: $ONMISSION =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0164: disable_marker $11A7
0164: disable_marker $11A8
0164: disable_marker $11A9
0164: disable_marker $11AA
0164: disable_marker $11AB
0164: disable_marker $11AC
0249: release_model #HFYBU
0249: release_model #WFYBU
0249: release_model #WMYBU
0249: release_model #WMOBU
0249: release_model #PCJ600
0249: release_model #GDA
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 31---------------
; Originally: Shakedown


:Label0AA859
03A4: name_thread "PROTEC1"
0050: gosub £Label0AA887
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0AA87E
0050: gosub £Label0AC372

:Label0AA87E
0050: gosub £Label0AC3E4
004E: end_thread

:Label0AA887
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "PROT1"
058E: set_restart_mission_taxi_destination -288.2 -487.5  9.8  275.0
0004: $11D5 =  0  ;; integer values
0004: $11D6 =  301000  ;; integer values
0004: $11D7 =  0  ;; integer values
0004: $11D8 =  0  ;; integer values
0004: $11D9 =  0  ;; integer values
0004: $11DA =  0  ;; integer values
0004: $11DB =  0  ;; integer values
0004: $11DC =  0  ;; integer values
0004: $11DD =  0  ;; integer values
0004: $11DE =  0  ;; integer values
0004: $11DF =  0  ;; integer values
0004: $11E0 =  0  ;; integer values
0004: $11E1 =  0  ;; integer values
0004: $11E2 =  0  ;; integer values
0004: $11E3 =  0  ;; integer values
0004: $11E4 =  0  ;; integer values
0004: $11E5 =  0  ;; integer values
0004: $11E6 =  0  ;; integer values
0004: $11E7 =  0  ;; integer values
0004: $11E8 =  0  ;; integer values
0004: $11E9 =  0  ;; integer values
0004: $11EA =  0  ;; integer values
0004: $11EB =  0  ;; integer values
0004: $11EC =  0  ;; integer values
0004: $11ED =  0  ;; integer values
0004: $11EE =  0  ;; integer values
0004: $11EF =  0  ;; integer values
0004: $11F0 =  0  ;; integer values
0004: $11F1 =  0  ;; integer values
0004: $11F2 =  0  ;; integer values
0004: $11F3 =  0  ;; integer values
0004: $11F4 =  0  ;; integer values
0004: $11F5 =  0  ;; integer values
0004: $11F6 =  0  ;; integer values
0004: $11F7 =  0  ;; integer values
0004: $11F8 =  0  ;; integer values
0004: $11F9 =  0  ;; integer values
0004: $11FA =  0  ;; integer values
0004: $11FB =  0  ;; integer values
04BB: select_interiour  2  ;; select render area
0004: $3DF =  1  ;; integer values
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKEN"
023C: load_special_actor  3 "CSBUDDY"
023C: load_special_actor  4 "CSAVERY"
03CB: set_camera -378.62 -552.676  18.534
038B: load_requested_models

:Label0AAA20
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
004D: jump_if_false £Label0AAA46
0001: wait  0 ms
0002: jump £Label0AAA20

:Label0AAA46
02E4: load_cutscene_data "BUD_1"
0395: clear_area  1 at -378.6 -552.6 range  25.5  15.0
0395: clear_area  1 at -379.0 -564.6 range  19.8  15.0
03DE: set_pedestrians_density_multiplier_to  0.0
0244: set_cutscene_pos -378.62 -552.676  18.534
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $88 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $95 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $95 "CSAVERY"
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0AAB05
00D6: if  0
001A:    498 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AAB28
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AAB05

:Label0AAB28
00BC: text_highpriority "PRO1_A"  10000 ms  1  ;; Oh, we gotta redecorate this place. We gotta make it look older.

:Label0AAB37
00D6: if  0
001A:    3470 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AAB5A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AAB37

:Label0AAB5A
00BC: text_highpriority "PRO1_B"  10000 ms  1  ;; I can't stand this look. Tommy, whadaya say? Whadaya say we put a bar in...

:Label0AAB69
00D6: if  0
001A:    7473 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AAB8C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AAB69

:Label0AAB8C
00BC: text_highpriority "PRO1_C"  10000 ms  1  ;; You're my lawyer, Rosenberg, not my interior decorator. Got it?

:Label0AAB9B
00D6: if  0
001A:    11644 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AABBE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AAB9B

:Label0AABBE
00BC: text_highpriority "PRO1_D"  10000 ms  1  ;; Listen to me,

:Label0AABCD
00D6: if  0
001A:    12448 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AABF0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AABCD

:Label0AABF0
00BC: text_highpriority "PRO1_E"  10000 ms  1  ;; The time to take over this town is now. It's all out there waiting for us.

:Label0AABFF
00D6: if  0
001A:    16477 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AAC22
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AABFF

:Label0AAC22
00BC: text_highpriority "PRO1_F"  10000 ms  1  ;; We need to start seizing territory,

:Label0AAC31
00D6: if  0
001A:    18657 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AAC54
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AAC31

:Label0AAC54
00BC: text_highpriority "PRO1_G"  10000 ms  1  ;; let Vice City know we're the new players in town, know what I'm saying?

:Label0AAC63
00D6: if  0
001A:    21849 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AAC86
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AAC63

:Label0AAC86
00BC: text_highpriority "PRO1_I"  10000 ms  1  ;; What you need is a legitimate front Tommy, real estate. It's never done me no harm.

:Label0AAC95
00D6: if  0
001A:    26212 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AACB8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AAC95

:Label0AACB8
00BC: text_highpriority "PRO1_J"  10000 ms  1  ;; We need to start using some muscle or we can kiss all that hard work goodbye.

:Label0AACC7
00D6: if  0
001A:    30323 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AACEA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AACC7

:Label0AACEA
00BC: text_highpriority "PRO1_K"  10000 ms  1  ;; Local businesses know Diaz is dead, and they're refusing to pay protection!

:Label0AACF9
00D6: if  0
001A:    34351 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AAD1E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AACF9

:Label0AAD1E
00BC: text_highpriority "PRO1_L"  10000 ms  1  ;; Ooh! We could try bribery...

:Label0AAD2D
00D6: if  0
001A:    36310 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AAD52
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AAD2D

:Label0AAD52
00BC: text_highpriority "PRO1_M"  10000 ms  1  ;; Bribery? Screw bribery! I'll show you how to make 'em scared!

:Label0AAD61
00D6: if  0
001A:    40077 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AAD86
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AAD61

:Label0AAD86
00BC: text_highpriority "PRO1_N"  10000 ms  1  ;; I'll be back here in five minutes...

:Label0AAD95
00D6: if  0
001A:    41077 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AADBA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AAD95

:Label0AADBA
00BE: text_clear_all

:Label0AADBC
00D6: if  0
001A:    42112 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AADE1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AADBC

:Label0AADE1
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0AADEA
00D6: if  0
016B:   fading
004D: jump_if_false £Label0AAE02
0001: wait  0 ms
0002: jump £Label0AADEA

:Label0AAE02
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0004: $3DF =  0  ;; integer values
04BB: select_interiour  0  ;; select render area
0169: set_fade_color  0  0  0
0001: wait  500 ms
03CB: set_camera -375.9 -510.6  16.2
0055: put_player $PLAYER_CHAR at -375.9 -544.6  16.2
0171: set_player $PLAYER_CHAR z_angle_to  360.0
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  3  60000
0164: disable_marker $1B2
0164: disable_marker $1B5
0247: request_model #STINGER

:Label0AAE8A
00D6: if  0
8248:   NOT   model #STINGER available
004D: jump_if_false £Label0AAEA5
0001: wait  0 ms
0002: jump £Label0AAE8A

:Label0AAEA5
00A5: $11BA = create_car #STINGER at -345.3 -524.6  11.5
032B: $11BB = create_weapon_pickup #UZI  3 ammo  250 at -347.8 -527.2  12.7
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "PRO1_11"  5000 ms  1  ;; ~g~Get to ~y~The North Point Mall~g~ in ~y~Vice Point~g~.
00BB: text_lowpriority "PRO1_01"  5000 ms  1  ;; ~g~Do a hit and run on the shop fronts and the owners will be begging for protection.
00BB: text_lowpriority "PRO1_13"  5000 ms  1  ;; ~g~You have five minutes to smash them all.
0540: unknown_player $PLAYER_CHAR window_washer_credibility  0
018A: $11BC = create_checkpoint_at  459.9  1004.1  18.1
018A: $11BD = create_checkpoint_at  467.2  1012.0  18.1
018A: $11BE = create_checkpoint_at  457.5  1197.6  18.1
018A: $11BF = create_checkpoint_at  463.8  1207.4  18.1
018A: $11C0 = create_checkpoint_at  466.8  1211.8  18.1
018A: $11C1 = create_checkpoint_at  369.9  1222.0  18.1
018A: $11C2 = create_checkpoint_at  369.9  1212.2  18.1
018A: $11C3 = create_checkpoint_at  356.5  1120.0  24.5
018A: $11C4 = create_checkpoint_at  356.6  1115.5  24.5
018A: $11C5 = create_checkpoint_at  361.1  1110.2  24.5
018A: $11C6 = create_checkpoint_at  364.2  1107.2  24.5
018A: $11C7 = create_checkpoint_at  367.0  1104.2  24.5
018A: $11C8 = create_checkpoint_at  369.2  1101.7  24.5
018A: $11C9 = create_checkpoint_at  403.1  1022.0  24.5
018A: $11CA = create_checkpoint_at  403.1  1033.0  24.5
018A: $11CB = create_checkpoint_at  406.7  1041.0  24.5
018A: $11CC = create_checkpoint_at  421.0  1041.0  24.5
018A: $11CD = create_checkpoint_at  425.1  1035.7  24.5
018A: $11CE = create_checkpoint_at  425.1  1021.8  24.5
018A: $11CF = create_checkpoint_at  403.1  1024.6  18.1
018A: $11D0 = create_checkpoint_at  403.1  1033.0  18.1
018A: $11D1 = create_checkpoint_at  406.7  1041.0  18.1
018A: $11D2 = create_checkpoint_at  421.0  1041.0  18.1
018A: $11D3 = create_checkpoint_at  425.1  1035.7  18.1
018A: $11D4 = create_checkpoint_at  425.1  1021.8  18.1
014E: set_timer_to $11D6 type  1

:Label0AB10E
0001: wait  0 ms
00D6: if  0
0038:   $3EB ==  1  ;; integer values
004D: jump_if_false £Label0ABEF9
00D6: if  0
0038:   $11F6 ==  0  ;; integer values
004D: jump_if_false £Label0AB14C
00BC: text_highpriority "PRO1_12"  5000 ms  1  ;; ~g~Smash the panes of glass in each shop front and the owners will be begging for new protection.
0004: $11F6 =  1  ;; integer values

:Label0AB14C
00D6: if  0
0038:   $11D7 ==  25  ;; integer values
004D: jump_if_false £Label0AB16C
0004: $11D5 =  1  ;; integer values
0002: jump £Label0ABEF9

:Label0AB16C
00D6: if  0
001A:    2 > $11D8  ;; integer values
004D: jump_if_false £Label0AB234
00D6: if  0
0038:   $11DD ==  0  ;; integer values
004D: jump_if_false £Label0AB1D9
00D6: if  0
0523:   unknown_glass_window_at  459.9  1004.1  19.7 broken
004D: jump_if_false £Label0AB1D9
0008: $11D8 +=  1  ;; integer values
0004: $11DD =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11BC

:Label0AB1D9
00D6: if  0
0038:   $11DE ==  0  ;; integer values
004D: jump_if_false £Label0AB234
00D6: if  0
0523:   unknown_glass_window_at  467.2  1012.0  19.7 broken
004D: jump_if_false £Label0AB234
0008: $11D8 +=  1  ;; integer values
0004: $11DE =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11BD

:Label0AB234
00D6: if  0
0038:   $11D8 ==  2  ;; integer values
004D: jump_if_false £Label0AB2AE
03CF: load_wav "BUD1_1" as  1

:Label0AB252
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0AB26C
0001: wait  0 ms
0002: jump £Label0AB252

:Label0AB26C
00BC: text_highpriority "PRO1_04"  4000 ms  1  ;; My livelihood, destroyed!
03D1: play_wav  1

:Label0AB27F
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0AB299
0001: wait  0 ms
0002: jump £Label0AB27F

:Label0AB299
040D: unload_wav  1
03D5: remove_text "PRO1_04"  ;; My livelihood, destroyed!
0004: $11D8 =  3  ;; integer values

:Label0AB2AE
00D6: if  0
0038:   $11D8 ==  3  ;; integer values
004D: jump_if_false £Label0AB328
03CF: load_wav "BUD1_9" as  2

:Label0AB2CC
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0AB2E6
0001: wait  0 ms
0002: jump £Label0AB2CC

:Label0AB2E6
00BC: text_highpriority "PRO1_09"  4000 ms  1  ;; Vercetti. Remember the name.
03D1: play_wav  2

:Label0AB2F9
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label0AB313
0001: wait  0 ms
0002: jump £Label0AB2F9

:Label0AB313
040D: unload_wav  2
03D5: remove_text "PRO1_09"  ;; Vercetti. Remember the name.
0004: $11D8 =  4  ;; integer values

:Label0AB328
00D6: if  0
001A:    3 > $11D9  ;; integer values
004D: jump_if_false £Label0AB44B
00D6: if  0
0038:   $11DF ==  0  ;; integer values
004D: jump_if_false £Label0AB395
00D6: if  0
0523:   unknown_glass_window_at  457.5  1197.6  19.7 broken
004D: jump_if_false £Label0AB395
0008: $11D9 +=  1  ;; integer values
0004: $11DF =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11BE

:Label0AB395
00D6: if  0
0038:   $11E0 ==  0  ;; integer values
004D: jump_if_false £Label0AB3F0
00D6: if  0
0523:   unknown_glass_window_at  463.8  1207.4  19.7 broken
004D: jump_if_false £Label0AB3F0
0008: $11D9 +=  1  ;; integer values
0004: $11E0 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11BF

:Label0AB3F0
00D6: if  0
0038:   $11E1 ==  0  ;; integer values
004D: jump_if_false £Label0AB44B
00D6: if  0
0523:   unknown_glass_window_at  466.8  1211.8  19.7 broken
004D: jump_if_false £Label0AB44B
0008: $11D9 +=  1  ;; integer values
0004: $11E1 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11C0

:Label0AB44B
00D6: if  0
0038:   $11D9 ==  3  ;; integer values
004D: jump_if_false £Label0AB4C5
03CF: load_wav "BUD1_2" as  1

:Label0AB469
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0AB483
0001: wait  0 ms
0002: jump £Label0AB469

:Label0AB483
00BC: text_highpriority "PRO1_05"  4000 ms  1  ;; Ruined...RUINED!!
03D1: play_wav  1

:Label0AB496
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0AB4B0
0001: wait  0 ms
0002: jump £Label0AB496

:Label0AB4B0
040D: unload_wav  1
03D5: remove_text "PRO1_05"  ;; Ruined...RUINED!!
0004: $11D9 =  4  ;; integer values

:Label0AB4C5
00D6: if  0
001A:    2 > $11DA  ;; integer values
004D: jump_if_false £Label0AB58D
00D6: if  0
0038:   $11E2 ==  0  ;; integer values
004D: jump_if_false £Label0AB532
00D6: if  0
0523:   unknown_glass_window_at  369.9  1222.0  19.7 broken
004D: jump_if_false £Label0AB532
0008: $11DA +=  1  ;; integer values
0004: $11E2 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11C1

:Label0AB532
00D6: if  0
0038:   $11E3 ==  0  ;; integer values
004D: jump_if_false £Label0AB58D
00D6: if  0
0523:   unknown_glass_window_at  369.9  1212.2  19.7 broken
004D: jump_if_false £Label0AB58D
0008: $11DA +=  1  ;; integer values
0004: $11E3 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11C2

:Label0AB58D
00D6: if  0
0038:   $11DA ==  2  ;; integer values
004D: jump_if_false £Label0AB607
03CF: load_wav "BUD1_3" as  1

:Label0AB5AB
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0AB5C5
0001: wait  0 ms
0002: jump £Label0AB5AB

:Label0AB5C5
00BC: text_highpriority "PRO1_06"  4000 ms  1  ;; I pay through the ass for protection!
03D1: play_wav  1

:Label0AB5D8
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0AB5F2
0001: wait  0 ms
0002: jump £Label0AB5D8

:Label0AB5F2
040D: unload_wav  1
03D5: remove_text "PRO1_06"  ;; I pay through the ass for protection!
0004: $11DA =  3  ;; integer values

:Label0AB607
00D6: if  0
0038:   $11DA ==  3  ;; integer values
004D: jump_if_false £Label0AB681
03CF: load_wav "BUD1_10" as  2

:Label0AB625
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0AB63F
0001: wait  0 ms
0002: jump £Label0AB625

:Label0AB63F
00BC: text_highpriority "PRO1_10"  4000 ms  1  ;; I run this town now. ME!
03D1: play_wav  2

:Label0AB652
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label0AB66C
0001: wait  0 ms
0002: jump £Label0AB652

:Label0AB66C
040D: unload_wav  2
03D5: remove_text "PRO1_10"  ;; I run this town now. ME!
0004: $11DA =  4  ;; integer values

:Label0AB681
00D6: if  0
001A:    6 > $11DB  ;; integer values
004D: jump_if_false £Label0AB8B5
00D6: if  0
0038:   $11E4 ==  0  ;; integer values
004D: jump_if_false £Label0AB6EE
00D6: if  0
0523:   unknown_glass_window_at  356.5  1120.0  25.7 broken
004D: jump_if_false £Label0AB6EE
0008: $11DB +=  1  ;; integer values
0004: $11E4 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11C3

:Label0AB6EE
00D6: if  0
0038:   $11E5 ==  0  ;; integer values
004D: jump_if_false £Label0AB749
00D6: if  0
0523:   unknown_glass_window_at  356.6  1115.5  25.7 broken
004D: jump_if_false £Label0AB749
0008: $11DB +=  1  ;; integer values
0004: $11E5 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11C4

:Label0AB749
00D6: if  0
0038:   $11E6 ==  0  ;; integer values
004D: jump_if_false £Label0AB7A4
00D6: if  0
0523:   unknown_glass_window_at  361.1  1110.2  25.7 broken
004D: jump_if_false £Label0AB7A4
0008: $11DB +=  1  ;; integer values
0004: $11E6 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11C5

:Label0AB7A4
00D6: if  0
0038:   $11E7 ==  0  ;; integer values
004D: jump_if_false £Label0AB7FF
00D6: if  0
0523:   unknown_glass_window_at  364.2  1107.2  25.7 broken
004D: jump_if_false £Label0AB7FF
0008: $11DB +=  1  ;; integer values
0004: $11E7 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11C6

:Label0AB7FF
00D6: if  0
0038:   $11E8 ==  0  ;; integer values
004D: jump_if_false £Label0AB85A
00D6: if  0
0523:   unknown_glass_window_at  367.0  1104.2  25.7 broken
004D: jump_if_false £Label0AB85A
0008: $11DB +=  1  ;; integer values
0004: $11E8 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11C7

:Label0AB85A
00D6: if  0
0038:   $11E9 ==  0  ;; integer values
004D: jump_if_false £Label0AB8B5
00D6: if  0
0523:   unknown_glass_window_at  369.2  1101.7  25.7 broken
004D: jump_if_false £Label0AB8B5
0008: $11DB +=  1  ;; integer values
0004: $11E9 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11C8

:Label0AB8B5
00D6: if  0
0038:   $11DB ==  6  ;; integer values
004D: jump_if_false £Label0AB92F
03CF: load_wav "BUD1_4" as  1

:Label0AB8D3
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0AB8ED
0001: wait  0 ms
0002: jump £Label0AB8D3

:Label0AB8ED
00BC: text_highpriority "PRO1_07"  4000 ms  1  ;; My beautiful window display!
03D1: play_wav  1

:Label0AB900
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0AB91A
0001: wait  0 ms
0002: jump £Label0AB900

:Label0AB91A
040D: unload_wav  1
03D5: remove_text "PRO1_07"  ;; My beautiful window display!
0004: $11DB =  7  ;; integer values

:Label0AB92F
00D6: if  0
001A:    12 > $11DC  ;; integer values
004D: jump_if_false £Label0ABD85
00D6: if  0
0038:   $11EA ==  0  ;; integer values
004D: jump_if_false £Label0AB99C
00D6: if  0
0523:   unknown_glass_window_at  403.1  1022.0  25.7 broken
004D: jump_if_false £Label0AB99C
0008: $11DC +=  1  ;; integer values
0004: $11EA =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11C9

:Label0AB99C
00D6: if  0
0038:   $11EB ==  0  ;; integer values
004D: jump_if_false £Label0AB9F7
00D6: if  0
0523:   unknown_glass_window_at  403.1  1033.0  25.7 broken
004D: jump_if_false £Label0AB9F7
0008: $11DC +=  1  ;; integer values
0004: $11EB =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11CA

:Label0AB9F7
00D6: if  0
0038:   $11EC ==  0  ;; integer values
004D: jump_if_false £Label0ABA52
00D6: if  0
0523:   unknown_glass_window_at  406.7  1041.0  25.7 broken
004D: jump_if_false £Label0ABA52
0008: $11DC +=  1  ;; integer values
0004: $11EC =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11CB

:Label0ABA52
00D6: if  0
0038:   $11ED ==  0  ;; integer values
004D: jump_if_false £Label0ABAAD
00D6: if  0
0523:   unknown_glass_window_at  421.0  1041.0  25.7 broken
004D: jump_if_false £Label0ABAAD
0008: $11DC +=  1  ;; integer values
0004: $11ED =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11CC

:Label0ABAAD
00D6: if  0
0038:   $11EE ==  0  ;; integer values
004D: jump_if_false £Label0ABB08
00D6: if  0
0523:   unknown_glass_window_at  425.1  1035.7  25.7 broken
004D: jump_if_false £Label0ABB08
0008: $11DC +=  1  ;; integer values
0004: $11EE =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11CD

:Label0ABB08
00D6: if  0
0038:   $11EF ==  0  ;; integer values
004D: jump_if_false £Label0ABB63
00D6: if  0
0523:   unknown_glass_window_at  425.1  1021.8  25.7 broken
004D: jump_if_false £Label0ABB63
0008: $11DC +=  1  ;; integer values
0004: $11EF =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11CE

:Label0ABB63
00D6: if  0
0038:   $11F0 ==  0  ;; integer values
004D: jump_if_false £Label0ABBBE
00D6: if  0
0523:   unknown_glass_window_at  403.1  1024.6  19.7 broken
004D: jump_if_false £Label0ABBBE
0008: $11DC +=  1  ;; integer values
0004: $11F0 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11CF

:Label0ABBBE
00D6: if  0
0038:   $11F1 ==  0  ;; integer values
004D: jump_if_false £Label0ABC19
00D6: if  0
0523:   unknown_glass_window_at  403.1  1033.0  19.7 broken
004D: jump_if_false £Label0ABC19
0008: $11DC +=  1  ;; integer values
0004: $11F1 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11D0

:Label0ABC19
00D6: if  0
0038:   $11F2 ==  0  ;; integer values
004D: jump_if_false £Label0ABC74
00D6: if  0
0523:   unknown_glass_window_at  406.7  1041.0  19.7 broken
004D: jump_if_false £Label0ABC74
0008: $11DC +=  1  ;; integer values
0004: $11F2 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11D1

:Label0ABC74
00D6: if  0
0038:   $11F3 ==  0  ;; integer values
004D: jump_if_false £Label0ABCCF
00D6: if  0
0523:   unknown_glass_window_at  421.0  1041.0  19.7 broken
004D: jump_if_false £Label0ABCCF
0008: $11DC +=  1  ;; integer values
0004: $11F3 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11D2

:Label0ABCCF
00D6: if  0
0038:   $11F4 ==  0  ;; integer values
004D: jump_if_false £Label0ABD2A
00D6: if  0
0523:   unknown_glass_window_at  425.1  1035.7  19.7 broken
004D: jump_if_false £Label0ABD2A
0008: $11DC +=  1  ;; integer values
0004: $11F4 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11D3

:Label0ABD2A
00D6: if  0
0038:   $11F5 ==  0  ;; integer values
004D: jump_if_false £Label0ABD85
00D6: if  0
0523:   unknown_glass_window_at  425.1  1021.8  19.7 broken
004D: jump_if_false £Label0ABD85
0008: $11DC +=  1  ;; integer values
0004: $11F5 =  1  ;; integer values
0008: $11D7 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $11D4

:Label0ABD85
00D6: if  0
0038:   $11DC ==  12  ;; integer values
004D: jump_if_false £Label0ABDFF
03CF: load_wav "BUD1_5" as  1

:Label0ABDA3
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0ABDBD
0001: wait  0 ms
0002: jump £Label0ABDA3

:Label0ABDBD
00BC: text_highpriority "PRO1_08"  4000 ms  1  ;; My store. My wonderful store.
03D1: play_wav  1

:Label0ABDD0
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0ABDEA
0001: wait  0 ms
0002: jump £Label0ABDD0

:Label0ABDEA
040D: unload_wav  1
03D5: remove_text "PRO1_08"  ;; My store. My wonderful store.
0004: $11DC =  13  ;; integer values

:Label0ABDFF
00D6: if  0
0018:   $11D7 >  4  ;; integer values
004D: jump_if_false £Label0ABE31
00D6: if  0
0038:   $11F7 ==  0  ;; integer values
004D: jump_if_false £Label0ABE31
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1
0004: $11F7 =  1  ;; integer values

:Label0ABE31
00D6: if  0
0018:   $11D7 >  9  ;; integer values
004D: jump_if_false £Label0ABE63
00D6: if  0
0038:   $11F8 ==  0  ;; integer values
004D: jump_if_false £Label0ABE63
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0004: $11F8 =  1  ;; integer values

:Label0ABE63
00D6: if  0
0018:   $11D7 >  14  ;; integer values
004D: jump_if_false £Label0ABE95
00D6: if  0
0038:   $11F9 ==  0  ;; integer values
004D: jump_if_false £Label0ABE95
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3
0004: $11F9 =  1  ;; integer values

:Label0ABE95
00D6: if  0
0018:   $11D7 >  19  ;; integer values
004D: jump_if_false £Label0ABEC7
00D6: if  0
0038:   $11FA ==  0  ;; integer values
004D: jump_if_false £Label0ABEC7
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4
0004: $11FA =  1  ;; integer values

:Label0ABEC7
00D6: if  0
0018:   $11D7 >  24  ;; integer values
004D: jump_if_false £Label0ABEF9
00D6: if  0
0038:   $11FB ==  0  ;; integer values
004D: jump_if_false £Label0ABEF9
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  5
0004: $11FB =  1  ;; integer values

:Label0ABEF9
00D6: if  0
0038:   $11D6 ==  0  ;; integer values
004D: jump_if_false £Label0ABF21
00BC: text_highpriority "PRO1_03"  5000 ms  1  ;; ~r~This was supposed to be a hit and run, not a 'hit and have coffee'.
0002: jump £Label0AC372

:Label0ABF21
00D6: if  0
0038:   $11D5 ==  1  ;; integer values
004D: jump_if_false £Label0AC36B
0215: destroy_pickup $PRINT_WORKS_ASSET
0570: $27A = create_asset_radar_marker_with_icon  25 at $225 $226 $227
018B: show_on_radar $27A  2
0518: $PRINT_WORKS_ASSET = create_available_asset_pickup "PRNT_L" at $225 $226 $227 price $27B  ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Print Works for $~1~
004F: create_thread ££Label00C9EB 
0215: destroy_pickup $CAR_SHOWROOM_ASSET
0570: $270 = create_asset_radar_marker_with_icon  25 at $228 $229 $22A
018B: show_on_radar $270  2
0518: $CAR_SHOWROOM_ASSET = create_available_asset_pickup "CAR_L" at $228 $229 $22A price $271  ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Car Showroom for $~1~
004F: create_thread ££Label00CA49 
0215: destroy_pickup $FILM_STUDIO_ASSET
0570: $275 = create_asset_radar_marker_with_icon  25 at $22B $22C $22D
018B: show_on_radar $275  2
0518: $FILM_STUDIO_ASSET = create_available_asset_pickup "PORN_L" at $22B $22C $22D price $276  ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Film Studios for $~1~
004F: create_thread ££Label00CAD5 
0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET
0570: $260 = create_asset_radar_marker_with_icon  25 at $22E $22F $230
018B: show_on_radar $260  2
0518: $ICE_CREAM_FACTORY_ASSET = create_available_asset_pickup "ICE_L" at $22E $22F $230 price $261  ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Ice Cream Factory for $~1~
004F: create_thread ££Label00CB33 
0215: destroy_pickup $2A6
0570: $26B = create_asset_radar_marker_with_icon  25 at $231 $232 $233
018B: show_on_radar $26B  2
0518: $2A6 = create_available_asset_pickup "TAXI_L" at $231 $232 $233 price $26C  ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Taxi Company for $~1~
004F: create_thread ££Label00CBC7 
0215: destroy_pickup $2A7
0570: $27E = create_asset_radar_marker_with_icon  25 at $234 $235 $236
018B: show_on_radar $27E  2
0518: $2A7 = create_available_asset_pickup "BANK_L" at $234 $235 $236 price $27F  ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase The Malibu for $~1~
004F: create_thread ££Label00CC5B 
0215: destroy_pickup $2A8
0570: $25B = create_asset_radar_marker_with_icon  25 at $237 $238 $239
018B: show_on_radar $25B  2
0518: $2A8 = create_available_asset_pickup "BOAT_L" at $237 $238 $239 price $25C  ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Boatyard for $~1~
004F: create_thread ££Label00CCB9 
0215: destroy_pickup $267
0518: $267 = create_available_asset_pickup "STRP_L" at $23A $23B $23C price $266  ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Pole Position Club for $~1~
0570: $265 = create_asset_radar_marker_with_icon  25 at $23A $23B $23C
018B: show_on_radar $265  2
004F: create_thread ££Label00CD45 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
016A: fade  0 ()  1500 ms

:Label0AC137
00D6: if  0
016B:   fading
004D: jump_if_false £Label0AC14F
0001: wait  0 ms
0002: jump £Label0AC137

:Label0AC14F
02A3: toggle_widescreen  1 (on)
00C0: set_current_time  22  0
00D6: if  0
0038:   $3EB ==  1  ;; integer values
004D: jump_if_false £Label0AC16F
04BB: select_interiour  0  ;; select render area

:Label0AC16F
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
03CB: set_camera  475.4 -67.8  19.6
016A: fade  1 (back)  1500 ms
015F: set_camera_position  524.9 -88.8  15.6  0.0  0.0  0.0
0160: point_camera  498.2 -74.0  13.6  2
0006:  17@ =  0  ;; integer values
00BC: text_highpriority "BUYP1"  8000 ms  1  ;; You can now buy property in certain areas of the map.

:Label0AC1DE
00D6: if  0
8019:   NOT    17@ >  8000  ;; integer values
004D: jump_if_false £Label0AC214
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0AC20D
0002: jump £Label0AC2DF

:Label0AC20D
0002: jump £Label0AC1DE

:Label0AC214
0006:  17@ =  0  ;; integer values
015F: set_camera_position  495.7 -79.5  12.6  0.0  0.0  0.0
0160: point_camera  488.6 -79.7  12.3  2
00BC: text_highpriority "BUYP2"  8000 ms  1  ;; If you see a green house pickup, you can buy that property.

:Label0AC25D
00D6: if  0
8019:   NOT    17@ >  8000  ;; integer values
004D: jump_if_false £Label0AC293
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0AC28C
0002: jump £Label0AC2DF

:Label0AC28C
0002: jump £Label0AC25D

:Label0AC293
0006:  17@ =  0  ;; integer values
00BC: text_highpriority "BUYP3"  8000 ms  1  ;; Stand inside the pickup, then press the ~h~~k~~PED_ANSWER_PHONE~~w~ button to purchase that property.

:Label0AC2A9
00D6: if  0
8019:   NOT    17@ >  8000  ;; integer values
004D: jump_if_false £Label0AC2DF
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0AC2D8
0002: jump £Label0AC2DF

:Label0AC2D8
0002: jump £Label0AC2A9

:Label0AC2DF
016A: fade  0 ()  1000 ms

:Label0AC2E6
00D6: if  0
016B:   fading
004D: jump_if_false £Label0AC2FE
0001: wait  0 ms
0002: jump £Label0AC2E6

:Label0AC2FE
00D6: if  0
0038:   $3EB ==  1  ;; integer values
004D: jump_if_false £Label0AC314
04BB: select_interiour  4  ;; select render area

:Label0AC314
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
03CB: set_camera $5F $60 $61
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
016A: fade  1 (back)  1000 ms
0110: clear_player $PLAYER_CHAR wanted_level
0002: jump £Label0AC383

:Label0AC36B
0002: jump £Label0AB10E

:Label0AC372
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0AC383
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  2000  5000 ms  1  ;; MISSION PASSED! $~1~
0394: play_music  1
0109: player $PLAYER_CHAR money +=  2000
030C: set_mission_points +=  1
0318: set_latest_mission_passed "BUD_1"  ;; Shakedown
0164: disable_marker $109
02A7: $109 = create_icon_marker_and_sphere  29 at -397.4 -561.3  18.7
004F: create_thread ££Label00C735 
0004: $358 =  1  ;; integer values
0004: $10A =  1  ;; integer values
0051: return

:Label0AC3E4
0004: $ONMISSION =  0  ;; integer values
0540: unknown_player $PLAYER_CHAR window_washer_credibility  1
0164: disable_marker $1B2
0164: disable_marker $1B5
04CE: $1B2 = create_icon_marker_without_sphere  16 at  364.8  1051.5  21.0
04CE: $1B5 = create_icon_marker_without_sphere  18 at  364.8  1086.5  21.0
0164: disable_marker $11BC
0164: disable_marker $11BD
0164: disable_marker $11BE
0164: disable_marker $11BF
0164: disable_marker $11C0
0164: disable_marker $11C1
0164: disable_marker $11C2
0164: disable_marker $11C3
0164: disable_marker $11C4
0164: disable_marker $11C5
0164: disable_marker $11C6
0164: disable_marker $11C7
0164: disable_marker $11C8
0164: disable_marker $11C9
0164: disable_marker $11CA
0164: disable_marker $11CB
0164: disable_marker $11CC
0164: disable_marker $11CD
0164: disable_marker $11CE
0164: disable_marker $11CF
0164: disable_marker $11D0
0164: disable_marker $11D1
0164: disable_marker $11D2
0164: disable_marker $11D3
0164: disable_marker $11D4
00D6: if  0
8214:   NOT   pickup $11BB picked_up
004D: jump_if_false £Label0AC4BA
0215: destroy_pickup $11BB

:Label0AC4BA
0249: release_model #STINGER
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
014F: stop_timer $11D6
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 32---------------
; Originally: Bar Brawl


:Label0AC4D4
03A4: name_thread "PROTEC2"
0050: gosub £Label0AC502
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0AC4F9
0050: gosub £Label0AF3E3

:Label0AC4F9
0050: gosub £Label0AF45A
004E: end_thread

:Label0AC502
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "PROT2"
058E: set_restart_mission_taxi_destination -288.2 -487.5  9.8  275.0
0004: $1215 =  0  ;; integer values
0004: $1217 =  0  ;; integer values
0004: $1216 =  0  ;; integer values
0004: $3D =  0  ;; integer values
0004: $1218 =  0  ;; integer values
0004: $1219 =  0  ;; integer values
0004: $121A =  0  ;; integer values
0004: $121B =  301000  ;; integer values
0004: $121C =  0  ;; integer values
0004: $121D =  0  ;; integer values
0004: $121E =  0  ;; integer values
0004: $121F =  0  ;; integer values
0004: $120D =  0  ;; integer values
0004: $120E =  0  ;; integer values
04BB: select_interiour  2  ;; select render area
0215: destroy_pickup $80D
0004: $3DF =  1  ;; integer values
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSBUDDY"
023C: load_special_actor  3 "DGOONA"
023C: load_special_actor  4 "DGOONC"
023C: load_special_actor  5 "CSAVERY"
02F3: load_object #CUTOBJ01 "DCFAN"
02F3: load_object #CUTOBJ02 "DRINK"
03CB: set_camera -378.62 -552.676  18.534
038B: load_requested_models

:Label0AC617
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label0AC641
0001: wait  0 ms
0002: jump £Label0AC617

:Label0AC641
00D6: if  21
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label0AC661
0001: wait  0 ms
0002: jump £Label0AC641

:Label0AC661
02E4: load_cutscene_data "BUD_2"
0395: clear_area  1 at -378.6 -552.6 range  25.5  15.0
0395: clear_area  1 at -379.0 -564.6 range  19.8  15.0
03DE: set_pedestrians_density_multiplier_to  0.0
0244: set_cutscene_pos -378.62 -552.676  18.534
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $88 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $C1 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $C1 "DGOONA"
02E5: $C2 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $C2 "DGOONC"
02E5: $95 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $95 "CSAVERY"
02E5: $CB = create_cutscene_object #CUTOBJ01
04BC: "DCFAN"
02E6: set_cutscene_anim $CB "DCFAN"
02E5: $1220 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $1220 "DRINK01"
02E5: $1221 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $1221 "DRINK02"
02E5: $1222 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $1222 "DRINK03"
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0AC792
00D6: if  0
001A:    5914 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AC7B5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AC792

:Label0AC7B5
00BC: text_highpriority "PRO2_A"  10000 ms  1  ;; What's the problem?

:Label0AC7C4
00D6: if  0
001A:    7399 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AC7E7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AC7C4

:Label0AC7E7
00BC: text_highpriority "PRO2_B"  10000 ms  1  ;; Some bar is refusing to pay.

:Label0AC7F6
00D6: if  0
001A:    9756 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AC819
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AC7F6

:Label0AC819
00BC: text_highpriority "PRO2_C"  10000 ms  1  ;; They reckon they're protected by a local gang of thugs.

:Label0AC828
00D6: if  0
001A:    12705 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AC84B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AC828

:Label0AC84B
00BC: text_highpriority "PRO2_D"  10000 ms  1  ;; But don't worry Tommy, I can handle it.

:Label0AC85A
00D6: if  0
001A:    16592 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AC87D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AC85A

:Label0AC87D
00BC: text_highpriority "PRO2_E"  10000 ms  1  ;; You call this handling it?

:Label0AC88C
00D6: if  0
001A:    19312 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AC8AF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AC88C

:Label0AC8AF
00BC: text_highpriority "PRO2_F"  10000 ms  1  ;; You two, off your asses...

:Label0AC8BE
00D6: if  0
001A:    21275 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AC8E1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AC8BE

:Label0AC8E1
00BC: text_highpriority "PRO2_G"  10000 ms  1  ;; Let's go.

:Label0AC8F0
00D6: if  0
001A:    22275 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AC913
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AC8F0

:Label0AC913
00BE: text_clear_all

:Label0AC915
00D6: if  0
001A:    22784 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AC938
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AC915

:Label0AC938
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0AC941
00D6: if  0
016B:   fading
004D: jump_if_false £Label0AC959
0001: wait  0 ms
0002: jump £Label0AC941

:Label0AC959
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  5
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0213: $80D = create_pickup -86 (HEALTH) type  2 at -406.2503 -566.4947  19.5804
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
04BB: select_interiour  0  ;; select render area
0004: $3DF =  0  ;; integer values
0169: set_fade_color  0  0  0
0001: wait  500 ms
0055: put_player $PLAYER_CHAR at -375.9 -544.6  16.2
03CB: set_camera -375.9 -510.6  16.2
0171: set_player $PLAYER_CHAR z_angle_to  360.0
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  1  60000
0247: request_model #UZI
0247: request_model #BRASSKNUCKLE
0247: request_model #M4
0247: request_model #PCJ600
0247: request_model #OCEANIC
0247: request_model #SENTINEL

:Label0ACA0E
00D6: if  25
8248:   NOT   model #UZI available
8248:   NOT   model #BRASSKNUCKLE available
8248:   NOT   model #M4 available
8248:   NOT   model #PCJ600 available
8248:   NOT   model #OCEANIC available
8248:   NOT   model #SENTINEL available
004D: jump_if_false £Label0ACA42
0001: wait  0 ms
0002: jump £Label0ACA0E

:Label0ACA42
0247: request_model #GDA
0247: request_model #GDB
0247: request_model #HMOST
0247: request_model #SECURICA

:Label0ACA53
00D6: if  23
8248:   NOT   model #GDA available
8248:   NOT   model #GDB available
8248:   NOT   model #HMOST available
8248:   NOT   model #SECURICA available
004D: jump_if_false £Label0ACA7A
0001: wait  0 ms
0002: jump £Label0ACA53

:Label0ACA7A
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label0ACAA0
018A: $1214 = create_checkpoint_at  240.9 -1241.8  10.8

:Label0ACAA0
009A: $11FC = create_actor  13 #SPECIAL03 at -368.8 -544.8  16.2
04F5: unknown_actor $11FC kiss_player $PLAYER_CHAR on  1
01B2: give_actor $11FC weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $11FC flags
02A9: set_actor $11FC immune_to_nonplayer  1
039E: (unknown) $11FC  1 
0243: set_actor $11FC ped_stats_to  16
0291: unknown_actor $11FC unknown_behavior_flag  1
0173: set_actor $11FC z_angle_to  281.0
009A: $11FD = create_actor  13 #SPECIAL04 at -370.9 -546.8  16.2
04F5: unknown_actor $11FD kiss_player $PLAYER_CHAR on  1
01B2: give_actor $11FD weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $11FD flags
02A9: set_actor $11FD immune_to_nonplayer  1
039E: (unknown) $11FD  1 
0243: set_actor $11FD ped_stats_to  16
0291: unknown_actor $11FD unknown_behavior_flag  1
0173: set_actor $11FD z_angle_to  281.0
01DF: tie_actor $11FC to_player $PLAYER_CHAR
01DF: tie_actor $11FD to_player $PLAYER_CHAR
0319: set_actor $11FC wander_state_to  1 (off)
0319: set_actor $11FD wander_state_to  1 (off)
00A5: $1207 = create_car #SENTINEL at -345.3 -524.6  11.5
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "PRO2_01"  11000 ms  1  ;; ~g~Take out the guards protecting the Front Page Bar and find out who supplied them.
0376: $1202 = create_random_actor  236.8 -1244.0  10.9
0173: set_actor $1202 z_angle_to  320.4
0376: $1203 = create_random_actor  237.5 -1243.0  10.9
0173: set_actor $1203 z_angle_to  140.3
03F9: make_actors $1202 $1203 converse_in  86400000 ms
009A: $11FF = create_actor  11 #GDA at  243.1 -1243.4  10.0
0173: set_actor $11FF z_angle_to  .9
01B2: give_actor $11FF weapon  23 ammo  10000  ;; Load the weapon model before using this
01ED: reset_actor $11FF flags
0243: set_actor $11FF ped_stats_to  16
0187: $120F = create_marker_above_actor $11FF
0350: unknown_actor $11FF not_scared_flag  1
009A: $1200 = create_actor  11 #GDB at  243.2 -1239.9  10.0
0173: set_actor $1200 z_angle_to  194.6
01B2: give_actor $1200 weapon  23 ammo  10000  ;; Load the weapon model before using this
01ED: reset_actor $1200 flags
0243: set_actor $1200 ped_stats_to  16
0187: $1210 = create_marker_above_actor $1200
0350: unknown_actor $1200 not_scared_flag  1
03F9: make_actors $1200 $11FF converse_in  86400000 ms

:Label0ACC7D
0001: wait  0 ms
00D6: if  0
0038:   $1215 ==  1  ;; integer values
004D: jump_if_false £Label0ACCBD
00D6: if  0
8118:   NOT   actor $1202 dead
004D: jump_if_false £Label0ACCA8
01C2: remove_references_to_actor $1202  ;; Like turning an actor into a random pedestrian

:Label0ACCA8
00D6: if  0
8118:   NOT   actor $1203 dead
004D: jump_if_false £Label0ACCBD
01C2: remove_references_to_actor $1202  ;; Like turning an actor into a random pedestrian

:Label0ACCBD
00D6: if  0
0038:   $1215 ==  0  ;; integer values
004D: jump_if_false £Label0ACD23
00D6: if  0
8118:   NOT   actor $11FF dead
004D: jump_if_false £Label0ACCF9
00D6: if  0
0457:   unknown_player $PLAYER_CHAR unknown_actor $11FF
004D: jump_if_false £Label0ACCF9
0004: $1215 =  1  ;; integer values

:Label0ACCF9
00D6: if  0
8118:   NOT   actor $1200 dead
004D: jump_if_false £Label0ACD23
00D6: if  0
0457:   unknown_player $PLAYER_CHAR unknown_actor $1200
004D: jump_if_false £Label0ACD23
0004: $1215 =  1  ;; integer values

:Label0ACD23
00D6: if  0
0038:   $1218 ==  0  ;; integer values
004D: jump_if_false £Label0ACE05
00D6: if  0
8118:   NOT   actor $11FC dead
004D: jump_if_false £Label0ACE05
00D6: if  0
0320:   actor $11FC in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0ACE05
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0ACE05
00D6: if  0
8449:   NOT   actor $11FC in_a_car
004D: jump_if_false £Label0ACE05
00D6: if  0
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false £Label0ACE05
00D6: if  0
84AA:   NOT $PLAYER_CHAR
004D: jump_if_false £Label0ACE05
03CF: load_wav "BUD2_1" as  1

:Label0ACDA4
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0ACDBE
0001: wait  0 ms
0002: jump £Label0ACDA4

:Label0ACDBE
00BC: text_highpriority "PRO2_11"  4000 ms  1  ;; Get in the car, useless.
03D1: play_wav  1

:Label0ACDD1
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $11FC dead
004D: jump_if_false £Label0ACDF0
0001: wait  0 ms
0002: jump £Label0ACDD1

:Label0ACDF0
040D: unload_wav  1
03D5: remove_text "PRO2_11"  ;; Get in the car, useless.
0004: $1218 =  1  ;; integer values

:Label0ACE05
00D6: if  0
8118:   NOT   actor $11FF dead
004D: jump_if_false £Label0ACE77
00D6: if  0
8184:   NOT   actor $11FF health >=  95
004D: jump_if_false £Label0ACE40
00D6: if  0
0038:   $1215 ==  0  ;; integer values
004D: jump_if_false £Label0ACE40
0004: $1215 =  1  ;; integer values

:Label0ACE40
00D6: if  0
0038:   $1215 ==  1  ;; integer values
004D: jump_if_false £Label0ACE70
0350: unknown_actor $11FF not_scared_flag  0
011A: set_actor $11FF flags  1
011A: set_actor $11FF flags  8192
01CA: actor $11FF kill_player $PLAYER_CHAR

:Label0ACE70
0002: jump £Label0ACE9A

:Label0ACE77
00D6: if  0
0038:   $1215 ==  0  ;; integer values
004D: jump_if_false £Label0ACE90
0004: $1215 =  1  ;; integer values

:Label0ACE90
0164: disable_marker $120F
01C2: remove_references_to_actor $11FF  ;; Like turning an actor into a random pedestrian

:Label0ACE9A
00D6: if  0
8118:   NOT   actor $1200 dead
004D: jump_if_false £Label0ACFB6
00D6: if  0
8184:   NOT   actor $1200 health >=  95
004D: jump_if_false £Label0ACED5
00D6: if  0
0038:   $1215 ==  0  ;; integer values
004D: jump_if_false £Label0ACED5
0004: $1215 =  1  ;; integer values

:Label0ACED5
00D6: if  0
0038:   $1215 ==  1  ;; integer values
004D: jump_if_false £Label0ACFAF
0350: unknown_actor $1200 not_scared_flag  0
00D6: if  0
0038:   $1216 ==  0  ;; integer values
004D: jump_if_false £Label0ACF52
00D6: if  0
80EC:   NOT   actor $1200  0 ()near_point  240.2 -1241.8 radius  1.0  1.0
004D: jump_if_false £Label0ACF3C
0239: actor $1200 run_to  240.2 -1241.8
0002: jump £Label0ACF52

:Label0ACF3C
0239: actor $1200 run_to  242.9 -1241.5
0004: $1216 =  1  ;; integer values

:Label0ACF52
00D6: if  0
0038:   $1216 ==  1  ;; integer values
004D: jump_if_false £Label0ACFAF
00D6: if  0
80EC:   NOT   actor $1200  0 ()near_point  242.9 -1241.5 radius  1.0  1.0
004D: jump_if_false £Label0ACFA0
0239: actor $1200 run_to  242.9 -1241.5
0002: jump £Label0ACFAF

:Label0ACFA0
01D0: actor $1200 avoid_player $PLAYER_CHAR
0004: $1216 =  2  ;; integer values

:Label0ACFAF
0002: jump £Label0ACFD9

:Label0ACFB6
00D6: if  0
0038:   $1215 ==  0  ;; integer values
004D: jump_if_false £Label0ACFCF
0004: $1215 =  1  ;; integer values

:Label0ACFCF
0164: disable_marker $1210
01C2: remove_references_to_actor $1200  ;; Like turning an actor into a random pedestrian

:Label0ACFD9
00D6: if  0
0118:   actor $11FF dead
004D: jump_if_false £Label0AD71C
00D6: if  0
0118:   actor $1200 dead
004D: jump_if_false £Label0AD71C
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot  240.9 -1241.8  10.8 radius  1.0  1.0  2.0
004D: jump_if_false £Label0AD6E0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0164: disable_marker $1214
03EB: clear_small_messages_only
009A: $11FE = create_actor  4 #HMOST at  235.6 -1236.0  13.3
01ED: reset_actor $11FE flags
01D1: actor $11FE follow_actor $PLAYER_ACTOR
01BE: set_actor $PLAYER_ACTOR to_look_at_spot  233.1 -1240.6  11.9
0568: $11FE  1
015F: set_camera_position  245.88 -1241.78  13.24  0.0  0.0  0.0
0160: point_camera  240.75 -1241.51  11.93  2
0006:  16@ =  0  ;; integer values

:Label0AD0B5
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $11FE dead
004D: jump_if_false £Label0AD6D2
00D6: if  0
8118:   NOT   actor $11FC dead
004D: jump_if_false £Label0AD10B
00D6: if  0
00F3:   actor $11FC near_actor_on_foot $11FE radius  5.0  5.0  0
004D: jump_if_false £Label0AD10B
01E0: clear_leader $11FC
0291: unknown_actor $11FC unknown_behavior_flag  0
0350: unknown_actor $11FC not_scared_flag  1

:Label0AD10B
00D6: if  0
8118:   NOT   actor $11FD dead
004D: jump_if_false £Label0AD14D
00D6: if  0
00F3:   actor $11FD near_actor_on_foot $11FE radius  5.0  5.0  0
004D: jump_if_false £Label0AD14D
01E0: clear_leader $11FD
0291: unknown_actor $11FD unknown_behavior_flag  0
0350: unknown_actor $11FD not_scared_flag  1

:Label0AD14D
00D6: if  21
00F3:   actor $PLAYER_ACTOR near_actor_on_foot $11FE radius  2.0  2.0  0
0019:    16@ >  2000  ;; integer values
004D: jump_if_false £Label0AD6D2
0001: wait  500 ms
00D6: if  0
8118:   NOT   actor $11FE dead
004D: jump_if_false £Label0AD19E
011C: actor $11FE clear_objective
020F: actor $11FE look_at_player $PLAYER_CHAR
020E: actor $PLAYER_ACTOR look_at_actor $11FE

:Label0AD19E
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  10000 ms
03CF: load_wav "BUD2_2" as  1
03CF: load_wav "BUD2_3" as  2

:Label0AD1C0
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0AD1DE
0001: wait  0 ms
0002: jump £Label0AD1C0

:Label0AD1DE
00BC: text_highpriority "PRO2_02"  4000 ms  1  ;; Your protection needs a little more protection.
03D1: play_wav  1

:Label0AD1F1
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0AD25C
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0AD23C
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0AD235
0004: $3D =  0  ;; integer values
0002: jump £Label0AD60F

:Label0AD235
0002: jump £Label0AD255

:Label0AD23C
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0AD255
0004: $3D =  1  ;; integer values

:Label0AD255
0002: jump £Label0AD1F1

:Label0AD25C
040D: unload_wav  1
03D5: remove_text "PRO2_02"  ;; Your protection needs a little more protection.
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms
00D6: if  0
8118:   NOT   actor $11FE dead
004D: jump_if_false £Label0AD28D
0372: set_actor $11FE anim  19 wait_state_time  20000 ms

:Label0AD28D
00BC: text_highpriority "PRO2_03"  4000 ms  1  ;; Aw hell, not again! I don't need this crap!
03D1: play_wav  2

:Label0AD2A0
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $11FE dead
004D: jump_if_false £Label0AD310
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0AD2F0
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0AD2E9
0004: $3D =  0  ;; integer values
0002: jump £Label0AD60F

:Label0AD2E9
0002: jump £Label0AD309

:Label0AD2F0
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0AD309
0004: $3D =  1  ;; integer values

:Label0AD309
0002: jump £Label0AD2A0

:Label0AD310
040D: unload_wav  2
03D5: remove_text "PRO2_03"  ;; Aw hell, not again! I don't need this crap!
03CF: load_wav "BUD2_4" as  1
03CF: load_wav "BUD2_5" as  2

:Label0AD336
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0AD354
0001: wait  0 ms
0002: jump £Label0AD336

:Label0AD354
00BC: text_highpriority "PRO2_04"  4000 ms  1  ;; These idiots operate out of DBP Security around the block.
03D1: play_wav  1

:Label0AD367
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $11FE dead
004D: jump_if_false £Label0AD3D7
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0AD3B7
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0AD3B0
0004: $3D =  0  ;; integer values
0002: jump £Label0AD60F

:Label0AD3B0
0002: jump £Label0AD3D0

:Label0AD3B7
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0AD3D0
0004: $3D =  1  ;; integer values

:Label0AD3D0
0002: jump £Label0AD367

:Label0AD3D7
040D: unload_wav  1
03D5: remove_text "PRO2_04"  ;; These idiots operate out of DBP Security around the block.
00BC: text_highpriority "PRO2_05"  4000 ms  1  ;; You guys just sort it out amongst yourselves.
03D1: play_wav  2

:Label0AD3F8
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $11FE dead
004D: jump_if_false £Label0AD468
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0AD448
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0AD441
0004: $3D =  0  ;; integer values
0002: jump £Label0AD60F

:Label0AD441
0002: jump £Label0AD461

:Label0AD448
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0AD461
0004: $3D =  1  ;; integer values

:Label0AD461
0002: jump £Label0AD3F8

:Label0AD468
040D: unload_wav  2
03D5: remove_text "PRO2_05"  ;; You guys just sort it out amongst yourselves.
00D6: if  0
8118:   NOT   actor $11FE dead
004D: jump_if_false £Label0AD48F
0372: set_actor $11FE anim  0 wait_state_time  100 ms

:Label0AD48F
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  10000 ms
03CF: load_wav "BUD2_6" as  1
03CF: load_wav "BUD2_7" as  2

:Label0AD4B1
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0AD4CF
0001: wait  0 ms
0002: jump £Label0AD4B1

:Label0AD4CF
00BC: text_highpriority "PRO2_06"  4000 ms  1  ;; I'll be seeing you later.
03D1: play_wav  1

:Label0AD4E2
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0AD54D
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0AD52D
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0AD526
0004: $3D =  0  ;; integer values
0002: jump £Label0AD60F

:Label0AD526
0002: jump £Label0AD546

:Label0AD52D
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0AD546
0004: $3D =  1  ;; integer values

:Label0AD546
0002: jump £Label0AD4E2

:Label0AD54D
040D: unload_wav  1
03D5: remove_text "PRO2_06"  ;; I'll be seeing you later.
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms
00D6: if  0
8118:   NOT   actor $11FE dead
004D: jump_if_false £Label0AD57E
0372: set_actor $11FE anim  19 wait_state_time  20000 ms

:Label0AD57E
00BC: text_highpriority "PRO2_07"  4000 ms  1  ;; Yeah, yeah, whatever.
03D1: play_wav  2

:Label0AD591
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $11FE dead
004D: jump_if_false £Label0AD601
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0AD5E1
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0AD5DA
0004: $3D =  0  ;; integer values
0002: jump £Label0AD60F

:Label0AD5DA
0002: jump £Label0AD5FA

:Label0AD5E1
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0AD5FA
0004: $3D =  1  ;; integer values

:Label0AD5FA
0002: jump £Label0AD591

:Label0AD601
040D: unload_wav  2
03D5: remove_text "PRO2_07"  ;; Yeah, yeah, whatever.

:Label0AD60F
03EB: clear_small_messages_only
040D: unload_wav  1
040D: unload_wav  2
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms
00D6: if  0
8118:   NOT   actor $11FE dead
004D: jump_if_false £Label0AD63B
0372: set_actor $11FE anim  0 wait_state_time  100 ms

:Label0AD63B
00D6: if  0
8118:   NOT   actor $11FC dead
004D: jump_if_false £Label0AD661
0291: unknown_actor $11FC unknown_behavior_flag  1
0350: unknown_actor $11FC not_scared_flag  0
01DF: tie_actor $11FC to_player $PLAYER_CHAR

:Label0AD661
00D6: if  0
8118:   NOT   actor $11FD dead
004D: jump_if_false £Label0AD687
0291: unknown_actor $11FD unknown_behavior_flag  1
0350: unknown_actor $11FD not_scared_flag  0
01DF: tie_actor $11FD to_player $PLAYER_CHAR

:Label0AD687
011C: actor $PLAYER_ACTOR clear_objective
00D6: if  0
8118:   NOT   actor $11FE dead
004D: jump_if_false £Label0AD6A1
011C: actor $11FE clear_objective

:Label0AD6A1
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00BC: text_highpriority "PRO2_08"  11000 ms  1  ;; ~g~DBP Security will know you are on your way, go and get them before they clear out.
014E: set_timer_to $121B type  1
0004: $1215 =  0  ;; integer values
0002: jump £Label0AD723

:Label0AD6D2
0002: jump £Label0AD0B5
0002: jump £Label0AD71C

:Label0AD6E0
00D6: if  0
0038:   $1215 ==  1  ;; integer values
004D: jump_if_false £Label0AD71C
00BC: text_highpriority "PRO2_09"  11000 ms  1  ;; ~g~Go and speak to the Front Page Bar Owner.
018A: $1214 = create_checkpoint_at  240.9 -1241.8  10.8
0004: $1215 =  2  ;; integer values

:Label0AD71C
0002: jump £Label0ACC7D

:Label0AD723
00A5: $1204 = create_car #OCEANIC at  346.8 -727.1  9.1
0175: set_car $1204 z_angle_to  247.9
04E1: $1204
0107: $1208 = create_object -120 (BRIEFCASE) at  346.8 -727.1  9.1
0107: $1209 = create_object -120 (BRIEFCASE) at  346.8 -727.1  9.1
0107: $120A = create_object -120 (BRIEFCASE) at  346.8 -727.1  9.1
0382: unknown_set_object $1208 collision_detection  0
0382: unknown_set_object $1209 collision_detection  0
0382: unknown_set_object $120A collision_detection  0
009A: $11FF = create_actor  11 #GDB at  353.4 -732.9  9.6
0173: set_actor $11FF z_angle_to  339.7
01B2: give_actor $11FF weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $11FF flags
0243: set_actor $11FF ped_stats_to  16
0187: $120F = create_marker_above_actor $11FF
0350: unknown_actor $11FF not_scared_flag  1
02E2: set_actor $11FF weapon_accuracy_to  90
0223: set_actor $11FF health_to  150
009A: $1200 = create_actor  11 #GDA at  350.6 -731.9  9.6
0173: set_actor $1200 z_angle_to  339.2
01B2: give_actor $1200 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1200 flags
0243: set_actor $1200 ped_stats_to  16
0187: $1210 = create_marker_above_actor $1200
0350: unknown_actor $1200 not_scared_flag  1
02E2: set_actor $1200 weapon_accuracy_to  90
0223: set_actor $1200 health_to  150
009A: $1201 = create_actor  11 #GDA at  349.1 -726.2  9.6
0173: set_actor $1201 z_angle_to  148.2
01B2: give_actor $1201 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1201 flags
0243: set_actor $1201 ped_stats_to  16
0187: $1211 = create_marker_above_actor $1201
02E2: set_actor $1201 weapon_accuracy_to  90
0223: set_actor $1201 health_to  150
04EB: unknown_actor $1201 bank  1 account_number  86400000
009A: $1202 = create_actor  11 #GDB at  343.7 -725.2  9.2
0173: set_actor $1202 z_angle_to  190.7
01B2: give_actor $1202 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1202 flags
0243: set_actor $1202 ped_stats_to  16
0187: $1212 = create_marker_above_actor $1202
02E2: set_actor $1202 weapon_accuracy_to  90
0223: set_actor $1202 health_to  150
009A: $1203 = create_actor  11 #GDA at  343.2 -726.4  9.2
0173: set_actor $1203 z_angle_to  1.8
01B2: give_actor $1203 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1203 flags
0243: set_actor $1203 ped_stats_to  16
0187: $1213 = create_marker_above_actor $1203
02E2: set_actor $1203 weapon_accuracy_to  90
0223: set_actor $1203 health_to  150
03F9: make_actors $1202 $1203 converse_in  86400000 ms
0006:  17@ =  0  ;; integer values

:Label0AD959
0001: wait  0 ms
00D6: if  0
0038:   $121B ==  0  ;; integer values
004D: jump_if_false £Label0AD985
00BC: text_highpriority "TAXI2"  5000 ms  1  ;; ~r~You're out of time!
0002: jump £Label0AF3E3

:Label0AD985
00D6: if  0
8119:   NOT   car $1204 wrecked
004D: jump_if_false £Label0ADA06
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1204
004D: jump_if_false £Label0AD9C1
00D6: if  0
0038:   $1215 ==  0  ;; integer values
004D: jump_if_false £Label0AD9C1
0004: $1215 =  1  ;; integer values

:Label0AD9C1
035C: place_object $1208 relative_to_car $1204 offset  0.0 -2.0  0.0
035C: place_object $1209 relative_to_car $1204 offset  0.0 -2.2  0.0
035C: place_object $120A relative_to_car $1204 offset  0.0 -2.4  0.0

:Label0ADA06
00D6: if  0
8118:   NOT   actor $11FF dead
004D: jump_if_false £Label0ADAA5
00D6: if  0
0019:    16@ >  500  ;; integer values
004D: jump_if_false £Label0ADA4A
00D6: if  0
0123:   actor $11FF spotted_player $PLAYER_CHAR
004D: jump_if_false £Label0ADA4A
0004: $1215 =  1  ;; integer values
0006:  17@ =  0  ;; integer values

:Label0ADA4A
00D6: if  0
8184:   NOT   actor $11FF health >=  95
004D: jump_if_false £Label0ADA75
00D6: if  0
0038:   $1215 ==  0  ;; integer values
004D: jump_if_false £Label0ADA75
0004: $1215 =  1  ;; integer values

:Label0ADA75
00D6: if  0
0038:   $1215 ==  1  ;; integer values
004D: jump_if_false £Label0ADA9E
011A: set_actor $11FF flags  1
011A: set_actor $11FF flags  8192
01CA: actor $11FF kill_player $PLAYER_CHAR

:Label0ADA9E
0002: jump £Label0ADAB6

:Label0ADAA5
0004: $1215 =  1  ;; integer values
0164: disable_marker $120F
01C2: remove_references_to_actor $11FF  ;; Like turning an actor into a random pedestrian

:Label0ADAB6
00D6: if  0
8118:   NOT   actor $1200 dead
004D: jump_if_false £Label0ADB21
00D6: if  0
8184:   NOT   actor $1200 health >=  95
004D: jump_if_false £Label0ADAF1
00D6: if  0
0038:   $1215 ==  0  ;; integer values
004D: jump_if_false £Label0ADAF1
0004: $1215 =  1  ;; integer values

:Label0ADAF1
00D6: if  0
0038:   $1215 ==  1  ;; integer values
004D: jump_if_false £Label0ADB1A
011A: set_actor $1200 flags  1
011A: set_actor $1200 flags  8192
01CA: actor $1200 kill_player $PLAYER_CHAR

:Label0ADB1A
0002: jump £Label0ADB32

:Label0ADB21
0004: $1215 =  1  ;; integer values
0164: disable_marker $1210
01C2: remove_references_to_actor $1200  ;; Like turning an actor into a random pedestrian

:Label0ADB32
00D6: if  0
8118:   NOT   actor $1201 dead
004D: jump_if_false £Label0ADC29
00D6: if  0
8184:   NOT   actor $1201 health >=  95
004D: jump_if_false £Label0ADB6D
00D6: if  0
0038:   $1215 ==  0  ;; integer values
004D: jump_if_false £Label0ADB6D
0004: $1215 =  1  ;; integer values

:Label0ADB6D
00D6: if  0
0038:   $121C ==  0  ;; integer values
004D: jump_if_false £Label0ADBAE
00D6: if  0
0038:   $1215 ==  1  ;; integer values
004D: jump_if_false £Label0ADBAE
0350: unknown_actor $1201 not_scared_flag  0
011A: set_actor $1201 flags  1
011A: set_actor $1201 flags  8192
0004: $121C =  1  ;; integer values

:Label0ADBAE
00D6: if  0
0038:   $121C ==  1  ;; integer values
004D: jump_if_false £Label0ADBD6
0239: actor $1201 run_to  355.6 -726.0
0004: $121C =  2  ;; integer values

:Label0ADBD6
00D6: if  0
0038:   $121C ==  2  ;; integer values
004D: jump_if_false £Label0ADC22
00D6: if  0
00EC:   actor $1201  0 ()near_point  355.6 -726.0 radius  2.0  2.0
004D: jump_if_false £Label0ADC22
011C: actor $1201 clear_objective
01CA: actor $1201 kill_player $PLAYER_CHAR
0004: $121C =  3  ;; integer values

:Label0ADC22
0002: jump £Label0ADC3A

:Label0ADC29
0004: $1215 =  1  ;; integer values
0164: disable_marker $1211
01C2: remove_references_to_actor $1201  ;; Like turning an actor into a random pedestrian

:Label0ADC3A
00D6: if  0
8118:   NOT   actor $1202 dead
004D: jump_if_false £Label0ADD31
00D6: if  0
8184:   NOT   actor $1202 health >=  95
004D: jump_if_false £Label0ADC75
00D6: if  0
0038:   $1215 ==  0  ;; integer values
004D: jump_if_false £Label0ADC75
0004: $1215 =  1  ;; integer values

:Label0ADC75
00D6: if  0
0038:   $121D ==  0  ;; integer values
004D: jump_if_false £Label0ADCB6
00D6: if  0
0038:   $1215 ==  1  ;; integer values
004D: jump_if_false £Label0ADCB6
0350: unknown_actor $1202 not_scared_flag  0
011A: set_actor $1202 flags  1
011A: set_actor $1202 flags  8192
0004: $121D =  1  ;; integer values

:Label0ADCB6
00D6: if  0
0038:   $121D ==  1  ;; integer values
004D: jump_if_false £Label0ADCDE
0239: actor $1202 run_to  355.6 -726.0
0004: $121D =  2  ;; integer values

:Label0ADCDE
00D6: if  0
0038:   $121D ==  2  ;; integer values
004D: jump_if_false £Label0ADD2A
00D6: if  0
00EC:   actor $1202  0 ()near_point  355.6 -726.0 radius  2.0  2.0
004D: jump_if_false £Label0ADD2A
011C: actor $1202 clear_objective
01CA: actor $1202 kill_player $PLAYER_CHAR
0004: $121D =  3  ;; integer values

:Label0ADD2A
0002: jump £Label0ADD42

:Label0ADD31
0004: $1215 =  1  ;; integer values
0164: disable_marker $1212
01C2: remove_references_to_actor $1202  ;; Like turning an actor into a random pedestrian

:Label0ADD42
00D6: if  0
8118:   NOT   actor $1203 dead
004D: jump_if_false £Label0ADE39
00D6: if  0
8184:   NOT   actor $1203 health >=  95
004D: jump_if_false £Label0ADD7D
00D6: if  0
0038:   $1215 ==  0  ;; integer values
004D: jump_if_false £Label0ADD7D
0004: $1215 =  1  ;; integer values

:Label0ADD7D
00D6: if  0
0038:   $121E ==  0  ;; integer values
004D: jump_if_false £Label0ADDBE
00D6: if  0
0038:   $1215 ==  1  ;; integer values
004D: jump_if_false £Label0ADDBE
0350: unknown_actor $1203 not_scared_flag  0
011A: set_actor $1203 flags  1
011A: set_actor $1203 flags  8192
0004: $121E =  1  ;; integer values

:Label0ADDBE
00D6: if  0
0038:   $121E ==  1  ;; integer values
004D: jump_if_false £Label0ADDE6
0239: actor $1203 run_to  355.6 -726.0
0004: $121E =  2  ;; integer values

:Label0ADDE6
00D6: if  0
0038:   $121E ==  2  ;; integer values
004D: jump_if_false £Label0ADE32
00D6: if  0
00EC:   actor $1203  0 ()near_point  355.6 -726.0 radius  2.0  2.0
004D: jump_if_false £Label0ADE32
011C: actor $1203 clear_objective
01CA: actor $1203 kill_player $PLAYER_CHAR
0004: $121E =  3  ;; integer values

:Label0ADE32
0002: jump £Label0ADE4A

:Label0ADE39
0004: $1215 =  1  ;; integer values
0164: disable_marker $1213
01C2: remove_references_to_actor $1203  ;; Like turning an actor into a random pedestrian

:Label0ADE4A
00D6: if  0
0118:   actor $11FF dead
004D: jump_if_false £Label0ADEAD
00D6: if  0
0118:   actor $1200 dead
004D: jump_if_false £Label0ADEAD
00D6: if  0
0118:   actor $1201 dead
004D: jump_if_false £Label0ADEAD
00D6: if  0
0118:   actor $1202 dead
004D: jump_if_false £Label0ADEAD
00D6: if  0
0118:   actor $1203 dead
004D: jump_if_false £Label0ADEAD
01C3: remove_references_to_car $1204  ;; Like turning a car into any random car
0004: $1215 =  0  ;; integer values
0002: jump £Label0ADEB4

:Label0ADEAD
0002: jump £Label0AD959

:Label0ADEB4
0001: wait  2000 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
03BA: clear_cars_from_cube  347.3 -703.4  5.0  397.4 -773.0  20.0
015F: set_camera_position  353.54 -719.07  13.89  0.0  0.0  0.0
0160: point_camera  365.18 -730.36  10.99  2
0239: actor $PLAYER_ACTOR run_to  356.8 -724.7
0001: wait  1000 ms
020C: create_explosion  2 at  366.4 -730.3  9.0
020C: create_explosion  11 at  366.4 -730.3  9.0
020C: create_explosion  6 at  366.4 -730.3  9.0
039D: scatter_particles  17  .8  0  0  0  11000 at  366.4 -730.3  9.0  .1  0.0  .2
0001: wait  500 ms
00A5: $1205 = create_car #PCJ600 at  359.0 -742.1  10.0
0175: set_car $1205 z_angle_to  332.8
00AE: unknown_set_car $1205 to_ignore_traffic_lights  2
00AD: set_car $1205 max_speed_to  0.0
02AA: set_car $1205 immune_to_nonplayer  1
02AC: set_car $1205 immunities  1  1  1  1  1
0129: $11FF = create_actor  5 #GDB in_car $1205 driverseat
01B2: give_actor $11FF weapon  26 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $11FF flags
0243: set_actor $11FF ped_stats_to  16
011A: set_actor $11FF flags  1
011A: set_actor $11FF flags  8192
0319: set_actor $11FF wander_state_to  1 (off)
02AB: set_actor $11FF immunities  1  1  1  1  1
02A9: set_actor $11FF immune_to_nonplayer  1
0223: set_actor $11FF health_to  150
0187: $120F = create_marker_above_actor $11FF
0291: unknown_actor $11FF unknown_behavior_flag  1
00A5: $1206 = create_car #PCJ600 at  357.5 -745.2  10.0
0175: set_car $1206 z_angle_to  332.8
00AE: unknown_set_car $1206 to_ignore_traffic_lights  3
00AD: set_car $1206 max_speed_to  0.0
02AA: set_car $1206 immune_to_nonplayer  1
02AC: set_car $1206 immunities  1  1  1  1  1
0129: $1200 = create_actor  5 #GDA in_car $1206 driverseat
01B2: give_actor $1200 weapon  26 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1200 flags
0243: set_actor $1200 ped_stats_to  16
011A: set_actor $1200 flags  1
011A: set_actor $1200 flags  8192
0319: set_actor $1200 wander_state_to  1 (off)
02AB: set_actor $1200 immunities  1  1  1  1  1
02A9: set_actor $1200 immune_to_nonplayer  1
0223: set_actor $11FF health_to  150
0187: $1210 = create_marker_above_actor $1200
04BD: unknown_car $1205  1
04E0: unknown_car $1205  255
04BD: unknown_car $1206  1
04E0: unknown_car $1206  255
0291: unknown_actor $1200 unknown_behavior_flag  1
00A5: $120B = create_car #SECURICA at  250.8 -1292.2  10.0
0175: set_car $120B z_angle_to  347.7
00AE: unknown_set_car $120B to_ignore_traffic_lights  2
00AD: set_car $120B max_speed_to  0.0
04E0: unknown_car $120B  15
020A: set_car $120B door_status_to  2
0129: $120C = create_actor  5 #GDA in_car $120B driverseat
01B2: give_actor $120C weapon  26 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $120C flags
0243: set_actor $120C ped_stats_to  16
011A: set_actor $120C flags  1
011A: set_actor $120C flags  8192
0319: set_actor $120C wander_state_to  1 (off)
00D6: if  0
8119:   NOT   car $1205 wrecked
004D: jump_if_false £Label0AE1B7
00A7: car $1205 drive_to  368.4 -726.3  10.1
00AD: set_car $1205 max_speed_to  25.0

:Label0AE1B7
00D6: if  0
8119:   NOT   car $1206 wrecked
004D: jump_if_false £Label0AE1E5
00A7: car $1206 drive_to  368.4 -726.3  10.1
00AD: set_car $1206 max_speed_to  15.0

:Label0AE1E5
00D6: if  0
8119:   NOT   car $1205 wrecked
004D: jump_if_false £Label0AE1FE
0158: camera_on_vehicle $1205  15  2

:Label0AE1FE
0006:  16@ =  0  ;; integer values

:Label0AE205
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1205 wrecked
004D: jump_if_false £Label0AE25A
00D6: if  0
01AD:   car $1205  0 ()near_point  368.4 -726.3  2.0  2.0
004D: jump_if_false £Label0AE25A
00A7: car $1205 drive_to  391.7 -743.9  10.9
0004: $1219 =  1  ;; integer values

:Label0AE25A
00D6: if  0
8119:   NOT   car $1206 wrecked
004D: jump_if_false £Label0AE2B5
00D6: if  0
01AD:   car $1206  0 ()near_point  368.4 -726.3  2.0  2.0
004D: jump_if_false £Label0AE2B5
00A7: car $1206 drive_to  391.7 -743.9  10.9
00AD: set_car $1206 max_speed_to  23.0
0004: $121A =  1  ;; integer values

:Label0AE2B5
00D6: if  1
0038:   $1219 ==  1  ;; integer values
0038:   $121A ==  1  ;; integer values
004D: jump_if_false £Label0AE2D5
0002: jump £Label0AE2F6

:Label0AE2D5
00D6: if  0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label0AE2EF
0002: jump £Label0AE2F6

:Label0AE2EF
0002: jump £Label0AE205

:Label0AE2F6
0004: $1215 =  0  ;; integer values
00D6: if  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false £Label0AE323
00A7: car $1205 drive_to  391.7 -743.9  10.9

:Label0AE323
00D6: if  0
0038:   $121A ==  0  ;; integer values
004D: jump_if_false £Label0AE349
00A7: car $1206 drive_to  391.7 -743.9  10.9

:Label0AE349
0004: $1219 =  0  ;; integer values
0004: $121A =  0  ;; integer values
00D6: if  0
8119:   NOT   car $1205 wrecked
004D: jump_if_false £Label0AE376
02AC: set_car $1205 immunities  0  0  0  0  0

:Label0AE376
00D6: if  0
8119:   NOT   car $1206 wrecked
004D: jump_if_false £Label0AE395
02AC: set_car $1206 immunities  0  0  0  0  0

:Label0AE395
00D6: if  0
8118:   NOT   actor $11FF dead
004D: jump_if_false £Label0AE3B4
02AB: set_actor $11FF immunities  0  0  0  0  0

:Label0AE3B4
00D6: if  0
8118:   NOT   actor $1200 dead
004D: jump_if_false £Label0AE3D3
02AB: set_actor $1200 immunities  0  0  0  0  0

:Label0AE3D3
0001: wait  2000 ms
011C: actor $PLAYER_ACTOR clear_objective
00BC: text_highpriority "PRO2_10"  5000 ms  1  ;; ~g~Two more have made a run for it. Track them down and finish this.
0481:  3.5
011C: actor $PLAYER_ACTOR clear_objective
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00D6: if  0
8119:   NOT   car $120B wrecked
004D: jump_if_false £Label0AE426
00AD: set_car $120B max_speed_to  100.0
00AF: set_car $120B driver_behaviour_to  2

:Label0AE426
0001: wait  0 ms
00D6: if  0
0038:   $121F ==  0  ;; integer values
004D: jump_if_false £Label0AE480
00D6: if  0
0119:   car $120B wrecked
004D: jump_if_false £Label0AE480
01E3: text_1number_styled "BONUS"  1000  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  1000
0004: $121F =  1  ;; integer values

:Label0AE480
00D6: if  0
0038:   $121B ==  0  ;; integer values
004D: jump_if_false £Label0AE4A8
00BC: text_highpriority "TAXI2"  5000 ms  1  ;; ~r~You're out of time!
0002: jump £Label0AF3E3

:Label0AE4A8
00D6: if  0
8119:   NOT   car $1204 wrecked
004D: jump_if_false £Label0AE4FD
035C: place_object $1208 relative_to_car $1204 offset  0.0 -2.0  0.0
035C: place_object $1209 relative_to_car $1204 offset  0.0 -2.2  0.0
035C: place_object $120A relative_to_car $1204 offset  0.0 -2.4  0.0

:Label0AE4FD
00D6: if  0
8118:   NOT   actor $11FF dead
004D: jump_if_false £Label0AEC54
00D6: if  0
8119:   NOT   car $1205 wrecked
004D: jump_if_false £Label0AEC40
00D6: if  0
00DB:   actor $11FF in_car $1205
004D: jump_if_false £Label0AEA9F
00D6: if  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false £Label0AE5BF
00D6: if  0
0038:   $120D ==  1  ;; integer values
004D: jump_if_false £Label0AE57E
011C: actor $11FF clear_objective
00A7: car $1205 drive_to  391.7 -743.9  10.9
00AD: set_car $1205 max_speed_to  25.0
0004: $120D =  0  ;; integer values

:Label0AE57E
00D6: if  0
01AD:   car $1205  0 ()near_point  391.7 -743.9  7.0  7.0
004D: jump_if_false £Label0AE5BF
02C2: car $1205 drive_to_point  300.3 -955.4  10.8
0004: $1219 =  1  ;; integer values

:Label0AE5BF
00D6: if  0
0038:   $1219 ==  1  ;; integer values
004D: jump_if_false £Label0AE64E
00D6: if  0
0038:   $120D ==  1  ;; integer values
004D: jump_if_false £Label0AE60D
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point  300.3 -955.4  10.8
00AD: set_car $1205 max_speed_to  25.0
0004: $120D =  0  ;; integer values

:Label0AE60D
00D6: if  0
01AD:   car $1205  0 ()near_point  300.3 -955.4  7.0  7.0
004D: jump_if_false £Label0AE64E
02C2: car $1205 drive_to_point  285.3 -1048.8  11.3
0004: $1219 =  2  ;; integer values

:Label0AE64E
00D6: if  0
0038:   $1219 ==  2  ;; integer values
004D: jump_if_false £Label0AE6DD
00D6: if  0
0038:   $120D ==  1  ;; integer values
004D: jump_if_false £Label0AE69C
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point  285.3 -1048.8  10.8
00AD: set_car $1205 max_speed_to  25.0
0004: $120D =  0  ;; integer values

:Label0AE69C
00D6: if  0
01AD:   car $1205  0 ()near_point  285.3 -1048.8  7.0  7.0
004D: jump_if_false £Label0AE6DD
02C2: car $1205 drive_to_point  257.9 -1206.8  11.3
0004: $1219 =  3  ;; integer values

:Label0AE6DD
00D6: if  0
0038:   $1219 ==  3  ;; integer values
004D: jump_if_false £Label0AE76C
00D6: if  0
0038:   $120D ==  1  ;; integer values
004D: jump_if_false £Label0AE72B
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point  257.9 -1206.8  10.8
00AD: set_car $1205 max_speed_to  25.0
0004: $120D =  0  ;; integer values

:Label0AE72B
00D6: if  0
01AD:   car $1205  0 ()near_point  257.9 -1206.8  7.0  7.0
004D: jump_if_false £Label0AE76C
02C2: car $1205 drive_to_point  234.4 -1326.1  11.3
0004: $1219 =  4  ;; integer values

:Label0AE76C
00D6: if  0
0038:   $1219 ==  4  ;; integer values
004D: jump_if_false £Label0AE7FB
00D6: if  0
0038:   $120D ==  1  ;; integer values
004D: jump_if_false £Label0AE7BA
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point  234.4 -1326.1  10.8
00AD: set_car $1205 max_speed_to  25.0
0004: $120D =  0  ;; integer values

:Label0AE7BA
00D6: if  0
01AD:   car $1205  0 ()near_point  234.4 -1326.1  7.0  7.0
004D: jump_if_false £Label0AE7FB
02C2: car $1205 drive_to_point  220.7 -1398.6  11.3
0004: $1219 =  5  ;; integer values

:Label0AE7FB
00D6: if  0
0038:   $1219 ==  5  ;; integer values
004D: jump_if_false £Label0AE88A
00D6: if  0
0038:   $120D ==  1  ;; integer values
004D: jump_if_false £Label0AE849
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point  220.7 -1398.6  11.3
00AD: set_car $1205 max_speed_to  25.0
0004: $120D =  0  ;; integer values

:Label0AE849
00D6: if  0
01AD:   car $1205  0 ()near_point  220.7 -1398.6  7.0  7.0
004D: jump_if_false £Label0AE88A
02C2: car $1205 drive_to_point  169.0 -1525.2  11.3
0004: $1219 =  6  ;; integer values

:Label0AE88A
00D6: if  0
0038:   $1219 ==  6  ;; integer values
004D: jump_if_false £Label0AE919
00D6: if  0
0038:   $120D ==  1  ;; integer values
004D: jump_if_false £Label0AE8D8
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point  169.0 -1525.2  10.8
00AD: set_car $1205 max_speed_to  25.0
0004: $120D =  0  ;; integer values

:Label0AE8D8
00D6: if  0
01AD:   car $1205  0 ()near_point  169.0 -1525.2  7.0  7.0
004D: jump_if_false £Label0AE919
02C2: car $1205 drive_to_point  192.8 -1583.0  11.3
0004: $1219 =  7  ;; integer values

:Label0AE919
00D6: if  0
0038:   $1219 ==  7  ;; integer values
004D: jump_if_false £Label0AE9B2
00D6: if  0
0038:   $120D ==  1  ;; integer values
004D: jump_if_false £Label0AE967
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point  192.8 -1583.0  10.8
00AD: set_car $1205 max_speed_to  25.0
0004: $120D =  0  ;; integer values

:Label0AE967
00D6: if  0
01AD:   car $1205  0 ()near_point  192.8 -1583.0  7.0  7.0
004D: jump_if_false £Label0AE9B2
02C2: car $1205 drive_to_point  240.5 -1689.2  11.3
00AD: set_car $1205 max_speed_to  15.0
0004: $1219 =  8  ;; integer values

:Label0AE9B2
00D6: if  0
0038:   $1219 ==  8  ;; integer values
004D: jump_if_false £Label0AEA48
00D6: if  0
0038:   $120D ==  1  ;; integer values
004D: jump_if_false £Label0AEA00
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point  240.5 -1689.2  10.8
00AD: set_car $1205 max_speed_to  25.0
0004: $120D =  0  ;; integer values

:Label0AEA00
00D6: if  0
01AD:   car $1205  0 ()near_point  240.5 -1689.2  7.0  7.0
004D: jump_if_false £Label0AEA48
0477: unknown_car $1205  5  10000
00AD: set_car $1205 max_speed_to  0.0
02AA: set_car $1205 immune_to_nonplayer  0
0004: $1219 =  9  ;; integer values

:Label0AEA48
00D6: if  0
0038:   $1219 ==  9  ;; integer values
004D: jump_if_false £Label0AEA7F
01D3: actor $11FF leave_car $1205
0239: actor $11FF run_to  258.7 -1703.0
0006:  16@ =  0  ;; integer values
0004: $1219 =  10  ;; integer values

:Label0AEA7F
00D6: if  0
0018:   $1219 >  9  ;; integer values
004D: jump_if_false £Label0AEA98
0004: $1219 =  9  ;; integer values

:Label0AEA98
0002: jump £Label0AEC39

:Label0AEA9F
00D6: if  0
001A:    9 > $1219  ;; integer values
004D: jump_if_false £Label0AEB23
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $11FF radius  10.0  10.0
004D: jump_if_false £Label0AEADF
01CC: actor $11FF kill_player $PLAYER_CHAR
0002: jump £Label0AEB15

:Label0AEADF
00D6: if  0
0202:   actor $11FF near_car $1205 radius  30.0  30.0 unknown  0
004D: jump_if_false £Label0AEB0D
01D5: actor $11FF go_to_and_drive_car $1205
0002: jump £Label0AEB15

:Label0AEB0D
01CC: actor $11FF kill_player $PLAYER_CHAR

:Label0AEB15
0004: $120D =  1  ;; integer values
0002: jump £Label0AEC39

:Label0AEB23
00D6: if  0
0038:   $121A ==  9  ;; integer values
004D: jump_if_false £Label0AEB6D
00D6: if  0
00DB:   actor $11FF in_car $1205
004D: jump_if_false £Label0AEB50
01D3: actor $11FF leave_car $1205

:Label0AEB50
0239: actor $11FF run_to  258.7 -1703.0
0006:  16@ =  0  ;; integer values
0004: $121A =  10  ;; integer values

:Label0AEB6D
00D6: if  0
0038:   $1219 ==  10  ;; integer values
004D: jump_if_false £Label0AEC18
00D6: if  0
80EC:   NOT   actor $11FF  0 ()near_point  454.3 -1727.9 radius  5.0  5.0
004D: jump_if_false £Label0AEC05
00D6: if  0
0019:    16@ >  500  ;; integer values
004D: jump_if_false £Label0AEBFE
00D6: if  0
8510:   NOT   unknown_actor $11FF on_path  454.3 -1727.9  9.0 radius  1.0
004D: jump_if_false £Label0AEBF7
009E: set_actor $11FF path  454.3 -1727.9  9.0 unknown  1.0  1

:Label0AEBF7
0006:  16@ =  0  ;; integer values

:Label0AEBFE
0002: jump £Label0AEC18

:Label0AEC05
011C: actor $11FF clear_objective
0350: unknown_actor $11FF not_scared_flag  1
0004: $1219 =  11  ;; integer values

:Label0AEC18
00D6: if  0
0038:   $1219 ==  11  ;; integer values
004D: jump_if_false £Label0AEC39
01CA: actor $11FF kill_player $PLAYER_CHAR
0004: $1219 =  12  ;; integer values

:Label0AEC39
0002: jump £Label0AEC4D

:Label0AEC40
01C3: remove_references_to_car $1205  ;; Like turning a car into any random car
01CC: actor $11FF kill_player $PLAYER_CHAR

:Label0AEC4D
0002: jump £Label0AEC59

:Label0AEC54
0164: disable_marker $120F

:Label0AEC59
00D6: if  0
8118:   NOT   actor $1200 dead
004D: jump_if_false £Label0AF3B0
00D6: if  0
8119:   NOT   car $1206 wrecked
004D: jump_if_false £Label0AF39C
00D6: if  0
00DB:   actor $1200 in_car $1206
004D: jump_if_false £Label0AF1FB
00D6: if  0
0038:   $121A ==  0  ;; integer values
004D: jump_if_false £Label0AED1B
00D6: if  0
0038:   $120E ==  1  ;; integer values
004D: jump_if_false £Label0AECDA
011C: actor $1200 clear_objective
00A7: car $1206 drive_to  391.7 -743.9  10.9
00AD: set_car $1206 max_speed_to  23.0
0004: $120E =  0  ;; integer values

:Label0AECDA
00D6: if  0
01AD:   car $1206  0 ()near_point  391.7 -743.9  7.0  7.0
004D: jump_if_false £Label0AED1B
02C2: car $1206 drive_to_point  300.3 -955.4  10.8
0004: $121A =  1  ;; integer values

:Label0AED1B
00D6: if  0
0038:   $121A ==  1  ;; integer values
004D: jump_if_false £Label0AEDAA
00D6: if  0
0038:   $120E ==  1  ;; integer values
004D: jump_if_false £Label0AED69
011C: actor $1200 clear_objective
00A7: car $1206 drive_to  300.3 -955.4  10.9
00AD: set_car $1206 max_speed_to  23.0
0004: $120E =  0  ;; integer values

:Label0AED69
00D6: if  0
01AD:   car $1206  0 ()near_point  300.3 -955.4  7.0  7.0
004D: jump_if_false £Label0AEDAA
02C2: car $1206 drive_to_point  285.3 -1048.8  11.3
0004: $121A =  2  ;; integer values

:Label0AEDAA
00D6: if  0
0038:   $121A ==  2  ;; integer values
004D: jump_if_false £Label0AEE39
00D6: if  0
0038:   $120E ==  1  ;; integer values
004D: jump_if_false £Label0AEDF8
011C: actor $1200 clear_objective
00A7: car $1206 drive_to  285.3 -1048.8  10.9
00AD: set_car $1206 max_speed_to  23.0
0004: $120E =  0  ;; integer values

:Label0AEDF8
00D6: if  0
01AD:   car $1206  0 ()near_point  285.3 -1048.8  7.0  7.0
004D: jump_if_false £Label0AEE39
02C2: car $1206 drive_to_point  257.9 -1206.8  11.3
0004: $121A =  3  ;; integer values

:Label0AEE39
00D6: if  0
0038:   $121A ==  3  ;; integer values
004D: jump_if_false £Label0AEEC8
00D6: if  0
0038:   $120E ==  1  ;; integer values
004D: jump_if_false £Label0AEE87
011C: actor $1200 clear_objective
00A7: car $1206 drive_to  257.9 -1206.8  10.9
00AD: set_car $1206 max_speed_to  23.0
0004: $120E =  0  ;; integer values

:Label0AEE87
00D6: if  0
01AD:   car $1206  0 ()near_point  257.9 -1206.8  7.0  7.0
004D: jump_if_false £Label0AEEC8
02C2: car $1206 drive_to_point  234.4 -1326.1  11.3
0004: $121A =  4  ;; integer values

:Label0AEEC8
00D6: if  0
0038:   $121A ==  4  ;; integer values
004D: jump_if_false £Label0AEF57
00D6: if  0
0038:   $120E ==  1  ;; integer values
004D: jump_if_false £Label0AEF16
011C: actor $1200 clear_objective
00A7: car $1206 drive_to  234.4 -1326.1  10.9
00AD: set_car $1206 max_speed_to  23.0
0004: $120E =  0  ;; integer values

:Label0AEF16
00D6: if  0
01AD:   car $1206  0 ()near_point  234.4 -1326.1  7.0  7.0
004D: jump_if_false £Label0AEF57
02C2: car $1206 drive_to_point  220.7 -1398.6  11.3
0004: $121A =  5  ;; integer values

:Label0AEF57
00D6: if  0
0038:   $121A ==  5  ;; integer values
004D: jump_if_false £Label0AEFE6
00D6: if  0
0038:   $120E ==  1  ;; integer values
004D: jump_if_false £Label0AEFA5
011C: actor $1200 clear_objective
00A7: car $1206 drive_to  220.7 -1398.6  10.9
00AD: set_car $1206 max_speed_to  23.0
0004: $120E =  0  ;; integer values

:Label0AEFA5
00D6: if  0
01AD:   car $1206  0 ()near_point  220.7 -1398.6  7.0  7.0
004D: jump_if_false £Label0AEFE6
02C2: car $1206 drive_to_point  169.0 -1525.2  11.3
0004: $121A =  6  ;; integer values

:Label0AEFE6
00D6: if  0
0038:   $121A ==  6  ;; integer values
004D: jump_if_false £Label0AF07F
00D6: if  0
0038:   $120E ==  1  ;; integer values
004D: jump_if_false £Label0AF034
011C: actor $1200 clear_objective
00A7: car $1206 drive_to  169.0 -1525.2  10.9
00AD: set_car $1206 max_speed_to  23.0
0004: $120E =  0  ;; integer values

:Label0AF034
00D6: if  0
01AD:   car $1206  0 ()near_point  169.0 -1525.2  7.0  7.0
004D: jump_if_false £Label0AF07F
02C2: car $1206 drive_to_point  192.8 -1583.0  11.3
00AD: set_car $1206 max_speed_to  15.0
0004: $121A =  7  ;; integer values

:Label0AF07F
00D6: if  0
0038:   $121A ==  7  ;; integer values
004D: jump_if_false £Label0AF10E
00D6: if  0
0038:   $120E ==  1  ;; integer values
004D: jump_if_false £Label0AF0CD
011C: actor $1200 clear_objective
00A7: car $1206 drive_to  192.8 -1583.0  10.9
00AD: set_car $1206 max_speed_to  23.0
0004: $120E =  0  ;; integer values

:Label0AF0CD
00D6: if  0
01AD:   car $1206  0 ()near_point  192.8 -1583.0  7.0  7.0
004D: jump_if_false £Label0AF10E
02C2: car $1206 drive_to_point  240.5 -1689.2  11.3
0004: $121A =  8  ;; integer values

:Label0AF10E
00D6: if  0
0038:   $121A ==  8  ;; integer values
004D: jump_if_false £Label0AF1A4
00D6: if  0
0038:   $120E ==  1  ;; integer values
004D: jump_if_false £Label0AF15C
011C: actor $1200 clear_objective
00A7: car $1206 drive_to  240.5 -1689.2  10.9
00AD: set_car $1206 max_speed_to  15.0
0004: $120E =  0  ;; integer values

:Label0AF15C
00D6: if  0
01AD:   car $1206  0 ()near_point  240.5 -1689.2  9.0  9.0
004D: jump_if_false £Label0AF1A4
0477: unknown_car $1206  5  10000
00AD: set_car $1206 max_speed_to  0.0
02AA: set_car $1206 immune_to_nonplayer  0
0004: $121A =  9  ;; integer values

:Label0AF1A4
00D6: if  0
0038:   $121A ==  9  ;; integer values
004D: jump_if_false £Label0AF1DB
01D3: actor $1200 leave_car $1206
0239: actor $1200 run_to  258.7 -1703.0
0006:  16@ =  0  ;; integer values
0004: $121A =  10  ;; integer values

:Label0AF1DB
00D6: if  0
0018:   $121A >  9  ;; integer values
004D: jump_if_false £Label0AF1F4
0004: $121A =  9  ;; integer values

:Label0AF1F4
0002: jump £Label0AF395

:Label0AF1FB
00D6: if  0
001A:    9 > $121A  ;; integer values
004D: jump_if_false £Label0AF27F
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1200 radius  10.0  10.0
004D: jump_if_false £Label0AF23B
01CC: actor $1200 kill_player $PLAYER_CHAR
0002: jump £Label0AF271

:Label0AF23B
00D6: if  0
0202:   actor $1200 near_car $1206 radius  30.0  30.0 unknown  0
004D: jump_if_false £Label0AF269
01D5: actor $1200 go_to_and_drive_car $1206
0002: jump £Label0AF271

:Label0AF269
01CC: actor $1200 kill_player $PLAYER_CHAR

:Label0AF271
0004: $120E =  1  ;; integer values
0002: jump £Label0AF395

:Label0AF27F
00D6: if  0
0038:   $121A ==  9  ;; integer values
004D: jump_if_false £Label0AF2C9
00D6: if  0
00DB:   actor $1200 in_car $1206
004D: jump_if_false £Label0AF2AC
01D3: actor $1200 leave_car $1206

:Label0AF2AC
0239: actor $1200 run_to  258.7 -1703.0
0006:  16@ =  0  ;; integer values
0004: $121A =  10  ;; integer values

:Label0AF2C9
00D6: if  0
0038:   $121A ==  10  ;; integer values
004D: jump_if_false £Label0AF374
00D6: if  0
80EC:   NOT   actor $1200  0 ()near_point  454.3 -1727.9 radius  5.0  5.0
004D: jump_if_false £Label0AF361
00D6: if  0
0019:    16@ >  500  ;; integer values
004D: jump_if_false £Label0AF35A
00D6: if  0
8510:   NOT   unknown_actor $1200 on_path  454.3 -1727.9  9.0 radius  1.0
004D: jump_if_false £Label0AF353
009E: set_actor $1200 path  454.3 -1727.9  9.0 unknown  1.0  1

:Label0AF353
0006:  16@ =  0  ;; integer values

:Label0AF35A
0002: jump £Label0AF374

:Label0AF361
011C: actor $1200 clear_objective
0350: unknown_actor $1200 not_scared_flag  1
0004: $121A =  11  ;; integer values

:Label0AF374
00D6: if  0
0038:   $121A ==  11  ;; integer values
004D: jump_if_false £Label0AF395
01CA: actor $1200 kill_player $PLAYER_CHAR
0004: $121A =  12  ;; integer values

:Label0AF395
0002: jump £Label0AF3A9

:Label0AF39C
01C3: remove_references_to_car $1206  ;; Like turning a car into any random car
01CC: actor $1200 kill_player $PLAYER_CHAR

:Label0AF3A9
0002: jump £Label0AF3B5

:Label0AF3B0
0164: disable_marker $1210

:Label0AF3B5
00D6: if  0
0118:   actor $11FF dead
004D: jump_if_false £Label0AF3DC
00D6: if  0
0118:   actor $1200 dead
004D: jump_if_false £Label0AF3DC
0002: jump £Label0AF3F4

:Label0AF3DC
0002: jump £Label0AE426

:Label0AF3E3
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0AF3F4
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  4000  5000 ms  1  ;; MISSION PASSED! $~1~
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  4000
0318: set_latest_mission_passed "BUD_2"  ;; Bar Brawl
030C: set_mission_points +=  1
0164: disable_marker $109
02A7: $109 = create_icon_marker_and_sphere  29 at -348.5 -541.8  16.4
004F: create_thread ££Label00C7E2 
0004: $10B =  1  ;; integer values
0004: $350 =  1  ;; integer values
0051: return

:Label0AF45A
0004: $ONMISSION =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
014F: stop_timer $121B
0249: release_model #UZI
0249: release_model #BRASSKNUCKLE
0249: release_model #M4
0249: release_model #PCJ600
0249: release_model #GDA
0249: release_model #GDB
0249: release_model #HMOST
0249: release_model #OCEANIC
0249: release_model #SENTINEL
0249: release_model #SECURICA
034F: destroy_actor_with_fade $11FC  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $11FD  ;; The actor fades away like a ghost
0296: unload_special_actor  3
0296: unload_special_actor  4
0164: disable_marker $120F
0164: disable_marker $1210
0164: disable_marker $1211
0164: disable_marker $1212
0164: disable_marker $1213
0164: disable_marker $1214
0108: destroy_object $1208
0108: destroy_object $1209
0108: destroy_object $120A
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 33---------------
; Originally: Cop Land


:Label0AF4E4
03A4: name_thread "PROTEC3"
0050: gosub £Label0AF512
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0AF509
0050: gosub £Label0B2354

:Label0AF509
0050: gosub £Label0B2417
004E: end_thread

:Label0AF512
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0110: clear_player $PLAYER_CHAR wanted_level
0004: $ONMISSION =  1  ;; integer values
0004: $643 =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "PROT3"
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0AF573
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 £Label0AF573
0353: refresh_actor $PLAYER_ACTOR

:Label0AF573
058E: set_restart_mission_taxi_destination -288.2 -487.5  9.8  275.0
0004: $1248 =  0  ;; integer values
0004: $1249 =  0  ;; integer values
0004: $124A =  1  ;; integer values
0004: $124B =  0  ;; integer values
0004: $124C =  0  ;; integer values
0004: $124D =  0  ;; integer values
0004: $124E =  0  ;; integer values
0004: $124F =  0  ;; integer values
0004: $1250 =  0  ;; integer values
0004: $1252 =  0  ;; integer values
0004: $1253 =  0  ;; integer values
0004: $1254 =  0  ;; integer values
0004: $1239 =  0  ;; integer values
0004: $123A =  0  ;; integer values
0004: $123B =  0  ;; integer values
0004: $123C =  0  ;; integer values
0004: $1242 =  0  ;; integer values
0004: $1243 =  0  ;; integer values
0005: $1251 =  0.0  ;; floating-point values
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSBUDDY"
023C: load_special_actor  3 "DGOONA"
03CB: set_camera -378.62 -552.676  18.534
038B: load_requested_models

:Label0AF648
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
004D: jump_if_false £Label0AF66A
0001: wait  0 ms
0002: jump £Label0AF648

:Label0AF66A
02E4: load_cutscene_data "BUD_3"
0244: set_cutscene_pos -378.62 -552.676  18.534
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $88 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $C1 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $C1 "DGOONA"
0395: clear_area  1 at -379.0 -539.6 range  19.8  60.0
03DE: set_pedestrians_density_multiplier_to  0.0
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0AF6FD
00D6: if  0
001A:    640 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AF720
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF6FD

:Label0AF720
00BC: text_highpriority "PRO3_A"  10000 ms  1  ;; You moron! What were you thinking?!

:Label0AF72F
00D6: if  0
001A:    3260 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AF752
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF72F

:Label0AF752
00BC: text_highpriority "PRO3_B"  10000 ms  1  ;; Do you realize what this means?!

:Label0AF761
00D6: if  0
001A:    5037 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AF784
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF761

:Label0AF784
00BC: text_highpriority "PRO3_C"  10000 ms  1  ;; We could all be sunk!

:Label0AF793
00D6: if  0
001A:    6257 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AF7B6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF793

:Label0AF7B6
00BC: text_highpriority "PRO3_D"  10000 ms  1  ;; The timer must have got screwed.

:Label0AF7C5
00D6: if  0
001A:    8063 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AF7E8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF7C5

:Label0AF7E8
00BC: text_highpriority "PRO3_E"  10000 ms  1  ;; That place was wired to go up like a firework factory.

:Label0AF7F7
00D6: if  0
001A:    10576 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AF81A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF7F7

:Label0AF81A
00BC: text_highpriority "PRO3_F"  10000 ms  1  ;; Then somebody tipped off the cops...

:Label0AF829
00D6: if  0
001A:    12294 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AF84C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF829

:Label0AF84C
00BC: text_highpriority "PRO3_G"  10000 ms  1  ;; What's the problem, fellas?

:Label0AF85B
00D6: if  0
001A:    13350 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AF87E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF85B

:Label0AF87E
00BC: text_highpriority "PRO3_H"  10000 ms  1  ;; Mike was supposed to torch some place in the mall,

:Label0AF88D
00D6: if  0
001A:    15890 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AF8B0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF88D

:Label0AF8B0
00BC: text_highpriority "PRO3_I"  10000 ms  1  ;; but he screwed the fuses and now the cops are crawling all over it.

:Label0AF8BF
00D6: if  0
001A:    19687 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AF8E2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF8BF

:Label0AF8E2
00BC: text_highpriority "PRO3_J"  10000 ms  1  ;; We gotta get our stuff and get out of here!

:Label0AF8F1
00D6: if  0
001A:    21037 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AF914
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF8F1

:Label0AF914
00BC: text_highpriority "PRO3_K"  10000 ms  1  ;; Relax, both of you, let me think for a second!

:Label0AF923
00D6: if  0
001A:    23717 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AF946
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF923

:Label0AF946
00BC: text_highpriority "PRO3_L"  10000 ms  1  ;; Tommy Vercetti just doesn't cut and run.

:Label0AF955
00D6: if  0
001A:    29837 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AF978
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF955

:Label0AF978
00BC: text_highpriority "PRO3_M"  10000 ms  1  ;; The cops are gonna be going over that building with a fine toothed comb, right?

:Label0AF987
00D6: if  0
001A:    33146 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AF9AC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF987

:Label0AF9AC
00BC: text_highpriority "PRO3_N"  10000 ms  1  ;; But that takes time.

:Label0AF9BB
00D6: if  0
001A:    34850 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AF9E0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF9BB

:Label0AF9E0
00BC: text_highpriority "PRO3_O"  10000 ms  1  ;; We gotta go in and torch that place ourselves.

:Label0AF9EF
00D6: if  0
001A:    36855 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AFA14
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AF9EF

:Label0AFA14
00BC: text_highpriority "PRO3_P"  10000 ms  1  ;; Yeah, but...

:Label0AFA23
00D6: if  0
001A:    37233 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AFA48
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AFA23

:Label0AFA48
00BC: text_highpriority "PRO3_Q"  10000 ms  1  ;; No one but a cop could get within a mile of that place!

:Label0AFA57
00D6: if  0
001A:    39659 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AFA7C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AFA57

:Label0AFA7C
00BC: text_highpriority "PRO3_R"  10000 ms  1  ;; So we go as cops.

:Label0AFA8B
00D6: if  0
001A:    41424 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AFAB0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AFA8B

:Label0AFAB0
00BC: text_highpriority "PRO3_S"  10000 ms  1  ;; We gotta get uniforms - and we're gonna need a squad car.

:Label0AFABF
00D6: if  0
001A:    44643 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AFAE4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AFABF

:Label0AFAE4
00BC: text_highpriority "PRO3_T"  10000 ms  1  ;; All thanks to you Mike.

:Label0AFAF3
00D6: if  0
001A:    45615 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AFB18
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AFAF3

:Label0AFB18
00BC: text_highpriority "PRO3_U"  10000 ms  1  ;; I'm sorry.

:Label0AFB27
00D6: if  0
001A:    46434 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AFB4C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AFB27

:Label0AFB4C
00BC: text_highpriority "PRO3_V"  10000 ms  1  ;; I got it.

:Label0AFB5B
00D6: if  0
001A:    48010 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AFB80
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AFB5B

:Label0AFB80
00BC: text_highpriority "PRO3_W"  10000 ms  1  ;; What we got to do is lure the cops in with the finger,

:Label0AFB8F
00D6: if  0
001A:    50758 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AFBB4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AFB8F

:Label0AFBB4
00BC: text_highpriority "PRO3_X"  10000 ms  1  ;; put them in a lock-up

:Label0AFBC3
00D6: if  0
001A:    52122 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AFBE8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AFBC3

:Label0AFBE8
00BC: text_highpriority "PRO3_Y"  10000 ms  1  ;; and jump 'em.

:Label0AFBF7
00D6: if  0
001A:    52864 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AFC1C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AFBF7

:Label0AFC1C
00BC: text_highpriority "PRO3_Z"  10000 ms  1  ;; Good plan. Let's go!

:Label0AFC2B
00D6: if  0
001A:    54506 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AFC50
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AFC2B

:Label0AFC50
00BC: text_highpriority "PRO3_A1"  10000 ms  1  ;; Alright.

:Label0AFC5F
00D6: if  0
001A:    55506 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AFC84
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AFC5F

:Label0AFC84
00BE: text_clear_all

:Label0AFC86
00D6: if  0
001A:    56320 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0AFCAB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0AFC86

:Label0AFCAB
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0AFCB4
00D6: if  0
016B:   fading
004D: jump_if_false £Label0AFCCC
0001: wait  0 ms
0002: jump £Label0AFCB4

:Label0AFCCC
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0004: $3DF =  0  ;; integer values
0169: set_fade_color  0  0  0
0001: wait  500 ms
0373: set_camera_directly_behind_player
0055: put_player $PLAYER_CHAR at -353.1 -526.4  11.7
03CB: set_camera -353.1 -510.4  11.7
0171: set_player $PLAYER_CHAR z_angle_to  304.3
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
04E3: unknown_player $PLAYER_CHAR  0  60000
0215: destroy_pickup $511
0215: destroy_pickup $512
0215: destroy_pickup $504
0215: destroy_pickup $505
0215: destroy_pickup $506
0215: destroy_pickup $507
0215: destroy_pickup $508
0215: destroy_pickup $509
0215: destroy_pickup $50A
0215: destroy_pickup $50B
0215: destroy_pickup $50C
0215: destroy_pickup $510
0247: request_model -124 (DYNAMITE)
0247: request_model #COP
0247: request_model #ARMY
0247: request_model #NITESTICK
0247: request_model #BUDDYSHOT
0247: request_model #M4
0247: request_model #SENTINEL
0247: request_model #POLICE
0247: request_model #COLT45

:Label0AFDAA
00D6: if  23
8248:   NOT   model #COP available
8248:   NOT   model #ARMY available
8248:   NOT   model -124 (DYNAMITE) available
8248:   NOT   model #NITESTICK available
004D: jump_if_false £Label0AFDD1
0001: wait  0 ms
0002: jump £Label0AFDAA

:Label0AFDD1
00D6: if  24
8248:   NOT   model #BUDDYSHOT available
8248:   NOT   model #M4 available
8248:   NOT   model #SENTINEL available
8248:   NOT   model #POLICE available
8248:   NOT   model #COLT45 available
004D: jump_if_false £Label0AFE00
0001: wait  0 ms
0002: jump £Label0AFDD1

:Label0AFE00
023C: load_special_actor  1 "IGBUDDY"
023C: load_special_actor  2 "IGBUDY2"
023C: load_special_actor  3 "PLAYER6"
038B: load_requested_models

:Label0AFE26
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
004D: jump_if_false £Label0AFE48
0001: wait  0 ms
0002: jump £Label0AFE26

:Label0AFE48
038B: load_requested_models
03CF: load_wav "BUD3_1A" as  1
03CF: load_wav "BUD3_1B" as  2

:Label0AFE62
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0AFE80
0001: wait  0 ms
0002: jump £Label0AFE62

:Label0AFE80
015C: set_zone_gang_info "RICH1"  1 (day)  13  0  0  0  0  0  0  0  0  0  1000 
015C: set_zone_gang_info "RICH1"  0 (night)  10  0  0  0  0  0  0  0  0  0  1000 
0152: set_zone_car_info "RICH1"  1 (day)  12  0  0  0  0  0  0  0  0  0  1000
0152: set_zone_car_info "RICH1"  0 (night)  10  0  0  0  0  0  0  0  0  0  1000
04EC: set_zone_car_class_info "RICH1"  1  90  0  400  400  0  0  100  0  10  500  500
04EC: set_zone_car_class_info "RICH1"  0  90  0  400  400  0  0  100  0  10  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)  30  0  0  0  0  0  0  0  0  0  1000 
015C: set_zone_gang_info "SHOP1"  0 (night)  20  0  0  0  0  0  0  0  0  0  1000 
0152: set_zone_car_info "SHOP1"  1 (day)  15  0  0  0  0  0  0  0  0  0  1000
0152: set_zone_car_info "SHOP1"  0 (night)  13  0  0  0  0  0  0  0  0  0  1000
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
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label0B00C9
018A: $1244 = create_checkpoint_at  471.0  1028.0  19.1
0469: unknown_create_actor $1224 in area  587.7 -70.7  551.6 -110.6 unknown  1  0  0  0  0
018A: $1246 = create_checkpoint_at  157.4 -1277.0  9.4

:Label0B00C9
009A: $LANCE_VANCE = create_actor  13 #SPECIAL01 at -351.3 -525.1  11.7
0173: set_actor $LANCE_VANCE z_angle_to  124.3
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on  1
01ED: reset_actor $LANCE_VANCE flags
0243: set_actor $LANCE_VANCE ped_stats_to  16
02A9: set_actor $LANCE_VANCE immune_to_nonplayer  1
039E: (unknown) $LANCE_VANCE  1 
01B2: give_actor $LANCE_VANCE weapon  21 ammo  30000  ;; Load the weapon model before using this
0319: set_actor $LANCE_VANCE wander_state_to  1 (off)
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
009A: $1227 = create_actor  4 #ARMY at  464.3  1010.9  17.2
0173: set_actor $1227 z_angle_to  37.9
02A9: set_actor $1227 immune_to_nonplayer  1
01B2: give_actor $1227 weapon  26 ammo  30000  ;; Load the weapon model before using this
02E2: set_actor $1227 weapon_accuracy_to  90
0350: unknown_actor $1227 not_scared_flag  1
009A: $1228 = create_actor  4 #ARMY at  462.5  1009.0  17.2
0173: set_actor $1228 z_angle_to  54.3
02A9: set_actor $1228 immune_to_nonplayer  1
01B2: give_actor $1228 weapon  26 ammo  30000  ;; Load the weapon model before using this
0350: unknown_actor $1228 not_scared_flag  1
02E2: set_actor $1227 weapon_accuracy_to  90
0107: $123D = create_object -124 (DYNAMITE) at  467.9  1004.8  18.9
0382: unknown_set_object $123D collision_detection  0
0392: object $123D toggle_in_moving_list  0
0107: $123E = create_object -124 (DYNAMITE) at  468.5  1004.4  18.9
0382: unknown_set_object $123E collision_detection  0
0392: object $123E toggle_in_moving_list  0
0107: $123F = create_object -124 (DYNAMITE) at  468.1  1004.8  18.9
0382: unknown_set_object $123F collision_detection  0
0392: object $123F toggle_in_moving_list  0
0107: $1240 = create_object -124 (DYNAMITE) at  468.3  1004.5  18.9
0382: unknown_set_object $1240 collision_detection  0
0392: object $1240 toggle_in_moving_list  0
0107: $1241 = create_object -124 (DYNAMITE) at  468.4  1004.3  18.9
0382: unknown_set_object $1241 collision_detection  0
0392: object $1241 toggle_in_moving_list  0
0514: unknown_actor $LANCE_VANCE  6  0
0514: unknown_actor $PLAYER_ACTOR  6  0
0360: open_garage $2B2
03DA: set_garage $2B2 camera_follows_player
00A5: $1237 = create_car #SENTINEL at -345.3 -524.6  11.5
00A5: $1238 = create_car #POLICE at  469.6  336.6  11.4
020A: set_car $1238 door_status_to  1
016A: fade  1 (back)  1500 ms
0001: wait  1000 ms
00BC: text_highpriority "PRO3_01"  5000 ms  1  ;; Ok Lance, let's get the cops' attention!
03D1: play_wav  1

:Label0B02CE
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0B02E8
0001: wait  0 ms
0002: jump £Label0B02CE

:Label0B02E8
040D: unload_wav  1
03D5: remove_text "PRO3_01"  ;; Ok Lance, let's get the cops' attention!
00BB: text_lowpriority "PRO3_21"  5000 ms  1  ;; ~g~Get a wanted level so the cops will follow you into the lock-up.
018A: $1245 = create_checkpoint_at  459.1  332.5  9.4
0006:  16@ =  0  ;; integer values

:Label0B0320
0001: wait  0 ms
00D6: if  0
0038:   $1248 ==  0  ;; integer values
004D: jump_if_false £Label0B0F02
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B09C6
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false £Label0B03E3
00D6: if  0
0038:   $124D ==  0  ;; integer values
004D: jump_if_false £Label0B03E3
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B03E3
00D6: if  0
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0B03E3
00BC: text_highpriority "PRO3_19"  5000 ms  1  ;; Now that got them really irritated.
00BB: text_lowpriority "PRO3_20"  5000 ms  1  ;; ~g~ Get two cops to follow you into the garage.
03D1: play_wav  2

:Label0B03AF
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B03CE
0001: wait  0 ms
0002: jump £Label0B03AF

:Label0B03CE
040D: unload_wav  2
03D5: remove_text "PRO3_19"  ;; Now that got them really irritated.
0004: $124D =  1  ;; integer values

:Label0B03E3
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle  466.1  325.5  448.1  335.2
004D: jump_if_false £Label0B098B
00D6: if  0
8038:   NOT   $1249 ==  2  ;; integer values
004D: jump_if_false £Label0B0501
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  1
004D: jump_if_false £Label0B0501
00D6: if  0
0038:   $1253 ==  0  ;; integer values
004D: jump_if_false £Label0B0497
00D6: if  0
80C2:   NOT   sphere_onscreen  444.6  348.4  10.7  2.0
004D: jump_if_false £Label0B0497
009A: $1225 = create_actor  4 #COP at  444.6  348.4  10.7
01CA: actor $1225 kill_player $PLAYER_CHAR
011A: set_actor $1225 flags  1
01B2: give_actor $1225 weapon  4 ammo  1  ;; Load the weapon model before using this
0004: $1253 =  1  ;; integer values

:Label0B0497
00D6: if  0
0038:   $1254 ==  0  ;; integer values
004D: jump_if_false £Label0B0501
00D6: if  0
80C2:   NOT   sphere_onscreen  472.1  347.8  10.6  2.0
004D: jump_if_false £Label0B0501
009A: $1226 = create_actor  4 #COP at  472.1  347.8  10.6
01CA: actor $1226 kill_player $PLAYER_CHAR
011A: set_actor $1226 flags  1
01B2: give_actor $1226 weapon  4 ammo  1  ;; Load the weapon model before using this
0004: $1254 =  1  ;; integer values

:Label0B0501
00D6: if  0
00A3:   actor $LANCE_VANCE  0 ()in_rectangle  466.1  325.5  448.1  339.2
004D: jump_if_false £Label0B0949
00D6: if  0
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £Label0B0713
00D6: if  0
0038:   $1253 ==  1  ;; integer values
004D: jump_if_false £Label0B05D4
00D6: if  0
8118:   NOT   actor $1225 dead
004D: jump_if_false £Label0B05C1
00D6: if  0
00A3:   actor $1225  0 ()in_rectangle  466.1  325.5  448.1  337.2
004D: jump_if_false £Label0B05BA
00D6: if  0
0038:   $123B ==  0  ;; integer values
004D: jump_if_false £Label0B05BA
00D6: if  0
0038:   $123C ==  0  ;; integer values
004D: jump_if_false £Label0B05BA
0008: $1249 +=  1  ;; integer values
0004: $123B =  1  ;; integer values
0004: $1242 =  1  ;; integer values

:Label0B05BA
0002: jump £Label0B05D4

:Label0B05C1
01C2: remove_references_to_actor $1225  ;; Like turning an actor into a random pedestrian
0004: $1253 =  0  ;; integer values
0004: $1242 =  0  ;; integer values

:Label0B05D4
00D6: if  0
0038:   $1254 ==  1  ;; integer values
004D: jump_if_false £Label0B066F
00D6: if  0
8118:   NOT   actor $1226 dead
004D: jump_if_false £Label0B065C
00D6: if  0
00A3:   actor $1226  0 ()in_rectangle  466.1  325.5  448.1  337.2
004D: jump_if_false £Label0B0655
00D6: if  0
0038:   $123B ==  0  ;; integer values
004D: jump_if_false £Label0B0655
00D6: if  0
0038:   $123C ==  0  ;; integer values
004D: jump_if_false £Label0B0655
0008: $1249 +=  1  ;; integer values
0004: $123C =  1  ;; integer values
0004: $1243 =  1  ;; integer values

:Label0B0655
0002: jump £Label0B066F

:Label0B065C
01C2: remove_references_to_actor $1226  ;; Like turning an actor into a random pedestrian
0004: $1254 =  0  ;; integer values
0004: $1243 =  0  ;; integer values

:Label0B066F
0469: unknown_create_actor $1223 in area  466.1  325.5  448.1  339.2 unknown  1  0  0  0  0
00D6: if  0
8038:   NOT   $1223 == -1  ;; integer values
004D: jump_if_false £Label0B0713
00D6: if  0
8118:   NOT   actor $1223 dead
004D: jump_if_false £Label0B0702
00D6: if  0
02F2: unknown_actor $1223 flag  1
004D: jump_if_false £Label0B06FB
00D6: if  0
0038:   $1239 ==  0  ;; integer values
004D: jump_if_false £Label0B06E6
0008: $1249 +=  1  ;; integer values
0004: $1239 =  1  ;; integer values

:Label0B06E6
00D6: if  0
00DF:   actor $1223 driving
004D: jump_if_false £Label0B06FB
03E2: actor $1223 exit_car

:Label0B06FB
0002: jump £Label0B0713

:Label0B0702
01C2: remove_references_to_actor $1223  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1224  ;; Like turning an actor into a random pedestrian
0004: $1249 =  0  ;; integer values

:Label0B0713
00D6: if  0
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false £Label0B0942
00D6: if  0
0038:   $1253 ==  1  ;; integer values
004D: jump_if_false £Label0B07CB
00D6: if  0
8118:   NOT   actor $1225 dead
004D: jump_if_false £Label0B07B8
00D6: if  0
00A3:   actor $1225  0 ()in_rectangle  466.1  325.5  448.1  337.2
004D: jump_if_false £Label0B07B1
00D6: if  0
0038:   $1242 ==  0  ;; integer values
004D: jump_if_false £Label0B07B1
00D6: if  0
001A:    2 > $123B  ;; integer values
004D: jump_if_false £Label0B07B1
00D6: if  0
001A:    2 > $123C  ;; integer values
004D: jump_if_false £Label0B07B1
0008: $1249 +=  1  ;; integer values
0004: $123B =  2  ;; integer values

:Label0B07B1
0002: jump £Label0B07CB

:Label0B07B8
01C2: remove_references_to_actor $1225  ;; Like turning an actor into a random pedestrian
0004: $1253 =  0  ;; integer values
0004: $1242 =  0  ;; integer values

:Label0B07CB
00D6: if  0
0038:   $1254 ==  1  ;; integer values
004D: jump_if_false £Label0B0871
00D6: if  0
8118:   NOT   actor $1226 dead
004D: jump_if_false £Label0B085E
00D6: if  0
00A3:   actor $1226  0 ()in_rectangle  466.1  325.5  448.1  337.2
004D: jump_if_false £Label0B0857
00D6: if  0
0038:   $1243 ==  0  ;; integer values
004D: jump_if_false £Label0B0857
00D6: if  0
001A:    2 > $123B  ;; integer values
004D: jump_if_false £Label0B0857
00D6: if  0
001A:    2 > $123C  ;; integer values
004D: jump_if_false £Label0B0857
0008: $1249 +=  1  ;; integer values
0004: $123C =  2  ;; integer values

:Label0B0857
0002: jump £Label0B0871

:Label0B085E
01C2: remove_references_to_actor $1226  ;; Like turning an actor into a random pedestrian
0004: $1254 =  0  ;; integer values
0004: $1243 =  0  ;; integer values

:Label0B0871
0469: unknown_create_actor $1224 in area  466.1  325.5  448.1  339.2 unknown  1  0  0  0  0
00D6: if  0
8038:   NOT   $1224 == -1  ;; integer values
004D: jump_if_false £Label0B0942
00D6: if  0
8118:   NOT   actor $1224 dead
004D: jump_if_false £Label0B0931
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B0914
00D6: if  0
02F2: unknown_actor $1224 flag  1
004D: jump_if_false £Label0B090D
00D6: if  0
0038:   $123A ==  0  ;; integer values
004D: jump_if_false £Label0B08F8
0008: $1249 +=  1  ;; integer values
0004: $123A =  1  ;; integer values

:Label0B08F8
00D6: if  0
00DF:   actor $1224 driving
004D: jump_if_false £Label0B090D
03E2: actor $1224 exit_car

:Label0B090D
0002: jump £Label0B092A

:Label0B0914
00BC: text_highpriority "PRO3_05"  5000 ms  1  ;; ~r~You killed Lance!
0002: jump £Label0B2354

:Label0B092A
0002: jump £Label0B0942

:Label0B0931
01C2: remove_references_to_actor $1223  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1224  ;; Like turning an actor into a random pedestrian
0004: $1249 =  0  ;; integer values

:Label0B0942
0002: jump £Label0B0984

:Label0B0949
01C2: remove_references_to_actor $1223  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1224  ;; Like turning an actor into a random pedestrian
0004: $1249 =  0  ;; integer values
0004: $1239 =  0  ;; integer values
0004: $123A =  0  ;; integer values
0004: $123B =  0  ;; integer values
0004: $123C =  0  ;; integer values
0004: $1242 =  0  ;; integer values
0004: $1243 =  0  ;; integer values

:Label0B0984
0002: jump £Label0B09C6

:Label0B098B
01C2: remove_references_to_actor $1223  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1224  ;; Like turning an actor into a random pedestrian
0004: $1249 =  0  ;; integer values
0004: $1239 =  0  ;; integer values
0004: $123A =  0  ;; integer values
0004: $123B =  0  ;; integer values
0004: $123C =  0  ;; integer values
0004: $1242 =  0  ;; integer values
0004: $1243 =  0  ;; integer values

:Label0B09C6
00D6: if  0
0038:   $1249 ==  2  ;; integer values
004D: jump_if_false £Label0B0EAB
00D6: if  0
8339:   NOT   objects_in_cube  465.2  339.8  5.0  451.5  341.0  15.5  0  1  0  0  0
004D: jump_if_false £Label0B0E92
00D6: if  0
8118:   NOT   actor $1223 dead
004D: jump_if_false £Label0B0A2A
01ED: reset_actor $1223 flags
01D2: actor $1223 follow_player $PLAYER_CHAR

:Label0B0A2A
00D6: if  0
8118:   NOT   actor $1224 dead
004D: jump_if_false £Label0B0A47
01ED: reset_actor $1224 flags
01D2: actor $1224 follow_player $PLAYER_CHAR

:Label0B0A47
00D6: if  0
8118:   NOT   actor $1225 dead
004D: jump_if_false £Label0B0A64
01ED: reset_actor $1225 flags
01D2: actor $1225 follow_player $PLAYER_CHAR

:Label0B0A64
00D6: if  0
8118:   NOT   actor $1226 dead
004D: jump_if_false £Label0B0A81
01ED: reset_actor $1226 flags
01D2: actor $1226 follow_player $PLAYER_CHAR

:Label0B0A81
00BE: text_clear_all
0110: clear_player $PLAYER_CHAR wanted_level
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
01F0: set_max_wanted_level_to  0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position  460.0  350.5  14.1  0.0  0.0  0.0
0160: point_camera  458.85  342.56  11.7  2
0361: close_garage $2B2

:Label0B0AD6
00D6: if  0
83B1:   NOT   garage $2B2 door_closed
004D: jump_if_false £Label0B0AF1
0001: wait  0 ms
0002: jump £Label0B0AD6

:Label0B0AF1
00D6: if  0
0018:   $1239 >  0  ;; integer values
004D: jump_if_false £Label0B0B18
00D6: if  0
8118:   NOT   actor $1223 dead
004D: jump_if_false £Label0B0B18
0321: kill_actor $1223

:Label0B0B18
00D6: if  0
0018:   $123A >  0  ;; integer values
004D: jump_if_false £Label0B0B3F
00D6: if  0
8118:   NOT   actor $1224 dead
004D: jump_if_false £Label0B0B3F
0321: kill_actor $1224

:Label0B0B3F
00D6: if  0
0018:   $123B >  0  ;; integer values
004D: jump_if_false £Label0B0B66
00D6: if  0
8118:   NOT   actor $1225 dead
004D: jump_if_false £Label0B0B66
0321: kill_actor $1225

:Label0B0B66
00D6: if  0
0018:   $123C >  0  ;; integer values
004D: jump_if_false £Label0B0B8D
00D6: if  0
8118:   NOT   actor $1226 dead
004D: jump_if_false £Label0B0B8D
0321: kill_actor $1226

:Label0B0B8D
0591: unknown_clear_birds_from_airspace  466.1  325.5  448.1  339.2
042B: clear_peds_from_cube  466.1  325.5  5.0  448.0  340.1  15.0
03CF: load_wav "BUD3_1" as  1
03CF: load_wav "BUD3_2" as  2

:Label0B0BDB
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0B0BF9
0001: wait  0 ms
0002: jump £Label0B0BDB

:Label0B0BF9
0164: disable_marker $1245
0001: wait  2000 ms
00BC: text_highpriority "PRO3_09"  5000 ms  1  ;; Tie 'em up and gag 'em!
03D1: play_wav  1

:Label0B0C16
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0B0C30
0001: wait  0 ms
0002: jump £Label0B0C16

:Label0B0C30
040D: unload_wav  1
03D5: remove_text "PRO3_09"  ;; Tie 'em up and gag 'em!
00BC: text_highpriority "PRO3_10"  5000 ms  1  ;; Ooo. Fits perfectly!
03D1: play_wav  2

:Label0B0C51
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B0C70
0001: wait  0 ms
0002: jump £Label0B0C51

:Label0B0C70
040D: unload_wav  2
03D5: remove_text "PRO3_10"  ;; Ooo. Fits perfectly!
009B: destroy_actor_instantly $LANCE_VANCE
009A: $LANCE_VANCE = create_actor  4 #SPECIAL02 at  456.4  338.7  10.8
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on  1
01ED: reset_actor $LANCE_VANCE flags
0243: set_actor $LANCE_VANCE ped_stats_to  16
02A9: set_actor $LANCE_VANCE immune_to_nonplayer  1
039E: (unknown) $LANCE_VANCE  1 
01B2: give_actor $LANCE_VANCE weapon  21 ammo  30000  ;; Load the weapon model before using this
0319: set_actor $LANCE_VANCE wander_state_to  1 (off)
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0B0D03
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  458.5  338.9  10.8
0002: jump £Label0B0D17

:Label0B0D03
0055: put_player $PLAYER_CHAR at  458.5  338.9  10.8

:Label0B0D17
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0B0D4B
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER6"
038B: load_requested_models
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0B0D4B
0353: refresh_actor $PLAYER_ACTOR

:Label0B0D4B
03CF: load_wav "BUD3_3" as  1
03CF: load_wav "BUD3_4" as  2

:Label0B0D63
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0B0D81
0001: wait  0 ms
0002: jump £Label0B0D63

:Label0B0D81
00BC: text_highpriority "PRO3_11"  5000 ms  1  ;; Bit tight around the crotch though...
03D1: play_wav  1

:Label0B0D94
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0B0DAE
0001: wait  0 ms
0002: jump £Label0B0D94

:Label0B0DAE
040D: unload_wav  1
03D5: remove_text "PRO3_11"  ;; Bit tight around the crotch though...
00BC: text_highpriority "PRO3_12"  5000 ms  1  ;; Oh yeah yeah, mine too. Mine too.
03D1: play_wav  2

:Label0B0DCF
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B0DEE
0001: wait  0 ms
0002: jump £Label0B0DCF

:Label0B0DEE
040D: unload_wav  2
03D5: remove_text "PRO3_12"  ;; Oh yeah yeah, mine too. Mine too.
03CF: load_wav "BUD3_1C" as  1
03CF: load_wav "BUD3_5" as  2

:Label0B0E14
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0B0E32
0001: wait  0 ms
0002: jump £Label0B0E14

:Label0B0E32
009B: destroy_actor_instantly $1223
009B: destroy_actor_instantly $1224
009B: destroy_actor_instantly $1225
009B: destroy_actor_instantly $1226
0001: wait  2000 ms
0360: open_garage $2B2

:Label0B0E50
00D6: if  0
83B0:   NOT   garage $2B2 door_open
004D: jump_if_false £Label0B0E6B
0001: wait  0 ms
0002: jump £Label0B0E50

:Label0B0E6B
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0164: disable_marker $1244
0004: $124D =  0  ;; integer values
0004: $1248 =  1  ;; integer values
0002: jump £Label0B0EAB

:Label0B0E92
01C2: remove_references_to_actor $1223  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1224  ;; Like turning an actor into a random pedestrian
00BC: text_highpriority "PRO3_22"  5000 ms  1  ;; ~g~The lock-up door is blocked! You need to clear the door so it can close.

:Label0B0EAB
00D6: if  0
0038:   $3EB ==  1  ;; integer values
004D: jump_if_false £Label0B0F02
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  5
00D6: if  0
8118:   NOT   actor $1227 dead
004D: jump_if_false £Label0B0EE3
0243: set_actor $1227 ped_stats_to  16
01CC: actor $1227 kill_player $PLAYER_CHAR

:Label0B0EE3
00D6: if  0
8118:   NOT   actor $1228 dead
004D: jump_if_false £Label0B0F02
0243: set_actor $1228 ped_stats_to  16
01CC: actor $1228 kill_player $PLAYER_CHAR

:Label0B0F02
00D6: if  0
0038:   $1248 ==  1  ;; integer values
004D: jump_if_false £Label0B10E3
009A: $1229 = create_actor  4 #COP at  452.1  994.0  17.2
0173: set_actor $1229 z_angle_to  171.9
02A9: set_actor $1229 immune_to_nonplayer  1
01B2: give_actor $1229 weapon  26 ammo  30000  ;; Load the weapon model before using this
009A: $122A = create_actor  4 #COP at  377.3  993.8  17.2
0173: set_actor $122A z_angle_to  172.1
02A9: set_actor $122A immune_to_nonplayer  1
01B2: give_actor $122A weapon  26 ammo  30000  ;; Load the weapon model before using this
009A: $122B = create_actor  4 #COP at  348.9  1122.3  17.2
0173: set_actor $122B z_angle_to  86.1
02A9: set_actor $122B immune_to_nonplayer  1
01B2: give_actor $122B weapon  17 ammo  30000  ;; Load the weapon model before using this
009A: $122C = create_actor  4 #COP at  478.9  1125.5  17.5
0173: set_actor $122C z_angle_to  259.1
02A9: set_actor $122C immune_to_nonplayer  1
01B2: give_actor $122C weapon  17 ammo  30000  ;; Load the weapon model before using this
009A: $122D = create_actor  4 #COP at  368.9  1208.5  24.5
0173: set_actor $122D z_angle_to  90.1
02A9: set_actor $122D immune_to_nonplayer  1
01B2: give_actor $122D weapon  17 ammo  30000  ;; Load the weapon model before using this
009A: $122E = create_actor  4 #COP at  380.5  1257.9  16.4
0173: set_actor $122E z_angle_to  353.1
02A9: set_actor $122E immune_to_nonplayer  1
01B2: give_actor $122E weapon  17 ammo  30000  ;; Load the weapon model before using this
009A: $122F = create_actor  4 #COP at  447.7  1257.1  17.3
0173: set_actor $122F z_angle_to  2.6
02A9: set_actor $122F immune_to_nonplayer  1
01B2: give_actor $122F weapon  17 ammo  30000  ;; Load the weapon model before using this
04C0: unknown_line  556.5  763.3  10.2  538.5  763.3  10.2
04C0: unknown_line  306.3  881.2  10.2  325.5  881.2  10.2
018A: $1244 = create_checkpoint_at  468.0  1005.9  18.1
00BB: text_lowpriority "PRO3_02"  7000 ms  1  ;; ~g~ Take a cop car and go and plant the bomb at the Tarbrush Coffee Shop in the Mall.
0004: $1248 =  2  ;; integer values

:Label0B10E3
00D6: if  0
0038:   $1248 ==  2  ;; integer values
004D: jump_if_false £Label0B1DCC
00D6: if  0
0038:   $3EB ==  1  ;; integer values
004D: jump_if_false £Label0B112F
00D6: if  0
0038:   $1252 ==  0  ;; integer values
004D: jump_if_false £Label0B112F
00BC: text_highpriority "PRO3_23"  5000 ms  1  ;; ~g~Walk into the marker to plant the bomb.
0004: $1252 =  1  ;; integer values

:Label0B112F
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B1235
00D6: if  21
00F5:   player $PLAYER_CHAR  0 ()near_point  556.5  763.3  10.2 radius  20.0  20.0  20.0
00F5:   player $PLAYER_CHAR  0 ()near_point  306.3  881.2  10.2 radius  20.0  20.0  20.0
004D: jump_if_false £Label0B1235
00D6: if  0
0038:   $124D ==  0  ;; integer values
004D: jump_if_false £Label0B1235
00D6: if  0
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0B1235
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0B1235
00DA: $1235 = player $PLAYER_CHAR car
02E3: $1251 = car $1235 speed
00D6: if  0
0020:   $1251 >  10.0  ;; floating-point values
004D: jump_if_false £Label0B1235
00BC: text_highpriority "PRO3_13"  5000 ms  1  ;; Easy brother! No cop drives this bad!
03D1: play_wav  1

:Label0B1201
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B1220
0001: wait  0 ms
0002: jump £Label0B1201

:Label0B1220
040D: unload_wav  1
03D5: remove_text "PRO3_13"  ;; Easy brother! No cop drives this bad!
0004: $124D =  1  ;; integer values

:Label0B1235
00D6: if  24
0057:   player $PLAYER_CHAR  0 ()in_cube  436.2  995.1  17.3  468.7  988.7  19.7
00F5:   player $PLAYER_CHAR  0 ()near_point  377.3  993.8  18.2 radius  15.0  15.0  15.0
00F5:   player $PLAYER_CHAR  0 ()near_point  348.9  1122.3  18.2 radius  15.0  15.0  15.0
00F5:   player $PLAYER_CHAR  0 ()near_point  478.9  1125.5  17.5 radius  15.0  15.0  15.0
00F5:   player $PLAYER_CHAR  0 ()near_point  368.9  1208.5  25.5 radius  15.0  15.0  15.0
004D: jump_if_false £Label0B14DB
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false £Label0B14DB
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B1392
00D6: if  0
0038:   $124E ==  0  ;; integer values
004D: jump_if_false £Label0B1392
00D6: if  0
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0B1392
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0B1392
00BC: text_highpriority "PRO3_14"  5000 ms  1  ;; Remember - smile at the other cops
03D1: play_wav  2

:Label0B1363
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label0B137D
0001: wait  0 ms
0002: jump £Label0B1363

:Label0B137D
040D: unload_wav  2
03D5: remove_text "PRO3_14"  ;; Remember - smile at the other cops
0004: $124E =  1  ;; integer values

:Label0B1392
00D6: if  0
0038:   $124E ==  1  ;; integer values
004D: jump_if_false £Label0B1454
03CF: load_wav "BUD3_6" as  1
03CF: load_wav "BUD3_7" as  2

:Label0B13BC
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0B13DA
0001: wait  0 ms
0002: jump £Label0B13BC

:Label0B13DA
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B1454
00D6: if  0
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0B1454
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0B1454
00BC: text_highpriority "PRO3_15"  5000 ms  1  ;; Hey there officer. Nice badge, nice badge.
03D1: play_wav  1

:Label0B1420
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B143F
0001: wait  0 ms
0002: jump £Label0B1420

:Label0B143F
040D: unload_wav  1
03D5: remove_text "PRO3_15"  ;; Hey there officer. Nice badge, nice badge.
0004: $124E =  2  ;; integer values

:Label0B1454
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B14DB
00D6: if  0
0038:   $124E ==  2  ;; integer values
004D: jump_if_false £Label0B14DB
00D6: if  0
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0B14DB
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0B14DB
00BC: text_highpriority "PRO3_16"  5000 ms  1  ;; Real smooth, Lance.
03D1: play_wav  2

:Label0B14AC
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label0B14C6
0001: wait  0 ms
0002: jump £Label0B14AC

:Label0B14C6
040D: unload_wav  2
03D5: remove_text "PRO3_16"  ;; Real smooth, Lance.
0004: $124E =  3  ;; integer values

:Label0B14DB
00D6: if  0
0038:   $124C ==  0  ;; integer values
004D: jump_if_false £Label0B1541
00D6: if  0
8500:   NOT   player $PLAYER_CHAR skin == "PLAYER6"
004D: jump_if_false £Label0B151E
00D6: if  0
0038:   $3EB ==  1  ;; integer values
004D: jump_if_false £Label0B151E
0004: $124C =  1  ;; integer values

:Label0B151E
00D6: if  21
0118:   actor $1227 dead
0118:   actor $1228 dead
004D: jump_if_false £Label0B153A
0004: $124C =  1  ;; integer values

:Label0B153A
0002: jump £Label0B1684

:Label0B1541
00BB: text_lowpriority "PRO3_07"  5000 ms  1  ;; ~g~ You have blown your cover. Hurry up and plant the bomb!
00D6: if  0
0038:   $124B ==  0  ;; integer values
004D: jump_if_false £Label0B156D
01F0: set_max_wanted_level_to  6
010D: set_player $PLAYER_CHAR wanted_level_to  4

:Label0B156D
00D6: if  0
8118:   NOT   actor $1229 dead
004D: jump_if_false £Label0B158C
0243: set_actor $1229 ped_stats_to  16
01CC: actor $1229 kill_player $PLAYER_CHAR

:Label0B158C
00D6: if  0
8118:   NOT   actor $122A dead
004D: jump_if_false £Label0B15AB
0243: set_actor $122A ped_stats_to  16
01CC: actor $122A kill_player $PLAYER_CHAR

:Label0B15AB
00D6: if  0
8118:   NOT   actor $122B dead
004D: jump_if_false £Label0B15CA
0243: set_actor $122B ped_stats_to  16
01CC: actor $122B kill_player $PLAYER_CHAR

:Label0B15CA
00D6: if  0
8118:   NOT   actor $122C dead
004D: jump_if_false £Label0B15E9
0243: set_actor $122C ped_stats_to  16
01CC: actor $122C kill_player $PLAYER_CHAR

:Label0B15E9
00D6: if  0
8118:   NOT   actor $122D dead
004D: jump_if_false £Label0B1608
0243: set_actor $122D ped_stats_to  16
01CC: actor $122D kill_player $PLAYER_CHAR

:Label0B1608
00D6: if  0
8118:   NOT   actor $122E dead
004D: jump_if_false £Label0B1627
0243: set_actor $122E ped_stats_to  16
01CC: actor $122E kill_player $PLAYER_CHAR

:Label0B1627
00D6: if  0
8118:   NOT   actor $122F dead
004D: jump_if_false £Label0B1646
0243: set_actor $122F ped_stats_to  16
01CC: actor $122F kill_player $PLAYER_CHAR

:Label0B1646
00D6: if  0
8118:   NOT   actor $1227 dead
004D: jump_if_false £Label0B1665
0243: set_actor $1227 ped_stats_to  16
01CC: actor $1227 kill_player $PLAYER_CHAR

:Label0B1665
00D6: if  0
8118:   NOT   actor $1228 dead
004D: jump_if_false £Label0B1684
0243: set_actor $1228 ped_stats_to  16
01CC: actor $1228 kill_player $PLAYER_CHAR

:Label0B1684
00D6: if  0
0038:   $124B ==  0  ;; integer values
004D: jump_if_false £Label0B1780
00D6: if  0
00F6:   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot  468.0  1005.9  18.1 radius  1.0  1.0  2.0
004D: jump_if_false £Label0B1780
0164: disable_marker $1244
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03CF: load_wav "BUD3_8A" as  1
03CF: load_wav "BUD3_9A" as  2

:Label0B16EA
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0B1708
0001: wait  0 ms
0002: jump £Label0B16EA

:Label0B1708
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0173: set_actor $PLAYER_ACTOR z_angle_to  232.0
0372: set_actor $PLAYER_ACTOR anim  31 wait_state_time  1000 ms
0373: set_camera_directly_behind_player
0001: wait  1000 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0B174B
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  1 ms

:Label0B174B
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0B1772
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  1 ms

:Label0B1772
0006:  17@ =  0  ;; integer values
0004: $124B =  1  ;; integer values

:Label0B1780
00D6: if  0
0038:   $124B ==  1  ;; integer values
004D: jump_if_false £Label0B1DCC
00D6: if  0
0038:   $124F ==  0  ;; integer values
004D: jump_if_false £Label0B1869
00BC: text_highpriority "PRO3_17"  5000 ms  1  ;; Ok, timers are set, 5 seconds and ticking.
03D1: play_wav  1

:Label0B17B7
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0B1808
0001: wait  0 ms
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  448.65  1003.0  18.4 radius  5.0  5.0  5.0
004D: jump_if_false £Label0B1801
0002: jump £Label0B18A1

:Label0B1801
0002: jump £Label0B17B7

:Label0B1808
040D: unload_wav  1
03D5: remove_text "PRO3_17"  ;; Ok, timers are set, 5 seconds and ticking.
0006:  17@ =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B1862
00D6: if  0
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0B1862
00BC: text_highpriority "PRO3_18"  5000 ms  1  ;; 5 seconds?!! We got to get the hell out of here!
00BB: text_lowpriority "PRO3_24"  5000 ms  1  ;; ~g~Get clear of the Cafe!
03D1: play_wav  2

:Label0B1862
0004: $124F =  1  ;; integer values

:Label0B1869
00D6: if  21
0019:    17@ >  6000  ;; integer values
00F5:   player $PLAYER_CHAR  0 ()near_point  448.65  1003.0  18.4 radius  5.0  5.0  5.0
004D: jump_if_false £Label0B1DCC

:Label0B18A1
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  448.65  1003.0  18.4 radius  5.0  5.0  5.0
004D: jump_if_false £Label0B1904
00D6: if  0
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false £Label0B18E6
0579: $PLAYER_ACTOR

:Label0B18E6
0055: put_player $PLAYER_CHAR at  449.4  1007.1  18.1
0171: set_player $PLAYER_CHAR z_angle_to  182.3

:Label0B1904
00D6: if  0
8057:   NOT   player $PLAYER_CHAR  0 ()in_cube  458.7  1002.1  25.0  398.2  1095.3  15.7
004D: jump_if_false £Label0B195D
00D6: if  0
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false £Label0B1949
0579: $PLAYER_ACTOR

:Label0B1949
0055: put_player $PLAYER_CHAR at  435.1  1030.4  18.1

:Label0B195D
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0009: $60 +=  1.0  ;; floating-point values
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B1993
00A1: put_actor $LANCE_VANCE at $5F $60 $61

:Label0B1993
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0336: (unknown) $PLAYER_CHAR  0 
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B19C6
02AB: set_actor $LANCE_VANCE immunities  1  1  1  1  1

:Label0B19C6
015F: set_camera_position  450.5358  1023.133  22.5928  0.0  0.0  0.0
0160: point_camera  451.2465  1022.443  22.4529  2
020C: create_explosion  2 at  471.5  1009.5  18.1
020C: create_explosion  11 at  471.5  1009.5  18.1
020C: create_explosion  1 at  471.5  1009.5  18.1
020C: create_explosion  6 at  471.5  1009.5  18.1
0003: shake_camera  900
0001: wait  1000 ms
020C: create_explosion  2 at  468.5  1010.1  18.1
020C: create_explosion  11 at  468.5  1010.1  18.1
020C: create_explosion  1 at  468.5  1010.1  18.1
020C: create_explosion  6 at  468.5  1010.1  18.1
039D: scatter_particles  17  .6  5  156  165  11000 at  468.5  1010.1  18.1  .1  0.0  .2
020C: create_explosion  2 at  466.5  1012.5  18.1
020C: create_explosion  11 at  466.5  1012.5  18.1
020C: create_explosion  1 at  466.5  1012.5  18.1
0003: shake_camera  900
0001: wait  1000 ms
020C: create_explosion  2 at  465.3  1005.6  18.1
020C: create_explosion  11 at  465.3  1005.6  18.1
020C: create_explosion  1 at  465.3  1005.6  18.1
020C: create_explosion  2 at  461.7  1002.3  18.1
020C: create_explosion  11 at  461.7  1002.3  18.1
020C: create_explosion  1 at  461.7  1002.3  18.1
020C: create_explosion  6 at  461.7  1002.3  18.1
039D: scatter_particles  17  .8  0  0  0  11000 at  461.7  1002.3  18.1  .1  0.0  .2
0003: shake_camera  1800
0001: wait  2000 ms
020C: create_explosion  6 at  463.9  1008.0  18.1
020C: create_explosion  6 at  464.3  1008.0  18.1
020C: create_explosion  6 at  464.9  1008.0  18.1
020C: create_explosion  6 at  465.3  1008.0  18.1
020C: create_explosion  6 at  465.9  1008.0  18.1
039D: scatter_particles  4  3.0  0  0  0  11000 at  463.9  1008.0  18.1  .2  0.0  .1
020C: create_explosion  6 at  452.5358  1023.133  22.5928
0003: shake_camera  1000
0169: set_fade_color  255  255  255
016A: fade  0 ()  400 ms
00D6: if  0
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false £Label0B1CDD
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B1CDD
03B6: replace_model_at  468.882  1006.67  20.681 radius  80.0 from -161 (ML_TARBRUSH) to -162 (ML_TARBRUSHDAMAGE)
00D6: if  0
0038:   $1250 ==  0  ;; integer values
004D: jump_if_false £Label0B1CDD
0004: $1250 =  1  ;; integer values

:Label0B1CDD
016A: fade  1 (back)  400 ms
02CF: $1230 = create_fire_at  471.5  1009.5  18.1
02CF: $1231 = create_fire_at  468.5  1010.1  18.1
02CF: $1232 = create_fire_at  465.3  1005.6  18.1
02CF: $1233 = create_fire_at  461.7  1002.3  18.1
02CF: $1234 = create_fire_at  463.9  1008.0  18.1
0001: wait  3000 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0336: (unknown) $PLAYER_CHAR  1 
01F0: set_max_wanted_level_to  6
010D: set_player $PLAYER_CHAR wanted_level_to  5
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B1D92
02AB: set_actor $LANCE_VANCE immunities  0  0  0  0  0

:Label0B1D92
0004: $124C =  1  ;; integer values
00BC: text_highpriority "PRO3_08"  5000 ms  1  ;; ~g~ Get back to ~h~Vercetti Estate~g~ on ~h~Starfish Island~g~.
018A: $1246 = create_checkpoint_at -378.2 -549.8  17.6
04C1: unknown  0 $1248  3  0 $124B  1

:Label0B1DCC
00D6: if  0
0038:   $1248 ==  3  ;; integer values
004D: jump_if_false £Label0B21CE
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot -378.2 -549.8  17.6 radius  3.0  3.0  3.0
004D: jump_if_false £Label0B21CE
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B21CE
00D6: if  0
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0B21CE
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0055: put_player $PLAYER_CHAR at -381.4 -532.3  16.1
009A: $1223 = create_actor  4 #SPECIAL03 at -378.2 -549.8  17.6
0173: set_actor $1223 z_angle_to  184.6
00D6: if  0
8118:   NOT   actor $1223 dead
004D: jump_if_false £Label0B1E91
0239: actor $1223 run_to -378.4 -561.1

:Label0B1E91
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B1ED3
00A1: put_actor $LANCE_VANCE at -377.4 -547.9  16.7
0173: set_actor $LANCE_VANCE z_angle_to  184.6
01E0: clear_leader $LANCE_VANCE
0239: actor $LANCE_VANCE run_to -378.4 -561.1

:Label0B1ED3
015F: set_camera_position -378.5 -546.1  21.2  0.0  0.0  0.0
0160: point_camera -378.7 -553.7  19.6  2
0001: wait  1000 ms
00D6: if  0
8118:   NOT   actor $1223 dead
004D: jump_if_false £Label0B1F2A
0239: actor $1223 run_to -378.4 -561.1

:Label0B1F2A
0006:  16@ =  0  ;; integer values

:Label0B1F31
00D6: if  1
80ED:   NOT   actor $1223  0 ()near_point_on_foot -378.4 -561.1 radius  1.0  1.0
8019:   NOT    16@ >  7000  ;; integer values
004D: jump_if_false £Label0B1F7A
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $1223 dead
004D: jump_if_false £Label0B1F73

:Label0B1F73
0002: jump £Label0B1F31

:Label0B1F7A
00D6: if  0
8118:   NOT   actor $1223 dead
004D: jump_if_false £Label0B1F8F
009B: destroy_actor_instantly $1223

:Label0B1F8F
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0B1FC3
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 £Label0B1FC3
0353: refresh_actor $PLAYER_ACTOR

:Label0B1FC3
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B1FD8
009B: destroy_actor_instantly $LANCE_VANCE

:Label0B1FD8
009A: $1223 = create_actor  4 #NULL at -378.4 -561.1  18.5
00D6: if  0
8118:   NOT   actor $1223 dead
004D: jump_if_false £Label0B200F
0239: actor $1223 run_to -378.2 -549.8

:Label0B200F
0006:  16@ =  0  ;; integer values

:Label0B2016
00D6: if  1
80ED:   NOT   actor $1223  0 ()near_point_on_foot -378.2 -549.8 radius  1.0  1.0
8019:   NOT    16@ >  7000  ;; integer values
004D: jump_if_false £Label0B205F
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $1223 dead
004D: jump_if_false £Label0B2058

:Label0B2058
0002: jump £Label0B2016

:Label0B205F
0001: wait  2000 ms
009B: destroy_actor_instantly $1223
0055: put_player $PLAYER_CHAR at -378.2 -549.8  17.6
0171: set_player $PLAYER_CHAR z_angle_to  9.3
0373: set_camera_directly_behind_player
0164: disable_marker $1246
016A: fade  0 ()  500 ms

:Label0B2095
00D6: if  0
016B:   fading
004D: jump_if_false £Label0B20AD
0001: wait  0 ms
0002: jump £Label0B2095

:Label0B20AD
04A6: $1236 = create_asset_money_pickup_at -378.4 -536.9  17.2 money $26D $26D
015F: set_camera_position -369.1 -467.9  22.7  0.0  0.0  0.0
0160: point_camera -370.6 -533.8  18.0  2
016A: fade  1 (back)  500 ms

:Label0B2101
00D6: if  0
016B:   fading
004D: jump_if_false £Label0B2119
0001: wait  0 ms
0002: jump £Label0B2101

:Label0B2119
0394: play_music  1
00BA: text_styled "PRO_AS1"  5000 ms  6  ;; PROTECTION RING ASSET COMPLETED
0001: wait  5000 ms
015F: set_camera_position -377.1 -526.9  19.4  0.0  0.0  0.0
0160: point_camera -377.6 -536.6  17.5  2
01E5: text_1number_highpriority "PRO_AS2" $26D  6000 ms  1  ;; ~g~Vercetti Estate will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait  6000 ms
016A: fade  0 ()  500 ms

:Label0B2182
00D6: if  0
016B:   fading
004D: jump_if_false £Label0B219A
0001: wait  0 ms
0002: jump £Label0B2182

:Label0B219A
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
03CB: set_camera $5F $60 $61
016A: fade  1 (back)  500 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0002: jump £Label0B2393

:Label0B21CE
00D6: if  0
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false £Label0B2337
00D6: if  0
0038:   $124A ==  1  ;; integer values
004D: jump_if_false £Label0B2243
00D6: if  0
8320:   NOT   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0B2243
00D6: if  0
0019:    16@ >  3000  ;; integer values
004D: jump_if_false £Label0B2225
00BC: text_highpriority "PRO3_03"  5000 ms  1  ;; ~g~ You've left Lance behind, go and get him.

:Label0B2225
0164: disable_marker $1245
0164: disable_marker $1244
0164: disable_marker $1246
0187: $1247 = create_marker_above_actor $LANCE_VANCE
0004: $124A =  0  ;; integer values

:Label0B2243
00D6: if  0
0038:   $124A ==  0  ;; integer values
004D: jump_if_false £Label0B2330
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $LANCE_VANCE radius  8.0  8.0  8.0
004D: jump_if_false £Label0B2330
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
00D6: if  0
0019:    16@ >  3000  ;; integer values
004D: jump_if_false £Label0B22A3
00BC: text_highpriority "PRO3_04"  5000 ms  1  ;; ~g~ Let's go.

:Label0B22A3
0164: disable_marker $1247
0164: disable_marker $1245
0164: disable_marker $1244
0164: disable_marker $1246
00D6: if  0
0038:   $1248 ==  0  ;; integer values
004D: jump_if_false £Label0B22DD
018A: $1245 = create_checkpoint_at  457.4  335.28  9.4

:Label0B22DD
00D6: if  0
0038:   $1248 ==  2  ;; integer values
004D: jump_if_false £Label0B2303
018A: $1244 = create_checkpoint_at  471.5  1009.5  18.1

:Label0B2303
00D6: if  0
0038:   $1248 ==  3  ;; integer values
004D: jump_if_false £Label0B2329
018A: $1246 = create_checkpoint_at -378.2 -549.8  17.6

:Label0B2329
0004: $124A =  1  ;; integer values

:Label0B2330
0002: jump £Label0B234D

:Label0B2337
00BC: text_highpriority "PRO3_05"  5000 ms  1  ;; ~r~You killed Lance!
0002: jump £Label0B2354

:Label0B234D
0002: jump £Label0B0320

:Label0B2354
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
00D6: if  0
0038:   $1250 ==  1  ;; integer values
004D: jump_if_false £Label0B2391
03B6: replace_model_at  468.882  1006.67  20.681 radius  80.0 from -162 (ML_TARBRUSHDAMAGE) to -161 (ML_TARBRUSH)

:Label0B2391
0051: return

:Label0B2393
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  10000  5000 ms  1  ;; MISSION PASSED! $~1~
055B: $509 = create_clothes_pickup  6 at  405.7 -485.6  12.3
0004: $4F5 =  1  ;; integer values
004F: create_thread ££Label02B549 
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  10000
030C: set_mission_points +=  1
0318: set_latest_mission_passed "BUD_3"  ;; Cop Land
0164: disable_marker $109
0164: disable_marker $EA
04CE: $EA = create_icon_marker_without_sphere  29 at -378.4 -536.9  17.2
0008: $497 +=  1  ;; integer values
0004: $10C =  1  ;; integer values
0051: return

:Label0B2417
0004: $ONMISSION =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F0: set_max_wanted_level_to  6
034F: destroy_actor_with_fade $LANCE_VANCE  ;; The actor fades away like a ghost
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0249: release_model #COP
0249: release_model #ARMY
0249: release_model #BUDDYSHOT
0249: release_model #M4
0249: release_model #SENTINEL
0249: release_model #POLICE
0249: release_model -124 (DYNAMITE)
0249: release_model #NITESTICK
0249: release_model #COLT45
0108: destroy_object $123D
0108: destroy_object $123E
0108: destroy_object $123F
0108: destroy_object $1240
0108: destroy_object $1241
0164: disable_marker $1246
0164: disable_marker $1245
0164: disable_marker $1244
0164: disable_marker $1247
015C: set_zone_gang_info "RICH1"  1 (day)  13  0  0  0  0  0  0  0  0  0  20 
015C: set_zone_gang_info "RICH1"  0 (night)  10  0  0  0  0  0  0  0  0  0  10 
0152: set_zone_car_info "RICH1"  1 (day)  12  0  0  0  0  0  0  0  0  0  10
0152: set_zone_car_info "RICH1"  0 (night)  10  0  0  0  0  0  0  0  0  0  10
04EC: set_zone_car_class_info "RICH1"  1  90  0  400  400  0  0  100  0  10  500  500
04EC: set_zone_car_class_info "RICH1"  0  90  0  400  400  0  0  100  0  10  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)  30  0  0  50  0  50  0  0  0  0  10 
015C: set_zone_gang_info "SHOP1"  0 (night)  20  0  0  50  0  50  0  0  0  0  10 
0152: set_zone_car_info "SHOP1"  1 (day)  15  0  0  50  0  0  0  0  0  0  10
0152: set_zone_car_info "SHOP1"  0 (night)  13  0  0  50  0  0  0  0  0  0  10
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
00D6: if  0
0038:   $4FE ==  1  ;; integer values
004D: jump_if_false £Label0B269D
055B: $511 = create_clothes_pickup  1 at -384.5 -591.9  25.3

:Label0B269D
00D6: if  0
0038:   $4FD ==  1  ;; integer values
004D: jump_if_false £Label0B26C5
055B: $504 = create_clothes_pickup  1 at  226.4 -1265.6  20.1

:Label0B26C5
00D6: if  0
0038:   $514 ==  1  ;; integer values
004D: jump_if_false £Label0B26ED
055B: $512 = create_clothes_pickup  1 at -820.2  1364.1  66.4

:Label0B26ED
00D6: if  0
0038:   $4F1 ==  1  ;; integer values
004D: jump_if_false £Label0B2715
055B: $505 = create_clothes_pickup  2 at  97.5 -1133.6  10.4

:Label0B2715
00D6: if  0
0038:   $4F2 ==  1  ;; integer values
004D: jump_if_false £Label0B273D
055B: $506 = create_clothes_pickup  3 at  364.2  1086.1  19.0

:Label0B273D
00D6: if  0
0038:   $4F3 ==  1  ;; integer values
004D: jump_if_false £Label0B2765
055B: $507 = create_clothes_pickup  4 at  106.5  253.0  21.7

:Label0B2765
00D6: if  0
0038:   $4F4 ==  1  ;; integer values
004D: jump_if_false £Label0B278D
055B: $508 = create_clothes_pickup  5 at -1024.5 -433.9  10.9

:Label0B278D
00D6: if  0
0038:   $10C ==  0  ;; integer values
004D: jump_if_false £Label0B27C7
00D6: if  0
0038:   $4F5 ==  1  ;; integer values
004D: jump_if_false £Label0B27C7
055B: $509 = create_clothes_pickup  6 at  405.7 -485.6  12.3

:Label0B27C7
00D6: if  0
0038:   $4F6 ==  1  ;; integer values
004D: jump_if_false £Label0B27EF
055B: $50A = create_clothes_pickup  8 at  414.3  1042.0  25.4

:Label0B27EF
00D6: if  0
0038:   $4F7 ==  1  ;; integer values
004D: jump_if_false £Label0B2817
055B: $50B = create_clothes_pickup  9 at  158.3 -1275.9  10.6

:Label0B2817
00D6: if  0
0038:   $4F8 ==  1  ;; integer values
004D: jump_if_false £Label0B283F
055B: $50C = create_clothes_pickup  10 at -917.4  885.1  11.0

:Label0B283F
00D6: if  0
0038:   $4FC ==  1  ;; integer values
004D: jump_if_false £Label0B2867
055B: $510 = create_clothes_pickup  7 at  465.3 -57.4  15.7

:Label0B2867
03AE: remove_objects_from_cube  466.0  1023.0  14.1  476.0  1033.0  24.1
031A: remove_all_fires
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $643 =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 34---------------
; Originally: Spilling the Beans


:Label0B2899
03A4: name_thread "COUNT1"
0050: gosub £Label0B28C7
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0B28BE
0050: gosub £Label0B4200

:Label0B28BE
0050: gosub £Label0B4253
004E: end_thread

:Label0B28C7
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0004: $3E2 =  1  ;; integer values
0004: $1256 =  0  ;; integer values
0004: $1259 =  0  ;; integer values
0004: $1257 =  0  ;; integer values
0004: $125B =  0  ;; integer values
0004: $125C =  0  ;; integer values
0004: $125D =  0  ;; integer values
0004: $125A =  0  ;; integer values
0004: $1260 =  0  ;; integer values
0004: $125F =  0  ;; integer values
0004: $1261 =  0  ;; integer values
0004: $1264 =  0  ;; integer values
0004: $1263 =  0  ;; integer values
0004: $1265 =  0  ;; integer values
0004: $1268 =  0  ;; integer values
0004: $1267 =  0  ;; integer values
0004: $1269 =  0  ;; integer values
0004: $126C =  0  ;; integer values
0004: $126B =  0  ;; integer values
0004: $126D =  0  ;; integer values
0004: $1270 =  0  ;; integer values
0004: $126F =  0  ;; integer values
0004: $1271 =  0  ;; integer values
0004: $1274 =  0  ;; integer values
0004: $1273 =  0  ;; integer values
0004: $1275 =  0  ;; integer values
0004: $1278 =  0  ;; integer values
0004: $1277 =  0  ;; integer values
0004: $1279 =  0  ;; integer values
0004: $127C =  0  ;; integer values
0004: $127B =  0  ;; integer values
0004: $127D =  0  ;; integer values
0004: $1280 =  0  ;; integer values
0004: $127F =  0  ;; integer values
0004: $1281 =  0  ;; integer values
0004: $1283 =  0  ;; integer values
0004: $1284 =  0  ;; integer values
0004: $1285 =  0  ;; integer values
0004: $128B =  0  ;; integer values
0004: $1287 =  0  ;; integer values
0005: $1288 =  0.0  ;; floating-point values
0005: $1289 =  0.0  ;; floating-point values
0005: $128A =  0.0  ;; floating-point values
0004: $128E =  0  ;; integer values
0004: $128F =  0  ;; integer values
0004: $1290 =  0  ;; integer values
0004: $1293 =  0  ;; integer values
0004: $1295 =  0  ;; integer values
0004: $1297 =  0  ;; integer values
0004: $1299 =  0  ;; integer values
0004: $129B =  0  ;; integer values
0004: $129D =  0  ;; integer values
0004: $129F =  0  ;; integer values
0004: $12A1 =  0  ;; integer values
0004: $12A2 =  0  ;; integer values
0004: $12A3 =  0  ;; integer values
0004: $12A4 =  0  ;; integer values
0004: $12A7 =  0  ;; integer values
0004: $12A8 =  0  ;; integer values
0004: $12A9 =  0  ;; integer values
0004: $12AA =  0  ;; integer values
0004: $12AB =  0  ;; integer values
0004: $12AC =  0  ;; integer values
0004: $12AD =  0  ;; integer values
0004: $12AE =  0  ;; integer values
0004: $12B1 =  0  ;; integer values
0004: $12B2 =  0  ;; integer values
0004: $128C =  0  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "COUNT1"
058E: set_restart_mission_taxi_destination -1045.726 -292.454  9.758  97.607
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKELLY"
04BB: select_interiour  18  ;; select render area
03CB: set_camera -1070.05 -280.06  11.09
038B: load_requested_models

:Label0B2B08
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label0B2B26
0001: wait  0 ms
0002: jump £Label0B2B08

:Label0B2B26
02E4: load_cutscene_data "CNT_1A"
0244: set_cutscene_pos -1064.103 -276.39  11.066
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A7 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A7 "CSKELLY"
0395: clear_area  1 at -1059.841 -278.7214 range  10.4044  1.0
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214  10.4044
0171: set_player $PLAYER_CHAR z_angle_to  272.2088
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0B2BBC
00D6: if  0
001A:    11104 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2BDF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2BBC

:Label0B2BDF
00BC: text_highpriority "CM1_A"  10000 ms  1  ;; Mr. Vercetti? Hey. You bought the old print works?

:Label0B2BEE
00D6: if  0
001A:    15668 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2C11
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2BEE

:Label0B2C11
00BC: text_highpriority "CM1_B"  10000 ms  1  ;; Yeah, my old man used to work on these.

:Label0B2C20
00D6: if  0
001A:    18152 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2C43
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2C20

:Label0B2C43
00BC: text_highpriority "CM1_N"  10000 ms  1  ;; I used to spend the evenings with him, cleaning the rollers...

:Label0B2C52
00D6: if  0
001A:    21286 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2C75
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2C52

:Label0B2C75
00BC: text_highpriority "CM1_C"  10000 ms  1  ;; I was going to follow him in his trade, but...I lived a different life.

:Label0B2C84
00D6: if  0
001A:    25141 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2CA7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2C84

:Label0B2CA7
00BC: text_highpriority "CM1_D"  10000 ms  1  ;; You planning on selling the old machinery, breaking it down?

:Label0B2CB6
00D6: if  0
001A:    28808 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2CD9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2CB6

:Label0B2CD9
00BC: text_highpriority "CM1_E"  10000 ms  1  ;; I'm thinking we might print something - a newspaper, a magazine...

:Label0B2CE8
00D6: if  0
001A:    31680 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2D0B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2CE8

:Label0B2D0B
00BC: text_highpriority "CM1_F"  10000 ms  1  ;; Oh, crap, sonny, low grade crap. I've always fancied printing money. It ain't too hard.

:Label0B2D1A
00D6: if  0
001A:    37694 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2D3F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2D1A

:Label0B2D3F
00BC: text_highpriority "CM1_G"  10000 ms  1  ;; You know, I've been doing it on a small scale for years.

:Label0B2D4E
00D6: if  0
001A:    40520 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2D73
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2D4E

:Label0B2D73
00BC: text_highpriority "CM1_H"  10000 ms  1  ;; Really?

:Label0B2D82
00D6: if  0
001A:    41862 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2DA7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2D82

:Label0B2DA7
00BC: text_highpriority "CM1_I"  10000 ms  1  ;; Sure. But we'd need some good quality plates.

:Label0B2DB6
00D6: if  0
001A:    46771 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2DDB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2DB6

:Label0B2DDB
00BC: text_highpriority "CM1_J"  10000 ms  1  ;; Of course! There's a counterfeiting syndicate already operating in Florida.

:Label0B2DEA
00D6: if  0
001A:    51081 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2E0F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2DEA

:Label0B2E0F
00BC: text_highpriority "CM1_K"  10000 ms  1  ;; A syndicate?

:Label0B2E1E
00D6: if  0
001A:    51973 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2E43
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2E1E

:Label0B2E43
00BC: text_highpriority "CM1_L"  10000 ms  1  ;; Yeah. Just rumors is all I've heard.

:Label0B2E52
00D6: if  0
001A:    54422 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2E77
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2E52

:Label0B2E77
00BC: text_highpriority "CM1_M"  10000 ms  1  ;; I know a man who's good with rumors...

:Label0B2E86
00D6: if  0
001A:    56704 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2EAB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2E86

:Label0B2EAB
00BE: text_clear_all

:Label0B2EAD
00D6: if  0
001A:    57968 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B2ED2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B2EAD

:Label0B2ED2
016A: fade  0 ()  2000 ms
00BE: text_clear_all

:Label0B2EDB
00D6: if  0
016B:   fading
004D: jump_if_false £Label0B2EF3
0001: wait  0 ms
0002: jump £Label0B2EDB

:Label0B2EF3
04BB: select_interiour  0  ;; select render area
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
03CB: set_camera -1059.841 -278.7214  10.4044
04E3: unknown_player $PLAYER_CHAR  0  60000
0556: unknown_cab -1047.664 -298.188  11.0  266.28  512.591 -74.9  9.573  189.24
00D6: if  0
0038:   $62C ==  0  ;; integer values
004D: jump_if_false £Label0B2F75
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)

:Label0B2F75
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
0247: request_model #GDA
0247: request_model #GDB
0247: request_model #MP5LNG
0247: request_model #M4
03CF: load_wav "CNT1_1" as  2

:Label0B2FA7
00D6: if  24
8248:   NOT   model #GDA available
8248:   NOT   model #GDB available
8248:   NOT   model #MP5LNG available
8248:   NOT   model #M4 available
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0B2FD3
0001: wait  0 ms
0002: jump £Label0B2FA7

:Label0B2FD3
00D6: if  0
016B:   fading
004D: jump_if_false £Label0B2FEB
0001: wait  0 ms
0002: jump £Label0B2FD3

:Label0B2FEB
00D6: if  0
0038:   $62C ==  0  ;; integer values
004D: jump_if_false £Label0B30AE
0001: wait  100 ms
0395: clear_area  0 at -1042.921 -304.553 range  12.463  1.0
015F: set_camera_position -1042.921 -304.553  12.463  0.0  0.0  0.0
0160: point_camera -1043.434 -303.718  12.266  2
00BC: text_highpriority "TAXSHRT"  10000 ms  1  ;; ~g~You can use this Kaufman Cab to take you to destinations instead of driving. It will cost you $9.
0006:  16@ =  0  ;; integer values

:Label0B3062
00D6: if  0
001B:    6000 >  16@  ;; integer values
004D: jump_if_false £Label0B3080
0001: wait  0 ms
0002: jump £Label0B3062

:Label0B3080
03D5: remove_text "TAXSHRT"  ;; ~g~You can use this Kaufman Cab to take you to destinations instead of driving. It will cost you $9.
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0004: $62C =  1  ;; integer values

:Label0B30AE
00BC: text_highpriority "CM1_5"  5000 ms  1  ;; ~g~Go and meet Kent Paul at the Malibu Club!
018A: $128D = create_checkpoint_at  491.0 -77.7  10.4
0108: destroy_object $3F5
029B: $3F5 = init_object -20 (OD_CLBDR_OPEN) at  490.34 -77.017  11.598
0004: $3F4 =  1  ;; integer values
0004: $3F3 =  0  ;; integer values

:Label0B30FA
00D6: if  0
80F5:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point  491.0 -77.7  10.4 radius  3.0  3.0  3.0
004D: jump_if_false £Label0B3135
0001: wait  0 ms
0002: jump £Label0B30FA

:Label0B3135
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0164: disable_marker $128D
0169: set_fade_color  0  0  0
016A: fade  0 ()  1500 ms

:Label0B3150
00D6: if  0
016B:   fading
004D: jump_if_false £Label0B3168
0001: wait  0 ms
0002: jump £Label0B3150

:Label0B3168
01BD: $1D = current_time_in_ms
0004: $1E =  0  ;; integer values

:Label0B3174
00D6: if  1
83EE:   NOT   player $PLAYER_CHAR controllable
001A:    5000 > $1E  ;; integer values
004D: jump_if_false £Label0B31AC
0001: wait  0 ms
01BD: $1C = current_time_in_ms
0084: $1E = $1C  ;; integer values and handles
0060: $1E -= $1D  ;; integer values
0002: jump £Label0B3174

:Label0B31AC
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  0 (disabled)
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKENT"
023C: load_special_actor  3 "FLOOZYA"
04BB: select_interiour  17  ;; select render area
03CB: set_camera  470.495 -57.014  10.04
038B: load_requested_models

:Label0B31F4
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
004D: jump_if_false £Label0B3216
0001: wait  0 ms
0002: jump £Label0B31F4

:Label0B3216
04F9: interiour_colors  1  0
02E4: load_cutscene_data "CNT_1B"
0244: set_cutscene_pos  476.972 -65.499  8.943
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8E = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8E "CSKENT"
02E5: $AE = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $AE "FLOOZYA"
0395: clear_area  1 at  493.1 -82.4 range  9.8  1.0
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0B32FD
00D9: $12B0 = actor $PLAYER_ACTOR car
00D6: if  0
8119:   NOT   car $12B0 wrecked
004D: jump_if_false £Label0B32D8
00AB: put_car $12B0 at  496.3 -82.8  9.0
0175: set_car $12B0 z_angle_to  116.6

:Label0B32D8
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  493.1 -82.4  9.8
0171: set_player $PLAYER_CHAR z_angle_to  220.0
0002: jump £Label0B331B

:Label0B32FD
0055: put_player $PLAYER_CHAR at  493.1 -82.4  9.8
0171: set_player $PLAYER_CHAR z_angle_to  220.0

:Label0B331B
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0B3331
00D6: if  0
001A:    7872 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B3354
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B3331

:Label0B3354
00BC: text_highpriority "CM1_2A"  10000 ms  1  ;; Look at the arse on that!

:Label0B3363
00D6: if  0
001A:    12284 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B3386
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B3363

:Label0B3386
00BC: text_highpriority "CM1_2B"  10000 ms  1  ;; Awright girl, it's your loss mate init!

:Label0B3395
00D6: if  0
001A:    14399 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B33B8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B3395

:Label0B33B8
00BC: text_highpriority "CM1_2C"  10000 ms  1  ;; Awright me ol'china, how's it hangin'?

:Label0B33C7
00D6: if  0
001A:    17102 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B33EA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B33C7

:Label0B33EA
00BC: text_highpriority "CM1_2D"  10000 ms  1  ;; What do you know about counterfeiting?

:Label0B33F9
00D6: if  0
001A:    18528 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B341C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B33F9

:Label0B341C
00BC: text_highpriority "CM1_2E"  10000 ms  1  ;; Oh I'm fine Paul, how 'bout you?

:Label0B342B
00D6: if  0
001A:    20285 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B344E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B342B

:Label0B344E
00BC: text_highpriority "CM1_2F"  10000 ms  1  ;; Come 'ere!

:Label0B345D
00D6: if  0
001A:    21336 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B3480
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B345D

:Label0B3480
00BC: text_highpriority "CM1_2G"  10000 ms  1  ;; Awright! Awright! Awright!! You're obviously a busy man.

:Label0B348F
00D6: if  0
001A:    24945 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B34B2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B348F

:Label0B34B2
00BC: text_highpriority "CM1_2H"  10000 ms  1  ;; All I know about dodgy readys is the Triads supply the plates.

:Label0B34C1
00D6: if  0
001A:    31191 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B34E4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B34C1

:Label0B34E4
00BC: text_highpriority "CM1_2I"  10000 ms  1  ;; They've got a shipping company down the docks,

:Label0B34F3
00D6: if  0
001A:    33488 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B3518
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B34F3

:Label0B3518
00BC: text_highpriority "CM1_2J"  10000 ms  1  ;; the boss man would know when the plates are coming in next!

:Label0B3527
00D6: if  0
001A:    37791 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B354C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B3527

:Label0B354C
00BC: text_highpriority "CM1_2K"  10000 ms  1  ;; Thanks Paul.

:Label0B355B
00D6: if  0
001A:    40783 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B3580
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B355B

:Label0B3580
00BC: text_highpriority "CM1_2L"  10000 ms  1  ;; What's the matter with you, you maniac!

:Label0B358F
00D6: if  0
001A:    43496 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B35B4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B358F

:Label0B35B4
00BC: text_highpriority "CM1_2M"  10000 ms  1  ;; Give me another drink, lively!

:Label0B35C3
00D6: if  0
001A:    45120 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B35E8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B35C3

:Label0B35E8
00BE: text_clear_all

:Label0B35EA
00D6: if  0
001A:    47160 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B360F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B35EA

:Label0B360F
0108: destroy_object $3F5
029B: $3F5 = init_object -25 (OD_CLBDR_CLOSE) at  490.34 -77.017  11.598
01C7: remove_object_from_mission_cleanup_list $3F5
0004: $3F3 =  1  ;; integer values
0004: $3F4 =  0  ;; integer values
0004: $3E2 =  0  ;; integer values
0004: $3DA =  0  ;; integer values
016A: fade  0 ()  2000 ms
00BE: text_clear_all

:Label0B3654
00D6: if  0
016B:   fading
004D: jump_if_false £Label0B366C
0001: wait  0 ms
0002: jump £Label0B3654

:Label0B366C
00BA: text_styled "BEACH3"  3000 ms  2  ;; Vice Point
04BB: select_interiour  0  ;; select render area
04FA: reset_interior_colors  0
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
03CB: set_camera  493.1 -82.4  9.8
04E3: unknown_player $PLAYER_CHAR  2  60000
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "CM1_1"  5000 ms  1  ;; ~g~Go to the Chartered Libertine Lines boat at the docks.
00BB: text_lowpriority "CM1_2"  5000 ms  1  ;; ~g~The Shipping Officer will have the information that is required.
018A: $1255 = create_checkpoint_at -686.85 -1245.43  30.14
03BC: $12A5 = create_sphere -686.85 -1245.43  30.14  1.5
0005: $62 =  0.0  ;; floating-point values

:Label0B371D
00D6: if  0
0022:    10.0 > $62  ;; floating-point values
004D: jump_if_false £Label0B3751
0001: wait  0 ms
02CE: $62 = ground_z -686.85 -1245.43  30.14
0002: jump £Label0B371D

:Label0B3751
009A: $1258 = create_actor  11 #GDA at -662.12 -1326.81  15.26
0008: $128F +=  1  ;; integer values
01ED: reset_actor $1258 flags
01B2: give_actor $1258 weapon  25 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $1258 flags  1
01E2: add_route_point  0 at -666.06 -1318.48  15.26
01E2: add_route_point  0 at -673.8 -1302.02  15.26
01E2: add_route_point  0 at -683.28 -1282.11  15.26
01E2: add_route_point  0 at -693.41 -1258.63  15.24
01E2: add_route_point  0 at -699.76 -1245.01  15.26
01E2: add_route_point  0 at -693.41 -1258.63  15.24
01E2: add_route_point  0 at -683.28 -1282.11  15.26
01E2: add_route_point  0 at -673.8 -1302.02  15.26
01E2: add_route_point  0 at -666.06 -1318.48  15.26
01E2: add_route_point  0 at -662.12 -1326.81  15.26
01E1: set_actor $1258 follow_route  0  3
009A: $125E = create_actor  11 #GDB at -659.26 -1330.93  15.26
0008: $128F +=  1  ;; integer values
01ED: reset_actor $125E flags
01B2: give_actor $125E weapon  25 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $125E flags  1
01E2: add_route_point  1 at -653.93 -1342.18  15.26
01E2: add_route_point  1 at -647.19 -1355.4  15.27
01E2: add_route_point  1 at -632.47 -1382.57  15.29
01E2: add_route_point  1 at -647.19 -1355.4  15.27
01E2: add_route_point  1 at -653.93 -1342.18  15.26
01E2: add_route_point  1 at -659.26 -1330.93  15.26
01E1: set_actor $125E follow_route  1  3
009A: $1262 = create_actor  11 #GDA at -609.85 -1381.29  15.25
0008: $128F +=  1  ;; integer values
01ED: reset_actor $1262 flags
01B2: give_actor $1262 weapon  25 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $1262 flags  1
01E2: add_route_point  2 at -615.43 -1367.41  15.28
01E2: add_route_point  2 at -620.06 -1355.03  15.28
01E2: add_route_point  2 at -635.64 -1363.45  15.28
01E2: add_route_point  2 at -620.06 -1355.03  15.28
01E2: add_route_point  2 at -615.43 -1367.41  15.28
01E2: add_route_point  2 at -609.85 -1381.29  15.25
01E1: set_actor $1262 follow_route  2  3
009A: $1266 = create_actor  11 #GDB at -627.04 -1339.79  15.27
0008: $128F +=  1  ;; integer values
01ED: reset_actor $1266 flags
01B2: give_actor $1266 weapon  25 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $1266 flags  1
01E2: add_route_point  3 at -630.43 -1333.91  15.27
01E2: add_route_point  3 at -634.26 -1322.39  15.27
01E2: add_route_point  3 at -639.33 -1307.99  15.26
01E2: add_route_point  3 at -642.71 -1303.6  15.26
01E2: add_route_point  3 at -639.33 -1307.99  15.26
01E2: add_route_point  3 at -634.26 -1322.39  15.27
01E2: add_route_point  3 at -630.43 -1333.91  15.27
01E2: add_route_point  3 at -627.04 -1339.79  15.27
01E1: set_actor $1266 follow_route  3  3
009A: $126A = create_actor  11 #GDA at -653.46 -1279.55  15.26
0008: $128F +=  1  ;; integer values
01ED: reset_actor $126A flags
01B2: give_actor $126A weapon  25 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $126A flags  1
01E2: add_route_point  4 at -656.61 -1271.76  15.26
01E2: add_route_point  4 at -660.34 -1262.76  15.26
01E2: add_route_point  4 at -664.83 -1254.11  15.26
01E2: add_route_point  4 at -660.34 -1262.76  15.26
01E2: add_route_point  4 at -656.61 -1271.76  15.26
01E2: add_route_point  4 at -653.46 -1279.55  15.26
01E1: set_actor $126A follow_route  4  3
009A: $126E = create_actor  11 #GDB at -691.13 -1260.5  31.93
0008: $128F +=  1  ;; integer values
0173: set_actor $126E z_angle_to  180.0
01ED: reset_actor $126E flags
01B2: give_actor $126E weapon  26 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $126E flags  1
0350: unknown_actor $126E not_scared_flag  1
009A: $1272 = create_actor  11 #GDA at -667.68 -1249.14  31.93
0008: $128F +=  1  ;; integer values
0173: set_actor $1272 z_angle_to  180.0
01ED: reset_actor $1272 flags
01B2: give_actor $1272 weapon  26 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $1272 flags  1
0350: unknown_actor $1272 not_scared_flag  1
009A: $1276 = create_actor  11 #GDB at -690.94 -1218.18  15.28
0008: $128F +=  1  ;; integer values
01ED: reset_actor $1276 flags
01B2: give_actor $1276 weapon  25 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $1276 flags  1
01E2: add_route_point  5 at -698.0 -1221.23  15.28
01E2: add_route_point  5 at -690.94 -1218.18  15.28
01E1: set_actor $1276 follow_route  5  3
009A: $127A = create_actor  11 #GDB at -690.69 -1229.06  22.46
0008: $128F +=  1  ;; integer values
0173: set_actor $127A z_angle_to  33.0
01ED: reset_actor $127A flags
01B2: give_actor $127A weapon  25 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $127A flags  1
0350: unknown_actor $127A not_scared_flag  1
009A: $127E = create_actor  11 #GDB at -689.14 -1242.03  30.14
0008: $128F +=  1  ;; integer values
0173: set_actor $127E z_angle_to  100.0
01ED: reset_actor $127E flags
01B2: give_actor $127E weapon  25 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $127E flags  1
0350: unknown_actor $127E not_scared_flag  1
009A: $1282 = create_actor  11 #GDA at -670.709 -1296.564  18.94
0008: $128F +=  1  ;; integer values
0173: set_actor $1282 z_angle_to  146.102
01ED: reset_actor $1282 flags
01B2: give_actor $1282 weapon  26 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $1282 flags  1
0350: unknown_actor $1282 not_scared_flag  1

:Label0B3CF5
00D6: if  0
001A:    2 > $12A4  ;; integer values
004D: jump_if_false £Label0B4078
0001: wait  0 ms
0008: $12AE +=  1  ;; integer values
00D6: if  0
0018:   $12AE >  17  ;; integer values
004D: jump_if_false £Label0B3D2B
0004: $12AE =  0  ;; integer values

:Label0B3D2B
00D6: if  0
0028:   $12A4 >=  1  ;; integer values
004D: jump_if_false £Label0B3DB5
00D6: if  1
82B3:   NOT   player $PLAYER_CHAR in_cube -716.95 -1218.89  2.0 -697.73 -1266.5  50.0 radius  60.0 sphere  0
82B3:   NOT   player $PLAYER_CHAR in_cube -697.73 -1266.5  2.0 -616.29 -1430.59  50.0 radius  60.0 sphere  0
004D: jump_if_false £Label0B3DB5
00D6: if  0
0038:   $12B2 ==  0  ;; integer values
004D: jump_if_false £Label0B3DB5
0050: gosub £Label0B68E2

:Label0B3DB5
01BD: $12A7 = current_time_in_ms
00D6: if  0
0038:   $12A4 ==  1  ;; integer values
004D: jump_if_false £Label0B3E40
00D6: if  21
02B3:   player $PLAYER_CHAR in_cube -716.95 -1218.89  2.0 -697.73 -1266.5  50.0 radius  60.0 sphere  0
02B3:   player $PLAYER_CHAR in_cube -697.73 -1266.5  2.0 -616.29 -1430.59  50.0 radius  60.0 sphere  0
004D: jump_if_false £Label0B3E39
0004: $12A4 =  1  ;; integer values
0002: jump £Label0B3E40

:Label0B3E39
0004: $12A4 =  2  ;; integer values

:Label0B3E40
0054: store_player $PLAYER_CHAR position_to $1288 $1289 $128A
00D6: if  21
02B3:   player $PLAYER_CHAR in_cube -716.95 -1218.89  2.0 -697.73 -1266.5  50.0 radius  60.0 sphere  0
02B3:   player $PLAYER_CHAR in_cube -697.73 -1266.5  2.0 -616.29 -1430.59  50.0 radius  60.0 sphere  0
004D: jump_if_false £Label0B3EB4
0004: $1287 =  1  ;; integer values

:Label0B3EB4
00D6: if  0
0038:   $1256 ==  0  ;; integer values
004D: jump_if_false £Label0B3EFD
00D6: if  0
00E4:   player $PLAYER_CHAR  0 ()near_point_on_foot -686.85 -1245.43 radius  .5  .5
004D: jump_if_false £Label0B3EFD
03BD: destroy_sphere $12A5
0164: disable_marker $1255
0004: $1256 =  1  ;; integer values

:Label0B3EFD
00D6: if  0
0038:   $1256 ==  1  ;; integer values
004D: jump_if_false £Label0B3FA8
00D6: if  0
0038:   $12A3 ==  0  ;; integer values
004D: jump_if_false £Label0B3F2F
0050: gosub £Label0B6093
0002: jump £Label0B3FA8

:Label0B3F2F
00D6: if  0
0038:   $12A4 ==  0  ;; integer values
004D: jump_if_false £Label0B3FA8
00BC: text_highpriority "CM1_6"  5000 ms  1  ;; ~g~Get the information back to the Print Works!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
018A: $12A6 = create_checkpoint_at -1052.579 -282.013  10.279
00D6: if  0
0038:   $1285 ==  0  ;; integer values
004D: jump_if_false £Label0B3FA1
018D: $1286 = create_sound  0 at -692.33 -1258.94  15.25
0004: $128B =  1  ;; integer values
0004: $1285 =  1  ;; integer values

:Label0B3FA1
0004: $12A4 =  1  ;; integer values

:Label0B3FA8
0050: gosub £Label0B42E4
00D6: if  0
0038:   $128C ==  1  ;; integer values
004D: jump_if_false £Label0B3FCF
0006:  16@ =  0  ;; integer values
0004: $128C =  2  ;; integer values

:Label0B3FCF
00D6: if  0
0038:   $128C ==  2  ;; integer values
004D: jump_if_false £Label0B402A
00D6: if  0
0029:    16@ >=  30000  ;; integer values
004D: jump_if_false £Label0B402A
00D6: if  0
0038:   $1285 ==  0  ;; integer values
004D: jump_if_false £Label0B402A
018D: $1286 = create_sound  0 at -692.33 -1258.94  15.25
0004: $128B =  1  ;; integer values
0004: $1285 =  1  ;; integer values

:Label0B402A
00D6: if  0
0038:   $1285 ==  1  ;; integer values
004D: jump_if_false £Label0B4071
00D6: if  0
0038:   $12A2 ==  0  ;; integer values
004D: jump_if_false £Label0B405C
0006:  17@ =  0  ;; integer values
0004: $12A2 =  1  ;; integer values

:Label0B405C
0050: gosub £Label0B58BC
0050: gosub £Label0B5CB3
0050: gosub £Label0B5D39

:Label0B4071
0002: jump £Label0B3CF5

:Label0B4078
0004: $7B =  1  ;; integer values

:Label0B407F
00D6: if  0
80F8:   NOT   player $PLAYER_CHAR stopped $7B near_point -1052.579 -282.013  10.279 radius  3.0  3.0  3.0
004D: jump_if_false £Label0B40BB
0001: wait  0 ms
0002: jump £Label0B407F

:Label0B40BB
0164: disable_marker $12A6
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0395: clear_area  0 at -1063.095 -286.61 range  14.163  1.0
015F: set_camera_position -1063.095 -286.61  14.163  0.0  0.0  0.0
0160: point_camera -1062.265 -286.498  13.616  2
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0B4179
00DA: $12AF = player $PLAYER_CHAR car
01D3: actor $PLAYER_ACTOR leave_car $12AF

:Label0B4144
00D6: if  0
00DC:   player $PLAYER_CHAR driving $12AF
004D: jump_if_false £Label0B4179
0001: wait  0 ms
00D6: if  0
0119:   car $12AF wrecked
004D: jump_if_false £Label0B4172
0002: jump £Label0B4200

:Label0B4172
0002: jump £Label0B4144

:Label0B4179
0211: actor $PLAYER_ACTOR walk_to -1061.465 -287.322
0006:  16@ =  0  ;; integer values
0006:  17@ =  0  ;; integer values

:Label0B4196
00D6: if  0
001B:    4000 >  16@  ;; integer values
004D: jump_if_false £Label0B41B4
0001: wait  0 ms
0002: jump £Label0B4196

:Label0B41B4
02EB: restore_camera_with_jumpcut
009F: set_actor $PLAYER_ACTOR objective_to-1
0055: put_player $PLAYER_CHAR at -1059.214 -285.815  10.22
0171: set_player $PLAYER_CHAR z_angle_to  289.0
03C8: rotate_player-180-degrees
02A3: toggle_widescreen  0 (off)
0001: wait  300 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0002: jump £Label0B4211

:Label0B4200
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0B4211
0004: $110 =  1  ;; integer values
0318: set_latest_mission_passed "CNT_1"  ;; Spilling the Beans
030C: set_mission_points +=  1
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS"  2000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  2000
004F: create_thread ££Label00C93D 
0051: return

:Label0B4253
0004: $ONMISSION =  0  ;; integer values
03AC: clear_route  0
03AC: clear_route  1
03AC: clear_route  2
03AC: clear_route  3
03AC: clear_route  4
03AC: clear_route  5
0108: destroy_object $3F5
029B: $3F5 = init_object -25 (OD_CLBDR_CLOSE) at  490.34 -77.017  11.598
01C7: remove_object_from_mission_cleanup_list $3F5
0004: $3F3 =  1  ;; integer values
0004: $3F4 =  0  ;; integer values
0004: $3E2 =  0  ;; integer values
0004: $3DA =  0  ;; integer values
0557: (unknown)
0249: release_model #GDA
0249: release_model #GDB
0249: release_model #MP5LNG
0249: release_model #M4
0164: disable_marker $12A6
03BD: destroy_sphere $12A5
018E: stop_sound $1286
0164: disable_marker $1255
0164: disable_marker $128D
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0B42E4
00D6: if  0
0038:   $12AE ==  0  ;; integer values
004D: jump_if_false £Label0B45D3
00D6: if  0
0038:   $1259 ==  0  ;; integer values
004D: jump_if_false £Label0B45D3
00D6: if  0
0118:   actor $1258 dead
004D: jump_if_false £Label0B4411
000C: $128F -=  1  ;; integer values
00D6: if  0
0038:   $128C ==  0  ;; integer values
004D: jump_if_false £Label0B43FE
00D6: if  25
031D:   actor $1258 hit_by_weapon  12
031D:   actor $1258 hit_by_weapon  13
031D:   actor $1258 hit_by_weapon  15
031D:   actor $1258 hit_by_weapon  16
031D:   actor $1258 hit_by_weapon  17
031D:   actor $1258 hit_by_weapon  18
004D: jump_if_false £Label0B436D
0004: $128C =  1  ;; integer values

:Label0B436D
00D6: if  25
031D:   actor $1258 hit_by_weapon  19
031D:   actor $1258 hit_by_weapon  20
031D:   actor $1258 hit_by_weapon  21
031D:   actor $1258 hit_by_weapon  27
031D:   actor $1258 hit_by_weapon  22
031D:   actor $1258 hit_by_weapon  26
004D: jump_if_false £Label0B43A9
0004: $128C =  1  ;; integer values

:Label0B43A9
00D6: if  25
031D:   actor $1258 hit_by_weapon  25
031D:   actor $1258 hit_by_weapon  23
031D:   actor $1258 hit_by_weapon  42
031D:   actor $1258 hit_by_weapon  31
031D:   actor $1258 hit_by_weapon  32
031D:   actor $1258 hit_by_weapon  33
004D: jump_if_false £Label0B43E5
0004: $128C =  1  ;; integer values

:Label0B43E5
00D6: if  0
031D:   actor $1258 hit_by_weapon  11
004D: jump_if_false £Label0B43FE
0004: $128C =  1  ;; integer values

:Label0B43FE
01C2: remove_references_to_actor $1258  ;; Like turning an actor into a random pedestrian
0004: $1259 =  1  ;; integer values
0002: jump £Label0B45D3

:Label0B4411
00D6: if  0
0038:   $1287 ==  1  ;; integer values
004D: jump_if_false £Label0B45D3
00D6: if  23
0123:   actor $1258 spotted_player $PLAYER_CHAR
0480:   unknown_actor $1258 pedgroup  11
0038:   $1285 ==  1  ;; integer values
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B45D3
00D6: if  0
0038:   $1285 ==  0  ;; integer values
004D: jump_if_false £Label0B4580
00D6: if  0
0038:   $1257 ==  0  ;; integer values
004D: jump_if_false £Label0B448C
00BC: text_highpriority "CM1_3"  5000 ms  1  ;; ~g~You've been spotted!
0004: $128B =  1  ;; integer values
0004: $1257 =  1  ;; integer values

:Label0B448C
00D6: if  21
0038:   $125B ==  0  ;; integer values
0038:   $125A ==  1  ;; integer values
004D: jump_if_false £Label0B4579
00D6: if  0
0038:   $125C ==  0  ;; integer values
004D: jump_if_false £Label0B44D9
009E: set_actor $1258 path -697.39 -1250.62  15.24 unknown  .5  1
0004: $125C =  1  ;; integer values

:Label0B44D9
00D6: if  0
0038:   $125C ==  1  ;; integer values
004D: jump_if_false £Label0B4579
00D6: if  0
00ED:   actor $1258  0 ()near_point_on_foot -697.39 -1250.62 radius  1.0  1.0
004D: jump_if_false £Label0B4579
00D6: if  0
0038:   $1285 ==  0  ;; integer values
004D: jump_if_false £Label0B4540
018D: $1286 = create_sound  0 at -692.33 -1258.94  15.25
0004: $1285 =  1  ;; integer values

:Label0B4540
009E: set_actor $1258 path $1288 $1289 $128A unknown  .5  1
011A: set_actor $1258 flags  1
01CA: actor $1258 kill_player $PLAYER_CHAR
0004: $128B =  1  ;; integer values
0004: $125B =  1  ;; integer values
0004: $125C =  2  ;; integer values

:Label0B4579
0002: jump £Label0B45D3

:Label0B4580
00D6: if  0
0038:   $125D ==  0  ;; integer values
004D: jump_if_false £Label0B45B6
009E: set_actor $1258 path $1288 $1289 $128A unknown  .5  1
01CA: actor $1258 kill_player $PLAYER_CHAR
0004: $125D =  1  ;; integer values

:Label0B45B6
009E: set_actor $1258 path $1288 $1289 $128A unknown  .5  1
01CA: actor $1258 kill_player $PLAYER_CHAR

:Label0B45D3
00D6: if  0
0038:   $12AE ==  1  ;; integer values
004D: jump_if_false £Label0B47D5
00D6: if  0
0038:   $1260 ==  0  ;; integer values
004D: jump_if_false £Label0B47D5
00D6: if  0
0118:   actor $125E dead
004D: jump_if_false £Label0B4700
000C: $128F -=  1  ;; integer values
00D6: if  0
0038:   $128C ==  0  ;; integer values
004D: jump_if_false £Label0B46ED
00D6: if  25
031D:   actor $125E hit_by_weapon  12
031D:   actor $125E hit_by_weapon  13
031D:   actor $125E hit_by_weapon  15
031D:   actor $125E hit_by_weapon  16
031D:   actor $125E hit_by_weapon  17
031D:   actor $125E hit_by_weapon  18
004D: jump_if_false £Label0B465C
0004: $128C =  1  ;; integer values

:Label0B465C
00D6: if  25
031D:   actor $125E hit_by_weapon  19
031D:   actor $125E hit_by_weapon  20
031D:   actor $125E hit_by_weapon  21
031D:   actor $125E hit_by_weapon  27
031D:   actor $125E hit_by_weapon  22
031D:   actor $125E hit_by_weapon  26
004D: jump_if_false £Label0B4698
0004: $128C =  1  ;; integer values

:Label0B4698
00D6: if  25
031D:   actor $125E hit_by_weapon  25
031D:   actor $125E hit_by_weapon  23
031D:   actor $125E hit_by_weapon  42
031D:   actor $125E hit_by_weapon  31
031D:   actor $125E hit_by_weapon  32
031D:   actor $125E hit_by_weapon  33
004D: jump_if_false £Label0B46D4
0004: $128C =  1  ;; integer values

:Label0B46D4
00D6: if  0
031D:   actor $125E hit_by_weapon  11
004D: jump_if_false £Label0B46ED
0004: $128C =  1  ;; integer values

:Label0B46ED
01C2: remove_references_to_actor $125E  ;; Like turning an actor into a random pedestrian
0004: $1260 =  1  ;; integer values
0002: jump £Label0B47D5

:Label0B4700
00D6: if  0
0038:   $1287 ==  1  ;; integer values
004D: jump_if_false £Label0B47D5
00D6: if  23
0480:   unknown_actor $125E pedgroup  11
0123:   actor $125E spotted_player $PLAYER_CHAR
0038:   $1285 ==  1  ;; integer values
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B47D5
00D6: if  0
0038:   $1285 ==  0  ;; integer values
004D: jump_if_false £Label0B4782
00D6: if  0
0038:   $1261 ==  0  ;; integer values
004D: jump_if_false £Label0B4782
00BC: text_highpriority "CM1_3"  5000 ms  1  ;; ~g~You've been spotted!
0004: $125A =  1  ;; integer values
0004: $128B =  1  ;; integer values
0004: $1261 =  1  ;; integer values

:Label0B4782
00D6: if  0
0038:   $125F ==  0  ;; integer values
004D: jump_if_false £Label0B47B8
009E: set_actor $125E path $1288 $1289 $128A unknown  .5  1
01CA: actor $125E kill_player $PLAYER_CHAR
0004: $125F =  1  ;; integer values

:Label0B47B8
009E: set_actor $125E path $1288 $1289 $128A unknown  .5  1
01CA: actor $125E kill_player $PLAYER_CHAR

:Label0B47D5
00D6: if  0
0038:   $12AE ==  2  ;; integer values
004D: jump_if_false £Label0B49D7
00D6: if  0
0038:   $1264 ==  0  ;; integer values
004D: jump_if_false £Label0B49D7
00D6: if  0
0118:   actor $1262 dead
004D: jump_if_false £Label0B4902
000C: $128F -=  1  ;; integer values
00D6: if  0
0038:   $128C ==  0  ;; integer values
004D: jump_if_false £Label0B48EF
00D6: if  25
031D:   actor $1262 hit_by_weapon  12
031D:   actor $1262 hit_by_weapon  13
031D:   actor $1262 hit_by_weapon  15
031D:   actor $1262 hit_by_weapon  16
031D:   actor $1262 hit_by_weapon  17
031D:   actor $1262 hit_by_weapon  18
004D: jump_if_false £Label0B485E
0004: $128C =  1  ;; integer values

:Label0B485E
00D6: if  25
031D:   actor $1262 hit_by_weapon  19
031D:   actor $1262 hit_by_weapon  20
031D:   actor $1262 hit_by_weapon  21
031D:   actor $1262 hit_by_weapon  27
031D:   actor $1262 hit_by_weapon  22
031D:   actor $1262 hit_by_weapon  26
004D: jump_if_false £Label0B489A
0004: $128C =  1  ;; integer values

:Label0B489A
00D6: if  25
031D:   actor $1262 hit_by_weapon  25
031D:   actor $1262 hit_by_weapon  23
031D:   actor $1262 hit_by_weapon  42
031D:   actor $1262 hit_by_weapon  31
031D:   actor $1262 hit_by_weapon  32
031D:   actor $1262 hit_by_weapon  33
004D: jump_if_false £Label0B48D6
0004: $128C =  1  ;; integer values

:Label0B48D6
00D6: if  0
031D:   actor $1262 hit_by_weapon  11
004D: jump_if_false £Label0B48EF
0004: $128C =  1  ;; integer values

:Label0B48EF
01C2: remove_references_to_actor $1262  ;; Like turning an actor into a random pedestrian
0004: $1264 =  1  ;; integer values
0002: jump £Label0B49D7

:Label0B4902
00D6: if  0
0038:   $1287 ==  1  ;; integer values
004D: jump_if_false £Label0B49D7
00D6: if  23
0480:   unknown_actor $1262 pedgroup  11
0123:   actor $1262 spotted_player $PLAYER_CHAR
0038:   $1285 ==  1  ;; integer values
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B49D7
00D6: if  0
0038:   $1285 ==  0  ;; integer values
004D: jump_if_false £Label0B4984
00D6: if  0
0038:   $1265 ==  0  ;; integer values
004D: jump_if_false £Label0B4984
00BC: text_highpriority "CM1_3"  5000 ms  1  ;; ~g~You've been spotted!
0004: $125A =  1  ;; integer values
0004: $128B =  1  ;; integer values
0004: $1265 =  1  ;; integer values

:Label0B4984
00D6: if  0
0038:   $1263 ==  0  ;; integer values
004D: jump_if_false £Label0B49BA
009E: set_actor $1262 path $1288 $1289 $128A unknown  .5  1
01CA: actor $1262 kill_player $PLAYER_CHAR
0004: $1263 =  1  ;; integer values

:Label0B49BA
009E: set_actor $1262 path $1288 $1289 $128A unknown  .5  1
01CA: actor $1262 kill_player $PLAYER_CHAR

:Label0B49D7
00D6: if  0
0038:   $12AE ==  3  ;; integer values
004D: jump_if_false £Label0B4BD9
00D6: if  0
0038:   $1268 ==  0  ;; integer values
004D: jump_if_false £Label0B4BD9
00D6: if  0
0118:   actor $1266 dead
004D: jump_if_false £Label0B4B04
000C: $128F -=  1  ;; integer values
00D6: if  0
0038:   $128C ==  0  ;; integer values
004D: jump_if_false £Label0B4AF1
00D6: if  25
031D:   actor $1266 hit_by_weapon  12
031D:   actor $1266 hit_by_weapon  13
031D:   actor $1266 hit_by_weapon  15
031D:   actor $1266 hit_by_weapon  16
031D:   actor $1266 hit_by_weapon  17
031D:   actor $1266 hit_by_weapon  18
004D: jump_if_false £Label0B4A60
0004: $128C =  1  ;; integer values

:Label0B4A60
00D6: if  25
031D:   actor $1266 hit_by_weapon  19
031D:   actor $1266 hit_by_weapon  20
031D:   actor $1266 hit_by_weapon  21
031D:   actor $1266 hit_by_weapon  27
031D:   actor $1266 hit_by_weapon  22
031D:   actor $1266 hit_by_weapon  26
004D: jump_if_false £Label0B4A9C
0004: $128C =  1  ;; integer values

:Label0B4A9C
00D6: if  25
031D:   actor $1266 hit_by_weapon  25
031D:   actor $1266 hit_by_weapon  23
031D:   actor $1266 hit_by_weapon  42
031D:   actor $1266 hit_by_weapon  31
031D:   actor $1266 hit_by_weapon  32
031D:   actor $1266 hit_by_weapon  33
004D: jump_if_false £Label0B4AD8
0004: $128C =  1  ;; integer values

:Label0B4AD8
00D6: if  0
031D:   actor $1266 hit_by_weapon  11
004D: jump_if_false £Label0B4AF1
0004: $128C =  1  ;; integer values

:Label0B4AF1
01C2: remove_references_to_actor $1266  ;; Like turning an actor into a random pedestrian
0004: $1268 =  1  ;; integer values
0002: jump £Label0B4BD9

:Label0B4B04
00D6: if  0
0038:   $1287 ==  1  ;; integer values
004D: jump_if_false £Label0B4BD9
00D6: if  23
0480:   unknown_actor $1266 pedgroup  11
0123:   actor $1266 spotted_player $PLAYER_CHAR
0038:   $1285 ==  1  ;; integer values
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B4BD9
00D6: if  0
0038:   $1285 ==  0  ;; integer values
004D: jump_if_false £Label0B4B86
00D6: if  0
0038:   $1269 ==  0  ;; integer values
004D: jump_if_false £Label0B4B86
00BC: text_highpriority "CM1_3"  5000 ms  1  ;; ~g~You've been spotted!
0004: $125A =  1  ;; integer values
0004: $128B =  1  ;; integer values
0004: $1269 =  1  ;; integer values

:Label0B4B86
00D6: if  0
0038:   $1267 ==  0  ;; integer values
004D: jump_if_false £Label0B4BBC
009E: set_actor $1266 path $1288 $1289 $128A unknown  .5  1
01CA: actor $1266 kill_player $PLAYER_CHAR
0004: $1267 =  1  ;; integer values

:Label0B4BBC
009E: set_actor $1266 path $1288 $1289 $128A unknown  .5  1
01CA: actor $1266 kill_player $PLAYER_CHAR

:Label0B4BD9
00D6: if  0
0038:   $12AE ==  4  ;; integer values
004D: jump_if_false £Label0B4DDB
00D6: if  0
0038:   $126C ==  0  ;; integer values
004D: jump_if_false £Label0B4DDB
00D6: if  0
0118:   actor $126A dead
004D: jump_if_false £Label0B4D06
000C: $128F -=  1  ;; integer values
00D6: if  0
0038:   $128C ==  0  ;; integer values
004D: jump_if_false £Label0B4CF3
00D6: if  25
031D:   actor $126A hit_by_weapon  12
031D:   actor $126A hit_by_weapon  13
031D:   actor $126A hit_by_weapon  15
031D:   actor $126A hit_by_weapon  16
031D:   actor $126A hit_by_weapon  17
031D:   actor $126A hit_by_weapon  18
004D: jump_if_false £Label0B4C62
0004: $128C =  1  ;; integer values

:Label0B4C62
00D6: if  25
031D:   actor $126A hit_by_weapon  19
031D:   actor $126A hit_by_weapon  20
031D:   actor $126A hit_by_weapon  21
031D:   actor $126A hit_by_weapon  27
031D:   actor $126A hit_by_weapon  22
031D:   actor $126A hit_by_weapon  26
004D: jump_if_false £Label0B4C9E
0004: $128C =  1  ;; integer values

:Label0B4C9E
00D6: if  25
031D:   actor $126A hit_by_weapon  25
031D:   actor $126A hit_by_weapon  23
031D:   actor $126A hit_by_weapon  42
031D:   actor $126A hit_by_weapon  31
031D:   actor $126A hit_by_weapon  32
031D:   actor $126A hit_by_weapon  33
004D: jump_if_false £Label0B4CDA
0004: $128C =  1  ;; integer values

:Label0B4CDA
00D6: if  0
031D:   actor $126A hit_by_weapon  11
004D: jump_if_false £Label0B4CF3
0004: $128C =  1  ;; integer values

:Label0B4CF3
01C2: remove_references_to_actor $126A  ;; Like turning an actor into a random pedestrian
0004: $126C =  1  ;; integer values
0002: jump £Label0B4DDB

:Label0B4D06
00D6: if  0
0038:   $1287 ==  1  ;; integer values
004D: jump_if_false £Label0B4DDB
00D6: if  23
0480:   unknown_actor $126A pedgroup  11
0123:   actor $126A spotted_player $PLAYER_CHAR
0038:   $1285 ==  1  ;; integer values
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B4DDB
00D6: if  0
0038:   $1285 ==  0  ;; integer values
004D: jump_if_false £Label0B4D88
00D6: if  0
0038:   $126D ==  0  ;; integer values
004D: jump_if_false £Label0B4D88
00BC: text_highpriority "CM1_3"  5000 ms  1  ;; ~g~You've been spotted!
0004: $125A =  1  ;; integer values
0004: $128B =  1  ;; integer values
0004: $126D =  1  ;; integer values

:Label0B4D88
00D6: if  0
0038:   $126B ==  0  ;; integer values
004D: jump_if_false £Label0B4DBE
009E: set_actor $126A path $1288 $1289 $128A unknown  .5  1
01CA: actor $126A kill_player $PLAYER_CHAR
0004: $126B =  1  ;; integer values

:Label0B4DBE
009E: set_actor $126A path $1288 $1289 $128A unknown  .5  1
01CA: actor $126A kill_player $PLAYER_CHAR

:Label0B4DDB
00D6: if  0
0038:   $12AE ==  5  ;; integer values
004D: jump_if_false £Label0B4FAB
00D6: if  0
0038:   $1270 ==  0  ;; integer values
004D: jump_if_false £Label0B4FAB
00D6: if  0
0118:   actor $126E dead
004D: jump_if_false £Label0B4F08
000C: $128F -=  1  ;; integer values
00D6: if  0
0038:   $128C ==  0  ;; integer values
004D: jump_if_false £Label0B4EF5
00D6: if  25
031D:   actor $126E hit_by_weapon  12
031D:   actor $126E hit_by_weapon  13
031D:   actor $126E hit_by_weapon  15
031D:   actor $126E hit_by_weapon  16
031D:   actor $126E hit_by_weapon  17
031D:   actor $126E hit_by_weapon  18
004D: jump_if_false £Label0B4E64
0004: $128C =  1  ;; integer values

:Label0B4E64
00D6: if  25
031D:   actor $126E hit_by_weapon  19
031D:   actor $126E hit_by_weapon  20
031D:   actor $126E hit_by_weapon  21
031D:   actor $126E hit_by_weapon  27
031D:   actor $126E hit_by_weapon  22
031D:   actor $126E hit_by_weapon  26
004D: jump_if_false £Label0B4EA0
0004: $128C =  1  ;; integer values

:Label0B4EA0
00D6: if  25
031D:   actor $126E hit_by_weapon  25
031D:   actor $126E hit_by_weapon  23
031D:   actor $126E hit_by_weapon  42
031D:   actor $126E hit_by_weapon  31
031D:   actor $126E hit_by_weapon  32
031D:   actor $126E hit_by_weapon  33
004D: jump_if_false £Label0B4EDC
0004: $128C =  1  ;; integer values

:Label0B4EDC
00D6: if  0
031D:   actor $126E hit_by_weapon  11
004D: jump_if_false £Label0B4EF5
0004: $128C =  1  ;; integer values

:Label0B4EF5
01C2: remove_references_to_actor $126E  ;; Like turning an actor into a random pedestrian
0004: $1270 =  1  ;; integer values
0002: jump £Label0B4FAB

:Label0B4F08
00D6: if  0
0038:   $1287 ==  1  ;; integer values
004D: jump_if_false £Label0B4FAB
00D6: if  23
0480:   unknown_actor $126E pedgroup  11
0123:   actor $126E spotted_player $PLAYER_CHAR
0038:   $1285 ==  1  ;; integer values
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B4FAB
00D6: if  0
0038:   $1285 ==  0  ;; integer values
004D: jump_if_false £Label0B4F8A
00D6: if  0
0038:   $1271 ==  0  ;; integer values
004D: jump_if_false £Label0B4F8A
00BC: text_highpriority "CM1_3"  5000 ms  1  ;; ~g~You've been spotted!
0004: $125A =  1  ;; integer values
0004: $128B =  1  ;; integer values
0004: $1271 =  1  ;; integer values

:Label0B4F8A
00D6: if  0
0038:   $126F ==  0  ;; integer values
004D: jump_if_false £Label0B4FAB
01CA: actor $126E kill_player $PLAYER_CHAR
0004: $126F =  1  ;; integer values

:Label0B4FAB
00D6: if  0
0038:   $12AE ==  6  ;; integer values
004D: jump_if_false £Label0B517B
00D6: if  0
0038:   $1274 ==  0  ;; integer values
004D: jump_if_false £Label0B517B
00D6: if  0
0118:   actor $1272 dead
004D: jump_if_false £Label0B50D8
000C: $128F -=  1  ;; integer values
00D6: if  0
0038:   $128C ==  0  ;; integer values
004D: jump_if_false £Label0B50C5
00D6: if  25
031D:   actor $1272 hit_by_weapon  12
031D:   actor $1272 hit_by_weapon  13
031D:   actor $1272 hit_by_weapon  15
031D:   actor $1272 hit_by_weapon  16
031D:   actor $1272 hit_by_weapon  17
031D:   actor $1272 hit_by_weapon  18
004D: jump_if_false £Label0B5034
0004: $128C =  1  ;; integer values

:Label0B5034
00D6: if  25
031D:   actor $1272 hit_by_weapon  19
031D:   actor $1272 hit_by_weapon  20
031D:   actor $1272 hit_by_weapon  21
031D:   actor $1272 hit_by_weapon  27
031D:   actor $1272 hit_by_weapon  22
031D:   actor $1272 hit_by_weapon  26
004D: jump_if_false £Label0B5070
0004: $128C =  1  ;; integer values

:Label0B5070
00D6: if  25
031D:   actor $1272 hit_by_weapon  25
031D:   actor $1272 hit_by_weapon  23
031D:   actor $1272 hit_by_weapon  42
031D:   actor $1272 hit_by_weapon  31
031D:   actor $1272 hit_by_weapon  32
031D:   actor $1272 hit_by_weapon  33
004D: jump_if_false £Label0B50AC
0004: $128C =  1  ;; integer values

:Label0B50AC
00D6: if  0
031D:   actor $1272 hit_by_weapon  11
004D: jump_if_false £Label0B50C5
0004: $128C =  1  ;; integer values

:Label0B50C5
01C2: remove_references_to_actor $1272  ;; Like turning an actor into a random pedestrian
0004: $1274 =  1  ;; integer values
0002: jump £Label0B517B

:Label0B50D8
00D6: if  0
0038:   $1287 ==  1  ;; integer values
004D: jump_if_false £Label0B517B
00D6: if  23
0480:   unknown_actor $1272 pedgroup  11
0123:   actor $1272 spotted_player $PLAYER_CHAR
0038:   $1285 ==  1  ;; integer values
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B517B
00D6: if  0
0038:   $1285 ==  0  ;; integer values
004D: jump_if_false £Label0B515A
00D6: if  0
0038:   $1275 ==  0  ;; integer values
004D: jump_if_false £Label0B515A
00BC: text_highpriority "CM1_3"  5000 ms  1  ;; ~g~You've been spotted!
0004: $125A =  1  ;; integer values
0004: $128B =  1  ;; integer values
0004: $1275 =  1  ;; integer values

:Label0B515A
00D6: if  0
0038:   $1273 ==  0  ;; integer values
004D: jump_if_false £Label0B517B
01CA: actor $1272 kill_player $PLAYER_CHAR
0004: $1273 =  1  ;; integer values

:Label0B517B
00D6: if  0
0038:   $12AE ==  7  ;; integer values
004D: jump_if_false £Label0B537D
00D6: if  0
0038:   $1278 ==  0  ;; integer values
004D: jump_if_false £Label0B537D
00D6: if  0
0118:   actor $1276 dead
004D: jump_if_false £Label0B52A8
000C: $128F -=  1  ;; integer values
00D6: if  0
0038:   $128C ==  0  ;; integer values
004D: jump_if_false £Label0B5295
00D6: if  25
031D:   actor $1276 hit_by_weapon  12
031D:   actor $1276 hit_by_weapon  13
031D:   actor $1276 hit_by_weapon  15
031D:   actor $1276 hit_by_weapon  16
031D:   actor $1276 hit_by_weapon  17
031D:   actor $1276 hit_by_weapon  18
004D: jump_if_false £Label0B5204
0004: $128C =  1  ;; integer values

:Label0B5204
00D6: if  25
031D:   actor $1276 hit_by_weapon  19
031D:   actor $1276 hit_by_weapon  20
031D:   actor $1276 hit_by_weapon  21
031D:   actor $1276 hit_by_weapon  27
031D:   actor $1276 hit_by_weapon  22
031D:   actor $1276 hit_by_weapon  26
004D: jump_if_false £Label0B5240
0004: $128C =  1  ;; integer values

:Label0B5240
00D6: if  25
031D:   actor $1276 hit_by_weapon  25
031D:   actor $1276 hit_by_weapon  23
031D:   actor $1276 hit_by_weapon  42
031D:   actor $1276 hit_by_weapon  31
031D:   actor $1276 hit_by_weapon  32
031D:   actor $1276 hit_by_weapon  33
004D: jump_if_false £Label0B527C
0004: $128C =  1  ;; integer values

:Label0B527C
00D6: if  0
031D:   actor $1276 hit_by_weapon  11
004D: jump_if_false £Label0B5295
0004: $128C =  1  ;; integer values

:Label0B5295
01C2: remove_references_to_actor $1276  ;; Like turning an actor into a random pedestrian
0004: $1278 =  1  ;; integer values
0002: jump £Label0B537D

:Label0B52A8
00D6: if  0
0038:   $1287 ==  1  ;; integer values
004D: jump_if_false £Label0B537D
00D6: if  23
0480:   unknown_actor $1276 pedgroup  11
0123:   actor $1276 spotted_player $PLAYER_CHAR
0038:   $1285 ==  1  ;; integer values
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B537D
00D6: if  0
0038:   $1285 ==  0  ;; integer values
004D: jump_if_false £Label0B532A
00D6: if  0
0038:   $1279 ==  0  ;; integer values
004D: jump_if_false £Label0B532A
00BC: text_highpriority "CM1_3"  5000 ms  1  ;; ~g~You've been spotted!
0004: $125A =  1  ;; integer values
0004: $128B =  1  ;; integer values
0004: $1279 =  1  ;; integer values

:Label0B532A
00D6: if  0
0038:   $1277 ==  0  ;; integer values
004D: jump_if_false £Label0B5360
009E: set_actor $1276 path $1288 $1289 $128A unknown  .5  1
01CA: actor $1276 kill_player $PLAYER_CHAR
0004: $1277 =  1  ;; integer values

:Label0B5360
009E: set_actor $1276 path $1288 $1289 $128A unknown  .5  1
01CA: actor $1276 kill_player $PLAYER_CHAR

:Label0B537D
00D6: if  0
0038:   $12AE ==  8  ;; integer values
004D: jump_if_false £Label0B554D
00D6: if  0
0038:   $127C ==  0  ;; integer values
004D: jump_if_false £Label0B554D
00D6: if  0
0118:   actor $127A dead
004D: jump_if_false £Label0B54AA
000C: $128F -=  1  ;; integer values
00D6: if  0
0038:   $128C ==  0  ;; integer values
004D: jump_if_false £Label0B5497
00D6: if  25
031D:   actor $127A hit_by_weapon  12
031D:   actor $127A hit_by_weapon  13
031D:   actor $127A hit_by_weapon  15
031D:   actor $127A hit_by_weapon  16
031D:   actor $127A hit_by_weapon  17
031D:   actor $127A hit_by_weapon  18
004D: jump_if_false £Label0B5406
0004: $128C =  1  ;; integer values

:Label0B5406
00D6: if  25
031D:   actor $127A hit_by_weapon  19
031D:   actor $127A hit_by_weapon  20
031D:   actor $127A hit_by_weapon  21
031D:   actor $127A hit_by_weapon  27
031D:   actor $127A hit_by_weapon  22
031D:   actor $127A hit_by_weapon  26
004D: jump_if_false £Label0B5442
0004: $128C =  1  ;; integer values

:Label0B5442
00D6: if  25
031D:   actor $127A hit_by_weapon  25
031D:   actor $127A hit_by_weapon  23
031D:   actor $127A hit_by_weapon  42
031D:   actor $127A hit_by_weapon  31
031D:   actor $127A hit_by_weapon  32
031D:   actor $127A hit_by_weapon  33
004D: jump_if_false £Label0B547E
0004: $128C =  1  ;; integer values

:Label0B547E
00D6: if  0
031D:   actor $127A hit_by_weapon  11
004D: jump_if_false £Label0B5497
0004: $128C =  1  ;; integer values

:Label0B5497
01C2: remove_references_to_actor $127A  ;; Like turning an actor into a random pedestrian
0004: $127C =  1  ;; integer values
0002: jump £Label0B554D

:Label0B54AA
00D6: if  0
0038:   $1287 ==  1  ;; integer values
004D: jump_if_false £Label0B554D
00D6: if  23
0480:   unknown_actor $127A pedgroup  11
0123:   actor $127A spotted_player $PLAYER_CHAR
0038:   $1285 ==  1  ;; integer values
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B554D
00D6: if  0
0038:   $1285 ==  0  ;; integer values
004D: jump_if_false £Label0B552C
00D6: if  0
0038:   $127D ==  0  ;; integer values
004D: jump_if_false £Label0B552C
00BC: text_highpriority "CM1_3"  5000 ms  1  ;; ~g~You've been spotted!
0004: $125A =  1  ;; integer values
0004: $128B =  1  ;; integer values
0004: $127D =  1  ;; integer values

:Label0B552C
00D6: if  0
0038:   $127B ==  0  ;; integer values
004D: jump_if_false £Label0B554D
01CA: actor $127A kill_player $PLAYER_CHAR
0004: $127B =  1  ;; integer values

:Label0B554D
00D6: if  0
0038:   $12AE ==  9  ;; integer values
004D: jump_if_false £Label0B571D
00D6: if  0
0038:   $1280 ==  0  ;; integer values
004D: jump_if_false £Label0B571D
00D6: if  0
0118:   actor $127E dead
004D: jump_if_false £Label0B567A
000C: $128F -=  1  ;; integer values
00D6: if  0
0038:   $128C ==  0  ;; integer values
004D: jump_if_false £Label0B5667
00D6: if  25
031D:   actor $127E hit_by_weapon  12
031D:   actor $127E hit_by_weapon  13
031D:   actor $127E hit_by_weapon  15
031D:   actor $127E hit_by_weapon  16
031D:   actor $127E hit_by_weapon  17
031D:   actor $127E hit_by_weapon  18
004D: jump_if_false £Label0B55D6
0004: $128C =  1  ;; integer values

:Label0B55D6
00D6: if  25
031D:   actor $127E hit_by_weapon  19
031D:   actor $127E hit_by_weapon  20
031D:   actor $127E hit_by_weapon  21
031D:   actor $127E hit_by_weapon  27
031D:   actor $127E hit_by_weapon  22
031D:   actor $127E hit_by_weapon  26
004D: jump_if_false £Label0B5612
0004: $128C =  1  ;; integer values

:Label0B5612
00D6: if  25
031D:   actor $127E hit_by_weapon  25
031D:   actor $127E hit_by_weapon  23
031D:   actor $127E hit_by_weapon  42
031D:   actor $127E hit_by_weapon  31
031D:   actor $127E hit_by_weapon  32
031D:   actor $127E hit_by_weapon  33
004D: jump_if_false £Label0B564E
0004: $128C =  1  ;; integer values

:Label0B564E
00D6: if  0
031D:   actor $127E hit_by_weapon  11
004D: jump_if_false £Label0B5667
0004: $128C =  1  ;; integer values

:Label0B5667
01C2: remove_references_to_actor $127E  ;; Like turning an actor into a random pedestrian
0004: $1280 =  1  ;; integer values
0002: jump £Label0B571D

:Label0B567A
00D6: if  0
0038:   $1287 ==  1  ;; integer values
004D: jump_if_false £Label0B571D
00D6: if  23
0480:   unknown_actor $127E pedgroup  11
0123:   actor $127E spotted_player $PLAYER_CHAR
0038:   $1285 ==  1  ;; integer values
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B571D
00D6: if  0
0038:   $1285 ==  0  ;; integer values
004D: jump_if_false £Label0B56FC
00D6: if  0
0038:   $1281 ==  0  ;; integer values
004D: jump_if_false £Label0B56FC
00BC: text_highpriority "CM1_3"  5000 ms  1  ;; ~g~You've been spotted!
0004: $125A =  1  ;; integer values
0004: $128B =  1  ;; integer values
0004: $1281 =  1  ;; integer values

:Label0B56FC
00D6: if  0
0038:   $127F ==  0  ;; integer values
004D: jump_if_false £Label0B571D
01CA: actor $127E kill_player $PLAYER_CHAR
0004: $127F =  1  ;; integer values

:Label0B571D
00D6: if  0
0038:   $1283 ==  0  ;; integer values
004D: jump_if_false £Label0B58BA
00D6: if  0
0118:   actor $1282 dead
004D: jump_if_false £Label0B5838
000C: $128F -=  1  ;; integer values
00D6: if  0
0038:   $128C ==  0  ;; integer values
004D: jump_if_false £Label0B5825
00D6: if  25
031D:   actor $1282 hit_by_weapon  12
031D:   actor $1282 hit_by_weapon  13
031D:   actor $1282 hit_by_weapon  15
031D:   actor $1282 hit_by_weapon  16
031D:   actor $1282 hit_by_weapon  17
031D:   actor $1282 hit_by_weapon  18
004D: jump_if_false £Label0B5794
0004: $128C =  1  ;; integer values

:Label0B5794
00D6: if  25
031D:   actor $1282 hit_by_weapon  19
031D:   actor $1282 hit_by_weapon  20
031D:   actor $1282 hit_by_weapon  21
031D:   actor $1282 hit_by_weapon  27
031D:   actor $1282 hit_by_weapon  22
031D:   actor $1282 hit_by_weapon  26
004D: jump_if_false £Label0B57D0
0004: $128C =  1  ;; integer values

:Label0B57D0
00D6: if  25
031D:   actor $1282 hit_by_weapon  25
031D:   actor $1282 hit_by_weapon  23
031D:   actor $1282 hit_by_weapon  42
031D:   actor $1282 hit_by_weapon  31
031D:   actor $1282 hit_by_weapon  32
031D:   actor $1282 hit_by_weapon  33
004D: jump_if_false £Label0B580C
0004: $128C =  1  ;; integer values

:Label0B580C
00D6: if  0
031D:   actor $1282 hit_by_weapon  11
004D: jump_if_false £Label0B5825
0004: $128C =  1  ;; integer values

:Label0B5825
01C2: remove_references_to_actor $1282  ;; Like turning an actor into a random pedestrian
0004: $1283 =  1  ;; integer values
0002: jump £Label0B58BA

:Label0B5838
00D6: if  0
0038:   $1287 ==  1  ;; integer values
004D: jump_if_false £Label0B58BA
00D6: if  23
0480:   unknown_actor $1282 pedgroup  11
0123:   actor $1282 spotted_player $PLAYER_CHAR
0038:   $1285 ==  1  ;; integer values
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B58BA
00D6: if  0
0038:   $1285 ==  0  ;; integer values
004D: jump_if_false £Label0B58BA
00D6: if  0
0038:   $1284 ==  0  ;; integer values
004D: jump_if_false £Label0B58BA
00BC: text_highpriority "CM1_3"  5000 ms  1  ;; ~g~You've been spotted!
0004: $125A =  1  ;; integer values
0004: $128B =  1  ;; integer values
0004: $1284 =  1  ;; integer values

:Label0B58BA
0051: return

:Label0B58BC
00D6: if  0
002A:    40 >= $128E  ;; integer values
004D: jump_if_false £Label0B5CB1
00D6: if  0
001A:    6 > $128F  ;; integer values
004D: jump_if_false £Label0B5CB1
00D6: if  0
0038:   $1290 ==  2  ;; integer values
004D: jump_if_false £Label0B5900
0006:  17@ =  0  ;; integer values
0004: $1290 =  0  ;; integer values

:Label0B5900
00D6: if  0
8339:   NOT   objects_in_cube -693.25 -1257.23  14.0 -685.06 -1261.67  17.0  0  1  1  0  0
004D: jump_if_false £Label0B5CB1
0004: $12B1 =  3000  ;; integer values
00D6: if  0
002F:    17@ >= $12B1  ;; integer values
004D: jump_if_false £Label0B5CB1
00D6: if  0
0038:   $1290 ==  0  ;; integer values
004D: jump_if_false £Label0B5CB1
0004: $1291 = -1  ;; integer values
00D6: if  21
0038:   $1293 ==  0  ;; integer values
0038:   $1293 ==  2  ;; integer values
004D: jump_if_false £Label0B59C8
0395: clear_area  0 at -689.73 -1259.37 range  15.24  1.0
009A: $1292 = create_actor  11 #GDA at -689.73 -1259.37  15.24
0084: $1291 = $1292  ;; integer values and handles
0004: $1293 =  1  ;; integer values
0002: jump £Label0B5C5A

:Label0B59C8
00D6: if  21
0038:   $1295 ==  0  ;; integer values
0038:   $1295 ==  2  ;; integer values
004D: jump_if_false £Label0B5A27
0395: clear_area  0 at -689.73 -1259.37 range  15.24  1.0
009A: $1294 = create_actor  11 #GDA at -689.73 -1259.37  15.24
0084: $1291 = $1294  ;; integer values and handles
0004: $1295 =  1  ;; integer values
0002: jump £Label0B5C5A

:Label0B5A27
00D6: if  21
0038:   $1297 ==  0  ;; integer values
0038:   $1297 ==  2  ;; integer values
004D: jump_if_false £Label0B5A86
0395: clear_area  0 at -689.73 -1259.37 range  15.24  1.0
009A: $1296 = create_actor  11 #GDA at -689.73 -1259.37  15.24
0084: $1291 = $1296  ;; integer values and handles
0004: $1297 =  1  ;; integer values
0002: jump £Label0B5C5A

:Label0B5A86
00D6: if  21
0038:   $1299 ==  0  ;; integer values
0038:   $1299 ==  2  ;; integer values
004D: jump_if_false £Label0B5AE5
0395: clear_area  0 at -689.73 -1259.37 range  15.24  1.0
009A: $1298 = create_actor  11 #GDA at -689.73 -1259.37  15.24
0084: $1291 = $1298  ;; integer values and handles
0004: $1299 =  1  ;; integer values
0002: jump £Label0B5C5A

:Label0B5AE5
00D6: if  21
0038:   $129B ==  0  ;; integer values
0038:   $129B ==  2  ;; integer values
004D: jump_if_false £Label0B5B44
0395: clear_area  0 at -689.73 -1259.37 range  15.24  1.0
009A: $129A = create_actor  11 #GDA at -689.73 -1259.37  15.24
0084: $1291 = $129A  ;; integer values and handles
0004: $129B =  1  ;; integer values
0002: jump £Label0B5C5A

:Label0B5B44
00D6: if  21
0038:   $129D ==  0  ;; integer values
0038:   $129D ==  2  ;; integer values
004D: jump_if_false £Label0B5BA3
0395: clear_area  0 at -689.73 -1259.37 range  15.24  1.0
009A: $129C = create_actor  11 #GDA at -689.73 -1259.37  15.24
0084: $1291 = $129C  ;; integer values and handles
0004: $129D =  1  ;; integer values
0002: jump £Label0B5C5A

:Label0B5BA3
00D6: if  21
0038:   $129F ==  0  ;; integer values
0038:   $129F ==  2  ;; integer values
004D: jump_if_false £Label0B5C02
0395: clear_area  0 at -689.73 -1259.37 range  15.24  1.0
009A: $129E = create_actor  11 #GDA at -689.73 -1259.37  15.24
0084: $1291 = $129E  ;; integer values and handles
0004: $129F =  1  ;; integer values
0002: jump £Label0B5C5A

:Label0B5C02
00D6: if  21
0038:   $12A1 ==  0  ;; integer values
0038:   $12A1 ==  2  ;; integer values
004D: jump_if_false £Label0B5C5A
0395: clear_area  0 at -689.73 -1259.37 range  15.24  1.0
009A: $12A0 = create_actor  11 #GDA at -689.73 -1259.37  15.24
0084: $1291 = $12A0  ;; integer values and handles
0004: $12A1 =  1  ;; integer values

:Label0B5C5A
00D6: if  0
8118:   NOT   actor $1291 dead
004D: jump_if_false £Label0B5CB1
00D6: if  0
8038:   NOT   $1291 == -1  ;; integer values
004D: jump_if_false £Label0B5CB1
0243: set_actor $1291 ped_stats_to  16
0173: set_actor $1291 z_angle_to  204.71
0239: actor $1291 run_to -688.4 -1262.07
0008: $128F +=  1  ;; integer values
0008: $128E +=  1  ;; integer values
0004: $1290 =  1  ;; integer values

:Label0B5CB1
0051: return

:Label0B5CB3
00D6: if  0
0038:   $1290 ==  1  ;; integer values
004D: jump_if_false £Label0B5D37
00D6: if  0
8118:   NOT   actor $1291 dead
004D: jump_if_false £Label0B5D30
00D6: if  0
00ED:   actor $1291  0 ()near_point_on_foot -688.4 -1262.07 radius  1.0  1.0
004D: jump_if_false £Label0B5D29
01B2: give_actor $1291 weapon  25 ammo  30000  ;; Load the weapon model before using this
009E: set_actor $1291 path $1288 $1289 $128A unknown  .5  1
01CA: actor $1291 kill_player $PLAYER_CHAR
0004: $1290 =  2  ;; integer values

:Label0B5D29
0002: jump £Label0B5D37

:Label0B5D30
0004: $1290 =  2  ;; integer values

:Label0B5D37
0051: return

:Label0B5D39
00D6: if  0
0038:   $12AE ==  10  ;; integer values
004D: jump_if_false £Label0B5DA4
00D6: if  0
0038:   $1293 ==  1  ;; integer values
004D: jump_if_false £Label0B5DA4
00D6: if  0
0118:   actor $1292 dead
004D: jump_if_false £Label0B5D87
034F: destroy_actor_with_fade $1292  ;; The actor fades away like a ghost
000C: $128F -=  1  ;; integer values
0004: $1293 =  2  ;; integer values
0002: jump £Label0B5DA4

:Label0B5D87
009E: set_actor $1292 path $1288 $1289 $128A unknown  .5  1
01CA: actor $1292 kill_player $PLAYER_CHAR

:Label0B5DA4
00D6: if  0
0038:   $12AE ==  11  ;; integer values
004D: jump_if_false £Label0B5E0F
00D6: if  0
0038:   $1295 ==  1  ;; integer values
004D: jump_if_false £Label0B5E0F
00D6: if  0
0118:   actor $1294 dead
004D: jump_if_false £Label0B5DF2
034F: destroy_actor_with_fade $1294  ;; The actor fades away like a ghost
000C: $128F -=  1  ;; integer values
0004: $1295 =  2  ;; integer values
0002: jump £Label0B5E0F

:Label0B5DF2
009E: set_actor $1294 path $1288 $1289 $128A unknown  .5  1
01CA: actor $1294 kill_player $PLAYER_CHAR

:Label0B5E0F
00D6: if  0
0038:   $12AE ==  12  ;; integer values
004D: jump_if_false £Label0B5E7A
00D6: if  0
0038:   $1297 ==  1  ;; integer values
004D: jump_if_false £Label0B5E7A
00D6: if  0
0118:   actor $1296 dead
004D: jump_if_false £Label0B5E5D
034F: destroy_actor_with_fade $1296  ;; The actor fades away like a ghost
000C: $128F -=  1  ;; integer values
0004: $1297 =  2  ;; integer values
0002: jump £Label0B5E7A

:Label0B5E5D
009E: set_actor $1296 path $1288 $1289 $128A unknown  .5  1
01CA: actor $1296 kill_player $PLAYER_CHAR

:Label0B5E7A
00D6: if  0
0038:   $12AE ==  13  ;; integer values
004D: jump_if_false £Label0B5EE5
00D6: if  0
0038:   $1299 ==  1  ;; integer values
004D: jump_if_false £Label0B5EE5
00D6: if  0
0118:   actor $1298 dead
004D: jump_if_false £Label0B5EC8
034F: destroy_actor_with_fade $1298  ;; The actor fades away like a ghost
000C: $128F -=  1  ;; integer values
0004: $1299 =  2  ;; integer values
0002: jump £Label0B5EE5

:Label0B5EC8
009E: set_actor $1298 path $1288 $1289 $128A unknown  .5  1
01CA: actor $1298 kill_player $PLAYER_CHAR

:Label0B5EE5
00D6: if  0
0038:   $12AE ==  14  ;; integer values
004D: jump_if_false £Label0B5F50
00D6: if  0
0038:   $129B ==  1  ;; integer values
004D: jump_if_false £Label0B5F50
00D6: if  0
0118:   actor $129A dead
004D: jump_if_false £Label0B5F33
034F: destroy_actor_with_fade $129A  ;; The actor fades away like a ghost
000C: $128F -=  1  ;; integer values
0004: $129B =  2  ;; integer values
0002: jump £Label0B5F50

:Label0B5F33
009E: set_actor $129A path $1288 $1289 $128A unknown  .5  1
01CA: actor $129A kill_player $PLAYER_CHAR

:Label0B5F50
00D6: if  0
0038:   $12AE ==  15  ;; integer values
004D: jump_if_false £Label0B5FBB
00D6: if  0
0038:   $129D ==  1  ;; integer values
004D: jump_if_false £Label0B5FBB
00D6: if  0
0118:   actor $129C dead
004D: jump_if_false £Label0B5F9E
034F: destroy_actor_with_fade $129C  ;; The actor fades away like a ghost
000C: $128F -=  1  ;; integer values
0004: $129D =  2  ;; integer values
0002: jump £Label0B5FBB

:Label0B5F9E
009E: set_actor $129C path $1288 $1289 $128A unknown  .5  1
01CA: actor $129C kill_player $PLAYER_CHAR

:Label0B5FBB
00D6: if  0
0038:   $12AE ==  16  ;; integer values
004D: jump_if_false £Label0B6026
00D6: if  0
0038:   $129F ==  1  ;; integer values
004D: jump_if_false £Label0B6026
00D6: if  0
0118:   actor $129E dead
004D: jump_if_false £Label0B6009
034F: destroy_actor_with_fade $129E  ;; The actor fades away like a ghost
000C: $128F -=  1  ;; integer values
0004: $129F =  2  ;; integer values
0002: jump £Label0B6026

:Label0B6009
009E: set_actor $129E path $1288 $1289 $128A unknown  .5  1
01CA: actor $129E kill_player $PLAYER_CHAR

:Label0B6026
00D6: if  0
0038:   $12AE ==  17  ;; integer values
004D: jump_if_false £Label0B6091
00D6: if  0
0038:   $12A1 ==  1  ;; integer values
004D: jump_if_false £Label0B6091
00D6: if  0
0118:   actor $12A0 dead
004D: jump_if_false £Label0B6074
034F: destroy_actor_with_fade $12A0  ;; The actor fades away like a ghost
000C: $128F -=  1  ;; integer values
0004: $12A1 =  2  ;; integer values
0002: jump £Label0B6091

:Label0B6074
009E: set_actor $12A0 path $1288 $1289 $128A unknown  .5  1
01CA: actor $12A0 kill_player $PLAYER_CHAR

:Label0B6091
0051: return

:Label0B6093
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)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0395: clear_area  0 at -684.9 -1248.98 range  30.14  2.0
0395: clear_area  0 at -686.85 -1245.43 range  30.14  2.0
015F: set_camera_position -691.09 -1242.906  31.45  0.0  0.0  0.0
0160: point_camera -690.182 -1243.3  31.46  2
0211: actor $PLAYER_ACTOR walk_to -684.9 -1248.98
0006:  16@ =  0  ;; integer values

:Label0B612D
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot -684.9 -1248.98 radius  .5  .5
004D: jump_if_false £Label0B62CA
0001: wait  0 ms
01BD: $12A7 = current_time_in_ms
00D6: if  0
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B6228
00D6: if  0
0038:   $12AA ==  0  ;; integer values
004D: jump_if_false £Label0B618F
0084: $12A8 = $12A7  ;; integer values and handles
0004: $12AA =  1  ;; integer values

:Label0B618F
00D6: if  0
0038:   $12AA ==  1  ;; integer values
004D: jump_if_false £Label0B61CB
0084: $12A9 = $12A7  ;; integer values and handles
0060: $12A9 -= $12A8  ;; integer values
00D6: if  0
0028:   $12A9 >=  1000  ;; integer values
004D: jump_if_false £Label0B61CB
0004: $12AA =  2  ;; integer values

:Label0B61CB
00D6: if  0
0038:   $12AB ==  0  ;; integer values
004D: jump_if_false £Label0B61EC
0084: $12AD = $12A7  ;; integer values and handles
0004: $12AA =  1  ;; integer values

:Label0B61EC
00D6: if  0
0038:   $12AB ==  1  ;; integer values
004D: jump_if_false £Label0B6228
0084: $12AC = $12A7  ;; integer values and handles
0060: $12AC -= $12AD  ;; integer values
00D6: if  0
0028:   $12AC >=  1000  ;; integer values
004D: jump_if_false £Label0B6228
0004: $12AB =  2  ;; integer values

:Label0B6228
00D6: if  0
0029:    16@ >=  6000  ;; integer values
004D: jump_if_false £Label0B6275
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot -684.9 -1248.98 radius  .5  .5
004D: jump_if_false £Label0B6275
00A1: put_actor $PLAYER_ACTOR at -684.9 -1248.98  30.14

:Label0B6275
0050: gosub £Label0B42E4
00D6: if  0
0038:   $1285 ==  1  ;; integer values
004D: jump_if_false £Label0B62C3
00D6: if  0
0038:   $12A2 ==  0  ;; integer values
004D: jump_if_false £Label0B62AE
0006:  17@ =  0  ;; integer values
0004: $12A2 =  1  ;; integer values

:Label0B62AE
0050: gosub £Label0B58BC
0050: gosub £Label0B5CB3
0050: gosub £Label0B5D39

:Label0B62C3
0002: jump £Label0B612D

:Label0B62CA
03D1: play_wav  2
00BC: text_highpriority "CNT1_1"  5000 ms  1  ;; Who are you? Oooof! Aaiieee! Not the face! Not the face!
03CF: load_wav "CNT1_2" as  1

:Label0B62E9
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label0B6422
0001: wait  0 ms
01BD: $12A7 = current_time_in_ms
00D6: if  0
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B63CD
00D6: if  0
0038:   $12AA ==  0  ;; integer values
004D: jump_if_false £Label0B6334
0084: $12A8 = $12A7  ;; integer values and handles
0004: $12AA =  1  ;; integer values

:Label0B6334
00D6: if  0
0038:   $12AA ==  1  ;; integer values
004D: jump_if_false £Label0B6370
0084: $12A9 = $12A7  ;; integer values and handles
0060: $12A9 -= $12A8  ;; integer values
00D6: if  0
0028:   $12A9 >=  1000  ;; integer values
004D: jump_if_false £Label0B6370
0004: $12AA =  2  ;; integer values

:Label0B6370
00D6: if  0
0038:   $12AB ==  0  ;; integer values
004D: jump_if_false £Label0B6391
0084: $12AD = $12A7  ;; integer values and handles
0004: $12AA =  1  ;; integer values

:Label0B6391
00D6: if  0
0038:   $12AB ==  1  ;; integer values
004D: jump_if_false £Label0B63CD
0084: $12AC = $12A7  ;; integer values and handles
0060: $12AC -= $12AD  ;; integer values
00D6: if  0
0028:   $12AC >=  1000  ;; integer values
004D: jump_if_false £Label0B63CD
0004: $12AB =  2  ;; integer values

:Label0B63CD
0050: gosub £Label0B42E4
00D6: if  0
0038:   $1285 ==  1  ;; integer values
004D: jump_if_false £Label0B641B
00D6: if  0
0038:   $12A2 ==  0  ;; integer values
004D: jump_if_false £Label0B6406
0006:  17@ =  0  ;; integer values
0004: $12A2 =  1  ;; integer values

:Label0B6406
0050: gosub £Label0B58BC
0050: gosub £Label0B5CB3
0050: gosub £Label0B5D39

:Label0B641B
0002: jump £Label0B62E9

:Label0B6422
03D5: remove_text "CNT1_1"  ;; Who are you? Oooof! Aaiieee! Not the face! Not the face!

:Label0B642C
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0B6565
0001: wait  0 ms
01BD: $12A7 = current_time_in_ms
00D6: if  0
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B6510
00D6: if  0
0038:   $12AA ==  0  ;; integer values
004D: jump_if_false £Label0B6477
0084: $12A8 = $12A7  ;; integer values and handles
0004: $12AA =  1  ;; integer values

:Label0B6477
00D6: if  0
0038:   $12AA ==  1  ;; integer values
004D: jump_if_false £Label0B64B3
0084: $12A9 = $12A7  ;; integer values and handles
0060: $12A9 -= $12A8  ;; integer values
00D6: if  0
0028:   $12A9 >=  1000  ;; integer values
004D: jump_if_false £Label0B64B3
0004: $12AA =  2  ;; integer values

:Label0B64B3
00D6: if  0
0038:   $12AB ==  0  ;; integer values
004D: jump_if_false £Label0B64D4
0084: $12AD = $12A7  ;; integer values and handles
0004: $12AA =  1  ;; integer values

:Label0B64D4
00D6: if  0
0038:   $12AB ==  1  ;; integer values
004D: jump_if_false £Label0B6510
0084: $12AC = $12A7  ;; integer values and handles
0060: $12AC -= $12AD  ;; integer values
00D6: if  0
0028:   $12AC >=  1000  ;; integer values
004D: jump_if_false £Label0B6510
0004: $12AB =  2  ;; integer values

:Label0B6510
0050: gosub £Label0B42E4
00D6: if  0
0038:   $1285 ==  1  ;; integer values
004D: jump_if_false £Label0B655E
00D6: if  0
0038:   $12A2 ==  0  ;; integer values
004D: jump_if_false £Label0B6549
0006:  17@ =  0  ;; integer values
0004: $12A2 =  1  ;; integer values

:Label0B6549
0050: gosub £Label0B58BC
0050: gosub £Label0B5CB3
0050: gosub £Label0B5D39

:Label0B655E
0002: jump £Label0B642C

:Label0B6565
03D1: play_wav  1
00BC: text_highpriority "CNT1_2"  5000 ms  1  ;; Ok, I talk! I talk!

:Label0B6578
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0B66B1
0001: wait  0 ms
01BD: $12A7 = current_time_in_ms
00D6: if  0
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B665C
00D6: if  0
0038:   $12AA ==  0  ;; integer values
004D: jump_if_false £Label0B65C3
0084: $12A8 = $12A7  ;; integer values and handles
0004: $12AA =  1  ;; integer values

:Label0B65C3
00D6: if  0
0038:   $12AA ==  1  ;; integer values
004D: jump_if_false £Label0B65FF
0084: $12A9 = $12A7  ;; integer values and handles
0060: $12A9 -= $12A8  ;; integer values
00D6: if  0
0028:   $12A9 >=  1000  ;; integer values
004D: jump_if_false £Label0B65FF
0004: $12AA =  2  ;; integer values

:Label0B65FF
00D6: if  0
0038:   $12AB ==  0  ;; integer values
004D: jump_if_false £Label0B6620
0084: $12AD = $12A7  ;; integer values and handles
0004: $12AA =  1  ;; integer values

:Label0B6620
00D6: if  0
0038:   $12AB ==  1  ;; integer values
004D: jump_if_false £Label0B665C
0084: $12AC = $12A7  ;; integer values and handles
0060: $12AC -= $12AD  ;; integer values
00D6: if  0
0028:   $12AC >=  1000  ;; integer values
004D: jump_if_false £Label0B665C
0004: $12AB =  2  ;; integer values

:Label0B665C
0050: gosub £Label0B42E4
00D6: if  0
0038:   $1285 ==  1  ;; integer values
004D: jump_if_false £Label0B66AA
00D6: if  0
0038:   $12A2 ==  0  ;; integer values
004D: jump_if_false £Label0B6695
0006:  17@ =  0  ;; integer values
0004: $12A2 =  1  ;; integer values

:Label0B6695
0050: gosub £Label0B58BC
0050: gosub £Label0B5CB3
0050: gosub £Label0B5D39

:Label0B66AA
0002: jump £Label0B6578

:Label0B66B1
03D5: remove_text "CNT1_2"  ;; Ok, I talk! I talk!
00A1: put_actor $PLAYER_ACTOR at -685.59 -1247.87  30.14
0173: set_actor $PLAYER_ACTOR z_angle_to  32.24
0395: clear_area  0 at -686.85 -1245.43 range  30.14  2.0
0395: clear_area  0 at -684.9 -1248.98 range  30.14  2.0
0211: actor $PLAYER_ACTOR walk_to -686.85 -1245.43
0006:  17@ =  0  ;; integer values

:Label0B671F
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot -686.85 -1245.43 radius  .5  .5
004D: jump_if_false £Label0B68BC
0001: wait  0 ms
01BD: $12A7 = current_time_in_ms
00D6: if  0
0038:   $128B ==  1  ;; integer values
004D: jump_if_false £Label0B681A
00D6: if  0
0038:   $12AA ==  0  ;; integer values
004D: jump_if_false £Label0B6781
0084: $12A8 = $12A7  ;; integer values and handles
0004: $12AA =  1  ;; integer values

:Label0B6781
00D6: if  0
0038:   $12AA ==  1  ;; integer values
004D: jump_if_false £Label0B67BD
0084: $12A9 = $12A7  ;; integer values and handles
0060: $12A9 -= $12A8  ;; integer values
00D6: if  0
0028:   $12A9 >=  1000  ;; integer values
004D: jump_if_false £Label0B67BD
0004: $12AA =  2  ;; integer values

:Label0B67BD
00D6: if  0
0038:   $12AB ==  0  ;; integer values
004D: jump_if_false £Label0B67DE
0084: $12AD = $12A7  ;; integer values and handles
0004: $12AA =  1  ;; integer values

:Label0B67DE
00D6: if  0
0038:   $12AB ==  1  ;; integer values
004D: jump_if_false £Label0B681A
0084: $12AC = $12A7  ;; integer values and handles
0060: $12AC -= $12AD  ;; integer values
00D6: if  0
0028:   $12AC >=  1000  ;; integer values
004D: jump_if_false £Label0B681A
0004: $12AB =  2  ;; integer values

:Label0B681A
00D6: if  0
0029:    17@ >=  4000  ;; integer values
004D: jump_if_false £Label0B6867
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot -686.85 -1245.43 radius  .5  .5
004D: jump_if_false £Label0B6867
00A1: put_actor $PLAYER_ACTOR at -686.85 -1245.43  30.14

:Label0B6867
0050: gosub £Label0B42E4
00D6: if  0
0038:   $1285 ==  1  ;; integer values
004D: jump_if_false £Label0B68B5
00D6: if  0
0038:   $12A2 ==  0  ;; integer values
004D: jump_if_false £Label0B68A0
0006:  17@ =  0  ;; integer values
0004: $12A2 =  1  ;; integer values

:Label0B68A0
0050: gosub £Label0B58BC
0050: gosub £Label0B5CB3
0050: gosub £Label0B5D39

:Label0B68B5
0002: jump £Label0B671F

:Label0B68BC
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03C8: rotate_player-180-degrees
02EB: restore_camera_with_jumpcut
0004: $12A3 =  1  ;; integer values
0051: return

:Label0B68E2
018E: stop_sound $1286
01C2: remove_references_to_actor $1258  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $125E  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1262  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1266  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $126A  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $126E  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1272  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1276  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $127A  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $127E  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1282  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1292  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1294  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1296  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1298  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $129A  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $129C  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $129E  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $12A0  ;; Like turning an actor into a random pedestrian
0004: $12B2 =  1  ;; integer values
0051: return

;-------------Mission 35---------------
; Originally: Hit the Courier


:Label0B694F
0050: gosub £Label0B6973
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0B696A
0050: gosub £Label0BB2F0

:Label0B696A
0050: gosub £Label0BB506
004E: end_thread

:Label0B6973
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "COUNT2"
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "COUNT2"
058E: set_restart_mission_taxi_destination -1045.726 -292.454  9.758  97.607
0004: $12CB =  0  ;; integer values
0004: $12CC =  0  ;; integer values
0004: $12D3 =  0  ;; integer values
0004: $12D7 =  0  ;; integer values
0004: $12D8 =  0  ;; integer values
0004: $12CD =  0  ;; integer values
0004: $12DC =  0  ;; integer values
0004: $12E3 =  0  ;; integer values
0004: $12CF =  0  ;; integer values
0004: $12D0 =  0  ;; integer values
0004: $12D1 =  0  ;; integer values
0004: $12E2 =  0  ;; integer values
0004: $12CE =  0  ;; integer values
0004: $12D2 =  0  ;; integer values
0004: $12D4 =  0  ;; integer values
0004: $12D5 =  0  ;; integer values
0004: $12D6 =  0  ;; integer values
0004: $12EA =  0  ;; integer values
0004: $12D9 =  0  ;; integer values
0004: $12DA =  0  ;; integer values
0004: $12DB =  0  ;; integer values
0004: $12DD =  0  ;; integer values
0004: $12DE =  0  ;; integer values
0004: $12DF =  0  ;; integer values
0004: $12E0 =  0  ;; integer values
0004: $12E1 =  0  ;; integer values
0004: $12E4 =  0  ;; integer values
0004: $12E5 =  0  ;; integer values
0004: $12E6 =  0  ;; integer values
0004: $12E7 =  0  ;; integer values
0004: $12E8 =  0  ;; integer values
0004: $12E9 =  0  ;; integer values
0004: $12EB =  0  ;; integer values
0004: $12EC =  0  ;; integer values
0004: $12ED =  0  ;; integer values
0004: $12EE =  0  ;; integer values
0004: $12EF =  0  ;; integer values
0004: $12F0 =  0  ;; integer values
0004: $12F1 =  0  ;; integer values
0004: $12F2 =  0  ;; integer values
0005: $12F5 =  0.0  ;; floating-point values
0005: $12F6 =  0.0  ;; floating-point values
0005: $12F7 =  0.0  ;; floating-point values
0005: $12F8 =  0.0  ;; floating-point values
0005: $12F9 =  0.0  ;; floating-point values
0005: $12FA =  0.0  ;; floating-point values
0005: $12FB =  0.0  ;; floating-point values
0005: $12FC =  0.0  ;; floating-point values
0005: $12FD =  0.0  ;; floating-point values
0005: $1316 =  0.0  ;; floating-point values
0007:  9@ =  0.0  ;; floating-point values
0007:  10@ =  0.0  ;; floating-point values
0007:  11@ =  0.0  ;; floating-point values
0005: $1308 =  0.0  ;; floating-point values
0005: $1309 =  0.0  ;; floating-point values
0005: $130A =  0.0  ;; floating-point values
0007:  12@ =  0.0  ;; floating-point values
0007:  13@ =  0.0  ;; floating-point values
0004: $12F3 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0004: $A00 =  0  ;; integer values
0004: $A01 =  0  ;; integer values
0004: $A02 =  0  ;; integer values
0004: $A03 =  0  ;; integer values
0004: $A05 =  0  ;; integer values
0005: $1B32 =  0.0  ;; floating-point values
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKELLY"
023C: load_special_actor  3 "CSBUDDY"
04BB: select_interiour  18  ;; select render area
03CB: set_camera -1071.56 -278.9497  12.3606
038B: load_requested_models

:Label0B6BEC
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
004D: jump_if_false £Label0B6C0E
0001: wait  0 ms
0002: jump £Label0B6BEC

:Label0B6C0E
02E4: load_cutscene_data "CNT_2"
0244: set_cutscene_pos -1064.103 -276.39  11.066
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSKELLY"
02E5: $88 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $88 "CSBUDDY"
0395: clear_area  1 at -1071.579 -281.4316 range  12.3068  3.0
0395: clear_area  1 at -1059.841 -278.7214 range  10.4044  1.0
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214  10.4044
0171: set_player $PLAYER_CHAR z_angle_to  272.2088
041D: set_camera_near_clip  .1
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0B6CD8
00D6: if  0
001A:    1444 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B6CFB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B6CD8

:Label0B6CFB
00BC: text_highpriority "CNT2_B1"  10000 ms  1  ;; Alright, the courier's moving the plates from the docks today.

:Label0B6D0A
00D6: if  0
001A:    3750 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B6D2D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B6D0A

:Label0B6D2D
00BC: text_highpriority "CNT2_B2"  10000 ms  1  ;; I'm gonna go intercept them, grab the plates, lose any heat, and make my way back here.

:Label0B6D3C
00D6: if  0
001A:    7974 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B6D5F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B6D3C

:Label0B6D5F
00BC: text_highpriority "CNT2_B3"  10000 ms  1  ;; Now. Depending how well this goes,

:Label0B6D6E
00D6: if  0
001A:    9975 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B6D91
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B6D6E

:Label0B6D91
00BC: text_highpriority "CNT2_B4"  10000 ms  1  ;; we may have five minutes to print the money before the counterfeit syndicate finds us, or we may have all year.

:Label0B6DA0
00D6: if  0
001A:    14465 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B6DC3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B6DA0

:Label0B6DC3
00BC: text_highpriority "CNT2_B5"  10000 ms  1  ;; Either way, I want green rolling off the presses five minutes after I get back. Got it?

:Label0B6DD2
00D6: if  0
001A:    18722 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B6DF5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B6DD2

:Label0B6DF5
00BC: text_highpriority "CNT2_B6"  10000 ms  1  ;; Don't you worry Tommy. We'll be ready.

:Label0B6E04
00D6: if  0
001A:    22232 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B6E27
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B6E04

:Label0B6E27
00BC: text_highpriority "CNT2_B7"  10000 ms  1  ;; Me an'the boys will be around in the neighborhood case you need any heat taken care of.

:Label0B6E36
00D6: if  0
001A:    28537 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B6E59
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B6E36

:Label0B6E59
00BC: text_highpriority "CNT2_B8"  10000 ms  1  ;; All right, everybody cool? All right. I'll catch you later...

:Label0B6E68
00D6: if  0
001A:    30268 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0B6E8B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0B6E68

:Label0B6E8B
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0B6E9C
00D6: if  0
016B:   fading
004D: jump_if_false £Label0B6EB4
0001: wait  0 ms
0002: jump £Label0B6E9C

:Label0B6EB4
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false £Label0B6ECC
0001: wait  0 ms
0002: jump £Label0B6EB4

:Label0B6ECC
03AD: set_rubbish  1 (visible)
00BE: text_clear_all
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
04BB: select_interiour  0  ;; select render area
03CB: set_camera -1059.841 -278.7214  10.4044
04E3: unknown_player $PLAYER_CHAR  3  60000
0247: request_model #SENTINEL
0247: request_model #COLT45
0247: request_model -120 (BRIEFCASE)
0247: request_model #MAVERICK
0247: request_model #SNIPER
0247: request_model #TEC9
0247: request_model #HFORI
0247: request_model #HFYBU
0247: request_model #WFYRI
0247: request_model #WFORI
0247: request_model #BFYST
0247: request_model #WFYBU
0247: request_model #UZI
0247: request_model #CHROMEGUN
038B: load_requested_models

:Label0B6F44
00D6: if  25
8248:   NOT   model #SENTINEL available
8248:   NOT   model #COLT45 available
8248:   NOT   model #HFORI available
8248:   NOT   model #HFYBU available
8248:   NOT   model #WFYRI available
8248:   NOT   model #WFORI available
004D: jump_if_false £Label0B6F74
0001: wait  0 ms
0002: jump £Label0B6F44

:Label0B6F74
00D6: if  25
8248:   NOT   model -120 (BRIEFCASE) available
8248:   NOT   model #MAVERICK available
8248:   NOT   model #SNIPER available
8248:   NOT   model #TEC9 available
8248:   NOT   model #BFYST available
8248:   NOT   model #WFYBU available
004D: jump_if_false £Label0B6FA5
0001: wait  0 ms
0002: jump £Label0B6F74

:Label0B6FA5
00D6: if  21
8248:   NOT   model #CHROMEGUN available
8248:   NOT   model #UZI available
004D: jump_if_false £Label0B6FC5
0001: wait  0 ms
0002: jump £Label0B6FA5

:Label0B6FC5
00A5: $12B7 = create_car #MAVERICK at  408.198 -1726.195  50.0
0587: $12B7  0
04BA: set_car $12B7 speed_instantly  10.0
0129: $12BF = create_actor  9 #WFORI in_car $12B7 driverseat
01B2: give_actor $12BF weapon  22 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12BF flags
011A: set_actor $12BF flags  1
011A: set_actor $12BF flags  4194304
0243: set_actor $12BF ped_stats_to  16
0319: set_actor $12BF wander_state_to  1 (off)
0245: set_actor $12BF walk_style_to  46
0588: $12BF  0
01C8: $12C0 = create_actor  9 #HFYBU in_car $12B7 passenger_seat  0
01B2: give_actor $12C0 weapon  19 ammo  6  ;; Load the weapon model before using this
01ED: reset_actor $12C0 flags
011A: set_actor $12C0 flags  1
011A: set_actor $12C0 flags  4194304
0243: set_actor $12C0 ped_stats_to  16
0319: set_actor $12C0 wander_state_to  1 (off)
0245: set_actor $12C0 walk_style_to  46
0588: $12C0  0
0187: $105F = create_marker_above_actor $12C0
0168: show_on_radar $105F  3
04A2: heli $12B7 fly_to -649.6716 -1590.727  40.0 speed  15
04BA: set_car $12B7 speed_instantly  15.0
0004: $12CC =  1  ;; integer values
016A: fade  1 (back)  1500 ms

:Label0B70BB
00D6: if  0
016B:   fading
004D: jump_if_false £Label0B70D3
0001: wait  0 ms
0002: jump £Label0B70BB

:Label0B70D3
00BC: text_highpriority "CNT2_01"  30000 ms  1  ;; ~g~The counterfeit plates ~y~courier~g~ is arriving at the ~r~docks~g~ in a helicopter any second now.
018A: $12F4 = create_checkpoint_at -683.1377 -1566.971  11.4
0481:  10.0
0482:  3.0
00A5: $12B3 = create_car #SENTINEL at -707.2035 -1549.606  11.4769
0229: set_car $12B3 color_to  10  0
0175: set_car $12B3 z_angle_to  66.0
00AD: set_car $12B3 max_speed_to  15.0
0007:  2@ =  0.0  ;; floating-point values
00AE: unknown_set_car $12B3 to_ignore_traffic_lights  2
02AA: set_car $12B3 immune_to_nonplayer  1
0466: unknown_car $12B3 flag  0
03ED: (unknown) $12B3  1 
00A9: set_car $12B3 to_normal_driver
04BD: unknown_car $12B3  1
00AF: set_car $12B3 driver_behaviour_to  11
00A5: $12B4 = create_car #SENTINEL at -708.85 -1553.722  11.4936
0229: set_car $12B4 color_to  0  0
0175: set_car $12B4 z_angle_to  66.0
00AD: set_car $12B4 max_speed_to  15.0
0007:  5@ =  0.0  ;; floating-point values
00AE: unknown_set_car $12B4 to_ignore_traffic_lights  2
02AA: set_car $12B4 immune_to_nonplayer  1
0466: unknown_car $12B4 flag  0
03ED: (unknown) $12B4  1 
020A: set_car $12B4 door_status_to  3
00A9: set_car $12B4 to_normal_driver
04BD: unknown_car $12B4  1
00AF: set_car $12B4 driver_behaviour_to  11
00A5: $12B5 = create_car #SENTINEL at -710.5004 -1557.81  11.5109
0229: set_car $12B5 color_to  10  0
0175: set_car $12B5 z_angle_to  66.0
00AD: set_car $12B5 max_speed_to  15.0
0007:  8@ =  0.0  ;; floating-point values
00AE: unknown_set_car $12B5 to_ignore_traffic_lights  2
02AA: set_car $12B5 immune_to_nonplayer  1
0466: unknown_car $12B5 flag  0
03ED: (unknown) $12B5  1 
00A9: set_car $12B5 to_normal_driver
04BD: unknown_car $12B5  1
00AF: set_car $12B5 driver_behaviour_to  11
009A: $12B9 = create_actor  9 #HFORI at -718.9443 -1530.91  11.2232
0173: set_actor $12B9 z_angle_to  299.6208
01B2: give_actor $12B9 weapon  19 ammo  2  ;; Load the weapon model before using this
01ED: reset_actor $12B9 flags
011A: set_actor $12B9 flags  1
011A: set_actor $12B9 flags  4194304
011A: set_actor $12B9 flags  1048576
0243: set_actor $12B9 ped_stats_to  16
0319: set_actor $12B9 wander_state_to  1 (off)
0194: set_actor $12B9 objective_to_go_to_point -718.9443 -1530.91  11.2232
0245: set_actor $12B9 walk_style_to  46
009A: $12BA = create_actor  9 #HFORI at -716.1127 -1533.785  11.2238
0173: set_actor $12BA z_angle_to  258.1555
01B2: give_actor $12BA weapon  23 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12BA flags
011A: set_actor $12BA flags  1
011A: set_actor $12BA flags  4194304
011A: set_actor $12BA flags  1048576
0243: set_actor $12BA ped_stats_to  16
0319: set_actor $12BA wander_state_to  1 (off)
0372: set_actor $12BA anim  24 wait_state_time  60000000 ms
0194: set_actor $12BA objective_to_go_to_point -716.1127 -1533.785  11.2238
0245: set_actor $12BA walk_style_to  46
009A: $12BB = create_actor  9 #WFORI at -715.5613 -1535.627  11.2565
0173: set_actor $12BB z_angle_to  16.6536
01B2: give_actor $12BB weapon  17 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12BB flags
011A: set_actor $12BB flags  1
011A: set_actor $12BB flags  4194304
011A: set_actor $12BB flags  1048576
0243: set_actor $12BB ped_stats_to  16
0319: set_actor $12BB wander_state_to  1 (off)
0372: set_actor $12BB anim  19 wait_state_time  60000000 ms
0194: set_actor $12BB objective_to_go_to_point -715.5613 -1535.627  11.2565
0245: set_actor $12BB walk_style_to  46
009A: $12BC = create_actor  9 #WFYRI at -710.0019 -1543.779  11.4329
0173: set_actor $12BC z_angle_to  22.8506
01B2: give_actor $12BC weapon  22 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12BC flags
011A: set_actor $12BC flags  1
011A: set_actor $12BC flags  4194304
011A: set_actor $12BC flags  1048576
0243: set_actor $12BC ped_stats_to  16
0319: set_actor $12BC wander_state_to  1 (off)
0372: set_actor $12BC anim  13 wait_state_time  60000000 ms
0194: set_actor $12BC objective_to_go_to_point -710.0019 -1543.779  11.4329
0245: set_actor $12BC walk_style_to  46
009A: $12BD = create_actor  9 #WFORI at -681.0981 -1557.247  11.4438
0173: set_actor $12BD z_angle_to  334.7375
01B2: give_actor $12BD weapon  23 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12BD flags
011A: set_actor $12BD flags  1
011A: set_actor $12BD flags  4194304
011A: set_actor $12BD flags  1048576
0243: set_actor $12BD ped_stats_to  16
0319: set_actor $12BD wander_state_to  1 (off)
0194: set_actor $12BD objective_to_go_to_point -681.0981 -1557.247  11.4438
0245: set_actor $12BD walk_style_to  46
009A: $12BE = create_actor  9 #WFYBU at -679.4094 -1559.045  11.4483
0173: set_actor $12BE z_angle_to  223.2479
01B2: give_actor $12BE weapon  22 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12BE flags
011A: set_actor $12BE flags  1
011A: set_actor $12BE flags  4194304
011A: set_actor $12BE flags  1048576
0243: set_actor $12BE ped_stats_to  16
0319: set_actor $12BE wander_state_to  1 (off)
0194: set_actor $12BE objective_to_go_to_point -679.4094 -1559.045  11.4483
0245: set_actor $12BE walk_style_to  46
009A: $12C2 = create_actor  9 #HFORI at -718.4953 -1560.214  13.858
0173: set_actor $12C2 z_angle_to  14.0515
01B2: give_actor $12C2 weapon  19 ammo  2  ;; Load the weapon model before using this
01ED: reset_actor $12C2 flags
011A: set_actor $12C2 flags  1
011A: set_actor $12C2 flags  4194304
011A: set_actor $12C2 flags  1048576
0243: set_actor $12C2 ped_stats_to  16
0319: set_actor $12C2 wander_state_to  1 (off)
0194: set_actor $12C2 objective_to_go_to_point -718.4953 -1560.214  13.858
0245: set_actor $12C2 walk_style_to  46
009A: $12C3 = create_actor  9 #WFYBU at -722.6389 -1557.029  13.8587
0173: set_actor $12C3 z_angle_to  344.0981
01B2: give_actor $12C3 weapon  22 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12C3 flags
011A: set_actor $12C3 flags  1
011A: set_actor $12C3 flags  4194304
011A: set_actor $12C3 flags  1048576
0243: set_actor $12C3 ped_stats_to  16
0319: set_actor $12C3 wander_state_to  1 (off)
0194: set_actor $12C3 objective_to_go_to_point -722.6389 -1557.029  13.8587
0245: set_actor $12C3 walk_style_to  46
009A: $12C4 = create_actor  9 #WFYRI at -721.5871 -1542.477  13.8572
0173: set_actor $12C4 z_angle_to  344.0981
01B2: give_actor $12C4 weapon  23 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12C4 flags
011A: set_actor $12C4 flags  1
011A: set_actor $12C4 flags  4194304
011A: set_actor $12C4 flags  1048576
0243: set_actor $12C4 ped_stats_to  16
0319: set_actor $12C4 wander_state_to  1 (off)
0194: set_actor $12C4 objective_to_go_to_point -721.5871 -1542.477  13.8572
0245: set_actor $12C4 walk_style_to  46
009A: $12C5 = create_actor  9 #WFYRI at -721.0208 -1548.822  11.4844
0173: set_actor $12C5 z_angle_to  263.0088
01B2: give_actor $12C5 weapon  22 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12C5 flags
011A: set_actor $12C5 flags  1
011A: set_actor $12C5 flags  4194304
011A: set_actor $12C5 flags  1048576
0243: set_actor $12C5 ped_stats_to  16
0319: set_actor $12C5 wander_state_to  1 (off)
0194: set_actor $12C5 objective_to_go_to_point -721.0208 -1548.822  11.4844
0245: set_actor $12C5 walk_style_to  46
009A: $12C6 = create_actor  9 #BFYST at -703.3905 -1573.135  15.6165
0173: set_actor $12C6 z_angle_to  312.8055
01B2: give_actor $12C6 weapon  28 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12C6 flags
011A: set_actor $12C6 flags  1
011A: set_actor $12C6 flags  4194304
011A: set_actor $12C6 flags  1048576
0243: set_actor $12C6 ped_stats_to  16
0319: set_actor $12C6 wander_state_to  1 (off)
04C6: $12C6 $PLAYER_ACTOR
0350: unknown_actor $12C6 not_scared_flag  1
0291: unknown_actor $12C6 unknown_behavior_flag  1
009A: $12C7 = create_actor  9 #BFYST at -671.947 -1553.906  22.7296
0173: set_actor $12C7 z_angle_to  3.9435
01B2: give_actor $12C7 weapon  28 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12C7 flags
011A: set_actor $12C7 flags  1
011A: set_actor $12C7 flags  4194304
011A: set_actor $12C7 flags  1048576
0243: set_actor $12C7 ped_stats_to  16
0319: set_actor $12C7 wander_state_to  1 (off)
04C6: $12C7 $PLAYER_ACTOR
0350: unknown_actor $12C7 not_scared_flag  1
0291: unknown_actor $12C7 unknown_behavior_flag  1
009A: $12C8 = create_actor  9 #BFYST at -722.8923 -1528.647  15.904
0173: set_actor $12C8 z_angle_to  331.8096
01B2: give_actor $12C8 weapon  28 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12C8 flags
011A: set_actor $12C8 flags  1
011A: set_actor $12C8 flags  4194304
011A: set_actor $12C8 flags  1048576
0243: set_actor $12C8 ped_stats_to  16
0319: set_actor $12C8 wander_state_to  1 (off)
04C6: $12C8 $PLAYER_ACTOR
0350: unknown_actor $12C8 not_scared_flag  1
0291: unknown_actor $12C8 unknown_behavior_flag  1
009A: $12C9 = create_actor  9 #BFYST at -728.5547 -1554.013  21.8729
0173: set_actor $12C9 z_angle_to  275.5398
01B2: give_actor $12C9 weapon  28 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12C9 flags
011A: set_actor $12C9 flags  1
011A: set_actor $12C9 flags  4194304
011A: set_actor $12C9 flags  1048576
0243: set_actor $12C9 ped_stats_to  16
0319: set_actor $12C9 wander_state_to  1 (off)
04C6: $12C9 $PLAYER_ACTOR
0350: unknown_actor $12C9 not_scared_flag  1
0291: unknown_actor $12C9 unknown_behavior_flag  1
009A: $12CA = create_actor  9 #WFYRI at -721.8732 -1500.1  10.3946
0173: set_actor $12CA z_angle_to  44.3659
01B2: give_actor $12CA weapon  19 ammo  9999  ;; Load the weapon model before using this
0319: set_actor $12CA wander_state_to  1 (off)
0243: set_actor $12CA ped_stats_to  16
0006:  16@ =  3000  ;; integer values
0006:  17@ =  3000  ;; integer values
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label0B7939
00A5: $12B7 = create_car #MAVERICK at  408.198 -1726.195  84.1376

:Label0B7939
0001: wait  0 ms
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
01BD: $12CB = current_time_in_ms
0008: $A05 +=  1  ;; integer values
00D6: if  0
0018:   $A05 >  3  ;; integer values
004D: jump_if_false £Label0B7970
0004: $A05 =  0  ;; integer values

:Label0B7970
00D6: if  0
0038:   $A05 ==  0  ;; integer values
004D: jump_if_false £Label0B818D
00D6: if  0
0038:   $12EB ==  0  ;; integer values
004D: jump_if_false £Label0B7A02
00D6: if  0
8119:   NOT   car $12B7 wrecked
004D: jump_if_false £Label0B7A02
00D6: if  0
00DC:   player $PLAYER_CHAR driving $12B7
004D: jump_if_false £Label0B7A02
00D6: if  0
8118:   NOT   actor $12C6 dead
004D: jump_if_false £Label0B79D9
01B2: give_actor $12C6 weapon  19 ammo  999  ;; Load the weapon model before using this
01D9: actor $12C6 run_away_from_car $12B7

:Label0B79D9
00D6: if  0
8118:   NOT   actor $12C7 dead
004D: jump_if_false £Label0B79FB
01B2: give_actor $12C7 weapon  19 ammo  999  ;; Load the weapon model before using this
01D9: actor $12C7 run_away_from_car $12B7

:Label0B79FB
0004: $12EB =  1  ;; integer values

:Label0B7A02
00D6: if  0
8118:   NOT   actor $12B9 dead
004D: jump_if_false £Label0B806E
00D6: if  0
00DF:   actor $12B9 driving
004D: jump_if_false £Label0B7F1E
01C3: remove_references_to_car $12B3  ;; Like turning a car into any random car
03C0: $12B3 = actor $12B9 car
00AA: store_car $12B3 position_to  0@  1@ $1BF
00D6: if  0
0038:   $12D0 == -1  ;; integer values
004D: jump_if_false £Label0B7A5D
0006:  16@ =  0  ;; integer values
0004: $12D0 =  0  ;; integer values

:Label0B7A5D
00D6: if  0
0038:   $12D0 ==  0  ;; integer values
004D: jump_if_false £Label0B7BBB
00D6: if  0
0018:   $12CC >  4  ;; integer values
004D: jump_if_false £Label0B7BBB
00D6: if  0
0019:    16@ >  2500  ;; integer values
004D: jump_if_false £Label0B7BBB
00D6: if  0
0038:   $12CE ==  1  ;; integer values
004D: jump_if_false £Label0B7B0E
00AD: set_car $12B3 max_speed_to  100.0
0007:  2@ =  100.0  ;; floating-point values
00AE: unknown_set_car $12B3 to_ignore_traffic_lights  2
00AF: set_car $12B3 driver_behaviour_to  2
0084: $12DD = $12CB  ;; integer values and handles
0004: $12D0 =  1  ;; integer values
0004: $12D4 =  0  ;; integer values
00D6: if  0
0038:   $12CC ==  7  ;; integer values
004D: jump_if_false £Label0B7B07
0084: $12D8 = $12CB  ;; integer values and handles
0008: $12D8 +=  250  ;; integer values
0004: $12CC =  8  ;; integer values

:Label0B7B07
0002: jump £Label0B7BBB

:Label0B7B0E
00D6: if  0
0018:   $12CC >  6  ;; integer values
004D: jump_if_false £Label0B7BBB
00AD: set_car $12B3 max_speed_to  15.0
0007:  2@ =  15.0  ;; floating-point values
00AE: unknown_set_car $12B3 to_ignore_traffic_lights  2
00D6: if  0
0038:   $12E4 ==  0  ;; integer values
004D: jump_if_false £Label0B7B68
00A7: car $12B3 drive_to -1133.062 -342.2911  9.8989
0002: jump £Label0B7B7C

:Label0B7B68
02C2: car $12B3 drive_to_point -963.9817  322.1035  10.1818

:Label0B7B7C
0004: $12D0 =  2  ;; integer values
0004: $12D4 =  0  ;; integer values
0084: $12DD = $12CB  ;; integer values and handles
00D6: if  0
0038:   $12CC ==  7  ;; integer values
004D: jump_if_false £Label0B7BBB
0004: $12CC =  8  ;; integer values
0084: $12D8 = $12CB  ;; integer values and handles
0008: $12D8 +=  750  ;; integer values

:Label0B7BBB
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $12B3 radius  15.0  15.0  0
004D: jump_if_false £Label0B7BE8
02AA: set_car $12B3 immune_to_nonplayer  0
0002: jump £Label0B7BEF

:Label0B7BE8
02AA: set_car $12B3 immune_to_nonplayer  1

:Label0B7BEF
00D6: if  0
00DC:   player $PLAYER_CHAR driving $12B3
004D: jump_if_false £Label0B7C0A
01CA: actor $12B9 kill_player $PLAYER_CHAR

:Label0B7C0A
00D6: if  0
0038:   $12E7 ==  0  ;; integer values
004D: jump_if_false £Label0B7C49
00D6: if  0
01AD:   car $12B3  0 ()near_point -963.9817  322.1035  3.0  3.0
004D: jump_if_false £Label0B7C49
0004: $12E7 =  1  ;; integer values

:Label0B7C49
00D6: if  0
0038:   $12E7 ==  0  ;; integer values
004D: jump_if_false £Label0B7CF0
00D6: if  0
8043:   NOT    2@ ==  0.0  ;; floating-point values
004D: jump_if_false £Label0B7CF0
0084: $1310 = $12B3  ;; integer values and handles
0084: $1311 = $12D4  ;; integer values and handles
0084: $1312 = $12DD  ;; integer values and handles
0086: $130D = $12F5  ;; floating-point values only
0086: $130E = $12F6  ;; floating-point values only
0086: $130F = $12F7  ;; floating-point values only
0050: gosub £Label0BB8F9
0084: $12D4 = $1311  ;; integer values and handles
0084: $12DD = $1312  ;; integer values and handles
0086: $12F5 = $130D  ;; floating-point values only
0086: $12F6 = $130E  ;; floating-point values only
0086: $12F7 = $130F  ;; floating-point values only
00D6: if  0
0038:   $12D4 == -9  ;; integer values
004D: jump_if_false £Label0B7CF0
046B: unknown_actor $12B9 car $12B3
0004: $12D4 =  0  ;; integer values

:Label0B7CF0
00D6: if  0
0018:   $12D0 >  0  ;; integer values
004D: jump_if_false £Label0B7F17
0227: $12D9 = car $12B3 health
00D6: if  0
0018:   $12CE >  0  ;; integer values
004D: jump_if_false £Label0B7D35
00D6: if  0
0038:   $12D0 ==  2  ;; integer values
004D: jump_if_false £Label0B7D35
0004: $12D0 =  0  ;; integer values

:Label0B7D35
00D6: if  0
001A:    900 > $12D9  ;; integer values
004D: jump_if_false £Label0B7D7A
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B7D7A
00D6: if  0
0038:   $12D0 ==  2  ;; integer values
004D: jump_if_false £Label0B7D7A
0004: $12D0 =  0  ;; integer values
0004: $12CE =  1  ;; integer values

:Label0B7D7A
00D6: if  0
001A:    300 > $12D9  ;; integer values
004D: jump_if_false £Label0B7D95
046B: unknown_actor $12B9 car $12B3

:Label0B7D95
00AA: store_car $12B3 position_to  0@  1@ $1BF
0088: $1B2E =  0@  ;; floating-point values only
000D: $1B2E -= -963.9817  ;; floating-point values
0088: $1B2F =  1@  ;; floating-point values only
000D: $1B2F -=  322.1035  ;; floating-point values
0069: $1B2E *= $1B2E  ;; floating-point values
0069: $1B2F *= $1B2F  ;; floating-point values
0059: $1B2E += $1B2F  ;; floating-point values
01FB:  9@ = square_root $1B2E
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B7EA9
00D6: if  0
0038:   $12E4 ==  0  ;; integer values
004D: jump_if_false £Label0B7E4C
00D6: if  0
01AD:   car $12B3  0 ()near_point -1133.062 -342.2911  10.0  10.0
004D: jump_if_false £Label0B7E4C
02C2: car $12B3 drive_to_point -963.9817  322.1035  10.1818
0004: $12E4 =  1  ;; integer values

:Label0B7E4C
0088: $1301 =  10@  ;; floating-point values only
0067: $1301 -=  9@  ;; floating-point values
00D6: if  0
0020:   $1301 >  20.0  ;; floating-point values
004D: jump_if_false £Label0B7E95
00AD: set_car $12B3 max_speed_to  0.0
0477: unknown_car $12B3  1  100
0007:  2@ =  0.0  ;; floating-point values
0002: jump £Label0B7EA9

:Label0B7E95
00AD: set_car $12B3 max_speed_to  15.0
0007:  2@ =  15.0  ;; floating-point values

:Label0B7EA9
00D6: if  0
0038:   $12D0 ==  1  ;; integer values
004D: jump_if_false £Label0B7F10
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0B7F10
0084: $1303 = $12B3  ;; integer values and handles
0004: $1304 = -1  ;; integer values
0050: gosub £Label0BB573
0089:  2@ = $1B32  ;; floating-point values only
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $12B3 radius  15.0  15.0  0
004D: jump_if_false £Label0B7F10
01CA: actor $12B9 kill_player $PLAYER_CHAR

:Label0B7F10
0050: gosub £Label0BBBB3

:Label0B7F17
0002: jump £Label0B8067

:Label0B7F1E
0004: $12D0 = -1  ;; integer values
00D6: if  0
0018:   $12CC >  4  ;; integer values
004D: jump_if_false £Label0B8067
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $12B9 radius  40.0  40.0
004D: jump_if_false £Label0B8005
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0B7F75
01CA: actor $12B9 kill_player $PLAYER_CHAR
0002: jump £Label0B7FFE

:Label0B7F75
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $12B9 radius  25.0  25.0
004D: jump_if_false £Label0B7FA3
01CA: actor $12B9 kill_player $PLAYER_CHAR
0002: jump £Label0B7FFE

:Label0B7FA3
0084: $1305 = $12B9  ;; integer values and handles
00D6: if  0
8119:   NOT   car $12B3 wrecked
004D: jump_if_false £Label0B7FF7
00D6: if  0
0202:   actor $12B9 near_car $12B3 radius  20.0  20.0 unknown  0
004D: jump_if_false £Label0B7FE9
01D5: actor $12B9 go_to_and_drive_car $12B3
0002: jump £Label0B7FF0

:Label0B7FE9
0050: gosub £Label0BB67E

:Label0B7FF0
0002: jump £Label0B7FFE

:Label0B7FF7
0050: gosub £Label0BB67E

:Label0B7FFE
0002: jump £Label0B8060

:Label0B8005
0084: $1305 = $12B9  ;; integer values and handles
00D6: if  0
8119:   NOT   car $12B3 wrecked
004D: jump_if_false £Label0B8059
00D6: if  0
0202:   actor $12B9 near_car $12B3 radius  20.0  20.0 unknown  0
004D: jump_if_false £Label0B804B
01D5: actor $12B9 go_to_and_drive_car $12B3
0002: jump £Label0B8052

:Label0B804B
0050: gosub £Label0BB67E

:Label0B8052
0002: jump £Label0B8060

:Label0B8059
0050: gosub £Label0BB67E

:Label0B8060
0050: gosub £Label0BBBB3

:Label0B8067
0002: jump £Label0B818D

:Label0B806E
01C2: remove_references_to_actor $12B9  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $12BA dead
004D: jump_if_false £Label0B80FF
0084: $12B9 = $12BA  ;; integer values and handles
0004: $12BA = -1  ;; integer values
00D6: if  0
8118:   NOT   actor $12BB dead
004D: jump_if_false £Label0B80C5
01DE: tie_actor $12BB to_actor $12B9
00D6: if  0
831F:   NOT   unknown_actor $12BB unknown_actor $12B9
004D: jump_if_false £Label0B80C5
01CC: actor $12BB kill_player $PLAYER_CHAR

:Label0B80C5
00D6: if  0
8118:   NOT   actor $12BC dead
004D: jump_if_false £Label0B80F8
01DE: tie_actor $12BC to_actor $12B9
00D6: if  0
831F:   NOT   unknown_actor $12BC unknown_actor $12B9
004D: jump_if_false £Label0B80F8
01CC: actor $12BC kill_player $PLAYER_CHAR

:Label0B80F8
0002: jump £Label0B818D

:Label0B80FF
01C2: remove_references_to_actor $12BA  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $12BB dead
004D: jump_if_false £Label0B815D
0084: $12B9 = $12BB  ;; integer values and handles
0004: $12BB = -1  ;; integer values
00D6: if  0
8118:   NOT   actor $12BC dead
004D: jump_if_false £Label0B8156
01DE: tie_actor $12BC to_actor $12B9
00D6: if  0
831F:   NOT   unknown_actor $12BC unknown_actor $12B9
004D: jump_if_false £Label0B8156
01CC: actor $12BC kill_player $PLAYER_CHAR

:Label0B8156
0002: jump £Label0B818D

:Label0B815D
01C2: remove_references_to_actor $12BB  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $12BC dead
004D: jump_if_false £Label0B8188
0084: $12B9 = $12BC  ;; integer values and handles
0004: $12BC = -1  ;; integer values
0002: jump £Label0B818D

:Label0B8188
01C2: remove_references_to_actor $12BC  ;; Like turning an actor into a random pedestrian

:Label0B818D
00D6: if  0
0038:   $A05 ==  1  ;; integer values
004D: jump_if_false £Label0B9149
00D6: if  0
0018:   $12CC >  4  ;; integer values
004D: jump_if_false £Label0B8419
00D6: if  0
8118:   NOT   actor $12B9 dead
004D: jump_if_false £Label0B82CC
00D6: if  0
0038:   $12E0 ==  0  ;; integer values
004D: jump_if_false £Label0B8271
00D6: if  0
8119:   NOT   car $12B3 wrecked
004D: jump_if_false £Label0B8251
00D6: if  0
8118:   NOT   actor $12BA dead
004D: jump_if_false £Label0B81FB
01DE: tie_actor $12BA to_actor $12B9

:Label0B81FB
00D6: if  0
8118:   NOT   actor $12BB dead
004D: jump_if_false £Label0B8213
01DE: tie_actor $12BB to_actor $12B9

:Label0B8213
00D6: if  0
8118:   NOT   actor $12BC dead
004D: jump_if_false £Label0B822B
01DE: tie_actor $12BC to_actor $12B9

:Label0B822B
00D6: if  0
80DF:   NOT   actor $12B9 driving
004D: jump_if_false £Label0B824A
01D5: actor $12B9 go_to_and_drive_car $12B3
0004: $12E0 =  1  ;; integer values

:Label0B824A
0002: jump £Label0B826A

:Label0B8251
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B826A
0004: $12CE =  1  ;; integer values

:Label0B826A
0002: jump £Label0B82C5

:Label0B8271
00D6: if  0
0038:   $12CE ==  1  ;; integer values
004D: jump_if_false £Label0B82C5
00D6: if  0
00DF:   actor $12B9 driving
004D: jump_if_false £Label0B829A
0004: $12E0 =  2  ;; integer values

:Label0B829A
00D6: if  0
0038:   $12E0 ==  1  ;; integer values
004D: jump_if_false £Label0B82C5
011C: actor $12B9 clear_objective
009F: set_actor $12B9 objective_to-1
01CA: actor $12B9 kill_player $PLAYER_CHAR
0004: $12E0 =  2  ;; integer values

:Label0B82C5
0002: jump £Label0B82E5

:Label0B82CC
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B82E5
0004: $12CE =  1  ;; integer values

:Label0B82E5
00D6: if  0
8118:   NOT   actor $12C2 dead
004D: jump_if_false £Label0B8400
00D6: if  0
0038:   $12E1 ==  0  ;; integer values
004D: jump_if_false £Label0B83A5
00D6: if  0
8119:   NOT   car $12B5 wrecked
004D: jump_if_false £Label0B8385
00D6: if  0
8118:   NOT   actor $12C3 dead
004D: jump_if_false £Label0B832F
01DE: tie_actor $12C3 to_actor $12C2

:Label0B832F
00D6: if  0
8118:   NOT   actor $12C4 dead
004D: jump_if_false £Label0B8347
01DE: tie_actor $12C4 to_actor $12C2

:Label0B8347
00D6: if  0
8118:   NOT   actor $12C5 dead
004D: jump_if_false £Label0B835F
01DE: tie_actor $12C5 to_actor $12C2

:Label0B835F
00D6: if  0
80DF:   NOT   actor $12C2 driving
004D: jump_if_false £Label0B837E
01D5: actor $12C2 go_to_and_drive_car $12B5
0004: $12E1 =  1  ;; integer values

:Label0B837E
0002: jump £Label0B839E

:Label0B8385
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B839E
0004: $12CE =  1  ;; integer values

:Label0B839E
0002: jump £Label0B83F9

:Label0B83A5
00D6: if  0
0038:   $12CE ==  1  ;; integer values
004D: jump_if_false £Label0B83F9
00D6: if  0
00DF:   actor $12C2 driving
004D: jump_if_false £Label0B83CE
0004: $12E1 =  2  ;; integer values

:Label0B83CE
00D6: if  0
0038:   $12E1 ==  1  ;; integer values
004D: jump_if_false £Label0B83F9
011C: actor $12C2 clear_objective
009F: set_actor $12C2 objective_to-1
01CA: actor $12C2 kill_player $PLAYER_CHAR
0004: $12E1 =  2  ;; integer values

:Label0B83F9
0002: jump £Label0B8419

:Label0B8400
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B8419
0004: $12CE =  1  ;; integer values

:Label0B8419
00D6: if  0
8118:   NOT   actor $12CA dead
004D: jump_if_false £Label0B8584
00D6: if  0
00E4:   player $PLAYER_CHAR  0 ()near_point_on_foot -725.096 -1499.147 radius  3.7  3.0
004D: jump_if_false £Label0B84A0
00D6: if  0
0038:   $12F3 ==  0  ;; integer values
004D: jump_if_false £Label0B8499
00D6: if  0
0038:   $A03 ==  0  ;; integer values
004D: jump_if_false £Label0B848A
0004: $A03 =  1  ;; integer values
0084: $A1C = $12CB  ;; integer values and handles
0008: $A1C +=  6000  ;; integer values

:Label0B848A
01D2: actor $12CA follow_player $PLAYER_CHAR
0004: $12F3 =  1  ;; integer values

:Label0B8499
0002: jump £Label0B850E

:Label0B84A0
00D6: if  21
00E4:   player $PLAYER_CHAR  0 ()near_point_on_foot -706.433 -1512.958 radius  15.0  15.0
00E4:   player $PLAYER_CHAR  0 ()near_point_on_foot -723.606 -1515.598 radius  15.0  15.0
004D: jump_if_false £Label0B84F0
01CA: actor $12CA kill_player $PLAYER_CHAR
0002: jump £Label0B850E

:Label0B84F0
00D6: if  0
0038:   $12F3 ==  1  ;; integer values
004D: jump_if_false £Label0B850E
011C: actor $12CA clear_objective
0004: $12F3 =  0  ;; integer values

:Label0B850E
00D6: if  0
00E5:   player $PLAYER_CHAR  0 ()near_point_in_car -725.096 -1499.147 radius  3.7  3.0
004D: jump_if_false £Label0B857D
00D6: if  0
8038:   NOT   $12F3 ==  2  ;; integer values
004D: jump_if_false £Label0B857D
01ED: reset_actor $12CA flags
011A: set_actor $12CA flags  1
011A: set_actor $12CA flags  4194304
011A: set_actor $12CA flags  1048576
03C1: $12B6 = player $PLAYER_CHAR car
01D9: actor $12CA run_away_from_car $12B6
0004: $12F3 =  2  ;; integer values

:Label0B857D
0002: jump £Label0B85A2

:Label0B8584
01C2: remove_references_to_actor $12CA  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B85A2
0004: $12CE =  1  ;; integer values

:Label0B85A2
00D6: if  0
0118:   actor $12B9 dead
004D: jump_if_false £Label0B85D7
01C2: remove_references_to_actor $12B9  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B85D0
0004: $12CE =  1  ;; integer values

:Label0B85D0
0002: jump £Label0B85F8

:Label0B85D7
00D6: if  1
0038:   $12CE ==  1  ;; integer values
001A:    7 > $12CC  ;; integer values
004D: jump_if_false £Label0B85F8
01CA: actor $12B9 kill_player $PLAYER_CHAR

:Label0B85F8
00D6: if  0
0118:   actor $12BA dead
004D: jump_if_false £Label0B862D
01C2: remove_references_to_actor $12BA  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B8626
0004: $12CE =  1  ;; integer values

:Label0B8626
0002: jump £Label0B864E

:Label0B862D
00D6: if  1
0038:   $12CE ==  1  ;; integer values
001A:    7 > $12CC  ;; integer values
004D: jump_if_false £Label0B864E
01CA: actor $12BA kill_player $PLAYER_CHAR

:Label0B864E
00D6: if  0
0118:   actor $12BB dead
004D: jump_if_false £Label0B8683
01C2: remove_references_to_actor $12BB  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B867C
0004: $12CE =  1  ;; integer values

:Label0B867C
0002: jump £Label0B86A4

:Label0B8683
00D6: if  1
0038:   $12CE ==  1  ;; integer values
001A:    7 > $12CC  ;; integer values
004D: jump_if_false £Label0B86A4
01CA: actor $12BB kill_player $PLAYER_CHAR

:Label0B86A4
00D6: if  0
0118:   actor $12BC dead
004D: jump_if_false £Label0B86D9
01C2: remove_references_to_actor $12BC  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B86D2
0004: $12CE =  1  ;; integer values

:Label0B86D2
0002: jump £Label0B86FA

:Label0B86D9
00D6: if  1
0038:   $12CE ==  1  ;; integer values
001A:    7 > $12CC  ;; integer values
004D: jump_if_false £Label0B86FA
01CA: actor $12BC kill_player $PLAYER_CHAR

:Label0B86FA
00D6: if  0
0118:   actor $12BD dead
004D: jump_if_false £Label0B872F
01C2: remove_references_to_actor $12BD  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B8728
0004: $12CE =  1  ;; integer values

:Label0B8728
0002: jump £Label0B8750

:Label0B872F
00D6: if  1
0038:   $12CE ==  1  ;; integer values
001A:    7 > $12CC  ;; integer values
004D: jump_if_false £Label0B8750
01CA: actor $12BD kill_player $PLAYER_CHAR

:Label0B8750
00D6: if  0
0118:   actor $12BE dead
004D: jump_if_false £Label0B8785
01C2: remove_references_to_actor $12BE  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B877E
0004: $12CE =  1  ;; integer values

:Label0B877E
0002: jump £Label0B87A6

:Label0B8785
00D6: if  1
0038:   $12CE ==  1  ;; integer values
001A:    7 > $12CC  ;; integer values
004D: jump_if_false £Label0B87A6
01CA: actor $12BE kill_player $PLAYER_CHAR

:Label0B87A6
00D6: if  0
0118:   actor $12C2 dead
004D: jump_if_false £Label0B87DB
01C2: remove_references_to_actor $12C2  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B87D4
0004: $12CE =  1  ;; integer values

:Label0B87D4
0002: jump £Label0B87FC

:Label0B87DB
00D6: if  1
0038:   $12CE ==  1  ;; integer values
001A:    7 > $12CC  ;; integer values
004D: jump_if_false £Label0B87FC
01CA: actor $12C2 kill_player $PLAYER_CHAR

:Label0B87FC
00D6: if  0
0118:   actor $12C3 dead
004D: jump_if_false £Label0B8831
01C2: remove_references_to_actor $12C3  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B882A
0004: $12CE =  1  ;; integer values

:Label0B882A
0002: jump £Label0B8852

:Label0B8831
00D6: if  1
0038:   $12CE ==  1  ;; integer values
001A:    7 > $12CC  ;; integer values
004D: jump_if_false £Label0B8852
01CA: actor $12C3 kill_player $PLAYER_CHAR

:Label0B8852
00D6: if  0
0118:   actor $12C4 dead
004D: jump_if_false £Label0B8887
01C2: remove_references_to_actor $12C4  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B8880
0004: $12CE =  1  ;; integer values

:Label0B8880
0002: jump £Label0B88A8

:Label0B8887
00D6: if  1
0038:   $12CE ==  1  ;; integer values
001A:    7 > $12CC  ;; integer values
004D: jump_if_false £Label0B88A8
01CA: actor $12C4 kill_player $PLAYER_CHAR

:Label0B88A8
00D6: if  0
0118:   actor $12C5 dead
004D: jump_if_false £Label0B88DD
01C2: remove_references_to_actor $12C5  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B88D6
0004: $12CE =  1  ;; integer values

:Label0B88D6
0002: jump £Label0B88FE

:Label0B88DD
00D6: if  1
0038:   $12CE ==  1  ;; integer values
001A:    7 > $12CC  ;; integer values
004D: jump_if_false £Label0B88FE
01CA: actor $12C5 kill_player $PLAYER_CHAR

:Label0B88FE
00D6: if  0
0118:   actor $12C6 dead
004D: jump_if_false £Label0B8933
01C2: remove_references_to_actor $12C6  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B892C
0004: $12CE =  1  ;; integer values

:Label0B892C
0002: jump £Label0B8954

:Label0B8933
00D6: if  1
0038:   $12CE ==  1  ;; integer values
001A:    7 > $12CC  ;; integer values
004D: jump_if_false £Label0B8954
01CA: actor $12C6 kill_player $PLAYER_CHAR

:Label0B8954
00D6: if  0
0118:   actor $12C7 dead
004D: jump_if_false £Label0B8989
01C2: remove_references_to_actor $12C7  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B8982
0004: $12CE =  1  ;; integer values

:Label0B8982
0002: jump £Label0B89AA

:Label0B8989
00D6: if  1
0038:   $12CE ==  1  ;; integer values
001A:    7 > $12CC  ;; integer values
004D: jump_if_false £Label0B89AA
01CA: actor $12C7 kill_player $PLAYER_CHAR

:Label0B89AA
00D6: if  0
0118:   actor $12C8 dead
004D: jump_if_false £Label0B89DF
01C2: remove_references_to_actor $12C8  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B89D8
0004: $12CE =  1  ;; integer values

:Label0B89D8
0002: jump £Label0B8A00

:Label0B89DF
00D6: if  1
0038:   $12CE ==  1  ;; integer values
001A:    7 > $12CC  ;; integer values
004D: jump_if_false £Label0B8A00
01CA: actor $12C8 kill_player $PLAYER_CHAR

:Label0B8A00
00D6: if  0
0118:   actor $12C9 dead
004D: jump_if_false £Label0B8A35
01C2: remove_references_to_actor $12C9  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B8A2E
0004: $12CE =  1  ;; integer values

:Label0B8A2E
0002: jump £Label0B8A56

:Label0B8A35
00D6: if  1
0038:   $12CE ==  1  ;; integer values
001A:    7 > $12CC  ;; integer values
004D: jump_if_false £Label0B8A56
01CA: actor $12C9 kill_player $PLAYER_CHAR

:Label0B8A56
00D6: if  0
8118:   NOT   actor $12C0 dead
004D: jump_if_false £Label0B904B
00D6: if  0
00DF:   actor $12C0 driving
004D: jump_if_false £Label0B8AA2
00D6: if  0
050D: $12C0
004D: jump_if_false £Label0B8A94
0004: $12D7 =  0  ;; integer values
0002: jump £Label0B8A9B

:Label0B8A94
0004: $12D7 =  1  ;; integer values

:Label0B8A9B
0002: jump £Label0B8AC3

:Label0B8AA2
0004: $12D7 =  0  ;; integer values
00D6: if  0
001C:   $12DC > $12CB  ;; integer values
004D: jump_if_false £Label0B8AC3
0050: gosub £Label0BBB51

:Label0B8AC3
00D6: if  0
0038:   $12CC ==  1  ;; integer values
004D: jump_if_false £Label0B8B32
00D6: if  0
0100:   actor $12C0 near_point_in_car -649.6716 -1590.727  40.0 radius  5.0  5.0  5.0 sphere  0
004D: jump_if_false £Label0B8B32
00D6: if  0
8119:   NOT   car $12B7 wrecked
004D: jump_if_false £Label0B8B2B
04A2: heli $12B7 fly_to -664.9825 -1579.252  25.0 speed  15

:Label0B8B2B
0004: $12CC =  2  ;; integer values

:Label0B8B32
00D6: if  0
0038:   $12CC ==  2  ;; integer values
004D: jump_if_false £Label0B8BA1
00D6: if  0
0100:   actor $12C0 near_point_in_car -664.9825 -1579.252  25.0 radius  5.0  5.0  5.0 sphere  0
004D: jump_if_false £Label0B8BA1
00D6: if  0
8119:   NOT   car $12B7 wrecked
004D: jump_if_false £Label0B8B9A
04A2: heli $12B7 fly_to -679.126 -1569.792  17.7605 speed  10

:Label0B8B9A
0004: $12CC =  3  ;; integer values

:Label0B8BA1
00D6: if  0
0038:   $12CC ==  3  ;; integer values
004D: jump_if_false £Label0B8C10
00D6: if  0
0100:   actor $12C0 near_point_in_car -679.126 -1569.792  17.7605 radius  5.0  5.0  5.0 sphere  0
004D: jump_if_false £Label0B8C10
00D6: if  0
8119:   NOT   car $12B7 wrecked
004D: jump_if_false £Label0B8C09
04A2: heli $12B7 fly_to -683.1377 -1566.971  11.4 speed  5

:Label0B8C09
0004: $12CC =  4  ;; integer values

:Label0B8C10
00D6: if  0
0038:   $12CC ==  4  ;; integer values
004D: jump_if_false £Label0B8D37
00D6: if  0
8119:   NOT   car $12B7 wrecked
004D: jump_if_false £Label0B8D37
00D6: if  0
00FE:   actor $12C0  0 ()near_point -683.1377 -1566.971  11.4 radius  3.0  3.0  3.0
004D: jump_if_false £Label0B8D37
00D6: if  0
81F3:   NOT   car $12B7 airborne
004D: jump_if_false £Label0B8D37
00D6: if  0
8119:   NOT   car $12B4 wrecked
004D: jump_if_false £Label0B8CF1
03E2: actor $12C0 exit_car
00D6: if  0
8118:   NOT   actor $12BD dead
004D: jump_if_false £Label0B8C9F
01DE: tie_actor $12BD to_actor $12C0

:Label0B8C9F
00D6: if  0
8118:   NOT   actor $12BE dead
004D: jump_if_false £Label0B8CB7
01DE: tie_actor $12BE to_actor $12C0

:Label0B8CB7
00D6: if  0
8118:   NOT   actor $12BF dead
004D: jump_if_false £Label0B8CCF
01DE: tie_actor $12BF to_actor $12C0

:Label0B8CCF
0004: $12CC =  5  ;; integer values
00BC: text_highpriority "CNT2_08"  5000 ms  1  ;; ~g~The ~r~courier~g~ with the plates has arrived at the docks.
0164: disable_marker $12F4
0002: jump £Label0B8D37

:Label0B8CF1
00D6: if  0
8119:   NOT   car $12B7 wrecked
004D: jump_if_false £Label0B8D17
04A2: heli $12B7 fly_to -679.126 -1569.792  17.7605 speed  60

:Label0B8D17
0004: $12CC = -1  ;; integer values
00D6: if  0
8038:   NOT   $12CE ==  1  ;; integer values
004D: jump_if_false £Label0B8D37
0004: $12CE =  1  ;; integer values

:Label0B8D37
00D6: if  0
0038:   $12CC ==  5  ;; integer values
004D: jump_if_false £Label0B8DC7
00D6: if  0
80DF:   NOT   actor $12C0 driving
004D: jump_if_false £Label0B8DC7
00D6: if  0
8119:   NOT   car $12B4 wrecked
004D: jump_if_false £Label0B8D7F
01D5: actor $12C0 go_to_and_drive_car $12B4
0004: $12CC =  6  ;; integer values
0002: jump £Label0B8DC7

:Label0B8D7F
00D6: if  0
0038:   $A02 ==  0  ;; integer values
004D: jump_if_false £Label0B8DA8
0004: $A02 =  1  ;; integer values
0084: $A1B = $12CB  ;; integer values and handles
0008: $A1B +=  6000  ;; integer values

:Label0B8DA8
00D6: if  0
8119:   NOT   car $12B7 wrecked
004D: jump_if_false £Label0B8DC7
01D5: actor $12C0 go_to_and_drive_car $12B7
0004: $12CC = -1  ;; integer values

:Label0B8DC7
00D6: if  0
0038:   $12CC ==  6  ;; integer values
004D: jump_if_false £Label0B8DF0
00D6: if  0
00DF:   actor $12C0 driving
004D: jump_if_false £Label0B8DF0
0004: $12CC =  7  ;; integer values

:Label0B8DF0
00D6: if  0
0038:   $12CC == -1  ;; integer values
004D: jump_if_false £Label0B8E42
00D6: if  0
8119:   NOT   car $12B7 wrecked
004D: jump_if_false £Label0B8E42
00D6: if  0
00DB:   actor $12C0 in_car $12B7
004D: jump_if_false £Label0B8E42
04A2: heli $12B7 fly_to -664.9825 -1579.252  31.0306 speed  60
0004: $12CC = -2  ;; integer values

:Label0B8E42
00D6: if  0
0038:   $12CC == -2  ;; integer values
004D: jump_if_false £Label0B8EC0
00D6: if  0
0100:   actor $12C0 near_point_in_car -664.9825 -1579.252  31.0306 radius  5.0  5.0  5.0 sphere  0
004D: jump_if_false £Label0B8EC0
00D6: if  0
8119:   NOT   car $12B7 wrecked
004D: jump_if_false £Label0B8EC0
04A2: heli $12B7 fly_to -649.6716 -1590.727  40.0 speed  60
00BC: text_highpriority "CNT2_02"  5000 ms  1  ;; ~r~The plates courier has fled in the helicopter.
0002: jump £Label0BB2F0

:Label0B8EC0
00D6: if  0
0038:   $12D3 ==  1  ;; integer values
004D: jump_if_false £Label0B8F33
01E0: clear_leader $12C0
00D6: if  0
8118:   NOT   actor $12BD dead
004D: jump_if_false £Label0B8EEC
01E0: clear_leader $12BD

:Label0B8EEC
00D6: if  0
8118:   NOT   actor $12BE dead
004D: jump_if_false £Label0B8F01
01E0: clear_leader $12BE

:Label0B8F01
00D6: if  0
8118:   NOT   actor $12BF dead
004D: jump_if_false £Label0B8F16
01E0: clear_leader $12BF

:Label0B8F16
0239: actor $12C0 run_to -973.956  317.3278
0411: (unknown) $12C0  0 
0004: $12D3 =  2  ;; integer values

:Label0B8F33
00D6: if  0
0038:   $12D3 ==  2  ;; integer values
004D: jump_if_false £Label0B8F88
00D6: if  0
00ED:   actor $12C0  0 ()near_point_on_foot -973.956  317.3278 radius  1.5  1.5
004D: jump_if_false £Label0B8F88
0239: actor $12C0 run_to -974.5215  266.5887
0411: (unknown) $12C0  0 
0004: $12D3 =  3  ;; integer values

:Label0B8F88
00D6: if  0
0038:   $12D3 ==  3  ;; integer values
004D: jump_if_false £Label0B8FDD
00D6: if  0
00ED:   actor $12C0  0 ()near_point_on_foot -974.5215  266.5887 radius  1.5  1.5
004D: jump_if_false £Label0B8FDD
0239: actor $12C0 run_to -987.1808  266.6001
0411: (unknown) $12C0  0 
0004: $12D3 =  4  ;; integer values

:Label0B8FDD
00D6: if  0
0038:   $12D3 ==  4  ;; integer values
004D: jump_if_false £Label0B9044
00D6: if  0
00F0:   actor $12C0 stopped  0 ()near_point_on_foot -987.1808  266.6001 radius  1.5  1.5
004D: jump_if_false £Label0B9044
0194: set_actor $12C0 objective_to_go_to_point -987.1808  266.6001  7.7758
01B2: give_actor $12C0 weapon  19 ammo  9999  ;; Load the weapon model before using this
0173: set_actor $12C0 z_angle_to  270.0
0004: $12D3 =  5  ;; integer values

:Label0B9044
0002: jump £Label0B9149

:Label0B904B
00D6: if  0
0038:   $12D7 ==  1  ;; integer values
004D: jump_if_false £Label0B907A
00BC: text_highpriority "CNT2_04"  5000 ms  1  ;; ~r~You destroyed the plates in the explosion!
0002: jump £Label0BB2F0
0002: jump £Label0B9149

:Label0B907A
00D6: if  0
84AD:   NOT $12C0
004D: jump_if_false £Label0B9133
00D6: if  0
8038:   NOT   $12CE ==  1  ;; integer values
004D: jump_if_false £Label0B90A3
0004: $12CE =  1  ;; integer values

:Label0B90A3
00D6: if  0
0038:   $12E2 ==  0  ;; integer values
004D: jump_if_false £Label0B912C
0164: disable_marker $105F
00D6: if  0
056D:   unknown_actor $12C0 dead_but_active
004D: jump_if_false £Label0B90DF
04A5: unknown_store_dead_actor $12C0 position_to $1BD $1BE $1BF
0002: jump £Label0B90F5

:Label0B90DF
00BC: text_highpriority "CNT2_04"  5000 ms  1  ;; ~r~You destroyed the plates in the explosion!
0002: jump £Label0BB2F0

:Label0B90F5
0213: $12B8 = create_pickup -120 (BRIEFCASE) type  3 at $1BD $1BE $1BF
03DC: $105F = create_marker_above_pickup $12B8
00BC: text_highpriority "CNT2_06"  5000 ms  1  ;; ~g~The courier has died and dropped the plates, get to them before anyone else.
0004: $12D7 =  2  ;; integer values
0004: $12E2 =  1  ;; integer values

:Label0B912C
0002: jump £Label0B9149

:Label0B9133
00BC: text_highpriority "CNT2_11"  5000 ms  1  ;; ~r~The plates are at the bottom of the sea!
0002: jump £Label0BB2F0

:Label0B9149
00D6: if  0
0038:   $12D7 ==  2  ;; integer values
004D: jump_if_false £Label0B9483
00D6: if  0
8214:   NOT   pickup $12B8 picked_up
004D: jump_if_false £Label0B947C
00D6: if  0
0038:   $A01 ==  0  ;; integer values
004D: jump_if_false £Label0B9194
0004: $A01 =  1  ;; integer values
0084: $A1A = $12CB  ;; integer values and handles
0008: $A1A +=  6000  ;; integer values

:Label0B9194
00D6: if  0
8118:   NOT   actor $12BD dead
004D: jump_if_false £Label0B928C
01E0: clear_leader $12BD
011C: actor $12BD clear_objective
0239: actor $12BD run_to $1BD $1BE
0411: (unknown) $12BD  0 
00D6: if  0
00ED:   actor $12BD  0 ()near_point_on_foot $1BD $1BE radius  1.0  1.0
004D: jump_if_false £Label0B9285
0164: disable_marker $105F
0215: destroy_pickup $12B8
00BC: text_highpriority "CNT2_07"  5000 ms  1  ;; ~g~One of the guards has picked up the plates, don't let 'em get away.
0004: $12E2 =  0  ;; integer values
0084: $12C0 = $12BD  ;; integer values and handles
0004: $12BD = -1  ;; integer values
0004: $12D7 =  0  ;; integer values
0004: $12D2 =  1  ;; integer values
0004: $12D3 =  0  ;; integer values
0187: $105F = create_marker_above_actor $12C0
00D6: if  0
8119:   NOT   car $12B4 wrecked
004D: jump_if_false £Label0B9276
00D6: if  0
0185:   car $12B4 health >=  400
004D: jump_if_false £Label0B9260
01D5: actor $12C0 go_to_and_drive_car $12B4
0002: jump £Label0B926F

:Label0B9260
0084: $1305 = $12C0  ;; integer values and handles
0050: gosub £Label0BB67E

:Label0B926F
0002: jump £Label0B9285

:Label0B9276
0084: $1305 = $12C0  ;; integer values and handles
0050: gosub £Label0BB67E

:Label0B9285
0002: jump £Label0B9475

:Label0B928C
00D6: if  0
8118:   NOT   actor $12BE dead
004D: jump_if_false £Label0B9384
01E0: clear_leader $12BE
011C: actor $12BE clear_objective
0239: actor $12BE run_to $1BD $1BE
0411: (unknown) $12BE  0 
00D6: if  0
00ED:   actor $12BE  0 ()near_point_on_foot $1BD $1BE radius  1.0  1.0
004D: jump_if_false £Label0B937D
0164: disable_marker $105F
0215: destroy_pickup $12B8
00BC: text_highpriority "CNT2_07"  5000 ms  1  ;; ~g~One of the guards has picked up the plates, don't let 'em get away.
0004: $12E2 =  0  ;; integer values
0084: $12C0 = $12BE  ;; integer values and handles
0004: $12BE = -1  ;; integer values
0004: $12D7 =  0  ;; integer values
0004: $12D2 =  1  ;; integer values
0004: $12D3 =  0  ;; integer values
0187: $105F = create_marker_above_actor $12C0
00D6: if  0
8119:   NOT   car $12B4 wrecked
004D: jump_if_false £Label0B936E
00D6: if  0
0185:   car $12B4 health >=  400
004D: jump_if_false £Label0B9358
01D5: actor $12C0 go_to_and_drive_car $12B4
0002: jump £Label0B9367

:Label0B9358
0084: $1305 = $12C0  ;; integer values and handles
0050: gosub £Label0BB67E

:Label0B9367
0002: jump £Label0B937D

:Label0B936E
0084: $1305 = $12C0  ;; integer values and handles
0050: gosub £Label0BB67E

:Label0B937D
0002: jump £Label0B9475

:Label0B9384
00D6: if  0
8118:   NOT   actor $12BF dead
004D: jump_if_false £Label0B9475
01E0: clear_leader $12BF
011C: actor $12BF clear_objective
0239: actor $12BF run_to $1BD $1BE
0411: (unknown) $12BF  0 
00D6: if  0
00ED:   actor $12BF  0 ()near_point_on_foot $1BD $1BE radius  1.0  1.0
004D: jump_if_false £Label0B9475
0164: disable_marker $105F
0215: destroy_pickup $12B8
00BC: text_highpriority "CNT2_07"  5000 ms  1  ;; ~g~One of the guards has picked up the plates, don't let 'em get away.
0004: $12E2 =  0  ;; integer values
0084: $12C0 = $12BF  ;; integer values and handles
0004: $12BF = -1  ;; integer values
0004: $12D7 =  0  ;; integer values
0004: $12D2 =  1  ;; integer values
0004: $12D3 =  0  ;; integer values
0187: $105F = create_marker_above_actor $12C0
00D6: if  0
8119:   NOT   car $12B4 wrecked
004D: jump_if_false £Label0B9466
00D6: if  0
0185:   car $12B4 health >=  400
004D: jump_if_false £Label0B9450
01D5: actor $12C0 go_to_and_drive_car $12B4
0002: jump £Label0B945F

:Label0B9450
0084: $1305 = $12C0  ;; integer values and handles
0050: gosub £Label0BB67E

:Label0B945F
0002: jump £Label0B9475

:Label0B9466
0084: $1305 = $12C0  ;; integer values and handles
0050: gosub £Label0BB67E

:Label0B9475
0002: jump £Label0B9483

:Label0B947C
0004: $12D7 =  3  ;; integer values

:Label0B9483
00D6: if  1
0038:   $12D2 ==  1  ;; integer values
0038:   $12D7 ==  1  ;; integer values
004D: jump_if_false £Label0B9532
00D6: if  0
8118:   NOT   actor $12C0 dead
004D: jump_if_false £Label0B9532
01C3: remove_references_to_car $12B4  ;; Like turning a car into any random car
0004: $12B4 = -1  ;; integer values
00D9: $12B4 = actor $12C0 car
00AD: set_car $12B4 max_speed_to  15.0
0007:  5@ =  15.0  ;; floating-point values
00AE: unknown_set_car $12B4 to_ignore_traffic_lights  2
00D6: if  0
0038:   $12E5 ==  0  ;; integer values
004D: jump_if_false £Label0B9508
00A7: car $12B4 drive_to -1133.062 -342.2911  9.8989
0002: jump £Label0B951C

:Label0B9508
02C2: car $12B4 drive_to_point -971.6564  322.1157  10.1667

:Label0B951C
0004: $12D5 =  0  ;; integer values
0084: $12DE = $12CB  ;; integer values and handles
0004: $12D2 =  0  ;; integer values

:Label0B9532
00D6: if  0
0038:   $12D7 ==  3  ;; integer values
004D: jump_if_false £Label0B9580
0164: disable_marker $105F
018C: play_sound  1 at  0.0  0.0  0.0
00BC: text_highpriority "CNT2_05"  5000 ms  1  ;; ~g~You have the counterfeit plates. Take them to the print works.
018A: $105F = create_checkpoint_at $1DA $1DB $1DC
0004: $12D7 =  4  ;; integer values

:Label0B9580
00D6: if  0
0038:   $12D7 ==  4  ;; integer values
004D: jump_if_false £Label0B95C3
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point $1DA $1DB $1DC radius  1.5  2.0  2.0
004D: jump_if_false £Label0B95C3
0002: jump £Label0BB301

:Label0B95C3
00D6: if  0
0018:   $12CC >  6  ;; integer values
004D: jump_if_false £Label0B96B9
00D6: if  0
8118:   NOT   actor $12C6 dead
004D: jump_if_false £Label0B96B9
00D6: if  0
8119:   NOT   car $12B7 wrecked
004D: jump_if_false £Label0B96B9
00D6: if  0
0038:   $12EA ==  0  ;; integer values
004D: jump_if_false £Label0B9659
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $12B7
004D: jump_if_false £Label0B9659
00D6: if  0
01AF:   car $12B7  0 ()near_point -683.1377 -1566.971  11.4 radius  4.0  4.0  4.0
004D: jump_if_false £Label0B9659
01D5: actor $12C6 go_to_and_drive_car $12B7
0004: $12EA =  1  ;; integer values

:Label0B9659
00D6: if  0
0038:   $12EA ==  1  ;; integer values
004D: jump_if_false £Label0B96B9
00D6: if  0
00DB:   actor $12C6 in_car $12B7
004D: jump_if_false £Label0B96B9
04A2: heli $12B7 fly_to  408.198 -1726.195  84.1376 speed  50
01C3: remove_references_to_car $12B7  ;; Like turning a car into any random car
01C2: remove_references_to_actor $12C6  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $12C7  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $12C8  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $12C9  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $12CA  ;; Like turning an actor into a random pedestrian
0004: $12EA =  2  ;; integer values

:Label0B96B9
00D6: if  0
0038:   $A05 ==  2  ;; integer values
004D: jump_if_false £Label0BA0DC
00D6: if  0
8119:   NOT   car $12B4 wrecked
004D: jump_if_false £Label0BA0C6
00AA: store_car $12B4 position_to  3@  4@ $1BF
00D6: if  0
0038:   $12E3 ==  1  ;; integer values
004D: jump_if_false £Label0B98B1
00D6: if  0
0038:   $12CF ==  1  ;; integer values
004D: jump_if_false £Label0B9714
0004: $12CF =  2  ;; integer values

:Label0B9714
00D6: if  0
0038:   $12CF ==  0  ;; integer values
004D: jump_if_false £Label0B9802
00D6: if  0
001C:   $12CB > $12EC  ;; integer values
004D: jump_if_false £Label0B9802
00D6: if  0
8118:   NOT   actor $12BF dead
004D: jump_if_false £Label0B9764
00D6: if  0
00DB:   actor $12BF in_car $12B4
004D: jump_if_false £Label0B9764
0084: $12C1 = $12BF  ;; integer values and handles

:Label0B9764
00D6: if  0
8118:   NOT   actor $12BE dead
004D: jump_if_false £Label0B978F
00D6: if  0
00DB:   actor $12BE in_car $12B4
004D: jump_if_false £Label0B978F
0084: $12C1 = $12BE  ;; integer values and handles

:Label0B978F
00D6: if  0
8118:   NOT   actor $12BD dead
004D: jump_if_false £Label0B97BA
00D6: if  0
00DB:   actor $12BD in_car $12B4
004D: jump_if_false £Label0B97BA
0084: $12C1 = $12BD  ;; integer values and handles

:Label0B97BA
00D6: if  0
8118:   NOT   actor $12C1 dead
004D: jump_if_false £Label0B9802
00D6: if  0
00DB:   actor $12C1 in_car $12B4
004D: jump_if_false £Label0B9802
00AA: store_car $12B4 position_to $1BD $1BE $1BF
0362: remove_actor $12C1 from_car_and_place_at $1BD $1BE -10.0
0004: $12CF =  1  ;; integer values

:Label0B9802
00D6: if  0
0038:   $12CF ==  3  ;; integer values
004D: jump_if_false £Label0B9861
00D6: if  0
8118:   NOT   actor $12C1 dead
004D: jump_if_false £Label0B985A
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0B984B
03C1: $12B6 = player $PLAYER_CHAR car
01D9: actor $12C1 run_away_from_car $12B6
0002: jump £Label0B9853

:Label0B984B
01CA: actor $12C1 kill_player $PLAYER_CHAR

:Label0B9853
0002: jump £Label0B9861

:Label0B985A
0004: $12E3 =  0  ;; integer values

:Label0B9861
00D6: if  0
0038:   $12CF ==  2  ;; integer values
004D: jump_if_false £Label0B98AA
00D6: if  0
8118:   NOT   actor $12C1 dead
004D: jump_if_false £Label0B98AA
0464: put_actor $12C1 into_turret_on_car $12B4 at_car_offset  0.0 -.3  .8 unknown  2 angle  360.0 with_weapon  22
0004: $12CF =  3  ;; integer values

:Label0B98AA
0002: jump £Label0B99EF

:Label0B98B1
00D6: if  0
0018:   $12CF >  0  ;; integer values
004D: jump_if_false £Label0B99EF
00D6: if  0
8118:   NOT   actor $12C1 dead
004D: jump_if_false £Label0B99E3
0465: remove_actor $12C1 from_turret_mode
0004: $12CD =  0  ;; integer values

:Label0B98DF
00D6: if  0
8431:   NOT unknown_car $12B4 flag $12CD
004D: jump_if_false £Label0B9900
0008: $12CD +=  1  ;; integer values
0002: jump £Label0B98DF

:Label0B9900
00D6: if  0
003A:   $12C1 == $12BD  ;; integer values and handles
004D: jump_if_false £Label0B992F
009B: destroy_actor_instantly $12BD
01C8: $12BD = create_actor  9 #WFORI in_car $12B4 passenger_seat $12CD
0084: $12C1 = $12BD  ;; integer values and handles

:Label0B992F
00D6: if  0
003A:   $12C1 == $12BE  ;; integer values and handles
004D: jump_if_false £Label0B995E
009B: destroy_actor_instantly $12BE
01C8: $12BE = create_actor  9 #WFYBU in_car $12B4 passenger_seat $12CD
0084: $12C1 = $12BE  ;; integer values and handles

:Label0B995E
00D6: if  0
003A:   $12C1 == $12BF  ;; integer values and handles
004D: jump_if_false £Label0B998D
009B: destroy_actor_instantly $12BF
01C8: $12BF = create_actor  9 #WFORI in_car $12B4 passenger_seat $12CD
0084: $12C1 = $12BF  ;; integer values and handles

:Label0B998D
01B2: give_actor $12C1 weapon  22 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12C1 flags
011A: set_actor $12C1 flags  1
011A: set_actor $12C1 flags  4194304
011A: set_actor $12C1 flags  1048576
0243: set_actor $12C1 ped_stats_to  16
0319: set_actor $12C1 wander_state_to  1 (off)
0084: $12EC = $12CB  ;; integer values and handles
0008: $12EC +=  500  ;; integer values
0004: $12CF =  0  ;; integer values
0002: jump £Label0B99EF

:Label0B99E3
0465: remove_actor $12C1 from_turret_mode
0004: $12CF =  0  ;; integer values

:Label0B99EF
00D6: if  0
8118:   NOT   actor $12C0 dead
004D: jump_if_false £Label0B9A2B
00D6: if  0
00DB:   actor $12C0 in_car $12B4
004D: jump_if_false £Label0B9A2B
00D6: if  0
0038:   $12CE ==  1  ;; integer values
004D: jump_if_false £Label0B9A2B
0004: $12CC =  8  ;; integer values

:Label0B9A2B
00D6: if  0
0038:   $12CC ==  8  ;; integer values
004D: jump_if_false £Label0B9ADE
00D6: if  21
001C:   $12CB > $12D8  ;; integer values
0038:   $12CE ==  1  ;; integer values
004D: jump_if_false £Label0B9ADE
00AD: set_car $12B4 max_speed_to  15.0
0007:  5@ =  15.0  ;; floating-point values
00AE: unknown_set_car $12B4 to_ignore_traffic_lights  2
00D6: if  0
0038:   $12E5 ==  0  ;; integer values
004D: jump_if_false £Label0B9AA4
00A7: car $12B4 drive_to -1133.062 -342.2911  9.8989
01C2: remove_references_to_actor $12CA  ;; Like turning an actor into a random pedestrian
0002: jump £Label0B9AB8

:Label0B9AA4
02C2: car $12B4 drive_to_point -971.6564  322.1157  10.1667

:Label0B9AB8
0004: $12D5 =  0  ;; integer values
0084: $12DE = $12CB  ;; integer values and handles
0084: $12D8 = $12CB  ;; integer values and handles
0008: $12D8 +=  750  ;; integer values
0004: $12CC =  9  ;; integer values

:Label0B9ADE
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $12B4 radius  15.0  15.0  0
004D: jump_if_false £Label0B9B0B
02AA: set_car $12B4 immune_to_nonplayer  0
0002: jump £Label0B9B12

:Label0B9B0B
02AA: set_car $12B4 immune_to_nonplayer  1

:Label0B9B12
00D6: if  0
0038:   $12E5 ==  0  ;; integer values
004D: jump_if_false £Label0B9B65
00D6: if  0
01AD:   car $12B4  0 ()near_point -1133.062 -342.2911  10.0  10.0
004D: jump_if_false £Label0B9B65
02C2: car $12B4 drive_to_point -971.6564  322.1157  10.1667
0004: $12E5 =  1  ;; integer values

:Label0B9B65
00D6: if  0
0018:   $12CC >  8  ;; integer values
004D: jump_if_false £Label0B9C9F
00D6: if  0
0038:   $12E8 ==  0  ;; integer values
004D: jump_if_false £Label0B9BB6
00D6: if  0
01AD:   car $12B4  0 ()near_point -971.6564  322.1157  3.0  3.0
004D: jump_if_false £Label0B9BB6
0004: $12E8 =  1  ;; integer values

:Label0B9BB6
00D6: if  0
0038:   $12E8 ==  0  ;; integer values
004D: jump_if_false £Label0B9C86
00D6: if  0
8043:   NOT    5@ ==  0.0  ;; floating-point values
004D: jump_if_false £Label0B9C7F
0084: $1310 = $12B4  ;; integer values and handles
0084: $1311 = $12D5  ;; integer values and handles
0084: $1312 = $12DE  ;; integer values and handles
0086: $130D = $12F8  ;; floating-point values only
0086: $130E = $12F9  ;; floating-point values only
0086: $130F = $12FA  ;; floating-point values only
0050: gosub £Label0BB8F9
0084: $12D5 = $1311  ;; integer values and handles
0084: $12DE = $1312  ;; integer values and handles
0086: $12F8 = $130D  ;; floating-point values only
0086: $12F9 = $130E  ;; floating-point values only
0086: $12FA = $130F  ;; floating-point values only
00D6: if  0
0018:   $12CE >  0  ;; integer values
004D: jump_if_false £Label0B9C7F
00D6: if  0
0038:   $12D5 == -9  ;; integer values
004D: jump_if_false £Label0B9C7F
00D6: if  0
8118:   NOT   actor $12C0 dead
004D: jump_if_false £Label0B9C78
046B: unknown_actor $12C0 car $12B4

:Label0B9C78
0004: $12D5 =  0  ;; integer values

:Label0B9C7F
0002: jump £Label0B9C9F

:Label0B9C86
00D6: if  0
0038:   $12D3 ==  0  ;; integer values
004D: jump_if_false £Label0B9C9F
0004: $12D3 =  1  ;; integer values

:Label0B9C9F
0227: $12DA = car $12B4 health
00D6: if  0
001A:    990 > $12DA  ;; integer values
004D: jump_if_false £Label0B9CD3
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B9CD3
0004: $12CE =  1  ;; integer values

:Label0B9CD3
00D6: if  0
0018:   $12CC >  8  ;; integer values
004D: jump_if_false £Label0BA0B8
00D6: if  0
001A:    300 > $12DA  ;; integer values
004D: jump_if_false £Label0B9D44
00AD: set_car $12B4 max_speed_to  0.0
0477: unknown_car $12B4  1  100
0007:  5@ =  0.0  ;; floating-point values
00D6: if  0
8118:   NOT   actor $12C0 dead
004D: jump_if_false £Label0B9D2D
046B: unknown_actor $12C0 car $12B4

:Label0B9D2D
0084: $12DC = $12CB  ;; integer values and handles
0008: $12DC +=  5000  ;; integer values
0004: $12CE =  1  ;; integer values

:Label0B9D44
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0B9F22
00D6: if  0
8119:   NOT   car $12B3 wrecked
004D: jump_if_false £Label0B9EB1
0084: $1303 = $12B4  ;; integer values and handles
0084: $1304 = $12B3  ;; integer values and handles
0050: gosub £Label0BB573
0089:  5@ = $1B32  ;; floating-point values only
00AA: store_car $12B4 position_to  3@  4@ $1BF
0088: $1B2E =  3@  ;; floating-point values only
000D: $1B2E -= -963.9817  ;; floating-point values
0088: $1B2F =  4@  ;; floating-point values only
000D: $1B2F -=  322.1035  ;; floating-point values
0069: $1B2E *= $1B2E  ;; floating-point values
0069: $1B2F *= $1B2F  ;; floating-point values
0059: $1B2E += $1B2F  ;; floating-point values
01FB:  10@ = square_root $1B2E
02F8: unknown_car $12B4 unknown_cosine $1B40
02F9: unknown_car $12B4 unknown_sinus $1B41
00D6: if  0
8119:   NOT   car $12B3 wrecked
004D: jump_if_false £Label0B9E05
00AA: store_car $12B3 position_to  0@  1@ $1BF

:Label0B9E05
00AA: store_car $12B4 position_to  3@  4@ $1BF
0088: $1B2E =  3@  ;; floating-point values only
0067: $1B2E -=  0@  ;; floating-point values
0069: $1B40 *= $1B2E  ;; floating-point values
0088: $1B2F =  4@  ;; floating-point values only
0067: $1B2F -=  1@  ;; floating-point values
0069: $1B41 *= $1B2F  ;; floating-point values
0086: $1300 = $1B40  ;; floating-point values only
0059: $1300 += $1B41  ;; floating-point values
0088: $1B43 =  1@  ;; floating-point values only
000D: $1B43 -=  20.0  ;; floating-point values
00D6: if  0
0020:   $1300 >  0.0  ;; floating-point values
004D: jump_if_false £Label0B9EAA
00D6: if  0
0027:    4@ > $1B43  ;; floating-point values only
004D: jump_if_false £Label0B9EAA
00AD: set_car $12B4 max_speed_to  0.0
0477: unknown_car $12B4  1  100
0007:  5@ =  0.0  ;; floating-point values

:Label0B9EAA
0002: jump £Label0B9EC5

:Label0B9EB1
00AD: set_car $12B4 max_speed_to  15.0
0007:  5@ =  15.0  ;; floating-point values

:Label0B9EC5
0088: $1302 =  11@  ;; floating-point values only
0067: $1302 -=  10@  ;; floating-point values
00D6: if  0
0020:   $1302 >  20.0  ;; floating-point values
004D: jump_if_false £Label0B9F0E
00AD: set_car $12B4 max_speed_to  0.0
0477: unknown_car $12B4  1  100
0007:  5@ =  0.0  ;; floating-point values
0002: jump £Label0B9F22

:Label0B9F0E
00AD: set_car $12B4 max_speed_to  15.0
0007:  5@ =  15.0  ;; floating-point values

:Label0B9F22
00D6: if  0
0038:   $12CE ==  1  ;; integer values
004D: jump_if_false £Label0BA0AA
0086: $12FE = $5F  ;; floating-point values only
0067: $12FE -=  3@  ;; floating-point values
0086: $12FF = $60  ;; floating-point values only
0067: $12FF -=  4@  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1300 = $12FE  ;; floating-point values only
0059: $1300 += $12FF  ;; floating-point values
01FB: $1300 = square_root $1300
0007:  5@ =  1000.0  ;; floating-point values
0077:  5@ /= $1300  ;; floating-point values
00D6: if  0
0021:    5@ >  50.0  ;; floating-point values
004D: jump_if_false £Label0B9FAD
0007:  5@ =  50.0  ;; floating-point values

:Label0B9FAD
00D6: if  0
0023:    20.0 >  5@  ;; floating-point values
004D: jump_if_false £Label0B9FCC
0007:  5@ =  20.0  ;; floating-point values

:Label0B9FCC
00AD: set_car $12B4 max_speed_to  5@
00D6: if  0
01FE:   player $PLAYER_CHAR near_car_in_car $12B4 radius  20.0  20.0  0
004D: jump_if_false £Label0BA09C
00D6: if  0
020D:   car $12B4 flipped
004D: jump_if_false £Label0BA08E
00D6: if  0
81C1:   NOT   car $12B4 stopped
004D: jump_if_false £Label0BA080
00D6: if  0
0021:    5@ >  15.0  ;; floating-point values
004D: jump_if_false £Label0BA072
00D6: if  1
031E:   unknown_vehicle_check $12B4 unknown  39
8185:   NOT   car $12B4 health >= $12ED
004D: jump_if_false £Label0BA050
0004: $12E3 =  0  ;; integer values
0002: jump £Label0BA057

:Label0BA050
0004: $12E3 =  1  ;; integer values

:Label0BA057
0468: $12B4
0227: $12ED = car $12B4 health
000C: $12ED -=  25  ;; integer values
0002: jump £Label0BA079

:Label0BA072
0004: $12E3 =  0  ;; integer values

:Label0BA079
0002: jump £Label0BA087

:Label0BA080
0004: $12E3 =  0  ;; integer values

:Label0BA087
0002: jump £Label0BA095

:Label0BA08E
0004: $12E3 =  0  ;; integer values

:Label0BA095
0002: jump £Label0BA0A3

:Label0BA09C
0004: $12E3 =  0  ;; integer values

:Label0BA0A3
0002: jump £Label0BA0B1

:Label0BA0AA
0004: $12E3 =  0  ;; integer values

:Label0BA0B1
0002: jump £Label0BA0BF

:Label0BA0B8
0004: $12E3 =  0  ;; integer values

:Label0BA0BF
0002: jump £Label0BA0DC

:Label0BA0C6
0465: remove_actor $12BD from_turret_mode
0465: remove_actor $12BE from_turret_mode
0465: remove_actor $12BF from_turret_mode
0004: $12E3 =  0  ;; integer values

:Label0BA0DC
00D6: if  0
0038:   $A05 ==  3  ;; integer values
004D: jump_if_false £Label0BAFA5
00D6: if  0
8118:   NOT   actor $12C2 dead
004D: jump_if_false £Label0BA7EC
00D6: if  0
00DF:   actor $12C2 driving
004D: jump_if_false £Label0BA69C
01C3: remove_references_to_car $12B5  ;; Like turning a car into any random car
03C0: $12B5 = actor $12C2 car
00AA: store_car $12B5 position_to  6@  7@ $1BF
00D6: if  0
0038:   $12D1 == -1  ;; integer values
004D: jump_if_false £Label0BA149
0006:  17@ =  0  ;; integer values
0004: $12D1 =  0  ;; integer values

:Label0BA149
00D6: if  0
0038:   $12CC ==  9  ;; integer values
004D: jump_if_false £Label0BA1E0
00D6: if  0
001C:   $12CB > $12D8  ;; integer values
004D: jump_if_false £Label0BA1E0
00AD: set_car $12B5 max_speed_to  15.0
0007:  8@ =  15.0  ;; floating-point values
00AE: unknown_set_car $12B5 to_ignore_traffic_lights  2
00D6: if  0
0038:   $12E6 ==  0  ;; integer values
004D: jump_if_false £Label0BA1B6
00A7: car $12B5 drive_to -1133.062 -342.2911  9.8989
0002: jump £Label0BA1CA

:Label0BA1B6
02C2: car $12B5 drive_to_point -984.1348  322.0096  10.1792

:Label0BA1CA
0004: $12D6 =  0  ;; integer values
0084: $12DF = $12CB  ;; integer values and handles
0004: $12CC =  10  ;; integer values

:Label0BA1E0
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $12B5 radius  15.0  15.0  0
004D: jump_if_false £Label0BA20D
02AA: set_car $12B5 immune_to_nonplayer  0
0002: jump £Label0BA214

:Label0BA20D
02AA: set_car $12B5 immune_to_nonplayer  1

:Label0BA214
00D6: if  0
0038:   $12D1 ==  0  ;; integer values
004D: jump_if_false £Label0BA311
00D6: if  21
0018:   $12CC >  4  ;; integer values
0038:   $12CE ==  1  ;; integer values
004D: jump_if_false £Label0BA311
00D6: if  0
0019:    17@ >  2500  ;; integer values
004D: jump_if_false £Label0BA311
00D6: if  0
0038:   $12CE ==  1  ;; integer values
004D: jump_if_false £Label0BA29C
00AD: set_car $12B5 max_speed_to  100.0
0007:  8@ =  100.0  ;; floating-point values
00AE: unknown_set_car $12B5 to_ignore_traffic_lights  2
00AF: set_car $12B5 driver_behaviour_to  2
0084: $12DF = $12CB  ;; integer values and handles
0004: $12D1 =  1  ;; integer values
0002: jump £Label0BA311

:Label0BA29C
00D6: if  0
0018:   $12CC >  9  ;; integer values
004D: jump_if_false £Label0BA311
00AD: set_car $12B5 max_speed_to  15.0
0007:  8@ =  15.0  ;; floating-point values
00AE: unknown_set_car $12B5 to_ignore_traffic_lights  2
00D6: if  0
0038:   $12E6 ==  0  ;; integer values
004D: jump_if_false £Label0BA2F6
00A7: car $12B5 drive_to -1133.062 -342.2911  9.8989
0002: jump £Label0BA30A

:Label0BA2F6
02C2: car $12B5 drive_to_point -984.1348  322.0096  10.1792

:Label0BA30A
0004: $12D1 =  2  ;; integer values

:Label0BA311
00D6: if  0
0018:   $12D1 >  0  ;; integer values
004D: jump_if_false £Label0BA695
00D6: if  0
00DC:   player $PLAYER_CHAR driving $12B5
004D: jump_if_false £Label0BA33E
01CA: actor $12C2 kill_player $PLAYER_CHAR

:Label0BA33E
00D6: if  0
0018:   $12CC >  9  ;; integer values
004D: jump_if_false £Label0BA4BA
00D6: if  0
0038:   $12E9 ==  0  ;; integer values
004D: jump_if_false £Label0BA38F
00D6: if  0
01AD:   car $12B5  0 ()near_point -984.1348  322.0096  3.0  3.0
004D: jump_if_false £Label0BA38F
0004: $12E9 =  1  ;; integer values

:Label0BA38F
00D6: if  0
0038:   $12E9 ==  0  ;; integer values
004D: jump_if_false £Label0BA436
00D6: if  0
8043:   NOT    8@ ==  0.0  ;; floating-point values
004D: jump_if_false £Label0BA436
0084: $1310 = $12B5  ;; integer values and handles
0084: $1311 = $12D6  ;; integer values and handles
0084: $1312 = $12DF  ;; integer values and handles
0086: $130D = $12FB  ;; floating-point values only
0086: $130E = $12FC  ;; floating-point values only
0086: $130F = $12FD  ;; floating-point values only
0050: gosub £Label0BB8F9
0084: $12D6 = $1311  ;; integer values and handles
0084: $12DF = $1312  ;; integer values and handles
0086: $12FB = $130D  ;; floating-point values only
0086: $12FC = $130E  ;; floating-point values only
0086: $12FD = $130F  ;; floating-point values only
00D6: if  0
0038:   $12D6 == -9  ;; integer values
004D: jump_if_false £Label0BA436
046B: unknown_actor $12C2 car $12B5
0004: $12D6 =  0  ;; integer values

:Label0BA436
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0BA4BA
00D6: if  0
0038:   $12E6 ==  0  ;; integer values
004D: jump_if_false £Label0BA49B
00D6: if  0
01AD:   car $12B5  0 ()near_point -1133.062 -342.2911  10.0  10.0
004D: jump_if_false £Label0BA49B
02C2: car $12B5 drive_to_point -984.1348  322.0096  10.1792
0004: $12E6 =  1  ;; integer values

:Label0BA49B
0084: $1303 = $12B5  ;; integer values and handles
0084: $1304 = $12B4  ;; integer values and handles
0050: gosub £Label0BB573
0089:  8@ = $1B32  ;; floating-point values only

:Label0BA4BA
0227: $12DB = car $12B5 health
00D6: if  0
0038:   $12CE ==  1  ;; integer values
004D: jump_if_false £Label0BA4F4
00D6: if  0
0038:   $12D1 ==  2  ;; integer values
004D: jump_if_false £Label0BA4ED
0004: $12D1 =  0  ;; integer values

:Label0BA4ED
0002: jump £Label0BA5C7

:Label0BA4F4
02F8: unknown_car $12B5 unknown_cosine $1B40
02F9: unknown_car $12B5 unknown_sinus $1B41
00D6: if  0
8119:   NOT   car $12B4 wrecked
004D: jump_if_false £Label0BA522
00AA: store_car $12B4 position_to  3@  4@ $1BF

:Label0BA522
00AA: store_car $12B5 position_to  6@  7@ $1BF
0088: $1B2E =  6@  ;; floating-point values only
0067: $1B2E -=  3@  ;; floating-point values
0069: $1B40 *= $1B2E  ;; floating-point values
0088: $1B2F =  7@  ;; floating-point values only
0067: $1B2F -=  4@  ;; floating-point values
0069: $1B41 *= $1B2F  ;; floating-point values
0086: $1300 = $1B40  ;; floating-point values only
0059: $1300 += $1B41  ;; floating-point values
0088: $1B43 =  4@  ;; floating-point values only
000D: $1B43 -=  20.0  ;; floating-point values
00D6: if  0
0020:   $1300 >  0.0  ;; floating-point values
004D: jump_if_false £Label0BA5C7
00D6: if  0
0027:    7@ > $1B43  ;; floating-point values only
004D: jump_if_false £Label0BA5C7
00AD: set_car $12B5 max_speed_to  0.0
0477: unknown_car $12B5  1  100
0007:  8@ =  0.0  ;; floating-point values

:Label0BA5C7
00D6: if  0
001A:    900 > $12DB  ;; integer values
004D: jump_if_false £Label0BA60C
00D6: if  0
0038:   $12CE ==  0  ;; integer values
004D: jump_if_false £Label0BA60C
00D6: if  0
0038:   $12D1 ==  2  ;; integer values
004D: jump_if_false £Label0BA60C
0004: $12D1 =  0  ;; integer values
0004: $12CE =  1  ;; integer values

:Label0BA60C
00D6: if  0
001A:    300 > $12DB  ;; integer values
004D: jump_if_false £Label0BA627
046B: unknown_actor $12C2 car $12B5

:Label0BA627
00D6: if  0
0038:   $12D1 ==  1  ;; integer values
004D: jump_if_false £Label0BA68E
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0BA68E
0084: $1303 = $12B5  ;; integer values and handles
0004: $1304 = -1  ;; integer values
0050: gosub £Label0BB573
0089:  8@ = $1B32  ;; floating-point values only
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $12B5 radius  15.0  15.0  0
004D: jump_if_false £Label0BA68E
01CA: actor $12C2 kill_player $PLAYER_CHAR

:Label0BA68E
0050: gosub £Label0BBCF4

:Label0BA695
0002: jump £Label0BA7E5

:Label0BA69C
0004: $12D1 = -1  ;; integer values
00D6: if  0
0018:   $12CC >  4  ;; integer values
004D: jump_if_false £Label0BA7E5
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $12C2 radius  40.0  40.0
004D: jump_if_false £Label0BA783
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0BA6F3
01CA: actor $12C2 kill_player $PLAYER_CHAR
0002: jump £Label0BA77C

:Label0BA6F3
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $12C2 radius  25.0  25.0
004D: jump_if_false £Label0BA721
01CA: actor $12C2 kill_player $PLAYER_CHAR
0002: jump £Label0BA77C

:Label0BA721
0084: $1305 = $12C2  ;; integer values and handles
00D6: if  0
8119:   NOT   car $12B5 wrecked
004D: jump_if_false £Label0BA775
00D6: if  0
0202:   actor $12C2 near_car $12B5 radius  20.0  20.0 unknown  0
004D: jump_if_false £Label0BA767
01D5: actor $12C2 go_to_and_drive_car $12B5
0002: jump £Label0BA76E

:Label0BA767
0050: gosub £Label0BB67E

:Label0BA76E
0002: jump £Label0BA77C

:Label0BA775
0050: gosub £Label0BB67E

:Label0BA77C
0002: jump £Label0BA7DE

:Label0BA783
0084: $1305 = $12C2  ;; integer values and handles
00D6: if  0
8119:   NOT   car $12B5 wrecked
004D: jump_if_false £Label0BA7D7
00D6: if  0
0202:   actor $12C2 near_car $12B5 radius  20.0  20.0 unknown  0
004D: jump_if_false £Label0BA7C9
01D5: actor $12C2 go_to_and_drive_car $12B5
0002: jump £Label0BA7D0

:Label0BA7C9
0050: gosub £Label0BB67E

:Label0BA7D0
0002: jump £Label0BA7DE

:Label0BA7D7
0050: gosub £Label0BB67E

:Label0BA7DE
0050: gosub £Label0BBCF4

:Label0BA7E5
0002: jump £Label0BA90B

:Label0BA7EC
01C2: remove_references_to_actor $12C2  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $12C3 dead
004D: jump_if_false £Label0BA87D
0084: $12C2 = $12C3  ;; integer values and handles
0004: $12C3 = -1  ;; integer values
00D6: if  0
8118:   NOT   actor $12C4 dead
004D: jump_if_false £Label0BA843
01DE: tie_actor $12C4 to_actor $12C2
00D6: if  0
831F:   NOT   unknown_actor $12C4 unknown_actor $12C2
004D: jump_if_false £Label0BA843
01CC: actor $12C4 kill_player $PLAYER_CHAR

:Label0BA843
00D6: if  0
8118:   NOT   actor $12C5 dead
004D: jump_if_false £Label0BA876
01DE: tie_actor $12C5 to_actor $12C2
00D6: if  0
831F:   NOT   unknown_actor $12C5 unknown_actor $12C2
004D: jump_if_false £Label0BA876
01CC: actor $12C5 kill_player $PLAYER_CHAR

:Label0BA876
0002: jump £Label0BA90B

:Label0BA87D
01C2: remove_references_to_actor $12C3  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $12C4 dead
004D: jump_if_false £Label0BA8DB
0084: $12C2 = $12C4  ;; integer values and handles
0004: $12C4 = -1  ;; integer values
00D6: if  0
8118:   NOT   actor $12C5 dead
004D: jump_if_false £Label0BA8D4
01DE: tie_actor $12C5 to_actor $12C2
00D6: if  0
831F:   NOT   unknown_actor $12C5 unknown_actor $12C2
004D: jump_if_false £Label0BA8D4
01CC: actor $12C5 kill_player $PLAYER_CHAR

:Label0BA8D4
0002: jump £Label0BA90B

:Label0BA8DB
01C2: remove_references_to_actor $12C4  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $12C5 dead
004D: jump_if_false £Label0BA906
0084: $12C2 = $12C5  ;; integer values and handles
0004: $12C5 = -1  ;; integer values
0002: jump £Label0BA90B

:Label0BA906
01C2: remove_references_to_actor $12C5  ;; Like turning an actor into a random pedestrian

:Label0BA90B
00D6: if  0
0038:   $12E5 ==  1  ;; integer values
004D: jump_if_false £Label0BAAA6
00D6: if  0
0038:   $12F2 ==  0  ;; integer values
004D: jump_if_false £Label0BAAA6
01C2: remove_references_to_actor $12C6  ;; Like turning an actor into a random pedestrian
009A: $12C6 = create_actor  9 #BFYST at -987.1808  266.6001  7.7758
01B2: give_actor $12C6 weapon  19 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12C6 flags
011A: set_actor $12C6 flags  1
011A: set_actor $12C6 flags  4194304
011A: set_actor $12C6 flags  1048576
0243: set_actor $12C6 ped_stats_to  16
0319: set_actor $12C6 wander_state_to  1 (off)
0245: set_actor $12C6 walk_style_to  46
01C2: remove_references_to_actor $12C7  ;; Like turning an actor into a random pedestrian
009A: $12C7 = create_actor  9 #BFYST at -985.7646  266.4785  7.7755
01B2: give_actor $12C7 weapon  19 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12C7 flags
011A: set_actor $12C7 flags  1
011A: set_actor $12C7 flags  4194304
011A: set_actor $12C7 flags  1048576
0243: set_actor $12C7 ped_stats_to  16
0319: set_actor $12C7 wander_state_to  1 (off)
0245: set_actor $12C7 walk_style_to  46
01C2: remove_references_to_actor $12C8  ;; Like turning an actor into a random pedestrian
009A: $12C8 = create_actor  9 #BFYST at -984.2117  266.6248  7.7751
01B2: give_actor $12C8 weapon  19 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12C8 flags
011A: set_actor $12C8 flags  1
011A: set_actor $12C8 flags  4194304
011A: set_actor $12C8 flags  1048576
0243: set_actor $12C8 ped_stats_to  16
0319: set_actor $12C8 wander_state_to  1 (off)
0245: set_actor $12C8 walk_style_to  46
01C2: remove_references_to_actor $12C9  ;; Like turning an actor into a random pedestrian
009A: $12C9 = create_actor  9 #BFYST at -982.5906  266.5252  7.7803
01B2: give_actor $12C9 weapon  19 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $12C9 flags
011A: set_actor $12C9 flags  1
011A: set_actor $12C9 flags  4194304
011A: set_actor $12C9 flags  1048576
0243: set_actor $12C9 ped_stats_to  16
0319: set_actor $12C9 wander_state_to  1 (off)
0245: set_actor $12C9 walk_style_to  46
0004: $12F2 =  1  ;; integer values

:Label0BAAA6
00D6: if  0
0038:   $12F2 ==  1  ;; integer values
004D: jump_if_false £Label0BAB5F
000B:  12@ +=  3.0  ;; floating-point values
00D6: if  0
0021:    12@ >  90.0  ;; floating-point values
004D: jump_if_false £Label0BAAE1
0007:  12@ =  90.0  ;; floating-point values

:Label0BAAE1
0177: set_object $714 z_angle_to  12@
000F:  13@ -=  3.0  ;; floating-point values
00D6: if  0
0023:    0.0 >  13@  ;; floating-point values
004D: jump_if_false £Label0BAB12
000B:  13@ +=  360.0  ;; floating-point values

:Label0BAB12
00D6: if  0
0023:    270.0 >  13@  ;; floating-point values
004D: jump_if_false £Label0BAB31
0007:  13@ =  270.0  ;; floating-point values

:Label0BAB31
0177: set_object $715 z_angle_to  13@
00D6: if  1
0043:    12@ ==  90.0  ;; floating-point values
0043:    13@ ==  270.0  ;; floating-point values
004D: jump_if_false £Label0BAB5F
0004: $12F2 =  2  ;; integer values

:Label0BAB5F
00D6: if  0
0038:   $12F2 ==  2  ;; integer values
004D: jump_if_false £Label0BAFA5
00D6: if  0
8118:   NOT   actor $12C0 dead
004D: jump_if_false £Label0BAC7D
00D6: if  0
00A4:   actor $12C0  0 ()in_cube -991.591  261.036  7.775 -983.0  271.96  11.506
004D: jump_if_false £Label0BAC7D
00D6: if  0
8057:   NOT   player $PLAYER_CHAR  0 ()in_cube -991.591  261.036  7.775 -981.068  271.96  11.506
004D: jump_if_false £Label0BAC7D
000F:  12@ -=  3.0  ;; floating-point values
00D6: if  0
0023:    0.0 >  12@  ;; floating-point values
004D: jump_if_false £Label0BAC0A
0007:  12@ =  0.0  ;; floating-point values

:Label0BAC0A
0177: set_object $714 z_angle_to  12@
000B:  13@ +=  3.0  ;; floating-point values
00D6: if  0
0021:    13@ >  360.0  ;; floating-point values
004D: jump_if_false £Label0BAC3B
0007:  13@ =  0.0  ;; floating-point values

:Label0BAC3B
0177: set_object $715 z_angle_to  13@
00D6: if  1
0043:    12@ ==  0.0  ;; floating-point values
0043:    13@ ==  0.0  ;; floating-point values
004D: jump_if_false £Label0BAC7D
00BC: text_highpriority "CNT2_03"  5000 ms  1  ;; ~r~The courier has arrived at his destination safely, you're too late!
009B: destroy_actor_instantly $12C0
0002: jump £Label0BB2F0

:Label0BAC7D
00D6: if  0
8118:   NOT   actor $12C6 dead
004D: jump_if_false £Label0BAD47
00D6: if  0
0038:   $12EE ==  0  ;; integer values
004D: jump_if_false £Label0BACDB
0211: actor $12C6 walk_to -973.5972  266.4069
00D6: if  0
00ED:   actor $12C6  0 ()near_point_on_foot -973.5972  266.4069 radius  1.0  1.0
004D: jump_if_false £Label0BACDB
0004: $12EE =  1  ;; integer values

:Label0BACDB
00D6: if  0
0038:   $12EE ==  1  ;; integer values
004D: jump_if_false £Label0BAD47
0211: actor $12C6 walk_to -974.2487  262.6737
00D6: if  0
00F0:   actor $12C6 stopped  0 ()near_point_on_foot -974.2487  262.6737 radius  1.0  1.0
004D: jump_if_false £Label0BAD47
0194: set_actor $12C6 objective_to_go_to_point -974.2487  262.6737  10.2265
0173: set_actor $12C6 z_angle_to  321.3187
0004: $12EE =  2  ;; integer values

:Label0BAD47
00D6: if  0
8118:   NOT   actor $12C7 dead
004D: jump_if_false £Label0BAE11
00D6: if  0
0038:   $12EF ==  0  ;; integer values
004D: jump_if_false £Label0BADA5
0211: actor $12C7 walk_to -973.5972  266.4069
00D6: if  0
00ED:   actor $12C7  0 ()near_point_on_foot -973.5972  266.4069 radius  1.0  1.0
004D: jump_if_false £Label0BADA5
0004: $12EF =  1  ;; integer values

:Label0BADA5
00D6: if  0
0038:   $12EF ==  1  ;; integer values
004D: jump_if_false £Label0BAE11
0211: actor $12C7 walk_to -969.084  282.6923
00D6: if  0
00F0:   actor $12C7 stopped  0 ()near_point_on_foot -969.084  282.6923 radius  1.0  1.0
004D: jump_if_false £Label0BAE11
0194: set_actor $12C7 objective_to_go_to_point -969.084  282.6923  10.2265
0173: set_actor $12C7 z_angle_to  159.319
0004: $12EF =  2  ;; integer values

:Label0BAE11
00D6: if  0
8118:   NOT   actor $12C8 dead
004D: jump_if_false £Label0BAEDB
00D6: if  0
0038:   $12F0 ==  0  ;; integer values
004D: jump_if_false £Label0BAE6F
0211: actor $12C8 walk_to -973.5972  266.4069
00D6: if  0
00ED:   actor $12C8  0 ()near_point_on_foot -973.5972  266.4069 radius  1.0  1.0
004D: jump_if_false £Label0BAE6F
0004: $12F0 =  1  ;; integer values

:Label0BAE6F
00D6: if  0
0038:   $12F0 ==  1  ;; integer values
004D: jump_if_false £Label0BAEDB
0211: actor $12C8 walk_to -969.8824  263.6498
00D6: if  0
00F0:   actor $12C8 stopped  0 ()near_point_on_foot -969.8824  263.6498 radius  1.0  1.0
004D: jump_if_false £Label0BAEDB
0194: set_actor $12C8 objective_to_go_to_point -969.8824  263.6498  10.2265
0173: set_actor $12C8 z_angle_to  12.6357
0004: $12F0 =  2  ;; integer values

:Label0BAEDB
00D6: if  0
8118:   NOT   actor $12C9 dead
004D: jump_if_false £Label0BAFA5
00D6: if  0
0038:   $12F1 ==  0  ;; integer values
004D: jump_if_false £Label0BAF39
0211: actor $12C9 walk_to -973.5972  266.4069
00D6: if  0
00ED:   actor $12C9  0 ()near_point_on_foot -973.5972  266.4069 radius  1.0  1.0
004D: jump_if_false £Label0BAF39
0004: $12F1 =  1  ;; integer values

:Label0BAF39
00D6: if  0
0038:   $12F1 ==  1  ;; integer values
004D: jump_if_false £Label0BAFA5
0211: actor $12C9 walk_to -977.6256  277.8756
00D6: if  0
00F0:   actor $12C9 stopped  0 ()near_point_on_foot -977.6256  277.8756 radius  1.0  1.0
004D: jump_if_false £Label0BAFA5
0194: set_actor $12C9 objective_to_go_to_point -977.6256  277.8756  10.2265
0173: set_actor $12C9 z_angle_to  3.8761
0004: $12F1 =  2  ;; integer values

:Label0BAFA5
00D6: if  0
0038:   $12CE ==  1  ;; integer values
004D: jump_if_false £Label0BB057
00D6: if  0
0038:   $A00 ==  3  ;; integer values
004D: jump_if_false £Label0BAFED
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0BAFED
0004: $A00 =  4  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label0B7939

:Label0BAFED
00D6: if  0
0038:   $A00 ==  2  ;; integer values
004D: jump_if_false £Label0BB019
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0BB019
03D1: play_wav  1
0004: $A00 =  3  ;; integer values

:Label0BB019
00D6: if  0
0038:   $A00 ==  0  ;; integer values
004D: jump_if_false £Label0BB057
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0BB057
03CF: load_wav "CNT2_1" as  1
0004: $A00 =  2  ;; integer values
0004: $A2F =  1  ;; integer values

:Label0BB057
00D6: if  0
0018:   $A01 >  0  ;; integer values
004D: jump_if_false £Label0BB12A
00D6: if  0
0038:   $A01 ==  3  ;; integer values
004D: jump_if_false £Label0BB09F
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0BB09F
0004: $A01 =  4  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label0B7939

:Label0BB09F
00D6: if  0
0038:   $A01 ==  2  ;; integer values
004D: jump_if_false £Label0BB0CB
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0BB0CB
03D1: play_wav  1
0004: $A01 =  3  ;; integer values

:Label0BB0CB
00D6: if  0
0038:   $A01 ==  1  ;; integer values
004D: jump_if_false £Label0BB12A
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0BB110
03CF: load_wav "CNT2_2" as  1
0004: $A01 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0BB12A

:Label0BB110
00D6: if  0
001C:   $12CB > $A1A  ;; integer values
004D: jump_if_false £Label0BB12A
0004: $A01 =  0  ;; integer values

:Label0BB12A
00D6: if  0
0018:   $A02 >  0  ;; integer values
004D: jump_if_false £Label0BB1FD
00D6: if  0
0038:   $A02 ==  3  ;; integer values
004D: jump_if_false £Label0BB172
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0BB172
0004: $A02 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label0B7939

:Label0BB172
00D6: if  0
0038:   $A02 ==  2  ;; integer values
004D: jump_if_false £Label0BB19E
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0BB19E
03D1: play_wav  1
0004: $A02 =  3  ;; integer values

:Label0BB19E
00D6: if  0
0038:   $A02 ==  1  ;; integer values
004D: jump_if_false £Label0BB1FD
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0BB1E3
03CF: load_wav "CNT2_3" as  1
0004: $A02 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0BB1FD

:Label0BB1E3
00D6: if  0
001C:   $12CB > $A1B  ;; integer values
004D: jump_if_false £Label0BB1FD
0004: $A02 =  0  ;; integer values

:Label0BB1FD
00D6: if  0
0018:   $A03 >  0  ;; integer values
004D: jump_if_false £Label0BB2E9
00D6: if  0
0038:   $A03 ==  3  ;; integer values
004D: jump_if_false £Label0BB24F
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0BB24F
03D5: remove_text "CNT2_4"  ;; Private business. You're not welcome!
0004: $A03 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label0B7939

:Label0BB24F
00D6: if  0
0038:   $A03 ==  2  ;; integer values
004D: jump_if_false £Label0BB28A
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0BB28A
00BC: text_highpriority "CNT2_4"  5000 ms  1  ;; Private business. You're not welcome!
03D1: play_wav  1
0004: $A03 =  3  ;; integer values

:Label0BB28A
00D6: if  0
0038:   $A03 ==  1  ;; integer values
004D: jump_if_false £Label0BB2E9
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0BB2CF
03CF: load_wav "CNT2_4" as  1
0004: $A03 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0BB2E9

:Label0BB2CF
00D6: if  0
001C:   $12CB > $A1C  ;; integer values
004D: jump_if_false £Label0BB2E9
0004: $A03 =  0  ;; integer values

:Label0BB2E9
0002: jump £Label0B7939

:Label0BB2F0
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0BB301
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
0395: clear_area  1 at $225 $226 range $227  4.0

:Label0BB334
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BB34C
0001: wait  0 ms
0002: jump £Label0BB334

:Label0BB34C
04A6: $27D = create_asset_money_pickup_at $225 $226 $227 money $27C $27C
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -1027.338 -281.6154  16.3511  0.0  0.0  0.0
0160: point_camera -1028.162 -281.0542  16.273  2
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms

:Label0BB3A6
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BB3BE
0001: wait  0 ms
0002: jump £Label0BB3A6

:Label0BB3BE
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
00BA: text_styled "CNT2_09"  5000 ms  6  ;; PRINT WORKS ASSET COMPLETED
0001: wait  5000 ms
015F: set_camera_position -1056.368 -273.4923  12.0057  0.0  0.0  0.0
0160: point_camera -1057.288 -273.828  11.8015  2
01E5: text_1number_highpriority "CNT2_10" $27C  6000 ms  1  ;; ~g~The print works will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait  6000 ms
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label0BB434
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BB44C
0001: wait  0 ms
0002: jump £Label0BB434

:Label0BB44C
0395: clear_area  1 at -1059.841 -278.7214 range  10.4044  1.0
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214  10.4044
0171: set_player $PLAYER_CHAR z_angle_to  272.2088
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
02A3: toggle_widescreen  0 (off)
0164: disable_marker $10F
04CE: $10F = create_icon_marker_without_sphere $1AA at $1DA $1DB $1DC
0004: $111 =  1  ;; integer values
0008: $497 +=  1  ;; integer values
0318: set_latest_mission_passed "CNT_2"  ;; Hit the Courier
030C: set_mission_points +=  1
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
01E3: text_1number_styled "M_PASS"  5000  2500 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  5000
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
0001: wait  0 ms
0051: return

:Label0BB506
0004: $ONMISSION =  0  ;; integer values
0164: disable_marker $105F
0164: disable_marker $12F4
0249: release_model #UZI
0249: release_model #SENTINEL
0249: release_model #COLT45
0249: release_model -120 (BRIEFCASE)
0249: release_model #MAVERICK
0249: release_model #SNIPER
0249: release_model #TEC9
0249: release_model #HFORI
0249: release_model #HFYBU
0249: release_model #WFYRI
0249: release_model #WFORI
0249: release_model #BFYST
0249: release_model #WFYBU
0249: release_model #CHROMEGUN
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0177: set_object $714 z_angle_to  0.0
0177: set_object $715 z_angle_to  0.0
00D8: mission_cleanup
0051: return

:Label0BB573
00D6: if  0
0038:   $1304 == -1  ;; integer values
004D: jump_if_false £Label0BB59A
0054: store_player $PLAYER_CHAR position_to $1B30 $1B31 $1B2E
0002: jump £Label0BB5B8

:Label0BB59A
00D6: if  0
8119:   NOT   car $1304 wrecked
004D: jump_if_false £Label0BB5B8
00AA: store_car $1304 position_to $1B30 $1B31 $1B2E

:Label0BB5B8
00AA: store_car $1303 position_to $1B2C $1B2D $1B2E
0086: $1B2E = $1B2C  ;; floating-point values only
0061: $1B2E -= $1B30  ;; floating-point values
0086: $1B2F = $1B2D  ;; floating-point values only
0061: $1B2F -= $1B31  ;; floating-point values
0069: $1B2E *= $1B2E  ;; floating-point values
0069: $1B2F *= $1B2F  ;; floating-point values
0059: $1B2E += $1B2F  ;; floating-point values
01FB: $1B2E = square_root $1B2E
0086: $1B32 = $1B2E  ;; floating-point values only
0009: $1B32 +=  3.0  ;; floating-point values
00D6: if  0
0020:   $1B32 >  100.0  ;; floating-point values
004D: jump_if_false £Label0BB637
0005: $1B32 =  100.0  ;; floating-point values

:Label0BB637
00D6: if  0
0022:    0.0 > $1B32  ;; floating-point values
004D: jump_if_false £Label0BB656
0005: $1B32 =  0.0  ;; floating-point values

:Label0BB656
00AD: set_car $1303 max_speed_to $1B32
00D6: if  0
0042:   $1B32 ==  0.0  ;; floating-point values
004D: jump_if_false £Label0BB67C
0477: unknown_car $1303  1  100

:Label0BB67C
0051: return

:Label0BB67E
00D6: if  0
0042:   $1316 ==  919.9  ;; floating-point values
004D: jump_if_false £Label0BB6A4
00A5: $1C3 = create_car #SENTINEL at $1308 $1309 $130A

:Label0BB6A4
00A0: store_actor $1305 position_to $1308 $1309 $130A
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1305 radius  40.0  40.0
004D: jump_if_false £Label0BB80A
0086: $130B = $1308  ;; floating-point values only
0009: $130B +=  20.0  ;; floating-point values
0086: $130C = $1309  ;; floating-point values only
0009: $130C +=  20.0  ;; floating-point values
000D: $1308 -=  20.0  ;; floating-point values
000D: $1309 -=  20.0  ;; floating-point values
01C3: remove_references_to_car $1C3  ;; Like turning a car into any random car
0327: $1C3 = create_random_car_with_actors -1 in_area $1308 $1309 $130B $130C
00D6: if  0
0038:   $1C3 == -1  ;; integer values
004D: jump_if_false £Label0BB752
00D6: if  0
8118:   NOT   actor $1305 dead
004D: jump_if_false £Label0BB74B
01CA: actor $1305 kill_player $PLAYER_CHAR

:Label0BB74B
0002: jump £Label0BB803

:Label0BB752
0441: $1306 = car $1C3 model
0227: $1307 = car $1C3 health
00D6: if  0
0018:   $1307 >  300  ;; integer values
004D: jump_if_false £Label0BB7FB
00D6: if  25
0038:   $1306 ==  116  ;; integer values
0038:   $1306 ==  106  ;; integer values
0038:   $1306 ==  122  ;; integer values
0038:   $1306 ==  117  ;; integer values
0038:   $1306 ==  97  ;; integer values
0038:   $1306 ==  107  ;; integer values
004D: jump_if_false £Label0BB7C9
00D6: if  0
8118:   NOT   actor $1305 dead
004D: jump_if_false £Label0BB7C2
01CA: actor $1305 kill_player $PLAYER_CHAR

:Label0BB7C2
0002: jump £Label0BB7F4

:Label0BB7C9
00AD: set_car $1C3 max_speed_to  0.0
0477: unknown_car $1C3  1  100
00D6: if  0
8118:   NOT   actor $1305 dead
004D: jump_if_false £Label0BB7F4
01D5: actor $1305 go_to_and_drive_car $1C3

:Label0BB7F4
0002: jump £Label0BB803

:Label0BB7FB
01CA: actor $1305 kill_player $PLAYER_CHAR

:Label0BB803
0002: jump £Label0BB8F7

:Label0BB80A
03D3: point $1308 $1309 $130A get_nearby_vector $1308 $1309 $130A $1316
00D6: if  0
80C2:   NOT   sphere_onscreen $1308 $1309 $130A  3.0
004D: jump_if_false £Label0BB8F7
00D6: if  0
838A:   NOT   car_in_cube $1308 $1309 $130A  3.0  3.0  2.0
004D: jump_if_false £Label0BB89E
01C3: remove_references_to_car $1C3  ;; Like turning a car into any random car
00A5: $1C3 = create_car #SENTINEL at $1308 $1309 $130A
0175: set_car $1C3 z_angle_to $1316
00D6: if  0
8118:   NOT   actor $1305 dead
004D: jump_if_false £Label0BB897
01D5: actor $1305 go_to_and_drive_car $1C3

:Label0BB897
0002: jump £Label0BB8F7

:Label0BB89E
00D6: if  0
8118:   NOT   actor $1305 dead
004D: jump_if_false £Label0BB8F7
00D6: if  0
00FF:   actor $1305  0 ()near_point_on_foot $1308 $1309 $130A radius  3.0  3.0  2.0
004D: jump_if_false £Label0BB8F7
02C0: set $1308 $1309 $130A to_ped_path_coords_closest_to $1308 $1309 $130A
0239: actor $1305 run_to $1308 $1309

:Label0BB8F7
0051: return

:Label0BB8F9
01BD: $1317 = current_time_in_ms
00D6: if  0
8119:   NOT   car $1310 wrecked
004D: jump_if_false £Label0BBB4F
00D6: if  1
01F4:   car $1310 flipped
01C1:   car $1310 stopped
004D: jump_if_false £Label0BB9BD
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $1310 radius  90.0  90.0  0
004D: jump_if_false £Label0BB957
03ED: (unknown) $1310  0 
0004: $1311 = -9  ;; integer values
0002: jump £Label0BB9BD

:Label0BB957
00D6: if  0
82CA:   NOT   car $1310 bounding_sphere_visible
004D: jump_if_false £Label0BB9BD
00AA: store_car $1310 position_to $1313 $1314 $1315
03D3: point $1313 $1314 $1315 get_nearby_vector $1313 $1314 $1315 $1316
00D6: if  0
80C2:   NOT   sphere_onscreen $1313 $1314 $1315  4.0
004D: jump_if_false £Label0BB9BD
00AB: put_car $1310 at $1313 $1314 $1315
0175: set_car $1310 z_angle_to $1316

:Label0BB9BD
00D6: if  0
01AF:   car $1310  0 ()near_point $130D $130E $130F radius  4.0  4.0  4.0
004D: jump_if_false £Label0BBB10
00D6: if  0
0038:   $1311 ==  0  ;; integer values
004D: jump_if_false £Label0BBA08
0084: $1312 = $1317  ;; integer values and handles
0004: $1311 =  1  ;; integer values

:Label0BBA08
0060: $1317 -= $1312  ;; integer values
00D6: if  0
0038:   $1311 ==  1  ;; integer values
004D: jump_if_false £Label0BBB10
00D6: if  0
0018:   $1317 >  8000  ;; integer values
004D: jump_if_false £Label0BBB10
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $1310 radius  90.0  90.0  0
004D: jump_if_false £Label0BBA71
03ED: (unknown) $1310  0 
0084: $1312 = $1317  ;; integer values and handles
0004: $1311 = -9  ;; integer values
0002: jump £Label0BBB10

:Label0BBA71
00D6: if  0
82CA:   NOT   car $1310 bounding_sphere_visible
004D: jump_if_false £Label0BBB10
00AA: store_car $1310 position_to $1313 $1314 $1315
03D3: point $1313 $1314 $1315 get_nearby_vector $1313 $1314 $1315 $1316
00D6: if  0
838A:   NOT   car_in_cube $1313 $1314 $1315  4.0  4.0  4.0
004D: jump_if_false £Label0BBB10
00D6: if  0
80C2:   NOT   sphere_onscreen $1313 $1314 $1315  4.0
004D: jump_if_false £Label0BBB10
00AB: put_car $1310 at $1313 $1314 $1315
0175: set_car $1310 z_angle_to $1316
0450: car $1310 warp_to_player
0084: $1312 = $1317  ;; integer values and handles
0004: $1311 =  0  ;; integer values

:Label0BBB10
00D6: if  0
81AF:   NOT   car $1310  0 ()near_point $130D $130E $130F radius  4.0  4.0  4.0
004D: jump_if_false £Label0BBB4F
00AA: store_car $1310 position_to $130D $130E $130F
0004: $1311 =  0  ;; integer values

:Label0BBB4F
0051: return

:Label0BBB51
00D6: if  0
8118:   NOT   actor $12BD dead
004D: jump_if_false £Label0BBB69
01CA: actor $12BD kill_player $PLAYER_CHAR

:Label0BBB69
00D6: if  0
8118:   NOT   actor $12BE dead
004D: jump_if_false £Label0BBB81
01CA: actor $12BE kill_player $PLAYER_CHAR

:Label0BBB81
00D6: if  0
8118:   NOT   actor $12BF dead
004D: jump_if_false £Label0BBB99
01CA: actor $12BF kill_player $PLAYER_CHAR

:Label0BBB99
00D6: if  0
8118:   NOT   actor $12C0 dead
004D: jump_if_false £Label0BBBB1
01CA: actor $12C0 kill_player $PLAYER_CHAR

:Label0BBBB1
0051: return

:Label0BBBB3
00D6: if  0
8118:   NOT   actor $12B9 dead
004D: jump_if_false £Label0BBCF2
00D6: if  0
8118:   NOT   actor $12BA dead
004D: jump_if_false £Label0BBC23
00D6: if  0
831F:   NOT   unknown_actor $12BA unknown_actor $12B9
004D: jump_if_false £Label0BBC1C
00D6: if  0
00F2:   actor $12BA near_actor $12B9 radius  30.0  30.0  0
004D: jump_if_false £Label0BBC14
01DE: tie_actor $12BA to_actor $12B9
0002: jump £Label0BBC1C

:Label0BBC14
01CC: actor $12BA kill_player $PLAYER_CHAR

:Label0BBC1C
0002: jump £Label0BBC28

:Label0BBC23
01C2: remove_references_to_actor $12BA  ;; Like turning an actor into a random pedestrian

:Label0BBC28
00D6: if  0
8118:   NOT   actor $12BB dead
004D: jump_if_false £Label0BBC88
00D6: if  0
831F:   NOT   unknown_actor $12BB unknown_actor $12B9
004D: jump_if_false £Label0BBC81
00D6: if  0
00F2:   actor $12BB near_actor $12B9 radius  30.0  30.0  0
004D: jump_if_false £Label0BBC79
01DE: tie_actor $12BB to_actor $12B9
0002: jump £Label0BBC81

:Label0BBC79
01CC: actor $12BB kill_player $PLAYER_CHAR

:Label0BBC81
0002: jump £Label0BBC8D

:Label0BBC88
01C2: remove_references_to_actor $12BB  ;; Like turning an actor into a random pedestrian

:Label0BBC8D
00D6: if  0
8118:   NOT   actor $12BC dead
004D: jump_if_false £Label0BBCED
00D6: if  0
831F:   NOT   unknown_actor $12BC unknown_actor $12B9
004D: jump_if_false £Label0BBCE6
00D6: if  0
00F2:   actor $12BC near_actor $12B9 radius  30.0  30.0  0
004D: jump_if_false £Label0BBCDE
01DE: tie_actor $12BC to_actor $12B9
0002: jump £Label0BBCE6

:Label0BBCDE
01CC: actor $12BC kill_player $PLAYER_CHAR

:Label0BBCE6
0002: jump £Label0BBCF2

:Label0BBCED
01C2: remove_references_to_actor $12BC  ;; Like turning an actor into a random pedestrian

:Label0BBCF2
0051: return

:Label0BBCF4
00D6: if  0
8118:   NOT   actor $12C2 dead
004D: jump_if_false £Label0BBE33
00D6: if  0
8118:   NOT   actor $12C3 dead
004D: jump_if_false £Label0BBD64
00D6: if  0
831F:   NOT   unknown_actor $12C3 unknown_actor $12C2
004D: jump_if_false £Label0BBD5D
00D6: if  0
00F2:   actor $12C3 near_actor $12C2 radius  30.0  30.0  0
004D: jump_if_false £Label0BBD55
01DE: tie_actor $12C3 to_actor $12C2
0002: jump £Label0BBD5D

:Label0BBD55
01CC: actor $12C3 kill_player $PLAYER_CHAR

:Label0BBD5D
0002: jump £Label0BBD69

:Label0BBD64
01C2: remove_references_to_actor $12C3  ;; Like turning an actor into a random pedestrian

:Label0BBD69
00D6: if  0
8118:   NOT   actor $12C4 dead
004D: jump_if_false £Label0BBDC9
00D6: if  0
831F:   NOT   unknown_actor $12C4 unknown_actor $12C2
004D: jump_if_false £Label0BBDC2
00D6: if  0
00F2:   actor $12C4 near_actor $12C2 radius  30.0  30.0  0
004D: jump_if_false £Label0BBDBA
01DE: tie_actor $12C4 to_actor $12C2
0002: jump £Label0BBDC2

:Label0BBDBA
01CC: actor $12C4 kill_player $PLAYER_CHAR

:Label0BBDC2
0002: jump £Label0BBDCE

:Label0BBDC9
01C2: remove_references_to_actor $12C4  ;; Like turning an actor into a random pedestrian

:Label0BBDCE
00D6: if  0
8118:   NOT   actor $12C5 dead
004D: jump_if_false £Label0BBE2E
00D6: if  0
831F:   NOT   unknown_actor $12C5 unknown_actor $12C2
004D: jump_if_false £Label0BBE27
00D6: if  0
00F2:   actor $12C5 near_actor $12C2 radius  30.0  30.0  0
004D: jump_if_false £Label0BBE1F
01DE: tie_actor $12C5 to_actor $12C2
0002: jump £Label0BBE27

:Label0BBE1F
01CC: actor $12C5 kill_player $PLAYER_CHAR

:Label0BBE27
0002: jump £Label0BBE33

:Label0BBE2E
01C2: remove_references_to_actor $12C5  ;; Like turning an actor into a random pedestrian

:Label0BBE33
0051: return

;-------------Mission 36---------------
; Originally: (no description)


:Label0BBE35
03A4: name_thread "BUYPRO1"
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
0164: disable_marker $10F
0164: disable_marker $27A
030C: set_mission_points +=  1
015C: set_zone_gang_info "PRINTWK"  1 (day)  13  0  0  0  0  0  0  1000  0  0  0 
015C: set_zone_gang_info "PRINTWK"  0 (night)  10  0  0  0  0  0  0  1000  0  0  0 
022A: remove_forbidden_for_peds_cube -1176.038 -266.898  0.0 -1012.796 -158.26  30.0
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged

:Label0BBEDF
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BBF22
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BBF1B
02A7: $10F = create_icon_marker_and_sphere $1AA at $1DA $1DB $1DC
004F: create_thread ££Label00C88F 
004E: end_thread

:Label0BBF1B
0002: jump £Label0BBEDF

:Label0BBF22
0395: clear_area  1 at -1059.841 -278.7214 range  10.4044  1.0
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214  10.4044
0171: set_player $PLAYER_CHAR z_angle_to  90.0
02A3: toggle_widescreen  1 (on)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
015F: set_camera_position -1027.338 -281.6154  16.3511  0.0  0.0  0.0
0160: point_camera -1028.162 -281.0542  16.273  2

:Label0BBF9E
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BBFE1
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BBFDA
02A7: $10F = create_icon_marker_and_sphere $1AA at $1DA $1DB $1DC
004F: create_thread ££Label00C88F 
004E: end_thread

:Label0BBFDA
0002: jump £Label0BBF9E

:Label0BBFE1
01E3: text_1number_styled "CNTBUY1" $27B  4000 ms  6  ;; Printworks purchased: $~1~
0529: unknown_add $27B to_money_spent_on_property_stats
0542: add_property  1 to_property_own_stats
0394: play_music  1
043C: unknown_set_game_sounds  0
0001: wait  4000 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BC038
043C: unknown_set_game_sounds  1
02A7: $10F = create_icon_marker_and_sphere $1AA at $1DA $1DB $1DC
004F: create_thread ££Label00C88F 
004E: end_thread

:Label0BC038
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label0BC047
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BC08E
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BC087
043C: unknown_set_game_sounds  1
02A7: $10F = create_icon_marker_and_sphere $1AA at $1DA $1DB $1DC
004F: create_thread ££Label00C88F 
004E: end_thread

:Label0BC087
0002: jump £Label0BC047

:Label0BC08E
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
02A3: toggle_widescreen  0 (off)
02A7: $10F = create_icon_marker_and_sphere $1AA at $1DA $1DB $1DC
004F: create_thread ££Label00C88F 
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms

:Label0BC0D0
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BC0FE
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BC0F7
043C: unknown_set_game_sounds  1
004E: end_thread

:Label0BC0F7
0002: jump £Label0BC0D0

:Label0BC0FE
043C: unknown_set_game_sounds  1
004F: create_thread ££Label011102 
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 37---------------
; Originally: Sunshine Autos


:Label0BC117
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "CARBUY1"
0001: wait  0 ms
054C: use_GXT_table "CARBUY"
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSBJ"
02F3: load_object #CUTOBJ01 "HLRYCAR"
0247: request_model #SENTINEL
038B: load_requested_models

:Label0BC162
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #SENTINEL available
004D: jump_if_false £Label0BC18A
0001: wait  0 ms
0002: jump £Label0BC162

:Label0BC18A
00A5: $131A = create_car #SENTINEL at -1033.211 -856.8564  12.0452
0175: set_car $131A z_angle_to  210.278
0249: release_model #SENTINEL
02E4: load_cutscene_data "CAR_1"
0244: set_cutscene_pos -1018.647 -877.935  12.045
02E5: $1319 = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $1319 "CSPLAY"
02E5: $1318 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $1318 "CSBJ"
02E5: $D6 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D6 "HLRYCAR"
0395: clear_area  1 at -1007.303 -869.9353 range  11.8668  1.0
0055: put_player $PLAYER_CHAR at -1007.303 -869.9353  11.8668
0171: set_player $PLAYER_CHAR z_angle_to  30.0
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BC25C
00D6: if  0
001A:    976 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC27F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC25C

:Label0BC27F
00BC: text_highpriority "CAR1_1"  10000 ms  1  ;; B.J. Smith. And you must be Mr. Vercetti.

:Label0BC28E
00D6: if  0
001A:    4506 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC2B1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC28E

:Label0BC2B1
00BC: text_highpriority "CAR1_2"  10000 ms  1  ;; Would you like the tour?

:Label0BC2C0
00D6: if  0
001A:    6299 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC2E3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC2C0

:Label0BC2E3
00BC: text_highpriority "CAR1_3"  10000 ms  1  ;; Might as well.

:Label0BC2F2
00D6: if  0
001A:    7695 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC315
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC2F2

:Label0BC315
00BC: text_highpriority "CAR1_4"  10000 ms  1  ;; Well, I'm very sad to be selling the dealership to y'all.

:Label0BC324
00D6: if  0
001A:    10390 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC347
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC324

:Label0BC347
00BC: text_highpriority "CAR1_5"  10000 ms  1  ;; This was my first investment after I turned pro.

:Label0BC356
00D6: if  0
001A:    13170 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC379
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC356

:Label0BC379
00BC: text_highpriority "CAR1_6"  10000 ms  1  ;; But now it's time for me to move on.

:Label0BC388
00D6: if  0
001A:    14855 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC3AB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC388

:Label0BC3AB
00BC: text_highpriority "CAR1_7"  10000 ms  1  ;; You're leaving town?

:Label0BC3BA
00D6: if  0
001A:    16114 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC3DD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC3BA

:Label0BC3DD
00BC: text_highpriority "CAR1_8"  10000 ms  1  ;; Not in too much of a hurry, I hope?

:Label0BC3EC
00D6: if  0
001A:    18118 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC40F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC3EC

:Label0BC40F
00BC: text_highpriority "CAR1_9"  10000 ms  1  ;; No. I'm just coming out of retirement, and preparing for my future comeback.

:Label0BC41E
00D6: if  0
001A:    22505 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC441
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC41E

:Label0BC441
00BC: text_highpriority "CAR1_10"  10000 ms  1  ;; The business wasn't too strong,

:Label0BC450
00D6: if  0
001A:    23989 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC473
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC450

:Label0BC473
00BC: text_highpriority "CAR1_11"  10000 ms  1  ;; and my staff took it upon themselves to get a bit more

:Label0BC482
00D6: if  0
001A:    26958 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC4A5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC482

:Label0BC4A5
00BC: text_highpriority "CAR1_12"  10000 ms  1  ;; creative with the generation of wealth.

:Label0BC4B4
00D6: if  0
001A:    35538 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC4D9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC4B4

:Label0BC4D9
00BC: text_highpriority "CAR1_13"  10000 ms  1  ;; Obviously, I could wind down the business before I hand it over.

:Label0BC4E8
00D6: if  0
001A:    39241 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC50D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC4E8

:Label0BC50D
00BC: text_highpriority "CAR1_14"  10000 ms  1  ;; Hell, I could burn the place down if I wanted to.

:Label0BC51C
00D6: if  0
001A:    43374 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC541
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC51C

:Label0BC541
00BC: text_highpriority "CAR1_15"  10000 ms  1  ;; This is prime development land.

:Label0BC550
00D6: if  0
001A:    45142 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC575
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC550

:Label0BC575
00BC: text_highpriority "CAR1_16"  10000 ms  1  ;; Oh, I wouldn't worry about any of that.

:Label0BC584
00D6: if  0
001A:    48422 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC5A9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC584

:Label0BC5A9
00BC: text_highpriority "CAR1_17"  10000 ms  1  ;; This place seems perfect.

:Label0BC5B8
00D6: if  0
001A:    50000 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC5DD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC5B8

:Label0BC5DD
00BC: text_highpriority "CAR1_18"  10000 ms  1  ;; Yeh it does, So I take it we have a deal?

:Label0BC5EC
00D6: if  0
001A:    53504 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BC611
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BC5EC

:Label0BC611
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0BC622
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BC63A
0001: wait  0 ms
0002: jump £Label0BC622

:Label0BC63A
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false £Label0BC652
0001: wait  0 ms
0002: jump £Label0BC63A

:Label0BC652
03AD: set_rubbish  1 (visible)
00BE: text_clear_all
02EA: end_cutscene
0373: set_camera_directly_behind_player
0249: release_model #CUTOBJ01
0296: unload_special_actor  1
0296: unload_special_actor  2
0001: wait  0 ms
0001: wait  0 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
015F: set_camera_position -1017.024 -922.2878  19.0987  0.0  0.0  0.0
0160: point_camera -1017.044 -921.3013  18.9361  2
03EA: generate_cars_around_camera  1
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms

:Label0BC6C6
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BC6DE
0001: wait  0 ms
0002: jump £Label0BC6C6

:Label0BC6DE
0394: play_music  1
01E3: text_1number_styled "CARBUY" $271  7000 ms  6  ;; Car Showroom purchased: $~1~
0529: unknown_add $271 to_money_spent_on_property_stats
0542: add_property  4 to_property_own_stats
02FA: garage $2B4 change_to_type  27
02FA: garage $2B5 change_to_type  28
02FA: garage $2B6 change_to_type  29
02FA: garage $2B7 change_to_type  30
0001: wait  5000 ms
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms

:Label0BC72D
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BC745
0001: wait  0 ms
0002: jump £Label0BC72D

:Label0BC745
0189: $131B = unknown_create_checkpoint_at -967.705 -827.3005  5.7702
018B: show_on_radar $131B  1
030C: set_mission_points +=  1
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $270
0570: $270 = create_asset_radar_marker_with_icon  26 at $228 $229 $22A
018B: show_on_radar $270  2
029B: $45A = init_object -26 (LH_IMP_EXP01) at -981.754 -841.278  8.586
01C7: remove_object_from_mission_cleanup_list $45A
015C: set_zone_gang_info "CARYRD"  1 (day)  13  0  0  0  0  0  0  1000  0  0  0 
015C: set_zone_gang_info "CARYRD"  0 (night)  5  0  0  0  0  0  0  1000  0  0  0 
022A: remove_forbidden_for_peds_cube -1031.494 -902.312  0.0 -949.479 -821.592  30.0
004F: create_thread ££Label00F9B3 
004F: create_thread ££Label010AD8 
004F: create_thread ££Label022924 
02FA: garage $2AF change_to_type  8
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
03EA: generate_cars_around_camera  0
02EB: restore_camera_with_jumpcut
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
004E: end_thread

;-------------Mission 38---------------
; Originally: (no description)


:Label0BC845
03A4: name_thread "BUYPRO2"
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
0164: disable_marker $100
0164: disable_marker $275
030C: set_mission_points +=  1
015C: set_zone_gang_info "PORNSTU"  1 (day)  4  0  0  0  0  0  0  1000  0  0  0 
015C: set_zone_gang_info "PORNSTU"  0 (night)  5  0  0  0  0  0  0  1000  0  0  0 
022A: remove_forbidden_for_peds_cube -112.495  920.349  0.0  9.705  1025.694  30.0
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged

:Label0BC8EF
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BC932
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BC92B
02A7: $100 = create_icon_marker_and_sphere $1A8 at $1D7 $1D8 $1D9
004F: create_thread ££Label00C3D0 
004E: end_thread

:Label0BC92B
0002: jump £Label0BC8EF

:Label0BC932
0108: destroy_object $FILM_STUDIO_FRONT_GATE_CLOSED
0108: destroy_object $FILM_STUDIO_BACK_GATE_CLOSED
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
0108: destroy_object $713
029B: $712 = init_object -165 (CI_JETYGATESOPEN) at -115.825  1028.55  11.334
01C7: remove_object_from_mission_cleanup_list $712
0395: clear_area  1 at  10.1629  963.4605 range  9.8996  1.0
0055: put_player $PLAYER_CHAR at  10.1629  963.4605  9.8996
0171: set_player $PLAYER_CHAR z_angle_to  84.6334
02A3: toggle_widescreen  1 (on)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
015F: set_camera_position  75.8516  976.8268  41.9825  0.0  0.0  0.0
0160: point_camera  74.8664  976.7122  41.855  2

:Label0BCA11
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BCA54
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BCA4D
02A7: $100 = create_icon_marker_and_sphere $1A8 at $1D7 $1D8 $1D9
004F: create_thread ££Label00C3D0 
004E: end_thread

:Label0BCA4D
0002: jump £Label0BCA11

:Label0BCA54
01E3: text_1number_styled "PORNBUY" $276  5000 ms  6  ;; Film Studio purchased: $~1~
0529: unknown_add $276 to_money_spent_on_property_stats
0542: add_property  2 to_property_own_stats
0394: play_music  1
043C: unknown_set_game_sounds  0
0001: wait  4000 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BCAAB
043C: unknown_set_game_sounds  1
02A7: $100 = create_icon_marker_and_sphere $1A8 at $1D7 $1D8 $1D9
004F: create_thread ££Label00C3D0 
004E: end_thread

:Label0BCAAB
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label0BCABA
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BCB01
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BCAFA
043C: unknown_set_game_sounds  1
02A7: $100 = create_icon_marker_and_sphere $1A8 at $1D7 $1D8 $1D9
004F: create_thread ££Label00C3D0 
004E: end_thread

:Label0BCAFA
0002: jump £Label0BCABA

:Label0BCB01
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
02A3: toggle_widescreen  0 (off)
02A7: $100 = create_icon_marker_and_sphere $1A8 at $1D7 $1D8 $1D9
004F: create_thread ££Label00C3D0 
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms

:Label0BCB43
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BCB71
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BCB6A
043C: unknown_set_game_sounds  1
004E: end_thread

:Label0BCB6A
0002: jump £Label0BCB43

:Label0BCB71
043C: unknown_set_game_sounds  1
004F: create_thread ££Label011240 
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 39---------------
; Originally: Cherry Popper Icecreams


:Label0BCB8A
03A4: name_thread "ICECUT"
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "ICECUT"
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03AF: set_streaming  0 (disabled)
03AD: set_rubbish  0 (invisible)
03CF: load_wav "MONO_5" as  1
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSMAUDE"
02F3: load_object #CUTOBJ01 "MCANE"
038B: load_requested_models
03CB: set_camera -873.5121 -574.0815  10.1528

:Label0BCC03
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false £Label0BCC26
0001: wait  0 ms
0002: jump £Label0BCC03

:Label0BCC26
0247: request_model #MRWHOOP

:Label0BCC2B
00D6: if  0
8248:   NOT   model #MRWHOOP available
004D: jump_if_false £Label0BCC46
0001: wait  0 ms
0002: jump £Label0BCC2B

:Label0BCC46
00A5: $131E = create_car #MRWHOOP at -877.8974 -562.5469  10.2353
0175: set_car $131E z_angle_to  184.4191
02E4: load_cutscene_data "ICE_1"
0244: set_cutscene_pos -873.5121 -574.0815  10.1528
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $131C = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $131C "CSMAUDE"
02E5: $131D = create_cutscene_object #CUTOBJ01
0524: unknown_cutscene_command $131D $131C  34
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCCD2
00D6: if  0
001A:    6929 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BCCF5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BCCD2

:Label0BCCF5
00BC: text_highpriority "ICC1_A"  10000 ms  1  ;; Who are you?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCD09
00D6: if  0
001A:    8306 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BCD2C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BCD09

:Label0BCD2C
00BC: text_highpriority "ICC1_B"  10000 ms  1  ;; Your new owner.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCD40
00D6: if  0
001A:    10381 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BCD63
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BCD40

:Label0BCD63
00BC: text_highpriority "ICC1_C"  10000 ms  1  ;; Were you now, or at any time, a child?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCD77
00D6: if  0
001A:    13633 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BCD9A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BCD77

:Label0BCD9A
00BC: text_highpriority "ICC1_D"  10000 ms  1  ;; What are you talking about?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCDAE
00D6: if  0
001A:    14189 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BCDD1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BCDAE

:Label0BCDD1
00BC: text_highpriority "ICC1_E"  10000 ms  1  ;; Were you a child?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCDE5
00D6: if  0
001A:    15441 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BCE08
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BCDE5

:Label0BCE08
00BC: text_highpriority "ICC1_F"  10000 ms  1  ;; Yes! Calm down! What's wrong with you?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCE1C
00D6: if  0
001A:    16881 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BCE3F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BCE1C

:Label0BCE3F
00BC: text_highpriority "ICC1_G"  10000 ms  1  ;; I knew it. A child.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCE53
00D6: if  0
001A:    20281 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BCE76
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BCE53

:Label0BCE76
00BC: text_highpriority "ICC1_H"  10000 ms  1  ;; A dirty, stinking, sniveling, snotting, vile, puking, crying little baby!
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCE8A
00D6: if  0
001A:    25045 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BCEAD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BCE8A

:Label0BCEAD
00BC: text_highpriority "ICC1_I"  10000 ms  1  ;; A baby.. an awful, horrible, disgusting little boo hoo.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCEC1
00D6: if  0
001A:    29698 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BCEE4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BCEC1

:Label0BCEE4
00BC: text_highpriority "ICC1_J"  10000 ms  1  ;; Mommy doesn't love you. You little shit!
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCEF8
00D6: if  0
001A:    32513 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BCF1B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BCEF8

:Label0BCF1B
00BC: text_highpriority "ICC1_K"  10000 ms  1  ;; Ow! Calm down.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCF2F
00D6: if  0
001A:    35215 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BCF54
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BCF2F

:Label0BCF54
00BC: text_highpriority "ICC1_L"  10000 ms  1  ;; I HATE babies, and I hate children.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCF68
00D6: if  0
001A:    38544 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BCF8D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BCF68

:Label0BCF8D
00BC: text_highpriority "ICC1_M"  10000 ms  1  ;; They're dirty, sniveling, snotting, vile, puking little..
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCFA1
00D6: if  0
001A:    40042 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BCFC6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BCFA1

:Label0BCFC6
00BC: text_highpriority "ICC1_N"  10000 ms  1  ;; Enough already!
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCFDA
00D6: if  0
001A:    41685 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BCFFF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BCFDA

:Label0BCFFF
00BC: text_highpriority "ICC1_O"  10000 ms  1  ;; What is wrong with you??
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD013
00D6: if  0
001A:    43879 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD038
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD013

:Label0BD038
00BC: text_highpriority "ICC1_P"  10000 ms  1  ;; You make soft ice cream, okay? It's purely for kids.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD04C
00D6: if  0
001A:    48927 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD071
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD04C

:Label0BD071
00BC: text_highpriority "ICC1_Q"  10000 ms  1  ;; What kind of psycho are you?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD085
00D6: if  0
001A:    51501 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD0AA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD085

:Label0BD0AA
00BC: text_highpriority "ICC1_R"  10000 ms  1  ;; Just so I understand this, why make children happy if you hate them?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD0BE
00D6: if  0
001A:    55814 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD0E3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD0BE

:Label0BD0E3
00BC: text_highpriority "ICC1_S"  10000 ms  1  ;; Oh, you stupid, sniveling, snotty-
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD0F7
00D6: if  0
001A:    59535 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD11C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD0F7

:Label0BD11C
00BC: text_highpriority "ICC1_T"  10000 ms  1  ;; Shut up!
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD130
00D6: if  0
001A:    60379 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD155
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD130

:Label0BD155
00BC: text_highpriority "ICC1_U"  10000 ms  1  ;; - Brat!
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD169
00D6: if  0
001A:    62496 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD18E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD169

:Label0BD18E
00BC: text_highpriority "ICC1_V"  10000 ms  1  ;; The ice cream is a front.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD1A2
00D6: if  0
001A:    64801 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD1C7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD1A2

:Label0BD1C7
00BC: text_highpriority "ICC1_W"  10000 ms  1  ;; We distribute other, non-dairy products.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD1DB
00D6: if  0
001A:    68699 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD200
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD1DB

:Label0BD200
00BC: text_highpriority "ICC1_X"  10000 ms  1  ;; And if I see a kid, I put him to good use.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD214
00D6: if  0
001A:    72778 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD239
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD214

:Label0BD239
00BC: text_highpriority "ICC1_Y"  10000 ms  1  ;; Don't I, kiddies? Yes - yes, I do. Mummy doesn't love you.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD24D
00D6: if  0
001A:    78390 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD272
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD24D

:Label0BD272
00BC: text_highpriority "ICC1_Z"  10000 ms  1  ;; She HATES you!

:Label0BD281
00D6: if  0
001A:    81000 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD2A6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD281

:Label0BD2A6
03AD: set_rubbish  1 (visible)
016A: fade  0 ()  1500 ms
00BE: text_clear_all
0001: wait  1000 ms
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label0BD2D8
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0BD2D8
03D1: play_wav  1

:Label0BD2D8
00BE: text_clear_all

:Label0BD2DA
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BD2F2
0001: wait  0 ms
0002: jump £Label0BD2DA

:Label0BD2F2
03AD: set_rubbish  1 (visible)
03CB: set_camera -839.512 -582.021  24.777
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
01C3: remove_references_to_car $131E  ;; Like turning a car into any random car
00A6: destroy_car $131E
0004: $152 =  1  ;; integer values
0529: unknown_add $261 to_money_spent_on_property_stats
014C: set_parked_car_generator $731 cars_to_generate_to  101
0164: disable_marker $260
0570: $260 = create_asset_radar_marker_with_icon  21 at -878.5 -575.1  11.2
018B: show_on_radar $260  2
015C: set_zone_gang_info "ICCREAM"  1 (day)  13  0  0  0  0  0  0  1000  0  0  0 
015C: set_zone_gang_info "ICCREAM"  0 (night)  10  0  0  0  0  0  0  1000  0  0  0 
022A: remove_forbidden_for_peds_cube -896.098 -593.101  0.0 -855.09 -548.64  30.0
0542: add_property  3 to_property_own_stats
004F: create_thread ££Label010FC4 
0001: wait  1000 ms
016A: fade  1 (back)  1500 ms
034E: unknown_move_object $71B to -866.689 -572.095  15.573 unknown_angle  0.0  0.0  4.5  0
0395: clear_area  1 at -874.324 -565.683 range  11.194  1.0
0055: put_player $PLAYER_CHAR at -874.324 -565.683  11.194
0171: set_player $PLAYER_CHAR z_angle_to  183.398
01C4: remove_references_to_object $71B  ;; This object will now disappear when the player looks away
015F: set_camera_position -839.512 -582.021  24.777  0.0  0.0  0.0
0160: point_camera -840.451 -581.759  24.553  2
0394: play_music  1
01E3: text_1number_styled "ICEBUY" $261  7000 ms  6  ;; Ice Cream Factory purchased: $~1~
0001: wait  7000 ms
0004: $ONMISSION =  0  ;; integer values
030C: set_mission_points +=  1
02EA: end_cutscene
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 40---------------
; Originally: Kaufman Cabs


:Label0BD496
0004: $ONMISSION =  1  ;; integer values
0108: destroy_object $6F9
03A4: name_thread "TAXCUT"
0001: wait  0 ms
054C: use_GXT_table "TAXICUT"
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label0BD4DC
0570: $26B = create_asset_radar_marker_with_icon  25 at $231 $232 $233

:Label0BD4DC
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03AF: set_streaming  0 (disabled)
03AD: set_rubbish  0 (invisible)
0522: (unknown)
0247: request_model #KAUFMAN

:Label0BD4F9
00D6: if  0
8248:   NOT   model #KAUFMAN available
004D: jump_if_false £Label0BD514
0001: wait  0 ms
0002: jump £Label0BD4F9

:Label0BD514
0395: clear_area  1 at -1001.7  198.8 range  11.4  4.0
00A5:  3@ = create_car #KAUFMAN at -1001.7  198.8  11.3
0175: set_car  3@ z_angle_to  180.0
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSDORIS"
023C: load_special_actor  3 "CDRIVRA"
023C: load_special_actor  4 "CDRIVRB"
038B: load_requested_models

:Label0BD57F
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
004D: jump_if_false £Label0BD5A5
0001: wait  0 ms
0002: jump £Label0BD57F

:Label0BD5A5
02E4: load_cutscene_data "TAX_1"
0244: set_cutscene_pos -1002.4  202.0  10.4
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5:  0@ = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  0@ "CSDORIS"
02E5:  1@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  1@ "CDRIVRA"
02E5:  2@ = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  2@ "CDRIVRB"
0395: clear_area  1 at -999.1  193.0 range  10.4  1.0
0055: put_player $PLAYER_CHAR at -999.1  193.0  10.4
0171: set_player $PLAYER_CHAR z_angle_to  80.0
0001: wait  700 ms
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD668
00D6: if  0
001A:    10228 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD68B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD668

:Label0BD68B
00BC: text_highpriority "TAXC_A"  10000 ms  1  ;; Guess you're the new owner.

:Label0BD69A
00D6: if  0
001A:    11538 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD6BD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD69A

:Label0BD6BD
00BC: text_highpriority "TAXC_B"  10000 ms  1  ;; What are you, mob? Cartel? You don't look Mexican...

:Label0BD6CC
00D6: if  0
001A:    15232 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD6EF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD6CC

:Label0BD6EF
00BC: text_highpriority "TAXC_C"  10000 ms  1  ;; Anyhoo, I guess you better get on with the 'things are gonna change around here' crap,

:Label0BD6FE
00D6: if  0
001A:    19887 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD721
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD6FE

:Label0BD721
00BC: text_highpriority "TAXC_D"  10000 ms  1  ;; maybe threaten one of the drivers -

:Label0BD730
00D6: if  0
001A:    22198 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD753
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD730

:Label0BD753
00BC: text_highpriority "TAXC_E"  10000 ms  1  ;; go steady on Ted over there, he's just had his hernia fixed.

:Label0BD762
00D6: if  0
001A:    27570 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD785
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD762

:Label0BD785
00BC: text_highpriority "TAXC_F"  10000 ms  1  ;; Well, yeah. Things are going to change around here, lady.

:Label0BD794
00D6: if  0
001A:    30477 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD7B7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD794

:Label0BD7B7
00BC: text_highpriority "TAXC_G"  10000 ms  1  ;; Oh crap, sonny. Might as well leave this to me -

:Label0BD7C6
00D6: if  0
001A:    33933 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD7EB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD7C6

:Label0BD7EB
00BC: text_highpriority "TAXC_H"  10000 ms  1  ;; I've been doing this for years.

:Label0BD7FA
00D6: if  0
001A:    36327 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD81F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD7FA

:Label0BD81F
00BC: text_highpriority "TAXC_I"  10000 ms  1  ;; Now hear this.

:Label0BD82E
00D6: if  0
001A:    38262 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD853
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD82E

:Label0BD853
00BC: text_highpriority "TAXC_J"  10000 ms  1  ;; We are now under new management and things are going to change around here again.

:Label0BD862
00D6: if  0
001A:    43042 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD887
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD862

:Label0BD887
00BC: text_highpriority "TAXC_K"  10000 ms  1  ;; Our new management, the

:Label0BD896
00D6: if  0
001A:    45254 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD8BB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD896

:Label0BD8BB
00BC: text_highpriority "TAXC_L"  10000 ms  1  ;; - Which gang are you?

:Label0BD8CA
00D6: if  0
001A:    46583 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD8EF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD8CA

:Label0BD8EF
00BC: text_highpriority "TAXC_M"  10000 ms  1  ;; Well, I'm not part of any gang actually.

:Label0BD8FE
00D6: if  0
001A:    48993 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD923
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD8FE

:Label0BD923
00BC: text_highpriority "TAXC_N"  10000 ms  1  ;; What's your goddamned name, kid?

:Label0BD932
00D6: if  0
001A:    51083 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD957
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD932

:Label0BD957
00BC: text_highpriority "TAXC_O"  10000 ms  1  ;; Vercetti, Tommy Vercetti.

:Label0BD966
00D6: if  0
001A:    52858 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD98B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD966

:Label0BD98B
00BC: text_highpriority "TAXC_P"  10000 ms  1  ;; Our new management, the Vercetti Gang,

:Label0BD99A
00D6: if  0
001A:    55674 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD9BF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD99A

:Label0BD9BF
00BC: text_highpriority "TAXC_Q"  10000 ms  1  ;; is gonna make sure we get no trouble.

:Label0BD9CE
00D6: if  0
001A:    57991 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BD9F3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BD9CE

:Label0BD9F3
00BC: text_highpriority "TAXC_R"  10000 ms  1  ;; Capiche? Out!

:Label0BDA02
00D6: if  0
001A:    59837 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BDA27
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BDA02

:Label0BDA27
00BC: text_highpriority "TAXC_S"  10000 ms  1  ;; Did you like the 'capiche'? I liked the 'capiche'.

:Label0BDA36
00D6: if  0
001A:    62496 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BDA5B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BDA36

:Label0BDA5B
00BC: text_highpriority "TAXC_T"  10000 ms  1  ;; So this is how it's worked in the past,

:Label0BDA6A
00D6: if  0
001A:    64179 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BDA8F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BDA6A

:Label0BDA8F
00BC: text_highpriority "TAXC_U"  10000 ms  1  ;; We run the firm as usual.

:Label0BDA9E
00D6: if  0
001A:    65671 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BDAC3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BDA9E

:Label0BDAC3
00BC: text_highpriority "TAXC_V"  10000 ms  1  ;; If we get any trouble from rival firms, you beat the crap out of them.

:Label0BDAD2
00D6: if  0
001A:    68752 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BDAF7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BDAD2

:Label0BDAF7
00BC: text_highpriority "TAXC_W"  10000 ms  1  ;; Then they beat the crap out of us,

:Label0BDB06
00D6: if  0
001A:    70262 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BDB2B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BDB06

:Label0BDB2B
00BC: text_highpriority "TAXC_X"  10000 ms  1  ;; then you beat the crap out of them,

:Label0BDB3A
00D6: if  0
001A:    71555 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BDB5F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BDB3A

:Label0BDB5F
00BC: text_highpriority "TAXC_Y"  10000 ms  1  ;; etcetera, etcetera. You got it?

:Label0BDB6E
00D6: if  0
001A:    73865 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BDB93
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BDB6E

:Label0BDB93
00BC: text_highpriority "TAXC_Z"  10000 ms  1  ;; Uh, yeah, I guess...

:Label0BDBA2
00D6: if  0
001A:    76173 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BDBC7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BDBA2

:Label0BDBC7
00BC: text_highpriority "TAXC_A1"  10000 ms  1  ;; Just grab a taxi from the garage if you feel like jumping in.

:Label0BDBD6
00D6: if  0
001A:    77173 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BDBFB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BDBD6

:Label0BDBFB
00D6: if  0
001A:    81852 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BDC20
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BDBFB

:Label0BDC20
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0BDC29
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BDC41
0001: wait  0 ms
0002: jump £Label0BDC29

:Label0BDC41
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
03CB: set_camera -999.1  193.0  10.4
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0249: release_model #KAUFMAN
0004: $133 =  1  ;; integer values
0001: wait  1000 ms
02A3: toggle_widescreen  1 (on)
016A: fade  1 (back)  1500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03CB: set_camera -1017.904  207.165  15.09
015F: set_camera_position -1018.54  207.931  15.185  0.0  0.0  0.0
0160: point_camera -1017.904  207.165  15.09  2
0394: play_music  1
01E3: text_1number_styled "TAXIBUY" $26C  7000 ms  6  ;; Taxi Firm purchased: $~1~
0529: unknown_add $26C to_money_spent_on_property_stats
0542: add_property  5 to_property_own_stats
0001: wait  7000 ms
0004: $ONMISSION =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $26B
0164: disable_marker $132
02A7: $132 = create_icon_marker_and_sphere $1B0 at $1E9 $1EA $1EB
004F: create_thread ££Label010C16 
030C: set_mission_points +=  1
02EB: restore_camera_with_jumpcut
015C: set_zone_gang_info "KAUFCAB"  1 (day)  13  0  0  0  0  0  0  1000  0  0  0 
015C: set_zone_gang_info "KAUFCAB"  0 (night)  10  0  0  0  0  0  0  1000  0  0  0 
022A: remove_forbidden_for_peds_cube -1012.06  181.561  0.0 -982.06  216.561  30.0
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 41---------------
; Originally: (no description)


:Label0BDD94
03A4: name_thread "BUYPRO3"
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
0164: disable_marker $F7
0164: disable_marker $27E
030C: set_mission_points +=  1
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged

:Label0BDDD8
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BDE22
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BDE1B
02A7: $F7 = create_icon_marker_and_sphere $1A6 at $1D4 $1D5 $1D6
004F: create_thread ££Label00BE66 
0004: $444 =  1  ;; integer values
004E: end_thread

:Label0BDE1B
0002: jump £Label0BDDD8

:Label0BDE22
0395: clear_area  1 at  495.651 -84.2263 range  8.9929  1.0
0055: put_player $PLAYER_CHAR at  495.651 -84.2263  8.9929
0171: set_player $PLAYER_CHAR z_angle_to  47.6086
02A3: toggle_widescreen  1 (on)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
015F: set_camera_position  505.4001 -107.8699  12.9888  0.0  0.0  0.0
0160: point_camera  504.9025 -107.0028  12.9664  2

:Label0BDE9E
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BDEE8
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BDEE1
02A7: $F7 = create_icon_marker_and_sphere $1A6 at $1D4 $1D5 $1D6
004F: create_thread ££Label00BE66 
0004: $444 =  1  ;; integer values
004E: end_thread

:Label0BDEE1
0002: jump £Label0BDE9E

:Label0BDEE8
01E3: text_1number_styled "BANKBUY" $27F  5000 ms  6  ;; The Malibu purchased: $~1~
0529: unknown_add $27F to_money_spent_on_property_stats
0542: add_property  0 to_property_own_stats
0394: play_music  1
043C: unknown_set_game_sounds  0
0001: wait  4000 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BDF46
043C: unknown_set_game_sounds  1
02A7: $F7 = create_icon_marker_and_sphere $1A6 at $1D4 $1D5 $1D6
004F: create_thread ££Label00BE66 
0004: $444 =  1  ;; integer values
004E: end_thread

:Label0BDF46
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label0BDF55
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BDFA3
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BDF9C
043C: unknown_set_game_sounds  1
02A7: $F7 = create_icon_marker_and_sphere $1A6 at $1D4 $1D5 $1D6
004F: create_thread ££Label00BE66 
0004: $444 =  1  ;; integer values
004E: end_thread

:Label0BDF9C
0002: jump £Label0BDF55

:Label0BDFA3
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
02A3: toggle_widescreen  0 (off)
02A7: $F7 = create_icon_marker_and_sphere $1A6 at $1D4 $1D5 $1D6
004F: create_thread ££Label00BE66 
0004: $444 =  1  ;; integer values
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms

:Label0BDFEC
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BE01A
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BE013
043C: unknown_set_game_sounds  1
004E: end_thread

:Label0BE013
0002: jump £Label0BDFEC

:Label0BE01A
043C: unknown_set_game_sounds  1
004F: create_thread ££Label01137E 
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 42---------------
; Originally: The Boatyard


:Label0BE033
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "BOATBY"
0001: wait  0 ms
0108: destroy_object $6FA
054C: use_GXT_table "BOATBUY"
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSDWAYN"
023C: load_special_actor  3 "CSJETRO"
029B:  0@ = init_object -166 (DK_REEF) at -651.0 -1481.21  16.647
01C7: remove_object_from_mission_cleanup_list  0@
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label0BE0BF
04CE: $25B = create_icon_marker_without_sphere  9 at -664.1 -1476.3  13.8

:Label0BE0BF
0001: wait  0 ms
03CB: set_camera -649.7202 -1482.1  14.9076
038B: load_requested_models

:Label0BE0D6
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
004D: jump_if_false £Label0BE0F8
0001: wait  0 ms
0002: jump £Label0BE0D6

:Label0BE0F8
0569: "CSPLAY"
0569: "CSDWAYN"
0569: "CSJETRO"
02E4: load_cutscene_data "DRUG_1"
0244: set_cutscene_pos -690.0 -1568.0  11.4
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5:  1@ = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  1@ "CSDWAYN"
02E5:  2@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  2@ "CSJETRO"
0395: clear_area  1 at -633.2 -1488.8 range  12.7  1.0
0055: put_player $PLAYER_CHAR at -633.2 -1488.8  12.7
0171: set_player $PLAYER_CHAR z_angle_to  250.0
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BE1C8
00D6: if  0
001A:    142 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BE1EB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BE1C8

:Label0BE1EB
00BC: text_highpriority "DRUG_1"  10000 ms  1  ;; Hello? Hel-lo?! Hello?

:Label0BE1FA
00D6: if  0
001A:    9838 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BE21D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BE1FA

:Label0BE21D
00BC: text_highpriority "DRUG_2"  10000 ms  1  ;; Put it out. There's a dude here.

:Label0BE22C
00D6: if  0
001A:    12335 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BE24F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BE22C

:Label0BE24F
00BC: text_highpriority "DRUG_3"  10000 ms  1  ;; Hey suit dude! I guess you're the new owner?

:Label0BE25E
00D6: if  0
001A:    14831 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BE281
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BE25E

:Label0BE281
00BC: text_highpriority "DRUG_4"  10000 ms  1  ;; Yeah. Which one of the boats is the fastest?

:Label0BE290
00D6: if  0
001A:    17624 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BE2B3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BE290

:Label0BE2B3
00BC: text_highpriority "DRUG_5"  10000 ms  1  ;; It's already in the water, dude,

:Label0BE2C2
00D6: if  0
001A:    19626 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BE2E5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BE2C2

:Label0BE2E5
00BC: text_highpriority "DRUG_6"  10000 ms  1  ;; I though you might want to try her out.

:Label0BE2F4
00D6: if  0
001A:    21916 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BE317
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BE2F4

:Label0BE317
00BC: text_highpriority "DRUG_7"  10000 ms  1  ;; Dude, she's already running with a 300 horse power engine...

:Label0BE326
00D6: if  0
001A:    24845 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BE349
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BE326

:Label0BE349
00BC: text_highpriority "DRUG_8"  10000 ms  1  ;; ...and the fiberglass hull, she just shoots through the waves.!

:Label0BE358
00D6: if  0
001A:    29051 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BE37B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BE358

:Label0BE37B
00BC: text_highpriority "DRUG_9"  10000 ms  1  ;; She can do like zero to sixty in four seconds flat dude...

:Label0BE38A
00D6: if  0
001A:    33053 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BE3AF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BE38A

:Label0BE3AF
00BC: text_highpriority "DRUG_10"  10000 ms  1  ;; and she can hold like twenty bales of the best Jamaican smoke right in the hull!

:Label0BE3BE
00D6: if  0
001A:    37627 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BE3E3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BE3BE

:Label0BE3E3
00BC: text_highpriority "DRUG_11"  10000 ms  1  ;; So go ahead dude, she's ready to fly!

:Label0BE3F2
00D6: if  0
001A:    40309 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BE417
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BE3F2

:Label0BE417
00BC: text_highpriority "DRUG_12"  10000 ms  1  ;; Yo yo, uh, suit dude, you gotta light?

:Label0BE426
00D6: if  0
001A:    44071 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BE44B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BE426

:Label0BE44B
00BC: text_highpriority "DRUG_13"  10000 ms  1  ;; Dude?

:Label0BE45A
00D6: if  0
001A:    45000 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BE47F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BE45A

:Label0BE47F
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms

:Label0BE48E
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BE4A6
0001: wait  0 ms
0002: jump £Label0BE48E

:Label0BE4A6
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false £Label0BE4BE
0001: wait  0 ms
0002: jump £Label0BE4A6

:Label0BE4BE
03AD: set_rubbish  1 (visible)
00BE: text_clear_all
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0247: request_model #JETMAX
0247: request_model #SQUALO
038B: load_requested_models

:Label0BE4EA
00D6: if  21
8248:   NOT   model #JETMAX available
8248:   NOT   model #SQUALO available
004D: jump_if_false £Label0BE50A
0001: wait  0 ms
0002: jump £Label0BE4EA

:Label0BE50A
00A5:  3@ = create_car #JETMAX at -586.6 -1512.2  5.0
0175: set_car  3@ z_angle_to  253.0
00A5:  4@ = create_car #SQUALO at -581.2 -1503.2  5.0
0175: set_car  4@ z_angle_to  250.0
0001: wait  0 ms
0001: wait  0 ms
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03CB: set_camera -565.647 -1506.333  8.906
015F: set_camera_position -564.65 -1506.31  8.99  0.0  0.0  0.0
0160: point_camera -565.647 -1506.333  8.906  2

:Label0BE5B2
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BE5CA
0001: wait  0 ms
0002: jump £Label0BE5B2

:Label0BE5CA
0394: play_music  1
01E3: text_1number_styled "BOATBUY" $25C  7000 ms  6  ;; Boatyard purchased: $~1~
0529: unknown_add $25C to_money_spent_on_property_stats
0542: add_property  6 to_property_own_stats
0001: wait  7000 ms
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
030C: set_mission_points +=  1
014C: set_parked_car_generator $7BE cars_to_generate_to  101
014C: set_parked_car_generator $7BF cars_to_generate_to  101
0164: disable_marker $25B
0570: $25B = create_asset_radar_marker_with_icon  12 at -664.1 -1476.3  13.8
018B: show_on_radar $25B  2
015C: set_zone_gang_info "BOATYRD"  1 (day)  13  0  0  0  0  0  0  1000  0  0  0 
015C: set_zone_gang_info "BOATYRD"  0 (night)  10  0  0  0  0  0  0  1000  0  0  0 
022A: remove_forbidden_for_peds_cube -692.193 -1522.901  0.0 -575.311 -1453.378  30.0
004F: create_thread ££Label010E86 
004F: create_thread ££Label010600 
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0001: wait  0 ms
0249: release_model #JETMAX
0249: release_model #SQUALO
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
004E: end_thread

;-------------Mission 43---------------
; Originally: (no description)


:Label0BE6BA
03A4: name_thread "BUYPRO4"
0004: $ONMISSION =  1  ;; integer values
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label0BE6F4
0570: $265 = create_asset_radar_marker_with_icon  20 at $23A $23B $23C
018B: show_on_radar $265  2

:Label0BE6F4
0001: wait  0 ms
0164: disable_marker $265
030C: set_mission_points +=  1
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged

:Label0BE722
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BE76A
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BE763
0570: $265 = create_asset_radar_marker_with_icon  20 at $23A $23B $23C
018B: show_on_radar $265  2
0004: $3E7 =  1  ;; integer values
004E: end_thread

:Label0BE763
0002: jump £Label0BE722

:Label0BE76A
0570: $265 = create_asset_radar_marker_with_icon  20 at $23A $23B $23C
018B: show_on_radar $265  2
004F: create_thread ££Label010D54 
0004: $3E7 =  1  ;; integer values
055B: $50B = create_clothes_pickup  9 at  158.3 -1275.9  10.6
0004: $4F7 =  1  ;; integer values
004F: create_thread ££Label02B57F 
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
02A3: toggle_widescreen  1 (on)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
015F: set_camera_position  112.9674 -1486.218  11.2691  0.0  0.0  0.0
0160: point_camera  112.1791 -1485.63  11.4509  2

:Label0BE831
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BE85B
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BE854
004E: end_thread

:Label0BE854
0002: jump £Label0BE831

:Label0BE85B
01E3: text_1number_styled "STRPBUY" $266  5000 ms  6  ;; Pole Position Club purchased: $~1~
0529: unknown_add $266 to_money_spent_on_property_stats
0542: add_property  7 to_property_own_stats
0394: play_music  1
043C: unknown_set_game_sounds  0
0001: wait  4000 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BE899
043C: unknown_set_game_sounds  1
004E: end_thread

:Label0BE899
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label0BE8A8
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BE8D6
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BE8CF
043C: unknown_set_game_sounds  1
004E: end_thread

:Label0BE8CF
0002: jump £Label0BE8A8

:Label0BE8D6
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms

:Label0BE8FF
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BE917
0001: wait  0 ms
0002: jump £Label0BE8FF

:Label0BE917
043C: unknown_set_game_sounds  1
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 44---------------
; Originally: (no description)


:Label0BE928
03A4: name_thread "BUYPRO5"
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
0164: disable_marker $294
030C: set_mission_points +=  1
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged

:Label0BE967
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BE9B0
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BE9A9
0570: $294 = create_asset_radar_marker_with_icon  19 at $23D $23E $23F
018B: show_on_radar $294  2
004F: create_thread ££Label0114BC 
004E: end_thread

:Label0BE9A9
0002: jump £Label0BE967

:Label0BE9B0
0570: $294 = create_asset_radar_marker_with_icon  19 at $23D $23E $23F
018B: show_on_radar $294  2
004F: create_thread ££Label0114BC 
0395: clear_area  1 at  428.373  608.9806 range  11.6898  1.0
0055: put_player $PLAYER_CHAR at  428.373  608.9806  11.6898
0171: set_player $PLAYER_CHAR z_angle_to  0.0
02A3: toggle_widescreen  1 (on)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
015F: set_camera_position  415.9304  640.0891  12.9833  0.0  0.0  0.0
0160: point_camera  416.2365  639.1425  13.0847  2

:Label0BEA4B
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BEA75
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BEA6E
004E: end_thread

:Label0BEA6E
0002: jump £Label0BEA4B

:Label0BEA75
0004: $706 =  1  ;; integer values
0004: $517 =  1  ;; integer values
01E3: text_1number_styled "NBMNBUY" $295  5000 ms  6  ;; El Swanko Casa purchased: $~1~
0529: unknown_add $295 to_money_spent_on_property_stats
0542: add_property  10 to_property_own_stats
0394: play_music  1
043C: unknown_set_game_sounds  0
0001: wait  2000 ms
00BC: text_highpriority "BUYSAVE"  3000 ms  1  ;; ~g~You can now save your game here when not on a mission.
0001: wait  3000 ms
015F: set_camera_position  427.813  650.6702  15.3209  0.0  0.0  0.0
0160: point_camera  428.6758  650.2003  15.1346  2
00BC: text_highpriority "BUYGARG"  3000 ms  1  ;; ~g~You can also store vehicles in this garage.
02FA: garage $297 change_to_type  16
0001: wait  3000 ms
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label0BEB1C
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BEB4A
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BEB43
043C: unknown_set_game_sounds  1
004E: end_thread

:Label0BEB43
0002: jump £Label0BEB1C

:Label0BEB4A
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
0050: gosub ££Label0128AA
043C: unknown_set_game_sounds  1
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 45---------------
; Originally: (no description)


:Label0BEB8B
03A4: name_thread "LNKVBUY"
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
0164: disable_marker $28C
030C: set_mission_points +=  1
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged

:Label0BEBCA
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BEC13
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BEC0C
0570: $28C = create_asset_radar_marker_with_icon  19 at $249 $24A $24B
018B: show_on_radar $28C  2
004F: create_thread ££Label0115EE 
004E: end_thread

:Label0BEC0C
0002: jump £Label0BEBCA

:Label0BEC13
0570: $28C = create_asset_radar_marker_with_icon  19 at $249 $24A $24B
018B: show_on_radar $28C  2
004F: create_thread ££Label0115EE 
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
02A3: toggle_widescreen  1 (on)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
015F: set_camera_position  241.4097  420.0691  10.388  0.0  0.0  0.0
0160: point_camera  242.141  419.4232  10.6071  2

:Label0BECAE
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BECD8
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BECD1
004E: end_thread

:Label0BECD1
0002: jump £Label0BECAE

:Label0BECD8
0004: $707 =  1  ;; integer values
0004: $518 =  1  ;; integer values
01E3: text_1number_styled "LNKVBUY" $28D  5000 ms  6  ;; Links View Apartment purchased: $~1~
0529: unknown_add $28D to_money_spent_on_property_stats
0542: add_property  9 to_property_own_stats
0394: play_music  1
043C: unknown_set_game_sounds  0
0001: wait  2000 ms
00BC: text_highpriority "BUYSAVE"  3000 ms  1  ;; ~g~You can now save your game here when not on a mission.
0001: wait  3000 ms
015F: set_camera_position  313.6496  390.976  14.5314  0.0  0.0  0.0
0160: point_camera  313.0024  391.738  14.5534  2
00BC: text_highpriority "BUYGARG"  3000 ms  1  ;; ~g~You can also store vehicles in this garage.
02FA: garage $28F change_to_type  26
0001: wait  3000 ms
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label0BED7F
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BEDAD
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BEDA6
043C: unknown_set_game_sounds  1
004E: end_thread

:Label0BEDA6
0002: jump £Label0BED7F

:Label0BEDAD
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
0050: gosub ££Label0128AA
043C: unknown_set_game_sounds  1
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 46---------------
; Originally: (no description)


:Label0BEDEE
03A4: name_thread "HYCOBUY"
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
0164: disable_marker $298
030C: set_mission_points +=  1
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged

:Label0BEE2D
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BEE76
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BEE6F
0570: $298 = create_asset_radar_marker_with_icon  19 at $24C $24D $24E
018B: show_on_radar $298  2
004F: create_thread ££Label011720 
004E: end_thread

:Label0BEE6F
0002: jump £Label0BEE2D

:Label0BEE76
0570: $298 = create_asset_radar_marker_with_icon  19 at $24C $24D $24E
018B: show_on_radar $298  2
004F: create_thread ££Label011720 
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
02A3: toggle_widescreen  1 (on)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
015F: set_camera_position -905.0276  1352.564  50.7682  0.0  0.0  0.0
0160: point_camera -904.088  1352.261  50.9287  2

:Label0BEF11
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BEF3B
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BEF34
004E: end_thread

:Label0BEF34
0002: jump £Label0BEF11

:Label0BEF3B
0004: $703 =  1  ;; integer values
055B: $512 = create_clothes_pickup  1 at -820.2  1364.1  66.4
0004: $514 =  1  ;; integer values
01E3: text_1number_styled "HYCOBUY" $299  5000 ms  6  ;; Hyman Condo purchased: $~1~
0529: unknown_add $299 to_money_spent_on_property_stats
0542: add_property  14 to_property_own_stats
0394: play_music  1
043C: unknown_set_game_sounds  0
0001: wait  2000 ms
00BC: text_highpriority "BUYSAVE"  3000 ms  1  ;; ~g~You can now save your game here when not on a mission.
0001: wait  3000 ms
015F: set_camera_position -848.3207  1292.835  11.4866  0.0  0.0  0.0
0160: point_camera -847.6996  1293.611  11.5998  2
00BC: text_highpriority "BUYGARS"  3000 ms  1  ;; ~g~You can also store vehicles in these garages.
02FA: garage $29B change_to_type  17
02FA: garage $29C change_to_type  18
02FA: garage $29D change_to_type  24
0001: wait  3000 ms
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label0BF006
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BF034
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BF02D
043C: unknown_set_game_sounds  1
004E: end_thread

:Label0BF02D
0002: jump £Label0BF006

:Label0BF034
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
0050: gosub ££Label0128AA
043C: unknown_set_game_sounds  1
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 47---------------
; Originally: (no description)


:Label0BF075
03A4: name_thread "OCHEBUY"
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
0164: disable_marker $290
030C: set_mission_points +=  1
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged

:Label0BF0B4
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BF0FD
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BF0F6
0570: $290 = create_asset_radar_marker_with_icon  19 at $24F $250 $251
018B: show_on_radar $290  2
004F: create_thread ££Label011984 
004E: end_thread

:Label0BF0F6
0002: jump £Label0BF0B4

:Label0BF0FD
0570: $290 = create_asset_radar_marker_with_icon  19 at $24F $250 $251
018B: show_on_radar $290  2
004F: create_thread ££Label011984 
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
02A3: toggle_widescreen  1 (on)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
015F: set_camera_position -9.9202 -1467.05  10.114  0.0  0.0  0.0
0160: point_camera -9.376 -1467.813  10.4639  2

:Label0BF198
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BF1C2
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BF1BB
004E: end_thread

:Label0BF1BB
0002: jump £Label0BF198

:Label0BF1C2
0004: $708 =  1  ;; integer values
0004: $519 =  1  ;; integer values
01E3: text_1number_styled "OCHEBUY" $291  5000 ms  6  ;; Ocean Heights Apartment purchased: $~1~
0529: unknown_add $291 to_money_spent_on_property_stats
0542: add_property  12 to_property_own_stats
0394: play_music  1
043C: unknown_set_game_sounds  0
0001: wait  2000 ms
00BC: text_highpriority "BUYSAVE"  3000 ms  1  ;; ~g~You can now save your game here when not on a mission.
0001: wait  3000 ms
015F: set_camera_position  17.7346 -1467.674  18.6329  0.0  0.0  0.0
0160: point_camera  18.0802 -1468.512  18.2106  2
00BC: text_highpriority "BUYGARG"  3000 ms  1  ;; ~g~You can also store vehicles in this garage.
02FA: garage $293 change_to_type  25
0001: wait  3000 ms
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label0BF269
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BF297
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BF290
043C: unknown_set_game_sounds  1
004E: end_thread

:Label0BF290
0002: jump £Label0BF269

:Label0BF297
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
0050: gosub ££Label0128AA
043C: unknown_set_game_sounds  1
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 48---------------
; Originally: (no description)


:Label0BF2D8
03A4: name_thread "WASHBUY"
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
0164: disable_marker $289
030C: set_mission_points +=  1
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged

:Label0BF317
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BF360
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BF359
0570: $289 = create_asset_radar_marker_with_icon  19 at $252 $253 $254
018B: show_on_radar $289  2
004F: create_thread ££Label011852 
004E: end_thread

:Label0BF359
0002: jump £Label0BF317

:Label0BF360
0570: $289 = create_asset_radar_marker_with_icon  19 at $252 $253 $254
018B: show_on_radar $289  2
004F: create_thread ££Label011852 
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
02A3: toggle_widescreen  1 (on)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
015F: set_camera_position  57.5999 -681.8762  10.4095  0.0  0.0  0.0
0160: point_camera  57.8653 -682.802  10.6787  2

:Label0BF3FB
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BF425
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BF41E
004E: end_thread

:Label0BF41E
0002: jump £Label0BF3FB

:Label0BF425
0004: $704 =  1  ;; integer values
0004: $515 =  1  ;; integer values
01E3: text_1number_styled "WASHBUY" $28A  5000 ms  6  ;; 1102 Washington Street purchased: $~1~
0529: unknown_add $28A to_money_spent_on_property_stats
0542: add_property  11 to_property_own_stats
0394: play_music  1
043C: unknown_set_game_sounds  0
0001: wait  2000 ms
00BC: text_highpriority "BUYSAVE"  3000 ms  1  ;; ~g~You can now save your game here when not on a mission.
0001: wait  3000 ms
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label0BF47E
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BF4AC
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BF4A5
043C: unknown_set_game_sounds  1
004E: end_thread

:Label0BF4A5
0002: jump £Label0BF47E

:Label0BF4AC
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
0050: gosub ££Label0128AA
043C: unknown_set_game_sounds  1
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 49---------------
; Originally: (no description)


:Label0BF4ED
03A4: name_thread "VCPTBUY"
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
0164: disable_marker $286
030C: set_mission_points +=  1
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged

:Label0BF52C
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BF575
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BF56E
0570: $286 = create_asset_radar_marker_with_icon  19 at $255 $256 $257
018B: show_on_radar $286  2
004F: create_thread ££Label011AB6 
004E: end_thread

:Label0BF56E
0002: jump £Label0BF52C

:Label0BF575
0570: $286 = create_asset_radar_marker_with_icon  19 at $255 $256 $257
018B: show_on_radar $286  2
004F: create_thread ££Label011AB6 
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
02A3: toggle_widescreen  1 (on)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
015F: set_camera_position  468.3571  1259.458  21.8848  0.0  0.0  0.0
0160: point_camera  469.2978  1259.797  21.8834  2

:Label0BF610
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BF63A
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BF633
004E: end_thread

:Label0BF633
0002: jump £Label0BF610

:Label0BF63A
0004: $705 =  1  ;; integer values
0004: $516 =  1  ;; integer values
01E3: text_1number_styled "VCPTBUY" $287  5000 ms  6  ;; 3321 Vice Point purchased: $~1~
0529: unknown_add $287 to_money_spent_on_property_stats
0542: add_property  8 to_property_own_stats
0394: play_music  1
043C: unknown_set_game_sounds  0
0001: wait  2000 ms
00BC: text_highpriority "BUYSAVE"  3000 ms  1  ;; ~g~You can now save your game here when not on a mission.
0001: wait  3000 ms
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label0BF693
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BF6C1
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BF6BA
043C: unknown_set_game_sounds  1
004E: end_thread

:Label0BF6BA
0002: jump £Label0BF693

:Label0BF6C1
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
0050: gosub ££Label0128AA
043C: unknown_set_game_sounds  1
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 50---------------
; Originally: (no description)


:Label0BF702
03A4: name_thread "SKUMBUY"
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
0164: disable_marker $283
030C: set_mission_points +=  1
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged

:Label0BF741
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BF78A
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BF783
0570: $283 = create_asset_radar_marker_with_icon  19 at $258 $259 $25A
018B: show_on_radar $283  2
004F: create_thread ££Label011BE8 
004E: end_thread

:Label0BF783
0002: jump £Label0BF741

:Label0BF78A
0570: $283 = create_asset_radar_marker_with_icon  19 at $258 $259 $25A
018B: show_on_radar $283  2
004F: create_thread ££Label011BE8 
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
02A3: toggle_widescreen  1 (on)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
015F: set_camera_position -570.4593  708.1309  24.3593  0.0  0.0  0.0
0160: point_camera -569.6928  707.5626  24.0599  2

:Label0BF825
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BF84F
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BF848
004E: end_thread

:Label0BF848
0002: jump £Label0BF825

:Label0BF84F
0004: $702 =  1  ;; integer values
0004: $513 =  1  ;; integer values
01E3: text_1number_styled "SKUMBUY" $284  5000 ms  6  ;; Skumole Shack purchased: $~1~
0529: unknown_add $284 to_money_spent_on_property_stats
0542: add_property  13 to_property_own_stats
0394: play_music  1
043C: unknown_set_game_sounds  0
0001: wait  2000 ms
00BC: text_highpriority "BUYSAVE"  3000 ms  1  ;; ~g~You can now save your game here when not on a mission.
0001: wait  3000 ms
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label0BF8A8
00D6: if  0
016B:   fading
004D: jump_if_false £Label0BF8D6
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0BF8CF
043C: unknown_set_game_sounds  1
004E: end_thread

:Label0BF8CF
0002: jump £Label0BF8A8

:Label0BF8D6
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
0050: gosub ££Label0128AA
043C: unknown_set_game_sounds  1
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 51---------------
; Originally: Cap the Collector


:Label0BF917
0050: gosub £Label0BF93B
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0BF932
0050: gosub £Label0C1CDE

:Label0BF932
0050: gosub £Label0C1D58
004E: end_thread

:Label0BF93B
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
03A4: name_thread "CAP_1"
0001: wait  0 ms
054C: use_GXT_table "CAP_1"
058E: set_restart_mission_taxi_destination -1045.726 -292.454  9.758  97.607
0004: $131F = -1  ;; integer values
0004: $1320 = -1  ;; integer values
0004: $1321 = -1  ;; integer values
0004: $134C =  0  ;; integer values
0004: $134D =  0  ;; integer values
0004: $134E =  0  ;; integer values
0004: $134F =  0  ;; integer values
0004: $1350 =  0  ;; integer values
0004: $1351 =  0  ;; integer values
0005: $1366 =  0.0  ;; floating-point values
0005: $1367 =  0.0  ;; floating-point values
0005: $1368 =  0.0  ;; floating-point values
0005: $1369 =  0.0  ;; floating-point values
0005: $136A =  0.0  ;; floating-point values
0004: $1322 = -1  ;; integer values
0004: $1323 = -1  ;; integer values
0004: $1324 = -1  ;; integer values
0004: $1352 =  0  ;; integer values
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
0007:  0@ =  0.0  ;; floating-point values
0007:  1@ =  0.0  ;; floating-point values
0007:  2@ =  0.0  ;; floating-point values
0007:  3@ =  0.0  ;; floating-point values
0007:  4@ =  0.0  ;; floating-point values
0004: $1325 = -1  ;; integer values
0004: $1326 = -1  ;; integer values
0004: $1327 = -1  ;; integer values
0004: $1358 =  0  ;; integer values
0004: $1359 =  0  ;; integer values
0004: $135A =  0  ;; integer values
0004: $135B =  0  ;; integer values
0004: $135C =  0  ;; integer values
0004: $135D =  0  ;; integer values
0007:  5@ =  0.0  ;; floating-point values
0007:  6@ =  0.0  ;; floating-point values
0007:  7@ =  0.0  ;; floating-point values
0007:  8@ =  0.0  ;; floating-point values
0007:  9@ =  0.0  ;; floating-point values
0004: $1328 = -1  ;; integer values
0004: $1329 = -1  ;; integer values
0004: $132A = -1  ;; integer values
0004: $135F =  0  ;; integer values
0004: $1360 =  0  ;; integer values
0004: $1361 =  0  ;; integer values
0004: $1362 =  0  ;; integer values
0004: $1363 =  0  ;; integer values
0004: $1364 =  0  ;; integer values
0007:  10@ =  0.0  ;; floating-point values
0007:  11@ =  0.0  ;; floating-point values
0007:  12@ =  0.0  ;; floating-point values
0007:  13@ =  0.0  ;; floating-point values
0007:  14@ =  0.0  ;; floating-point values
0004: $1334 =  0  ;; integer values
0004: $1335 =  0  ;; integer values
0004: $1336 =  0  ;; integer values
0004: $1337 =  0  ;; integer values
0004: $1338 =  0  ;; integer values
0004: $1339 =  0  ;; integer values
0004: $133A =  0  ;; integer values
0004: $133D =  0  ;; integer values
0004: $133E =  0  ;; integer values
0004: $133F =  0  ;; integer values
0004: $1340 =  0  ;; integer values
0004: $1341 =  0  ;; integer values
0004: $1342 =  0  ;; integer values
0004: $1343 =  0  ;; integer values
0004: $1344 =  0  ;; integer values
0004: $1345 =  0  ;; integer values
0004: $1346 =  0  ;; integer values
0004: $133B =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0004: $A00 =  0  ;; integer values
0004: $A01 =  0  ;; integer values
0004: $A02 =  0  ;; integer values
0004: $A03 =  0  ;; integer values
0004: $A04 =  0  ;; integer values
0004: $A07 =  0  ;; integer values
0004: $A08 =  0  ;; integer values
0004: $A09 =  0  ;; integer values
0004: $A0A =  0  ;; integer values
0004: $A0B =  0  ;; integer values
0004: $A0D =  0  ;; integer values
0004: $1347 =  0  ;; integer values
0004: $1348 =  0  ;; integer values
0004: $1349 =  0  ;; integer values
0004: $134A =  0  ;; integer values
0004: $AED =  0  ;; integer values
0005: $1308 =  0.0  ;; floating-point values
0005: $1309 =  0.0  ;; floating-point values
0005: $130A =  0.0  ;; floating-point values
0004: $A19 =  0  ;; integer values
0004: $A1A =  0  ;; integer values
0004: $A1B =  0  ;; integer values
0004: $A1C =  0  ;; integer values
0004: $A1D =  0  ;; integer values
0004: $A1E =  0  ;; integer values
0004: $A1F =  0  ;; integer values
0004: $A20 =  0  ;; integer values
0004: $A21 =  0  ;; integer values
0004: $A22 =  0  ;; integer values
0004: $A24 =  0  ;; integer values
0004: $135E =  0  ;; integer values
0004: $1365 =  0  ;; integer values
0004: $133C =  0  ;; integer values
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKELLY"
023C: load_special_actor  3 "PRINTRA"
023C: load_special_actor  4 "PRINTRB"
023C: load_special_actor  5 "PRINTRC"
04BB: select_interiour  18  ;; select render area
03CB: set_camera -1071.56 -278.9497  12.3606
038B: load_requested_models

:Label0BFCFE
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label0BFD28
0001: wait  0 ms
0002: jump £Label0BFCFE

:Label0BFD28
02E4: load_cutscene_data "CAP_1"
041D: set_camera_near_clip  .1
0244: set_cutscene_pos -1064.103 -276.39  11.066
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A7 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A7 "CSKELLY"
02E5: $88 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $88 "PRINTRA"
02E5: $8A = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $8A "PRINTRB"
02E5: $81 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $81 "PRINTRC"
0395: clear_area  1 at -1059.841 -278.7214 range  10.4044  1.0
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214  10.4044
0171: set_player $PLAYER_CHAR z_angle_to  272.2088
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BFE02
00D6: if  0
001A:    2420 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BFE25
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BFE02

:Label0BFE25
00BC: text_highpriority "CAP_01"  10000 ms  1  ;; Ok, what's the emergency?

:Label0BFE34
00D6: if  0
001A:    5636 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BFE57
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BFE34

:Label0BFE57
00BC: text_highpriority "CAP_02"  10000 ms  1  ;; WHO?

:Label0BFE66
00D6: if  0
001A:    6065 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BFE89
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BFE66

:Label0BFE89
00BC: text_highpriority "CAP_03"  10000 ms  1  ;; Tommy...some mob thugs ...said they'd come to take their cut...

:Label0BFE98
00D6: if  0
001A:    10876 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BFEBB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BFE98

:Label0BFEBB
00BC: text_highpriority "CAP_04"  10000 ms  1  ;; ...said it was a Mr. Forello's money...I feel like crap.

:Label0BFECA
00D6: if  0
001A:    14640 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BFEED
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BFECA

:Label0BFEED
00BC: text_highpriority "CAP_05"  10000 ms  1  ;; Forelli? SONNY Forelli?

:Label0BFEFC
00D6: if  0
001A:    17053 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BFF1F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BFEFC

:Label0BFF1F
00BC: text_highpriority "CAP_06"  10000 ms  1  ;; Yeah, that's the guy...I think...they were very insistent...

:Label0BFF2E
00D6: if  0
001A:    20816 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BFF51
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BFF2E

:Label0BFF51
00BC: text_highpriority "CAP_07"  10000 ms  1  ;; Don't you worry, pop, I'm not angry with you.

:Label0BFF60
00D6: if  0
001A:    22129 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BFF83
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BFF60

:Label0BFF83
00BC: text_highpriority "CAP_08"  10000 ms  1  ;; Get him to the hospital.

:Label0BFF92
00D6: if  0
001A:    24218 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BFFB5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BFF92

:Label0BFFB5
00BC: text_highpriority "CAP_09"  10000 ms  1  ;; Tommy...rip that guy a new asshole for me...

:Label0BFFC4
00D6: if  0
001A:    27085 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0BFFE7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BFFC4

:Label0BFFE7
00BC: text_highpriority "CAP_10"  10000 ms  1  ;; I'm gonna rip him two!

:Label0BFFF6
00D6: if  0
001A:    27367 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C0019
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0BFFF6

:Label0C0019
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms
0001: wait  1000 ms
00BE: text_clear_all

:Label0C002F
00D6: if  0
016B:   fading
004D: jump_if_false £Label0C0047
0001: wait  0 ms
0002: jump £Label0C002F

:Label0C0047
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false £Label0C005F
0001: wait  0 ms
0002: jump £Label0C0047

:Label0C005F
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
04BB: select_interiour  0  ;; select render area
03CB: set_camera -1059.841 -278.7214  10.4044
023C: load_special_actor  1 "MBA"
023C: load_special_actor  2 "MBB"
0247: request_model #M4
0247: request_model #CHROMEGUN
0247: request_model #SANCHEZ
038B: load_requested_models

:Label0C00B9
00D6: if  24
8248:   NOT   model #M4 available
8248:   NOT   model #CHROMEGUN available
8248:   NOT   model #SANCHEZ available
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label0C00E6
0001: wait  0 ms
0002: jump £Label0C00B9

:Label0C00E6
00D6: if  0
0038:   $282 ==  1  ;; integer values
004D: jump_if_false £Label0C0123
04CE: $1332 = create_icon_marker_without_sphere  13 at  499.791 -63.8411  10.4539
0168: show_on_radar $1332  2
0165: set_marker $1332 color_to  5
0002: jump £Label0C012A

:Label0C0123
0004: $1334 =  2  ;; integer values

:Label0C012A
00D6: if  0
0038:   $279 ==  1  ;; integer values
004D: jump_if_false £Label0C015E
04CE: $1333 = create_icon_marker_without_sphere  15 at  8.5461  968.7767  9.8996
0108: destroy_object $FILM_STUDIO_FRONT_GATE_CLOSED
0002: jump £Label0C0165

:Label0C015E
0004: $1337 =  2  ;; integer values

:Label0C0165
00D6: if  0
0038:   $264 ==  1  ;; integer values
004D: jump_if_false £Label0C0194
04CE: $132E = create_icon_marker_without_sphere  21 at -863.9365 -576.4991  10.0646
0002: jump £Label0C019B

:Label0C0194
0004: $1338 =  2  ;; integer values

:Label0C019B
00D6: if  0
0038:   $26F ==  1  ;; integer values
004D: jump_if_false £Label0C01CA
04CE: $132F = create_icon_marker_without_sphere  22 at -997.1398  189.8333  10.3916
0002: jump £Label0C01D1

:Label0C01CA
0004: $1339 =  2  ;; integer values

:Label0C01D1
00D6: if  0
0038:   $25F ==  1  ;; integer values
004D: jump_if_false £Label0C0200
04CE: $1330 = create_icon_marker_without_sphere  12 at -640.8567 -1491.843  12.758
0002: jump £Label0C0207

:Label0C0200
0004: $1335 =  2  ;; integer values

:Label0C0207
00D6: if  0
0038:   $274 ==  1  ;; integer values
004D: jump_if_false £Label0C0236
04CE: $1331 = create_icon_marker_without_sphere  26 at -1014.468 -833.3465  12.0452
0002: jump £Label0C023D

:Label0C0236
0004: $1336 =  2  ;; integer values

:Label0C023D
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label0C02C7
04A6: $26E = create_asset_money_pickup_at $1BD $1BE $1BF money $277 $277
04A6: $278 = create_asset_money_pickup_at $1BD $1BE $1BF money $277 $277
04A6: $281 = create_asset_money_pickup_at $1BD $1BE $1BF money $277 $277
04A6: $263 = create_asset_money_pickup_at $1BD $1BE $1BF money $277 $277
04A6: $25E = create_asset_money_pickup_at $1BD $1BE $1BF money $277 $277
04A6: $273 = create_asset_money_pickup_at $1BD $1BE $1BF money $277 $277

:Label0C02C7
00A5: $1323 = create_car #SANCHEZ at -866.8224 -448.586  9.8801
0175: set_car $1323 z_angle_to  198.0
02AA: set_car $1323 immune_to_nonplayer  1
0466: unknown_car $1323 flag  0
04BA: set_car $1323 speed_instantly  10.0
0129: $1322 = create_actor  4 #SPECIAL01 in_car $1323 driverseat
01B2: give_actor $1322 weapon  26 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $1322 flags
011A: set_actor $1322 flags  1
0243: set_actor $1322 ped_stats_to  16
0223: set_actor $1322 health_to  250
0483: unknown_actor $1322  1150
0291: unknown_actor $1322 unknown_behavior_flag  1
0350: unknown_actor $1322 not_scared_flag  1
0319: set_actor $1322 wander_state_to  1 (off)
01C8: $1324 = create_actor  4 #SPECIAL02 in_car $1323 passenger_seat  0
01B2: give_actor $1324 weapon  19 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $1324 flags
011A: set_actor $1324 flags  1
0243: set_actor $1324 ped_stats_to  16
0223: set_actor $1324 health_to  250
0291: unknown_actor $1324 unknown_behavior_flag  1
0350: unknown_actor $1324 not_scared_flag  1
0319: set_actor $1324 wander_state_to  1 (off)
01DE: tie_actor $1324 to_actor $1322
0050: gosub £Label0C3EAB
0089:  0@ = $1366  ;; floating-point values only
0089:  1@ = $1367  ;; floating-point values only
0089:  2@ = $1368  ;; floating-point values only
00D6: if  0
8119:   NOT   car $1323 wrecked
004D: jump_if_false £Label0C03EC
02C2: car $1323 drive_to_point  0@  1@  2@
00AD: set_car $1323 max_speed_to  100.0
00AE: unknown_set_car $1323 to_ignore_traffic_lights  2

:Label0C03EC
0481:  10.0

:Label0C03F3
0001: wait  0 ms
01BD: $12CB = current_time_in_ms
00D6: if  0
0038:   $133B ==  3  ;; integer values
004D: jump_if_false £Label0C0493
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £Label0C0493
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
03EA: generate_cars_around_camera  0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0054: store_player $PLAYER_CHAR position_to $1BD $1BE $1BF
03CB: set_camera $1BD $1BE $1BF
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
00D6: if  0
8118:   NOT   actor $1322 dead
004D: jump_if_false £Label0C0480
0187: $132B = create_marker_above_actor $1322
0165: set_marker $132B color_to  0

:Label0C0480
04E3: unknown_player $PLAYER_CHAR  2  60000
0004: $133B =  4  ;; integer values

:Label0C0493
00D6: if  0
0038:   $133B ==  2  ;; integer values
004D: jump_if_false £Label0C04CE
00D6: if  0
001C:   $12CB > $AED  ;; integer values
004D: jump_if_false £Label0C04CE
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms
0004: $133B =  3  ;; integer values

:Label0C04CE
00D6: if  0
0038:   $133B ==  1  ;; integer values
004D: jump_if_false £Label0C0523
00D6: if  0
001C:   $12CB > $AED  ;; integer values
004D: jump_if_false £Label0C0523
00D6: if  0
8119:   NOT   car $1323 wrecked
004D: jump_if_false £Label0C051C
0158: camera_on_vehicle $1323  18  2
0084: $AED = $12CB  ;; integer values and handles
0008: $AED +=  2000  ;; integer values

:Label0C051C
0004: $133B =  2  ;; integer values

:Label0C0523
00D6: if  0
0038:   $133B ==  0  ;; integer values
004D: jump_if_false £Label0C0609
00D6: if  0
001C:   $12CB > $AED  ;; integer values
004D: jump_if_false £Label0C0609
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
03EA: generate_cars_around_camera  1
015F: set_camera_position -856.1546 -497.3885  10.7677  0.0  0.0  0.0
00D6: if  0
8119:   NOT   car $1323 wrecked
004D: jump_if_false £Label0C059B
0158: camera_on_vehicle $1323  15  2

:Label0C059B
00D6: if  0
8118:   NOT   actor $1322 dead
004D: jump_if_false £Label0C05B9
00A0: store_actor $1322 position_to $1BD $1BE $1BF

:Label0C05B9
03CB: set_camera $1BD $1BE $1BF
0084: $AED = $12CB  ;; integer values and handles
0008: $AED +=  4000  ;; integer values
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "CAP1_B1"  20000 ms  1  ;; ~g~The Mafia is taxing your businesses. Find them and kill them.
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  20000  ;; integer values
0004: $133B =  1  ;; integer values

:Label0C0609
00D6: if  0
8118:   NOT   actor $1322 dead
004D: jump_if_false £Label0C0707
0084: $131F = $1322  ;; integer values and handles
0084: $1320 = $1323  ;; integer values and handles
0084: $134C = $1352  ;; integer values and handles
0088: $1366 =  0@  ;; floating-point values only
0088: $1367 =  1@  ;; floating-point values only
0088: $1368 =  2@  ;; floating-point values only
0084: $134D = $1353  ;; integer values and handles
0088: $1369 =  3@  ;; floating-point values only
0088: $136A =  4@  ;; floating-point values only
0084: $134E = $1354  ;; integer values and handles
0084: $134F = $1355  ;; integer values and handles
0084: $1321 = $1324  ;; integer values and handles
0084: $1350 = $1356  ;; integer values and handles
0084: $1351 = $1357  ;; integer values and handles
0050: gosub £Label0C1ED5
0084: $1322 = $131F  ;; integer values and handles
0084: $1323 = $1320  ;; integer values and handles
0084: $1352 = $134C  ;; integer values and handles
0089:  0@ = $1366  ;; floating-point values only
0089:  1@ = $1367  ;; floating-point values only
0089:  2@ = $1368  ;; floating-point values only
0084: $1353 = $134D  ;; integer values and handles
0089:  3@ = $1369  ;; floating-point values only
0089:  4@ = $136A  ;; floating-point values only
0084: $1354 = $134E  ;; integer values and handles
0084: $1355 = $134F  ;; integer values and handles
0084: $1324 = $1321  ;; integer values and handles
0084: $1356 = $1350  ;; integer values and handles
0084: $1357 = $1351  ;; integer values and handles
0002: jump £Label0C099D

:Label0C0707
0164: disable_marker $132B
00D6: if  0
8118:   NOT   actor $1324 dead
004D: jump_if_false £Label0C079B
00D6: if  0
056D:   unknown_actor $1322 dead_but_active
004D: jump_if_false £Label0C073A
04A5: unknown_store_dead_actor $1322 position_to $1BD $1BE $1BF

:Label0C073A
00D6: if  0
00EC:   actor $1324  0 ()near_point $1BD $1BE radius  30.0  30.0
004D: jump_if_false £Label0C0788
0084: $1322 = $1324  ;; integer values and handles
0004: $1324 = -1  ;; integer values
0004: $1356 =  0  ;; integer values
0187: $132B = create_marker_above_actor $1322
0165: set_marker $132B color_to  0
0002: jump £Label0C0794

:Label0C0788
01C2: remove_references_to_actor $1324  ;; Like turning an actor into a random pedestrian
0004: $1324 = -1  ;; integer values

:Label0C0794
0002: jump £Label0C099D

:Label0C079B
00D6: if  0
8043:   NOT    0@ ==  1E+9.0  ;; floating-point values
004D: jump_if_false £Label0C099D
00D6: if  0
0043:    0@ == -852.5533  ;; floating-point values
004D: jump_if_false £Label0C07FE
00D6: if  0
0038:   $1338 ==  1  ;; integer values
004D: jump_if_false £Label0C07DE
0004: $1338 =  0  ;; integer values

:Label0C07DE
00D6: if  1
0038:   $1341 ==  0  ;; integer values
0038:   $1338 ==  2  ;; integer values
004D: jump_if_false £Label0C07FE
0004: $1338 =  0  ;; integer values

:Label0C07FE
00D6: if  0
0043:    0@ == -1016.264  ;; floating-point values
004D: jump_if_false £Label0C084C
00D6: if  0
0038:   $1339 ==  1  ;; integer values
004D: jump_if_false £Label0C082C
0004: $1339 =  0  ;; integer values

:Label0C082C
00D6: if  1
0038:   $1342 ==  0  ;; integer values
0038:   $1339 ==  2  ;; integer values
004D: jump_if_false £Label0C084C
0004: $1339 =  0  ;; integer values

:Label0C084C
00D6: if  0
0043:    0@ == -726.0752  ;; floating-point values
004D: jump_if_false £Label0C089A
00D6: if  0
0038:   $1335 ==  1  ;; integer values
004D: jump_if_false £Label0C087A
0004: $1335 =  0  ;; integer values

:Label0C087A
00D6: if  1
0038:   $1343 ==  0  ;; integer values
0038:   $1335 ==  2  ;; integer values
004D: jump_if_false £Label0C089A
0004: $1335 =  0  ;; integer values

:Label0C089A
00D6: if  0
0043:    0@ == -1025.169  ;; floating-point values
004D: jump_if_false £Label0C08E8
00D6: if  0
0038:   $1336 ==  1  ;; integer values
004D: jump_if_false £Label0C08C8
0004: $1336 =  0  ;; integer values

:Label0C08C8
00D6: if  1
0038:   $1345 ==  0  ;; integer values
0038:   $1336 ==  2  ;; integer values
004D: jump_if_false £Label0C08E8
0004: $1336 =  0  ;; integer values

:Label0C08E8
00D6: if  0
0043:    0@ ==  506.2871  ;; floating-point values
004D: jump_if_false £Label0C0936
00D6: if  0
0038:   $1334 ==  1  ;; integer values
004D: jump_if_false £Label0C0916
0004: $1334 =  0  ;; integer values

:Label0C0916
00D6: if  1
0038:   $1344 ==  0  ;; integer values
0038:   $1334 ==  2  ;; integer values
004D: jump_if_false £Label0C0936
0004: $1334 =  0  ;; integer values

:Label0C0936
00D6: if  0
0043:    0@ ==  17.6185  ;; floating-point values
004D: jump_if_false £Label0C0984
00D6: if  0
0038:   $1337 ==  1  ;; integer values
004D: jump_if_false £Label0C0964
0004: $1337 =  0  ;; integer values

:Label0C0964
00D6: if  1
0038:   $1346 ==  0  ;; integer values
0038:   $1337 ==  2  ;; integer values
004D: jump_if_false £Label0C0984
0004: $1337 =  0  ;; integer values

:Label0C0984
0007:  0@ =  1E+9.0  ;; floating-point values
00BC: text_highpriority "CAP1B10"  5000 ms  1  ;; You've capped the Collectors. More are on their way.

:Label0C099D
00D6: if  0
0038:   $135E ==  0  ;; integer values
004D: jump_if_false £Label0C0AFA
00D6: if  0
0118:   actor $1322 dead
004D: jump_if_false £Label0C0AFA
00A5: $1326 = create_car #SANCHEZ at -830.2028  756.1009  9.8816
0175: set_car $1326 z_angle_to  264.7463
02AA: set_car $1326 immune_to_nonplayer  1
0466: unknown_car $1326 flag  0
04BA: set_car $1326 speed_instantly  10.0
0129: $1325 = create_actor  4 #SPECIAL01 in_car $1326 driverseat
01B2: give_actor $1325 weapon  26 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $1325 flags
011A: set_actor $1325 flags  1
0243: set_actor $1325 ped_stats_to  16
0223: set_actor $1325 health_to  250
0483: unknown_actor $1325  1150
0291: unknown_actor $1325 unknown_behavior_flag  1
0350: unknown_actor $1325 not_scared_flag  1
0319: set_actor $1325 wander_state_to  1 (off)
0187: $132C = create_marker_above_actor $1325
0165: set_marker $132C color_to  0
01C8: $1327 = create_actor  4 #SPECIAL02 in_car $1326 passenger_seat  0
01B2: give_actor $1327 weapon  19 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $1327 flags
011A: set_actor $1327 flags  1
0243: set_actor $1327 ped_stats_to  16
0223: set_actor $1327 health_to  250
0291: unknown_actor $1327 unknown_behavior_flag  1
0350: unknown_actor $1327 not_scared_flag  1
0319: set_actor $1327 wander_state_to  1 (off)
01DE: tie_actor $1327 to_actor $1325
0050: gosub £Label0C3EAB
0089:  5@ = $1366  ;; floating-point values only
0089:  6@ = $1367  ;; floating-point values only
0089:  7@ = $1368  ;; floating-point values only
00D6: if  0
8119:   NOT   car $1326 wrecked
004D: jump_if_false £Label0C0AF3
02C2: car $1326 drive_to_point  5@  6@  7@
00AD: set_car $1326 max_speed_to  100.0
00AE: unknown_set_car $1326 to_ignore_traffic_lights  2

:Label0C0AF3
0004: $135E =  1  ;; integer values

:Label0C0AFA
00D6: if  0
0118:   actor $1322 dead
004D: jump_if_false £Label0C0E9E
00D6: if  0
8118:   NOT   actor $1325 dead
004D: jump_if_false £Label0C0C08
0084: $131F = $1325  ;; integer values and handles
0084: $1320 = $1326  ;; integer values and handles
0084: $134C = $1358  ;; integer values and handles
0088: $1366 =  5@  ;; floating-point values only
0088: $1367 =  6@  ;; floating-point values only
0088: $1368 =  7@  ;; floating-point values only
0084: $134D = $1359  ;; integer values and handles
0088: $1369 =  8@  ;; floating-point values only
0088: $136A =  9@  ;; floating-point values only
0084: $134E = $135A  ;; integer values and handles
0084: $134F = $135B  ;; integer values and handles
0084: $1321 = $1327  ;; integer values and handles
0084: $1350 = $135C  ;; integer values and handles
0084: $1351 = $135D  ;; integer values and handles
0050: gosub £Label0C1ED5
0084: $1325 = $131F  ;; integer values and handles
0084: $1326 = $1320  ;; integer values and handles
0084: $1358 = $134C  ;; integer values and handles
0089:  5@ = $1366  ;; floating-point values only
0089:  6@ = $1367  ;; floating-point values only
0089:  7@ = $1368  ;; floating-point values only
0084: $1359 = $134D  ;; integer values and handles
0089:  8@ = $1369  ;; floating-point values only
0089:  9@ = $136A  ;; floating-point values only
0084: $135A = $134E  ;; integer values and handles
0084: $135B = $134F  ;; integer values and handles
0084: $1327 = $1321  ;; integer values and handles
0084: $135C = $1350  ;; integer values and handles
0084: $135D = $1351  ;; integer values and handles
0002: jump £Label0C0E9E

:Label0C0C08
0164: disable_marker $132C
00D6: if  0
8118:   NOT   actor $1327 dead
004D: jump_if_false £Label0C0C9C
00D6: if  0
056D:   unknown_actor $1325 dead_but_active
004D: jump_if_false £Label0C0C3B
04A5: unknown_store_dead_actor $1325 position_to $1BD $1BE $1BF

:Label0C0C3B
00D6: if  0
00EC:   actor $1327  0 ()near_point $1BD $1BE radius  30.0  30.0
004D: jump_if_false £Label0C0C89
0084: $1325 = $1327  ;; integer values and handles
0004: $1327 = -1  ;; integer values
0004: $135C =  0  ;; integer values
0187: $132C = create_marker_above_actor $1325
0165: set_marker $132C color_to  0
0002: jump £Label0C0C95

:Label0C0C89
01C2: remove_references_to_actor $1327  ;; Like turning an actor into a random pedestrian
0004: $1327 = -1  ;; integer values

:Label0C0C95
0002: jump £Label0C0E9E

:Label0C0C9C
00D6: if  0
8043:   NOT    5@ ==  1E+9.0  ;; floating-point values
004D: jump_if_false £Label0C0E9E
00D6: if  0
0043:    5@ == -852.5533  ;; floating-point values
004D: jump_if_false £Label0C0CFF
00D6: if  0
0038:   $1338 ==  1  ;; integer values
004D: jump_if_false £Label0C0CDF
0004: $1338 =  0  ;; integer values

:Label0C0CDF
00D6: if  1
0038:   $1341 ==  0  ;; integer values
0038:   $1338 ==  2  ;; integer values
004D: jump_if_false £Label0C0CFF
0004: $1338 =  0  ;; integer values

:Label0C0CFF
00D6: if  0
0043:    5@ == -1016.264  ;; floating-point values
004D: jump_if_false £Label0C0D4D
00D6: if  0
0038:   $1339 ==  1  ;; integer values
004D: jump_if_false £Label0C0D2D
0004: $1339 =  0  ;; integer values

:Label0C0D2D
00D6: if  1
0038:   $1342 ==  0  ;; integer values
0038:   $1339 ==  2  ;; integer values
004D: jump_if_false £Label0C0D4D
0004: $1339 =  0  ;; integer values

:Label0C0D4D
00D6: if  0
0043:    5@ == -726.0752  ;; floating-point values
004D: jump_if_false £Label0C0D9B
00D6: if  0
0038:   $1335 ==  1  ;; integer values
004D: jump_if_false £Label0C0D7B
0004: $1335 =  0  ;; integer values

:Label0C0D7B
00D6: if  1
0038:   $1343 ==  0  ;; integer values
0038:   $1335 ==  2  ;; integer values
004D: jump_if_false £Label0C0D9B
0004: $1335 =  0  ;; integer values

:Label0C0D9B
00D6: if  0
0043:    5@ == -1025.169  ;; floating-point values
004D: jump_if_false £Label0C0DE9
00D6: if  0
0038:   $1336 ==  1  ;; integer values
004D: jump_if_false £Label0C0DC9
0004: $1336 =  0  ;; integer values

:Label0C0DC9
00D6: if  1
0038:   $1345 ==  0  ;; integer values
0038:   $1336 ==  2  ;; integer values
004D: jump_if_false £Label0C0DE9
0004: $1336 =  0  ;; integer values

:Label0C0DE9
00D6: if  0
0043:    5@ ==  506.2871  ;; floating-point values
004D: jump_if_false £Label0C0E37
00D6: if  0
0038:   $1334 ==  1  ;; integer values
004D: jump_if_false £Label0C0E17
0004: $1334 =  0  ;; integer values

:Label0C0E17
00D6: if  1
0038:   $1344 ==  0  ;; integer values
0038:   $1334 ==  2  ;; integer values
004D: jump_if_false £Label0C0E37
0004: $1334 =  0  ;; integer values

:Label0C0E37
00D6: if  0
0043:    5@ ==  17.6185  ;; floating-point values
004D: jump_if_false £Label0C0E85
00D6: if  0
0038:   $1337 ==  1  ;; integer values
004D: jump_if_false £Label0C0E65
0004: $1337 =  0  ;; integer values

:Label0C0E65
00D6: if  1
0038:   $1346 ==  0  ;; integer values
0038:   $1337 ==  2  ;; integer values
004D: jump_if_false £Label0C0E85
0004: $1337 =  0  ;; integer values

:Label0C0E85
0007:  5@ =  1E+9.0  ;; floating-point values
00BC: text_highpriority "CAP1B10"  5000 ms  1  ;; You've capped the Collectors. More are on their way.

:Label0C0E9E
00D6: if  0
0038:   $1365 ==  0  ;; integer values
004D: jump_if_false £Label0C1000
00D6: if  1
0118:   actor $1322 dead
0118:   actor $1325 dead
004D: jump_if_false £Label0C1000
00A5: $1329 = create_car #SANCHEZ at -301.5698  1245.774  9.8718
0175: set_car $1329 z_angle_to  181.6262
02AA: set_car $1329 immune_to_nonplayer  1
0466: unknown_car $1329 flag  0
04BA: set_car $1329 speed_instantly  10.0
0129: $1328 = create_actor  4 #SPECIAL01 in_car $1329 driverseat
01B2: give_actor $1328 weapon  26 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $1328 flags
011A: set_actor $1328 flags  1
0243: set_actor $1328 ped_stats_to  16
0223: set_actor $1328 health_to  250
0483: unknown_actor $1328  1150
0291: unknown_actor $1328 unknown_behavior_flag  1
0350: unknown_actor $1328 not_scared_flag  1
0319: set_actor $1328 wander_state_to  1 (off)
0187: $132D = create_marker_above_actor $1328
0165: set_marker $132D color_to  0
01C8: $132A = create_actor  4 #SPECIAL02 in_car $1329 passenger_seat  0
01B2: give_actor $132A weapon  19 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $132A flags
011A: set_actor $132A flags  1
0243: set_actor $132A ped_stats_to  16
0223: set_actor $132A health_to  250
0291: unknown_actor $132A unknown_behavior_flag  1
0350: unknown_actor $132A not_scared_flag  1
0319: set_actor $132A wander_state_to  1 (off)
01DE: tie_actor $132A to_actor $1328
0050: gosub £Label0C3EAB
0089:  10@ = $1366  ;; floating-point values only
0089:  11@ = $1367  ;; floating-point values only
0089:  12@ = $1368  ;; floating-point values only
00D6: if  0
8119:   NOT   car $1329 wrecked
004D: jump_if_false £Label0C0FF9
02C2: car $1329 drive_to_point  10@  11@  12@
00AD: set_car $1329 max_speed_to  100.0
00AE: unknown_set_car $1329 to_ignore_traffic_lights  2

:Label0C0FF9
0004: $1365 =  1  ;; integer values

:Label0C1000
00D6: if  1
0118:   actor $1322 dead
0118:   actor $1325 dead
004D: jump_if_false £Label0C11AE
00D6: if  0
8118:   NOT   actor $1328 dead
004D: jump_if_false £Label0C1113
0084: $131F = $1328  ;; integer values and handles
0084: $1320 = $1329  ;; integer values and handles
0084: $134C = $135F  ;; integer values and handles
0088: $1366 =  10@  ;; floating-point values only
0088: $1367 =  11@  ;; floating-point values only
0088: $1368 =  12@  ;; floating-point values only
0084: $134D = $1360  ;; integer values and handles
0088: $1369 =  13@  ;; floating-point values only
0088: $136A =  14@  ;; floating-point values only
0084: $134E = $1361  ;; integer values and handles
0084: $134F = $1362  ;; integer values and handles
0084: $1321 = $132A  ;; integer values and handles
0084: $1350 = $1363  ;; integer values and handles
0084: $1351 = $1364  ;; integer values and handles
0050: gosub £Label0C1ED5
0084: $1328 = $131F  ;; integer values and handles
0084: $1329 = $1320  ;; integer values and handles
0084: $135F = $134C  ;; integer values and handles
0089:  10@ = $1366  ;; floating-point values only
0089:  11@ = $1367  ;; floating-point values only
0089:  12@ = $1368  ;; floating-point values only
0084: $1360 = $134D  ;; integer values and handles
0089:  13@ = $1369  ;; floating-point values only
0089:  14@ = $136A  ;; floating-point values only
0084: $1361 = $134E  ;; integer values and handles
0084: $1362 = $134F  ;; integer values and handles
0084: $132A = $1321  ;; integer values and handles
0084: $1363 = $1350  ;; integer values and handles
0084: $1364 = $1351  ;; integer values and handles
0002: jump £Label0C11AE

:Label0C1113
0164: disable_marker $132D
00D6: if  0
8118:   NOT   actor $132A dead
004D: jump_if_false £Label0C11A7
00D6: if  0
056D:   unknown_actor $1328 dead_but_active
004D: jump_if_false £Label0C1146
04A5: unknown_store_dead_actor $1328 position_to $1BD $1BE $1BF

:Label0C1146
00D6: if  0
00EC:   actor $132A  0 ()near_point $1BD $1BE radius  30.0  30.0
004D: jump_if_false £Label0C1194
0084: $1328 = $132A  ;; integer values and handles
0004: $132A = -1  ;; integer values
0004: $1363 =  0  ;; integer values
0187: $132D = create_marker_above_actor $1328
0165: set_marker $132D color_to  0
0002: jump £Label0C11A0

:Label0C1194
01C2: remove_references_to_actor $132A  ;; Like turning an actor into a random pedestrian
0004: $132A = -1  ;; integer values

:Label0C11A0
0002: jump £Label0C11AE

:Label0C11A7
0002: jump £Label0C1CEF

:Label0C11AE
00D6: if  3
0038:   $1336 ==  2  ;; integer values
0038:   $1335 ==  2  ;; integer values
0038:   $1338 ==  2  ;; integer values
0038:   $1339 ==  2  ;; integer values
004D: jump_if_false £Label0C11E3
0004: $133F =  1  ;; integer values
0002: jump £Label0C11EA

:Label0C11E3
0004: $133F =  0  ;; integer values

:Label0C11EA
00D6: if  2
0038:   $1334 ==  2  ;; integer values
0038:   $1337 ==  2  ;; integer values
0038:   $134C ==  0  ;; integer values
004D: jump_if_false £Label0C1218
0004: $1340 =  1  ;; integer values
0002: jump £Label0C121F

:Label0C1218
0004: $1340 =  0  ;; integer values

:Label0C121F
00D6: if  1
0038:   $133F ==  1  ;; integer values
0038:   $1340 ==  1  ;; integer values
004D: jump_if_false £Label0C125E
00BC: text_highpriority "CAP1_B8"  5000 ms  1  ;; ~r~The collector has taxed all of your businesses.
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0002: jump £Label0C1CDE

:Label0C125E
00D6: if  0
0018:   $A00 >  0  ;; integer values
004D: jump_if_false £Label0C134E
00D6: if  0
0038:   $A00 ==  3  ;; integer values
004D: jump_if_false £Label0C12B0
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0C12B0
03D5: remove_text "CAP1_2"  ;; You know the rules, Vercetti!
0004: $A00 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label0C03F3

:Label0C12B0
00D6: if  0
0038:   $A00 ==  2  ;; integer values
004D: jump_if_false £Label0C12EF
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0C12EF
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label0C12E8

:Label0C12E8
0004: $A00 =  3  ;; integer values

:Label0C12EF
00D6: if  0
0038:   $A00 ==  1  ;; integer values
004D: jump_if_false £Label0C134E
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0C1334
03CF: load_wav "CAP1_2" as  1
0004: $A00 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0C134E

:Label0C1334
00D6: if  0
001C:   $12CB > $A19  ;; integer values
004D: jump_if_false £Label0C134E
0004: $A00 =  0  ;; integer values

:Label0C134E
00D6: if  0
0018:   $A01 >  0  ;; integer values
004D: jump_if_false £Label0C143E
00D6: if  0
0038:   $A01 ==  3  ;; integer values
004D: jump_if_false £Label0C13A0
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0C13A0
03D5: remove_text "CAP1_3"  ;; Mr. Forelli sends his regards!
0004: $A01 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label0C03F3

:Label0C13A0
00D6: if  0
0038:   $A01 ==  2  ;; integer values
004D: jump_if_false £Label0C13DF
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0C13DF
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label0C13D8

:Label0C13D8
0004: $A01 =  3  ;; integer values

:Label0C13DF
00D6: if  0
0038:   $A01 ==  1  ;; integer values
004D: jump_if_false £Label0C143E
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0C1424
03CF: load_wav "CAP1_3" as  1
0004: $A01 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0C143E

:Label0C1424
00D6: if  0
001C:   $12CB > $A1A  ;; integer values
004D: jump_if_false £Label0C143E
0004: $A01 =  0  ;; integer values

:Label0C143E
00D6: if  0
0018:   $A02 >  0  ;; integer values
004D: jump_if_false £Label0C152E
00D6: if  0
0038:   $A02 ==  3  ;; integer values
004D: jump_if_false £Label0C1490
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0C1490
03D5: remove_text "CAP1_4"  ;; It's the Harwood Butcher!
0004: $A02 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label0C03F3

:Label0C1490
00D6: if  0
0038:   $A02 ==  2  ;; integer values
004D: jump_if_false £Label0C14CF
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0C14CF
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label0C14C8

:Label0C14C8
0004: $A02 =  3  ;; integer values

:Label0C14CF
00D6: if  0
0038:   $A02 ==  1  ;; integer values
004D: jump_if_false £Label0C152E
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0C1514
03CF: load_wav "CAP1_4" as  1
0004: $A02 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0C152E

:Label0C1514
00D6: if  0
001C:   $12CB > $A1B  ;; integer values
004D: jump_if_false £Label0C152E
0004: $A02 =  0  ;; integer values

:Label0C152E
00D6: if  0
0018:   $A03 >  0  ;; integer values
004D: jump_if_false £Label0C161E
00D6: if  0
0038:   $A03 ==  3  ;; integer values
004D: jump_if_false £Label0C1580
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0C1580
03D5: remove_text "CAP1_5"  ;; You tell Sonny - stay away!
0004: $A03 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label0C03F3

:Label0C1580
00D6: if  0
0038:   $A03 ==  2  ;; integer values
004D: jump_if_false £Label0C15BF
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0C15BF
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label0C15B8

:Label0C15B8
0004: $A03 =  3  ;; integer values

:Label0C15BF
00D6: if  0
0038:   $A03 ==  1  ;; integer values
004D: jump_if_false £Label0C161E
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0C1604
03CF: load_wav "CAP1_5" as  1
0004: $A03 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0C161E

:Label0C1604
00D6: if  0
001C:   $12CB > $A1C  ;; integer values
004D: jump_if_false £Label0C161E
0004: $A03 =  0  ;; integer values

:Label0C161E
00D6: if  0
0018:   $A04 >  0  ;; integer values
004D: jump_if_false £Label0C1737
00D6: if  0
0038:   $A04 ==  3  ;; integer values
004D: jump_if_false £Label0C1670
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0C1670
03D5: remove_text "CAP1_6"  ;; Vice City is MINE now, NOT his.
0004: $A04 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label0C03F3

:Label0C1670
00D6: if  0
0038:   $A04 ==  2  ;; integer values
004D: jump_if_false £Label0C16AF
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0C16AF
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label0C16A8

:Label0C16A8
0004: $A04 =  3  ;; integer values

:Label0C16AF
00D6: if  0
0038:   $A04 ==  1  ;; integer values
004D: jump_if_false £Label0C170E
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0C16F4
03CF: load_wav "CAP1_6" as  1
0004: $A04 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0C170E

:Label0C16F4
00D6: if  0
001C:   $12CB > $A1D  ;; integer values
004D: jump_if_false £Label0C170E
0004: $A04 =  0  ;; integer values

:Label0C170E
00D6: if  0
0038:   $A04 ==  0  ;; integer values
004D: jump_if_false £Label0C1737
0084: $A1D = $12CB  ;; integer values and handles
0008: $A1D +=  6000  ;; integer values
0004: $A04 =  1  ;; integer values

:Label0C1737
00D6: if  0
0018:   $A07 >  0  ;; integer values
004D: jump_if_false £Label0C1827
00D6: if  0
0038:   $A07 ==  3  ;; integer values
004D: jump_if_false £Label0C1789
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0C1789
03D5: remove_text "CAP1_7"  ;; You think you can take me down, Vercetti?
0004: $A07 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label0C03F3

:Label0C1789
00D6: if  0
0038:   $A07 ==  2  ;; integer values
004D: jump_if_false £Label0C17C8
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0C17C8
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label0C17C1

:Label0C17C1
0004: $A07 =  3  ;; integer values

:Label0C17C8
00D6: if  0
0038:   $A07 ==  1  ;; integer values
004D: jump_if_false £Label0C1827
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0C180D
03CF: load_wav "CAP1_7" as  1
0004: $A07 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0C1827

:Label0C180D
00D6: if  0
001C:   $12CB > $A1E  ;; integer values
004D: jump_if_false £Label0C1827
0004: $A07 =  0  ;; integer values

:Label0C1827
00D6: if  0
0018:   $A08 >  0  ;; integer values
004D: jump_if_false £Label0C1917
00D6: if  0
0038:   $A08 ==  3  ;; integer values
004D: jump_if_false £Label0C1879
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0C1879
03D5: remove_text "CAP1_8"  ;; We'll keep coming after you until you die, Vercetti.
0004: $A08 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label0C03F3

:Label0C1879
00D6: if  0
0038:   $A08 ==  2  ;; integer values
004D: jump_if_false £Label0C18B8
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0C18B8
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label0C18B1

:Label0C18B1
0004: $A08 =  3  ;; integer values

:Label0C18B8
00D6: if  0
0038:   $A08 ==  1  ;; integer values
004D: jump_if_false £Label0C1917
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0C18FD
03CF: load_wav "CAP1_8" as  1
0004: $A08 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0C1917

:Label0C18FD
00D6: if  0
001C:   $12CB > $A1F  ;; integer values
004D: jump_if_false £Label0C1917
0004: $A08 =  0  ;; integer values

:Label0C1917
00D6: if  0
0018:   $A09 >  0  ;; integer values
004D: jump_if_false £Label0C1A07
00D6: if  0
0038:   $A09 ==  3  ;; integer values
004D: jump_if_false £Label0C1969
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0C1969
03D5: remove_text "CAP1_9"  ;; You don't stand a chance, you psychotic prick.
0004: $A09 =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label0C03F3

:Label0C1969
00D6: if  0
0038:   $A09 ==  2  ;; integer values
004D: jump_if_false £Label0C19A8
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0C19A8
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label0C19A1

:Label0C19A1
0004: $A09 =  3  ;; integer values

:Label0C19A8
00D6: if  0
0038:   $A09 ==  1  ;; integer values
004D: jump_if_false £Label0C1A07
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0C19ED
03CF: load_wav "CAP1_9" as  1
0004: $A09 =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0C1A07

:Label0C19ED
00D6: if  0
001C:   $12CB > $A20  ;; integer values
004D: jump_if_false £Label0C1A07
0004: $A09 =  0  ;; integer values

:Label0C1A07
00D6: if  0
0018:   $A0A >  0  ;; integer values
004D: jump_if_false £Label0C1AF7
00D6: if  0
0038:   $A0A ==  3  ;; integer values
004D: jump_if_false £Label0C1A59
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0C1A59
03D5: remove_text "CAP1_10"  ;; I'll murder you Vercetti.
0004: $A0A =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label0C03F3

:Label0C1A59
00D6: if  0
0038:   $A0A ==  2  ;; integer values
004D: jump_if_false £Label0C1A98
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0C1A98
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label0C1A91

:Label0C1A91
0004: $A0A =  3  ;; integer values

:Label0C1A98
00D6: if  0
0038:   $A0A ==  1  ;; integer values
004D: jump_if_false £Label0C1AF7
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0C1ADD
03CF: load_wav "CAP1_10" as  1
0004: $A0A =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0C1AF7

:Label0C1ADD
00D6: if  0
001C:   $12CB > $A21  ;; integer values
004D: jump_if_false £Label0C1AF7
0004: $A0A =  0  ;; integer values

:Label0C1AF7
00D6: if  0
0018:   $A0B >  0  ;; integer values
004D: jump_if_false £Label0C1BE7
00D6: if  0
0038:   $A0B ==  3  ;; integer values
004D: jump_if_false £Label0C1B49
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0C1B49
03D5: remove_text "CAP1_11"  ;; You always were a jerk.
0004: $A0B =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label0C03F3

:Label0C1B49
00D6: if  0
0038:   $A0B ==  2  ;; integer values
004D: jump_if_false £Label0C1B88
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0C1B88
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label0C1B81

:Label0C1B81
0004: $A0B =  3  ;; integer values

:Label0C1B88
00D6: if  0
0038:   $A0B ==  1  ;; integer values
004D: jump_if_false £Label0C1BE7
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0C1BCD
03CF: load_wav "CAP1_11" as  1
0004: $A0B =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0C1BE7

:Label0C1BCD
00D6: if  0
001C:   $12CB > $A22  ;; integer values
004D: jump_if_false £Label0C1BE7
0004: $A0B =  0  ;; integer values

:Label0C1BE7
00D6: if  0
0018:   $A0D >  0  ;; integer values
004D: jump_if_false £Label0C1CD7
00D6: if  0
0038:   $A0D ==  3  ;; integer values
004D: jump_if_false £Label0C1C39
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0C1C39
03D5: remove_text "CAP1_12"  ;; You're going to die, Vercetti.
0004: $A0D =  0  ;; integer values
0004: $A2F =  0  ;; integer values
0002: jump £Label0C03F3

:Label0C1C39
00D6: if  0
0038:   $A0D ==  2  ;; integer values
004D: jump_if_false £Label0C1C78
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0C1C78
03D1: play_wav  1
00D6: if  0
001C:   $12CB > $9F3  ;; integer values
004D: jump_if_false £Label0C1C71

:Label0C1C71
0004: $A0D =  3  ;; integer values

:Label0C1C78
00D6: if  0
0038:   $A0D ==  1  ;; integer values
004D: jump_if_false £Label0C1CD7
00D6: if  0
0038:   $A2F ==  0  ;; integer values
004D: jump_if_false £Label0C1CBD
03CF: load_wav "CAP1_12" as  1
0004: $A0D =  2  ;; integer values
0004: $A2F =  1  ;; integer values
0002: jump £Label0C1CD7

:Label0C1CBD
00D6: if  0
001C:   $12CB > $A24  ;; integer values
004D: jump_if_false £Label0C1CD7
0004: $A0D =  0  ;; integer values

:Label0C1CD7
0002: jump £Label0C03F3

:Label0C1CDE
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0C1CEF
0004: $10D =  1  ;; integer values
01E3: text_1number_styled "M_PASS"  30000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  30000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0318: set_latest_mission_passed "CAP_1"  ;; Cap the Collector
030C: set_mission_points +=  1
0164: disable_marker $10F
04CE: $10F = create_icon_marker_without_sphere $1AA at $1DA $1DB $1DC
0215: destroy_pickup $27D
04A6: $27D = create_asset_money_pickup_at $225 $226 $227 money $27C $27C
0051: return

:Label0C1D58
00D6: if  0
0038:   $1341 ==  1  ;; integer values
004D: jump_if_false £Label0C1D83
0215: destroy_pickup $263
04A6: $263 = create_asset_money_pickup_at $22E $22F $230 money $262 $262

:Label0C1D83
00D6: if  0
0038:   $1342 ==  1  ;; integer values
004D: jump_if_false £Label0C1DAE
0215: destroy_pickup $26E
04A6: $26E = create_asset_money_pickup_at $246 $247 $248 money $26D $26D

:Label0C1DAE
00D6: if  0
0038:   $1343 ==  1  ;; integer values
004D: jump_if_false £Label0C1DD9
0215: destroy_pickup $25E
04A6: $25E = create_asset_money_pickup_at $243 $244 $245 money $25D $25D

:Label0C1DD9
00D6: if  0
0038:   $1344 ==  1  ;; integer values
004D: jump_if_false £Label0C1E04
0215: destroy_pickup $281
04A6: $281 = create_asset_money_pickup_at $234 $235 $236 money $280 $280

:Label0C1E04
00D6: if  0
0038:   $1345 ==  1  ;; integer values
004D: jump_if_false £Label0C1E2F
0215: destroy_pickup $273
04A6: $273 = create_asset_money_pickup_at $228 $229 $22A money $272 $272

:Label0C1E2F
00D6: if  0
0038:   $1346 ==  1  ;; integer values
004D: jump_if_false £Label0C1E5A
0215: destroy_pickup $278
04A6: $278 = create_asset_money_pickup_at $240 $241 $242 money $277 $277

:Label0C1E5A
034F: destroy_actor_with_fade $1322  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1324  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1325  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1327  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1328  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $132A  ;; The actor fades away like a ghost
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #M4
0249: release_model #CHROMEGUN
0249: release_model #SANCHEZ
0164: disable_marker $132B
0164: disable_marker $132C
0164: disable_marker $132D
0164: disable_marker $132E
0164: disable_marker $132F
0164: disable_marker $1330
0164: disable_marker $1331
0164: disable_marker $1332
0164: disable_marker $1333
03EA: generate_cars_around_camera  0
03CD: car $1323 remove_from_stuck_car_check
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:Label0C1ED5
00D6: if  0
0449:   actor $131F in_a_car
004D: jump_if_false £Label0C2660
03C0: $1320 = actor $131F car
02AA: set_car $1320 immune_to_nonplayer  1
0466: unknown_car $1320 flag  0
00D6: if  3
0038:   $1336 ==  2  ;; integer values
0038:   $1335 ==  2  ;; integer values
0038:   $1338 ==  2  ;; integer values
0038:   $1339 ==  2  ;; integer values
004D: jump_if_false £Label0C1F30
0004: $133D =  1  ;; integer values
0002: jump £Label0C1F37

:Label0C1F30
0004: $133D =  0  ;; integer values

:Label0C1F37
00D6: if  2
0038:   $1334 ==  2  ;; integer values
0038:   $1337 ==  2  ;; integer values
0038:   $134C ==  0  ;; integer values
004D: jump_if_false £Label0C1F65
0004: $133E =  1  ;; integer values
0002: jump £Label0C1F6C

:Label0C1F65
0004: $133E =  0  ;; integer values

:Label0C1F6C
00D6: if  0
8118:   NOT   actor $1321 dead
004D: jump_if_false £Label0C1FC9
00D6: if  0
80F2:   NOT   actor $131F near_actor $1321 radius  20.0  20.0  0
004D: jump_if_false £Label0C1FC2
00D6: if  0
031F:   unknown_actor $1321 unknown_actor $131F
004D: jump_if_false £Label0C1FC2
01E0: clear_leader $1321
01CC: actor $1321 kill_player $PLAYER_CHAR
0483: unknown_actor $1321  0

:Label0C1FC2
0002: jump £Label0C1FCE

:Label0C1FC9
01C2: remove_references_to_actor $1321  ;; Like turning an actor into a random pedestrian

:Label0C1FCE
00D6: if  0
0038:   $134C ==  100  ;; integer values
004D: jump_if_false £Label0C217F
00D6: if  1
0038:   $133D ==  1  ;; integer values
0038:   $133E ==  1  ;; integer values
004D: jump_if_false £Label0C2005
00A8: set_car $1320 to_psycho_driver
0002: jump £Label0C2167

:Label0C2005
02C2: car $1320 drive_to_point $1366 $1367 $1368
00D6: if  0
0042:   $1366 == -852.5533  ;; floating-point values
004D: jump_if_false £Label0C2047
00BC: text_highpriority "CAP1_D3"  5000 ms  1  ;; ~g~The Mafia is leaving the Ice Cream Factory!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values

:Label0C2047
00D6: if  0
0042:   $1366 == -1016.264  ;; floating-point values
004D: jump_if_false £Label0C207B
00BC: text_highpriority "CAP1_D5"  5000 ms  1  ;; ~g~The Mafia is leaving the Taxi Firm!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values

:Label0C207B
00D6: if  0
0042:   $1366 == -726.0752  ;; floating-point values
004D: jump_if_false £Label0C20AF
00BC: text_highpriority "CAP1_D2"  5000 ms  1  ;; ~g~The Mafia is leaving the Boatyard!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values

:Label0C20AF
00D6: if  0
0042:   $1366 == -1025.169  ;; floating-point values
004D: jump_if_false £Label0C20E3
00BC: text_highpriority "CAP1_D4"  5000 ms  1  ;; ~g~The Mafia is leaving the Car Showroom!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values

:Label0C20E3
00D6: if  0
0042:   $1366 ==  506.2871  ;; floating-point values
004D: jump_if_false £Label0C2117
00BC: text_highpriority "CAP1_D9"  5000 ms  1  ;; ~g~The Mafia is leaving The Malibu!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values

:Label0C2117
00D6: if  0
0042:   $1366 ==  17.6185  ;; floating-point values
004D: jump_if_false £Label0C214B
00BC: text_highpriority "CAP1_D0"  5000 ms  1  ;; ~g~The Mafia is leaving the film studio!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values

:Label0C214B
0050: gosub £Label0C3EAB
00AF: set_car $1320 driver_behaviour_to  8
02C2: car $1320 drive_to_point $1366 $1367 $1368

:Label0C2167
00AD: set_car $1320 max_speed_to  100.0
00AE: unknown_set_car $1320 to_ignore_traffic_lights  2
0004: $134C =  0  ;; integer values

:Label0C217F
00D6: if  0
0038:   $134D ==  1  ;; integer values
004D: jump_if_false £Label0C21D5
00D6: if  1
0038:   $133D ==  1  ;; integer values
0038:   $133E ==  1  ;; integer values
004D: jump_if_false £Label0C21B6
00A8: set_car $1320 to_psycho_driver
0002: jump £Label0C21C4

:Label0C21B6
02C2: car $1320 drive_to_point $1366 $1367 $1368

:Label0C21C4
00AD: set_car $1320 max_speed_to  100.0
00AE: unknown_set_car $1320 to_ignore_traffic_lights  2

:Label0C21D5
0004: $134D =  0  ;; integer values
00D6: if  0
00FE:   actor $131F  0 ()near_point $1366 $1367 $1368 radius  35.0  35.0  35.0
004D: jump_if_false £Label0C24A7
00AD: set_car $1320 max_speed_to  8.0
00D6: if  0
0038:   $134C ==  0  ;; integer values
004D: jump_if_false £Label0C24A0
00D6: if  0
00FE:   actor $131F  0 ()near_point $1366 $1367 $1368 radius  6.0  6.0  6.0
004D: jump_if_false £Label0C2256
0477: unknown_car $1320  1  400

:Label0C2256
00D6: if  0
0101:   actor $131F stopped_near_point $1366 $1367 $1368 radius  6.0  6.0  6.0 sphere  0
004D: jump_if_false £Label0C24A0
0477: unknown_car $1320  1  200
00D6: if  0
0038:   $1338 ==  1  ;; integer values
004D: jump_if_false £Label0C22E3
00D6: if  0
0042:   $1366 == -852.5533  ;; floating-point values
004D: jump_if_false £Label0C22E3
00BC: text_highpriority "CAP1_C3"  5000 ms  1  ;; ~g~The Mafia has arrived at the Ice Cream Factory!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $134C =  1  ;; integer values
03E2: actor $131F exit_car
0004: $1338 =  2  ;; integer values

:Label0C22E3
00D6: if  0
0038:   $1339 ==  1  ;; integer values
004D: jump_if_false £Label0C233C
00D6: if  0
0042:   $1366 == -1016.264  ;; floating-point values
004D: jump_if_false £Label0C233C
00BC: text_highpriority "CAP1_C5"  5000 ms  1  ;; ~g~The Mafia has arrived at the Taxi Firm!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $134C =  2  ;; integer values
03E2: actor $131F exit_car
0004: $1339 =  2  ;; integer values

:Label0C233C
00D6: if  0
0038:   $1335 ==  1  ;; integer values
004D: jump_if_false £Label0C2395
00D6: if  0
0042:   $1366 == -726.0752  ;; floating-point values
004D: jump_if_false £Label0C2395
00BC: text_highpriority "CAP1_C2"  5000 ms  1  ;; ~g~The Mafia has arrived at the Boatyard!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $134C =  3  ;; integer values
03E2: actor $131F exit_car
0004: $1335 =  2  ;; integer values

:Label0C2395
00D6: if  0
0038:   $1336 ==  1  ;; integer values
004D: jump_if_false £Label0C23EE
00D6: if  0
0042:   $1366 == -1025.169  ;; floating-point values
004D: jump_if_false £Label0C23EE
00BC: text_highpriority "CAP1_C4"  5000 ms  1  ;; ~g~The Mafia has arrived at the Car Showroom!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $134C =  4  ;; integer values
03E2: actor $131F exit_car
0004: $1336 =  2  ;; integer values

:Label0C23EE
00D6: if  0
0038:   $1334 ==  1  ;; integer values
004D: jump_if_false £Label0C2447
00D6: if  0
0042:   $1366 ==  506.2871  ;; floating-point values
004D: jump_if_false £Label0C2447
00BC: text_highpriority "CAP1_C9"  5000 ms  1  ;; ~g~The Mafia has arrived at The Malibu!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $134C =  5  ;; integer values
03E2: actor $131F exit_car
0004: $1334 =  2  ;; integer values

:Label0C2447
00D6: if  0
0038:   $1337 ==  1  ;; integer values
004D: jump_if_false £Label0C24A0
00D6: if  0
0042:   $1366 ==  17.6185  ;; floating-point values
004D: jump_if_false £Label0C24A0
00BC: text_highpriority "CAP1_C0"  5000 ms  1  ;; ~g~The Mafia has arrived at the film studio!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $134C =  6  ;; integer values
03E2: actor $131F exit_car
0004: $1337 =  2  ;; integer values

:Label0C24A0
0002: jump £Label0C2659

:Label0C24A7
00D6: if  0
0038:   $134C ==  0  ;; integer values
004D: jump_if_false £Label0C2659
00D6: if  0
00EC:   actor $131F  0 ()near_point $1369 $136A radius  4.0  4.0
004D: jump_if_false £Label0C25D4
00D6: if  0
001C:   $12CB > $134E  ;; integer values
004D: jump_if_false £Label0C25CD
00D6: if  0
82CA:   NOT   car $1320 bounding_sphere_visible
004D: jump_if_false £Label0C25CD
00AA: store_car $1320 position_to $1D29 $1D2A $1D2B
02C1: set $1D29 $1D2A $1D2B to_car_path_coords_closest_to $1D29 $1D2A $1D2B
00D6: if  0
838A:   NOT   car_in_cube $1D29 $1D2A $1D2B  4.0  4.0  3.0
004D: jump_if_false £Label0C25CD
00D6: if  0
80C2:   NOT   sphere_onscreen $1D29 $1D2A $1D2B  4.0
004D: jump_if_false £Label0C25CD
00AB: put_car $1320 at $1D29 $1D2A $1D2B
039F: car $1320 race_to $1366 $1367
00AD: set_car $1320 max_speed_to  100.0
00AE: unknown_set_car $1320 to_ignore_traffic_lights  2
0084: $134E = $12CB  ;; integer values and handles
0008: $134E +=  4000  ;; integer values
00D6: if  1
0038:   $133D ==  1  ;; integer values
0038:   $133E ==  1  ;; integer values
004D: jump_if_false £Label0C25BF
00A8: set_car $1320 to_psycho_driver
0002: jump £Label0C25CD

:Label0C25BF
02C2: car $1320 drive_to_point $1366 $1367 $1368

:Label0C25CD
0002: jump £Label0C25F2

:Label0C25D4
00AA: store_car $1320 position_to $1369 $136A $1BF
0084: $134E = $12CB  ;; integer values and handles
0008: $134E +=  4000  ;; integer values

:Label0C25F2
00D6: if  0
001C:   $12CB > $134F  ;; integer values
004D: jump_if_false £Label0C2659
00AD: set_car $1320 max_speed_to  100.0
00AE: unknown_set_car $1320 to_ignore_traffic_lights  2
00D6: if  1
0038:   $133D ==  1  ;; integer values
0038:   $133E ==  1  ;; integer values
004D: jump_if_false £Label0C263B
00A8: set_car $1320 to_psycho_driver
0002: jump £Label0C2649

:Label0C263B
02C2: car $1320 drive_to_point $1366 $1367 $1368

:Label0C2649
0084: $134F = $12CB  ;; integer values and handles
0008: $134F +=  2000  ;; integer values

:Label0C2659
0002: jump £Label0C3ABE

:Label0C2660
00D6: if  0
001C:   $12CB > $133C  ;; integer values
004D: jump_if_false £Label0C2688
011C: actor $131F clear_objective
0084: $133C = $12CB  ;; integer values and handles
0008: $133C +=  1500  ;; integer values

:Label0C2688
00D6: if  21
0038:   $134C ==  0  ;; integer values
0038:   $134C ==  100  ;; integer values
004D: jump_if_false £Label0C2B75
00D6: if  0
0038:   $134D ==  0  ;; integer values
004D: jump_if_false £Label0C29B1
00D6: if  1
00FE:   actor $131F  0 ()near_point $1366 $1367 $1368 radius  6.0  6.0  6.0
0038:   $134C ==  0  ;; integer values
004D: jump_if_false £Label0C28E3
00D6: if  0
0038:   $1338 ==  1  ;; integer values
004D: jump_if_false £Label0C2738
00D6: if  0
0042:   $1366 == -852.5533  ;; floating-point values
004D: jump_if_false £Label0C2738
00BC: text_highpriority "CAP1_C3"  5000 ms  1  ;; ~g~The Mafia has arrived at the Ice Cream Factory!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $134C =  1  ;; integer values
0004: $1338 =  2  ;; integer values

:Label0C2738
00D6: if  0
0038:   $1339 ==  1  ;; integer values
004D: jump_if_false £Label0C278C
00D6: if  0
0042:   $1366 == -1016.264  ;; floating-point values
004D: jump_if_false £Label0C278C
00BC: text_highpriority "CAP1_C5"  5000 ms  1  ;; ~g~The Mafia has arrived at the Taxi Firm!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $134C =  2  ;; integer values
0004: $1339 =  2  ;; integer values

:Label0C278C
00D6: if  0
0038:   $1335 ==  1  ;; integer values
004D: jump_if_false £Label0C27E0
00D6: if  0
0042:   $1366 == -726.0752  ;; floating-point values
004D: jump_if_false £Label0C27E0
00BC: text_highpriority "CAP1_C2"  5000 ms  1  ;; ~g~The Mafia has arrived at the Boatyard!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $134C =  3  ;; integer values
0004: $1335 =  2  ;; integer values

:Label0C27E0
00D6: if  0
0038:   $1336 ==  1  ;; integer values
004D: jump_if_false £Label0C2834
00D6: if  0
0042:   $1366 == -1025.169  ;; floating-point values
004D: jump_if_false £Label0C2834
00BC: text_highpriority "CAP1_C4"  5000 ms  1  ;; ~g~The Mafia has arrived at the Car Showroom!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $134C =  4  ;; integer values
0004: $1336 =  2  ;; integer values

:Label0C2834
00D6: if  0
0038:   $1334 ==  1  ;; integer values
004D: jump_if_false £Label0C2888
00D6: if  0
0042:   $1366 ==  506.2871  ;; floating-point values
004D: jump_if_false £Label0C2888
00BC: text_highpriority "CAP1_C9"  5000 ms  1  ;; ~g~The Mafia has arrived at The Malibu!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $134C =  5  ;; integer values
0004: $1334 =  2  ;; integer values

:Label0C2888
00D6: if  0
0038:   $1337 ==  1  ;; integer values
004D: jump_if_false £Label0C28DC
00D6: if  0
0042:   $1366 ==  17.6185  ;; floating-point values
004D: jump_if_false £Label0C28DC
00BC: text_highpriority "CAP1_C0"  5000 ms  1  ;; ~g~The Mafia has arrived at the film studio!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0004: $134C =  6  ;; integer values
0004: $1337 =  2  ;; integer values

:Label0C28DC
0002: jump £Label0C29B1

:Label0C28E3
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $131F radius  30.0  30.0
004D: jump_if_false £Label0C29A9
00D6: if  0
8119:   NOT   car $1320 wrecked
004D: jump_if_false £Label0C2993
00D6: if  0
82BF:   NOT   car $1320 sunk
004D: jump_if_false £Label0C297D
00D6: if  0
0203:   actor $131F near_car_on_foot $1320 radius  30.0  30.0 unknown  0
004D: jump_if_false £Label0C2967
01D5: actor $131F go_to_and_drive_car $1320
0084: $1351 = $12CB  ;; integer values and handles
0008: $1351 +=  8000  ;; integer values
0004: $134D =  1  ;; integer values
0002: jump £Label0C2976

:Label0C2967
0084: $1305 = $131F  ;; integer values and handles
0050: gosub £Label0C400A

:Label0C2976
0002: jump £Label0C298C

:Label0C297D
0084: $1305 = $131F  ;; integer values and handles
0050: gosub £Label0C400A

:Label0C298C
0002: jump £Label0C29A2

:Label0C2993
0084: $1305 = $131F  ;; integer values and handles
0050: gosub £Label0C400A

:Label0C29A2
0002: jump £Label0C29B1

:Label0C29A9
01CC: actor $131F kill_player $PLAYER_CHAR

:Label0C29B1
00D6: if  0
0038:   $134D ==  1  ;; integer values
004D: jump_if_false £Label0C2B6E
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $131F radius  30.0  30.0
004D: jump_if_false £Label0C2B66
00D6: if  0
8119:   NOT   car $1320 wrecked
004D: jump_if_false £Label0C2B50
00D6: if  0
82BF:   NOT   car $1320 sunk
004D: jump_if_false £Label0C2B3A
00D6: if  0
0203:   actor $131F near_car_on_foot $1320 radius  30.0  30.0 unknown  0
004D: jump_if_false £Label0C2B24
01D5: actor $131F go_to_and_drive_car $1320
00D6: if  0
001C:   $12CB > $1351  ;; integer values
004D: jump_if_false £Label0C2B1D
00D6: if  0
82CA:   NOT   car $1320 bounding_sphere_visible
004D: jump_if_false £Label0C2B1D
00D6: if  0
82CB:   NOT   actor $131F bounding_sphere_visible
004D: jump_if_false £Label0C2B1D
011C: actor $131F clear_objective
00AA: store_car $1320 position_to $1BD $1BE $1BF
0174: $1316 = car $1320 z_angle
00A6: destroy_car $1320
00A5: $1320 = create_car #SANCHEZ at $1BD $1BE $1BF
0175: set_car $1320 z_angle_to $1316
02AA: set_car $1320 immune_to_nonplayer  1
0466: unknown_car $1320 flag  0
036A: put_actor $131F in_car $1320
00D6: if  0
8118:   NOT   actor $1321 dead
004D: jump_if_false £Label0C2B1D
00D6: if  0
0431: unknown_car $1320 flag  0
004D: jump_if_false £Label0C2B1D
01C8: $1321 = create_actor  4 #SPECIAL02 in_car $1320 passenger_seat  0
01B2: give_actor $1321 weapon  19 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $1321 flags
011A: set_actor $1321 flags  1
0243: set_actor $1321 ped_stats_to  16
0223: set_actor $1321 health_to  250
0291: unknown_actor $1321 unknown_behavior_flag  1
0350: unknown_actor $1321 not_scared_flag  1
0319: set_actor $1321 wander_state_to  1 (off)
01DE: tie_actor $1321 to_actor $131F

:Label0C2B1D
0002: jump £Label0C2B33

:Label0C2B24
0084: $1305 = $131F  ;; integer values and handles
0050: gosub £Label0C400A

:Label0C2B33
0002: jump £Label0C2B49

:Label0C2B3A
0084: $1305 = $131F  ;; integer values and handles
0050: gosub £Label0C400A

:Label0C2B49
0002: jump £Label0C2B5F

:Label0C2B50
0084: $1305 = $131F  ;; integer values and handles
0050: gosub £Label0C400A

:Label0C2B5F
0002: jump £Label0C2B6E

:Label0C2B66
01CC: actor $131F kill_player $PLAYER_CHAR

:Label0C2B6E
0002: jump £Label0C3ABE

:Label0C2B75
00D6: if  0
8119:   NOT   car $1320 wrecked
004D: jump_if_false £Label0C2B8E
0477: unknown_car $1320  1  17

:Label0C2B8E
00D6: if  0
0038:   $134C ==  1  ;; integer values
004D: jump_if_false £Label0C2BB9
0239: actor $131F run_to $22E $22F
0411: (unknown) $131F  0 
0004: $134C =  30  ;; integer values

:Label0C2BB9
00D6: if  0
0038:   $134C ==  30  ;; integer values
004D: jump_if_false £Label0C2C9C
00D6: if  0
0571: $131F
004D: jump_if_false £Label0C2C0A
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $131F radius  120.0  120.0
004D: jump_if_false £Label0C2C0A
00A1: put_actor $131F at $22E $22F  10.5

:Label0C2C0A
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C2C2C
0239: actor $131F run_to $22E $22F
0411: (unknown) $131F  0 

:Label0C2C2C
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot $22E $22F radius  1.0  1.0
004D: jump_if_false £Label0C2C9C
00BC: text_highpriority "CAP1_B3"  5000 ms  1  ;; ~g~The Mafia has taxed the Ice Cream Factory!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0164: disable_marker $132E
0058: $1350 += $262  ;; integer values
03FE: unknown_actor $131F $1350
0004: $1341 =  1  ;; integer values
0215: destroy_pickup $263
0004: $134D =  0  ;; integer values
0004: $134C =  100  ;; integer values

:Label0C2C9C
00D6: if  0
0038:   $134C ==  2  ;; integer values
004D: jump_if_false £Label0C2CDB
0239: actor $131F run_to -1009.286  196.7185
0411: (unknown) $131F  0 
0084: $8E2 = $12CB  ;; integer values and handles
0008: $8E2 +=  5000  ;; integer values
0004: $134C =  7  ;; integer values

:Label0C2CDB
00D6: if  0
0038:   $134C ==  7  ;; integer values
004D: jump_if_false £Label0C2D95
00D6: if  0
0571: $131F
004D: jump_if_false £Label0C2D30
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $131F radius  120.0  120.0
004D: jump_if_false £Label0C2D30
00A1: put_actor $131F at -1009.286  196.7185  10.5

:Label0C2D30
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C2D56
0239: actor $131F run_to -1009.286  196.7185
0411: (unknown) $131F  0 

:Label0C2D56
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot -1009.286  196.7185 radius  1.0  1.0
004D: jump_if_false £Label0C2D95
0239: actor $131F run_to $246 $247
0411: (unknown) $131F  0 
0004: $134C =  8  ;; integer values

:Label0C2D95
00D6: if  0
0038:   $134C ==  8  ;; integer values
004D: jump_if_false £Label0C2E41
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C2DC9
0239: actor $131F run_to $246 $247
0411: (unknown) $131F  0 

:Label0C2DC9
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot $246 $247 radius  1.0  1.0
004D: jump_if_false £Label0C2E41
00BC: text_highpriority "CAP1_B5"  5000 ms  1  ;; ~g~The Mafia has taxed the Taxi Firm!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0164: disable_marker $132F
0058: $1350 += $26D  ;; integer values
03FE: unknown_actor $131F $1350
0004: $1342 =  1  ;; integer values
0215: destroy_pickup $26E
0239: actor $131F run_to -1009.286  196.7185
0004: $134C =  9  ;; integer values

:Label0C2E41
00D6: if  0
0038:   $134C ==  9  ;; integer values
004D: jump_if_false £Label0C2EAD
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C2E79
0239: actor $131F run_to -1009.286  196.7185
0411: (unknown) $131F  0 

:Label0C2E79
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot -1009.286  196.7185 radius  1.0  1.0
004D: jump_if_false £Label0C2EAD
0004: $134D =  0  ;; integer values
0004: $134C =  100  ;; integer values

:Label0C2EAD
00D6: if  0
0038:   $134C ==  3  ;; integer values
004D: jump_if_false £Label0C2EDC
0239: actor $131F run_to -725.3655 -1501.66
0411: (unknown) $131F  0 
0004: $134C =  10  ;; integer values

:Label0C2EDC
00D6: if  0
0038:   $134C ==  10  ;; integer values
004D: jump_if_false £Label0C2F9A
00D6: if  0
0571: $131F
004D: jump_if_false £Label0C2F31
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $131F radius  120.0  120.0
004D: jump_if_false £Label0C2F31
00A1: put_actor $131F at -725.3655 -1501.66  10.8

:Label0C2F31
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C2F57
0239: actor $131F run_to -725.3655 -1501.66
0411: (unknown) $131F  0 

:Label0C2F57
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot -725.3655 -1501.66 radius  1.0  1.0
004D: jump_if_false £Label0C2F9A
0239: actor $131F run_to -681.0613 -1490.428
0411: (unknown) $131F  0 
0004: $134C =  11  ;; integer values

:Label0C2F9A
00D6: if  0
0038:   $134C ==  11  ;; integer values
004D: jump_if_false £Label0C3015
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C2FD2
0239: actor $131F run_to -681.0613 -1490.428
0411: (unknown) $131F  0 

:Label0C2FD2
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot -681.0613 -1490.428 radius  1.0  1.0
004D: jump_if_false £Label0C3015
0239: actor $131F run_to -636.2616 -1500.152
0411: (unknown) $131F  0 
0004: $134C =  12  ;; integer values

:Label0C3015
00D6: if  0
0038:   $134C ==  12  ;; integer values
004D: jump_if_false £Label0C3090
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C304D
0239: actor $131F run_to -636.2616 -1500.152
0411: (unknown) $131F  0 

:Label0C304D
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot -636.2616 -1500.152 radius  1.0  1.0
004D: jump_if_false £Label0C3090
0239: actor $131F run_to -642.8112 -1496.429
0411: (unknown) $131F  0 
0004: $134C =  13  ;; integer values

:Label0C3090
00D6: if  0
0038:   $134C ==  13  ;; integer values
004D: jump_if_false £Label0C3107
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C30C8
0239: actor $131F run_to -642.8112 -1496.429
0411: (unknown) $131F  0 

:Label0C30C8
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot -642.8112 -1496.429 radius  1.0  1.0
004D: jump_if_false £Label0C3107
0239: actor $131F run_to $243 $244
0411: (unknown) $131F  0 
0004: $134C =  14  ;; integer values

:Label0C3107
00D6: if  0
0038:   $134C ==  14  ;; integer values
004D: jump_if_false £Label0C31B3
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C313B
0239: actor $131F run_to $243 $244
0411: (unknown) $131F  0 

:Label0C313B
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot $243 $244 radius  1.0  1.0
004D: jump_if_false £Label0C31B3
0239: actor $131F run_to -642.8112 -1496.429
00BC: text_highpriority "CAP1_B2"  5000 ms  1  ;; ~g~The Mafia has taxed the Boatyard!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0215: destroy_pickup $25E
0004: $1343 =  1  ;; integer values
0058: $1350 += $25D  ;; integer values
03FE: unknown_actor $131F $1350
0164: disable_marker $1330
0004: $134C =  15  ;; integer values

:Label0C31B3
00D6: if  0
0038:   $134C ==  15  ;; integer values
004D: jump_if_false £Label0C322E
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C31EB
0239: actor $131F run_to -642.8112 -1496.429
0411: (unknown) $131F  0 

:Label0C31EB
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot -642.8112 -1496.429 radius  1.0  1.0
004D: jump_if_false £Label0C322E
0239: actor $131F run_to -636.2616 -1500.152
0411: (unknown) $131F  0 
0004: $134C =  16  ;; integer values

:Label0C322E
00D6: if  0
0038:   $134C ==  16  ;; integer values
004D: jump_if_false £Label0C32A9
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C3266
0239: actor $131F run_to -636.2616 -1500.152
0411: (unknown) $131F  0 

:Label0C3266
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot -636.2616 -1500.152 radius  1.0  1.0
004D: jump_if_false £Label0C32A9
0239: actor $131F run_to -681.0613 -1490.428
0411: (unknown) $131F  0 
0004: $134C =  17  ;; integer values

:Label0C32A9
00D6: if  0
0038:   $134C ==  17  ;; integer values
004D: jump_if_false £Label0C3324
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C32E1
0239: actor $131F run_to -681.0613 -1490.428
0411: (unknown) $131F  0 

:Label0C32E1
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot -681.0613 -1490.428 radius  1.0  1.0
004D: jump_if_false £Label0C3324
0239: actor $131F run_to -725.3655 -1501.66
0411: (unknown) $131F  0 
0004: $134C =  18  ;; integer values

:Label0C3324
00D6: if  0
0038:   $134C ==  18  ;; integer values
004D: jump_if_false £Label0C3390
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C335C
0239: actor $131F run_to -725.3655 -1501.66
0411: (unknown) $131F  0 

:Label0C335C
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot -725.3655 -1501.66 radius  1.0  1.0
004D: jump_if_false £Label0C3390
0004: $134D =  0  ;; integer values
0004: $134C =  100  ;; integer values

:Label0C3390
00D6: if  0
0038:   $134C ==  4  ;; integer values
004D: jump_if_false £Label0C33BF
0239: actor $131F run_to -1023.79 -901.9847
0411: (unknown) $131F  0 
0004: $134C =  40  ;; integer values

:Label0C33BF
00D6: if  0
0038:   $134C ==  40  ;; integer values
004D: jump_if_false £Label0C3479
00D6: if  0
0571: $131F
004D: jump_if_false £Label0C3414
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $131F radius  120.0  120.0
004D: jump_if_false £Label0C3414
00A1: put_actor $131F at -1023.79 -901.9847  13.8

:Label0C3414
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C343A
0239: actor $131F run_to -1023.79 -901.9847
0411: (unknown) $131F  0 

:Label0C343A
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot -1023.79 -901.9847 radius  1.0  1.0
004D: jump_if_false £Label0C3479
0239: actor $131F run_to $228 $229
0411: (unknown) $131F  0 
0004: $134C =  41  ;; integer values

:Label0C3479
00D6: if  0
0038:   $134C ==  41  ;; integer values
004D: jump_if_false £Label0C352C
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C34AD
0239: actor $131F run_to $228 $229
0411: (unknown) $131F  0 

:Label0C34AD
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot $228 $229 radius  1.0  1.0
004D: jump_if_false £Label0C352C
0239: actor $131F run_to -1023.79 -901.9847
00BC: text_highpriority "CAP1_B4"  5000 ms  1  ;; ~g~The Mafia has taxed the Car Showroom!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0215: destroy_pickup $273
0004: $1345 =  1  ;; integer values
0058: $1350 += $272  ;; integer values
03FE: unknown_actor $131F $1350
0164: disable_marker $1331
0004: $134D =  0  ;; integer values
0004: $134C =  42  ;; integer values

:Label0C352C
00D6: if  0
0038:   $134C ==  42  ;; integer values
004D: jump_if_false £Label0C3598
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C3564
0239: actor $131F run_to -1023.79 -901.9847
0411: (unknown) $131F  0 

:Label0C3564
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot -1023.79 -901.9847 radius  1.0  1.0
004D: jump_if_false £Label0C3598
0004: $134D =  0  ;; integer values
0004: $134C =  100  ;; integer values

:Label0C3598
00D6: if  0
0038:   $134C ==  5  ;; integer values
004D: jump_if_false £Label0C35D7
0239: actor $131F run_to  501.5787 -81.769
0411: (unknown) $131F  0 
0084: $8E2 = $12CB  ;; integer values and handles
0008: $8E2 +=  5000  ;; integer values
0004: $134C =  20  ;; integer values

:Label0C35D7
00D6: if  0
0038:   $134C ==  20  ;; integer values
004D: jump_if_false £Label0C3695
00D6: if  0
0571: $131F
004D: jump_if_false £Label0C362C
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $131F radius  120.0  120.0
004D: jump_if_false £Label0C362C
00A1: put_actor $131F at  501.5787 -81.769  9.5

:Label0C362C
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C3652
0239: actor $131F run_to  501.5787 -81.769
0411: (unknown) $131F  0 

:Label0C3652
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot  501.5787 -81.769 radius  1.0  1.0
004D: jump_if_false £Label0C3695
0239: actor $131F run_to  491.7617 -78.5777
0411: (unknown) $131F  0 
0004: $134C =  21  ;; integer values

:Label0C3695
00D6: if  0
0038:   $134C ==  21  ;; integer values
004D: jump_if_false £Label0C370C
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C36CD
0239: actor $131F run_to  491.7617 -78.5777
0411: (unknown) $131F  0 

:Label0C36CD
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot  491.7617 -78.5777 radius  1.0  1.0
004D: jump_if_false £Label0C370C
0239: actor $131F run_to $234 $235
0411: (unknown) $131F  0 
0004: $134C =  23  ;; integer values

:Label0C370C
00D6: if  0
0038:   $134C ==  23  ;; integer values
004D: jump_if_false £Label0C37BF
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C3740
0239: actor $131F run_to $234 $235
0411: (unknown) $131F  0 

:Label0C3740
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot $234 $235 radius  1.0  1.0
004D: jump_if_false £Label0C37BF
00BC: text_highpriority "CAP1_B9"  5000 ms  1  ;; ~g~The mafia has taxed The Malibu!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0164: disable_marker $1332
0215: destroy_pickup $281
0058: $1350 += $280  ;; integer values
03FE: unknown_actor $131F $1350
0004: $1344 =  1  ;; integer values
0239: actor $131F run_to  491.7617 -78.5777
0411: (unknown) $131F  0 
0004: $134C =  25  ;; integer values

:Label0C37BF
00D6: if  0
0038:   $134C ==  25  ;; integer values
004D: jump_if_false £Label0C383A
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C37F7
0239: actor $131F run_to  491.7617 -78.5777
0411: (unknown) $131F  0 

:Label0C37F7
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot  491.7617 -78.5777 radius  1.0  1.0
004D: jump_if_false £Label0C383A
0239: actor $131F run_to  501.5787 -81.769
0411: (unknown) $131F  0 
0004: $134C =  26  ;; integer values

:Label0C383A
00D6: if  0
0038:   $134C ==  26  ;; integer values
004D: jump_if_false £Label0C38A6
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C3872
0239: actor $131F run_to  501.5787 -81.769
0411: (unknown) $131F  0 

:Label0C3872
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot  501.5787 -81.769 radius  1.0  1.0
004D: jump_if_false £Label0C38A6
0004: $134D =  0  ;; integer values
0004: $134C =  100  ;; integer values

:Label0C38A6
00D6: if  0
0038:   $134C ==  6  ;; integer values
004D: jump_if_false £Label0C38E5
0239: actor $131F run_to  12.285  963.0108
0411: (unknown) $131F  0 
0084: $8E2 = $12CB  ;; integer values and handles
0008: $8E2 +=  5000  ;; integer values
0004: $134C =  27  ;; integer values

:Label0C38E5
00D6: if  0
0038:   $134C ==  27  ;; integer values
004D: jump_if_false £Label0C399F
00D6: if  0
0571: $131F
004D: jump_if_false £Label0C393A
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $131F radius  120.0  120.0
004D: jump_if_false £Label0C393A
00A1: put_actor $131F at  12.285  963.0108  10.5

:Label0C393A
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C3960
0239: actor $131F run_to  12.285  963.0108
0411: (unknown) $131F  0 

:Label0C3960
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot  12.285  963.0108 radius  1.0  1.0
004D: jump_if_false £Label0C399F
0239: actor $131F run_to $240 $241
0411: (unknown) $131F  0 
0004: $134C =  28  ;; integer values

:Label0C399F
00D6: if  0
0038:   $134C ==  28  ;; integer values
004D: jump_if_false £Label0C3A52
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C39D3
0239: actor $131F run_to $240 $241
0411: (unknown) $131F  0 

:Label0C39D3
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot $240 $241 radius  1.0  1.0
004D: jump_if_false £Label0C3A52
00BC: text_highpriority "CAP1_B0"  5000 ms  1  ;; ~g~The mafia has taxed the film studio!
0084: $9F3 = $12CB  ;; integer values and handles
0008: $9F3 +=  5000  ;; integer values
0058: $1350 += $277  ;; integer values
03FE: unknown_actor $131F $1350
0164: disable_marker $1333
0215: destroy_pickup $278
0004: $1346 =  1  ;; integer values
0239: actor $131F run_to  12.285  963.0108
0411: (unknown) $131F  0 
0004: $134C =  29  ;; integer values

:Label0C3A52
00D6: if  0
0038:   $134C ==  29  ;; integer values
004D: jump_if_false £Label0C3ABE
00D6: if  0
04FF: $131F
004D: jump_if_false £Label0C3A8A
0239: actor $131F run_to  12.285  963.0108
0411: (unknown) $131F  0 

:Label0C3A8A
00D6: if  0
00ED:   actor $131F  0 ()near_point_on_foot  12.285  963.0108 radius  1.0  1.0
004D: jump_if_false £Label0C3ABE
0004: $134D =  0  ;; integer values
0004: $134C =  100  ;; integer values

:Label0C3ABE
00D6: if  0
00EA:   player $PLAYER_CHAR  0 ()near_actor_on_foot $131F radius  40.0  40.0
004D: jump_if_false £Label0C3EA9
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0C3BA4
00D6: if  0
001C:   $12CB > $1347  ;; integer values
004D: jump_if_false £Label0C3BA4
00D6: if  0
0038:   $1348 ==  1  ;; integer values
004D: jump_if_false £Label0C3B52
00D6: if  0
0038:   $A04 ==  0  ;; integer values
004D: jump_if_false £Label0C3B3B
0004: $A04 =  1  ;; integer values
0084: $A1D = $12CB  ;; integer values and handles
0008: $A1D +=  6000  ;; integer values

:Label0C3B3B
0008: $1348 +=  1  ;; integer values
0084: $1347 = $12CB  ;; integer values and handles
0008: $1347 +=  3000  ;; integer values

:Label0C3B52
00D6: if  0
0038:   $1348 ==  0  ;; integer values
004D: jump_if_false £Label0C3BA4
00D6: if  0
0038:   $A03 ==  0  ;; integer values
004D: jump_if_false £Label0C3B8D
0004: $A03 =  1  ;; integer values
0084: $A1C = $12CB  ;; integer values and handles
0008: $A1C +=  6000  ;; integer values

:Label0C3B8D
0008: $1348 +=  1  ;; integer values
0084: $1347 = $12CB  ;; integer values and handles
0008: $1347 +=  3000  ;; integer values

:Label0C3BA4
00D6: if  0
02E0: unknown_actor $131F
004D: jump_if_false £Label0C3EA9
00D6: if  0
001C:   $12CB > $1349  ;; integer values
004D: jump_if_false £Label0C3EA9
00D6: if  0
0038:   $134A ==  8  ;; integer values
004D: jump_if_false £Label0C3C19
00D6: if  0
0038:   $A0B ==  0  ;; integer values
004D: jump_if_false £Label0C3C02
0004: $A0B =  1  ;; integer values
0084: $A22 = $12CB  ;; integer values and handles
0008: $A22 +=  6000  ;; integer values

:Label0C3C02
0008: $134A +=  1  ;; integer values
0084: $1349 = $12CB  ;; integer values and handles
0008: $1349 +=  3000  ;; integer values

:Label0C3C19
00D6: if  0
0038:   $134A ==  7  ;; integer values
004D: jump_if_false £Label0C3C6B
00D6: if  0
0038:   $A0A ==  0  ;; integer values
004D: jump_if_false £Label0C3C54
0004: $A0A =  1  ;; integer values
0084: $A21 = $12CB  ;; integer values and handles
0008: $A21 +=  6000  ;; integer values

:Label0C3C54
0008: $134A +=  1  ;; integer values
0084: $1349 = $12CB  ;; integer values and handles
0008: $1349 +=  3000  ;; integer values

:Label0C3C6B
00D6: if  0
0038:   $134A ==  6  ;; integer values
004D: jump_if_false £Label0C3CBD
00D6: if  0
0038:   $A07 ==  0  ;; integer values
004D: jump_if_false £Label0C3CA6
0004: $A07 =  1  ;; integer values
0084: $A1E = $12CB  ;; integer values and handles
0008: $A1E +=  6000  ;; integer values

:Label0C3CA6
0008: $134A +=  1  ;; integer values
0084: $1349 = $12CB  ;; integer values and handles
0008: $1349 +=  3000  ;; integer values

:Label0C3CBD
00D6: if  0
0038:   $134A ==  5  ;; integer values
004D: jump_if_false £Label0C3D0F
00D6: if  0
0038:   $A09 ==  0  ;; integer values
004D: jump_if_false £Label0C3CF8
0004: $A09 =  1  ;; integer values
0084: $A20 = $12CB  ;; integer values and handles
0008: $A20 +=  6000  ;; integer values

:Label0C3CF8
0008: $134A +=  1  ;; integer values
0084: $1349 = $12CB  ;; integer values and handles
0008: $1349 +=  3000  ;; integer values

:Label0C3D0F
00D6: if  0
0038:   $134A ==  4  ;; integer values
004D: jump_if_false £Label0C3D61
00D6: if  0
0038:   $A08 ==  0  ;; integer values
004D: jump_if_false £Label0C3D4A
0004: $A08 =  1  ;; integer values
0084: $A1F = $12CB  ;; integer values and handles
0008: $A1F +=  6000  ;; integer values

:Label0C3D4A
0008: $134A +=  1  ;; integer values
0084: $1349 = $12CB  ;; integer values and handles
0008: $1349 +=  3000  ;; integer values

:Label0C3D61
00D6: if  0
0038:   $134A ==  3  ;; integer values
004D: jump_if_false £Label0C3DB3
00D6: if  0
0038:   $A01 ==  0  ;; integer values
004D: jump_if_false £Label0C3D9C
0004: $A01 =  1  ;; integer values
0084: $A1A = $12CB  ;; integer values and handles
0008: $A1A +=  6000  ;; integer values

:Label0C3D9C
0008: $134A +=  1  ;; integer values
0084: $1349 = $12CB  ;; integer values and handles
0008: $1349 +=  3000  ;; integer values

:Label0C3DB3
00D6: if  0
0038:   $134A ==  2  ;; integer values
004D: jump_if_false £Label0C3E05
00D6: if  0
0038:   $A00 ==  0  ;; integer values
004D: jump_if_false £Label0C3DEE
0004: $A00 =  1  ;; integer values
0084: $A19 = $12CB  ;; integer values and handles
0008: $A19 +=  6000  ;; integer values

:Label0C3DEE
0008: $134A +=  1  ;; integer values
0084: $1349 = $12CB  ;; integer values and handles
0008: $1349 +=  3000  ;; integer values

:Label0C3E05
00D6: if  0
0038:   $134A ==  1  ;; integer values
004D: jump_if_false £Label0C3E57
00D6: if  0
0038:   $A0D ==  0  ;; integer values
004D: jump_if_false £Label0C3E40
0004: $A0D =  1  ;; integer values
0084: $A24 = $12CB  ;; integer values and handles
0008: $A24 +=  6000  ;; integer values

:Label0C3E40
0008: $134A +=  1  ;; integer values
0084: $1349 = $12CB  ;; integer values and handles
0008: $1349 +=  3000  ;; integer values

:Label0C3E57
00D6: if  0
0038:   $134A ==  0  ;; integer values
004D: jump_if_false £Label0C3EA9
00D6: if  0
0038:   $A02 ==  0  ;; integer values
004D: jump_if_false £Label0C3E92
0004: $A02 =  1  ;; integer values
0084: $A1B = $12CB  ;; integer values and handles
0008: $A1B +=  6000  ;; integer values

:Label0C3E92
0008: $134A +=  1  ;; integer values
0084: $1349 = $12CB  ;; integer values and handles
0008: $1349 +=  3000  ;; integer values

:Label0C3EA9
0051: return

:Label0C3EAB
00D6: if  0
0038:   $1335 ==  0  ;; integer values
004D: jump_if_false £Label0C3EE4
0005: $1366 = -726.0752  ;; floating-point values
0005: $1367 = -1494.487  ;; floating-point values
0005: $1368 =  10.3799  ;; floating-point values
0004: $1335 =  1  ;; integer values
0051: return

:Label0C3EE4
00D6: if  0
0038:   $1336 ==  0  ;; integer values
004D: jump_if_false £Label0C3F1D
0005: $1366 = -1025.169  ;; floating-point values
0005: $1367 = -904.9712  ;; floating-point values
0005: $1368 =  13.2096  ;; floating-point values
0004: $1336 =  1  ;; integer values
0051: return

:Label0C3F1D
00D6: if  0
0038:   $1334 ==  0  ;; integer values
004D: jump_if_false £Label0C3F56
0005: $1366 =  506.2871  ;; floating-point values
0005: $1367 = -82.8296  ;; floating-point values
0005: $1368 =  9.2532  ;; floating-point values
0004: $1334 =  1  ;; integer values
0051: return

:Label0C3F56
00D6: if  0
0038:   $1338 ==  0  ;; integer values
004D: jump_if_false £Label0C3F8F
0005: $1366 = -852.5533  ;; floating-point values
0005: $1367 = -568.4194  ;; floating-point values
0005: $1368 =  10.0567  ;; floating-point values
0004: $1338 =  1  ;; integer values
0051: return

:Label0C3F8F
00D6: if  0
0038:   $1339 ==  0  ;; integer values
004D: jump_if_false £Label0C3FC8
0005: $1366 = -1016.264  ;; floating-point values
0005: $1367 =  199.9105  ;; floating-point values
0005: $1368 =  10.2062  ;; floating-point values
0004: $1339 =  1  ;; integer values
0051: return

:Label0C3FC8
00D6: if  0
0038:   $1337 ==  0  ;; integer values
004D: jump_if_false £Label0C4001
0005: $1366 =  17.6185  ;; floating-point values
0005: $1367 =  962.106  ;; floating-point values
0005: $1368 =  9.727  ;; floating-point values
0004: $1337 =  1  ;; integer values
0051: return

:Label0C4001
0004: $133A =  5  ;; integer values
0051: return

:Label0C400A
00D6: if  0
8118:   NOT   actor $1305 dead
004D: jump_if_false £Label0C4228
00D6: if  0
0042:   $1316 ==  919.9  ;; floating-point values
004D: jump_if_false £Label0C4040
00A5: $1C3 = create_car #SANCHEZ at $1308 $1309 $130A

:Label0C4040
00A0: store_actor $1305 position_to $1308 $1309 $130A
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1305 radius  30.0  30.0
004D: jump_if_false £Label0C414B
0086: $130B = $1308  ;; floating-point values only
0009: $130B +=  40.0  ;; floating-point values
0086: $130C = $1309  ;; floating-point values only
0009: $130C +=  40.0  ;; floating-point values
000D: $1308 -=  40.0  ;; floating-point values
000D: $1309 -=  40.0  ;; floating-point values
01C3: remove_references_to_car $1C3  ;; Like turning a car into any random car
0004: $1C3 = -1  ;; integer values
0327: $1C3 = create_random_car_with_actors -1 in_area $1308 $1309 $130B $130C
00D6: if  21
0038:   $1C3 == -1  ;; integer values
003A:   $1323 == $1C3  ;; integer values and handles
004D: jump_if_false £Label0C40ED
01CC: actor $1305 kill_player $PLAYER_CHAR
0002: jump £Label0C4144

:Label0C40ED
00D6: if  0
0185:   car $1C3 health >=  400
004D: jump_if_false £Label0C4130
046D: $1AF2 = unknown_actor $1305 car car_seats
01EA: $134B = car $1C3 max_passengers
020A: set_car $1C3 door_status_to  1
00AD: set_car $1C3 max_speed_to  0.0
01D5: actor $1305 go_to_and_drive_car $1C3
0002: jump £Label0C4144

:Label0C4130
01CC: actor $1305 kill_player $PLAYER_CHAR
01C3: remove_references_to_car $1C3  ;; Like turning a car into any random car
0004: $1C3 = -1  ;; integer values

:Label0C4144
0002: jump £Label0C4228

:Label0C414B
03D3: point $1308 $1309 $130A get_nearby_vector $1308 $1309 $130A $1316
00D6: if  0
80C2:   NOT   sphere_onscreen $1308 $1309 $130A  3.0
004D: jump_if_false £Label0C4228
00D6: if  0
838A:   NOT   car_in_cube $1308 $1309 $130A  3.0  3.0  2.0
004D: jump_if_false £Label0C41DF
00D6: if  0
0248:   model #SANCHEZ available
004D: jump_if_false £Label0C41D8
01C3: remove_references_to_car $1C3  ;; Like turning a car into any random car
00A5: $1C3 = create_car #SANCHEZ at $1308 $1309 $130A
0175: set_car $1C3 z_angle_to $1316
01D5: actor $1305 go_to_and_drive_car $1C3

:Label0C41D8
0002: jump £Label0C4228

:Label0C41DF
00D6: if  0
00FF:   actor $1305  0 ()near_point_on_foot $1308 $1309 $130A radius  3.0  3.0  2.0
004D: jump_if_false £Label0C4228
02C0: set $1308 $1309 $130A to_ped_path_coords_closest_to $1308 $1309 $130A
0239: actor $1305 run_to $1308 $1309

:Label0C4228
0051: return

;-------------Mission 52---------------
; Originally: Keep your Friends Close...


:Label0C422A
0050: gosub £Label0C424E
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0C4245
0050: gosub £Label0CAC17

:Label0C4245
0050: gosub £Label0CAD60
004E: end_thread

:Label0C424E
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
03A4: name_thread "FIN_1"
0001: wait  0 ms
0108: destroy_object $6FC
054C: use_GXT_table "FINALE"
058E: set_restart_mission_taxi_destination -288.2 -487.5  9.8  275.0
0005: $1396 = -373.2288  ;; floating-point values
0005: $1397 = -597.0028  ;; floating-point values
0005: $1398 =  24.7818  ;; floating-point values
0004: $139A =  0  ;; integer values
0004: $139B = -1  ;; integer values
0004: $13A0 =  0  ;; integer values
0004: $13A1 =  0  ;; integer values
0004: $13A3 = -1  ;; integer values
0004: $13A4 =  0  ;; integer values
0004: $13A5 =  0  ;; integer values
0004: $13A6 =  0  ;; integer values
0004: $13A7 =  0  ;; integer values
0005: $13A9 =  0.0  ;; floating-point values
0005: $13AA =  0.0  ;; floating-point values
0005: $13AB =  0.0  ;; floating-point values
0004: $13CB = -1  ;; integer values
0004: $13CC =  0  ;; integer values
0004: $13CD =  0  ;; integer values
0004: $13CE =  0  ;; integer values
0004: $13D0 = -1  ;; integer values
0004: $13D1 =  0  ;; integer values
0004: $13D2 =  0  ;; integer values
0004: $13D3 =  0  ;; integer values
0004: $13D5 = -1  ;; integer values
0004: $13D6 =  0  ;; integer values
0004: $13D7 =  0  ;; integer values
0004: $13D8 =  0  ;; integer values
0004: $13DA = -1  ;; integer values
0004: $13DB =  0  ;; integer values
0004: $13DC =  0  ;; integer values
0004: $13DD =  0  ;; integer values
0004: $13DF = -1  ;; integer values
0004: $13E0 =  0  ;; integer values
0004: $13E1 =  0  ;; integer values
0004: $13E2 =  0  ;; integer values
0004: $13E4 = -1  ;; integer values
0004: $13E5 =  0  ;; integer values
0004: $13E6 =  0  ;; integer values
0004: $13E7 =  0  ;; integer values
0004: $13E9 = -1  ;; integer values
0004: $13EA =  0  ;; integer values
0004: $13EB =  0  ;; integer values
0004: $13EC =  0  ;; integer values
0004: $13EE = -1  ;; integer values
0004: $13EF =  0  ;; integer values
0004: $13F0 =  0  ;; integer values
0004: $13F1 =  0  ;; integer values
0004: $13F3 = -1  ;; integer values
0004: $13F4 =  0  ;; integer values
0004: $13F5 =  0  ;; integer values
0004: $13F6 =  0  ;; integer values
0004: $136E =  0  ;; integer values
0004: $1377 =  0  ;; integer values
0004: $1378 =  0  ;; integer values
0004: $1373 =  0  ;; integer values
0004: $136F =  0  ;; integer values
0004: $137D =  0  ;; integer values
0004: $137E =  0  ;; integer values
0004: $137F =  0  ;; integer values
0004: $1380 =  0  ;; integer values
0004: $13BC =  0  ;; integer values
0004: $13BE =  0  ;; integer values
0004: $13C0 =  0  ;; integer values
0004: $13C1 =  0  ;; integer values
0004: $13C2 =  0  ;; integer values
0004: $13C3 =  0  ;; integer values
0004: $13C4 =  0  ;; integer values
0004: $13C6 =  0  ;; integer values
0004: $13C7 =  0  ;; integer values
0004: $13C8 =  0  ;; integer values
0004: $13C9 =  0  ;; integer values
0004: $13CF =  0  ;; integer values
0004: $13D4 =  0  ;; integer values
0004: $13D9 =  0  ;; integer values
0004: $13DE =  0  ;; integer values
0004: $13E3 =  0  ;; integer values
0004: $13E8 =  0  ;; integer values
0004: $13ED =  0  ;; integer values
0004: $13F2 =  0  ;; integer values
0004: $13F7 =  0  ;; integer values
0007:  0@ =  0.0  ;; floating-point values
0007:  1@ =  0.0  ;; floating-point values
0007:  2@ =  0.0  ;; floating-point values
0007:  3@ =  0.0  ;; floating-point values
0007:  4@ =  0.0  ;; floating-point values
0007:  5@ =  0.0  ;; floating-point values
0007:  6@ =  0.0  ;; floating-point values
0007:  7@ =  0.0  ;; floating-point values
0007:  8@ =  0.0  ;; floating-point values
0007:  9@ =  0.0  ;; floating-point values
0007:  10@ =  0.0  ;; floating-point values
0007:  11@ =  0.0  ;; floating-point values
0007:  12@ =  0.0  ;; floating-point values
0007:  13@ =  0.0  ;; floating-point values
0007:  14@ =  0.0  ;; floating-point values
0005: $13F8 =  0.0  ;; floating-point values
0005: $13F9 =  0.0  ;; floating-point values
0005: $13FA =  0.0  ;; floating-point values
0005: $13FB =  0.0  ;; floating-point values
0005: $13FC =  0.0  ;; floating-point values
0005: $13FD =  0.0  ;; floating-point values
0005: $13FE =  0.0  ;; floating-point values
0005: $13FF =  0.0  ;; floating-point values
0005: $1400 =  0.0  ;; floating-point values
0005: $1401 =  0.0  ;; floating-point values
0005: $1402 =  0.0  ;; floating-point values
0005: $1403 =  0.0  ;; floating-point values
0004: $139C =  0  ;; integer values
0004: $1370 =  0  ;; integer values
0004: $13AF =  0  ;; integer values
0004: $13B0 =  0  ;; integer values
0004: $13A2 =  0  ;; integer values
0004: $139D =  0  ;; integer values
0004: $139E =  0  ;; integer values
010B: $1379 = player $PLAYER_CHAR money
04BB: select_interiour  2  ;; select render area
0004: $3DF =  1  ;; integer values
022B: create_forbidden_for_peds_cube -522.414 -662.451 -9.357 -222.414 -502.451  90.643
03AD: set_rubbish  0 (invisible)
04F9: interiour_colors  7  0
03DE: set_pedestrians_density_multiplier_to  0.0
0395: clear_area  0 at -354.419 -569.529 range  30.0  200.0
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKEN"
023C: load_special_actor  3 "CSBUDDY"
03CB: set_camera -378.466 -596.1799  24.7818
038B: load_requested_models

:Label0C469E
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
004D: jump_if_false £Label0C46C0
0001: wait  0 ms
0002: jump £Label0C469E

:Label0C46C0
0569: "CSPLAY"
0569: "CSKEN"
0569: "CSBUDDY"
02E4: load_cutscene_data "FIN"
041D: set_camera_near_clip  .1
0244: set_cutscene_pos -378.62 -552.676  18.534
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $88 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $88 "CSBUDDY"
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0C475A
00D6: if  0
001A:    1085 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C477D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C475A

:Label0C477D
00BC: text_highpriority "FIN1_01"  10000 ms  1  ;; What's going on?

:Label0C478C
00D6: if  0
001A:    1924 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C47AF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C478C

:Label0C47AF
00BC: text_highpriority "FIN1_02"  10000 ms  1  ;; Tommy! Oh good, good. Listen, listen. Uh, listen,

:Label0C47BE
00D6: if  0
001A:    5027 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C47E1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C47BE

:Label0C47E1
00BC: text_highpriority "FIN1_03"  10000 ms  1  ;; I like fish. I love fish.

:Label0C47F0
00D6: if  0
001A:    7525 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4813
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C47F0

:Label0C4813
00BC: text_highpriority "FIN1_04"  10000 ms  1  ;; I love them as pets in bowls, or as food on a plate,

:Label0C4822
00D6: if  0
001A:    10739 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4845
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4822

:Label0C4845
00BC: text_highpriority "FIN1_05"  10000 ms  1  ;; but as much as I love em, I don't want to sleep with them.

:Label0C4854
00D6: if  0
001A:    13469 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4877
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4854

:Label0C4877
00BC: text_highpriority "FIN1_06"  10000 ms  1  ;; Okay, but right now your Italian brothers are coming from up there to fit me with some cement shoes, and I...

:Label0C4886
00D6: if  0
001A:    19005 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C48A9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4886

:Label0C48A9
00BC: text_highpriority "FIN1_07"  10000 ms  1  ;; Shut up Ken. Sit down.

:Label0C48B8
00D6: if  0
001A:    24137 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C48DB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C48B8

:Label0C48DB
00BC: text_highpriority "FIN1_08"  10000 ms  1  ;; Lance, what the hell's going on?

:Label0C48EA
00D6: if  0
001A:    26080 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C490D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C48EA

:Label0C490D
00BC: text_highpriority "FIN1_09"  10000 ms  1  ;; It's your friends up north Tommy. They ain't too happy you capped their man.

:Label0C491C
00D6: if  0
001A:    30104 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C493F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C491C

:Label0C493F
00BC: text_highpriority "FIN1_10"  10000 ms  1  ;; They're coming down to see the business today.

:Label0C494E
00D6: if  0
001A:    32108 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4971
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C494E

:Label0C4971
00BC: text_highpriority "FIN1_11"  10000 ms  1  ;; They took longer than I thought...

:Label0C4980
00D6: if  0
001A:    34187 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C49A5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4980

:Label0C49A5
00BC: text_highpriority "FIN1_12"  10000 ms  1  ;; Guys, we gotta make this final we gotta leave no doubt that this is my operation. Mine!

:Label0C49B4
00D6: if  0
001A:    39927 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C49D9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C49B4

:Label0C49D9
00BC: text_highpriority "FIN1_13"  10000 ms  1  ;; Ken, you get the first run of counterfeit cash and put three mil in briefcases.

:Label0C49E8
00D6: if  0
001A:    45104 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4A0D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C49E8

:Label0C4A0D
00BC: text_highpriority "FIN1_14"  10000 ms  1  ;; Lance, you get the guys together...

:Label0C4A1C
00D6: if  0
001A:    52998 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4A41
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4A1C

:Label0C4A41
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0C4A52
00D6: if  0
016B:   fading
004D: jump_if_false £Label0C4A6A
0001: wait  0 ms
0002: jump £Label0C4A52

:Label0C4A6A
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false £Label0C4A82
0001: wait  0 ms
0002: jump £Label0C4A6A

:Label0C4A82
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKEN"
023C: load_special_actor  3 "CSBUDDY"
023C: load_special_actor  4 "CSSONNY"
023C: load_special_actor  5 "SFRENDA"
023C: load_special_actor  6 "SGOONA"
023C: load_special_actor  7 "SGOONB"
02F3: load_object #CUTOBJ01 "DELCASE"
03CB: set_camera -378.466 -596.1799  24.7818
038B: load_requested_models

:Label0C4AFC
00D6: if  25
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
823D:   NOT   special_actor  6 loaded
004D: jump_if_false £Label0C4B2A
0001: wait  0 ms
0002: jump £Label0C4AFC

:Label0C4B2A
00D6: if  21
823D:   NOT   special_actor  7 loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false £Label0C4B49
0001: wait  0 ms
0002: jump £Label0C4B2A

:Label0C4B49
02E4: load_cutscene_data "FIN_2"
041D: set_camera_near_clip  .1
0244: set_cutscene_pos -378.62 -552.676  18.534
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $88 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $8A = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $8A "CSSONNY"
02E5: $7F = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $7F "SFRENDA"
02E5: $81 = create_cutscene_object #SPECIAL06
02E6: set_cutscene_anim $81 "SGOONA"
02E5: $82 = create_cutscene_object #SPECIAL07
02E6: set_cutscene_anim $82 "SGOONB"
02E5: $BF = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $BF "DELCASE"
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0C4C2A
00D6: if  0
001A:    3853 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4C4D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4C2A

:Label0C4C4D
00BC: text_highpriority "FIN2_01"  10000 ms  1  ;; Tommy!

:Label0C4C5C
00D6: if  0
001A:    6297 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4C7F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4C5C

:Label0C4C7F
00BC: text_highpriority "FIN2_02"  10000 ms  1  ;; What? No big hugs for your old buddy?

:Label0C4C8E
00D6: if  0
001A:    8417 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4CB1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4C8E

:Label0C4CB1
00BC: text_highpriority "FIN2_03"  10000 ms  1  ;; I've had fifteen years out of the loop,

:Label0C4CC0
00D6: if  0
001A:    10472 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4CE3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4CC0

:Label0C4CE3
00BC: text_highpriority "FIN2_04"  10000 ms  1  ;; I'm a bit rusty on family etiquette.

:Label0C4CF2
00D6: if  0
001A:    12387 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4D15
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4CF2

:Label0C4D15
00BC: text_highpriority "FIN2_05"  10000 ms  1  ;; Always angry, eh Tommy.

:Label0C4D24
00D6: if  0
001A:    13627 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4D47
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4D24

:Label0C4D47
00BC: text_highpriority "FIN2_06"  10000 ms  1  ;; Didn't I say your temper would get you into trouble, huh?

:Label0C4D56
00D6: if  0
001A:    16943 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4D79
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4D56

:Label0C4D79
00BC: text_highpriority "FIN2_07"  10000 ms  1  ;; There's three mil in the cases...

:Label0C4D88
00D6: if  0
001A:    18730 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4DAB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4D88

:Label0C4DAB
00BC: text_highpriority "FIN2_08"  10000 ms  1  ;; How many was it? Ten? No, eleven men.

:Label0C4DBA
00D6: if  0
001A:    22330 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4DDD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4DBA

:Label0C4DDD
00BC: text_highpriority "FIN2_09"  10000 ms  1  ;; That's how you get to be called the Harwood Butcher! Heh-heh-heh!

:Label0C4DEC
00D6: if  0
001A:    25267 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4E0F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4DEC

:Label0C4E0F
00BC: text_highpriority "FIN2_10"  10000 ms  1  ;; You sent me to kill one man, ONE MAN. They knew I was coming Sonny...

:Label0C4E1E
00D6: if  0
001A:    30987 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4E41
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4E1E

:Label0C4E41
00BC: text_highpriority "FIN2_11"  10000 ms  1  ;; Tommy, Tommy, watch your tone.

:Label0C4E50
00D6: if  0
001A:    32780 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4E75
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4E50

:Label0C4E75
00BC: text_highpriority "FIN2_12"  10000 ms  1  ;; Anyone would think you blame me for that unfortunate set of circumstances.

:Label0C4E84
00D6: if  0
001A:    36617 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4EA9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4E84

:Label0C4EA9
00BC: text_highpriority "FIN2_13"  10000 ms  1  ;; Just take the money...

:Label0C4EB8
00D6: if  0
001A:    37728 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4EDD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4EB8

:Label0C4EDD
00BC: text_highpriority "FIN2_14"  10000 ms  1  ;; Get the damn cash.

:Label0C4EEC
00D6: if  0
001A:    40994 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4F11
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4EEC

:Label0C4F11
00BC: text_highpriority "FIN2_15"  10000 ms  1  ;; You know, Tommy? I did what I could for you, I pulled strings, called in favors.

:Label0C4F20
00D6: if  0
001A:    45718 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4F45
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4F20

:Label0C4F45
00BC: text_highpriority "FIN2_16"  10000 ms  1  ;; I was your friend, Tommy. I hoped you'd see sense, see what's good for business.

:Label0C4F54
00D6: if  0
001A:    49615 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4F79
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4F54

:Label0C4F79
00BC: text_highpriority "FIN2_17"  10000 ms  1  ;; I trusted you, Tommy, and you disappointed me.

:Label0C4F88
00D6: if  0
001A:    53574 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4FAD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4F88

:Label0C4FAD
00BC: text_highpriority "FIN2_18"  10000 ms  1  ;; But at least someone in your chicken shit organization knows how to do business,

:Label0C4FBC
00D6: if  0
001A:    58188 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C4FE1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4FBC

:Label0C4FE1
00BC: text_highpriority "FIN2_19"  10000 ms  1  ;; Isn't that right, Lance?

:Label0C4FF0
00D6: if  0
001A:    60272 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C5015
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C4FF0

:Label0C5015
00BC: text_highpriority "FIN2_20"  10000 ms  1  ;; I'm sorry Tommy. This is Vice City. This is business.

:Label0C5024
00D6: if  0
001A:    66249 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C5049
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C5024

:Label0C5049
00BC: text_highpriority "FIN2_21"  10000 ms  1  ;; You sold us out...

:Label0C5058
00D6: if  0
001A:    68133 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C507D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C5058

:Label0C507D
00BC: text_highpriority "FIN2_22"  10000 ms  1  ;; No. I sold YOU out, Tommy, I sold YOU out.

:Label0C508C
00D6: if  0
001A:    73431 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C50B1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C508C

:Label0C50B1
00BC: text_highpriority "FIN2_23"  10000 ms  1  ;; The real cash is upstairs in the safe.

:Label0C50C0
00D6: if  0
001A:    76741 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C50E5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C50C0

:Label0C50E5
00BC: text_highpriority "FIN2_24"  10000 ms  1  ;; Tommy, what was the big plan?

:Label0C50F4
00D6: if  0
001A:    78116 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C5119
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C50F4

:Label0C5119
00BC: text_highpriority "FIN2_25"  10000 ms  1  ;; You think I'd just take the fake cash?

:Label0C5128
00D6: if  0
001A:    80094 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C514D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C5128

:Label0C514D
00BC: text_highpriority "FIN2_26"  10000 ms  1  ;; Save face and run away with my tail between my legs?!

:Label0C515C
00D6: if  0
001A:    83916 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C5181
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C515C

:Label0C5181
00BC: text_highpriority "FIN2_27"  10000 ms  1  ;; No.

:Label0C5190
00D6: if  0
001A:    84910 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C51B5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C5190

:Label0C51B5
00BC: text_highpriority "FIN2_28"  10000 ms  1  ;; I just wanted to piss you off before I kill you.

:Label0C51C4
00D6: if  0
001A:    86980 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C51E9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C51C4

:Label0C51E9
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0C51FA
00D6: if  0
016B:   fading
004D: jump_if_false £Label0C5212
0001: wait  0 ms
0002: jump £Label0C51FA

:Label0C5212
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false £Label0C522A
0001: wait  0 ms
0002: jump £Label0C5212

:Label0C522A
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
0296: unload_special_actor  6
0296: unload_special_actor  7
0249: release_model #CUTOBJ01
03DE: set_pedestrians_density_multiplier_to  1.0
0395: clear_area  0 at -354.419 -569.529 range  30.0  200.0
0247: request_model #STRETCH
0247: request_model #RUGER
0247: request_model #TEC9
0247: request_model #COLT45
023C: load_special_actor  1 "IGBUDDY"
023C: load_special_actor  2 "IGSONNY"
023C: load_special_actor  3 "MBA"
023C: load_special_actor  4 "MBB"
038B: load_requested_models

:Label0C52B6
00D6: if  23
8248:   NOT   model #STRETCH available
8248:   NOT   model #TEC9 available
8248:   NOT   model #RUGER available
8248:   NOT   model #COLT45 available
004D: jump_if_false £Label0C52E0
0001: wait  0 ms
0002: jump £Label0C52B6

:Label0C52E0
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
004D: jump_if_false £Label0C5306
0001: wait  0 ms
0002: jump £Label0C52E0

:Label0C5306
015C: set_zone_gang_info "GANG1"  1 (day)  14  0  0  300  0  0  0  700  0  0  0 
015C: set_zone_gang_info "GANG1"  0 (night)  14  0  0  300  0  0  0  700  0  0  0 
03F1: pedtype  13 add_threat  512
03F1: pedtype  9 add_threat  8192
03F1: pedtype  9 add_threat  1
0237: set_gang  6 primary_weapon_to  17 secondary_weapon_to  17
0237: set_gang  2 primary_weapon_to  17 secondary_weapon_to  17
0235: set_gang  2 models_to #SPECIAL03 #SPECIAL04
0514: unknown_actor $PLAYER_ACTOR  6  0
04BB: select_interiour  2  ;; select render area
0004: $3DF =  1  ;; integer values
03AD: set_rubbish  0 (invisible)
04F9: interiour_colors  7  0
03CB: set_camera -378.466 -596.1799  24.7818
0482:  2.0
0395: clear_area  1 at -378.466 -596.1799 range  24.7818  1.0
0055: put_player $PLAYER_CHAR at -378.466 -596.1799  24.7818
0171: set_player $PLAYER_CHAR z_angle_to  0.0
0373: set_camera_directly_behind_player
0225: $1D1B = player $PLAYER_CHAR health
00D6: if  0
8018:   NOT   $1D1B >  100  ;; integer values
004D: jump_if_false £Label0C5409
0222: set_player $PLAYER_CHAR health_to  100

:Label0C5409
035E: set_player $PLAYER_CHAR armour_to  200
00A5: $136B = create_car #STRETCH at -386.1734 -515.6445  11.7682
0175: set_car $136B z_angle_to  123.5502
02AA: set_car $136B immune_to_nonplayer  1
00A5: $136C = create_car #STRETCH at -375.7929 -514.4023  11.7776
0175: set_car $136C z_angle_to  75.6302
02AA: set_car $136C immune_to_nonplayer  1
00A5: $136D = create_car #STRETCH at -366.1754 -517.2399  11.7561
0175: set_car $136D z_angle_to  60.5286
02AA: set_car $136D immune_to_nonplayer  1
00A9: set_car $136B to_normal_driver
00A9: set_car $136C to_normal_driver
00A9: set_car $136D to_normal_driver
00AF: set_car $136B driver_behaviour_to  11
00AF: set_car $136C driver_behaviour_to  11
00AF: set_car $136D driver_behaviour_to  11
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label0C568A
01C8: $13A3 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13CB = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13D0 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13D5 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13DA = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13DF = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13E4 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13E9 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13EE = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13F3 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13B1 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13B2 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13B3 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13B4 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13B5 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13B6 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13B7 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13B8 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13B9 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13BA = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
01C8: $13BB = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
0213: $80D = create_pickup -86 (HEALTH) type  2 at -336.6208 -568.994  11.6022
0213: $1371 = create_pickup -18 (BODYARMOUR) type  2 at -336.6208 -570.994  11.6022
032B: $1372 = create_weapon_pickup #TEC9  2 ammo  120 at -336.6208 -572.994  11.6022
032B: $1374 = create_weapon_pickup #TEC9  2 ammo  120 at -336.6208 -572.994  11.6022
0213: $137C = create_pickup -86 (HEALTH) type  2 at -336.6208 -568.994  11.6022
0213: $1381 = create_pickup -86 (HEALTH) type  2 at -336.6208 -568.994  11.6022

:Label0C568A
0215: destroy_pickup $80D
0215: destroy_pickup $1371
0215: destroy_pickup $1372
0215: destroy_pickup $1374
0213: $80D = create_pickup -86 (HEALTH) type  2 at -406.2503 -566.4947  19.5804
0213: $1371 = create_pickup -18 (BODYARMOUR) type  2 at -406.2992 -564.582  19.5804
032B: $1372 = create_weapon_pickup #PYTHON  2 ammo  120 at -401.7512 -566.0168  19.5804
032B: $1374 = create_weapon_pickup #PYTHON  3 ammo  120 at -374.4366 -587.5957  25.3355
01BD: $12CB = current_time_in_ms
0084: $139A = $12CB  ;; integer values and handles
0008: $139A +=  60000  ;; integer values
0084: $13A0 = $12CB  ;; integer values and handles
0008: $13A0 +=  120000  ;; integer values

:Label0C572D
00D6: if  0
016B:   fading
004D: jump_if_false £Label0C5745
0001: wait  0 ms
0002: jump £Label0C572D

:Label0C5745
00BC: text_highpriority "FIN_B3"  5000 ms  1  ;; ~g~The Mafia are trying to steal your money. Defend the safe.
010B: $1379 = player $PLAYER_CHAR money
04E3: unknown_player $PLAYER_CHAR  2  60000

:Label0C5768
0001: wait  0 ms
01BD: $12CB = current_time_in_ms
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -354.419 -569.529  30.0 radius  200.0  120.0  30.0
004D: jump_if_false £Label0C57C8
010D: set_player $PLAYER_CHAR wanted_level_to  0
00D6: if  0
0038:   $1380 ==  0  ;; integer values
004D: jump_if_false £Label0C57C1
0004: $1380 =  1  ;; integer values

:Label0C57C1
0002: jump £Label0C57E1

:Label0C57C8
00D6: if  0
0038:   $1380 ==  1  ;; integer values
004D: jump_if_false £Label0C57E1
0004: $1380 =  0  ;; integer values

:Label0C57E1
00D6: if  0
8183:   NOT   player $PLAYER_CHAR health >  70
004D: jump_if_false £Label0C5871
00D6: if  0
0038:   $1377 ==  1  ;; integer values
004D: jump_if_false £Label0C586A
00BC: text_highpriority "FIN_B4"  6000 ms  1  ;; ~g~You are close to death, get some ~w~health~g~ from downstairs.
00D6: if  0
0038:   $1373 ==  0  ;; integer values
004D: jump_if_false £Label0C5863
018A: $137A = create_checkpoint_at -406.2503 -566.4947  19.5804
0165: set_marker $137A color_to  3
018A: $1376 = create_checkpoint_at -335.625 -571.77  11.0
0165: set_marker $1376 color_to  3
0004: $1373 =  1  ;; integer values

:Label0C5863
0004: $1377 =  0  ;; integer values

:Label0C586A
0002: jump £Label0C588A

:Label0C5871
00D6: if  0
0038:   $1377 ==  0  ;; integer values
004D: jump_if_false £Label0C588A
0004: $1377 =  1  ;; integer values

:Label0C588A
00D6: if  24
0038:   $13CE ==  2  ;; integer values
0038:   $13D3 ==  2  ;; integer values
0038:   $13D8 ==  2  ;; integer values
0038:   $13DD ==  2  ;; integer values
0038:   $13E2 ==  2  ;; integer values
004D: jump_if_false £Label0C58C6
0004: $137D =  1  ;; integer values
0002: jump £Label0C58CD

:Label0C58C6
0004: $137D =  0  ;; integer values

:Label0C58CD
00D6: if  23
0038:   $13E7 ==  2  ;; integer values
0038:   $13EC ==  2  ;; integer values
0038:   $13F1 ==  2  ;; integer values
0038:   $13F6 ==  2  ;; integer values
004D: jump_if_false £Label0C5902
0004: $137E =  1  ;; integer values
0002: jump £Label0C5909

:Label0C5902
0004: $137E =  0  ;; integer values

:Label0C5909
00D6: if  21
0038:   $137D ==  1  ;; integer values
0038:   $137E ==  1  ;; integer values
004D: jump_if_false £Label0C5966
00D6: if  0
0038:   $1378 ==  1  ;; integer values
004D: jump_if_false £Label0C595F
00BC: text_highpriority "FIN_B5"  5000 ms  1  ;; ~g~The Mafia is stealing your money, defend the ~c~safe
018A: $137B = create_checkpoint_at $1396 $1397 $1398
0165: set_marker $137B color_to  6
0004: $1378 =  0  ;; integer values

:Label0C595F
0002: jump £Label0C5984

:Label0C5966
00D6: if  0
0038:   $1378 ==  0  ;; integer values
004D: jump_if_false £Label0C5984
0164: disable_marker $137B
0004: $1378 =  1  ;; integer values

:Label0C5984
00D6: if  0
0038:   $139B == -1  ;; integer values
004D: jump_if_false £Label0C5A3C
00D6: if  0
001C:   $12CB > $139A  ;; integer values
004D: jump_if_false £Label0C5A3C
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -378.523 -579.67  27.284 radius  6.0  4.0  3.0
004D: jump_if_false £Label0C59E7
0004: $139B =  0  ;; integer values
0002: jump £Label0C5A3C

:Label0C59E7
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -378.551 -591.784  28.232 radius  8.114  8.0  3.44
004D: jump_if_false £Label0C5A2D
00BC: text_highpriority "FIN_B1"  200 ms  1  ;; ~g~Go and kill ~y~Lance Vance~g~ the backstabber.
0002: jump £Label0C5A3C

:Label0C5A2D
00BC: text_highpriority "DEFSAFE"  200 ms  1  ;; ~g~Get back to the safe and defend it.

:Label0C5A3C
00D6: if  0
0038:   $139B ==  0  ;; integer values
004D: jump_if_false £Label0C5BB7
009B: destroy_actor_instantly $13CB
009B: destroy_actor_instantly $13D0
009B: destroy_actor_instantly $13D5
009B: destroy_actor_instantly $13DA
009B: destroy_actor_instantly $13DF
009B: destroy_actor_instantly $13E4
009B: destroy_actor_instantly $13E9
009B: destroy_actor_instantly $13EE
009B: destroy_actor_instantly $13F3
009B: destroy_actor_instantly $13B1
009B: destroy_actor_instantly $13B2
009B: destroy_actor_instantly $13B3
009B: destroy_actor_instantly $13B4
009B: destroy_actor_instantly $13B5
009B: destroy_actor_instantly $13B6
009B: destroy_actor_instantly $13B7
009B: destroy_actor_instantly $13B8
009B: destroy_actor_instantly $13B9
009B: destroy_actor_instantly $13BA
009B: destroy_actor_instantly $13BB
009A: $1399 = create_actor  21 #SPECIAL01 at -357.6711 -559.5632  26.5411
0050: gosub £Label0C8A95
03CF: load_wav "FIN_3" as  1
03CF: load_wav "FIN_1B" as  2
0239: actor $1399 run_to -362.1062 -559.4869
0411: (unknown) $1399  0 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
0004: $1370 =  1  ;; integer values
0395: clear_area  1 at -378.0434 -579.1422 range  18.5385  2.0
0055: put_player $PLAYER_CHAR at -378.0434 -579.1422  18.5385
009A: $1375 = create_actor  4 #NULL at -378.4288 -582.1033  24.2735
01B2: give_actor $1375 weapon  18 ammo  9  ;; Load the weapon model before using this
020E: actor $1375 look_at_actor $1399
01ED: reset_actor $1375 flags
0489: unknown_actor $1375 flag  1
015F: set_camera_position -379.238 -583.7946  26.1261  0.0  0.0  0.0
0160: point_camera -378.7026 -582.9524  26.0619  2
0004: $139B =  1  ;; integer values

:Label0C5BB7
00D6: if  0
0018:   $139B >  0  ;; integer values
004D: jump_if_false £Label0C6DE6
00D6: if  0
8118:   NOT   actor $1399 dead
004D: jump_if_false £Label0C6D5A
00D6: if  1
001A:    12 > $139B  ;; integer values
0018:   $139B >  4  ;; integer values
004D: jump_if_false £Label0C5C24
00D6: if  0
001C:   $12CB > $139A  ;; integer values
004D: jump_if_false £Label0C5C24
00BC: text_highpriority "FIN_B1"  5000 ms  1  ;; ~g~Go and kill ~y~Lance Vance~g~ the backstabber.
0084: $139A = $12CB  ;; integer values and handles
0008: $139A +=  10000  ;; integer values

:Label0C5C24
00D6: if  0
0038:   $139B ==  1  ;; integer values
004D: jump_if_false £Label0C5CAD
00D6: if  0
00F0:   actor $1399 stopped  0 ()near_point_on_foot -362.1062 -559.4869 radius  1.0  1.0
004D: jump_if_false £Label0C5CAD
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0C5CAD
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C5C83
04C6: $1399 $1375

:Label0C5C83
03D1: play_wav  1
00BC: text_highpriority "FIN_3"  5000 ms  1  ;; No one to cover your ass now, eh Tommy?
0084: $139A = $12CB  ;; integer values and handles
0008: $139A +=  500  ;; integer values
0004: $139B =  2  ;; integer values

:Label0C5CAD
00D6: if  0
0038:   $139B ==  2  ;; integer values
004D: jump_if_false £Label0C5D89
00D6: if  0
001C:   $12CB > $139A  ;; integer values
004D: jump_if_false £Label0C5D89
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C5CEA
0172: $3CF = actor $1375 z_angle

:Label0C5CEA
0009: $3CF +=  12.0  ;; floating-point values
00D6: if  0
0020:   $3CF >  325.2151  ;; floating-point values
004D: jump_if_false £Label0C5D64
0005: $3CF =  325.2151  ;; floating-point values
00D6: if  1
03D2:   wav  1 ended
03D0:   wav  2 loaded
004D: jump_if_false £Label0C5D64
03D1: play_wav  2
00BC: text_highpriority "FIN_1B"  5000 ms  1  ;; You're going down, you back stabbing prick!
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C5D51
04C6: $1375 $1399

:Label0C5D51
03CF: load_wav "FIN_2B" as  1
0004: $139B =  3  ;; integer values

:Label0C5D64
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C5D89
0173: set_actor $1375 z_angle_to $3CF
022F: set_actor $1375 stop_looking
022C: set_actor $1375 to_look_at_actor $1399

:Label0C5D89
00D6: if  0
0038:   $139B ==  3  ;; integer values
004D: jump_if_false £Label0C5E2C
00D6: if  1
03D2:   wav  2 ended
03D0:   wav  1 loaded
004D: jump_if_false £Label0C5E2C
015F: set_camera_position -362.8571 -557.6577  28.198  0.0  0.0  0.0
0160: point_camera -362.9028 -558.6328  27.9812  2
03D1: play_wav  1
00BC: text_highpriority "FIN_2B"  5000 ms  1  ;; Oh you think so!
03CF: load_wav "FIN_1A" as  2
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C5E15
022F: set_actor $1375 stop_looking

:Label0C5E15
0084: $139A = $12CB  ;; integer values and handles
0008: $139A +=  1100  ;; integer values
0004: $139B =  4  ;; integer values

:Label0C5E2C
00D6: if  0
0038:   $139B ==  4  ;; integer values
004D: jump_if_false £Label0C5E78
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0C5E78
00D6: if  0
001C:   $12CB > $139A  ;; integer values
004D: jump_if_false £Label0C5E78
011C: actor $PLAYER_ACTOR clear_objective
03CF: load_wav "FIN_4" as  1
0004: $139B =  5  ;; integer values

:Label0C5E78
00D6: if  0
0038:   $139B ==  5  ;; integer values
004D: jump_if_false £Label0C5FB4
00D6: if  0
0038:   $139C ==  2  ;; integer values
004D: jump_if_false £Label0C5F25
009B: destroy_actor_instantly $1375
0395: clear_area  1 at -378.4288 -582.1033 range  24.2735  2.0
0055: put_player $PLAYER_CHAR at -378.4288 -582.1033  24.2735
0171: set_player $PLAYER_CHAR z_angle_to $3CF
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0222: set_player $PLAYER_CHAR health_to  200
035E: set_player $PLAYER_CHAR armour_to  200
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0084: $13A2 = $12CB  ;; integer values and handles
0008: $13A2 +=  400  ;; integer values
0004: $1370 =  0  ;; integer values
00BC: text_highpriority "FIN_B1"  10000 ms  1  ;; ~g~Go and kill ~y~Lance Vance~g~ the backstabber.

:Label0C5F25
0008: $139C +=  1  ;; integer values
00D6: if  0
0018:   $139C >  2  ;; integer values
004D: jump_if_false £Label0C5FB4
00D6: if  21
031D:   actor $1399 hit_by_weapon  47
00F5:   player $PLAYER_CHAR  0 ()near_point -378.523 -561.41  29.034 radius  18.0  6.0  2.5
004D: jump_if_false £Label0C5F99
0502: unknown_actor $1399 sprint_to -335.4508 -560.4796
0411: (unknown) $1399  0 
0004: $139B =  6  ;; integer values
0002: jump £Label0C5FB4

:Label0C5F99
00D6: if  0
001C:   $12CB > $13A2  ;; integer values
004D: jump_if_false £Label0C5FB4
01CA: actor $1399 kill_player $PLAYER_CHAR

:Label0C5FB4
00D6: if  0
0038:   $139B ==  6  ;; integer values
004D: jump_if_false £Label0C601F
00D6: if  0
00ED:   actor $1399  0 ()near_point_on_foot -347.6153 -559.3744 radius  2.0  2.0
004D: jump_if_false £Label0C601F
009B: destroy_actor_instantly $1399
009A: $1399 = create_actor  21 #SPECIAL01 at -335.4508 -560.4796  26.538
0050: gosub £Label0C8A95
01CA: actor $1399 kill_player $PLAYER_CHAR
0004: $139B =  7  ;; integer values

:Label0C601F
00D6: if  0
0038:   $139B ==  7  ;; integer values
004D: jump_if_false £Label0C60EA
00D6: if  0
02E0: unknown_actor $1399
004D: jump_if_false £Label0C6048
0004: $139B =  8  ;; integer values

:Label0C6048
00D6: if  21
00F5:   player $PLAYER_CHAR  0 ()near_point -347.4754 -559.3594  27.5816 radius  2.0  2.0  2.0
031D:   actor $1399 hit_by_weapon  47
004D: jump_if_false £Label0C6086
0004: $139B =  8  ;; integer values

:Label0C6086
00D6: if  21
00F5:   player $PLAYER_CHAR  0 ()near_point -330.993 -578.541  20.332 radius  3.134  1.732  1.81
00F5:   player $PLAYER_CHAR  0 ()near_point -330.8983 -578.8625  11.6069 radius  2.0  2.0  2.0
004D: jump_if_false £Label0C60EA
0004: $139A = -9999  ;; integer values
0004: $139B =  12  ;; integer values

:Label0C60EA
00D6: if  0
0038:   $139B ==  8  ;; integer values
004D: jump_if_false £Label0C61B4
00D6: if  21
00F5:   player $PLAYER_CHAR  0 ()near_point -347.4754 -559.3594  27.5816 radius  2.0  2.0  2.0
031D:   actor $1399 hit_by_weapon  47
004D: jump_if_false £Label0C6150
0502: unknown_actor $1399 sprint_to -334.3681 -579.2608
0411: (unknown) $1399  0 
0004: $139B =  9  ;; integer values

:Label0C6150
00D6: if  21
00F5:   player $PLAYER_CHAR  0 ()near_point -330.993 -578.541  20.332 radius  3.134  1.732  1.81
00F5:   player $PLAYER_CHAR  0 ()near_point -330.8983 -578.8625  11.6069 radius  2.0  2.0  2.0
004D: jump_if_false £Label0C61B4
0004: $139A = -9999  ;; integer values
0004: $139B =  12  ;; integer values

:Label0C61B4
00D6: if  0
0038:   $139B ==  9  ;; integer values
004D: jump_if_false £Label0C621F
00D6: if  0
00ED:   actor $1399  0 ()near_point_on_foot -336.135 -567.6742 radius  2.0  2.0
004D: jump_if_false £Label0C621F
009B: destroy_actor_instantly $1399
009A: $1399 = create_actor  21 #SPECIAL01 at -334.3681 -579.2608  26.5109
0050: gosub £Label0C8A95
01CA: actor $1399 kill_player $PLAYER_CHAR
0004: $139B =  10  ;; integer values

:Label0C621F
00D6: if  0
0038:   $139B ==  10  ;; integer values
004D: jump_if_false £Label0C62EA
00D6: if  0
02E0: unknown_actor $1399
004D: jump_if_false £Label0C6248
0004: $139B =  11  ;; integer values

:Label0C6248
00D6: if  21
00F5:   player $PLAYER_CHAR  0 ()near_point -336.1548 -565.9336  27.5698 radius  2.0  2.0  2.0
031D:   actor $1399 hit_by_weapon  47
004D: jump_if_false £Label0C6286
0004: $139B =  11  ;; integer values

:Label0C6286
00D6: if  21
00F5:   player $PLAYER_CHAR  0 ()near_point -330.993 -578.541  20.332 radius  3.134  1.732  1.81
00F5:   player $PLAYER_CHAR  0 ()near_point -330.8983 -578.8625  11.6069 radius  2.0  2.0  2.0
004D: jump_if_false £Label0C62EA
0004: $139A = -9999  ;; integer values
0004: $139B =  12  ;; integer values

:Label0C62EA
00D6: if  0
0038:   $139B ==  11  ;; integer values
004D: jump_if_false £Label0C63B4
00D6: if  21
00F5:   player $PLAYER_CHAR  0 ()near_point -336.1548 -565.9336  27.5698 radius  2.0  2.0  2.0
031D:   actor $1399 hit_by_weapon  47
004D: jump_if_false £Label0C6350
0502: unknown_actor $1399 sprint_to -325.5564 -578.9694
0411: (unknown) $1399  0 
0004: $139B =  12  ;; integer values

:Label0C6350
00D6: if  21
00F5:   player $PLAYER_CHAR  0 ()near_point -330.993 -578.541  20.332 radius  3.134  1.732  1.81
00F5:   player $PLAYER_CHAR  0 ()near_point -330.8983 -578.8625  11.6069 radius  2.0  2.0  2.0
004D: jump_if_false £Label0C63B4
0004: $139A = -9999  ;; integer values
0004: $139B =  12  ;; integer values

:Label0C63B4
00D6: if  0
0038:   $139B ==  12  ;; integer values
004D: jump_if_false £Label0C643D
00D6: if  21
00ED:   actor $1399  0 ()near_point_on_foot -330.0031 -578.982 radius  2.0  2.0
0038:   $139A == -9999  ;; integer values
004D: jump_if_false £Label0C643D
009B: destroy_actor_instantly $1399
009A: $1399 = create_actor  21 #SPECIAL01 at -317.6072 -580.8336  32.5255
0173: set_actor $1399 z_angle_to  80.6458
04EB: unknown_actor $1399 bank  1 account_number  999999
0050: gosub £Label0C8A95
01CA: actor $1399 kill_player $PLAYER_CHAR
0004: $139B =  13  ;; integer values

:Label0C643D
00D6: if  0
0038:   $139B ==  13  ;; integer values
004D: jump_if_false £Label0C650A
00D6: if  23
00F5:   player $PLAYER_CHAR  0 ()near_point -323.0355 -573.3547  28.5367 radius  2.0  2.0  2.0
00F5:   player $PLAYER_CHAR  0 ()near_point -330.993 -578.541  20.332 radius  3.134  1.732  1.81
031D:   actor $1399 hit_by_weapon  47
00F5:   player $PLAYER_CHAR  0 ()near_point -330.8983 -578.8625  11.6069 radius  2.0  2.0  2.0
004D: jump_if_false £Label0C650A
04EB: unknown_actor $1399 bank  0 account_number  200
0084: $139A = $12CB  ;; integer values and handles
000C: $139A -=  1000  ;; integer values
0004: $139B =  14  ;; integer values
00D6: if  0
0038:   $137F ==  0  ;; integer values
004D: jump_if_false £Label0C650A
0004: $137F =  1  ;; integer values

:Label0C650A
00D6: if  0
0038:   $139B ==  14  ;; integer values
004D: jump_if_false £Label0C65DD
00D6: if  23
00F5:   player $PLAYER_CHAR  0 ()near_point -323.0355 -573.3547  28.5367 radius  2.0  2.0  2.0
00F5:   player $PLAYER_CHAR  0 ()near_point -330.993 -578.541  20.332 radius  3.134  1.732  1.81
031D:   actor $1399 hit_by_weapon  47
00F5:   player $PLAYER_CHAR  0 ()near_point -330.8983 -578.8625  11.6069 radius  2.0  2.0  2.0
004D: jump_if_false £Label0C65DD
04EB: unknown_actor $1399 bank  0 account_number  200
0502: unknown_actor $1399 sprint_to -318.4535 -583.2459
0411: (unknown) $1399  0 
00D6: if  0
0038:   $137F ==  0  ;; integer values
004D: jump_if_false £Label0C65D6
0004: $137F =  1  ;; integer values

:Label0C65D6
0004: $139B =  15  ;; integer values

:Label0C65DD
00D6: if  0
0038:   $139B ==  15  ;; integer values
004D: jump_if_false £Label0C6632
00D6: if  0
00ED:   actor $1399  0 ()near_point_on_foot -318.4535 -583.2459 radius  1.0  1.0
004D: jump_if_false £Label0C6632
0502: unknown_actor $1399 sprint_to -330.377 -582.4593
0411: (unknown) $1399  0 
0004: $139B =  16  ;; integer values

:Label0C6632
00D6: if  0
0038:   $139B ==  16  ;; integer values
004D: jump_if_false £Label0C6687
00D6: if  0
00ED:   actor $1399  0 ()near_point_on_foot -330.377 -582.4593 radius  1.0  1.0
004D: jump_if_false £Label0C6687
0502: unknown_actor $1399 sprint_to -330.2176 -576.3726
0411: (unknown) $1399  0 
0004: $139B =  17  ;; integer values

:Label0C6687
00D6: if  1
0018:   $139B >  4  ;; integer values
001A:    18 > $139B  ;; integer values
004D: jump_if_false £Label0C66D2
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
0020:   $61 >  35.9013  ;; floating-point values
004D: jump_if_false £Label0C66D2
0004: $139A = -9999  ;; integer values
0004: $139B =  17  ;; integer values

:Label0C66D2
00D6: if  0
0038:   $139B ==  17  ;; integer values
004D: jump_if_false £Label0C6AE4
00D6: if  21
00ED:   actor $1399  0 ()near_point_on_foot -330.2176 -576.3726 radius  2.0  2.0
0038:   $139A == -9999  ;; integer values
004D: jump_if_false £Label0C6AE4
009B: destroy_actor_instantly $13B1
009B: destroy_actor_instantly $13B2
009B: destroy_actor_instantly $13B3
009B: destroy_actor_instantly $13B4
009B: destroy_actor_instantly $13B5
009B: destroy_actor_instantly $13B6
009B: destroy_actor_instantly $13B7
009B: destroy_actor_instantly $13B8
009B: destroy_actor_instantly $13B9
009B: destroy_actor_instantly $13BA
009B: destroy_actor_instantly $13BB
009B: destroy_actor_instantly $1399
009A: $1399 = create_actor  21 #SPECIAL01 at -361.9369 -571.6255  35.9036
0050: gosub £Label0C8A95
0223: set_actor $1399 health_to  500
01CA: actor $1399 kill_player $PLAYER_CHAR
009A: $13B1 = create_actor  9 #SPECIAL03 at -358.986 -573.551  35.9023
0084: $13A3 = $13B1  ;; integer values and handles
0050: gosub £Label0C8AF8
0350: unknown_actor $13B1 not_scared_flag  0
01CA: actor $13B1 kill_player $PLAYER_CHAR
009A: $13B2 = create_actor  9 #SPECIAL04 at -360.4153 -581.7871  35.9036
0084: $13A3 = $13B2  ;; integer values and handles
0050: gosub £Label0C8AF8
01CA: actor $13B2 kill_player $PLAYER_CHAR
009A: $13B4 = create_actor  9 #SPECIAL04 at -358.8662 -572.5509  35.9024
0084: $13A3 = $13B4  ;; integer values and handles
0050: gosub £Label0C8AF8
04EB: unknown_actor $13B4 bank  1 account_number  99999999
01CA: actor $13B4 kill_player $PLAYER_CHAR
009A: $13B5 = create_actor  9 #SPECIAL03 at -360.1348 -576.5894  35.9036
0084: $13A3 = $13B5  ;; integer values and handles
0050: gosub £Label0C8AF8
01CA: actor $13B5 kill_player $PLAYER_CHAR
009A: $13B6 = create_actor  9 #SPECIAL04 at -359.1239 -578.4683  35.9022
0084: $13A3 = $13B6  ;; integer values and handles
0050: gosub £Label0C8AF8
0350: unknown_actor $13B6 not_scared_flag  0
01CA: actor $13B6 kill_player $PLAYER_CHAR
009A: $13B7 = create_actor  9 #SPECIAL03 at -357.0746 -575.2473  35.9037
0084: $13A3 = $13B7  ;; integer values and handles
0050: gosub £Label0C8AF8
01CA: actor $13B7 kill_player $PLAYER_CHAR
029B: $1382 = init_object -125 (BARREL2) at -359.73 -580.773  36.291
0392: object $1382 toggle_in_moving_list  0
029B: $1383 = init_object -125 (BARREL2) at -358.514 -581.288  36.291
0392: object $1383 toggle_in_moving_list  0
029B: $1384 = init_object -125 (BARREL2) at -358.991 -582.344  36.291
0392: object $1384 toggle_in_moving_list  0
029B: $1385 = init_object -125 (BARREL2) at -360.921 -573.17  37.412
0392: object $1385 toggle_in_moving_list  0
029B: $1386 = init_object -125 (BARREL2) at -361.612 -573.052  36.291
0392: object $1386 toggle_in_moving_list  0
029B: $1387 = init_object -125 (BARREL2) at -360.718 -573.451  36.291
0392: object $1387 toggle_in_moving_list  0
029B: $1388 = init_object -125 (BARREL2) at -361.612 -573.947  36.291
0392: object $1388 toggle_in_moving_list  0
029B: $1389 = init_object -125 (BARREL2) at -360.917 -572.457  36.291
0392: object $1389 toggle_in_moving_list  0
029B: $138A = init_object -125 (BARREL2) at -360.024 -571.964  36.291
0392: object $138A toggle_in_moving_list  0
029B: $138B = init_object -125 (BARREL2) at -360.917 -571.564  36.291
0392: object $138B toggle_in_moving_list  0
029B: $138C = init_object -114 (BARREL4) at -365.268 -581.761  36.281
0392: object $138C toggle_in_moving_list  0
035D: make_object $138C targetable
029B: $138F = init_object -125 (BARREL2) at -344.03 -574.41  36.291
0392: object $138F toggle_in_moving_list  0
029B: $1390 = init_object -125 (BARREL2) at -344.646 -575.077  36.291
0392: object $1390 toggle_in_moving_list  0
029B: $1391 = init_object -125 (BARREL2) at -344.081 -575.753  36.291
0392: object $1391 toggle_in_moving_list  0
029B: $1392 = init_object -125 (BARREL2) at -343.878 -576.62  36.291
0392: object $1392 toggle_in_moving_list  0
029B: $1393 = init_object -125 (BARREL2) at -344.491 -577.278  36.291
0392: object $1393 toggle_in_moving_list  0
029B: $1394 = init_object -125 (BARREL2) at -344.317 -576.168  37.412
0392: object $1394 toggle_in_moving_list  0
029B: $1395 = init_object -125 (BARREL2) at -344.691 -576.371  36.291
0392: object $1395 toggle_in_moving_list  0
0215: destroy_pickup $1381
0213: $1381 = create_pickup -86 (HEALTH) type  2 at -408.2314 -586.6186  38.5
0004: $139B =  18  ;; integer values

:Label0C6AE4
00D6: if  0
0038:   $139B ==  18  ;; integer values
004D: jump_if_false £Label0C6B21
00D6: if  0
031D:   actor $1399 hit_by_weapon  47
004D: jump_if_false £Label0C6B21
00D6: if  0
0038:   $137F ==  3  ;; integer values
004D: jump_if_false £Label0C6B21
0004: $137F =  4  ;; integer values

:Label0C6B21
00D6: if  0
0018:   $139B >  17  ;; integer values
004D: jump_if_false £Label0C6B48
00D6: if  0
0118:   actor $13B1 dead
004D: jump_if_false £Label0C6B48
01C2: remove_references_to_actor $13B1  ;; Like turning an actor into a random pedestrian

:Label0C6B48
00D6: if  0
0018:   $139B >  17  ;; integer values
004D: jump_if_false £Label0C6B6F
00D6: if  0
0118:   actor $13B2 dead
004D: jump_if_false £Label0C6B6F
01C2: remove_references_to_actor $13B2  ;; Like turning an actor into a random pedestrian

:Label0C6B6F
00D6: if  0
0018:   $139B >  17  ;; integer values
004D: jump_if_false £Label0C6B96
00D6: if  0
0118:   actor $13B3 dead
004D: jump_if_false £Label0C6B96
01C2: remove_references_to_actor $13B3  ;; Like turning an actor into a random pedestrian

:Label0C6B96
00D6: if  0
0018:   $139B >  17  ;; integer values
004D: jump_if_false £Label0C6BBD
00D6: if  0
0118:   actor $13B4 dead
004D: jump_if_false £Label0C6BBD
01C2: remove_references_to_actor $13B4  ;; Like turning an actor into a random pedestrian

:Label0C6BBD
00D6: if  0
0018:   $139B >  17  ;; integer values
004D: jump_if_false £Label0C6BE4
00D6: if  0
0118:   actor $13B5 dead
004D: jump_if_false £Label0C6BE4
01C2: remove_references_to_actor $13B5  ;; Like turning an actor into a random pedestrian

:Label0C6BE4
00D6: if  0
0018:   $139B >  17  ;; integer values
004D: jump_if_false £Label0C6C0B
00D6: if  0
0118:   actor $13B6 dead
004D: jump_if_false £Label0C6C0B
01C2: remove_references_to_actor $13B6  ;; Like turning an actor into a random pedestrian

:Label0C6C0B
00D6: if  0
0018:   $139B >  17  ;; integer values
004D: jump_if_false £Label0C6C32
00D6: if  0
0118:   actor $13B7 dead
004D: jump_if_false £Label0C6C32
01C2: remove_references_to_actor $13B7  ;; Like turning an actor into a random pedestrian

:Label0C6C32
00D6: if  0
0038:   $137F ==  1  ;; integer values
004D: jump_if_false £Label0C6C6D
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label0C6C6D
03D1: play_wav  2
00BC: text_highpriority "FIN_1A"  5000 ms  1  ;; Come here you double-crossing piece of shit!
0004: $137F =  2  ;; integer values

:Label0C6C6D
00D6: if  0
0038:   $137F ==  2  ;; integer values
004D: jump_if_false £Label0C6CB8
00D6: if  1
03D2:   wav  2 ended
03D0:   wav  1 loaded
004D: jump_if_false £Label0C6CB8
03D1: play_wav  1
00BC: text_highpriority "FIN_4"  5000 ms  1  ;; You're history, Tommy, history
03CF: load_wav "FIN_1C" as  2
0004: $137F =  3  ;; integer values

:Label0C6CB8
00D6: if  0
0038:   $137F ==  4  ;; integer values
004D: jump_if_false £Label0C6D03
00D6: if  1
03D2:   wav  1 ended
03D0:   wav  2 loaded
004D: jump_if_false £Label0C6D03
03D1: play_wav  2
00BC: text_highpriority "FIN_1C"  5000 ms  1  ;; This is the last dance for lance vance!
03CF: load_wav "FIN_2C" as  1
0004: $137F =  5  ;; integer values

:Label0C6D03
00D6: if  0
0038:   $137F ==  5  ;; integer values
004D: jump_if_false £Label0C6D4E
00D6: if  1
03D2:   wav  2 ended
03D0:   wav  1 loaded
004D: jump_if_false £Label0C6D4E
03D1: play_wav  1
00BC: text_highpriority "FIN_2C"  5000 ms  1  ;; I said I had enough of that at school!
03CF: load_wav "FIN_5" as  2
0004: $137F =  6  ;; integer values

:Label0C6D4E
0467: unknown_actor $1399
0002: jump £Label0C6DE6

:Label0C6D5A
00D6: if  0
8038:   NOT   $139B == -11  ;; integer values
004D: jump_if_false £Label0C6DE6
00D6: if  0
0038:   $137F ==  6  ;; integer values
004D: jump_if_false £Label0C6DA7
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label0C6DA7
03D1: play_wav  2
00BC: text_highpriority "FIN_5"  5000 ms  1  ;; You picked the wrong side, Lance...
0004: $137F =  7  ;; integer values

:Label0C6DA7
01C2: remove_references_to_actor $1399  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B1  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B2  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B3  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B4  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B5  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B6  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B7  ;; Like turning an actor into a random pedestrian
0084: $139A = $12CB  ;; integer values and handles
0008: $139A +=  3000  ;; integer values
0004: $139B = -11  ;; integer values

:Label0C6DE6
00D6: if  21
0018:   $13C4 >  1  ;; integer values
0038:   $13C4 == -1  ;; integer values
004D: jump_if_false £Label0C6F0C
00D6: if  0
0038:   $13C6 ==  0  ;; integer values
004D: jump_if_false £Label0C6E78
009A: $13B8 = create_actor  9 #SPECIAL03 at -357.9117 -560.4049  18.5529
0350: unknown_actor $13B8 not_scared_flag  1
01B2: give_actor $13B8 weapon  22 ammo  9999  ;; Load the weapon model before using this
02E2: set_actor $13B8 weapon_accuracy_to  75
01ED: reset_actor $13B8 flags
011A: set_actor $13B8 flags  1
0291: unknown_actor $13B8 unknown_behavior_flag  1
0243: set_actor $13B8 ped_stats_to  16
0239: actor $13B8 run_to -365.2909 -557.8369
0411: (unknown) $13B8  0 
0004: $13C6 =  1  ;; integer values

:Label0C6E78
00D6: if  0
8118:   NOT   actor $13B8 dead
004D: jump_if_false £Label0C6F00
00D6: if  0
0038:   $13C6 ==  1  ;; integer values
004D: jump_if_false £Label0C6EDF
00D6: if  0
00F0:   actor $13B8 stopped  0 ()near_point_on_foot -365.2909 -557.8369 radius  1.0  1.0
004D: jump_if_false £Label0C6EDF
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C6ED8
04C6: $13B8 $1375

:Label0C6ED8
0004: $13C6 =  2  ;; integer values

:Label0C6EDF
00D6: if  0
0038:   $13C6 ==  10  ;; integer values
004D: jump_if_false £Label0C6EF9
01CA: actor $13B8 kill_player $PLAYER_CHAR

:Label0C6EF9
0002: jump £Label0C6F0C

:Label0C6F00
01C2: remove_references_to_actor $13B8  ;; Like turning an actor into a random pedestrian
0004: $13C6 = -1  ;; integer values

:Label0C6F0C
00D6: if  21
0018:   $13C4 >  1  ;; integer values
0038:   $13C4 == -1  ;; integer values
004D: jump_if_false £Label0C7032
00D6: if  0
0038:   $13C7 ==  0  ;; integer values
004D: jump_if_false £Label0C6F9E
009A: $13B9 = create_actor  9 #SPECIAL04 at -358.561 -560.1335  26.5396
0350: unknown_actor $13B9 not_scared_flag  1
01B2: give_actor $13B9 weapon  22 ammo  9999  ;; Load the weapon model before using this
02E2: set_actor $13B9 weapon_accuracy_to  75
01ED: reset_actor $13B9 flags
011A: set_actor $13B9 flags  1
0291: unknown_actor $13B9 unknown_behavior_flag  1
0243: set_actor $13B9 ped_stats_to  16
0239: actor $13B9 run_to -380.1727 -560.6678
0411: (unknown) $13B9  0 
0004: $13C7 =  1  ;; integer values

:Label0C6F9E
00D6: if  0
8118:   NOT   actor $13B9 dead
004D: jump_if_false £Label0C7026
00D6: if  0
0038:   $13C7 ==  1  ;; integer values
004D: jump_if_false £Label0C7005
00D6: if  0
00F0:   actor $13B9 stopped  0 ()near_point_on_foot -380.1727 -560.6678 radius  1.0  1.0
004D: jump_if_false £Label0C7005
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C6FFE
04C6: $13B9 $1375

:Label0C6FFE
0004: $13C7 =  2  ;; integer values

:Label0C7005
00D6: if  0
0038:   $13C7 ==  10  ;; integer values
004D: jump_if_false £Label0C701F
01CA: actor $13B9 kill_player $PLAYER_CHAR

:Label0C701F
0002: jump £Label0C7032

:Label0C7026
01C2: remove_references_to_actor $13B9  ;; Like turning an actor into a random pedestrian
0004: $13C7 = -1  ;; integer values

:Label0C7032
00D6: if  21
0018:   $13C7 >  0  ;; integer values
0038:   $13C7 == -1  ;; integer values
004D: jump_if_false £Label0C7195
00D6: if  0
0038:   $13C8 ==  0  ;; integer values
004D: jump_if_false £Label0C70EF
00D6: if  0
838A:   NOT   car_in_cube -358.561 -560.1335  26.5396  1.0  1.0  2.0
004D: jump_if_false £Label0C70EF
009A: $13BA = create_actor  9 #SPECIAL03 at -358.561 -560.1335  26.5396
0350: unknown_actor $13BA not_scared_flag  1
01B2: give_actor $13BA weapon  22 ammo  9999  ;; Load the weapon model before using this
02E2: set_actor $13BA weapon_accuracy_to  75
01ED: reset_actor $13BA flags
011A: set_actor $13BA flags  1
0291: unknown_actor $13BA unknown_behavior_flag  1
0243: set_actor $13BA ped_stats_to  16
0239: actor $13BA run_to -375.5527 -560.7495
0411: (unknown) $13BA  0 
0004: $13C8 =  1  ;; integer values

:Label0C70EF
00D6: if  0
0018:   $13C8 >  0  ;; integer values
004D: jump_if_false £Label0C7195
00D6: if  0
8118:   NOT   actor $13BA dead
004D: jump_if_false £Label0C7189
00D6: if  0
0038:   $13C8 ==  1  ;; integer values
004D: jump_if_false £Label0C7168
00D6: if  0
00F0:   actor $13BA stopped  0 ()near_point_on_foot -375.5527 -560.7495 radius  1.0  1.0
004D: jump_if_false £Label0C7168
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C7161
04C6: $13BA $1375

:Label0C7161
0004: $13C8 =  2  ;; integer values

:Label0C7168
00D6: if  0
0038:   $13C8 ==  10  ;; integer values
004D: jump_if_false £Label0C7182
01CA: actor $13BA kill_player $PLAYER_CHAR

:Label0C7182
0002: jump £Label0C7195

:Label0C7189
01C2: remove_references_to_actor $13BA  ;; Like turning an actor into a random pedestrian
0004: $13C8 = -1  ;; integer values

:Label0C7195
00D6: if  21
0018:   $13C8 >  1  ;; integer values
0038:   $13C8 == -1  ;; integer values
004D: jump_if_false £Label0C7301
00D6: if  0
0038:   $13C9 ==  0  ;; integer values
004D: jump_if_false £Label0C7227
009A: $13BB = create_actor  9 #SPECIAL04 at -358.561 -560.1335  26.5396
0350: unknown_actor $13BB not_scared_flag  1
01B2: give_actor $13BB weapon  22 ammo  9999  ;; Load the weapon model before using this
02E2: set_actor $13BB weapon_accuracy_to  75
01ED: reset_actor $13BB flags
011A: set_actor $13BB flags  1
0291: unknown_actor $13BB unknown_behavior_flag  1
0243: set_actor $13BB ped_stats_to  16
0239: actor $13BB run_to -365.4941 -560.3325
0411: (unknown) $13BB  0 
0004: $13C9 =  1  ;; integer values

:Label0C7227
00D6: if  0
8118:   NOT   actor $13BB dead
004D: jump_if_false £Label0C72F5
00D6: if  0
0038:   $13C9 ==  1  ;; integer values
004D: jump_if_false £Label0C7290
00D6: if  0
00F0:   actor $13BB stopped  0 ()near_point_on_foot -365.4941 -560.3325 radius  1.0  1.0
004D: jump_if_false £Label0C7290
04EB: unknown_actor $13BB bank  1 account_number  15000
0084: $13CA = $12CB  ;; integer values and handles
0008: $13CA +=  800  ;; integer values
0004: $13C9 =  2  ;; integer values

:Label0C7290
00D6: if  0
0038:   $13C9 ==  2  ;; integer values
004D: jump_if_false £Label0C72D4
00D6: if  0
001C:   $12CB > $13CA  ;; integer values
004D: jump_if_false £Label0C72D4
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C72CD
04C6: $13BB $1375

:Label0C72CD
0004: $13C9 =  3  ;; integer values

:Label0C72D4
00D6: if  0
0038:   $13C9 ==  10  ;; integer values
004D: jump_if_false £Label0C72EE
01CA: actor $13BB kill_player $PLAYER_CHAR

:Label0C72EE
0002: jump £Label0C7301

:Label0C72F5
01C2: remove_references_to_actor $13BB  ;; Like turning an actor into a random pedestrian
0004: $13C9 = -1  ;; integer values

:Label0C7301
00D6: if  1
0038:   $13A1 ==  0  ;; integer values
0038:   $139B == -11  ;; integer values
004D: jump_if_false £Label0C7675
00D6: if  0
001C:   $12CB > $13A0  ;; integer values
004D: jump_if_false £Label0C7675
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -378.671 -588.595  28.17 radius  8.5  13.0  4.0
004D: jump_if_false £Label0C7675
009B: destroy_actor_instantly $13CB
009B: destroy_actor_instantly $13D0
009B: destroy_actor_instantly $13D5
009B: destroy_actor_instantly $13DA
009B: destroy_actor_instantly $13DF
009B: destroy_actor_instantly $13E4
009B: destroy_actor_instantly $13E9
009B: destroy_actor_instantly $13EE
009B: destroy_actor_instantly $13F3
009B: destroy_actor_instantly $13B1
009B: destroy_actor_instantly $13B2
009B: destroy_actor_instantly $13B3
009B: destroy_actor_instantly $13B4
009B: destroy_actor_instantly $13B5
009B: destroy_actor_instantly $13B6
009B: destroy_actor_instantly $13B7
009B: destroy_actor_instantly $13B8
009B: destroy_actor_instantly $13B9
009B: destroy_actor_instantly $13BA
009B: destroy_actor_instantly $13BB
0004: $1370 =  1  ;; integer values
009A: $139F = create_actor  21 #SPECIAL02 at -378.4445 -556.8553  18.5385
0173: set_actor $139F z_angle_to  180.0
01ED: reset_actor $139F flags
0243: set_actor $139F ped_stats_to  16
01B2: give_actor $139F weapon  27 ammo  9999  ;; Load the weapon model before using this
0350: unknown_actor $139F not_scared_flag  1
0223: set_actor $139F health_to  1000
02E2: set_actor $139F weapon_accuracy_to  100
02A9: set_actor $139F immune_to_nonplayer  1
0291: unknown_actor $139F unknown_behavior_flag  1
04F5: unknown_actor $139F kiss_player $PLAYER_CHAR on  1
0446: (unknown) $139F  0 
054A: unknown_actor $139F flag  0
0514: unknown_actor $139F  6  0
0514: unknown_actor $139F  2  0
03CF: load_wav "FIN_11A" as  1
03CF: load_wav "FIN_11B" as  2
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
03DE: set_pedestrians_density_multiplier_to  0.0
0395: clear_area  0 at -354.419 -569.529 range  30.0  200.0
0395: clear_area  1 at -378.0434 -579.1422 range  18.5385  2.0
0055: put_player $PLAYER_CHAR at -378.0434 -579.1422  18.5385
009A: $1375 = create_actor  4 #NULL at -378.7225 -581.9664  24.2737
01B2: give_actor $1375 weapon  18 ammo  9  ;; Load the weapon model before using this
01ED: reset_actor $1375 flags
0211: actor $1375 walk_to -378.7615 -578.0532
0411: (unknown) $1375  0 
0489: unknown_actor $1375 flag  1
009A: $13B1 = create_actor  9 #SPECIAL03 at -377.4021 -556.0059  18.6338
0350: unknown_actor $13B1 not_scared_flag  1
01B2: give_actor $13B1 weapon  22 ammo  9999  ;; Load the weapon model before using this
02E2: set_actor $13B1 weapon_accuracy_to  75
01ED: reset_actor $13B1 flags
011A: set_actor $13B1 flags  1
0291: unknown_actor $13B1 unknown_behavior_flag  1
0243: set_actor $13B1 ped_stats_to  16
04C6: $13B1 $1375
009A: $13B2 = create_actor  9 #SPECIAL04 at -379.5223 -556.0323  18.6338
0350: unknown_actor $13B2 not_scared_flag  1
01B2: give_actor $13B2 weapon  22 ammo  9999  ;; Load the weapon model before using this
02E2: set_actor $13B2 weapon_accuracy_to  75
01ED: reset_actor $13B2 flags
011A: set_actor $13B2 flags  1
0291: unknown_actor $13B2 unknown_behavior_flag  1
0243: set_actor $13B2 ped_stats_to  16
03CF: load_wav "FIN_11A" as  1
03CF: load_wav "FIN_11B" as  2
04C6: $13B2 $1375
015F: set_camera_position -380.8234 -580.5767  26.8352  0.0  0.0  0.0
0160: point_camera -380.5664 -579.6381  26.6052  2
0004: $13BC =  1  ;; integer values
0084: $13BD = $12CB  ;; integer values and handles
0008: $13BD +=  1500  ;; integer values
0004: $13BE =  1  ;; integer values
0084: $13BF = $12CB  ;; integer values and handles
0008: $13BF +=  2000  ;; integer values
0004: $13C0 =  0  ;; integer values
0004: $13C1 =  0  ;; integer values
0004: $13C2 =  0  ;; integer values
0004: $13C3 =  0  ;; integer values
0004: $13C4 =  0  ;; integer values
0004: $13C6 =  0  ;; integer values
0004: $13C7 =  0  ;; integer values
0004: $13C8 =  0  ;; integer values
0004: $13C9 =  0  ;; integer values
01CA: actor $139F kill_player $PLAYER_CHAR
0004: $13A1 =  1  ;; integer values

:Label0C7675
00D6: if  0
0018:   $13A1 >  0  ;; integer values
004D: jump_if_false £Label0C7C1E
00D6: if  0
8118:   NOT   actor $139F dead
004D: jump_if_false £Label0C7BB9
00D6: if  0
0038:   $13A1 ==  1  ;; integer values
004D: jump_if_false £Label0C76E6
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C76E6
00D6: if  0
00ED:   actor $1375  0 ()near_point_on_foot -378.7615 -578.0532 radius  1.0  1.0
004D: jump_if_false £Label0C76E6
0004: $13A1 =  2  ;; integer values

:Label0C76E6
00D6: if  0
0038:   $13A1 ==  2  ;; integer values
004D: jump_if_false £Label0C7721
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0C7721
03D1: play_wav  1
00BC: text_highpriority "FIN_11A"  5000 ms  1  ;; You took fifteen years from me Sonny...
0004: $13A1 =  3  ;; integer values

:Label0C7721
00D6: if  0
0038:   $13A1 ==  3  ;; integer values
004D: jump_if_false £Label0C7784
00D6: if  1
03D0:   wav  2 loaded
03D2:   wav  1 ended
004D: jump_if_false £Label0C7784
03D1: play_wav  2
00BC: text_highpriority "FIN_11B"  5000 ms  1  ;; And now I'm gonna make you pay!
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C7771
04C6: $1375 $139F

:Label0C7771
03CF: load_wav "FIN_12A" as  1
0004: $13A1 =  4  ;; integer values

:Label0C7784
00D6: if  0
0038:   $13A1 ==  4  ;; integer values
004D: jump_if_false £Label0C7811
00D6: if  1
03D0:   wav  1 loaded
03D2:   wav  2 ended
004D: jump_if_false £Label0C7811
015F: set_camera_position -382.2642 -559.3823  20.6255  0.0  0.0  0.0
0160: point_camera -381.31 -559.3243  20.3318  2
0211: actor $139F walk_to -378.5504 -558.9965
03D1: play_wav  1
00BC: text_highpriority "FIN_12A"  5000 ms  1  ;; You still don't get it do you!
03CF: load_wav "FIN_12B" as  2
0004: $13A1 =  5  ;; integer values

:Label0C7811
00D6: if  0
0038:   $13A1 ==  5  ;; integer values
004D: jump_if_false £Label0C785C
00D6: if  1
03D0:   wav  2 loaded
03D2:   wav  1 ended
004D: jump_if_false £Label0C785C
03D1: play_wav  2
00BC: text_highpriority "FIN_12B"  5000 ms  1  ;; I OWN you, Tommy.
03CF: load_wav "FIN_12C" as  1
0004: $13A1 =  6  ;; integer values

:Label0C785C
00D6: if  0
0038:   $13A1 ==  6  ;; integer values
004D: jump_if_false £Label0C78E9
00D6: if  1
03D0:   wav  1 loaded
03D2:   wav  2 ended
004D: jump_if_false £Label0C78E9
0211: actor $139F walk_to -378.5504 -558.9965
03D1: play_wav  1
015F: set_camera_position -381.7876 -555.27  20.6022  0.0  0.0  0.0
0160: point_camera -381.1512 -556.0339  20.4956  2
00BC: text_highpriority "FIN_12C"  5000 ms  1  ;; Those fifteen years were mine to spend!
03CF: load_wav "FIN_13" as  2
0004: $13A1 =  7  ;; integer values

:Label0C78E9
00D6: if  0
0038:   $13A1 ==  7  ;; integer values
004D: jump_if_false £Label0C792F
00D6: if  1
03D0:   wav  2 loaded
03D2:   wav  1 ended
004D: jump_if_false £Label0C792F
0084: $13A0 = $12CB  ;; integer values and handles
0008: $13A0 +=  2000  ;; integer values
0372: set_actor $139F anim  3 wait_state_time  2000 ms
0004: $13A1 =  8  ;; integer values

:Label0C792F
00D6: if  0
0038:   $13A1 ==  8  ;; integer values
004D: jump_if_false £Label0C7B31
00D6: if  0
001C:   $12CB > $13A0  ;; integer values
004D: jump_if_false £Label0C7B31
03D1: play_wav  2
00BC: text_highpriority "FIN_13"  5000 ms  1  ;; Get him boys, he never understood a thing.
03CF: load_wav "FINKILL" as  1
0084: $13A2 = $12CB  ;; integer values and handles
0008: $13A2 +=  500  ;; integer values
009B: destroy_actor_instantly $1375
0395: clear_area  1 at -378.7374 -578.8705 range  24.2774  2.0
0055: put_player $PLAYER_CHAR at -378.7374 -578.8705  24.2774
0171: set_player $PLAYER_CHAR z_angle_to  0.0
0222: set_player $PLAYER_CHAR health_to  200
035E: set_player $PLAYER_CHAR armour_to  200
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
8118:   NOT   actor $13B1 dead
004D: jump_if_false £Label0C7A04
011C: actor $13B1 clear_objective

:Label0C7A04
00D6: if  0
8118:   NOT   actor $13B2 dead
004D: jump_if_false £Label0C7A19
011C: actor $13B2 clear_objective

:Label0C7A19
00D6: if  0
8118:   NOT   actor $13B3 dead
004D: jump_if_false £Label0C7A2E
011C: actor $13B3 clear_objective

:Label0C7A2E
00D6: if  0
8118:   NOT   actor $13B4 dead
004D: jump_if_false £Label0C7A43
011C: actor $13B4 clear_objective

:Label0C7A43
00D6: if  0
8118:   NOT   actor $13B5 dead
004D: jump_if_false £Label0C7A58
011C: actor $13B5 clear_objective

:Label0C7A58
00D6: if  0
8118:   NOT   actor $13B6 dead
004D: jump_if_false £Label0C7A6D
011C: actor $13B6 clear_objective

:Label0C7A6D
00D6: if  0
8118:   NOT   actor $13B7 dead
004D: jump_if_false £Label0C7A82
011C: actor $13B7 clear_objective

:Label0C7A82
00D6: if  0
8118:   NOT   actor $13B8 dead
004D: jump_if_false £Label0C7A97
011C: actor $13B8 clear_objective

:Label0C7A97
00D6: if  0
8118:   NOT   actor $13B9 dead
004D: jump_if_false £Label0C7AAC
011C: actor $13B9 clear_objective

:Label0C7AAC
00D6: if  0
8118:   NOT   actor $13BA dead
004D: jump_if_false £Label0C7AC1
011C: actor $13BA clear_objective

:Label0C7AC1
00D6: if  0
8118:   NOT   actor $13BB dead
004D: jump_if_false £Label0C7AD6
011C: actor $13BB clear_objective

:Label0C7AD6
0004: $1370 =  0  ;; integer values
0215: destroy_pickup $137C
0213: $137C = create_pickup -86 (HEALTH) type  2 at -378.568 -598.7501  25.4
0215: destroy_pickup $1374
032B: $1374 = create_weapon_pickup #SHOTGSPA  3 ammo  400 at -374.4366 -587.5957  25.3355
00BB: text_lowpriority "FIN_B2"  5000 ms  1  ;; ~g~Kill ~p~Sonny~g~ and finish this once and for all.
0004: $13A1 =  9  ;; integer values

:Label0C7B31
00D6: if  0
0038:   $13A1 ==  9  ;; integer values
004D: jump_if_false £Label0C7BB2
00D6: if  0
001C:   $12CB > $13A2  ;; integer values
004D: jump_if_false £Label0C7BB2
0004: $13BC =  10  ;; integer values
0004: $13BE =  10  ;; integer values
0004: $13C0 =  10  ;; integer values
0004: $13C1 =  10  ;; integer values
0004: $13C2 =  10  ;; integer values
0004: $13C3 =  10  ;; integer values
0004: $13C4 =  10  ;; integer values
0004: $13C6 =  10  ;; integer values
0004: $13C7 =  10  ;; integer values
0004: $13C8 =  10  ;; integer values
0004: $13C9 =  10  ;; integer values
01CA: actor $139F kill_player $PLAYER_CHAR
0004: $13A1 =  10  ;; integer values

:Label0C7BB2
0002: jump £Label0C7C1E

:Label0C7BB9
00D6: if  0
8038:   NOT   $13A1 == -11  ;; integer values
004D: jump_if_false £Label0C7C1E
01C2: remove_references_to_actor $139F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B1  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B2  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B3  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B4  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B5  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B6  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B7  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B8  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13B9  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13BA  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $13BB  ;; Like turning an actor into a random pedestrian
0084: $13A0 = $12CB  ;; integer values and handles
0008: $13A0 +=  3000  ;; integer values
0004: $13A1 = -11  ;; integer values

:Label0C7C1E
00D6: if  0
8118:   NOT   actor $13B1 dead
004D: jump_if_false £Label0C7D2E
00D6: if  0
0038:   $13BC ==  1  ;; integer values
004D: jump_if_false £Label0C7C70
00D6: if  0
001C:   $12CB > $13BD  ;; integer values
004D: jump_if_false £Label0C7C70
0239: actor $13B1 run_to -376.9825 -559.1848
0411: (unknown) $13B1  0 
0004: $13BC =  2  ;; integer values

:Label0C7C70
00D6: if  0
0038:   $13BC ==  2  ;; integer values
004D: jump_if_false £Label0C7CC9
00D6: if  0
00F0:   actor $13B1 stopped  0 ()near_point_on_foot -376.9825 -559.1848 radius  1.0  1.0
004D: jump_if_false £Label0C7CC9
04EB: unknown_actor $13B1 bank  1 account_number  15000
0084: $13BD = $12CB  ;; integer values and handles
0008: $13BD +=  800  ;; integer values
0004: $13BC =  3  ;; integer values

:Label0C7CC9
00D6: if  0
0038:   $13BC ==  3  ;; integer values
004D: jump_if_false £Label0C7D0D
00D6: if  0
001C:   $12CB > $13BD  ;; integer values
004D: jump_if_false £Label0C7D0D
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C7D06
04C6: $13B1 $1375

:Label0C7D06
0004: $13BC =  4  ;; integer values

:Label0C7D0D
00D6: if  0
0038:   $13BC ==  10  ;; integer values
004D: jump_if_false £Label0C7D27
01CA: actor $13B1 kill_player $PLAYER_CHAR

:Label0C7D27
0002: jump £Label0C7D3A

:Label0C7D2E
01C2: remove_references_to_actor $13B1  ;; Like turning an actor into a random pedestrian
0004: $13BC = -1  ;; integer values

:Label0C7D3A
00D6: if  0
8118:   NOT   actor $13B2 dead
004D: jump_if_false £Label0C7E04
00D6: if  0
0038:   $13BE ==  1  ;; integer values
004D: jump_if_false £Label0C7D8C
00D6: if  0
001C:   $12CB > $13BF  ;; integer values
004D: jump_if_false £Label0C7D8C
0239: actor $13B2 run_to -382.3959 -563.701
0411: (unknown) $13B2  0 
0004: $13BE =  2  ;; integer values

:Label0C7D8C
00D6: if  0
0038:   $13BE ==  2  ;; integer values
004D: jump_if_false £Label0C7DE3
00D6: if  0
00F0:   actor $13B2 stopped  0 ()near_point_on_foot -382.3959 -563.701 radius  1.0  1.0
004D: jump_if_false £Label0C7DE3
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C7DDC
04C6: $13B2 $1375

:Label0C7DDC
0004: $13BE =  3  ;; integer values

:Label0C7DE3
00D6: if  0
0038:   $13BE ==  10  ;; integer values
004D: jump_if_false £Label0C7DFD
01CA: actor $13B2 kill_player $PLAYER_CHAR

:Label0C7DFD
0002: jump £Label0C7E10

:Label0C7E04
01C2: remove_references_to_actor $13B2  ;; Like turning an actor into a random pedestrian
0004: $13BE = -1  ;; integer values

:Label0C7E10
00D6: if  21
0018:   $13BE >  1  ;; integer values
0038:   $13BE == -1  ;; integer values
004D: jump_if_false £Label0C7FE0
00D6: if  0
0038:   $13C0 ==  0  ;; integer values
004D: jump_if_false £Label0C7EA2
009A: $13B3 = create_actor  9 #SPECIAL04 at -384.182 -553.5216  18.5431
0350: unknown_actor $13B3 not_scared_flag  1
01B2: give_actor $13B3 weapon  22 ammo  9999  ;; Load the weapon model before using this
02E2: set_actor $13B3 weapon_accuracy_to  75
01ED: reset_actor $13B3 flags
011A: set_actor $13B3 flags  1
0291: unknown_actor $13B3 unknown_behavior_flag  1
0243: set_actor $13B3 ped_stats_to  16
0239: actor $13B3 run_to -379.5186 -553.2346
0411: (unknown) $13B3  0 
0004: $13C0 =  1  ;; integer values

:Label0C7EA2
00D6: if  0
8118:   NOT   actor $13B3 dead
004D: jump_if_false £Label0C7FD4
00D6: if  0
0038:   $13C0 ==  1  ;; integer values
004D: jump_if_false £Label0C7F07
00D6: if  0
00ED:   actor $13B3  0 ()near_point_on_foot -379.5186 -553.2346 radius  1.0  1.0
004D: jump_if_false £Label0C7F07
0239: actor $13B3 run_to -379.5223 -556.0323
0411: (unknown) $13B3  0 
0004: $13C0 =  2  ;; integer values

:Label0C7F07
00D6: if  0
0038:   $13C0 ==  2  ;; integer values
004D: jump_if_false £Label0C7F5C
00D6: if  0
00ED:   actor $13B3  0 ()near_point_on_foot -379.5223 -556.0323 radius  1.0  1.0
004D: jump_if_false £Label0C7F5C
0239: actor $13B3 run_to -383.4772 -558.1151
0411: (unknown) $13B3  0 
0004: $13C0 =  3  ;; integer values

:Label0C7F5C
00D6: if  0
0038:   $13C0 ==  3  ;; integer values
004D: jump_if_false £Label0C7FB3
00D6: if  0
00F0:   actor $13B3 stopped  0 ()near_point_on_foot -383.4772 -558.1151 radius  1.0  1.0
004D: jump_if_false £Label0C7FB3
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C7FAC
04C6: $13B3 $1375

:Label0C7FAC
0004: $13C0 =  4  ;; integer values

:Label0C7FB3
00D6: if  0
0038:   $13C0 ==  10  ;; integer values
004D: jump_if_false £Label0C7FCD
01CA: actor $13B3 kill_player $PLAYER_CHAR

:Label0C7FCD
0002: jump £Label0C7FE0

:Label0C7FD4
01C2: remove_references_to_actor $13B3  ;; Like turning an actor into a random pedestrian
0004: $13C0 = -1  ;; integer values

:Label0C7FE0
00D6: if  21
0018:   $13BC >  1  ;; integer values
0038:   $13BC == -1  ;; integer values
004D: jump_if_false £Label0C81B0
00D6: if  0
0038:   $13C1 ==  0  ;; integer values
004D: jump_if_false £Label0C8072
009A: $13B4 = create_actor  9 #SPECIAL03 at -373.98 -553.4843  18.5448
0350: unknown_actor $13B4 not_scared_flag  1
01B2: give_actor $13B4 weapon  22 ammo  9999  ;; Load the weapon model before using this
02E2: set_actor $13B4 weapon_accuracy_to  75
01ED: reset_actor $13B4 flags
011A: set_actor $13B4 flags  1
0291: unknown_actor $13B4 unknown_behavior_flag  1
0243: set_actor $13B4 ped_stats_to  16
0239: actor $13B4 run_to -377.2835 -553.6105
0411: (unknown) $13B4  0 
0004: $13C1 =  1  ;; integer values

:Label0C8072
00D6: if  0
8118:   NOT   actor $13B4 dead
004D: jump_if_false £Label0C81A4
00D6: if  0
0038:   $13C1 ==  1  ;; integer values
004D: jump_if_false £Label0C80D7
00D6: if  0
00ED:   actor $13B4  0 ()near_point_on_foot -377.2835 -553.6105 radius  1.0  1.0
004D: jump_if_false £Label0C80D7
0239: actor $13B4 run_to -377.4021 -556.0059
0411: (unknown) $13B4  0 
0004: $13C1 =  2  ;; integer values

:Label0C80D7
00D6: if  0
0038:   $13C1 ==  2  ;; integer values
004D: jump_if_false £Label0C812C
00D6: if  0
00ED:   actor $13B4  0 ()near_point_on_foot -377.4021 -556.0059 radius  1.0  1.0
004D: jump_if_false £Label0C812C
0239: actor $13B4 run_to -373.7734 -558.1152
0411: (unknown) $13B4  0 
0004: $13C1 =  3  ;; integer values

:Label0C812C
00D6: if  0
0038:   $13C1 ==  3  ;; integer values
004D: jump_if_false £Label0C8183
00D6: if  0
00F0:   actor $13B4 stopped  0 ()near_point_on_foot -373.7734 -558.1152 radius  1.0  1.0
004D: jump_if_false £Label0C8183
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C817C
04C6: $13B4 $1375

:Label0C817C
0004: $13C1 =  4  ;; integer values

:Label0C8183
00D6: if  0
0038:   $13C1 ==  10  ;; integer values
004D: jump_if_false £Label0C819D
01CA: actor $13B4 kill_player $PLAYER_CHAR

:Label0C819D
0002: jump £Label0C81B0

:Label0C81A4
01C2: remove_references_to_actor $13B4  ;; Like turning an actor into a random pedestrian
0004: $13C1 = -1  ;; integer values

:Label0C81B0
00D6: if  21
0018:   $13C1 >  1  ;; integer values
0038:   $13C1 == -1  ;; integer values
004D: jump_if_false £Label0C832B
00D6: if  0
0038:   $13C2 ==  0  ;; integer values
004D: jump_if_false £Label0C8242
009A: $13B5 = create_actor  9 #SPECIAL04 at -373.98 -553.4843  18.5448
0350: unknown_actor $13B5 not_scared_flag  1
01B2: give_actor $13B5 weapon  22 ammo  9999  ;; Load the weapon model before using this
02E2: set_actor $13B5 weapon_accuracy_to  75
01ED: reset_actor $13B5 flags
011A: set_actor $13B5 flags  1
0291: unknown_actor $13B5 unknown_behavior_flag  1
0243: set_actor $13B5 ped_stats_to  16
0239: actor $13B5 run_to -377.2835 -553.6105
0411: (unknown) $13B5  0 
0004: $13C2 =  1  ;; integer values

:Label0C8242
00D6: if  0
8118:   NOT   actor $13B5 dead
004D: jump_if_false £Label0C831F
00D6: if  0
0038:   $13C2 ==  1  ;; integer values
004D: jump_if_false £Label0C82A7
00D6: if  0
00ED:   actor $13B5  0 ()near_point_on_foot -377.2835 -553.6105 radius  1.0  1.0
004D: jump_if_false £Label0C82A7
0239: actor $13B5 run_to -377.4021 -556.0059
0411: (unknown) $13B5  0 
0004: $13C2 =  2  ;; integer values

:Label0C82A7
00D6: if  0
0038:   $13C2 ==  2  ;; integer values
004D: jump_if_false £Label0C82FE
00D6: if  0
00F0:   actor $13B5 stopped  0 ()near_point_on_foot -377.4021 -556.0059 radius  1.0  1.0
004D: jump_if_false £Label0C82FE
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C82F7
04C6: $13B5 $1375

:Label0C82F7
0004: $13C2 =  3  ;; integer values

:Label0C82FE
00D6: if  0
0038:   $13C2 ==  10  ;; integer values
004D: jump_if_false £Label0C8318
01CA: actor $13B5 kill_player $PLAYER_CHAR

:Label0C8318
0002: jump £Label0C832B

:Label0C831F
01C2: remove_references_to_actor $13B5  ;; Like turning an actor into a random pedestrian
0004: $13C2 = -1  ;; integer values

:Label0C832B
00D6: if  21
0018:   $13C0 >  1  ;; integer values
0038:   $13C0 == -1  ;; integer values
004D: jump_if_false £Label0C84A6
00D6: if  0
0038:   $13C3 ==  0  ;; integer values
004D: jump_if_false £Label0C83BD
009A: $13B6 = create_actor  9 #SPECIAL04 at -384.182 -553.5216  18.5431
0350: unknown_actor $13B6 not_scared_flag  1
01B2: give_actor $13B6 weapon  22 ammo  9999  ;; Load the weapon model before using this
02E2: set_actor $13B6 weapon_accuracy_to  75
01ED: reset_actor $13B6 flags
011A: set_actor $13B6 flags  1
0291: unknown_actor $13B6 unknown_behavior_flag  1
0243: set_actor $13B6 ped_stats_to  16
0239: actor $13B6 run_to -379.5186 -553.2346
0411: (unknown) $13B6  0 
0004: $13C3 =  1  ;; integer values

:Label0C83BD
00D6: if  0
8118:   NOT   actor $13B6 dead
004D: jump_if_false £Label0C849A
00D6: if  0
0038:   $13C3 ==  1  ;; integer values
004D: jump_if_false £Label0C8422
00D6: if  0
00ED:   actor $13B6  0 ()near_point_on_foot -379.5186 -553.2346 radius  1.0  1.0
004D: jump_if_false £Label0C8422
0239: actor $13B6 run_to -379.5223 -556.0323
0411: (unknown) $13B6  0 
0004: $13C3 =  2  ;; integer values

:Label0C8422
00D6: if  0
0038:   $13C3 ==  2  ;; integer values
004D: jump_if_false £Label0C8479
00D6: if  0
00F0:   actor $13B6 stopped  0 ()near_point_on_foot -379.5223 -556.0323 radius  1.0  1.0
004D: jump_if_false £Label0C8479
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C8472
04C6: $13B6 $1375

:Label0C8472
0004: $13C3 =  3  ;; integer values

:Label0C8479
00D6: if  0
0038:   $13C3 ==  10  ;; integer values
004D: jump_if_false £Label0C8493
01CA: actor $13B6 kill_player $PLAYER_CHAR

:Label0C8493
0002: jump £Label0C84A6

:Label0C849A
01C2: remove_references_to_actor $13B6  ;; Like turning an actor into a random pedestrian
0004: $13C3 = -1  ;; integer values

:Label0C84A6
00D6: if  21
0018:   $13C1 >  2  ;; integer values
0038:   $13C1 == -1  ;; integer values
004D: jump_if_false £Label0C8612
00D6: if  0
0038:   $13C4 ==  0  ;; integer values
004D: jump_if_false £Label0C8538
009A: $13B7 = create_actor  9 #SPECIAL03 at -357.9117 -560.4049  18.5529
0350: unknown_actor $13B7 not_scared_flag  1
01B2: give_actor $13B7 weapon  22 ammo  9999  ;; Load the weapon model before using this
02E2: set_actor $13B7 weapon_accuracy_to  75
01ED: reset_actor $13B7 flags
011A: set_actor $13B7 flags  1
0291: unknown_actor $13B7 unknown_behavior_flag  1
0243: set_actor $13B7 ped_stats_to  16
0239: actor $13B7 run_to -370.8983 -561.2952
0411: (unknown) $13B7  0 
0004: $13C4 =  1  ;; integer values

:Label0C8538
00D6: if  0
8118:   NOT   actor $13B7 dead
004D: jump_if_false £Label0C8606
00D6: if  0
0038:   $13C4 ==  1  ;; integer values
004D: jump_if_false £Label0C85A1
00D6: if  0
00F0:   actor $13B7 stopped  0 ()near_point_on_foot -370.8983 -561.2952 radius  1.0  1.0
004D: jump_if_false £Label0C85A1
04EB: unknown_actor $13B7 bank  1 account_number  15000
0084: $13C5 = $12CB  ;; integer values and handles
0008: $13C5 +=  800  ;; integer values
0004: $13C4 =  2  ;; integer values

:Label0C85A1
00D6: if  0
0038:   $13C4 ==  2  ;; integer values
004D: jump_if_false £Label0C85E5
00D6: if  0
001C:   $12CB > $13C5  ;; integer values
004D: jump_if_false £Label0C85E5
00D6: if  0
8118:   NOT   actor $1375 dead
004D: jump_if_false £Label0C85DE
04C6: $13B7 $1375

:Label0C85DE
0004: $13C4 =  3  ;; integer values

:Label0C85E5
00D6: if  0
0038:   $13C4 ==  10  ;; integer values
004D: jump_if_false £Label0C85FF
01CA: actor $13B7 kill_player $PLAYER_CHAR

:Label0C85FF
0002: jump £Label0C8612

:Label0C8606
01C2: remove_references_to_actor $13B7  ;; Like turning an actor into a random pedestrian
0004: $13C4 = -1  ;; integer values

:Label0C8612
00D6: if  1
0038:   $13A1 == -11  ;; integer values
0038:   $139B == -11  ;; integer values
004D: jump_if_false £Label0C864D
00D6: if  1
001C:   $12CB > $13A0  ;; integer values
001C:   $12CB > $139A  ;; integer values
004D: jump_if_false £Label0C864D
0002: jump £Label0C9B90

:Label0C864D
00D6: if  0
0038:   $1370 ==  0  ;; integer values
004D: jump_if_false £Label0C8A8E
00D6: if  0
8118:   NOT   actor $13CB dead
004D: jump_if_false £Label0C869E
0084: $13A3 = $13CB  ;; integer values and handles
0050: gosub £Label0C91A3
00D6: if  0
0038:   $136F ==  1  ;; integer values
004D: jump_if_false £Label0C8697
0002: jump £Label0CAC17

:Label0C8697
0002: jump £Label0C86D6

:Label0C869E
01C2: remove_references_to_actor $13CB  ;; Like turning an actor into a random pedestrian
0004: $13CB = -1  ;; integer values
0004: $13CC =  0  ;; integer values
0004: $13CD =  0  ;; integer values
0004: $13CE =  0  ;; integer values
0084: $13A3 = $13CB  ;; integer values and handles
0050: gosub £Label0C8B2D
0084: $13CB = $13A3  ;; integer values and handles

:Label0C86D6
00D6: if  0
8118:   NOT   actor $13D0 dead
004D: jump_if_false £Label0C8715
0084: $13A3 = $13D0  ;; integer values and handles
0050: gosub £Label0C91A3
00D6: if  0
0038:   $136F ==  1  ;; integer values
004D: jump_if_false £Label0C870E
0002: jump £Label0CAC17

:Label0C870E
0002: jump £Label0C874D

:Label0C8715
01C2: remove_references_to_actor $13D0  ;; Like turning an actor into a random pedestrian
0004: $13D0 = -1  ;; integer values
0004: $13D1 =  0  ;; integer values
0004: $13D2 =  0  ;; integer values
0004: $13D3 =  0  ;; integer values
0084: $13A3 = $13D0  ;; integer values and handles
0050: gosub £Label0C8B2D
0084: $13D0 = $13A3  ;; integer values and handles

:Label0C874D
00D6: if  0
8118:   NOT   actor $13D5 dead
004D: jump_if_false £Label0C878C
0084: $13A3 = $13D5  ;; integer values and handles
0050: gosub £Label0C91A3
00D6: if  0
0038:   $136F ==  1  ;; integer values
004D: jump_if_false £Label0C8785
0002: jump £Label0CAC17

:Label0C8785
0002: jump £Label0C87C4

:Label0C878C
01C2: remove_references_to_actor $13D5  ;; Like turning an actor into a random pedestrian
0004: $13D5 = -1  ;; integer values
0004: $13D6 =  0  ;; integer values
0004: $13D7 =  0  ;; integer values
0004: $13D8 =  0  ;; integer values
0084: $13A3 = $13D5  ;; integer values and handles
0050: gosub £Label0C8B2D
0084: $13D5 = $13A3  ;; integer values and handles

:Label0C87C4
00D6: if  0
8118:   NOT   actor $13DA dead
004D: jump_if_false £Label0C8803
0084: $13A3 = $13DA  ;; integer values and handles
0050: gosub £Label0C91A3
00D6: if  0
0038:   $136F ==  1  ;; integer values
004D: jump_if_false £Label0C87FC
0002: jump £Label0CAC17

:Label0C87FC
0002: jump £Label0C883B

:Label0C8803
01C2: remove_references_to_actor $13DA  ;; Like turning an actor into a random pedestrian
0004: $13DA = -1  ;; integer values
0004: $13DB =  0  ;; integer values
0004: $13DC =  0  ;; integer values
0004: $13DD =  0  ;; integer values
0084: $13A3 = $13DA  ;; integer values and handles
0050: gosub £Label0C8B2D
0084: $13DA = $13A3  ;; integer values and handles

:Label0C883B
00D6: if  0
8118:   NOT   actor $13DF dead
004D: jump_if_false £Label0C887A
0084: $13A3 = $13DF  ;; integer values and handles
0050: gosub £Label0C91A3
00D6: if  0
0038:   $136F ==  1  ;; integer values
004D: jump_if_false £Label0C8873
0002: jump £Label0CAC17

:Label0C8873
0002: jump £Label0C88B2

:Label0C887A
01C2: remove_references_to_actor $13DF  ;; Like turning an actor into a random pedestrian
0004: $13DF = -1  ;; integer values
0004: $13E0 =  0  ;; integer values
0004: $13E1 =  0  ;; integer values
0004: $13E2 =  0  ;; integer values
0084: $13A3 = $13DF  ;; integer values and handles
0050: gosub £Label0C8B2D
0084: $13DF = $13A3  ;; integer values and handles

:Label0C88B2
00D6: if  0
8118:   NOT   actor $13E4 dead
004D: jump_if_false £Label0C88F1
0084: $13A3 = $13E4  ;; integer values and handles
0050: gosub £Label0C91A3
00D6: if  0
0038:   $136F ==  1  ;; integer values
004D: jump_if_false £Label0C88EA
0002: jump £Label0CAC17

:Label0C88EA
0002: jump £Label0C8929

:Label0C88F1
01C2: remove_references_to_actor $13E4  ;; Like turning an actor into a random pedestrian
0004: $13E4 = -1  ;; integer values
0004: $13E5 =  0  ;; integer values
0004: $13E6 =  0  ;; integer values
0004: $13E7 =  0  ;; integer values
0084: $13A3 = $13E4  ;; integer values and handles
0050: gosub £Label0C8B2D
0084: $13E4 = $13A3  ;; integer values and handles

:Label0C8929
00D6: if  0
8118:   NOT   actor $13E9 dead
004D: jump_if_false £Label0C8968
0084: $13A3 = $13E9  ;; integer values and handles
0050: gosub £Label0C91A3
00D6: if  0
0038:   $136F ==  1  ;; integer values
004D: jump_if_false £Label0C8961
0002: jump £Label0CAC17

:Label0C8961
0002: jump £Label0C89A0

:Label0C8968
01C2: remove_references_to_actor $13E9  ;; Like turning an actor into a random pedestrian
0004: $13E9 = -1  ;; integer values
0004: $13EA =  0  ;; integer values
0004: $13EB =  0  ;; integer values
0004: $13EC =  0  ;; integer values
0084: $13A3 = $13E9  ;; integer values and handles
0050: gosub £Label0C8B2D
0084: $13E9 = $13A3  ;; integer values and handles

:Label0C89A0
00D6: if  0
8118:   NOT   actor $13EE dead
004D: jump_if_false £Label0C89DF
0084: $13A3 = $13EE  ;; integer values and handles
0050: gosub £Label0C91A3
00D6: if  0
0038:   $136F ==  1  ;; integer values
004D: jump_if_false £Label0C89D8
0002: jump £Label0CAC17

:Label0C89D8
0002: jump £Label0C8A17

:Label0C89DF
01C2: remove_references_to_actor $13EE  ;; Like turning an actor into a random pedestrian
0004: $13EE = -1  ;; integer values
0004: $13EF =  0  ;; integer values
0004: $13F0 =  0  ;; integer values
0004: $13F1 =  0  ;; integer values
0084: $13A3 = $13EE  ;; integer values and handles
0050: gosub £Label0C8B2D
0084: $13EE = $13A3  ;; integer values and handles

:Label0C8A17
00D6: if  0
8118:   NOT   actor $13F3 dead
004D: jump_if_false £Label0C8A56
0084: $13A3 = $13F3  ;; integer values and handles
0050: gosub £Label0C91A3
00D6: if  0
0038:   $136F ==  1  ;; integer values
004D: jump_if_false £Label0C8A4F
0002: jump £Label0CAC17

:Label0C8A4F
0002: jump £Label0C8A8E

:Label0C8A56
01C2: remove_references_to_actor $13F3  ;; Like turning an actor into a random pedestrian
0004: $13F3 = -1  ;; integer values
0004: $13F4 =  0  ;; integer values
0004: $13F5 =  0  ;; integer values
0004: $13F6 =  0  ;; integer values
0084: $13A3 = $13F3  ;; integer values and handles
0050: gosub £Label0C8B2D
0084: $13F3 = $13A3  ;; integer values and handles

:Label0C8A8E
0002: jump £Label0C5768

:Label0C8A95
0489: unknown_actor $1399 flag  1
01ED: reset_actor $1399 flags
0243: set_actor $1399 ped_stats_to  16
011A: set_actor $1399 flags  1
01B2: give_actor $1399 weapon  27 ammo  9999  ;; Load the weapon model before using this
0223: set_actor $1399 health_to  1000
02E2: set_actor $1399 weapon_accuracy_to  85
0350: unknown_actor $1399 not_scared_flag  1
02A9: set_actor $1399 immune_to_nonplayer  1
0514: unknown_actor $1399  6  0
0514: unknown_actor $1399  2  0
0446: (unknown) $1399  0 
054A: unknown_actor $1399 flag  0
0051: return

:Label0C8AF8
0350: unknown_actor $13A3 not_scared_flag  1
01B2: give_actor $13A3 weapon  17 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $13A3 flags
011A: set_actor $13A3 flags  1
0291: unknown_actor $13A3 unknown_behavior_flag  1
0243: set_actor $13A3 ped_stats_to  16
020E: actor $13A3 look_at_actor $PLAYER_ACTOR
0051: return

:Label0C8B2D
0209: $13A7 = random_int  0  11
00D6: if  0
0038:   $13A7 ==  0  ;; integer values
004D: jump_if_false £Label0C8BC3
00D6: if  0
8119:   NOT   car $136B wrecked
004D: jump_if_false £Label0C8BC1
00D6: if  0
0431: unknown_car $136B flag  1
004D: jump_if_false £Label0C8BB8
00AA: store_car $136B position_to $1BD $1BE $1BF
00D6: if  0
80C2:   NOT   sphere_onscreen $1BD $1BE $1BF  4.0
004D: jump_if_false £Label0C8BAF
01C8: $13A3 = create_actor  9 #SPECIAL03 in_car $136B passenger_seat  1
0004: $13A7 = -1  ;; integer values
0002: jump £Label0C8BB1

:Label0C8BAF
0051: return

:Label0C8BB1
0002: jump £Label0C8BBA

:Label0C8BB8
0051: return

:Label0C8BBA
0002: jump £Label0C8BC3

:Label0C8BC1
0051: return

:Label0C8BC3
00D6: if  0
0038:   $13A7 ==  1  ;; integer values
004D: jump_if_false £Label0C8C50
00D6: if  0
8119:   NOT   car $136C wrecked
004D: jump_if_false £Label0C8C4E
00D6: if  0
0431: unknown_car $136C flag  1
004D: jump_if_false £Label0C8C45
00AA: store_car $136C position_to $1BD $1BE $1BF
00D6: if  0
80C2:   NOT   sphere_onscreen $1BD $1BE $1BF  4.0
004D: jump_if_false £Label0C8C3C
01C8: $13A3 = create_actor  9 #SPECIAL04 in_car $136C passenger_seat  1
0004: $13A7 = -1  ;; integer values
0002: jump £Label0C8C3E

:Label0C8C3C
0051: return

:Label0C8C3E
0002: jump £Label0C8C47

:Label0C8C45
0051: return

:Label0C8C47
0002: jump £Label0C8C50

:Label0C8C4E
0051: return

:Label0C8C50
00D6: if  0
0038:   $13A7 ==  2  ;; integer values
004D: jump_if_false £Label0C8CDD
00D6: if  0
8119:   NOT   car $136D wrecked
004D: jump_if_false £Label0C8CDB
00D6: if  0
0431: unknown_car $136D flag  1
004D: jump_if_false £Label0C8CD2
00AA: store_car $136D position_to $1BD $1BE $1BF
00D6: if  0
80C2:   NOT   sphere_onscreen $1BD $1BE $1BF  4.0
004D: jump_if_false £Label0C8CC9
01C8: $13A3 = create_actor  9 #SPECIAL03 in_car $136D passenger_seat  1
0004: $13A7 = -1  ;; integer values
0002: jump £Label0C8CCB

:Label0C8CC9
0051: return

:Label0C8CCB
0002: jump £Label0C8CD4

:Label0C8CD2
0051: return

:Label0C8CD4
0002: jump £Label0C8CDD

:Label0C8CDB
0051: return

:Label0C8CDD
00D6: if  0
0038:   $13A7 ==  3  ;; integer values
004D: jump_if_false £Label0C8D6C
00D6: if  0
838A:   NOT   car_in_cube -354.0382 -527.9669  11.7155  1.0  1.0  2.0
004D: jump_if_false £Label0C8D6A
00D6: if  0
80C2:   NOT   sphere_onscreen -354.0382 -527.9669  11.7155  2.0
004D: jump_if_false £Label0C8D61
009A: $13A3 = create_actor  9 #SPECIAL04 at -354.0382 -527.9669  11.7155
0004: $13A7 = -1  ;; integer values
0002: jump £Label0C8D63

:Label0C8D61
0051: return

:Label0C8D63
0002: jump £Label0C8D6C

:Label0C8D6A
0051: return

:Label0C8D6C
00D6: if  0
0038:   $13A7 ==  4  ;; integer values
004D: jump_if_false £Label0C8DFB
00D6: if  0
838A:   NOT   car_in_cube -390.1438 -541.0243  16.2431  1.0  1.0  2.0
004D: jump_if_false £Label0C8DF9
00D6: if  0
80C2:   NOT   sphere_onscreen -390.1438 -541.0243  16.2431  2.0
004D: jump_if_false £Label0C8DF0
009A: $13A3 = create_actor  9 #SPECIAL03 at -390.1438 -541.0243  16.2431
0004: $13A7 = -1  ;; integer values
0002: jump £Label0C8DF2

:Label0C8DF0
0051: return

:Label0C8DF2
0002: jump £Label0C8DFB

:Label0C8DF9
0051: return

:Label0C8DFB
00D6: if  0
0038:   $13A7 ==  5  ;; integer values
004D: jump_if_false £Label0C8E8A
00D6: if  0
838A:   NOT   car_in_cube -458.3071 -606.5378  11.7988  1.0  1.0  2.0
004D: jump_if_false £Label0C8E88
00D6: if  0
80C2:   NOT   sphere_onscreen -458.3071 -606.5378  11.7988  2.0
004D: jump_if_false £Label0C8E7F
009A: $13A3 = create_actor  9 #SPECIAL04 at -458.3071 -606.5378  11.7988
0004: $13A7 = -1  ;; integer values
0002: jump £Label0C8E81

:Label0C8E7F
0051: return

:Label0C8E81
0002: jump £Label0C8E8A

:Label0C8E88
0051: return

:Label0C8E8A
00D6: if  0
0038:   $13A7 ==  6  ;; integer values
004D: jump_if_false £Label0C8F19
00D6: if  0
838A:   NOT   car_in_cube -455.4113 -561.619  11.762  1.0  1.0  2.0
004D: jump_if_false £Label0C8F17
00D6: if  0
80C2:   NOT   sphere_onscreen -455.4113 -561.619  11.762  2.0
004D: jump_if_false £Label0C8F0E
009A: $13A3 = create_actor  9 #SPECIAL03 at -455.4113 -561.619  11.762
0004: $13A7 = -1  ;; integer values
0002: jump £Label0C8F10

:Label0C8F0E
0051: return

:Label0C8F10
0002: jump £Label0C8F19

:Label0C8F17
0051: return

:Label0C8F19
00D6: if  0
0038:   $13A7 ==  7  ;; integer values
004D: jump_if_false £Label0C8FA8
00D6: if  0
838A:   NOT   car_in_cube -412.1893 -605.7213  16.2433  1.0  1.0  2.0
004D: jump_if_false £Label0C8FA6
00D6: if  0
80C2:   NOT   sphere_onscreen -412.1893 -605.7213  16.2433  2.0
004D: jump_if_false £Label0C8F9D
009A: $13A3 = create_actor  9 #SPECIAL04 at -412.1893 -605.7213  16.2433
0004: $13A7 = -1  ;; integer values
0002: jump £Label0C8F9F

:Label0C8F9D
0051: return

:Label0C8F9F
0002: jump £Label0C8FA8

:Label0C8FA6
0051: return

:Label0C8FA8
00D6: if  0
0038:   $13A7 ==  8  ;; integer values
004D: jump_if_false £Label0C9037
00D6: if  0
838A:   NOT   car_in_cube -370.0882 -615.1937  9.3386  1.0  1.0  2.0
004D: jump_if_false £Label0C9035
00D6: if  0
80C2:   NOT   sphere_onscreen -370.0882 -615.1937  9.3386  2.0
004D: jump_if_false £Label0C902C
009A: $13A3 = create_actor  9 #SPECIAL03 at -370.0882 -615.1937  9.3386
0004: $13A7 = -1  ;; integer values
0002: jump £Label0C902E

:Label0C902C
0051: return

:Label0C902E
0002: jump £Label0C9037

:Label0C9035
0051: return

:Label0C9037
00D6: if  0
0038:   $13A7 ==  9  ;; integer values
004D: jump_if_false £Label0C90C6
00D6: if  0
838A:   NOT   car_in_cube -335.9248 -579.002  18.5231  1.0  1.0  2.0
004D: jump_if_false £Label0C90C4
00D6: if  0
80C2:   NOT   sphere_onscreen -335.9248 -579.002  18.5231  2.0
004D: jump_if_false £Label0C90BB
009A: $13A3 = create_actor  9 #SPECIAL03 at -335.9248 -579.002  18.5231
0004: $13A7 = -1  ;; integer values
0002: jump £Label0C90BD

:Label0C90BB
0051: return

:Label0C90BD
0002: jump £Label0C90C6

:Label0C90C4
0051: return

:Label0C90C6
00D6: if  0
0038:   $13A7 ==  10  ;; integer values
004D: jump_if_false £Label0C9155
00D6: if  0
838A:   NOT   car_in_cube -329.9831 -582.3398  34.5103  1.0  1.0  2.0
004D: jump_if_false £Label0C9153
00D6: if  0
80C2:   NOT   sphere_onscreen -329.9831 -582.3398  34.5103  2.0
004D: jump_if_false £Label0C914A
009A: $13A3 = create_actor  9 #SPECIAL04 at -329.9831 -582.3398  34.5103
0004: $13A7 = -1  ;; integer values
0002: jump £Label0C914C

:Label0C914A
0051: return

:Label0C914C
0002: jump £Label0C9155

:Label0C9153
0051: return

:Label0C9155
00D6: if  0
0038:   $13A7 == -1  ;; integer values
004D: jump_if_false £Label0C91A1
0350: unknown_actor $13A3 not_scared_flag  1
01B2: give_actor $13A3 weapon  22 ammo  9999  ;; Load the weapon model before using this
01ED: reset_actor $13A3 flags
011A: set_actor $13A3 flags  1
0483: unknown_actor $13A3  1500
0291: unknown_actor $13A3 unknown_behavior_flag  1
0243: set_actor $13A3 ped_stats_to  16
02E2: set_actor $13A3 weapon_accuracy_to  75

:Label0C91A1
0051: return

:Label0C91A3
00D6: if  0
003A:   $13A3 == $13CB  ;; integer values and handles
004D: jump_if_false £Label0C920C
0084: $13A5 = $13CC  ;; integer values and handles
0084: $13A6 = $13CD  ;; integer values and handles
0084: $13A4 = $13CE  ;; integer values and handles
0005: $13A9 = -373.7542  ;; floating-point values
0005: $13AA = -590.6248  ;; floating-point values
0005: $13AB =  24.2896  ;; floating-point values
0084: $13A8 = $13CF  ;; integer values and handles
0088: $13AC =  0@  ;; floating-point values only
0088: $13AD =  1@  ;; floating-point values only
0088: $13AE =  2@  ;; floating-point values only

:Label0C920C
00D6: if  0
003A:   $13A3 == $13D0  ;; integer values and handles
004D: jump_if_false £Label0C9275
0084: $13A5 = $13D1  ;; integer values and handles
0084: $13A6 = $13D2  ;; integer values and handles
0084: $13A4 = $13D3  ;; integer values and handles
0005: $13A9 = -381.0802  ;; floating-point values
0005: $13AA = -595.4677  ;; floating-point values
0005: $13AB =  24.7818  ;; floating-point values
0084: $13A8 = $13D4  ;; integer values and handles
0088: $13AC =  3@  ;; floating-point values only
0088: $13AD =  4@  ;; floating-point values only
0088: $13AE =  5@  ;; floating-point values only

:Label0C9275
00D6: if  0
003A:   $13A3 == $13D5  ;; integer values and handles
004D: jump_if_false £Label0C92DE
0084: $13A5 = $13D6  ;; integer values and handles
0084: $13A6 = $13D7  ;; integer values and handles
0084: $13A4 = $13D8  ;; integer values and handles
0005: $13A9 = -378.687  ;; floating-point values
0005: $13AA = -597.9142  ;; floating-point values
0005: $13AB =  24.7818  ;; floating-point values
0084: $13A8 = $13D9  ;; integer values and handles
0088: $13AC =  6@  ;; floating-point values only
0088: $13AD =  7@  ;; floating-point values only
0088: $13AE =  8@  ;; floating-point values only

:Label0C92DE
00D6: if  0
003A:   $13A3 == $13DA  ;; integer values and handles
004D: jump_if_false £Label0C9347
0084: $13A5 = $13DB  ;; integer values and handles
0084: $13A6 = $13DC  ;; integer values and handles
0084: $13A4 = $13DD  ;; integer values and handles
0005: $13A9 = -382.3163  ;; floating-point values
0005: $13AA = -589.9626  ;; floating-point values
0005: $13AB =  24.2934  ;; floating-point values
0084: $13A8 = $13DE  ;; integer values and handles
0088: $13AC =  9@  ;; floating-point values only
0088: $13AD =  10@  ;; floating-point values only
0088: $13AE =  11@  ;; floating-point values only

:Label0C9347
00D6: if  0
003A:   $13A3 == $13DF  ;; integer values and handles
004D: jump_if_false £Label0C93B0
0084: $13A5 = $13E0  ;; integer values and handles
0084: $13A6 = $13E1  ;; integer values and handles
0084: $13A4 = $13E2  ;; integer values and handles
0005: $13A9 = -379.9821  ;; floating-point values
0005: $13AA = -591.7104  ;; floating-point values
0005: $13AB =  24.5318  ;; floating-point values
0084: $13A8 = $13E3  ;; integer values and handles
0088: $13AC =  12@  ;; floating-point values only
0088: $13AD =  13@  ;; floating-point values only
0088: $13AE =  14@  ;; floating-point values only

:Label0C93B0
00D6: if  0
003A:   $13A3 == $13E4  ;; integer values and handles
004D: jump_if_false £Label0C9419
0084: $13A5 = $13E5  ;; integer values and handles
0084: $13A6 = $13E6  ;; integer values and handles
0084: $13A4 = $13E7  ;; integer values and handles
0005: $13A9 = -380.1006  ;; floating-point values
0005: $13AA = -586.4345  ;; floating-point values
0005: $13AB =  24.2804  ;; floating-point values
0084: $13A8 = $13E8  ;; integer values and handles
0086: $13AC = $13F8  ;; floating-point values only
0086: $13AD = $13F9  ;; floating-point values only
0086: $13AE = $13FA  ;; floating-point values only

:Label0C9419
00D6: if  0
003A:   $13A3 == $13E9  ;; integer values and handles
004D: jump_if_false £Label0C9482
0084: $13A5 = $13EA  ;; integer values and handles
0084: $13A6 = $13EB  ;; integer values and handles
0084: $13A4 = $13EC  ;; integer values and handles
0005: $13A9 = -374.6616  ;; floating-point values
0005: $13AA = -586.1156  ;; floating-point values
0005: $13AB =  24.2952  ;; floating-point values
0084: $13A8 = $13ED  ;; integer values and handles
0086: $13AC = $13FB  ;; floating-point values only
0086: $13AD = $13FC  ;; floating-point values only
0086: $13AE = $13FD  ;; floating-point values only

:Label0C9482
00D6: if  0
003A:   $13A3 == $13EE  ;; integer values and handles
004D: jump_if_false £Label0C94EB
0084: $13A5 = $13EF  ;; integer values and handles
0084: $13A6 = $13F0  ;; integer values and handles
0084: $13A4 = $13F1  ;; integer values and handles
0005: $13A9 = -376.7446  ;; floating-point values
0005: $13AA = -586.6362  ;; floating-point values
0005: $13AB =  24.2921  ;; floating-point values
0084: $13A8 = $13F2  ;; integer values and handles
0086: $13AC = $13FE  ;; floating-point values only
0086: $13AD = $13FF  ;; floating-point values only
0086: $13AE = $1400  ;; floating-point values only

:Label0C94EB
00D6: if  0
003A:   $13A3 == $13F3  ;; integer values and handles
004D: jump_if_false £Label0C9554
0084: $13A5 = $13F4  ;; integer values and handles
0084: $13A6 = $13F5  ;; integer values and handles
0084: $13A4 = $13F6  ;; integer values and handles
0005: $13A9 = -378.8374  ;; floating-point values
0005: $13AA = -591.7079  ;; floating-point values
0005: $13AB =  24.5318  ;; floating-point values
0084: $13A8 = $13F7  ;; integer values and handles
0086: $13AC = $1401  ;; floating-point values only
0086: $13AD = $1402  ;; floating-point values only
0086: $13AE = $1403  ;; floating-point values only

:Label0C9554
00D6: if  0
0038:   $13A4 ==  0  ;; integer values
004D: jump_if_false £Label0C95E4
00D6: if  0
00FF:   actor $13A3  0 ()near_point_on_foot $1396 $1397 $1398 radius  1.0  1.0  2.0
004D: jump_if_false £Label0C95E4
00D6: if  0
04FF: $13A3
004D: jump_if_false £Label0C95E4
0173: set_actor $13A3 z_angle_to  226.1973
03FE: unknown_actor $13A3 $13A6
0549: $13A3
009F: set_actor $13A3 objective_to-1
011C: actor $13A3 clear_objective
04EB: unknown_actor $13A3 bank  1 account_number  999999999
0084: $139E = $12CB  ;; integer values and handles
0008: $139E +=  1000  ;; integer values
0004: $13A4 =  2  ;; integer values

:Label0C95E4
00D6: if  0
0038:   $13A4 ==  0  ;; integer values
004D: jump_if_false £Label0C979A
00D6: if  0
001C:   $12CB > $13A5  ;; integer values
004D: jump_if_false £Label0C96E2
00D6: if  0
80DF:   NOT   actor $13A3 driving
004D: jump_if_false £Label0C96DD
0004: $139D =  0  ;; integer values
00D6: if  24
0038:   $13CE ==  2  ;; integer values
0038:   $13D3 ==  2  ;; integer values
0038:   $13D8 ==  2  ;; integer values
0038:   $13DD ==  2  ;; integer values
0038:   $13E2 ==  2  ;; integer values
004D: jump_if_false £Label0C9655
0004: $139D =  1  ;; integer values

:Label0C9655
00D6: if  23
0038:   $13E7 ==  2  ;; integer values
0038:   $13EC ==  2  ;; integer values
0038:   $13F1 ==  2  ;; integer values
0038:   $13F6 ==  2  ;; integer values
004D: jump_if_false £Label0C9683
0004: $139D =  1  ;; integer values

:Label0C9683
00D6: if  0
0038:   $139D ==  0  ;; integer values
004D: jump_if_false £Label0C96B1
009E: set_actor $13A3 path $1396 $1397 $1398 unknown  4.0  1
0002: jump £Label0C96C6

:Label0C96B1
009E: set_actor $13A3 path $13A9 $13AA $13AB unknown  3.0  1

:Label0C96C6
0084: $13A5 = $12CB  ;; integer values and handles
0008: $13A5 +=  1000  ;; integer values
0002: jump £Label0C96E2

:Label0C96DD
03E2: actor $13A3 exit_car

:Label0C96E2
00D6: if  0
8042:   NOT   $13A9 ==  0.0  ;; floating-point values
004D: jump_if_false £Label0C979A
00D6: if  0
00FF:   actor $13A3  0 ()near_point_on_foot $13A9 $13AA $13AB radius  1.0  1.0  2.0
004D: jump_if_false £Label0C979A
011C: actor $13A3 clear_objective
0549: $13A3
009F: set_actor $13A3 objective_to-1
00D6: if  0
8057:   NOT   player $PLAYER_CHAR  0 ()in_cube -386.123 -599.355  24.786 -370.926 -584.437  31.667
004D: jump_if_false £Label0C977B
01BE: set_actor $13A3 to_look_at_spot -378.4397 -582.1611  24.2722
0002: jump £Label0C9783

:Label0C977B
01CA: actor $13A3 kill_player $PLAYER_CHAR

:Label0C9783
0084: $13A5 = $12CB  ;; integer values and handles
0008: $13A5 +=  3000  ;; integer values
0004: $13A4 =  3  ;; integer values

:Label0C979A
00D6: if  0
0038:   $13A4 ==  2  ;; integer values
004D: jump_if_false £Label0C9854
00D6: if  0
00FF:   actor $13A3  0 ()near_point_on_foot $1396 $1397 $1398 radius  1.0  1.0  2.0
004D: jump_if_false £Label0C984D
00D6: if  0
04FF: $13A3
004D: jump_if_false £Label0C984D
00D6: if  0
001C:   $12CB > $139E  ;; integer values
004D: jump_if_false £Label0C9805
04EB: unknown_actor $13A3 bank  1 account_number  999999999

:Label0C9805
010B: $136E = player $PLAYER_CHAR money
00D6: if  0
001A:    1 > $136E  ;; integer values
004D: jump_if_false £Label0C9837
00BC: text_highpriority "FIN_B7"  5000 ms  1  ;; ~r~The mafia has stolen all your money.
0004: $136F =  1  ;; integer values
0051: return

:Label0C9837
0109: player $PLAYER_CHAR money += -1
0008: $13A6 +=  1  ;; integer values
03FE: unknown_actor $13A3 $13A6

:Label0C984D
0002: jump £Label0C98EB

:Label0C9854
00D6: if  0
80A4:   NOT   actor $13A3  0 ()in_cube -386.507 -600.089  24.286 -370.542 -583.413  31.667
004D: jump_if_false £Label0C98EB
00D6: if  0
00FF:   actor $13A3  0 ()near_point_on_foot $13AC $13AD $13AE radius  2.0  2.0  2.0
004D: jump_if_false £Label0C98CD
00D6: if  0
001C:   $13A8 > $12CB  ;; integer values
004D: jump_if_false £Label0C98C6
01C2: remove_references_to_actor $13A3  ;; Like turning an actor into a random pedestrian

:Label0C98C6
0002: jump £Label0C98EB

:Label0C98CD
0084: $13A8 = $12CB  ;; integer values and handles
0008: $13A8 +=  5000  ;; integer values
00A0: store_actor $13A3 position_to $13AC $13AD $13AE

:Label0C98EB
00D6: if  0
003A:   $13A3 == $13CB  ;; integer values and handles
004D: jump_if_false £Label0C9936
0084: $13CC = $13A5  ;; integer values and handles
0084: $13CD = $13A6  ;; integer values and handles
0084: $13CE = $13A4  ;; integer values and handles
0084: $13CF = $13A8  ;; integer values and handles
0089:  0@ = $13AC  ;; floating-point values only
0089:  1@ = $13AD  ;; floating-point values only
0089:  2@ = $13AE  ;; floating-point values only

:Label0C9936
00D6: if  0
003A:   $13A3 == $13D0  ;; integer values and handles
004D: jump_if_false £Label0C9981
0084: $13D1 = $13A5  ;; integer values and handles
0084: $13D2 = $13A6  ;; integer values and handles
0084: $13D3 = $13A4  ;; integer values and handles
0084: $13D4 = $13A8  ;; integer values and handles
0089:  3@ = $13AC  ;; floating-point values only
0089:  4@ = $13AD  ;; floating-point values only
0089:  5@ = $13AE  ;; floating-point values only

:Label0C9981
00D6: if  0
003A:   $13A3 == $13D5  ;; integer values and handles
004D: jump_if_false £Label0C99CC
0084: $13D6 = $13A5  ;; integer values and handles
0084: $13D7 = $13A6  ;; integer values and handles
0084: $13D8 = $13A4  ;; integer values and handles
0084: $13D9 = $13A8  ;; integer values and handles
0089:  6@ = $13AC  ;; floating-point values only
0089:  7@ = $13AD  ;; floating-point values only
0089:  8@ = $13AE  ;; floating-point values only

:Label0C99CC
00D6: if  0
003A:   $13A3 == $13DA  ;; integer values and handles
004D: jump_if_false £Label0C9A17
0084: $13DB = $13A5  ;; integer values and handles
0084: $13DC = $13A6  ;; integer values and handles
0084: $13DD = $13A4  ;; integer values and handles
0084: $13DE = $13A8  ;; integer values and handles
0089:  9@ = $13AC  ;; floating-point values only
0089:  10@ = $13AD  ;; floating-point values only
0089:  11@ = $13AE  ;; floating-point values only

:Label0C9A17
00D6: if  0
003A:   $13A3 == $13DF  ;; integer values and handles
004D: jump_if_false £Label0C9A62
0084: $13E0 = $13A5  ;; integer values and handles
0084: $13E1 = $13A6  ;; integer values and handles
0084: $13E2 = $13A4  ;; integer values and handles
0084: $13E3 = $13A8  ;; integer values and handles
0089:  12@ = $13AC  ;; floating-point values only
0089:  13@ = $13AD  ;; floating-point values only
0089:  14@ = $13AE  ;; floating-point values only

:Label0C9A62
00D6: if  0
003A:   $13A3 == $13E4  ;; integer values and handles
004D: jump_if_false £Label0C9AAD
0084: $13E5 = $13A5  ;; integer values and handles
0084: $13E6 = $13A6  ;; integer values and handles
0084: $13E7 = $13A4  ;; integer values and handles
0084: $13E8 = $13A8  ;; integer values and handles
0086: $13F8 = $13AC  ;; floating-point values only
0086: $13F9 = $13AD  ;; floating-point values only
0086: $13FA = $13AE  ;; floating-point values only

:Label0C9AAD
00D6: if  0
003A:   $13A3 == $13E9  ;; integer values and handles
004D: jump_if_false £Label0C9AF8
0084: $13EA = $13A5  ;; integer values and handles
0084: $13EB = $13A6  ;; integer values and handles
0084: $13EC = $13A4  ;; integer values and handles
0084: $13ED = $13A8  ;; integer values and handles
0086: $13FB = $13AC  ;; floating-point values only
0086: $13FC = $13AD  ;; floating-point values only
0086: $13FD = $13AE  ;; floating-point values only

:Label0C9AF8
00D6: if  0
003A:   $13A3 == $13EE  ;; integer values and handles
004D: jump_if_false £Label0C9B43
0084: $13EF = $13A5  ;; integer values and handles
0084: $13F0 = $13A6  ;; integer values and handles
0084: $13F1 = $13A4  ;; integer values and handles
0084: $13F2 = $13A8  ;; integer values and handles
0086: $13FE = $13AC  ;; floating-point values only
0086: $13FF = $13AD  ;; floating-point values only
0086: $1400 = $13AE  ;; floating-point values only

:Label0C9B43
00D6: if  0
003A:   $13A3 == $13F3  ;; integer values and handles
004D: jump_if_false £Label0C9B8E
0084: $13F4 = $13A5  ;; integer values and handles
0084: $13F5 = $13A6  ;; integer values and handles
0084: $13F6 = $13A4  ;; integer values and handles
0084: $13F7 = $13A8  ;; integer values and handles
0086: $1401 = $13AC  ;; floating-point values only
0086: $1402 = $13AD  ;; floating-point values only
0086: $1403 = $13AE  ;; floating-point values only

:Label0C9B8E
0051: return

:Label0C9B90
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  0 (disabled)

:Label0C9BAC
00D6: if  0
016B:   fading
004D: jump_if_false £Label0C9BC4
0001: wait  0 ms
0002: jump £Label0C9BAC

:Label0C9BC4
03DE: set_pedestrians_density_multiplier_to  0.0
0395: clear_area  0 at -354.419 -569.529 range  30.0  200.0
009B: destroy_actor_instantly $13CB
009B: destroy_actor_instantly $13D0
009B: destroy_actor_instantly $13D5
009B: destroy_actor_instantly $13DA
009B: destroy_actor_instantly $13DF
009B: destroy_actor_instantly $13E4
009B: destroy_actor_instantly $13E9
009B: destroy_actor_instantly $13EE
009B: destroy_actor_instantly $13F3
009B: destroy_actor_instantly $139F
009B: destroy_actor_instantly $1399
009B: destroy_actor_instantly $13B1
009B: destroy_actor_instantly $13B2
009B: destroy_actor_instantly $13B3
009B: destroy_actor_instantly $13B4
009B: destroy_actor_instantly $13B5
009B: destroy_actor_instantly $13B6
009B: destroy_actor_instantly $13B7
009B: destroy_actor_instantly $13B8
009B: destroy_actor_instantly $13B9
009B: destroy_actor_instantly $13BA
009B: destroy_actor_instantly $13BB
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSKEN"
02F3: load_object #CUTOBJ01 "MFOUR"
038B: load_requested_models

:Label0C9C88
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false £Label0C9CAB
0001: wait  0 ms
0002: jump £Label0C9C88

:Label0C9CAB
02E4: load_cutscene_data "FINALE"
0451: load_end_of_game_audio
041D: set_camera_near_clip  .1
0244: set_cutscene_pos -378.62 -552.676  18.534
04BB: select_interiour  2  ;; select render area
0004: $3DF =  1  ;; integer values
03AD: set_rubbish  0 (invisible)
04F9: interiour_colors  7  0
03CB: set_camera -378.466 -596.1799  24.7818
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $BF = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $BF "MFOUR01"
0171: set_player $PLAYER_CHAR z_angle_to  270.0
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
043F: play_cutscene_music
043C: unknown_set_game_sounds  0
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0C9D60
00D6: if  0
001A:    12797 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C9D83
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C9D60

:Label0C9D83
00BC: text_highpriority "FIN3_01"  10000 ms  1  ;; Tommy?

:Label0C9D92
00D6: if  0
001A:    14715 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C9DB5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C9D92

:Label0C9DB5
00BC: text_highpriority "FIN3_02"  10000 ms  1  ;; Oh my god, Tommy! What happened?

:Label0C9DC4
00D6: if  0
001A:    17875 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C9DE7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C9DC4

:Label0C9DE7
00BC: text_highpriority "FIN3_03"  10000 ms  1  ;; What does it look like?

:Label0C9DF6
00D6: if  0
001A:    19401 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C9E19
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C9DF6

:Label0C9E19
00BC: text_highpriority "FIN3_04"  10000 ms  1  ;; It looks like you ruined your suit!

:Label0C9E28
00D6: if  0
001A:    21176 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C9E4B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C9E28

:Label0C9E4B
00BC: text_highpriority "FIN3_05"  10000 ms  1  ;; and Tommy, that was a beautiful suit! Tommy, what on earth happened?

:Label0C9E5A
00D6: if  0
001A:    26212 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C9E7D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C9E5A

:Label0C9E7D
00BC: text_highpriority "FIN3_06"  10000 ms  1  ;; I had a disagreement with a business associate, you know how it is.

:Label0C9E8C
00D6: if  0
001A:    29463 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C9EAF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C9E8C

:Label0C9EAF
00BC: text_highpriority "FIN3_07"  10000 ms  1  ;; Tommy, I have a disagreement, I send them an angry letter.

:Label0C9EBE
00D6: if  0
001A:    32477 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C9EE1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C9EBE

:Label0C9EE1
00BC: text_highpriority "FIN3_08"  10000 ms  1  ;; Maybe I pee in their mailbox. I don't start World War III.

:Label0C9EF0
00D6: if  0
001A:    36719 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C9F15
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C9EF0

:Label0C9F15
00BC: text_highpriority "FIN3_09"  10000 ms  1  ;; You know, maybe you should speak to my shrink...

:Label0C9F24
00D6: if  0
001A:    39025 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C9F49
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C9F24

:Label0C9F49
00BC: text_highpriority "FIN3_10"  10000 ms  1  ;; That stupid prick, Lance...

:Label0C9F58
00D6: if  0
001A:    41031 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C9F7D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C9F58

:Label0C9F7D
00BC: text_highpriority "FIN3_11"  10000 ms  1  ;; Tommy. I never liked that guy, okay?

:Label0C9F8C
00D6: if  0
001A:    43337 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C9FB1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C9F8C

:Label0C9FB1
00BC: text_highpriority "FIN3_12"  10000 ms  1  ;; He's neurotic, he's insecure, he's self-centered - the guy's an asshole!

:Label0C9FC0
00D6: if  0
001A:    47738 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0C9FE5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C9FC0

:Label0C9FE5
00BC: text_highpriority "FIN3_13"  10000 ms  1  ;; I'm glad you took him out!

:Label0C9FF4
00D6: if  0
001A:    49016 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CA019
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0C9FF4

:Label0CA019
00BC: text_highpriority "FIN3_14"  10000 ms  1  ;; I don't think we're gonna be getting any more heat from up north either...

:Label0CA028
00D6: if  0
001A:    54048 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CA04D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CA028

:Label0CA04D
00BC: text_highpriority "FIN3_15"  10000 ms  1  ;; ...'cause there ain't no 'up north', anymore.

:Label0CA05C
00D6: if  0
001A:    57610 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CA081
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CA05C

:Label0CA081
00BC: text_highpriority "FIN3_16"  10000 ms  1  ;; It's all down south now.

:Label0CA090
00D6: if  0
001A:    59960 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CA0B5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CA090

:Label0CA0B5
00BC: text_highpriority "FIN3_17"  10000 ms  1  ;; Wait, does that mean what I think it means..? Tommy, baby!

:Label0CA0C4
00D6: if  0
001A:    62722 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CA0E9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CA0C4

:Label0CA0E9
00BC: text_highpriority "FIN3_18"  10000 ms  1  ;; What do you think it means?

:Label0CA0F8
00D6: if  0
001A:    64406 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CA11D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CA0F8

:Label0CA11D
00BC: text_highpriority "FIN3_19"  10000 ms  1  ;; That we're in charge... I mean, that you're in charge. Oh, Tommy!

:Label0CA12C
00D6: if  0
001A:    69535 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CA151
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CA12C

:Label0CA151
00BC: text_highpriority "FIN3_20"  10000 ms  1  ;; You know, Ken. I think this could be the beginning of a beautiful business relationship....

:Label0CA160
00D6: if  0
001A:    74550 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CA185
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CA160

:Label0CA185
00BC: text_highpriority "FIN3_21"  10000 ms  1  ;; After all, you're a conniving, backstabbing, two-bit thief

:Label0CA194
00D6: if  0
001A:    77761 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CA1B9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CA194

:Label0CA1B9
00BC: text_highpriority "FIN3_22"  10000 ms  1  ;; and I'm a convicted psychotic killer and drug dealer.

:Label0CA1C8
00D6: if  0
001A:    81486 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CA1ED
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CA1C8

:Label0CA1ED
00BC: text_highpriority "FIN3_23"  10000 ms  1  ;; I know. Ain't it just beautiful?

:Label0CA1FC
00D6: if  0
001A:    86784 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CA221
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CA1FC

:Label0CA221
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0CA232
00D6: if  0
016B:   fading
004D: jump_if_false £Label0CA24A
0001: wait  0 ms
0002: jump £Label0CA232

:Label0CA24A
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false £Label0CA262
0001: wait  0 ms
0002: jump £Label0CA24A

:Label0CA262
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
04BB: select_interiour  0  ;; select render area
0004: $3DF =  0  ;; integer values
03AD: set_rubbish  1 (visible)
04FA: reset_interior_colors  0
0055: put_player $PLAYER_CHAR at  198.4252 -434.6284  9.5332
0434: show_credits
0004: $3D =  0  ;; integer values
03EA: generate_cars_around_camera  1
01BD: $12CB = current_time_in_ms
0001: wait  0 ms
0001: wait  0 ms
02A3: toggle_widescreen  1 (on)
01BD: $12CB = current_time_in_ms
0084: $13B0 = $12CB  ;; integer values and handles
01B6: set_weather  0

:Label0CA2E3
00D6: if  0
8436:   NOT   reached_end_of_credits
004D: jump_if_false £Label0CAB4B
0001: wait  0 ms
01BD: $12CB = current_time_in_ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0CA325
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0CA31E
0435: end_credits

:Label0CA31E
0002: jump £Label0CA32C

:Label0CA325
0004: $3D =  1  ;; integer values

:Label0CA32C
00D6: if  0
0038:   $13AF ==  0  ;; integer values
004D: jump_if_false £Label0CA3BE
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA3BE
015F: set_camera_position  315.4413 -606.3295  10.9994  0.0  0.0  0.0
0160: point_camera  315.8044 -605.4032  11.1004  2
00C0: set_current_time  18  0
009B: destroy_actor_instantly $13A3
009A: $13A3 = create_actor  4 #MALE01 at  315.4413 -606.3295  10.9994
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  20000  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA3BE
00D6: if  0
0038:   $13AF ==  1  ;; integer values
004D: jump_if_false £Label0CA409
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA409
0169: set_fade_color  0  0  1
016A: fade  1 (back)  3000 ms
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  20000  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA409
00D6: if  0
0038:   $13AF ==  2  ;; integer values
004D: jump_if_false £Label0CA454
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA454
0169: set_fade_color  0  0  1
016A: fade  0 ()  3000 ms
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  3500  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA454
00D6: if  0
0038:   $13AF ==  3  ;; integer values
004D: jump_if_false £Label0CA4E6
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA4E6
015F: set_camera_position -57.009 -1579.473  11.6604  0.0  0.0  0.0
0160: point_camera -57.1214 -1578.485  11.765  2
00C0: set_current_time  14  0
009B: destroy_actor_instantly $13A3
009A: $13A3 = create_actor  4 #MALE01 at -57.009 -1579.473  11.6604
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  20000  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA4E6
00D6: if  0
0038:   $13AF ==  4  ;; integer values
004D: jump_if_false £Label0CA531
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA531
0169: set_fade_color  0  0  1
016A: fade  1 (back)  3000 ms
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  20000  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA531
00D6: if  0
0038:   $13AF ==  5  ;; integer values
004D: jump_if_false £Label0CA57C
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA57C
0169: set_fade_color  0  0  1
016A: fade  0 ()  3000 ms
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  3500  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA57C
00D6: if  0
0038:   $13AF ==  6  ;; integer values
004D: jump_if_false £Label0CA60E
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA60E
015F: set_camera_position -31.4477 -942.5128  11.2897  0.0  0.0  0.0
0160: point_camera -30.4814 -942.2845  11.4088  2
00C0: set_current_time  15  0
009B: destroy_actor_instantly $13A3
009A: $13A3 = create_actor  4 #MALE01 at -31.4477 -942.5128  11.2897
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  20000  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA60E
00D6: if  0
0038:   $13AF ==  7  ;; integer values
004D: jump_if_false £Label0CA659
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA659
0169: set_fade_color  0  0  1
016A: fade  1 (back)  3000 ms
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  20000  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA659
00D6: if  0
0038:   $13AF ==  8  ;; integer values
004D: jump_if_false £Label0CA6A4
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA6A4
0169: set_fade_color  0  0  1
016A: fade  0 ()  3000 ms
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  3500  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA6A4
00D6: if  0
0038:   $13AF ==  9  ;; integer values
004D: jump_if_false £Label0CA736
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA736
015F: set_camera_position  527.1948 -1101.658  12.3979  0.0  0.0  0.0
0160: point_camera  526.1959 -1101.612  12.4088  2
00C0: set_current_time  12  0
009B: destroy_actor_instantly $13A3
009A: $13A3 = create_actor  4 #MALE01 at  527.1948 -1101.658  12.3979
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  20000  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA736
00D6: if  0
0038:   $13AF ==  10  ;; integer values
004D: jump_if_false £Label0CA781
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA781
0169: set_fade_color  0  0  1
016A: fade  1 (back)  3000 ms
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  20000  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA781
00D6: if  0
0038:   $13AF ==  11  ;; integer values
004D: jump_if_false £Label0CA7CC
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA7CC
0169: set_fade_color  0  0  1
016A: fade  0 ()  3000 ms
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  3500  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA7CC
00D6: if  0
0038:   $13AF ==  12  ;; integer values
004D: jump_if_false £Label0CA85E
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA85E
015F: set_camera_position  329.8244 -1123.419  29.418  0.0  0.0  0.0
0160: point_camera  329.5483 -1122.458  29.4027  2
00C0: set_current_time  2  0
009B: destroy_actor_instantly $13A3
009A: $13A3 = create_actor  4 #MALE01 at  329.8244 -1123.419  29.418
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  20000  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA85E
00D6: if  0
0038:   $13AF ==  13  ;; integer values
004D: jump_if_false £Label0CA8A9
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA8A9
0169: set_fade_color  0  0  1
016A: fade  1 (back)  3000 ms
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  20000  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA8A9
00D6: if  0
0038:   $13AF ==  14  ;; integer values
004D: jump_if_false £Label0CA8F4
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA8F4
0169: set_fade_color  0  0  1
016A: fade  0 ()  3000 ms
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  3500  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA8F4
00D6: if  0
0038:   $13AF ==  15  ;; integer values
004D: jump_if_false £Label0CA986
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA986
015F: set_camera_position  420.3749 -179.7319  12.2077  0.0  0.0  0.0
0160: point_camera  420.3214 -178.7335  12.193  2
00C0: set_current_time  11  0
009B: destroy_actor_instantly $13A3
009A: $13A3 = create_actor  4 #MALE01 at  420.3749 -179.7319  12.2077
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  20000  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA986
00D6: if  0
0038:   $13AF ==  16  ;; integer values
004D: jump_if_false £Label0CA9D1
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CA9D1
0169: set_fade_color  0  0  1
016A: fade  1 (back)  3000 ms
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  20000  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CA9D1
00D6: if  0
0038:   $13AF ==  17  ;; integer values
004D: jump_if_false £Label0CAA1C
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CAA1C
0169: set_fade_color  0  0  1
016A: fade  0 ()  3000 ms
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  3500  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CAA1C
00D6: if  0
0038:   $13AF ==  18  ;; integer values
004D: jump_if_false £Label0CAAAE
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CAAAE
015F: set_camera_position -397.3825  22.9746  47.9553  0.0  0.0  0.0
0160: point_camera -396.5451  23.4814  47.7505  2
00C0: set_current_time  5  45
009B: destroy_actor_instantly $13A3
009A: $13A3 = create_actor  4 #MALE01 at -391.2471  26.5135  25.2721
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  20000  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CAAAE
00D6: if  0
0038:   $13AF ==  19  ;; integer values
004D: jump_if_false £Label0CAAF9
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CAAF9
0169: set_fade_color  0  0  1
016A: fade  1 (back)  3000 ms
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  20000  ;; integer values
0008: $13AF +=  1  ;; integer values

:Label0CAAF9
00D6: if  0
0038:   $13AF ==  20  ;; integer values
004D: jump_if_false £Label0CAB44
00D6: if  0
001C:   $12CB > $13B0  ;; integer values
004D: jump_if_false £Label0CAB44
0169: set_fade_color  0  0  1
016A: fade  0 ()  3000 ms
0084: $13B0 = $12CB  ;; integer values and handles
0008: $13B0 +=  3500  ;; integer values
0004: $13AF =  21  ;; integer values

:Label0CAB44
0002: jump £Label0CA2E3

:Label0CAB4B
043C: unknown_set_game_sounds  1
0440: stop_cutscene_music
009B: destroy_actor_instantly $13A3
02A3: toggle_widescreen  0 (off)
03EA: generate_cars_around_camera  0
01B7: release_weather
0395: clear_area  1 at -379.2 -536.4 range  16.2  1.0
0055: put_player $PLAYER_CHAR at -379.2 -536.4  16.2
0171: set_player $PLAYER_CHAR z_angle_to  0.0
0373: set_camera_directly_behind_player
04BB: select_interiour  0  ;; select render area
0004: $3DF =  0  ;; integer values
03AD: set_rubbish  1 (visible)
04FA: reset_interior_colors  0
03CB: set_camera -379.2 -536.4  16.2
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03DE: set_pedestrians_density_multiplier_to  1.0
0395: clear_area  0 at -354.419 -569.529 range  30.0  200.0
04E3: unknown_player $PLAYER_CHAR  0  60000
0002: jump £Label0CAC7C

:Label0CAC17
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
03F2: pedgroup  13 remove_threat  512
03F2: pedgroup  9 remove_threat  8192
03F2: pedgroup  9 remove_threat  1
0237: set_gang  6 primary_weapon_to  22 secondary_weapon_to  0
0237: set_gang  2 primary_weapon_to  17 secondary_weapon_to  0
0235: set_gang  2 models_to #SGA #SGB
0514: unknown_actor $PLAYER_ACTOR  6  1
010B: $136E = player $PLAYER_CHAR money
0010: $136E *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $136E
0109: player $PLAYER_CHAR money += $1379
0051: return

:Label0CAC7C
0004: $10E =  1  ;; integer values
01E3: text_1number_styled "M_PASS"  30000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  30000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0318: set_latest_mission_passed "FIN_1"  ;; Keep your Friends Close...
030C: set_mission_points +=  1
03F2: pedgroup  13 remove_threat  512
03F2: pedgroup  9 remove_threat  8192
03F2: pedgroup  9 remove_threat  1
0237: set_gang  6 primary_weapon_to  23 secondary_weapon_to  0
0237: set_gang  2 primary_weapon_to  17 secondary_weapon_to  0
0235: set_gang  2 models_to #SGA #SGB
0514: unknown_actor $PLAYER_ACTOR  6  1
004F: create_thread ££Label00D1DB 
057C:  1
0164: disable_marker $EA
0164: disable_marker $109
04CE: $109 = create_icon_marker_without_sphere  29 at -378.3 -579.8  24.5
03DE: set_pedestrians_density_multiplier_to  1.0
00D6: if  0
0038:   $831 ==  0  ;; integer values
004D: jump_if_false £Label0CAD4D
03E5: text_box "PICK10"  ;; Hunter now available from the Army Barracks!
014C: set_parked_car_generator $7BB cars_to_generate_to  101
0004: $831 =  1  ;; integer values
0002: jump £Label0CAD5E

:Label0CAD4D
03E5: text_box "APACHE"  ;; Hunter delivered to helipad in Ocean Beach.
014C: set_parked_car_generator $832 cars_to_generate_to  101

:Label0CAD5E
0051: return

:Label0CAD60
0164: disable_marker $137A
0164: disable_marker $137B
0164: disable_marker $1376
015C: set_zone_gang_info "GANG1"  1 (day)  12  0  0  0  0  0  0  1000  0  0  0 
015C: set_zone_gang_info "GANG1"  0 (night)  12  0  0  0  0  0  0  1000  0  0  0 
022A: remove_forbidden_for_peds_cube -522.414 -662.451 -9.357 -222.414 -502.451  90.643
0249: release_model #STRETCH
0249: release_model #COLT45
0249: release_model #RUGER
0249: release_model #TEC9
034F: destroy_actor_with_fade $13CB  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13D0  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13D5  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13DA  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13DF  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13E4  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13E9  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13EE  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13F3  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $139F  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1399  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B1  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B2  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B3  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B4  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B5  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B6  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B7  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B8  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B9  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13BA  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13BB  ;; The actor fades away like a ghost
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0215: destroy_pickup $1381
0215: destroy_pickup $137C
0215: destroy_pickup $1374
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 53---------------
; Originally: Alloy Wheels of Steel


:Label0CAE86
03A4: name_thread "BIKE1"
0050: gosub £Label0CAED0
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0CAEAB
0050: gosub £Label0CC9CD

:Label0CAEAB
0050: gosub £Label0CCB45
004E: end_thread
0004: $1497 =  0  ;; integer values
0004: $1498 =  0  ;; integer values
0004: $1499 =  0  ;; integer values
0004: $149A =  0  ;; integer values

:Label0CAED0
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0004: $140E =  0  ;; integer values
0004: $1419 =  0  ;; integer values
0005: $1411 =  7.0  ;; floating-point values
0004: $1410 =  100  ;; integer values
0004: $1425 =  0  ;; integer values
0005: $141D =  7.0  ;; floating-point values
0004: $141C =  100  ;; integer values
0004: $1432 =  0  ;; integer values
0005: $142A =  7.0  ;; floating-point values
0004: $1429 =  100  ;; integer values
0004: $1483 =  0  ;; integer values
0004: $1487 =  0  ;; integer values
0004: $148F =  100  ;; integer values
0005: $148C =  0.0  ;; floating-point values
0005: $148D =  0.0  ;; floating-point values
0005: $1489 =  0.0  ;; floating-point values
0005: $148A =  0.0  ;; floating-point values
0005: $148B =  0.0  ;; floating-point values
0004: $148E =  0  ;; integer values
0004: $1490 =  0  ;; integer values
0004: $1491 =  0  ;; integer values
0004: $1492 =  0  ;; integer values
0004: $1493 =  0  ;; integer values
0004: $1494 =  0  ;; integer values
0004: $1485 =  0  ;; integer values
0004: $1496 =  0  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "BIKE1"
058E: set_restart_mission_taxi_destination -609.723  658.861  9.908  279.44
023C: load_special_actor  1 "CSBIGM"
023C: load_special_actor  2 "CSPLAY"
023C: load_special_actor  3 "MGOONA"
0247: request_model #BKA
0247: request_model #BKB
02F3: load_object #CUTOBJ01 "POOLQ"
02F3: load_object #CUTOBJ02 "POLBALS"
04BB: select_interiour  11  ;; select render area
03CB: set_camera -597.02  642.46  11.0
04F9: interiour_colors  15  0
038B: load_requested_models

:Label0CB02E
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
8248:   NOT   model #BKA available
8248:   NOT   model #BKB available
004D: jump_if_false £Label0CB058
0001: wait  0 ms
0002: jump £Label0CB02E

:Label0CB058
00D6: if  21
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label0CB078
0001: wait  0 ms
0002: jump £Label0CB058

:Label0CB078
02E4: load_cutscene_data "BIKE_1"
0244: set_cutscene_pos -602.052  636.289  10.636
041D: set_camera_near_clip  .1
02E5: $9B = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $9B "CSBIGM"
02E5: $7D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $90 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $90 "MGOONA"
02E5: $A8 = create_cutscene_object #BKA
02E6: set_cutscene_anim $A8 "BKA"
02E5: $A9 = create_cutscene_object #BKB
02E6: set_cutscene_anim $A9 "BKB"
02E5: $9E = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $9E "POOLQ01"
02E5: $9F = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $9F "POOLQ02"
02E5: $A0 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $A0 "POLBALS"
0395: clear_area  1 at -597.25  655.87 range  10.06  1.0
0055: put_player $PLAYER_CHAR at -597.25  655.87  10.06
0171: set_player $PLAYER_CHAR z_angle_to  0.0
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0CB189
00D6: if  0
001A:    5467 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB1AC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB189

:Label0CB1AC
00BC: text_highpriority "BM1_A"  10000 ms  1  ;; Where's Baker?

:Label0CB1BB
00D6: if  0
001A:    11136 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB1DE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB1BB

:Label0CB1DE
00BC: text_highpriority "BM1_B"  10000 ms  1  ;; I'm looking for Big Mitch Baker...

:Label0CB1ED
00D6: if  0
001A:    13361 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB210
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB1ED

:Label0CB210
00BC: text_highpriority "BM1_C"  10000 ms  1  ;; Who's lookin'?

:Label0CB21F
00D6: if  0
001A:    14457 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB242
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB21F

:Label0CB242
00BC: text_highpriority "BM1_D"  10000 ms  1  ;; Tommy Vercetti.

:Label0CB251
00D6: if  0
001A:    16423 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB274
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB251

:Label0CB274
00BC: text_highpriority "BM1_E"  10000 ms  1  ;; Vercetti

:Label0CB283
00D6: if  0
001A:    18634 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB2A6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB283

:Label0CB2A6
00BC: text_highpriority "BM1_F"  10000 ms  1  ;; You don't look like the law, so that's bought you a minute.

:Label0CB2B5
00D6: if  0
001A:    21688 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB2D8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB2B5

:Label0CB2D8
00BC: text_highpriority "BM1_G"  10000 ms  1  ;; You better talk fast.

:Label0CB2E7
00D6: if  0
001A:    22905 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB30A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB2E7

:Label0CB30A
00BC: text_highpriority "BM1_H"  10000 ms  1  ;; Kent Paul said you might be interested in pulling security for a gig he's got set up.

:Label0CB319
00D6: if  0
001A:    26588 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB33C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB319

:Label0CB33C
00BC: text_highpriority "BM1_I"  10000 ms  1  ;; Kent Paul? Sheesh! No wonder he sent ya.

:Label0CB34B
00D6: if  0
001A:    30208 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB36E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB34B

:Label0CB36E
00BC: text_highpriority "BM1_J"  10000 ms  1  ;; The last time he was here he left through the window in nothing but his limey birthday suit.

:Label0CB37D
00D6: if  0
001A:    34442 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB3A2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB37D

:Label0CB3A2
00BC: text_highpriority "BM1_K"  10000 ms  1  ;; Are you interested or not?

:Label0CB3B1
00D6: if  0
001A:    36593 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB3D6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB3B1

:Label0CB3D6
00BC: text_highpriority "BM1_L"  10000 ms  1  ;; We only do favors for our own.

:Label0CB3E5
00D6: if  0
001A:    39183 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB40A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB3E5

:Label0CB40A
00BC: text_highpriority "BM1_M"  10000 ms  1  ;; How do I join?

:Label0CB419
00D6: if  0
001A:    41838 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB43E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB419

:Label0CB43E
00BC: text_highpriority "BM1_N"  10000 ms  1  ;; This ain't no country club, boy. Can you handle a bike?

:Label0CB44D
00D6: if  0
001A:    45261 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB472
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB44D

:Label0CB472
00BC: text_highpriority "BM1_O"  10000 ms  1  ;; Can you sit on a stool and drink?

:Label0CB481
00D6: if  0
001A:    47270 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB4A6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB481

:Label0CB4A6
00BC: text_highpriority "BM1_P"  10000 ms  1  ;; Cougar, Zeppelin, go see how this girl handles a bike...

:Label0CB4B5
00D6: if  0
001A:    51712 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB4DA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB4B5

:Label0CB4DA
00BE: text_clear_all

:Label0CB4DC
00D6: if  0
001A:    55482 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CB501
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CB4DC

:Label0CB501
016A: fade  0 ()  2000 ms

:Label0CB508
00D6: if  0
016B:   fading
004D: jump_if_false £Label0CB520
0001: wait  0 ms
0002: jump £Label0CB508

:Label0CB520
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0249: release_model #BKA
0249: release_model #BKB
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04FA: reset_interior_colors  0
04BB: select_interiour  0  ;; select render area
03CB: set_camera -597.25  655.87  10.06
04E3: unknown_player $PLAYER_CHAR  1  60000
0481:  6.0
041E: set_radio_station  4 -1
0004: $1486 =  18  ;; integer values
0005: $140B = -592.65  ;; floating-point values
0005: $140C =  667.08  ;; floating-point values
0005: $140D =  9.91  ;; floating-point values
0005: $1443 = -537.77  ;; floating-point values
0005: $1444 =  674.27  ;; floating-point values
0005: $1445 =  9.9  ;; floating-point values
0005: $1446 = -478.51  ;; floating-point values
0005: $1447 =  803.08  ;; floating-point values
0005: $1448 =  9.91  ;; floating-point values
0005: $1449 = -387.36  ;; floating-point values
0005: $144A =  1017.69  ;; floating-point values
0005: $144B =  8.46  ;; floating-point values
0005: $144C = -300.36  ;; floating-point values
0005: $144D =  1285.44  ;; floating-point values
0005: $144E =  10.59  ;; floating-point values
0005: $144F = -487.11  ;; floating-point values
0005: $1450 =  1337.11  ;; floating-point values
0005: $1451 =  10.59  ;; floating-point values
0005: $1452 = -735.62  ;; floating-point values
0005: $1453 =  1314.6  ;; floating-point values
0005: $1454 =  10.59  ;; floating-point values
0005: $1455 = -817.54  ;; floating-point values
0005: $1456 =  1374.86  ;; floating-point values
0005: $1457 =  10.41  ;; floating-point values
0005: $1458 = -880.23  ;; floating-point values
0005: $1459 =  1441.79  ;; floating-point values
0005: $145A =  10.74  ;; floating-point values
0005: $145B = -683.27  ;; floating-point values
0005: $145C =  1465.76  ;; floating-point values
0005: $145D =  10.92  ;; floating-point values
0005: $145E = -776.75  ;; floating-point values
0005: $145F =  1383.71  ;; floating-point values
0005: $1460 =  10.86  ;; floating-point values
0005: $1461 = -873.98  ;; floating-point values
0005: $1462 =  1328.55  ;; floating-point values
0005: $1463 =  10.29  ;; floating-point values
0005: $1464 = -869.53  ;; floating-point values
0005: $1465 =  1107.01  ;; floating-point values
0005: $1466 =  9.9  ;; floating-point values
0005: $1467 = -873.4  ;; floating-point values
0005: $1468 =  953.7  ;; floating-point values
0005: $1469 =  9.9  ;; floating-point values
0005: $146A = -871.27  ;; floating-point values
0005: $146B =  775.91  ;; floating-point values
0005: $146C =  9.9  ;; floating-point values
0005: $146D = -726.25  ;; floating-point values
0005: $146E =  749.28  ;; floating-point values
0005: $146F =  9.92  ;; floating-point values
0005: $1470 = -623.68  ;; floating-point values
0005: $1471 =  743.44  ;; floating-point values
0005: $1472 =  9.42  ;; floating-point values
0005: $1473 = -516.6  ;; floating-point values
0005: $1474 =  733.58  ;; floating-point values
0005: $1475 =  9.65  ;; floating-point values
0005: $1476 = -596.92  ;; floating-point values
0005: $1477 =  666.82  ;; floating-point values
0005: $1478 =  9.91  ;; floating-point values
0005: $1412 = -592.65  ;; floating-point values
0005: $1413 =  665.35  ;; floating-point values
0005: $1414 =  9.91  ;; floating-point values
0005: $141E = -592.65  ;; floating-point values
0005: $141F =  663.15  ;; floating-point values
0005: $1420 =  9.91  ;; floating-point values
0005: $142B = -592.65  ;; floating-point values
0005: $142C =  661.26  ;; floating-point values
0005: $142D =  9.91  ;; floating-point values
0005: $1438 =  270.0  ;; floating-point values
0005: $143D = -648.52  ;; floating-point values
0005: $143E =  629.85  ;; floating-point values
0005: $143F =  8.0  ;; floating-point values
0005: $1440 = -499.21  ;; floating-point values
0005: $1441 =  702.38  ;; floating-point values
0005: $1442 =  15.0  ;; floating-point values
0004: $1495 =  0  ;; integer values
0247: request_model #BKA
0247: request_model #BKB
0247: request_model #ANGEL
0247: request_model #UZI
03CF: load_wav "BIKEREV" as  1
03CF: load_wav "BIKE1_1" as  2

:Label0CB88A
00D6: if  25
8248:   NOT   model #BKA available
8248:   NOT   model #BKB available
8248:   NOT   model #ANGEL available
8248:   NOT   model #UZI available
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0CB8BA
0001: wait  0 ms
0002: jump £Label0CB88A

:Label0CB8BA
01EB: set_car_density_to  .5
03BA: clear_cars_from_cube $143D $143E $143F $1440 $1441 $1442
01E8: create_forbidden_for_cars_cube $143D $143E $143F $1440 $1441 $1442
00A5: $1418 = create_car #ANGEL at $1412 $1413 $1414
0423: car $1418 improve_handling  2.0
0175: set_car $1418 z_angle_to $1438
00AE: unknown_set_car $1418 to_ignore_traffic_lights  2
00AD: set_car $1418 max_speed_to  63.0
02AA: set_car $1418 immune_to_nonplayer  1
0129: $140F = create_actor  4 #BKA in_car $1418 driverseat
0489: unknown_actor $140F flag  1
04D8: $140F  0
01ED: reset_actor $140F flags
011C: actor $140F clear_objective
02A9: set_actor $140F immune_to_nonplayer  1
00A9: set_car $1418 to_normal_driver
00A5: $1424 = create_car #ANGEL at $141E $141F $1420
0423: car $1424 improve_handling  2.0
0175: set_car $1424 z_angle_to $1438
00AE: unknown_set_car $1424 to_ignore_traffic_lights  2
00AD: set_car $1424 max_speed_to  63.0
02AA: set_car $1424 immune_to_nonplayer  1
0129: $141B = create_actor  4 #BKB in_car $1424 driverseat
0489: unknown_actor $141B flag  1
04D8: $141B  0
01ED: reset_actor $141B flags
011C: actor $141B clear_objective
02A9: set_actor $141B immune_to_nonplayer  1
00A9: set_car $1424 to_normal_driver
00A5: $1431 = create_car #ANGEL at $142B $142C $142D
0423: car $1431 improve_handling  2.0
0175: set_car $1431 z_angle_to $1438
00AE: unknown_set_car $1431 to_ignore_traffic_lights  2
00AD: set_car $1431 max_speed_to  63.0
02AA: set_car $1431 immune_to_nonplayer  1
0129: $1428 = create_actor  4 #BKA in_car $1431 driverseat
0489: unknown_actor $1428 flag  1
04D8: $1428  0
01ED: reset_actor $1428 flags
011C: actor $1428 clear_objective
02A9: set_actor $1428 immune_to_nonplayer  1
00A9: set_car $1431 to_normal_driver
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
0336: (unknown) $PLAYER_CHAR  1 
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
018A: $147F = create_checkpoint_at $140B $140C $140D
00BC: text_highpriority "BM1_1"  5000 ms  1  ;; ~g~Get a Freeway or an Angel and get to the starting grid.

:Label0CBA7A
00D6: if  21
80F8:   NOT   player $PLAYER_CHAR stopped  1 (in-sphere)near_point $140B $140C $140D radius  2.0  2.0  2.0
0038:   $1495 ==  0  ;; integer values
004D: jump_if_false £Label0CBE3D
0001: wait  0 ms
00D6: if  21
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY
00DE:   player $PLAYER_CHAR driving_vehicle_type #ANGEL
004D: jump_if_false £Label0CBAD8
0004: $1495 =  1  ;; integer values
0002: jump £Label0CBADF

:Label0CBAD8
0004: $1495 =  0  ;; integer values

:Label0CBADF
00D6: if  0
00F8:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point $140B $140C $140D radius  2.0  2.0  2.0
004D: jump_if_false £Label0CBB53
00D6: if  1
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FREEWAY
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #ANGEL
004D: jump_if_false £Label0CBB4C
00D6: if  0
0038:   $1491 ==  0  ;; integer values
004D: jump_if_false £Label0CBB4C
00BC: text_highpriority "BM1_2"  5000 ms  1  ;; ~g~You need a Freeway or an Angel to compete!
0004: $1491 =  1  ;; integer values

:Label0CBB4C
0002: jump £Label0CBB5A

:Label0CBB53
0004: $1491 =  0  ;; integer values

:Label0CBB5A
00D6: if  0
0119:   car $1418 wrecked
004D: jump_if_false £Label0CBB87
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD
0002: jump £Label0CBBA8

:Label0CBB87
00D6: if  0
0546:   unknown_player $PLAYER_CHAR angel_bike $1418
004D: jump_if_false £Label0CBBA8
0004: $148E =  1  ;; integer values
0002: jump £Label0CBE3D

:Label0CBBA8
00D6: if  0
0119:   car $1424 wrecked
004D: jump_if_false £Label0CBBD5
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD
0002: jump £Label0CBBF6

:Label0CBBD5
00D6: if  0
0546:   unknown_player $PLAYER_CHAR angel_bike $1424
004D: jump_if_false £Label0CBBF6
0004: $148E =  1  ;; integer values
0002: jump £Label0CBE3D

:Label0CBBF6
00D6: if  0
0119:   car $1431 wrecked
004D: jump_if_false £Label0CBC23
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD
0002: jump £Label0CBC44

:Label0CBC23
00D6: if  0
0546:   unknown_player $PLAYER_CHAR angel_bike $1431
004D: jump_if_false £Label0CBC44
0004: $148E =  1  ;; integer values
0002: jump £Label0CBE3D

:Label0CBC44
0227: $1481 = car $1418 health
00D6: if  21
002A:    999 >= $1481  ;; integer values
0496:   unknown_car_check $1418  4
004D: jump_if_false £Label0CBC74
0004: $1481 =  9  ;; integer values
0002: jump £Label0CBE3D

:Label0CBC74
00D6: if  0
8118:   NOT   actor $140F dead
004D: jump_if_false £Label0CBCD4
0226: $1410 = actor $140F health
00D6: if  0
002A:    99 >= $1410  ;; integer values
004D: jump_if_false £Label0CBCAC
0004: $148E =  1  ;; integer values
0002: jump £Label0CBE3D

:Label0CBCAC
00D6: if  0
80DB:   NOT   actor $140F in_car $1418
004D: jump_if_false £Label0CBCCD
0004: $148E =  1  ;; integer values
0002: jump £Label0CBE3D

:Label0CBCCD
0002: jump £Label0CBCEA

:Label0CBCD4
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD

:Label0CBCEA
0227: $1427 = car $1424 health
00D6: if  21
002A:    999 >= $1427  ;; integer values
0496:   unknown_car_check $1424  4
004D: jump_if_false £Label0CBD1A
0004: $1427 =  9  ;; integer values
0002: jump £Label0CBE3D

:Label0CBD1A
00D6: if  0
8118:   NOT   actor $141B dead
004D: jump_if_false £Label0CBD7A
0226: $141C = actor $141B health
00D6: if  0
002A:    99 >= $141C  ;; integer values
004D: jump_if_false £Label0CBD52
0004: $148E =  1  ;; integer values
0002: jump £Label0CBE3D

:Label0CBD52
00D6: if  0
80DB:   NOT   actor $141B in_car $1424
004D: jump_if_false £Label0CBD73
0004: $148E =  1  ;; integer values
0002: jump £Label0CBE3D

:Label0CBD73
0002: jump £Label0CBD90

:Label0CBD7A
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD

:Label0CBD90
0227: $1434 = car $1431 health
00D6: if  21
002A:    999 >= $1434  ;; integer values
0496:   unknown_car_check $1431  4
004D: jump_if_false £Label0CBDC0
0004: $1434 =  9  ;; integer values
0002: jump £Label0CBE3D

:Label0CBDC0
00D6: if  0
8118:   NOT   actor $1428 dead
004D: jump_if_false £Label0CBE20
0226: $1429 = actor $1428 health
00D6: if  0
002A:    99 >= $1429  ;; integer values
004D: jump_if_false £Label0CBDF8
0004: $148E =  1  ;; integer values
0002: jump £Label0CBE3D

:Label0CBDF8
00D6: if  0
80DB:   NOT   actor $1428 in_car $1431
004D: jump_if_false £Label0CBE19
0004: $148E =  1  ;; integer values
0002: jump £Label0CBE3D

:Label0CBE19
0002: jump £Label0CBE36

:Label0CBE20
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD

:Label0CBE36
0002: jump £Label0CBA7A

:Label0CBE3D
03D1: play_wav  1
03D1: play_wav  2
00BC: text_highpriority "BIKE1_1"  5000 ms  1  ;; All right, fancy clothes. Let's see what you can do.
00D6: if  23
0038:   $1481 ==  9  ;; integer values
0038:   $148E ==  1  ;; integer values
0038:   $1427 ==  9  ;; integer values
0038:   $1434 ==  9  ;; integer values
004D: jump_if_false £Label0CBE91
00BA: text_styled "RACE1"  1200 ms  4  ;; ~g~3..2..1.. GO GO GO!
0002: jump £Label0CBF97

:Label0CBE91
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
00BA: text_styled "RACE2"  1100 ms  4  ;; ~g~3
018C: play_sound  7 at  0.0  0.0  0.0
0001: wait  1000 ms
00BA: text_styled "RACE3"  1100 ms  4  ;; ~g~2
018C: play_sound  8 at  0.0  0.0  0.0
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label0CBF05
03D5: remove_text "BIKE1_1"  ;; All right, fancy clothes. Let's see what you can do.

:Label0CBF05
0001: wait  1000 ms
00BA: text_styled "RACE4"  1100 ms  4  ;; ~g~1
018C: play_sound  9 at  0.0  0.0  0.0
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label0CBF45
03D5: remove_text "BIKE1_1"  ;; All right, fancy clothes. Let's see what you can do.

:Label0CBF45
0001: wait  1000 ms
00BA: text_styled "RACE5"  800 ms  4  ;; ~g~GO!
018C: play_sound  10 at  0.0  0.0  0.0
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label0CBF85
03D5: remove_text "BIKE1_1"  ;; All right, fancy clothes. Let's see what you can do.

:Label0CBF85
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged

:Label0CBF97
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label0CBFB0
03D5: remove_text "BIKE1_1"  ;; All right, fancy clothes. Let's see what you can do.

:Label0CBFB0
00D6: if  0
0119:   car $1418 wrecked
004D: jump_if_false £Label0CBFDD
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD
0002: jump £Label0CBFEA

:Label0CBFDD
03CC: car $1418 add_to_stuck_car_check  1.0 =  2000

:Label0CBFEA
00D6: if  0
8118:   NOT   actor $140F dead
004D: jump_if_false £Label0CC008
0489: unknown_actor $140F flag  0
0002: jump £Label0CC01E

:Label0CC008
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD

:Label0CC01E
00D6: if  0
0119:   car $1424 wrecked
004D: jump_if_false £Label0CC04B
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD
0002: jump £Label0CC058

:Label0CC04B
03CC: car $1424 add_to_stuck_car_check  1.0 =  2000

:Label0CC058
00D6: if  0
8118:   NOT   actor $141B dead
004D: jump_if_false £Label0CC076
0489: unknown_actor $141B flag  0
0002: jump £Label0CC08C

:Label0CC076
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD

:Label0CC08C
00D6: if  0
0119:   car $1431 wrecked
004D: jump_if_false £Label0CC0B9
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD
0002: jump £Label0CC0C6

:Label0CC0B9
03CC: car $1431 add_to_stuck_car_check  1.0 =  2000

:Label0CC0C6
00D6: if  0
8118:   NOT   actor $1428 dead
004D: jump_if_false £Label0CC0E4
0489: unknown_actor $1428 flag  0
0002: jump £Label0CC0FA

:Label0CC0E4
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD

:Label0CC0FA
0164: disable_marker $147F
0162: tie_marker $141A to_actor $140F  1  1
0162: tie_marker $1426 to_actor $141B  1  1
0162: tie_marker $1433 to_actor $1428  1  1
0050: gosub £Label0CCBA0
0086: $1405 = $1479  ;; floating-point values only
0086: $1406 = $147A  ;; floating-point values only
0086: $1407 = $147B  ;; floating-point values only
0086: $1408 = $147C  ;; floating-point values only
0086: $1409 = $147D  ;; floating-point values only
0086: $140A = $147E  ;; floating-point values only
0086: $1415 = $1479  ;; floating-point values only
0086: $1416 = $147A  ;; floating-point values only
0086: $1417 = $147B  ;; floating-point values only
0086: $1421 = $1479  ;; floating-point values only
0086: $1422 = $147A  ;; floating-point values only
0086: $1423 = $147B  ;; floating-point values only
0086: $142E = $1479  ;; floating-point values only
0086: $142F = $147A  ;; floating-point values only
0086: $1430 = $147B  ;; floating-point values only
018A: $147F = create_checkpoint_at $1405 $1406 $1407
0167: $1480 = create_marker_at $1408 $1409 $140A  5  2
0168: show_on_radar $1480  2
0166: set_marker $1480 brightness_to  1
00D6: if  0
8118:   NOT   actor $140F dead
004D: jump_if_false £Label0CC218
00D6: if  0
8119:   NOT   car $1418 wrecked
004D: jump_if_false £Label0CC211
00D6: if  0
00DB:   actor $140F in_car $1418
004D: jump_if_false £Label0CC211
00A7: car $1418 drive_to $1415 $1416 $1417

:Label0CC211
0002: jump £Label0CC22E

:Label0CC218
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD

:Label0CC22E
0001: wait  70 ms
00D6: if  0
8118:   NOT   actor $141B dead
004D: jump_if_false £Label0CC27A
00D6: if  0
8119:   NOT   car $1424 wrecked
004D: jump_if_false £Label0CC273
00D6: if  0
00DB:   actor $141B in_car $1424
004D: jump_if_false £Label0CC273
00A7: car $1424 drive_to $1421 $1422 $1423

:Label0CC273
0002: jump £Label0CC290

:Label0CC27A
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD

:Label0CC290
0001: wait  90 ms
00D6: if  0
8118:   NOT   actor $1428 dead
004D: jump_if_false £Label0CC2DC
00D6: if  0
8119:   NOT   car $1431 wrecked
004D: jump_if_false £Label0CC2D5
00D6: if  0
00DB:   actor $1428 in_car $1431
004D: jump_if_false £Label0CC2D5
00A7: car $1431 drive_to $142E $142F $1430

:Label0CC2D5
0002: jump £Label0CC2F2

:Label0CC2DC
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD

:Label0CC2F2
03C3: set_timer_with_text_to $1485 type  0 text "R_TIME"  ;; RACE TIME:

:Label0CC301
00D6: if  0
001C:   $1486 > $140E  ;; integer values
004D: jump_if_false £Label0CC9B2
0001: wait  0 ms
0004: $1484 =  0  ;; integer values
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1405 $1406 $1407 radius  6.0  6.0  6.0
004D: jump_if_false £Label0CC421
00D6: if  21
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY
00DE:   player $PLAYER_CHAR driving_vehicle_type #ANGEL
004D: jump_if_false £Label0CC421
018C: play_sound  1 at  0.0  0.0  0.0
0008: $140E +=  1  ;; integer values
0164: disable_marker $147F
0164: disable_marker $1480
0084: $1483 = $140E  ;; integer values and handles
0050: gosub £Label0CCBA0
0086: $1405 = $1479  ;; floating-point values only
0086: $1406 = $147A  ;; floating-point values only
0086: $1407 = $147B  ;; floating-point values only
0086: $1408 = $147C  ;; floating-point values only
0086: $1409 = $147D  ;; floating-point values only
0086: $140A = $147E  ;; floating-point values only
00D6: if  0
003A:   $140E == $1486  ;; integer values and handles
004D: jump_if_false £Label0CC3E1
0002: jump £Label0CC9DE

:Label0CC3E1
018A: $147F = create_checkpoint_at $1405 $1406 $1407
00D6: if  0
001A:    17 > $140E  ;; integer values
004D: jump_if_false £Label0CC421
0167: $1480 = create_marker_at $1408 $1409 $140A  5  2
0166: set_marker $1480 brightness_to  1
0168: show_on_radar $1480  2

:Label0CC421
00D6: if  0
8118:   NOT   actor $140F dead
004D: jump_if_false £Label0CC59E
00D6: if  0
8119:   NOT   car $1418 wrecked
004D: jump_if_false £Label0CC597
0084: $1482 = $1418  ;; integer values and handles
0084: $1483 = $1419  ;; integer values and handles
0084: $1488 = $140F  ;; integer values and handles
0086: $1479 = $1415  ;; floating-point values only
0086: $147A = $1416  ;; floating-point values only
0086: $147B = $1417  ;; floating-point values only
0084: $1497 = $1498  ;; integer values and handles
0050: gosub £Label0CD7A0
0050: gosub £Label0CD046
0050: gosub £Label0CD89C
0050: gosub £Label0CD390
0084: $140F = $1488  ;; integer values and handles
0084: $1418 = $1482  ;; integer values and handles
0084: $1498 = $1497  ;; integer values and handles
00D6: if  1
00FE:   actor $140F  0 ()near_point $1415 $1416 $1417 radius $1411 $1411 $1411
00DD:   actor $140F driving_vehicle_type #ANGEL
004D: jump_if_false £Label0CC597
0008: $1419 +=  1  ;; integer values
0084: $1483 = $1419  ;; integer values and handles
0050: gosub £Label0CCBA0
0086: $1415 = $1479  ;; floating-point values only
0086: $1416 = $147A  ;; floating-point values only
0086: $1417 = $147B  ;; floating-point values only
00D6: if  0
0038:   $1419 ==  17  ;; integer values
004D: jump_if_false £Label0CC523
0005: $1411 =  6.0  ;; floating-point values

:Label0CC523
00D6: if  0
003A:   $1419 == $1486  ;; integer values and handles
004D: jump_if_false £Label0CC54C
00BC: text_highpriority "RACEFA"  5000 ms  1  ;; ~r~You failed to win the race!
0002: jump £Label0CC9CD

:Label0CC54C
00D6: if  0
00DB:   actor $140F in_car $1418
004D: jump_if_false £Label0CC597
00D6: if  0
0042:   $1411 ==  7.0  ;; floating-point values
004D: jump_if_false £Label0CC589
00A7: car $1418 drive_to $1415 $1416 $1417
0002: jump £Label0CC597

:Label0CC589
02C2: car $1418 drive_to_point $1415 $1416 $1417

:Label0CC597
0002: jump £Label0CC5B4

:Label0CC59E
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD

:Label0CC5B4
00D6: if  0
8118:   NOT   actor $141B dead
004D: jump_if_false £Label0CC731
00D6: if  0
8119:   NOT   car $1424 wrecked
004D: jump_if_false £Label0CC72A
0084: $1482 = $1424  ;; integer values and handles
0084: $1483 = $1425  ;; integer values and handles
0084: $1488 = $141B  ;; integer values and handles
0086: $1479 = $1421  ;; floating-point values only
0086: $147A = $1422  ;; floating-point values only
0086: $147B = $1423  ;; floating-point values only
0084: $1497 = $1499  ;; integer values and handles
0050: gosub £Label0CD7A0
0050: gosub £Label0CD046
0050: gosub £Label0CD89C
0050: gosub £Label0CD390
0084: $141B = $1488  ;; integer values and handles
0084: $1424 = $1482  ;; integer values and handles
0084: $1499 = $1497  ;; integer values and handles
00D6: if  1
00FE:   actor $141B  0 ()near_point $1421 $1422 $1423 radius $141D $141D $141D
00DD:   actor $141B driving_vehicle_type #ANGEL
004D: jump_if_false £Label0CC72A
0008: $1425 +=  1  ;; integer values
0084: $1483 = $1425  ;; integer values and handles
0050: gosub £Label0CCBA0
0086: $1421 = $1479  ;; floating-point values only
0086: $1422 = $147A  ;; floating-point values only
0086: $1423 = $147B  ;; floating-point values only
00D6: if  0
0038:   $1425 ==  17  ;; integer values
004D: jump_if_false £Label0CC6B6
0005: $141D =  6.0  ;; floating-point values

:Label0CC6B6
00D6: if  0
003A:   $1425 == $1486  ;; integer values and handles
004D: jump_if_false £Label0CC6DF
00BC: text_highpriority "RACEFA"  5000 ms  1  ;; ~r~You failed to win the race!
0002: jump £Label0CC9CD

:Label0CC6DF
00D6: if  0
00DB:   actor $141B in_car $1424
004D: jump_if_false £Label0CC72A
00D6: if  0
0042:   $141D ==  7.0  ;; floating-point values
004D: jump_if_false £Label0CC71C
00A7: car $1424 drive_to $1421 $1422 $1423
0002: jump £Label0CC72A

:Label0CC71C
02C2: car $1424 drive_to_point $1421 $1422 $1423

:Label0CC72A
0002: jump £Label0CC747

:Label0CC731
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD

:Label0CC747
00D6: if  0
8118:   NOT   actor $1428 dead
004D: jump_if_false £Label0CC8C4
00D6: if  0
8119:   NOT   car $1431 wrecked
004D: jump_if_false £Label0CC8BD
0084: $1482 = $1431  ;; integer values and handles
0084: $1483 = $1432  ;; integer values and handles
0084: $1488 = $1428  ;; integer values and handles
0086: $1479 = $142E  ;; floating-point values only
0086: $147A = $142F  ;; floating-point values only
0086: $147B = $1430  ;; floating-point values only
0084: $1497 = $149A  ;; integer values and handles
0050: gosub £Label0CD7A0
0050: gosub £Label0CD046
0050: gosub £Label0CD89C
0050: gosub £Label0CD390
0084: $1428 = $1488  ;; integer values and handles
0084: $1431 = $1482  ;; integer values and handles
0084: $149A = $1497  ;; integer values and handles
00D6: if  1
00FE:   actor $1428  0 ()near_point $142E $142F $1430 radius $142A $142A $142A
00DD:   actor $1428 driving_vehicle_type #ANGEL
004D: jump_if_false £Label0CC8BD
0008: $1432 +=  1  ;; integer values
0084: $1483 = $1432  ;; integer values and handles
0050: gosub £Label0CCBA0
0086: $142E = $1479  ;; floating-point values only
0086: $142F = $147A  ;; floating-point values only
0086: $1430 = $147B  ;; floating-point values only
00D6: if  0
0038:   $1432 ==  17  ;; integer values
004D: jump_if_false £Label0CC849
0005: $142A =  6.0  ;; floating-point values

:Label0CC849
00D6: if  0
003A:   $1432 == $1486  ;; integer values and handles
004D: jump_if_false £Label0CC872
00BC: text_highpriority "RACEFA"  5000 ms  1  ;; ~r~You failed to win the race!
0002: jump £Label0CC9CD

:Label0CC872
00D6: if  0
00DB:   actor $1428 in_car $1431
004D: jump_if_false £Label0CC8BD
00D6: if  0
0042:   $142A ==  7.0  ;; floating-point values
004D: jump_if_false £Label0CC8AF
00A7: car $1431 drive_to $142E $142F $1430
0002: jump £Label0CC8BD

:Label0CC8AF
02C2: car $1431 drive_to_point $142E $142F $1430

:Label0CC8BD
0002: jump £Label0CC8DA

:Label0CC8C4
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD

:Label0CC8DA
00D6: if  0
0038:   $1484 ==  0  ;; integer values
004D: jump_if_false £Label0CC8FA
00BC: text_highpriority "FIRST"  100 ms  1  ;; ~b~1st

:Label0CC8FA
00D6: if  0
0038:   $1484 ==  1  ;; integer values
004D: jump_if_false £Label0CC91A
00BC: text_highpriority "SECOND"  100 ms  1  ;; ~b~2nd

:Label0CC91A
00D6: if  0
0038:   $1484 ==  2  ;; integer values
004D: jump_if_false £Label0CC93A
00BC: text_highpriority "THIRD"  100 ms  1  ;; ~b~3rd

:Label0CC93A
00D6: if  0
0038:   $1484 ==  3  ;; integer values
004D: jump_if_false £Label0CC95A
00BC: text_highpriority "FOURTH"  100 ms  1  ;; ~b~4th

:Label0CC95A
00D6: if  0
0038:   $140E ==  17  ;; integer values
004D: jump_if_false £Label0CC98E
024F: create_corona  5.5  6  0 with_color  255  0  0 at_point $1405 $1406 $1407
0002: jump £Label0CC9AB

:Label0CC98E
024F: create_corona  5.5  6  0 with_color  255  137  205 at_point $1405 $1406 $1407

:Label0CC9AB
0002: jump £Label0CC301

:Label0CC9B2
014F: stop_timer $1485
03CD: car $1418 remove_from_stuck_car_check
03CD: car $1424 remove_from_stuck_car_check
03CD: car $1431 remove_from_stuck_car_check
0002: jump £Label0CC9DE

:Label0CC9CD
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0CC9DE
0004: $113 =  1  ;; integer values
0318: set_latest_mission_passed "BIKE_1"  ;; Alloy Wheels of Steel
030C: set_mission_points +=  1
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
0038:   $617 ==  1  ;; integer values
004D: jump_if_false £Label0CCA1A
018E: stop_sound $614
0004: $617 =  0  ;; integer values

:Label0CCA1A
00D6: if  0
0038:   $618 ==  1  ;; integer values
004D: jump_if_false £Label0CCA38
018E: stop_sound $615
0004: $618 =  0  ;; integer values

:Label0CCA38
00D6: if  0
0038:   $619 ==  1  ;; integer values
004D: jump_if_false £Label0CCA56
018E: stop_sound $616
0004: $619 =  0  ;; integer values

:Label0CCA56
00D6: if  0
0038:   $618 ==  0  ;; integer values
004D: jump_if_false £Label0CCA85
018D: $615 = create_sound  37 at -596.018  640.916  12.0
0004: $618 =  1  ;; integer values

:Label0CCA85
0084: $1493 = $1485  ;; integer values and handles
0014: $1493 /=  1000  ;; integer values
042E:  0 $1493
0084: $1492 = $1493  ;; integer values and handles
0014: $1492 /=  60  ;; integer values
0084: $1494 = $1492  ;; integer values and handles
0010: $1494 *=  60  ;; integer values
0060: $1493 -= $1494  ;; integer values
01E3: text_1number_styled "M_PASS"  1000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  1000
00D6: if  0
0028:   $1493 >=  10  ;; integer values
004D: jump_if_false £Label0CCB0A
02FD: text_2numbers_lowpriority "RACETM" $1492 $1493  5000 ms  1  ;; ~b~RACE TIME: ~1~:~1~
0002: jump £Label0CCB1F

:Label0CCB0A
02FD: text_2numbers_lowpriority "RACETM2" $1492 $1493  5000 ms  1  ;; ~b~RACE TIME: ~1~:0~1~

:Label0CCB1F
00D6: if  0
040C:   is_german_game
004D: jump_if_false £Label0CCB3B
004F: create_thread ££Label00D937 
0002: jump £Label0CCB43

:Label0CCB3B
004F: create_thread ££Label00D889 

:Label0CCB43
0051: return

:Label0CCB45
0004: $ONMISSION =  0  ;; integer values
01EB: set_car_density_to  1.0
01E7: remove_forbidden_for_cars_cube $143D $143E $143F $1440 $1441 $1442
0164: disable_marker $147F
0164: disable_marker $1480
0164: disable_marker $141A
0164: disable_marker $1426
0164: disable_marker $1433
0249: release_model #BKA
0249: release_model #BKB
0249: release_model #ANGEL
0249: release_model #UZI
014F: stop_timer $1485
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0CCBA0
00D6: if  0
0038:   $1483 ==  0  ;; integer values
004D: jump_if_false £Label0CCBE2
0086: $1479 = $1443  ;; floating-point values only
0086: $147A = $1444  ;; floating-point values only
0086: $147B = $1445  ;; floating-point values only
0086: $147C = $1446  ;; floating-point values only
0086: $147D = $1447  ;; floating-point values only
0086: $147E = $1448  ;; floating-point values only

:Label0CCBE2
00D6: if  0
0038:   $1483 ==  1  ;; integer values
004D: jump_if_false £Label0CCC24
0086: $1479 = $1446  ;; floating-point values only
0086: $147A = $1447  ;; floating-point values only
0086: $147B = $1448  ;; floating-point values only
0086: $147C = $1449  ;; floating-point values only
0086: $147D = $144A  ;; floating-point values only
0086: $147E = $144B  ;; floating-point values only

:Label0CCC24
00D6: if  0
0038:   $1483 ==  2  ;; integer values
004D: jump_if_false £Label0CCC66
0086: $1479 = $1449  ;; floating-point values only
0086: $147A = $144A  ;; floating-point values only
0086: $147B = $144B  ;; floating-point values only
0086: $147C = $144C  ;; floating-point values only
0086: $147D = $144D  ;; floating-point values only
0086: $147E = $144E  ;; floating-point values only

:Label0CCC66
00D6: if  0
0038:   $1483 ==  3  ;; integer values
004D: jump_if_false £Label0CCCA8
0086: $1479 = $144C  ;; floating-point values only
0086: $147A = $144D  ;; floating-point values only
0086: $147B = $144E  ;; floating-point values only
0086: $147C = $144F  ;; floating-point values only
0086: $147D = $1450  ;; floating-point values only
0086: $147E = $1451  ;; floating-point values only

:Label0CCCA8
00D6: if  0
0038:   $1483 ==  4  ;; integer values
004D: jump_if_false £Label0CCCEA
0086: $1479 = $144F  ;; floating-point values only
0086: $147A = $1450  ;; floating-point values only
0086: $147B = $1451  ;; floating-point values only
0086: $147C = $1452  ;; floating-point values only
0086: $147D = $1453  ;; floating-point values only
0086: $147E = $1454  ;; floating-point values only

:Label0CCCEA
00D6: if  0
0038:   $1483 ==  5  ;; integer values
004D: jump_if_false £Label0CCD2C
0086: $1479 = $1452  ;; floating-point values only
0086: $147A = $1453  ;; floating-point values only
0086: $147B = $1454  ;; floating-point values only
0086: $147C = $1455  ;; floating-point values only
0086: $147D = $1456  ;; floating-point values only
0086: $147E = $1457  ;; floating-point values only

:Label0CCD2C
00D6: if  0
0038:   $1483 ==  6  ;; integer values
004D: jump_if_false £Label0CCD6E
0086: $1479 = $1455  ;; floating-point values only
0086: $147A = $1456  ;; floating-point values only
0086: $147B = $1457  ;; floating-point values only
0086: $147C = $1458  ;; floating-point values only
0086: $147D = $1459  ;; floating-point values only
0086: $147E = $145A  ;; floating-point values only

:Label0CCD6E
00D6: if  0
0038:   $1483 ==  7  ;; integer values
004D: jump_if_false £Label0CCDB0
0086: $1479 = $1458  ;; floating-point values only
0086: $147A = $1459  ;; floating-point values only
0086: $147B = $145A  ;; floating-point values only
0086: $147C = $145B  ;; floating-point values only
0086: $147D = $145C  ;; floating-point values only
0086: $147E = $145D  ;; floating-point values only

:Label0CCDB0
00D6: if  0
0038:   $1483 ==  8  ;; integer values
004D: jump_if_false £Label0CCDF2
0086: $1479 = $145B  ;; floating-point values only
0086: $147A = $145C  ;; floating-point values only
0086: $147B = $145D  ;; floating-point values only
0086: $147C = $145E  ;; floating-point values only
0086: $147D = $145F  ;; floating-point values only
0086: $147E = $1460  ;; floating-point values only

:Label0CCDF2
00D6: if  0
0038:   $1483 ==  9  ;; integer values
004D: jump_if_false £Label0CCE34
0086: $1479 = $145E  ;; floating-point values only
0086: $147A = $145F  ;; floating-point values only
0086: $147B = $1460  ;; floating-point values only
0086: $147C = $1461  ;; floating-point values only
0086: $147D = $1462  ;; floating-point values only
0086: $147E = $1463  ;; floating-point values only

:Label0CCE34
00D6: if  0
0038:   $1483 ==  10  ;; integer values
004D: jump_if_false £Label0CCE76
0086: $1479 = $1461  ;; floating-point values only
0086: $147A = $1462  ;; floating-point values only
0086: $147B = $1463  ;; floating-point values only
0086: $147C = $1464  ;; floating-point values only
0086: $147D = $1465  ;; floating-point values only
0086: $147E = $1466  ;; floating-point values only

:Label0CCE76
00D6: if  0
0038:   $1483 ==  11  ;; integer values
004D: jump_if_false £Label0CCEB8
0086: $1479 = $1464  ;; floating-point values only
0086: $147A = $1465  ;; floating-point values only
0086: $147B = $1466  ;; floating-point values only
0086: $147C = $1467  ;; floating-point values only
0086: $147D = $1468  ;; floating-point values only
0086: $147E = $1469  ;; floating-point values only

:Label0CCEB8
00D6: if  0
0038:   $1483 ==  12  ;; integer values
004D: jump_if_false £Label0CCEFA
0086: $1479 = $1467  ;; floating-point values only
0086: $147A = $1468  ;; floating-point values only
0086: $147B = $1469  ;; floating-point values only
0086: $147C = $146A  ;; floating-point values only
0086: $147D = $146B  ;; floating-point values only
0086: $147E = $146C  ;; floating-point values only

:Label0CCEFA
00D6: if  0
0038:   $1483 ==  13  ;; integer values
004D: jump_if_false £Label0CCF3C
0086: $1479 = $146A  ;; floating-point values only
0086: $147A = $146B  ;; floating-point values only
0086: $147B = $146C  ;; floating-point values only
0086: $147C = $146D  ;; floating-point values only
0086: $147D = $146E  ;; floating-point values only
0086: $147E = $146F  ;; floating-point values only

:Label0CCF3C
00D6: if  0
0038:   $1483 ==  14  ;; integer values
004D: jump_if_false £Label0CCF7E
0086: $1479 = $146D  ;; floating-point values only
0086: $147A = $146E  ;; floating-point values only
0086: $147B = $146F  ;; floating-point values only
0086: $147C = $1470  ;; floating-point values only
0086: $147D = $1471  ;; floating-point values only
0086: $147E = $1472  ;; floating-point values only

:Label0CCF7E
00D6: if  0
0038:   $1483 ==  15  ;; integer values
004D: jump_if_false £Label0CCFC0
0086: $1479 = $1470  ;; floating-point values only
0086: $147A = $1471  ;; floating-point values only
0086: $147B = $1472  ;; floating-point values only
0086: $147C = $1473  ;; floating-point values only
0086: $147D = $1474  ;; floating-point values only
0086: $147E = $1475  ;; floating-point values only

:Label0CCFC0
00D6: if  0
0038:   $1483 ==  16  ;; integer values
004D: jump_if_false £Label0CD002
0086: $1479 = $1473  ;; floating-point values only
0086: $147A = $1474  ;; floating-point values only
0086: $147B = $1475  ;; floating-point values only
0086: $147C = $1476  ;; floating-point values only
0086: $147D = $1477  ;; floating-point values only
0086: $147E = $1478  ;; floating-point values only

:Label0CD002
00D6: if  0
0038:   $1483 ==  17  ;; integer values
004D: jump_if_false £Label0CD044
0086: $1479 = $1476  ;; floating-point values only
0086: $147A = $1477  ;; floating-point values only
0086: $147B = $1478  ;; floating-point values only
0086: $147C = $1476  ;; floating-point values only
0086: $147D = $1477  ;; floating-point values only
0086: $147E = $1478  ;; floating-point values only

:Label0CD044
0051: return

:Label0CD046
0227: $1481 = car $1482 health
00D6: if  0
001A:    500 > $1481  ;; integer values
004D: jump_if_false £Label0CD069
0224: set_car $1482 health_to  1000

:Label0CD069
00D6: if  0
00DB:   actor $1488 in_car $1482
004D: jump_if_false £Label0CD2C6
00D6: if  0
8118:   NOT   actor $1488 dead
004D: jump_if_false £Label0CD2C6
00D6: if  0
03CE:   car $1482 stuck
004D: jump_if_false £Label0CD2C6
00D6: if  1
82CA:   NOT   car $1482 bounding_sphere_visible
80FB:   NOT   player $PLAYER_CHAR  0 ()near_actor $1488 radius  30.0  30.0  30.0
004D: jump_if_false £Label0CD2C6
00AA: store_car $1482 position_to $1435 $1436 $1437
02C1: set $1435 $1436 $1437 to_car_path_coords_closest_to $1435 $1436 $1437
00D6: if  0
838A:   NOT   car_in_cube $1435 $1436 $1437  4.0  4.0  3.0
004D: jump_if_false £Label0CD1CF
00D6: if  0
80C2:   NOT   sphere_onscreen $1435 $1436 $1437  4.0
004D: jump_if_false £Label0CD1C8
00AB: put_car $1482 at $1435 $1436 $1437
039F: car $1482 race_to $1479 $147A
00D6: if  0
00DB:   actor $1488 in_car $1482
004D: jump_if_false £Label0CD1C1
00D6: if  22
0042:   $1411 ==  7.0  ;; floating-point values
0042:   $141D ==  7.0  ;; floating-point values
0042:   $142A ==  7.0  ;; floating-point values
004D: jump_if_false £Label0CD1A2
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
00A7: car $1482 drive_to $1479 $147A $147B
0002: jump £Label0CD1C1

:Label0CD1A2
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
02C2: car $1482 drive_to_point $1479 $147A $147B

:Label0CD1C1
0004: $1487 =  0  ;; integer values

:Label0CD1C8
0002: jump £Label0CD2C6

:Label0CD1CF
04D3: unknown_race_stuff $1435 $1436 $1437  2 $1435 $1436 $1437
00D6: if  0
838A:   NOT   car_in_cube $1435 $1436 $1437  4.0  4.0  3.0
004D: jump_if_false £Label0CD2C6
00D6: if  0
80C2:   NOT   sphere_onscreen $1435 $1436 $1437  4.0
004D: jump_if_false £Label0CD2C6
00AB: put_car $1482 at $1435 $1436 $1437
039F: car $1482 race_to $1479 $147A
00D6: if  0
00DB:   actor $1488 in_car $1482
004D: jump_if_false £Label0CD2BF
00D6: if  22
0042:   $1411 ==  7.0  ;; floating-point values
0042:   $141D ==  7.0  ;; floating-point values
0042:   $142A ==  7.0  ;; floating-point values
004D: jump_if_false £Label0CD2A0
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
00A7: car $1482 drive_to $1479 $147A $147B
0002: jump £Label0CD2BF

:Label0CD2A0
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
02C2: car $1482 drive_to_point $1479 $147A $147B

:Label0CD2BF
0004: $1487 =  0  ;; integer values

:Label0CD2C6
0084: $1496 = $140E  ;; integer values and handles
000C: $1496 -=  2  ;; integer values
00D6: if  0
001C:   $1496 > $1483  ;; integer values
004D: jump_if_false £Label0CD38E
00D6: if  0
8119:   NOT   car $1482 wrecked
004D: jump_if_false £Label0CD38E
00D6: if  0
8118:   NOT   actor $1488 dead
004D: jump_if_false £Label0CD38E
00D6: if  0
00DB:   actor $1488 in_car $1482
004D: jump_if_false £Label0CD38E
00D6: if  0
82CA:   NOT   car $1482 bounding_sphere_visible
004D: jump_if_false £Label0CD38E
00D6: if  0
838A:   NOT   car_in_cube $1479 $147A $147B  4.0  4.0  3.0
004D: jump_if_false £Label0CD38E
00D6: if  0
80C2:   NOT   sphere_onscreen $1479 $147A $147B  4.0
004D: jump_if_false £Label0CD38E
00AB: put_car $1482 at $1479 $147A $147B
039F: car $1482 race_to $1405 $1406
04BA: set_car $1482 speed_instantly  30.0

:Label0CD38E
0051: return

:Label0CD390
00D6: if  0
8118:   NOT   actor $1488 dead
004D: jump_if_false £Label0CD79E
0226: $148F = actor $1488 health
00D6: if  0
80DF:   NOT   actor $1488 driving
004D: jump_if_false £Label0CD6FD
0004: $1497 =  1  ;; integer values
00D6: if  0
82CB:   NOT   actor $1488 bounding_sphere_visible
004D: jump_if_false £Label0CD63B
00D6: if  0
80FB:   NOT   player $PLAYER_CHAR  0 ()near_actor $1488 radius  20.0  20.0  10.0
004D: jump_if_false £Label0CD634
00A0: store_actor $1488 position_to $1489 $148A $148B
02C1: set $1435 $1436 $1437 to_car_path_coords_closest_to $1489 $148A $148B
00D6: if  0
838A:   NOT   car_in_cube $1435 $1436 $1437  4.0  4.0  3.0
004D: jump_if_false £Label0CD634
00D6: if  0
80C2:   NOT   sphere_onscreen $1435 $1436 $1437  4.0
004D: jump_if_false £Label0CD51D
03CD: car $1482 remove_from_stuck_car_check
01C3: remove_references_to_car $1482  ;; Like turning a car into any random car
00A5: $1482 = create_car #ANGEL at $1435 $1436 $1437
03CC: car $1482 add_to_stuck_car_check  1.0 =  2000
011C: actor $1488 clear_objective
036A: put_actor $1488 in_car $1482
039F: car $1482 race_to $1479 $147A
00D6: if  0
00DB:   actor $1488 in_car $1482
004D: jump_if_false £Label0CD516
00D6: if  22
0042:   $1411 ==  7.0  ;; floating-point values
0042:   $141D ==  7.0  ;; floating-point values
0042:   $142A ==  7.0  ;; floating-point values
004D: jump_if_false £Label0CD4F7
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
00A7: car $1482 drive_to $1479 $147A $147B
0002: jump £Label0CD516

:Label0CD4F7
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
02C2: car $1482 drive_to_point $1479 $147A $147B

:Label0CD516
0002: jump £Label0CD634

:Label0CD51D
04D3: unknown_race_stuff $1435 $1436 $1437  2 $1435 $1436 $1437
00D6: if  0
838A:   NOT   car_in_cube $1435 $1436 $1437  4.0  4.0  3.0
004D: jump_if_false £Label0CD634
00D6: if  0
80C2:   NOT   sphere_onscreen $1435 $1436 $1437  4.0
004D: jump_if_false £Label0CD634
03CD: car $1482 remove_from_stuck_car_check
01C3: remove_references_to_car $1482  ;; Like turning a car into any random car
00A5: $1482 = create_car #ANGEL at $1435 $1436 $1437
03CC: car $1482 add_to_stuck_car_check  1.0 =  2000
011C: actor $1488 clear_objective
036A: put_actor $1488 in_car $1482
039F: car $1482 race_to $1479 $147A
00D6: if  0
00DB:   actor $1488 in_car $1482
004D: jump_if_false £Label0CD634
00D6: if  22
0042:   $1411 ==  7.0  ;; floating-point values
0042:   $141D ==  7.0  ;; floating-point values
0042:   $142A ==  7.0  ;; floating-point values
004D: jump_if_false £Label0CD615
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
00A7: car $1482 drive_to $1479 $147A $147B
0002: jump £Label0CD634

:Label0CD615
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
02C2: car $1482 drive_to_point $1479 $147A $147B

:Label0CD634
0002: jump £Label0CD6F6

:Label0CD63B
00D6: if  0
8119:   NOT   car $1482 wrecked
004D: jump_if_false £Label0CD6E2
0319: set_actor $1488 wander_state_to  1 (off)
01D5: actor $1488 go_to_and_drive_car $1482
00D6: if  0
00DB:   actor $1488 in_car $1482
004D: jump_if_false £Label0CD6DB
00D6: if  22
0042:   $1411 ==  7.0  ;; floating-point values
0042:   $141D ==  7.0  ;; floating-point values
0042:   $142A ==  7.0  ;; floating-point values
004D: jump_if_false £Label0CD6BC
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
00A7: car $1482 drive_to $1479 $147A $147B
0002: jump £Label0CD6DB

:Label0CD6BC
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
02C2: car $1482 drive_to_point $1479 $147A $147B

:Label0CD6DB
0002: jump £Label0CD6F6

:Label0CD6E2
01CA: actor $1488 kill_player $PLAYER_CHAR
01B2: give_actor $1488 weapon  23 ammo  300000  ;; Load the weapon model before using this

:Label0CD6F6
0002: jump £Label0CD79E

:Label0CD6FD
00D6: if  0
0038:   $1497 ==  1  ;; integer values
004D: jump_if_false £Label0CD79E
00D6: if  0
00DB:   actor $1488 in_car $1482
004D: jump_if_false £Label0CD79E
00D6: if  22
0042:   $1411 ==  7.0  ;; floating-point values
0042:   $141D ==  7.0  ;; floating-point values
0042:   $142A ==  7.0  ;; floating-point values
004D: jump_if_false £Label0CD778
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
00A7: car $1482 drive_to $1479 $147A $147B
0004: $1497 =  0  ;; integer values
0002: jump £Label0CD79E

:Label0CD778
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
02C2: car $1482 drive_to_point $1479 $147A $147B
0004: $1497 =  0  ;; integer values

:Label0CD79E
0051: return

:Label0CD7A0
00D6: if  0
003A:   $140E == $1483  ;; integer values and handles
004D: jump_if_false £Label0CD880
00A0: store_actor $1488 position_to $1435 $1436 $1437
0086: $1439 = $1435  ;; floating-point values only
0061: $1439 -= $1405  ;; floating-point values
0086: $143A = $1436  ;; floating-point values only
0061: $143A -= $1406  ;; floating-point values
0069: $1439 *= $1439  ;; floating-point values
0069: $143A *= $143A  ;; floating-point values
0086: $143B = $1439  ;; floating-point values only
0059: $143B += $143A  ;; floating-point values
01FB: $143C = square_root $143B
0054: store_player $PLAYER_CHAR position_to $1435 $1436 $1437
0086: $1439 = $1435  ;; floating-point values only
0061: $1439 -= $1405  ;; floating-point values
0086: $143A = $1436  ;; floating-point values only
0061: $143A -= $1406  ;; floating-point values
0069: $1439 *= $1439  ;; floating-point values
0069: $143A *= $143A  ;; floating-point values
0086: $143B = $1439  ;; floating-point values only
0059: $143B += $143A  ;; floating-point values
01FB: $1404 = square_root $143B
00D6: if  0
0024:   $1404 > $143C  ;; floating-point values only
004D: jump_if_false £Label0CD879
0008: $1484 +=  1  ;; integer values

:Label0CD879
0002: jump £Label0CD89A

:Label0CD880
00D6: if  0
001C:   $1483 > $140E  ;; integer values
004D: jump_if_false £Label0CD89A
0008: $1484 +=  1  ;; integer values

:Label0CD89A
0051: return

:Label0CD89C
00D6: if  0
8118:   NOT   actor $1488 dead
004D: jump_if_false £Label0CDB92
00D6: if  0
04AD: $1488
004D: jump_if_false £Label0CDB8B
00D6: if  0
82CB:   NOT   actor $1488 bounding_sphere_visible
004D: jump_if_false £Label0CDB8B
00D6: if  0
80FB:   NOT   player $PLAYER_CHAR  0 ()near_actor $1488 radius  10.0  10.0  10.0
004D: jump_if_false £Label0CDB8B
00A0: store_actor $1488 position_to $1489 $148A $148B
02C1: set $1435 $1436 $1437 to_car_path_coords_closest_to $1489 $148A $148B
00D6: if  0
838A:   NOT   car_in_cube $1435 $1436 $1437  4.0  4.0  3.0
004D: jump_if_false £Label0CDA47
00D6: if  0
8118:   NOT   actor $1488 dead
004D: jump_if_false £Label0CDA2A
00D6: if  0
80C2:   NOT   sphere_onscreen $1435 $1436 $1437  4.0
004D: jump_if_false £Label0CDA23
03CD: car $1482 remove_from_stuck_car_check
01C3: remove_references_to_car $1482  ;; Like turning a car into any random car
00A5: $1482 = create_car #ANGEL at $1435 $1436 $1437
03CC: car $1482 add_to_stuck_car_check  1.0 =  2000
011C: actor $1488 clear_objective
036A: put_actor $1488 in_car $1482
039F: car $1482 race_to $1479 $147A
00D6: if  0
00DB:   actor $1488 in_car $1482
004D: jump_if_false £Label0CDA23
00D6: if  22
0042:   $1411 ==  7.0  ;; floating-point values
0042:   $141D ==  7.0  ;; floating-point values
0042:   $142A ==  7.0  ;; floating-point values
004D: jump_if_false £Label0CDA04
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
00A7: car $1482 drive_to $1479 $147A $147B
0002: jump £Label0CDA23

:Label0CDA04
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
02C2: car $1482 drive_to_point $1479 $147A $147B

:Label0CDA23
0002: jump £Label0CDA40

:Label0CDA2A
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD

:Label0CDA40
0002: jump £Label0CDB8B

:Label0CDA47
04D3: unknown_race_stuff $1435 $1436 $1437  2 $1435 $1436 $1437
00D6: if  0
838A:   NOT   car_in_cube $1435 $1436 $1437  4.0  4.0  3.0
004D: jump_if_false £Label0CDB8B
00D6: if  0
8118:   NOT   actor $1488 dead
004D: jump_if_false £Label0CDB75
00D6: if  0
80C2:   NOT   sphere_onscreen $1435 $1436 $1437  4.0
004D: jump_if_false £Label0CDB6E
03CD: car $1482 remove_from_stuck_car_check
01C3: remove_references_to_car $1482  ;; Like turning a car into any random car
00A5: $1482 = create_car #ANGEL at $1435 $1436 $1437
03CC: car $1482 add_to_stuck_car_check  1.0 =  2000
011C: actor $1488 clear_objective
036A: put_actor $1488 in_car $1482
039F: car $1482 race_to $1479 $147A
00D6: if  0
00DB:   actor $1488 in_car $1482
004D: jump_if_false £Label0CDB6E
00D6: if  22
0042:   $1411 ==  7.0  ;; floating-point values
0042:   $141D ==  7.0  ;; floating-point values
0042:   $142A ==  7.0  ;; floating-point values
004D: jump_if_false £Label0CDB4F
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
00A7: car $1482 drive_to $1479 $147A $147B
0002: jump £Label0CDB6E

:Label0CDB4F
00AE: unknown_set_car $1482 to_ignore_traffic_lights  2
00AD: set_car $1482 max_speed_to  63.0
02C2: car $1482 drive_to_point $1479 $147A $147B

:Label0CDB6E
0002: jump £Label0CDB8B

:Label0CDB75
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD

:Label0CDB8B
0002: jump £Label0CDBA8

:Label0CDB92
00BC: text_highpriority "BM1_3"  5000 ms  1  ;; ~r~The racers have been attacked!
0002: jump £Label0CC9CD

:Label0CDBA8
0051: return

;-------------Mission 54---------------
; Originally: Messing with the Man


:Label0CDBAA
03A4: name_thread "BIKE2"
0050: gosub £Label0CDBD8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0CDBCF
0050: gosub £Label0CE310

:Label0CDBCF
0050: gosub £Label0CE3E7
004E: end_thread

:Label0CDBD8
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0004: $149B =  0  ;; integer values
0004: $149C =  0  ;; integer values
0004: $149D =  0  ;; integer values
0004: $149E =  0  ;; integer values
0004: $149F =  0  ;; integer values
0004: $14A0 =  0  ;; integer values
0004: $14A1 =  121000  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "BIKE2"
058E: set_restart_mission_taxi_destination -609.723  658.861  9.908  279.44
023C: load_special_actor  1 "CSBIGM"
023C: load_special_actor  2 "CSPLAY"
023C: load_special_actor  3 "MGOONA"
023C: load_special_actor  4 "MSERVER"
04BB: select_interiour  11  ;; select render area
03CB: set_camera -597.02  642.46  11.0
04F9: interiour_colors  15  0
038B: load_requested_models

:Label0CDC86
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
004D: jump_if_false £Label0CDCAC
0001: wait  0 ms
0002: jump £Label0CDC86

:Label0CDCAC
02E4: load_cutscene_data "BIKE_3"
0244: set_cutscene_pos -602.052  636.289  10.636
041D: set_camera_near_clip  .1
02E5: $9B = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $9B "CSBIGM"
02E5: $7D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $90 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $90 "MGOONA"
02E5: $9C = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $9C "MSERVER"
0395: clear_area  1 at -597.25  655.87 range  10.06  1.0
0055: put_player $PLAYER_CHAR at -597.25  655.87  10.06
0171: set_player $PLAYER_CHAR z_angle_to  0.0
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0CDD6A
00D6: if  0
001A:    3004 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CDD8D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CDD6A

:Label0CDD8D
00BC: text_highpriority "BM2_A"  10000 ms  1  ;; Ah, got ya again.

:Label0CDD9C
00D6: if  0
001A:    5135 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CDDBF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CDD9C

:Label0CDDBF
00BC: text_highpriority "BM2_B"  10000 ms  1  ;; Hey Vercetti.

:Label0CDDCE
00D6: if  0
001A:    6423 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CDDF1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CDDCE

:Label0CDDF1
00BC: text_highpriority "BM2_C"  10000 ms  1  ;; Cougar says you can handle a bike pretty good.

:Label0CDE00
00D6: if  0
001A:    8568 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CDE23
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CDE00

:Label0CDE23
00BC: text_highpriority "BM2_D"  10000 ms  1  ;; Yeah, how many more errands am I gonna to have to run?

:Label0CDE32
00D6: if  0
001A:    10974 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CDE55
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CDE32

:Label0CDE55
00BC: text_highpriority "BM2_E"  10000 ms  1  ;; I'm a very busy man.

:Label0CDE64
00D6: if  0
001A:    12703 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CDE87
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CDE64

:Label0CDE87
00BC: text_highpriority "BM2_F"  10000 ms  1  ;; If it's a fight that's gonna settle this then bring it on.

:Label0CDE96
00D6: if  0
001A:    14662 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CDEB9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CDE96

:Label0CDEB9
00BC: text_highpriority "BM2_G"  10000 ms  1  ;; Being one of us ain't just about brawlin'. It's about being part of a family.

:Label0CDEC8
00D6: if  0
001A:    18829 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CDEEB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CDEC8

:Label0CDEEB
00BC: text_highpriority "BM2_H"  10000 ms  1  ;; Yeah, I've been part of a family before alright. It didn't work out.

:Label0CDEFA
00D6: if  0
001A:    21584 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CDF1D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CDEFA

:Label0CDF1D
00BC: text_highpriority "BM2_I"  10000 ms  1  ;; Yeah, right, but this family takes care of its own.

:Label0CDF2C
00D6: if  0
001A:    24017 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CDF4F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CDF2C

:Label0CDF4F
00BC: text_highpriority "BM2_J"  10000 ms  1  ;; We don't ask a man to do the dirty work and then let him do fifteen years hard time.

:Label0CDF5E
00D6: if  0
001A:    28016 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CDF81
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CDF5E

:Label0CDF81
00BC: text_highpriority "BM2_K"  10000 ms  1  ;; Yeah, that's right. I've done my homework.

:Label0CDF90
00D6: if  0
001A:    30132 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CDFB3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CDF90

:Label0CDFB3
00BC: text_highpriority "BM2_L"  10000 ms  1  ;; This here's the biggest family of misfits, outcasts and badasses.

:Label0CDFC2
00D6: if  0
001A:    34034 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CDFE7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CDFC2

:Label0CDFE7
00BC: text_highpriority "BM2_M"  10000 ms  1  ;; Hell, some of us has even been betrayed by our own country.

:Label0CDFF6
00D6: if  0
001A:    36593 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE01B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CDFF6

:Label0CE01B
00BC: text_highpriority "BM2_N"  10000 ms  1  ;; I was locked up during 'Nam. Ugly business.

:Label0CE02A
00D6: if  0
001A:    38862 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE04F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE02A

:Label0CE04F
00BC: text_highpriority "BM2_O"  10000 ms  1  ;; Which is why I'm gonna ask you to go mess with the man.

:Label0CE05E
00D6: if  0
001A:    41401 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE083
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE05E

:Label0CE083
00BC: text_highpriority "BM2_P"  10000 ms  1  ;; This whole damn country needs a kick in the ass, and we're the ones to deliver it.

:Label0CE092
00D6: if  0
001A:    44782 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE0B7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE092

:Label0CE0B7
00BC: text_highpriority "BM2_Q"  10000 ms  1  ;; So get out there, grab a bike and show this city how pissed you are!

:Label0CE0C6
00D6: if  0
001A:    49441 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE0EB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE0C6

:Label0CE0EB
00BC: text_highpriority "BM2_R"  10000 ms  1  ;; Alright, alright.

:Label0CE0FA
00D6: if  0
001A:    50560 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE11F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE0FA

:Label0CE11F
00BE: text_clear_all
016A: fade  0 ()  2000 ms
00BE: text_clear_all

:Label0CE12A
00D6: if  0
016B:   fading
004D: jump_if_false £Label0CE142
0001: wait  0 ms
0002: jump £Label0CE12A

:Label0CE142
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
04BB: select_interiour  0  ;; select render area
04FA: reset_interior_colors  0
03CB: set_camera -597.25  655.87  10.06
04E3: unknown_player $PLAYER_CHAR  2  60000
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "BM2_2"  5000 ms  1  ;; ~g~You must fill the Chaos Meter in the time given to show us how much of a badass you are!
03C4: set_status_text_to $149B  1 (bar) "BM2_1"  ;; CHAOSMETER:
03C7: unknown_maby_cops_density  3.0
0006:  16@ =  0  ;; integer values
014E: set_timer_to $14A1 type  1

:Label0CE1C6
00D6: if  0
0038:   $149C ==  0  ;; integer values
004D: jump_if_false £Label0CE309
0001: wait  0 ms
00D6: if  0
0038:   $14A1 ==  0  ;; integer values
004D: jump_if_false £Label0CE204
00BC: text_highpriority "BM2_4"  5000 ms  1  ;; ~r~You failed to fill the Chaos Meter in time!
0002: jump £Label0CE310

:Label0CE204
00D6: if  0
0038:   $14A0 ==  0  ;; integer values
004D: jump_if_false £Label0CE236
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  2
004D: jump_if_false £Label0CE236
03C7: unknown_maby_cops_density  1.0
0004: $14A0 =  1  ;; integer values

:Label0CE236
00D6: if  0
0038:   $149B ==  100  ;; integer values
004D: jump_if_false £Label0CE24F
0004: $149C =  1  ;; integer values

:Label0CE24F
04BF: $149D = unknown_player $PLAYER_CHAR chaos_level
00D6: if  0
0028:   $149D >=  25  ;; integer values
004D: jump_if_false £Label0CE302
00D6: if  0
0038:   $149E ==  0  ;; integer values
004D: jump_if_false £Label0CE2E4
00D6: if  0
002A:    99 >= $149B  ;; integer values
004D: jump_if_false £Label0CE2AE
0008: $149B +=  5  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0002: jump £Label0CE2B5

:Label0CE2AE
0004: $149B =  100  ;; integer values

:Label0CE2B5
00D6: if  0
0038:   $149F ==  0  ;; integer values
004D: jump_if_false £Label0CE2DD
00BC: text_highpriority "BM2_3"  5000 ms  1  ;; ~g~This sound indicates that you have filled a part of the meter, continue to do so.
0004: $149F =  1  ;; integer values

:Label0CE2DD
0004: $149E =  1  ;; integer values

:Label0CE2E4
00D6: if  0
0038:   $149E ==  1  ;; integer values
004D: jump_if_false £Label0CE302
04BE: unknown_reset_player $PLAYER_CHAR chaos_level
0004: $149E =  0  ;; integer values

:Label0CE302
0002: jump £Label0CE1C6

:Label0CE309
0002: jump £Label0CE321

:Label0CE310
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0CE321
0004: $114 =  1  ;; integer values
0318: set_latest_mission_passed "BIKE_2"  ;; Messing with the Man
030C: set_mission_points +=  1
0394: play_music  1
00D6: if  0
0038:   $617 ==  1  ;; integer values
004D: jump_if_false £Label0CE358
018E: stop_sound $614
0004: $617 =  0  ;; integer values

:Label0CE358
00D6: if  0
0038:   $618 ==  1  ;; integer values
004D: jump_if_false £Label0CE376
018E: stop_sound $615
0004: $618 =  0  ;; integer values

:Label0CE376
00D6: if  0
0038:   $619 ==  1  ;; integer values
004D: jump_if_false £Label0CE394
018E: stop_sound $616
0004: $619 =  0  ;; integer values

:Label0CE394
00D6: if  0
0038:   $619 ==  0  ;; integer values
004D: jump_if_false £Label0CE3C3
018D: $616 = create_sound  38 at -596.018  640.916  12.0
0004: $619 =  1  ;; integer values

:Label0CE3C3
01E3: text_1number_styled "M_PASS"  2000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  2000
004F: create_thread ££Label00D937 
0051: return

:Label0CE3E7
0004: $ONMISSION =  0  ;; integer values
014F: stop_timer $14A1
0151: remove_status_text $149B
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 55---------------
; Originally: Hog Tied


:Label0CE401
03A4: name_thread "BIKE3"
0050: gosub £Label0CE42F
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0CE426
0050: gosub £Label0CF77A

:Label0CE426
0050: gosub £Label0CF7CA
004E: end_thread

:Label0CE42F
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0004: $14AB =  0  ;; integer values
0004: $14AB =  0  ;; integer values
0004: $14AC =  0  ;; integer values
0004: $14AD =  0  ;; integer values
0004: $14AE =  0  ;; integer values
0004: $14AF =  0  ;; integer values
0004: $14B0 =  0  ;; integer values
0004: $14B1 =  0  ;; integer values
0004: $14B2 =  0  ;; integer values
0004: $14B3 =  0  ;; integer values
0004: $14B4 =  0  ;; integer values
0004: $14B5 =  0  ;; integer values
0004: $14B6 =  0  ;; integer values
0004: $14BE =  0  ;; integer values
0004: $14C0 =  0  ;; integer values
0004: $14C2 =  0  ;; integer values
0004: $14C4 =  0  ;; integer values
0004: $14C6 =  0  ;; integer values
0004: $14C8 =  0  ;; integer values
0004: $14CA =  0  ;; integer values
0004: $14CC =  0  ;; integer values
0004: $14CE =  0  ;; integer values
0004: $14D0 =  0  ;; integer values
0004: $14D2 =  0  ;; integer values
0004: $14D4 =  0  ;; integer values
0004: $14D6 =  0  ;; integer values
0004: $14D8 =  0  ;; integer values
0004: $14DA =  0  ;; integer values
0004: $14DC =  0  ;; integer values
0004: $14B9 =  0  ;; integer values
0004: $14BB =  0  ;; integer values
0004: $14BC =  0  ;; integer values
0004: $14DD =  0  ;; integer values
0005: $14DE =  0.0  ;; floating-point values
0005: $14DF =  0.0  ;; floating-point values
0005: $14E0 =  0.0  ;; floating-point values
0004: $14EA =  0  ;; integer values
0004: $14EB =  0  ;; integer values
0004: $14F0 =  0  ;; integer values
0004: $14F2 =  0  ;; integer values
0004: $14F3 =  0  ;; integer values
0004: $14F4 =  0  ;; integer values
0004: $14F5 =  0  ;; integer values
0004: $14F6 =  0  ;; integer values
0004: $14F7 =  0  ;; integer values
0004: $14F8 =  0  ;; integer values
0004: $14F9 =  0  ;; integer values
0004: $14FA =  0  ;; integer values
0004: $14FB =  0  ;; integer values
0004: $14FC =  0  ;; integer values
0004: $14FD =  0  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "BIKE3"
058E: set_restart_mission_taxi_destination -609.723  658.861  9.908  279.44
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSBIGM"
023C: load_special_actor  3 "MSERVER"
04BB: select_interiour  11  ;; select render area
03CB: set_camera -597.02  642.46  11.0
04F9: interiour_colors  15  0
038B: load_requested_models

:Label0CE60B
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
004D: jump_if_false £Label0CE62D
0001: wait  0 ms
0002: jump £Label0CE60B

:Label0CE62D
02E4: load_cutscene_data "BIKE_2"
0244: set_cutscene_pos -602.052  636.289  10.636
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $9B = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $9B "CSBIGM"
02E5: $9D = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $9D "MSERVER"
0395: clear_area  1 at -597.25  655.87 range  10.06  1.0
0055: put_player $PLAYER_CHAR at -597.25  655.87  10.06
0171: set_player $PLAYER_CHAR z_angle_to  0.0
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0CE6D7
00D6: if  0
001A:    4538 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE6FA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE6D7

:Label0CE6FA
00BC: text_highpriority "BM3_A"  10000 ms  1  ;; Hey there, Mitch.

:Label0CE709
00D6: if  0
001A:    6581 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE72C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE709

:Label0CE72C
00BC: text_highpriority "BM3_B"  10000 ms  1  ;; Well, if it ain't 'bad ass' Vercetti.

:Label0CE73B
00D6: if  0
001A:    8775 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE75E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE73B

:Label0CE75E
00BC: text_highpriority "BM3_C"  10000 ms  1  ;; Now I wanna see how good you can fight for your patch.

:Label0CE76D
00D6: if  0
001A:    11662 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE790
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE76D

:Label0CE790
00BC: text_highpriority "BM3_D"  10000 ms  1  ;; A local street gang made the mistake of stealing my hog...

:Label0CE79F
00D6: if  0
001A:    14895 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE7C2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE79F

:Label0CE7C2
00BC: text_highpriority "BM3_E"  10000 ms  1  ;; probably because of some machismo thing or somethin'.

:Label0CE7D1
00D6: if  0
001A:    17616 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE7F4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE7D1

:Label0CE7F4
00BC: text_highpriority "BM3_F"  10000 ms  1  ;; Me and the boys would go over there and teach them a lesson in respect an'all.

:Label0CE803
00D6: if  0
001A:    22783 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE826
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE803

:Label0CE826
00BC: text_highpriority "BM3_G"  10000 ms  1  ;; Anyways.

:Label0CE835
00D6: if  0
001A:    24681 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE858
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE835

:Label0CE858
00BC: text_highpriority "BM3_H"  10000 ms  1  ;; Then I got to thinking - this would make a good initiation for you.

:Label0CE867
00D6: if  0
001A:    28415 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE88A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE867

:Label0CE88A
00BC: text_highpriority "BM3_I"  10000 ms  1  ;; You get my bike back, you can tell Paul he's got his security.

:Label0CE899
00D6: if  0
001A:    32256 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE8BC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE899

:Label0CE8BC
00BE: text_clear_all

:Label0CE8BE
00D6: if  0
001A:    37916 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0CE8E3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0CE8BE

:Label0CE8E3
016A: fade  0 ()  2000 ms
00BE: text_clear_all

:Label0CE8EC
00D6: if  0
016B:   fading
004D: jump_if_false £Label0CE904
0001: wait  0 ms
0002: jump £Label0CE8EC

:Label0CE904
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
04BB: select_interiour  0  ;; select render area
04FA: reset_interior_colors  0
03CB: set_camera -597.25  655.87  10.06
04E3: unknown_player $PLAYER_CHAR  1  60000
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
0247: request_model -167 (DOONTOON50)
0247: request_model -168 (ROAD_DOWNTOWN_NEW2)
0247: request_model -169 (ROAD_DOWNTOWN02)
0247: request_model -170 (AMMUNATION_DT)
0247: request_model -171 (DOONTOON19)
0247: request_model -172 (DT_COMPOUND_ROOF)
0247: request_model -173 (DOONTOON51)
0247: request_model -174 (LODNTOON28)
0247: request_model -175 (AMMU_WINDOWS1)

:Label0CE97F
00D6: if  25
8248:   NOT   model -167 (DOONTOON50) available
8248:   NOT   model -168 (ROAD_DOWNTOWN_NEW2) available
8248:   NOT   model -169 (ROAD_DOWNTOWN02) available
8248:   NOT   model -170 (AMMUNATION_DT) available
8248:   NOT   model -171 (DOONTOON19) available
8248:   NOT   model -172 (DT_COMPOUND_ROOF) available
004D: jump_if_false £Label0CE9B3
0001: wait  0 ms
0002: jump £Label0CE97F

:Label0CE9B3
00D6: if  22
8248:   NOT   model -173 (DOONTOON51) available
8248:   NOT   model -174 (LODNTOON28) available
8248:   NOT   model -175 (AMMU_WINDOWS1) available
004D: jump_if_false £Label0CE9D8
0001: wait  0 ms
0002: jump £Label0CE9B3

:Label0CE9D8
0169: set_fade_color  0  0  0
02A3: toggle_widescreen  1 (on)
0001: wait  1000 ms
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "BM3_1"  4000 ms  1  ;; ~g~A local gang has stolen Mitch Baker's Angel. Get it back!
0006:  16@ =  0  ;; integer values

:Label0CEA06
00D6: if  0
001B:    3500 >  16@  ;; integer values
004D: jump_if_false £Label0CEA42
0001: wait  0 ms
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label0CEA3B
0002: jump £Label0CEC36

:Label0CEA3B
0002: jump £Label0CEA06

:Label0CEA42
00BC: text_highpriority "BM3_6"  6000 ms  1  ;; ~g~They are holed up behind Ammu-Nation in the Downtown area.
0006:  16@ =  0  ;; integer values

:Label0CEA58
00D6: if  0
001B:    5500 >  16@  ;; integer values
004D: jump_if_false £Label0CEAE4
0001: wait  0 ms
00D6: if  0
0029:    16@ >=  4000  ;; integer values
004D: jump_if_false £Label0CEAAC
00D6: if  0
0038:   $14FD ==  0  ;; integer values
004D: jump_if_false £Label0CEAAC
016A: fade  0 ()  1500 ms
03D5: remove_text "BM3_6"  ;; ~g~They are holed up behind Ammu-Nation in the Downtown area.
0004: $14FD =  1  ;; integer values

:Label0CEAAC
00D6: if  0
001B:    4000 >  16@  ;; integer values
004D: jump_if_false £Label0CEADD
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label0CEADD
0002: jump £Label0CEC36

:Label0CEADD
0002: jump £Label0CEA58

:Label0CEAE4
00D6: if  0
016B:   fading
004D: jump_if_false £Label0CEAFC
0001: wait  0 ms
0002: jump £Label0CEAE4

:Label0CEAFC
03CB: set_camera -675.93  1116.28  14.35
015F: set_camera_position -675.93  1116.28  14.35  0.0  0.0  0.0
0160: point_camera -675.81  1117.19  14.4  2
016A: fade  1 (back)  2000 ms

:Label0CEB47
00D6: if  0
016B:   fading
004D: jump_if_false £Label0CEB5F
0001: wait  0 ms
0002: jump £Label0CEB47

:Label0CEB5F
00BC: text_highpriority "BM3_7"  5000 ms  1  ;; ~g~You will need a fast bike to gain access to the roof.
0006:  17@ =  0  ;; integer values

:Label0CEB75
00D6: if  0
001B:    4000 >  17@  ;; integer values
004D: jump_if_false £Label0CEBB1
0001: wait  0 ms
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label0CEBAA
0002: jump £Label0CEC36

:Label0CEBAA
0002: jump £Label0CEB75

:Label0CEBB1
015F: set_camera_position -678.97  1147.28  25.48  0.0  0.0  0.0
0160: point_camera -678.65  1148.22  25.44  2
00BC: text_highpriority "BM3_8"  5000 ms  1  ;; ~g~Use the bike to jump from these stairs to the roof on the far side of the road.
0006:  16@ =  0  ;; integer values

:Label0CEBFA
00D6: if  0
001B:    4000 >  16@  ;; integer values
004D: jump_if_false £Label0CEC36
0001: wait  0 ms
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label0CEC2F
0002: jump £Label0CEC36

:Label0CEC2F
0002: jump £Label0CEBFA

:Label0CEC36
00BE: text_clear_all
016A: fade  0 ()  1500 ms

:Label0CEC3F
00D6: if  0
016B:   fading
004D: jump_if_false £Label0CEC57
0001: wait  0 ms
0002: jump £Label0CEC3F

:Label0CEC57
03CB: set_camera -597.25  655.87  10.06
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
02EB: restore_camera_with_jumpcut
03D5: remove_text "BM3_8"  ;; ~g~Use the bike to jump from these stairs to the roof on the far side of the road.
0249: release_model -167 (DOONTOON50)
0249: release_model -168 (ROAD_DOWNTOWN_NEW2)
0249: release_model -169 (ROAD_DOWNTOWN02)
0249: release_model -170 (AMMUNATION_DT)
0249: release_model -171 (DOONTOON19)
0249: release_model -172 (DT_COMPOUND_ROOF)
0249: release_model -173 (DOONTOON51)
0249: release_model -174 (LODNTOON28)
0249: release_model -175 (AMMU_WINDOWS1)
0247: request_model #SGA
0247: request_model #SGB
0247: request_model #BKA
0247: request_model #ANGEL
0247: request_model #TEC9
0247: request_model #M4
0247: request_model #GANGBUR

:Label0CECDA
00D6: if  25
8248:   NOT   model #SGA available
8248:   NOT   model #SGB available
8248:   NOT   model #ANGEL available
8248:   NOT   model #TEC9 available
8248:   NOT   model #M4 available
8248:   NOT   model #BKA available
004D: jump_if_false £Label0CED0B
0001: wait  0 ms
0002: jump £Label0CECDA

:Label0CED0B
00D6: if  0
8248:   NOT   model #GANGBUR available
004D: jump_if_false £Label0CED26
0001: wait  0 ms
0002: jump £Label0CED0B

:Label0CED26
018D: $14BA = create_sound  0 at -702.16  1215.37  23.17
018E: stop_sound $14BA
00A5: $14EC = create_car #GANGBUR at -518.54  694.1  10.89
0129: $14E2 = create_actor  9 #SGB in_car $14EC driverseat
01C8: $14E6 = create_actor  9 #SGB in_car $14EC passenger_seat  0
009B: destroy_actor_instantly $14E2
009B: destroy_actor_instantly $14E6
00A6: destroy_car $14EC
00A5: $14ED = create_car #GANGBUR at -296.53  1254.6  10.11
0129: $14E3 = create_actor  9 #SGA in_car $14ED driverseat
01C8: $14E7 = create_actor  9 #SGB in_car $14ED passenger_seat  0
009B: destroy_actor_instantly $14E3
009B: destroy_actor_instantly $14E7
00A6: destroy_car $14ED
00A5: $14EE = create_car #GANGBUR at -857.96  1137.78  9.79
0129: $14E4 = create_actor  9 #SGA in_car $14EE driverseat
01C8: $14E8 = create_actor  9 #SGB in_car $14EE passenger_seat  0
009B: destroy_actor_instantly $14E4
009B: destroy_actor_instantly $14E8
00A6: destroy_car $14EE
00A5: $14EF = create_car #GANGBUR at -604.24  664.34  9.91
0129: $14E5 = create_actor  9 #SGB in_car $14EF driverseat
01C8: $14E9 = create_actor  9 #SGB in_car $14EF passenger_seat  0
009B: destroy_actor_instantly $14E5
009B: destroy_actor_instantly $14E9
00A6: destroy_car $14EF
0169: set_fade_color  0  0  0
0001: wait  1000 ms
016A: fade  1 (back)  2000 ms
018A: $14F1 = create_checkpoint_at -674.59  1128.49  10.08
0004: $14F2 =  1  ;; integer values
0005: $62 =  0.0  ;; floating-point values
00A5: $14A2 = create_car #ANGEL at -700.08  1300.14  10.76
0294: unknown_car $14A2 flag  0
0175: set_car $14A2 z_angle_to  180.0
009A: $14A5 = create_actor  9 #SGA at -750.93  1235.44  23.73
01ED: reset_actor $14A5 flags
0008: $14B3 +=  1  ;; integer values
0008: $14DD +=  1  ;; integer values
009A: $14A6 = create_actor  9 #SGA at -659.81  1257.07  23.17
01ED: reset_actor $14A6 flags
0008: $14B3 +=  1  ;; integer values
0008: $14DD +=  1  ;; integer values
009A: $14A7 = create_actor  9 #SGA at -692.32  1250.27  10.2
01ED: reset_actor $14A7 flags
0008: $14B3 +=  1  ;; integer values
0008: $14DD +=  1  ;; integer values
009A: $14A8 = create_actor  9 #SGB at -757.7  1214.37  10.07
01ED: reset_actor $14A8 flags
0008: $14B3 +=  1  ;; integer values
0008: $14DD +=  1  ;; integer values
009A: $14A9 = create_actor  9 #SGA at -699.21  1300.28  10.76
01ED: reset_actor $14A9 flags
0008: $14B3 +=  1  ;; integer values
0008: $14DD +=  1  ;; integer values
009A: $14AA = create_actor  9 #SGB at -701.04  1300.24  10.76
01ED: reset_actor $14AA flags
0008: $14B3 +=  1  ;; integer values
0008: $14DD +=  1  ;; integer values
0004: $7B =  0  ;; integer values

:Label0CEFAB
00D6: if  0
81B0:   NOT   car $14A2 stopped $7B near_point -596.63  658.2  10.06 radius  4.0  4.0  4.0
004D: jump_if_false £Label0CF42B
0001: wait  0 ms
0008: $14FC +=  1  ;; integer values
00D6: if  0
0018:   $14FC >  20  ;; integer values
004D: jump_if_false £Label0CF000
0004: $14FC =  0  ;; integer values

:Label0CF000
00D6: if  0
001A:    6 > $14FA  ;; integer values
004D: jump_if_false £Label0CF019
0050: gosub £Label0D11BA

:Label0CF019
00D6: if  22
0057:   player $PLAYER_CHAR  0 ()in_cube -642.32  1198.51  22.0 -768.194  1306.725  30.0
0057:   player $PLAYER_CHAR  0 ()in_cube -685.75  1239.31  9.0 -768.194  1306.725  30.0
0057:   player $PLAYER_CHAR  0 ()in_cube -753.43  1213.0  9.0 -768.194  1306.725  30.0
004D: jump_if_false £Label0CF133
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
0038:   $14F2 ==  1  ;; integer values
004D: jump_if_false £Label0CF0B6
0164: disable_marker $14F1
0004: $14F2 =  0  ;; integer values

:Label0CF0B6
00D6: if  0
0038:   $14EB ==  0  ;; integer values
004D: jump_if_false £Label0CF125
00D6: if  0
0038:   $14F3 ==  0  ;; integer values
004D: jump_if_false £Label0CF125
00D6: if  0
8119:   NOT   car $14A2 wrecked
004D: jump_if_false £Label0CF10F
00BC: text_highpriority "BM3_9"  5000 ms  1  ;; ~g~Get Mitch's Angel and get out of there!
0186: $14A4 = create_marker_above_car $14A2
0004: $14F3 =  1  ;; integer values
0002: jump £Label0CF125

:Label0CF10F
00BC: text_highpriority "BM3_2"  5000 ms  1  ;; ~r~You were supposed to bring the bike back, not destroy it!
0002: jump £Label0CF77A

:Label0CF125
0004: $14F0 =  1  ;; integer values
0002: jump £Label0CF1A9

:Label0CF133
00D6: if  0
0038:   $14EB ==  0  ;; integer values
004D: jump_if_false £Label0CF163
00D6: if  0
0038:   $14F3 ==  1  ;; integer values
004D: jump_if_false £Label0CF163
0164: disable_marker $14A4
0004: $14F3 =  0  ;; integer values

:Label0CF163
00D6: if  0
0038:   $14EB ==  0  ;; integer values
004D: jump_if_false £Label0CF1A2
00D6: if  0
0038:   $14F2 ==  0  ;; integer values
004D: jump_if_false £Label0CF1A2
018A: $14F1 = create_checkpoint_at -674.59  1128.49  10.08
0004: $14F2 =  1  ;; integer values

:Label0CF1A2
0004: $14F0 =  0  ;; integer values

:Label0CF1A9
00D6: if  0
0038:   $14EA ==  0  ;; integer values
004D: jump_if_false £Label0CF1E6
00D6: if  0
0038:   $14EB ==  1  ;; integer values
004D: jump_if_false £Label0CF1E6
00D6: if  0
0038:   $14F0 ==  0  ;; integer values
004D: jump_if_false £Label0CF1E6
0050: gosub £Label0D0F73

:Label0CF1E6
00D6: if  0
0038:   $14EA ==  1  ;; integer values
004D: jump_if_false £Label0CF2B8
00D6: if  0
8118:   NOT   actor $14E2 dead
004D: jump_if_false £Label0CF210
01CC: actor $14E2 kill_player $PLAYER_CHAR

:Label0CF210
00D6: if  0
8118:   NOT   actor $14E3 dead
004D: jump_if_false £Label0CF228
01CC: actor $14E3 kill_player $PLAYER_CHAR

:Label0CF228
00D6: if  0
8118:   NOT   actor $14E4 dead
004D: jump_if_false £Label0CF240
01CC: actor $14E4 kill_player $PLAYER_CHAR

:Label0CF240
00D6: if  0
8118:   NOT   actor $14E5 dead
004D: jump_if_false £Label0CF258
01CC: actor $14E5 kill_player $PLAYER_CHAR

:Label0CF258
00D6: if  0
8118:   NOT   actor $14E6 dead
004D: jump_if_false £Label0CF270
01CC: actor $14E6 kill_player $PLAYER_CHAR

:Label0CF270
00D6: if  0
8118:   NOT   actor $14E7 dead
004D: jump_if_false £Label0CF288
01CC: actor $14E7 kill_player $PLAYER_CHAR

:Label0CF288
00D6: if  0
8118:   NOT   actor $14E8 dead
004D: jump_if_false £Label0CF2A0
01CC: actor $14E8 kill_player $PLAYER_CHAR

:Label0CF2A0
00D6: if  0
8118:   NOT   actor $14E9 dead
004D: jump_if_false £Label0CF2B8
01CC: actor $14E9 kill_player $PLAYER_CHAR

:Label0CF2B8
0054: store_player $PLAYER_CHAR position_to $14DE $14DF $14E0
0050: gosub £Label0CF84B
00D6: if  0
0119:   car $14A2 wrecked
004D: jump_if_false £Label0CF2FA
00BC: text_highpriority "BM3_2"  5000 ms  1  ;; ~r~You were supposed to bring the bike back, not destroy it!
0002: jump £Label0CF77A
0002: jump £Label0CF3D6

:Label0CF2FA
00D6: if  0
00DC:   player $PLAYER_CHAR driving $14A2
004D: jump_if_false £Label0CF39A
00D6: if  0
0038:   $14AB ==  0  ;; integer values
004D: jump_if_false £Label0CF393
0004: $7B =  1  ;; integer values
0004: $14B2 =  1  ;; integer values
00D6: if  0
0038:   $14EB ==  0  ;; integer values
004D: jump_if_false £Label0CF35D
00D6: if  0
0038:   $14F3 ==  1  ;; integer values
004D: jump_if_false £Label0CF35D
0164: disable_marker $14A4
0004: $14F3 =  2  ;; integer values

:Label0CF35D
0164: disable_marker $14A4
018A: $14A3 = create_checkpoint_at -596.63  658.2  10.06
00BC: text_highpriority "BM3_3"  5000 ms  1  ;; ~g~Get the bike back to the bar!
0004: $14EB =  1  ;; integer values
0004: $14AB =  1  ;; integer values

:Label0CF393
0002: jump £Label0CF3D6

:Label0CF39A
00D6: if  0
0038:   $14AB ==  1  ;; integer values
004D: jump_if_false £Label0CF3D6
0004: $7B =  0  ;; integer values
0164: disable_marker $14A3
0186: $14A4 = create_marker_above_car $14A2
00BC: text_highpriority "BM3_4"  5000 ms  1  ;; ~g~Get on the bike!
0004: $14AB =  0  ;; integer values

:Label0CF3D6
00D6: if  0
0038:   $14B2 ==  1  ;; integer values
004D: jump_if_false £Label0CF424
00D6: if  0
0038:   $14B6 ==  0  ;; integer values
004D: jump_if_false £Label0CF40F
0006:  17@ =  0  ;; integer values
0006:  16@ =  0  ;; integer values
0004: $14B6 =  1  ;; integer values

:Label0CF40F
0050: gosub £Label0CFE85
0050: gosub £Label0D064F
0050: gosub £Label0D07C3

:Label0CF424
0002: jump £Label0CEFAB

:Label0CF42B
0004: $7B =  1  ;; integer values
0164: disable_marker $14A4
0164: disable_marker $14A3
02A3: toggle_widescreen  1 (on)
0110: clear_player $PLAYER_CHAR wanted_level
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
015F: set_camera_position -607.076  666.146  13.891  0.0  0.0  0.0
0395: clear_area  0 at -596.63  658.2 range  10.06  1.0
0160: point_camera -606.531  665.364  13.589  2
01D3: actor $PLAYER_ACTOR leave_car $14A2

:Label0CF4AD
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $14A2
004D: jump_if_false £Label0CF4F1
0001: wait  0 ms
00D6: if  0
0119:   car $14A2 wrecked
004D: jump_if_false £Label0CF4EA
00BC: text_highpriority "BM3_2"  5000 ms  1  ;; ~r~You were supposed to bring the bike back, not destroy it!
0002: jump £Label0CF77A

:Label0CF4EA
0002: jump £Label0CF4AD

:Label0CF4F1
0211: actor $PLAYER_ACTOR walk_to -594.99  654.58
0006:  16@ =  0  ;; integer values

:Label0CF507
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot -594.99  654.58 radius  1.0  1.0
004D: jump_if_false £Label0CF59E
0001: wait  0 ms
00D6: if  0
0019:    16@ >  6000  ;; integer values
004D: jump_if_false £Label0CF571
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot -594.99  654.58 radius  1.0  1.0
004D: jump_if_false £Label0CF571
0002: jump £Label0CF59E

:Label0CF571
00D6: if  0
0119:   car $14A2 wrecked
004D: jump_if_false £Label0CF597
00BC: text_highpriority "BM3_2"  5000 ms  1  ;; ~r~You were supposed to bring the bike back, not destroy it!
0002: jump £Label0CF77A

:Label0CF597
0002: jump £Label0CF507

:Label0CF59E
011C: actor $PLAYER_ACTOR clear_objective
009A: $14E1 = create_actor  12 #BKA at -608.72  650.2  10.06
01ED: reset_actor $14E1 flags
0319: set_actor $14E1 wander_state_to  1 (off)
020E: actor $PLAYER_ACTOR look_at_actor $14E1
00D6: if  0
8119:   NOT   car $14A2 wrecked
004D: jump_if_false £Label0CF5EE
01D5: actor $14E1 go_to_and_drive_car $14A2
0002: jump £Label0CF604

:Label0CF5EE
00BC: text_highpriority "BM3_2"  5000 ms  1  ;; ~r~You were supposed to bring the bike back, not destroy it!
0002: jump £Label0CF77A

:Label0CF604
0006:  16@ =  0  ;; integer values

:Label0CF60B
00D6: if  0
80DF:   NOT   actor $14E1 driving
004D: jump_if_false £Label0CF691
0001: wait  0 ms
00D6: if  0
0119:   car $14A2 wrecked
004D: jump_if_false £Label0CF645
00BC: text_highpriority "BM3_2"  5000 ms  1  ;; ~r~You were supposed to bring the bike back, not destroy it!
0002: jump £Label0CF77A

:Label0CF645
00D6: if  0
0118:   actor $14E1 dead
004D: jump_if_false £Label0CF65C
0002: jump £Label0CF77A

:Label0CF65C
00D6: if  0
0019:    16@ >  20000  ;; integer values
004D: jump_if_false £Label0CF68A
00D6: if  0
80DB:   NOT   actor $14E1 in_car $14A2
004D: jump_if_false £Label0CF68A
036A: put_actor $14E1 in_car $14A2

:Label0CF68A
0002: jump £Label0CF60B

:Label0CF691
00D6: if  0
8119:   NOT   car $14A2 wrecked
004D: jump_if_false £Label0CF6BE
00AD: set_car $14A2 max_speed_to  30.0
00AE: unknown_set_car $14A2 to_ignore_traffic_lights  2
00A8: set_car $14A2 to_psycho_driver
0002: jump £Label0CF6D4

:Label0CF6BE
00BC: text_highpriority "BM3_2"  5000 ms  1  ;; ~r~You were supposed to bring the bike back, not destroy it!
0002: jump £Label0CF77A

:Label0CF6D4
00D6: if  1
02CA:   car $14A2 bounding_sphere_visible
001B:    4000 >  16@  ;; integer values
004D: jump_if_false £Label0CF734
0001: wait  0 ms
00D6: if  0
0119:   car $14A2 wrecked
004D: jump_if_false £Label0CF716
00BC: text_highpriority "BM3_2"  5000 ms  1  ;; ~r~You were supposed to bring the bike back, not destroy it!
0002: jump £Label0CF77A

:Label0CF716
00D6: if  0
0118:   actor $14E1 dead
004D: jump_if_false £Label0CF72D
0002: jump £Label0CF77A

:Label0CF72D
0002: jump £Label0CF6D4

:Label0CF734
0001: wait  3000 ms
00D6: if  0
8119:   NOT   car $14A2 wrecked
004D: jump_if_false £Label0CF74E
00A9: set_car $14A2 to_normal_driver

:Label0CF74E
009B: destroy_actor_instantly $14E1
00A6: destroy_car $14A2
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02EB: restore_camera_with_jumpcut
0002: jump £Label0CF78B

:Label0CF77A
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0CF78B
0004: $115 =  1  ;; integer values
0318: set_latest_mission_passed "BIKE_3"  ;; Hog Tied
030C: set_mission_points +=  1
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS"  4000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  4000
0164: disable_marker $112
0051: return

:Label0CF7CA
0004: $ONMISSION =  0  ;; integer values
0249: release_model -167 (DOONTOON50)
0249: release_model -168 (ROAD_DOWNTOWN_NEW2)
0249: release_model -169 (ROAD_DOWNTOWN02)
0249: release_model -170 (AMMUNATION_DT)
0249: release_model -171 (DOONTOON19)
0249: release_model -172 (DT_COMPOUND_ROOF)
0249: release_model -173 (DOONTOON51)
0249: release_model -174 (LODNTOON28)
0249: release_model -175 (AMMU_WINDOWS1)
03AC: clear_route  0
03AC: clear_route  1
03AC: clear_route  2
03AC: clear_route  3
018E: stop_sound $14BA
0249: release_model #SGA
0249: release_model #SGB
0249: release_model #ANGEL
0249: release_model #BKA
0249: release_model #TEC9
0249: release_model #M4
0249: release_model #GANGBUR
0164: disable_marker $14F1
0164: disable_marker $14A4
0164: disable_marker $14A3
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0CF84B
00D6: if  0
0038:   $14F0 ==  1  ;; integer values
004D: jump_if_false £Label0CFE3A
00D6: if  0
0038:   $14FC ==  0  ;; integer values
004D: jump_if_false £Label0CF9DB
00D6: if  0
0038:   $14AC ==  0  ;; integer values
004D: jump_if_false £Label0CF9DB
00D6: if  0
0118:   actor $14A5 dead
004D: jump_if_false £Label0CF8BF
000C: $14B3 -=  1  ;; integer values
00D6: if  0
0038:   $14BB ==  1  ;; integer values
004D: jump_if_false £Label0CF8B1
0004: $14B2 =  1  ;; integer values

:Label0CF8B1
0004: $14AC =  1  ;; integer values
0002: jump £Label0CF9DB

:Label0CF8BF
00D6: if  0
0038:   $14B9 ==  0  ;; integer values
004D: jump_if_false £Label0CF922
00D6: if  0
0038:   $14BB ==  0  ;; integer values
004D: jump_if_false £Label0CF922
00D6: if  21
0123:   actor $14A5 spotted_player $PLAYER_CHAR
0038:   $14AD ==  1  ;; integer values
004D: jump_if_false £Label0CF922
00BB: text_lowpriority "INTRUDE"  5000 ms  1  ;; ~g~You've been spotted!
0239: actor $14A5 run_to -693.58  1213.18
0004: $14BB =  1  ;; integer values

:Label0CF922
00D6: if  0
0038:   $14B9 ==  0  ;; integer values
004D: jump_if_false £Label0CF9BE
00D6: if  0
0038:   $14BB ==  1  ;; integer values
004D: jump_if_false £Label0CF9B7
00D6: if  0
0102:   actor $14A5 stopped_near_point_on_foot -693.58  1213.18  23.16 radius  1.0  1.0  2.0 sphere  0
004D: jump_if_false £Label0CF9B7
018D: $14BA = create_sound  0 at -693.58  1213.18  23.16
0004: $14B2 =  1  ;; integer values
009E: set_actor $14A5 path $14DE $14DF $14E0 unknown  1.0  1
01CA: actor $14A5 kill_player $PLAYER_CHAR
0004: $14B9 =  1  ;; integer values

:Label0CF9B7
0002: jump £Label0CF9DB

:Label0CF9BE
009E: set_actor $14A5 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14A5 kill_player $PLAYER_CHAR

:Label0CF9DB
00D6: if  0
0038:   $14FC ==  1  ;; integer values
004D: jump_if_false £Label0CFB59
00D6: if  0
0038:   $14AD ==  0  ;; integer values
004D: jump_if_false £Label0CFB59
00D6: if  0
0118:   actor $14A6 dead
004D: jump_if_false £Label0CFA3D
00D6: if  0
0038:   $14BC ==  1  ;; integer values
004D: jump_if_false £Label0CFA28
0004: $14B2 =  1  ;; integer values

:Label0CFA28
000C: $14B3 -=  1  ;; integer values
0004: $14AD =  1  ;; integer values
0002: jump £Label0CFB59

:Label0CFA3D
00D6: if  0
0038:   $14B9 ==  0  ;; integer values
004D: jump_if_false £Label0CFAA0
00D6: if  0
0038:   $14BC ==  0  ;; integer values
004D: jump_if_false £Label0CFAA0
00D6: if  21
0123:   actor $14A6 spotted_player $PLAYER_CHAR
0038:   $14AC ==  1  ;; integer values
004D: jump_if_false £Label0CFAA0
00BB: text_lowpriority "INTRUDE"  5000 ms  1  ;; ~g~You've been spotted!
0239: actor $14A6 run_to -693.58  1213.18
0004: $14BC =  1  ;; integer values

:Label0CFAA0
00D6: if  0
0038:   $14B9 ==  0  ;; integer values
004D: jump_if_false £Label0CFB3C
00D6: if  0
0038:   $14BC ==  1  ;; integer values
004D: jump_if_false £Label0CFB35
00D6: if  0
0102:   actor $14A6 stopped_near_point_on_foot -693.58  1213.18  23.16 radius  1.0  1.0  2.0 sphere  0
004D: jump_if_false £Label0CFB35
018D: $14BA = create_sound  0 at -693.58  1213.18  23.16
0004: $14B2 =  1  ;; integer values
009E: set_actor $14A6 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14A6 kill_player $PLAYER_CHAR
0004: $14B9 =  1  ;; integer values

:Label0CFB35
0002: jump £Label0CFB59

:Label0CFB3C
009E: set_actor $14A6 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14A6 kill_player $PLAYER_CHAR

:Label0CFB59
00D6: if  0
0038:   $14FC ==  2  ;; integer values
004D: jump_if_false £Label0CFC0C
00D6: if  0
0038:   $14AE ==  0  ;; integer values
004D: jump_if_false £Label0CFC0C
00D6: if  0
0118:   actor $14A7 dead
004D: jump_if_false £Label0CFBA2
000C: $14B3 -=  1  ;; integer values
0004: $14AE =  1  ;; integer values
0002: jump £Label0CFC0C

:Label0CFBA2
00D6: if  0
0038:   $14B2 ==  0  ;; integer values
004D: jump_if_false £Label0CFBDD
00D6: if  0
0123:   actor $14A7 spotted_player $PLAYER_CHAR
004D: jump_if_false £Label0CFBDD
00BB: text_lowpriority "INTRUDE"  5000 ms  1  ;; ~g~You've been spotted!
0004: $14B2 =  1  ;; integer values

:Label0CFBDD
00D6: if  0
0038:   $14B2 ==  1  ;; integer values
004D: jump_if_false £Label0CFC0C
009E: set_actor $14A7 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14A7 kill_player $PLAYER_CHAR

:Label0CFC0C
00D6: if  0
0038:   $14FC ==  3  ;; integer values
004D: jump_if_false £Label0CFCBF
00D6: if  0
0038:   $14AF ==  0  ;; integer values
004D: jump_if_false £Label0CFCBF
00D6: if  0
0118:   actor $14A8 dead
004D: jump_if_false £Label0CFC55
000C: $14B3 -=  1  ;; integer values
0004: $14AF =  1  ;; integer values
0002: jump £Label0CFCBF

:Label0CFC55
00D6: if  0
0038:   $14B2 ==  0  ;; integer values
004D: jump_if_false £Label0CFC90
00D6: if  0
0123:   actor $14A8 spotted_player $PLAYER_CHAR
004D: jump_if_false £Label0CFC90
00BB: text_lowpriority "INTRUDE"  5000 ms  1  ;; ~g~You've been spotted!
0004: $14B2 =  1  ;; integer values

:Label0CFC90
00D6: if  0
0038:   $14B2 ==  1  ;; integer values
004D: jump_if_false £Label0CFCBF
009E: set_actor $14A8 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14A8 kill_player $PLAYER_CHAR

:Label0CFCBF
00D6: if  0
0038:   $14FC ==  4  ;; integer values
004D: jump_if_false £Label0CFD79
00D6: if  0
0038:   $14B0 ==  0  ;; integer values
004D: jump_if_false £Label0CFD79
00D6: if  0
0118:   actor $14A9 dead
004D: jump_if_false £Label0CFD08
000C: $14B3 -=  1  ;; integer values
0004: $14B0 =  1  ;; integer values
0002: jump £Label0CFD79

:Label0CFD08
00D6: if  0
0038:   $14B2 ==  0  ;; integer values
004D: jump_if_false £Label0CFD43
00D6: if  0
0123:   actor $14A9 spotted_player $PLAYER_CHAR
004D: jump_if_false £Label0CFD43
00BB: text_lowpriority "INTRUDE"  5000 ms  1  ;; ~g~You've been spotted!
0004: $14B2 =  1  ;; integer values

:Label0CFD43
00D6: if  21
0038:   $14B2 ==  1  ;; integer values
0038:   $14B1 ==  1  ;; integer values
004D: jump_if_false £Label0CFD79
009E: set_actor $14A9 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14A9 kill_player $PLAYER_CHAR

:Label0CFD79
00D6: if  0
0038:   $14FC ==  5  ;; integer values
004D: jump_if_false £Label0CFE33
00D6: if  0
0038:   $14B1 ==  0  ;; integer values
004D: jump_if_false £Label0CFE33
00D6: if  0
0118:   actor $14AA dead
004D: jump_if_false £Label0CFDC2
000C: $14B3 -=  1  ;; integer values
0004: $14B1 =  1  ;; integer values
0002: jump £Label0CFE33

:Label0CFDC2
00D6: if  0
0038:   $14B2 ==  0  ;; integer values
004D: jump_if_false £Label0CFDFD
00D6: if  0
0123:   actor $14AA spotted_player $PLAYER_CHAR
004D: jump_if_false £Label0CFDFD
00BB: text_lowpriority "INTRUDE"  5000 ms  1  ;; ~g~You've been spotted!
0004: $14B2 =  1  ;; integer values

:Label0CFDFD
00D6: if  21
0038:   $14B2 ==  1  ;; integer values
0038:   $14B0 ==  1  ;; integer values
004D: jump_if_false £Label0CFE33
009E: set_actor $14AA path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14AA kill_player $PLAYER_CHAR

:Label0CFE33
0002: jump £Label0CFE6A

:Label0CFE3A
00D6: if  0
0038:   $14EB ==  1  ;; integer values
004D: jump_if_false £Label0CFE6A
01C2: remove_references_to_actor $14A5  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $14A6  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $14A7  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $14A8  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $14A9  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $14AA  ;; Like turning an actor into a random pedestrian

:Label0CFE6A
00D6: if  0
0038:   $14FB ==  2  ;; integer values
004D: jump_if_false £Label0CFE83
0004: $14FB =  0  ;; integer values

:Label0CFE83
0051: return

:Label0CFE85
00D6: if  0
0038:   $14F0 ==  1  ;; integer values
004D: jump_if_false £Label0D064D
00D6: if  0
002A:    29 >= $14DD  ;; integer values
004D: jump_if_false £Label0D064D
00D6: if  0
001A:    8 > $14B3  ;; integer values
004D: jump_if_false £Label0D064D
00D6: if  0
0038:   $14B4 ==  2  ;; integer values
004D: jump_if_false £Label0CFEDB
0006:  17@ =  0  ;; integer values
0004: $14B4 =  0  ;; integer values

:Label0CFEDB
00D6: if  0
0038:   $14B5 ==  2  ;; integer values
004D: jump_if_false £Label0CFEFB
0006:  16@ =  0  ;; integer values
0004: $14B5 =  0  ;; integer values

:Label0CFEFB
00D6: if  0
8339:   NOT   objects_in_cube -695.11  1301.01  8.0 -688.96  1294.68  14.0  0  1  1  0  0
004D: jump_if_false £Label0D02A4
00D6: if  0
0029:    17@ >=  4000  ;; integer values
004D: jump_if_false £Label0D02A4
00D6: if  0
0038:   $14B4 ==  0  ;; integer values
004D: jump_if_false £Label0D02A4
0004: $14B7 = -1  ;; integer values
00D6: if  21
0038:   $14BE ==  0  ;; integer values
0038:   $14BE ==  2  ;; integer values
004D: jump_if_false £Label0CFFBB
0395: clear_area  0 at -690.84  1298.62 range  10.76  4.0
009A: $14BD = create_actor  9 #SGA at -690.84  1298.62  10.76
0084: $14B7 = $14BD  ;; integer values and handles
0004: $14BE =  1  ;; integer values
0002: jump £Label0D024D

:Label0CFFBB
00D6: if  21
0038:   $14C0 ==  0  ;; integer values
0038:   $14C0 ==  2  ;; integer values
004D: jump_if_false £Label0D001A
0395: clear_area  0 at -690.84  1298.62 range  10.76  4.0
009A: $14BF = create_actor  9 #SGA at -690.84  1298.62  10.76
0084: $14B7 = $14BF  ;; integer values and handles
0004: $14C0 =  1  ;; integer values
0002: jump £Label0D024D

:Label0D001A
00D6: if  21
0038:   $14C2 ==  0  ;; integer values
0038:   $14C2 ==  2  ;; integer values
004D: jump_if_false £Label0D0079
0395: clear_area  0 at -690.84  1298.62 range  10.76  4.0
009A: $14C1 = create_actor  9 #SGA at -690.84  1298.62  10.76
0084: $14B7 = $14C1  ;; integer values and handles
0004: $14C2 =  1  ;; integer values
0002: jump £Label0D024D

:Label0D0079
00D6: if  21
0038:   $14C4 ==  0  ;; integer values
0038:   $14C4 ==  2  ;; integer values
004D: jump_if_false £Label0D00D8
0395: clear_area  0 at -690.84  1298.62 range  10.76  4.0
009A: $14C3 = create_actor  9 #SGA at -690.84  1298.62  10.76
0084: $14B7 = $14C3  ;; integer values and handles
0004: $14C4 =  1  ;; integer values
0002: jump £Label0D024D

:Label0D00D8
00D6: if  21
0038:   $14C6 ==  0  ;; integer values
0038:   $14C6 ==  2  ;; integer values
004D: jump_if_false £Label0D0137
0395: clear_area  0 at -690.84  1298.62 range  10.76  4.0
009A: $14C5 = create_actor  9 #SGA at -690.84  1298.62  10.76
0084: $14B7 = $14C5  ;; integer values and handles
0004: $14C6 =  1  ;; integer values
0002: jump £Label0D024D

:Label0D0137
00D6: if  21
0038:   $14C8 ==  0  ;; integer values
0038:   $14C8 ==  2  ;; integer values
004D: jump_if_false £Label0D0196
0395: clear_area  0 at -690.84  1298.62 range  10.76  4.0
009A: $14C7 = create_actor  9 #SGA at -690.84  1298.62  10.76
0084: $14B7 = $14C7  ;; integer values and handles
0004: $14C8 =  1  ;; integer values
0002: jump £Label0D024D

:Label0D0196
00D6: if  21
0038:   $14CA ==  0  ;; integer values
0038:   $14CA ==  2  ;; integer values
004D: jump_if_false £Label0D01F5
0395: clear_area  0 at -690.84  1298.62 range  10.76  4.0
009A: $14C9 = create_actor  9 #SGA at -690.84  1298.62  10.76
0084: $14B7 = $14C9  ;; integer values and handles
0004: $14CA =  1  ;; integer values
0002: jump £Label0D024D

:Label0D01F5
00D6: if  21
0038:   $14CC ==  0  ;; integer values
0038:   $14CC ==  2  ;; integer values
004D: jump_if_false £Label0D024D
0395: clear_area  0 at -690.84  1298.62 range  10.76  4.0
009A: $14CB = create_actor  9 #SGA at -690.84  1298.62  10.76
0084: $14B7 = $14CB  ;; integer values and handles
0004: $14CC =  1  ;; integer values

:Label0D024D
00D6: if  0
8118:   NOT   actor $14B7 dead
004D: jump_if_false £Label0D02A4
00D6: if  0
8038:   NOT   $14B7 == -1  ;; integer values
004D: jump_if_false £Label0D02A4
0243: set_actor $14B7 ped_stats_to  16
0173: set_actor $14B7 z_angle_to  174.08
0239: actor $14B7 run_to -691.25  1294.99
0008: $14B3 +=  1  ;; integer values
0008: $14DD +=  1  ;; integer values
0004: $14B4 =  1  ;; integer values

:Label0D02A4
00D6: if  0
8339:   NOT   objects_in_cube -735.7  1261.3  8.0 -728.2  1264.8  14.0  0  1  1  0  0
004D: jump_if_false £Label0D064D
00D6: if  0
0029:    16@ >=  7000  ;; integer values
004D: jump_if_false £Label0D064D
00D6: if  0
0038:   $14B5 ==  0  ;; integer values
004D: jump_if_false £Label0D064D
0004: $14B8 = -1  ;; integer values
00D6: if  21
0038:   $14CE ==  0  ;; integer values
0038:   $14CE ==  2  ;; integer values
004D: jump_if_false £Label0D0364
0395: clear_area  0 at -733.7  1263.0 range  10.8  4.0
009A: $14CD = create_actor  9 #SGB at -733.7  1263.0  10.8
0084: $14B8 = $14CD  ;; integer values and handles
0004: $14CE =  1  ;; integer values
0002: jump £Label0D05F6

:Label0D0364
00D6: if  21
0038:   $14D0 ==  0  ;; integer values
0038:   $14D0 ==  2  ;; integer values
004D: jump_if_false £Label0D03C3
0395: clear_area  0 at -733.7  1263.0 range  10.8  4.0
009A: $14CF = create_actor  9 #SGB at -733.7  1263.0  10.8
0084: $14B8 = $14CF  ;; integer values and handles
0004: $14D0 =  1  ;; integer values
0002: jump £Label0D05F6

:Label0D03C3
00D6: if  21
0038:   $14D2 ==  0  ;; integer values
0038:   $14D2 ==  2  ;; integer values
004D: jump_if_false £Label0D0422
0395: clear_area  0 at -733.7  1263.0 range  10.8  4.0
009A: $14D1 = create_actor  9 #SGB at -733.7  1263.0  10.8
0084: $14B8 = $14D1  ;; integer values and handles
0004: $14D2 =  1  ;; integer values
0002: jump £Label0D05F6

:Label0D0422
00D6: if  21
0038:   $14D4 ==  0  ;; integer values
0038:   $14D4 ==  2  ;; integer values
004D: jump_if_false £Label0D0481
0395: clear_area  0 at -733.7  1263.0 range  10.8  4.0
009A: $14D3 = create_actor  9 #SGB at -733.7  1263.0  10.8
0084: $14B8 = $14D3  ;; integer values and handles
0004: $14D4 =  1  ;; integer values
0002: jump £Label0D05F6

:Label0D0481
00D6: if  21
0038:   $14D6 ==  0  ;; integer values
0038:   $14D6 ==  2  ;; integer values
004D: jump_if_false £Label0D04E0
0395: clear_area  0 at -733.7  1263.0 range  10.8  4.0
009A: $14D5 = create_actor  9 #SGB at -733.7  1263.0  10.8
0084: $14B8 = $14D5  ;; integer values and handles
0004: $14D6 =  1  ;; integer values
0002: jump £Label0D05F6

:Label0D04E0
00D6: if  21
0038:   $14D8 ==  0  ;; integer values
0038:   $14D8 ==  2  ;; integer values
004D: jump_if_false £Label0D053F
0395: clear_area  0 at -733.7  1263.0 range  10.8  4.0
009A: $14D7 = create_actor  9 #SGB at -733.7  1263.0  10.8
0084: $14B8 = $14D7  ;; integer values and handles
0004: $14D8 =  1  ;; integer values
0002: jump £Label0D05F6

:Label0D053F
00D6: if  21
0038:   $14DA ==  0  ;; integer values
0038:   $14DA ==  2  ;; integer values
004D: jump_if_false £Label0D059E
0395: clear_area  0 at -733.7  1263.0 range  10.8  4.0
009A: $14D9 = create_actor  9 #SGB at -733.7  1263.0  10.8
0084: $14B8 = $14D9  ;; integer values and handles
0004: $14DA =  1  ;; integer values
0002: jump £Label0D05F6

:Label0D059E
00D6: if  21
0038:   $14DC ==  0  ;; integer values
0038:   $14DC ==  2  ;; integer values
004D: jump_if_false £Label0D05F6
0395: clear_area  0 at -733.7  1263.0 range  10.8  4.0
009A: $14DB = create_actor  9 #SGB at -733.7  1263.0  10.8
0084: $14B8 = $14DB  ;; integer values and handles
0004: $14DC =  1  ;; integer values

:Label0D05F6
00D6: if  0
8118:   NOT   actor $14B8 dead
004D: jump_if_false £Label0D064D
00D6: if  0
8038:   NOT   $14B8 == -1  ;; integer values
004D: jump_if_false £Label0D064D
0243: set_actor $14B8 ped_stats_to  16
0173: set_actor $14B8 z_angle_to  174.08
0239: actor $14B8 run_to -730.6  1262.8
0008: $14B3 +=  1  ;; integer values
0008: $14DD +=  1  ;; integer values
0004: $14B5 =  1  ;; integer values

:Label0D064D
0051: return

:Label0D064F
00D6: if  0
0038:   $14B4 ==  1  ;; integer values
004D: jump_if_false £Label0D0708
00D6: if  0
8118:   NOT   actor $14B7 dead
004D: jump_if_false £Label0D0701
00D6: if  0
00FF:   actor $14B7  0 ()near_point_on_foot -691.25  1294.99  10.76 radius  1.0  1.0  2.0
004D: jump_if_false £Label0D06FA
00D6: if  0
0018:   $14DD >  29  ;; integer values
004D: jump_if_false £Label0D06CC
0223: set_actor $14B7 health_to  200
01B2: give_actor $14B7 weapon  26 ammo  30000  ;; Load the weapon model before using this
0002: jump £Label0D06D6

:Label0D06CC
01B2: give_actor $14B7 weapon  22 ammo  30000  ;; Load the weapon model before using this

:Label0D06D6
009E: set_actor $14B7 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14B7 kill_player $PLAYER_CHAR
0004: $14B4 =  2  ;; integer values

:Label0D06FA
0002: jump £Label0D0708

:Label0D0701
0004: $14B4 =  2  ;; integer values

:Label0D0708
00D6: if  0
0038:   $14B5 ==  1  ;; integer values
004D: jump_if_false £Label0D07C1
00D6: if  0
8118:   NOT   actor $14B8 dead
004D: jump_if_false £Label0D07BA
00D6: if  0
00FF:   actor $14B8  0 ()near_point_on_foot -730.6  1262.8  10.8 radius  1.0  1.0  2.0
004D: jump_if_false £Label0D07B3
00D6: if  0
0018:   $14DD >  29  ;; integer values
004D: jump_if_false £Label0D0785
0223: set_actor $14B8 health_to  200
01B2: give_actor $14B8 weapon  26 ammo  30000  ;; Load the weapon model before using this
0002: jump £Label0D078F

:Label0D0785
01B2: give_actor $14B8 weapon  22 ammo  30000  ;; Load the weapon model before using this

:Label0D078F
009E: set_actor $14B8 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14B8 kill_player $PLAYER_CHAR
0004: $14B5 =  2  ;; integer values

:Label0D07B3
0002: jump £Label0D07C1

:Label0D07BA
0004: $14B5 =  2  ;; integer values

:Label0D07C1
0051: return

:Label0D07C3
00D6: if  0
0038:   $14F0 ==  1  ;; integer values
004D: jump_if_false £Label0D0E21
00D6: if  0
0038:   $14FC ==  6  ;; integer values
004D: jump_if_false £Label0D0840
00D6: if  0
0038:   $14BE ==  1  ;; integer values
004D: jump_if_false £Label0D0840
00D6: if  0
0118:   actor $14BD dead
004D: jump_if_false £Label0D0823
034F: destroy_actor_with_fade $14BD  ;; The actor fades away like a ghost
000C: $14B3 -=  1  ;; integer values
0004: $14BE =  2  ;; integer values
0002: jump £Label0D0840

:Label0D0823
009E: set_actor $14BD path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14BD kill_player $PLAYER_CHAR

:Label0D0840
00D6: if  0
0038:   $14FC ==  7  ;; integer values
004D: jump_if_false £Label0D08AB
00D6: if  0
0038:   $14C0 ==  1  ;; integer values
004D: jump_if_false £Label0D08AB
00D6: if  0
0118:   actor $14BF dead
004D: jump_if_false £Label0D088E
034F: destroy_actor_with_fade $14BF  ;; The actor fades away like a ghost
000C: $14B3 -=  1  ;; integer values
0004: $14C0 =  2  ;; integer values
0002: jump £Label0D08AB

:Label0D088E
009E: set_actor $14BF path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14BF kill_player $PLAYER_CHAR

:Label0D08AB
00D6: if  0
0038:   $14FC ==  8  ;; integer values
004D: jump_if_false £Label0D0916
00D6: if  0
0038:   $14C2 ==  1  ;; integer values
004D: jump_if_false £Label0D0916
00D6: if  0
0118:   actor $14C1 dead
004D: jump_if_false £Label0D08F9
034F: destroy_actor_with_fade $14C1  ;; The actor fades away like a ghost
000C: $14B3 -=  1  ;; integer values
0004: $14C2 =  2  ;; integer values
0002: jump £Label0D0916

:Label0D08F9
009E: set_actor $14C1 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14C1 kill_player $PLAYER_CHAR

:Label0D0916
00D6: if  0
0038:   $14FC ==  9  ;; integer values
004D: jump_if_false £Label0D0981
00D6: if  0
0038:   $14C4 ==  1  ;; integer values
004D: jump_if_false £Label0D0981
00D6: if  0
0118:   actor $14C3 dead
004D: jump_if_false £Label0D0964
034F: destroy_actor_with_fade $14C3  ;; The actor fades away like a ghost
000C: $14B3 -=  1  ;; integer values
0004: $14C4 =  2  ;; integer values
0002: jump £Label0D0981

:Label0D0964
009E: set_actor $14C3 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14C3 kill_player $PLAYER_CHAR

:Label0D0981
00D6: if  0
0038:   $14FC ==  10  ;; integer values
004D: jump_if_false £Label0D09EC
00D6: if  0
0038:   $14C6 ==  1  ;; integer values
004D: jump_if_false £Label0D09EC
00D6: if  0
0118:   actor $14C5 dead
004D: jump_if_false £Label0D09CF
034F: destroy_actor_with_fade $14C5  ;; The actor fades away like a ghost
000C: $14B3 -=  1  ;; integer values
0004: $14C6 =  2  ;; integer values
0002: jump £Label0D09EC

:Label0D09CF
009E: set_actor $14C5 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14C5 kill_player $PLAYER_CHAR

:Label0D09EC
00D6: if  0
0038:   $14FC ==  11  ;; integer values
004D: jump_if_false £Label0D0A57
00D6: if  0
0038:   $14CA ==  1  ;; integer values
004D: jump_if_false £Label0D0A57
00D6: if  0
0118:   actor $14C9 dead
004D: jump_if_false £Label0D0A3A
034F: destroy_actor_with_fade $14C9  ;; The actor fades away like a ghost
000C: $14B3 -=  1  ;; integer values
0004: $14CA =  2  ;; integer values
0002: jump £Label0D0A57

:Label0D0A3A
009E: set_actor $14C9 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14C9 kill_player $PLAYER_CHAR

:Label0D0A57
00D6: if  0
0038:   $14FC ==  12  ;; integer values
004D: jump_if_false £Label0D0AC2
00D6: if  0
0038:   $14CC ==  1  ;; integer values
004D: jump_if_false £Label0D0AC2
00D6: if  0
0118:   actor $14CB dead
004D: jump_if_false £Label0D0AA5
034F: destroy_actor_with_fade $14CB  ;; The actor fades away like a ghost
000C: $14B3 -=  1  ;; integer values
0004: $14CC =  2  ;; integer values
0002: jump £Label0D0AC2

:Label0D0AA5
009E: set_actor $14CB path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14CB kill_player $PLAYER_CHAR

:Label0D0AC2
00D6: if  0
0038:   $14FC ==  13  ;; integer values
004D: jump_if_false £Label0D0B2D
00D6: if  0
0038:   $14CE ==  1  ;; integer values
004D: jump_if_false £Label0D0B2D
00D6: if  0
0118:   actor $14CD dead
004D: jump_if_false £Label0D0B10
034F: destroy_actor_with_fade $14CD  ;; The actor fades away like a ghost
000C: $14B3 -=  1  ;; integer values
0004: $14CE =  2  ;; integer values
0002: jump £Label0D0B2D

:Label0D0B10
009E: set_actor $14CD path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14CD kill_player $PLAYER_CHAR

:Label0D0B2D
00D6: if  0
0038:   $14FC ==  14  ;; integer values
004D: jump_if_false £Label0D0B98
00D6: if  0
0038:   $14D0 ==  1  ;; integer values
004D: jump_if_false £Label0D0B98
00D6: if  0
0118:   actor $14CF dead
004D: jump_if_false £Label0D0B7B
034F: destroy_actor_with_fade $14CF  ;; The actor fades away like a ghost
000C: $14B3 -=  1  ;; integer values
0004: $14D0 =  2  ;; integer values
0002: jump £Label0D0B98

:Label0D0B7B
009E: set_actor $14CF path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14CF kill_player $PLAYER_CHAR

:Label0D0B98
00D6: if  0
0038:   $14FC ==  15  ;; integer values
004D: jump_if_false £Label0D0C03
00D6: if  0
0038:   $14D2 ==  1  ;; integer values
004D: jump_if_false £Label0D0C03
00D6: if  0
0118:   actor $14D1 dead
004D: jump_if_false £Label0D0BE6
034F: destroy_actor_with_fade $14D1  ;; The actor fades away like a ghost
000C: $14B3 -=  1  ;; integer values
0004: $14D2 =  2  ;; integer values
0002: jump £Label0D0C03

:Label0D0BE6
009E: set_actor $14D1 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14D1 kill_player $PLAYER_CHAR

:Label0D0C03
00D6: if  0
0038:   $14FC ==  16  ;; integer values
004D: jump_if_false £Label0D0C6E
00D6: if  0
0038:   $14D4 ==  1  ;; integer values
004D: jump_if_false £Label0D0C6E
00D6: if  0
0118:   actor $14D3 dead
004D: jump_if_false £Label0D0C51
034F: destroy_actor_with_fade $14D3  ;; The actor fades away like a ghost
000C: $14B3 -=  1  ;; integer values
0004: $14D4 =  2  ;; integer values
0002: jump £Label0D0C6E

:Label0D0C51
009E: set_actor $14D3 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14D3 kill_player $PLAYER_CHAR

:Label0D0C6E
00D6: if  0
0038:   $14FC ==  17  ;; integer values
004D: jump_if_false £Label0D0CD9
00D6: if  0
0038:   $14D6 ==  1  ;; integer values
004D: jump_if_false £Label0D0CD9
00D6: if  0
0118:   actor $14D5 dead
004D: jump_if_false £Label0D0CBC
034F: destroy_actor_with_fade $14D5  ;; The actor fades away like a ghost
000C: $14B3 -=  1  ;; integer values
0004: $14D6 =  2  ;; integer values
0002: jump £Label0D0CD9

:Label0D0CBC
009E: set_actor $14D5 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14D5 kill_player $PLAYER_CHAR

:Label0D0CD9
00D6: if  0
0038:   $14FC ==  18  ;; integer values
004D: jump_if_false £Label0D0D44
00D6: if  0
0038:   $14D8 ==  1  ;; integer values
004D: jump_if_false £Label0D0D44
00D6: if  0
0118:   actor $14D7 dead
004D: jump_if_false £Label0D0D27
034F: destroy_actor_with_fade $14D7  ;; The actor fades away like a ghost
000C: $14B3 -=  1  ;; integer values
0004: $14D8 =  2  ;; integer values
0002: jump £Label0D0D44

:Label0D0D27
009E: set_actor $14D7 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14D7 kill_player $PLAYER_CHAR

:Label0D0D44
00D6: if  0
0038:   $14FC ==  19  ;; integer values
004D: jump_if_false £Label0D0DAF
00D6: if  0
0038:   $14DA ==  1  ;; integer values
004D: jump_if_false £Label0D0DAF
00D6: if  0
0118:   actor $14D9 dead
004D: jump_if_false £Label0D0D92
034F: destroy_actor_with_fade $14D9  ;; The actor fades away like a ghost
000C: $14B3 -=  1  ;; integer values
0004: $14DA =  2  ;; integer values
0002: jump £Label0D0DAF

:Label0D0D92
009E: set_actor $14D9 path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14D9 kill_player $PLAYER_CHAR

:Label0D0DAF
00D6: if  0
0038:   $14FC ==  20  ;; integer values
004D: jump_if_false £Label0D0E1A
00D6: if  0
0038:   $14DC ==  1  ;; integer values
004D: jump_if_false £Label0D0E1A
00D6: if  0
0118:   actor $14DB dead
004D: jump_if_false £Label0D0DFD
034F: destroy_actor_with_fade $14DB  ;; The actor fades away like a ghost
000C: $14B3 -=  1  ;; integer values
0004: $14DC =  2  ;; integer values
0002: jump £Label0D0E1A

:Label0D0DFD
009E: set_actor $14DB path $14DE $14DF $14E0 unknown  .5  1
01CA: actor $14DB kill_player $PLAYER_CHAR

:Label0D0E1A
0002: jump £Label0D0F71

:Label0D0E21
00D6: if  0
8118:   NOT   actor $14BD dead
004D: jump_if_false £Label0D0E36
01C2: remove_references_to_actor $14BD  ;; Like turning an actor into a random pedestrian

:Label0D0E36
00D6: if  0
8118:   NOT   actor $14BF dead
004D: jump_if_false £Label0D0E4B
01C2: remove_references_to_actor $14BF  ;; Like turning an actor into a random pedestrian

:Label0D0E4B
00D6: if  0
8118:   NOT   actor $14C1 dead
004D: jump_if_false £Label0D0E60
01C2: remove_references_to_actor $14C1  ;; Like turning an actor into a random pedestrian

:Label0D0E60
00D6: if  0
8118:   NOT   actor $14C3 dead
004D: jump_if_false £Label0D0E75
01C2: remove_references_to_actor $14C3  ;; Like turning an actor into a random pedestrian

:Label0D0E75
00D6: if  0
8118:   NOT   actor $14C5 dead
004D: jump_if_false £Label0D0E8A
01C2: remove_references_to_actor $14C5  ;; Like turning an actor into a random pedestrian

:Label0D0E8A
00D6: if  0
8118:   NOT   actor $14C7 dead
004D: jump_if_false £Label0D0E9F
01C2: remove_references_to_actor $14C7  ;; Like turning an actor into a random pedestrian

:Label0D0E9F
00D6: if  0
8118:   NOT   actor $14C9 dead
004D: jump_if_false £Label0D0EB4
01C2: remove_references_to_actor $14C9  ;; Like turning an actor into a random pedestrian

:Label0D0EB4
00D6: if  0
8118:   NOT   actor $14CB dead
004D: jump_if_false £Label0D0EC9
01C2: remove_references_to_actor $14CB  ;; Like turning an actor into a random pedestrian

:Label0D0EC9
00D6: if  0
8118:   NOT   actor $14CD dead
004D: jump_if_false £Label0D0EDE
01C2: remove_references_to_actor $14CD  ;; Like turning an actor into a random pedestrian

:Label0D0EDE
00D6: if  0
8118:   NOT   actor $14CF dead
004D: jump_if_false £Label0D0EF3
01C2: remove_references_to_actor $14CF  ;; Like turning an actor into a random pedestrian

:Label0D0EF3
00D6: if  0
8118:   NOT   actor $14D1 dead
004D: jump_if_false £Label0D0F08
01C2: remove_references_to_actor $14D1  ;; Like turning an actor into a random pedestrian

:Label0D0F08
00D6: if  0
8118:   NOT   actor $14D3 dead
004D: jump_if_false £Label0D0F1D
01C2: remove_references_to_actor $14D3  ;; Like turning an actor into a random pedestrian

:Label0D0F1D
00D6: if  0
8118:   NOT   actor $14D5 dead
004D: jump_if_false £Label0D0F32
01C2: remove_references_to_actor $14D5  ;; Like turning an actor into a random pedestrian

:Label0D0F32
00D6: if  0
8118:   NOT   actor $14D7 dead
004D: jump_if_false £Label0D0F47
01C2: remove_references_to_actor $14D7  ;; Like turning an actor into a random pedestrian

:Label0D0F47
00D6: if  0
8118:   NOT   actor $14D9 dead
004D: jump_if_false £Label0D0F5C
01C2: remove_references_to_actor $14D9  ;; Like turning an actor into a random pedestrian

:Label0D0F5C
00D6: if  0
8118:   NOT   actor $14DB dead
004D: jump_if_false £Label0D0F71
01C2: remove_references_to_actor $14DB  ;; Like turning an actor into a random pedestrian

:Label0D0F71
0051: return

:Label0D0F73
00D6: if  0
0038:   $14EA ==  0  ;; integer values
004D: jump_if_false £Label0D11B8
00A5: $14EC = create_car #GANGBUR at -783.346  1367.562  10.603
0175: set_car $14EC z_angle_to  192.0
0129: $14E2 = create_actor  9 #SGB in_car $14EC driverseat
01C8: $14E6 = create_actor  9 #SGA in_car $14EC passenger_seat  0
01ED: reset_actor $14E2 flags
01ED: reset_actor $14E6 flags
011A: set_actor $14E2 flags  1
01B2: give_actor $14E2 weapon  22 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $14E6 flags  1
01B2: give_actor $14E6 weapon  22 ammo  30000  ;; Load the weapon model before using this
01CC: actor $14E2 kill_player $PLAYER_CHAR
01CC: actor $14E6 kill_player $PLAYER_CHAR
04BA: set_car $14EC speed_instantly  30.0
00AD: set_car $14EC max_speed_to  40.0
00A5: $14ED = create_car #GANGBUR at -791.841  1376.64  10.422
0175: set_car $14ED z_angle_to  258.512
0129: $14E3 = create_actor  9 #SGA in_car $14ED driverseat
01ED: reset_actor $14E3 flags
011A: set_actor $14E3 flags  1
01B2: give_actor $14E3 weapon  22 ammo  30000  ;; Load the weapon model before using this
01C8: $14E7 = create_actor  9 #SGB in_car $14ED passenger_seat  0
01ED: reset_actor $14E7 flags
011A: set_actor $14E7 flags  1
01B2: give_actor $14E7 weapon  22 ammo  30000  ;; Load the weapon model before using this
01CC: actor $14E3 kill_player $PLAYER_CHAR
01CC: actor $14E7 kill_player $PLAYER_CHAR
04BA: set_car $14ED speed_instantly  30.0
00AD: set_car $14ED max_speed_to  40.0
00A5: $14EE = create_car #GANGBUR at -295.967  1255.681  10.142
0175: set_car $14EE z_angle_to  357.556
0129: $14E4 = create_actor  9 #SGA in_car $14EE driverseat
01ED: reset_actor $14E4 flags
011A: set_actor $14E4 flags  1
01B2: give_actor $14E4 weapon  22 ammo  30000  ;; Load the weapon model before using this
01C8: $14E8 = create_actor  9 #SGB in_car $14EE passenger_seat  0
01ED: reset_actor $14E8 flags
011A: set_actor $14E8 flags  1
01B2: give_actor $14E8 weapon  22 ammo  30000  ;; Load the weapon model before using this
01CC: actor $14E4 kill_player $PLAYER_CHAR
01CC: actor $14E8 kill_player $PLAYER_CHAR
04BA: set_car $14EE speed_instantly  30.0
00AD: set_car $14EE max_speed_to  40.0
00A5: $14EF = create_car #GANGBUR at -585.145  666.533  9.917
0175: set_car $14EF z_angle_to  286.737
0129: $14E5 = create_actor  9 #SGB in_car $14EF driverseat
01ED: reset_actor $14E5 flags
011A: set_actor $14E5 flags  1
01B2: give_actor $14E5 weapon  22 ammo  30000  ;; Load the weapon model before using this
01C8: $14E9 = create_actor  9 #SGB in_car $14EF passenger_seat  0
01ED: reset_actor $14E9 flags
011A: set_actor $14E9 flags  1
01B2: give_actor $14E9 weapon  22 ammo  30000  ;; Load the weapon model before using this
01CC: actor $14E5 kill_player $PLAYER_CHAR
01CC: actor $14E9 kill_player $PLAYER_CHAR
04BA: set_car $14EF speed_instantly  30.0
00AD: set_car $14EF max_speed_to  40.0
0004: $14EA =  1  ;; integer values

:Label0D11B8
0051: return

:Label0D11BA
00D6: if  0
001A:    6 > $14FA  ;; integer values
004D: jump_if_false £Label0D16D3
00D6: if  0
0038:   $14F4 ==  0  ;; integer values
004D: jump_if_false £Label0D130F
00D6: if  0
8118:   NOT   actor $14A5 dead
004D: jump_if_false £Label0D130F
00D6: if  0
84F0:   NOT   unknown_actor_check $14A5
004D: jump_if_false £Label0D130F
01ED: reset_actor $14A5 flags
011A: set_actor $14A5 flags  1
01B2: give_actor $14A5 weapon  22 ammo  30000  ;; Load the weapon model before using this
01E2: add_route_point  0 at -751.91  1212.63  23.17
01E2: add_route_point  0 at -751.87  1204.57  23.17
01E2: add_route_point  0 at -746.22  1200.42  23.17
01E2: add_route_point  0 at -728.07  1200.61  23.17
01E2: add_route_point  0 at -703.98  1201.18  23.17
01E2: add_route_point  0 at -700.81  1200.92  23.17
01E2: add_route_point  0 at -703.98  1201.18  23.17
01E2: add_route_point  0 at -728.07  1200.61  23.17
01E2: add_route_point  0 at -746.22  1200.42  23.17
01E2: add_route_point  0 at -751.87  1204.57  23.17
01E2: add_route_point  0 at -751.91  1212.63  23.17
01E2: add_route_point  0 at -750.93  1235.44  23.73
01E1: set_actor $14A5 follow_route  0  3
0008: $14FA +=  1  ;; integer values
0004: $14F4 =  1  ;; integer values

:Label0D130F
00D6: if  0
0038:   $14F5 ==  0  ;; integer values
004D: jump_if_false £Label0D1452
00D6: if  0
8118:   NOT   actor $14A6 dead
004D: jump_if_false £Label0D1452
00D6: if  0
84F0:   NOT   unknown_actor_check $14A6
004D: jump_if_false £Label0D1452
01ED: reset_actor $14A6 flags
011A: set_actor $14A6 flags  1
01B2: give_actor $14A6 weapon  22 ammo  30000  ;; Load the weapon model before using this
01E2: add_route_point  1 at -659.65  1239.53  23.17
01E2: add_route_point  1 at -659.42  1214.94  23.87
01E2: add_route_point  1 at -659.33  1202.42  23.29
01E2: add_route_point  1 at -670.12  1202.51  23.3
01E2: add_route_point  1 at -689.49  1201.52  23.17
01E2: add_route_point  1 at -689.02  1201.12  23.17
01E2: add_route_point  1 at -689.49  1201.52  23.17
01E2: add_route_point  1 at -670.12  1202.51  23.3
01E2: add_route_point  1 at -659.33  1202.42  23.29
01E2: add_route_point  1 at -659.42  1214.94  23.87
01E2: add_route_point  1 at -659.65  1239.53  23.17
01E2: add_route_point  1 at -659.81  1257.07  23.17
01E1: set_actor $14A6 follow_route  1  3
0008: $14FA +=  1  ;; integer values
0004: $14F5 =  1  ;; integer values

:Label0D1452
00D6: if  0
0038:   $14F6 ==  0  ;; integer values
004D: jump_if_false £Label0D14FD
00D6: if  0
8118:   NOT   actor $14A7 dead
004D: jump_if_false £Label0D14FD
00D6: if  0
84F0:   NOT   unknown_actor_check $14A7
004D: jump_if_false £Label0D14FD
01ED: reset_actor $14A7 flags
011A: set_actor $14A7 flags  1
01B2: give_actor $14A7 weapon  22 ammo  30000  ;; Load the weapon model before using this
01E2: add_route_point  2 at -690.88  1271.5  10.76
01E2: add_route_point  2 at -691.99  1294.35  10.76
01E2: add_route_point  2 at -690.88  1271.5  10.76
01E2: add_route_point  2 at -692.32  1250.27  10.2
01E1: set_actor $14A7 follow_route  2  3
0008: $14FA +=  1  ;; integer values
0004: $14F6 =  1  ;; integer values

:Label0D14FD
00D6: if  0
0038:   $14F7 ==  0  ;; integer values
004D: jump_if_false £Label0D161A
00D6: if  0
8118:   NOT   actor $14A8 dead
004D: jump_if_false £Label0D161A
00D6: if  0
84F0:   NOT   unknown_actor_check $14A8
004D: jump_if_false £Label0D161A
01ED: reset_actor $14A8 flags
011A: set_actor $14A8 flags  1
01B2: give_actor $14A8 weapon  22 ammo  30000  ;; Load the weapon model before using this
01E2: add_route_point  3 at -756.2  1227.72  10.07
01E2: add_route_point  3 at -755.89  1243.83  10.07
01E2: add_route_point  3 at -755.94  1257.21  10.38
01E2: add_route_point  3 at -755.68  1275.26  10.66
01E2: add_route_point  3 at -755.44  1287.88  14.52
01E2: add_route_point  3 at -755.68  1275.26  10.66
01E2: add_route_point  3 at -755.94  1257.21  10.38
01E2: add_route_point  3 at -755.89  1243.83  10.07
01E2: add_route_point  3 at -756.2  1227.72  10.07
01E2: add_route_point  3 at -757.7  1214.37  10.07
01E1: set_actor $14A8 follow_route  3  3
0008: $14FA +=  1  ;; integer values
0004: $14F7 =  1  ;; integer values

:Label0D161A
00D6: if  0
0038:   $14F8 ==  0  ;; integer values
004D: jump_if_false £Label0D1670
00D6: if  0
8118:   NOT   actor $14A9 dead
004D: jump_if_false £Label0D1670
00D6: if  0
84F0:   NOT   unknown_actor_check $14A9
004D: jump_if_false £Label0D1670
01ED: reset_actor $14A9 flags
011A: set_actor $14A9 flags  1
0173: set_actor $14A9 z_angle_to  66.98
0008: $14FA +=  1  ;; integer values
0004: $14F8 =  1  ;; integer values

:Label0D1670
00D6: if  0
0038:   $14F9 ==  0  ;; integer values
004D: jump_if_false £Label0D16D3
00D6: if  0
8118:   NOT   actor $14AA dead
004D: jump_if_false £Label0D16D3
00D6: if  0
84F0:   NOT   unknown_actor_check $14AA
004D: jump_if_false £Label0D16D3
01ED: reset_actor $14AA flags
011A: set_actor $14AA flags  1
0173: set_actor $14AA z_angle_to  283.89
03F9: make_actors $14A9 $14AA converse_in  1000000 ms
0008: $14FA +=  1  ;; integer values
0004: $14F9 =  1  ;; integer values

:Label0D16D3
0051: return

;-------------Mission 56---------------
; Originally: Stunt Boat Challenge


:Label0D16D5
03A4: name_thread "CUBAN1"
0050: gosub £Label0D1703
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0D16FA
0050: gosub £Label0D407C

:Label0D16FA
0050: gosub £Label0D40D1
004E: end_thread

:Label0D1703
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "CUBAN1"
058E: set_restart_mission_taxi_destination -1173.5 -599.6  10.2  277.1
0005: $156C =  0.0  ;; floating-point values
0005: $156D =  0.0  ;; floating-point values
0005: $156E =  0.0  ;; floating-point values
0005: $156F =  0.0  ;; floating-point values
0005: $1570 =  0.0  ;; floating-point values
0005: $1571 =  0.0  ;; floating-point values
0004: $150D =  181000  ;; integer values
0004: $150E =  0  ;; integer values
0004: $150F =  0  ;; integer values
0004: $1510 =  0  ;; integer values
0004: $1511 =  0  ;; integer values
0005: $1513 =  0.0  ;; floating-point values
0004: $1512 =  0  ;; integer values
0004: $1514 =  0  ;; integer values
0004: $1515 =  0  ;; integer values
0004: $1516 =  27  ;; integer values
0004: $1517 =  0  ;; integer values
0004: $1518 =  0  ;; integer values
0004: $1519 =  0  ;; integer values
0004: $151A =  0  ;; integer values
0005: $151B = -102.9375  ;; floating-point values
0005: $151C =  171.7835  ;; floating-point values
0005: $151D =  5.6727  ;; floating-point values
0005: $151E = -64.7472  ;; floating-point values
0005: $151F =  368.7051  ;; floating-point values
0005: $1520 =  5.505  ;; floating-point values
0005: $1521 = -27.916  ;; floating-point values
0005: $1522 =  482.466  ;; floating-point values
0005: $1523 =  16.0159  ;; floating-point values
0005: $1524 =  183.4692  ;; floating-point values
0005: $1525 =  614.9838  ;; floating-point values
0005: $1526 =  5.7676  ;; floating-point values
0005: $1527 =  239.9839  ;; floating-point values
0005: $1528 =  422.9632  ;; floating-point values
0005: $1529 =  5.9437  ;; floating-point values
0005: $152A =  196.5818  ;; floating-point values
0005: $152B =  227.5221  ;; floating-point values
0005: $152C =  5.9738  ;; floating-point values
0005: $152D =  336.4845  ;; floating-point values
0005: $152E =  83.632  ;; floating-point values
0005: $152F =  16.0888  ;; floating-point values
0005: $1530 =  417.2411  ;; floating-point values
0005: $1531 = -100.5402  ;; floating-point values
0005: $1532 =  15.9255  ;; floating-point values
0005: $1533 =  402.8727  ;; floating-point values
0005: $1534 = -300.6653  ;; floating-point values
0005: $1535 =  5.7619  ;; floating-point values
0005: $1536 =  290.0335  ;; floating-point values
0005: $1537 = -460.3196  ;; floating-point values
0005: $1538 =  5.9769  ;; floating-point values
0005: $1539 =  181.6709  ;; floating-point values
0005: $153A = -617.7477  ;; floating-point values
0005: $153B =  5.9921  ;; floating-point values
0005: $153C = -4.6467  ;; floating-point values
0005: $153D = -694.4938  ;; floating-point values
0005: $153E =  5.8744  ;; floating-point values
0005: $153F = -191.9626  ;; floating-point values
0005: $1540 = -772.1127  ;; floating-point values
0005: $1541 =  5.8744  ;; floating-point values
0005: $1542 = -335.464  ;; floating-point values
0005: $1543 = -910.51  ;; floating-point values
0005: $1544 =  5.4899  ;; floating-point values
0005: $1545 = -304.464  ;; floating-point values
0005: $1546 = -988.51  ;; floating-point values
0005: $1547 =  5.4899  ;; floating-point values
0005: $1548 = -244.464  ;; floating-point values
0005: $1549 = -922.51  ;; floating-point values
0005: $154A =  5.4899  ;; floating-point values
0005: $154B = -144.779  ;; floating-point values
0005: $154C = -845.288  ;; floating-point values
0005: $154D =  6.0213  ;; floating-point values
0005: $154E =  26.0794  ;; floating-point values
0005: $154F = -739.893  ;; floating-point values
0005: $1550 =  6.0163  ;; floating-point values
0005: $1551 =  154.4145  ;; floating-point values
0005: $1552 = -640.624  ;; floating-point values
0005: $1553 =  5.3606  ;; floating-point values
0005: $1554 =  304.531  ;; floating-point values
0005: $1555 = -431.591  ;; floating-point values
0005: $1556 =  16.0599  ;; floating-point values
0005: $1557 =  413.1744  ;; floating-point values
0005: $1558 = -280.507  ;; floating-point values
0005: $1559 =  5.9702  ;; floating-point values
0005: $155A =  423.1779  ;; floating-point values
0005: $155B = -89.6841  ;; floating-point values
0005: $155C =  15.8592  ;; floating-point values
0005: $155D =  339.5622  ;; floating-point values
0005: $155E =  73.0977  ;; floating-point values
0005: $155F =  6.0374  ;; floating-point values
0005: $1560 =  198.6796  ;; floating-point values
0005: $1561 =  243.2925  ;; floating-point values
0005: $1562 =  5.5461  ;; floating-point values
0005: $1563 =  75.6552  ;; floating-point values
0005: $1564 =  401.3978  ;; floating-point values
0005: $1565 =  5.6628  ;; floating-point values
0005: $1566 = -95.1011  ;; floating-point values
0005: $1567 =  295.7863  ;; floating-point values
0005: $1568 =  5.8772  ;; floating-point values
0005: $1569 = -86.3112  ;; floating-point values
0005: $156A =  95.7909  ;; floating-point values
0005: $156B =  5.6436  ;; floating-point values
0005: $1572 = -4.56  ;; floating-point values
0005: $1573 =  456.21  ;; floating-point values
0005: $1574 =  11.51  ;; floating-point values
0005: $1575 = -42.74  ;; floating-point values
0005: $1576 =  460.99  ;; floating-point values
0005: $1577 = -20.19  ;; floating-point values
0005: $1578 =  464.61  ;; floating-point values
04BB: select_interiour  7  ;; select render area
04E3: unknown_player $PLAYER_CHAR  0  60000
042B: clear_peds_from_cube -1174.8 -609.0  10.4 -116.3 -632.5  15.3
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSPABLO"
023C: load_special_actor  3 "CSPAPA"
023C: load_special_actor  4 "CSPEPE"
023C: load_special_actor  5 "CSUMBTO"
02F3: load_object #CUTOBJ01 "CCFAN"
02F3: load_object #CUTOBJ02 "LOBTRAY"
02F3: load_object #CUTOBJ03 "ESPRESO"
03CB: set_camera -1169.0 -620.0  10.791
038B: load_requested_models

:Label0D1C02
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label0D1C2C
0001: wait  0 ms
0002: jump £Label0D1C02

:Label0D1C2C
00D6: if  21
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label0D1C4C
0001: wait  0 ms
0002: jump £Label0D1C2C

:Label0D1C4C
02E4: load_cutscene_data "CUB_1"
0244: set_cutscene_pos -1170.708 -608.327  10.791
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $B2 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $B2 "CSPABLO"
02E5: $B3 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $B3 "CSPAPA"
02E5: $B4 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $B4 "CSPEPE"
02E5: $B5 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $B5 "CSUMBTO"
02E5: $DA = create_cutscene_object #CUTOBJ01
04BC: "CCFAN"
02E6: set_cutscene_anim $DA "CCFAN"
02E5: $C6 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $C6 "LOBTRAY"
02E5: $CC = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $CC "ESPRESO"
0395: clear_area  1 at -1170.9 -603.7 range  10.6  1.0
0055: put_player $PLAYER_CHAR at -1170.9 -603.7  10.6
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0D1D5D
00D6: if  0
001A:    2145 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D1D80
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D1D5D

:Label0D1D80
00BC: text_highpriority "CUB1_A"  10000 ms  1  ;; Si, men?

:Label0D1D8F
00D6: if  0
001A:    3036 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D1DB2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D1D8F

:Label0D1DB2
00BC: text_highpriority "CUB1_B"  10000 ms  1  ;; Hey, easy Papi, this man's for me. You, you the boy?

:Label0D1DC1
00D6: if  0
001A:    10501 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D1DE4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D1DC1

:Label0D1DE4
00BC: text_highpriority "CUB1_C"  10000 ms  1  ;; Oh yeh. You the boy. I think so, you know?

:Label0D1DF3
00D6: if  0
001A:    14480 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D1E16
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D1DF3

:Label0D1E16
00BC: text_highpriority "CUB1_D"  10000 ms  1  ;; No. I don't think I do.

:Label0D1E25
00D6: if  0
001A:    16593 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D1E48
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D1E25

:Label0D1E48
00BC: text_highpriority "CUB1_E"  10000 ms  1  ;; Oh yeah? You come here, tough guy.

:Label0D1E57
00D6: if  0
001A:    19202 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D1E7A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D1E57

:Label0D1E7A
00BC: text_highpriority "CUB1_F"  10000 ms  1  ;; You think you can take me on?

:Label0D1E89
00D6: if  0
001A:    20637 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D1EAC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D1E89

:Label0D1EAC
00BC: text_highpriority "CUB1_G"  10000 ms  1  ;; You think you can play stupid with me?

:Label0D1EBB
00D6: if  0
001A:    22441 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D1EDE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D1EBB

:Label0D1EDE
00BC: text_highpriority "CUB1_H"  10000 ms  1  ;; No, I think you're playing plenty stupid enough for both of us.

:Label0D1EED
00D6: if  0
001A:    24775 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D1F10
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D1EED

:Label0D1F10
00BC: text_highpriority "CUB1_I"  10000 ms  1  ;; Hey, he call you dumb, son.

:Label0D1F1F
00D6: if  0
001A:    27472 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D1F42
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D1F1F

:Label0D1F42
00BC: text_highpriority "CUB1_J"  10000 ms  1  ;; And I call him a little girl, Papi.

:Label0D1F51
00D6: if  0
001A:    30348 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D1F74
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D1F51

:Label0D1F74
00BC: text_highpriority "CUB1_K"  10000 ms  1  ;; Look at him, all dressed up like that.

:Label0D1F83
00D6: if  0
001A:    33133 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D1FA8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D1F83

:Label0D1FA8
00BC: text_highpriority "CUB1_L"  10000 ms  1  ;; What is this, ladies night?

:Label0D1FB7
00D6: if  0
001A:    35329 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D1FDC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D1FB7

:Label0D1FDC
00BC: text_highpriority "CUB1_M"  10000 ms  1  ;; You some kind of tough guy, you dress like a woman?

:Label0D1FEB
00D6: if  0
001A:    38022 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D2010
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D1FEB

:Label0D2010
00BC: text_highpriority "CUB1_N"  10000 ms  1  ;; You got on panties like a woman too, huh?

:Label0D201F
00D6: if  0
001A:    40251 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D2044
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D201F

:Label0D2044
00BC: text_highpriority "CUB1_O"  10000 ms  1  ;; What you got against women? You prefer men, big boy?

:Label0D2053
00D6: if  0
001A:    42742 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D2078
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D2053

:Label0D2078
00BC: text_highpriority "CUB1_P"  10000 ms  1  ;; I like women! I like all women! I love my mother, chico!

:Label0D2087
00D6: if  0
001A:    46831 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D20AC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D2087

:Label0D20AC
00BC: text_highpriority "CUB1_Q"  10000 ms  1  ;; Alright, alright, I'll take your word for it. Relax.

:Label0D20BB
00D6: if  0
001A:    51281 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D20E0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D20BB

:Label0D20E0
00BC: text_highpriority "CUB1_R"  10000 ms  1  ;; Can you drive, amigo?

:Label0D20EF
00D6: if  0
001A:    53403 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D2114
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D20EF

:Label0D2114
00BC: text_highpriority "CUB1_S"  10000 ms  1  ;; Yeah... like a woman.

:Label0D2123
00D6: if  0
001A:    57539 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D2148
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D2123

:Label0D2148
00BC: text_highpriority "CUB1_T"  10000 ms  1  ;; Very funny. I like you, big boy. Maybe you can help.

:Label0D2157
00D6: if  0
001A:    62464 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D217C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D2157

:Label0D217C
00BC: text_highpriority "CUB1_U"  10000 ms  1  ;; Maybe you can prove you a man. Huh?

:Label0D218B
00D6: if  0
001A:    65377 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D21B0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D218B

:Label0D21B0
00BC: text_highpriority "CUB1_V"  10000 ms  1  ;; Take out the boat.

:Label0D21BF
00D6: if  0
001A:    68974 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D21E4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D21BF

:Label0D21E4
00BC: text_highpriority "CUB1_W"  10000 ms  1  ;; Show me you got some big cojones,

:Label0D21F3
00D6: if  0
001A:    71656 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D2218
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D21F3

:Label0D2218
00BC: text_highpriority "CUB1_X"  10000 ms  1  ;; and not some little bitty chiquita ones.

:Label0D2227
00D6: if  0
001A:    75392 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D224C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D2227

:Label0D224C
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0D2255
00D6: if  0
016B:   fading
004D: jump_if_false £Label0D226D
0001: wait  0 ms
0002: jump £Label0D2255

:Label0D226D
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
04BB: select_interiour  0  ;; select render area
0004: $3DD =  0  ;; integer values
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0169: set_fade_color  0  0  0
0001: wait  500 ms
00C0: set_current_time  10  0
0247: request_model #SPEEDER
0247: request_model #CBB
0247: request_model #CADDY
0247: request_model #WMYGO
0247: request_model #WFOGO
0247: request_model #REEFER

:Label0D22DD
00D6: if  25
8248:   NOT   model #SPEEDER available
8248:   NOT   model #CBB available
8248:   NOT   model #CADDY available
8248:   NOT   model #WMYGO available
8248:   NOT   model #WFOGO available
8248:   NOT   model #REEFER available
004D: jump_if_false £Label0D230E
0001: wait  0 ms
0002: jump £Label0D22DD

:Label0D230E
03CF: load_wav "CUB1_9" as  1
03CF: load_wav "COL3_2B" as  2

:Label0D2326
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0D2344
0001: wait  0 ms
0002: jump £Label0D2326

:Label0D2344
01B6: set_weather  4
01E8: create_forbidden_for_cars_cube  130.4  368.4  50.7 -228.4  724.5  0.0
03CB: set_camera -74.17  90.2  9.67
04E4: unknown_refresh_game_renderer_at -67.7  91.2
0055: put_player $PLAYER_CHAR at -67.7  91.2  9.5
009A: $14FF = create_actor  7 #CBB at -74.17  90.2  8.6
04F5: unknown_actor $14FF kiss_player $PLAYER_CHAR on  1
0173: set_actor $14FF z_angle_to  40.2
00A5: $1506 = create_car #CADDY at -31.7  484.9  7.3
0175: set_car $1506 z_angle_to  205.8
009A: $1507 = create_actor  4 #WMYGO at -29.5  483.6  7.7
0173: set_actor $1507 z_angle_to  11.0
0223: set_actor $1507 health_to  10
009A: $1508 = create_actor  4 #WMYGO at -27.2  484.1  7.7
0173: set_actor $1508 z_angle_to  77.0
0223: set_actor $1508 health_to  10
009A: $1509 = create_actor  5 #WFOGO at -29.9  484.4  7.7
0173: set_actor $1509 z_angle_to  282.0
0223: set_actor $1509 health_to  10
009A: $150A = create_actor  5 #WFOGO at -28.4  486.3  7.7
0173: set_actor $150A z_angle_to  176.0
0223: set_actor $150A health_to  10
03F9: make_actors $1507 $1508 converse_in  86400000 ms
03F9: make_actors $1509 $150A converse_in  86400000 ms
016A: fade  1 (back)  1500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -67.34  85.31  10.02  0.0  0.0  0.0
0160: point_camera -86.4  117.01  13.04  2
0001: wait  1000 ms
00D6: if  0
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D2506
01D1: actor $PLAYER_ACTOR follow_actor $14FF

:Label0D2506
0001: wait  2000 ms
00BC: text_highpriority "CUB1_01"  4000 ms  1  ;; Hey, I'm Rico. You the man with the big cojones?
03D1: play_wav  1

:Label0D251E
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D258E
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0D256E
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0D2567
0004: $3D =  0  ;; integer values
0002: jump £Label0D26DF

:Label0D2567
0002: jump £Label0D2587

:Label0D256E
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0D2587
0004: $3D =  1  ;; integer values

:Label0D2587
0002: jump £Label0D251E

:Label0D258E
040D: unload_wav  1
03D5: remove_text "CUB1_01"  ;; Hey, I'm Rico. You the man with the big cojones?
00BC: text_highpriority "GEN3_4"  4000 ms  1  ;; Tommy Vercetti. Let's go...
03D1: play_wav  2

:Label0D25AF
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label0D261A
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0D25FA
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0D25F3
0004: $3D =  0  ;; integer values
0002: jump £Label0D26DF

:Label0D25F3
0002: jump £Label0D2613

:Label0D25FA
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0D2613
0004: $3D =  1  ;; integer values

:Label0D2613
0002: jump £Label0D25AF

:Label0D261A
040D: unload_wav  2
03D5: remove_text "GEN3_4"  ;; Tommy Vercetti. Let's go...
03CF: load_wav "CUB1_10" as  1

:Label0D2634
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D264E
0001: wait  0 ms
0002: jump £Label0D2634

:Label0D264E
00BC: text_highpriority "CUB1_02"  4000 ms  1  ;; Ok man, treat her like a woman.
03D1: play_wav  1

:Label0D2661
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D26D1
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0D26B1
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0D26AA
0004: $3D =  0  ;; integer values
0002: jump £Label0D26DF

:Label0D26AA
0002: jump £Label0D26CA

:Label0D26B1
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0D26CA
0004: $3D =  1  ;; integer values

:Label0D26CA
0002: jump £Label0D2661

:Label0D26D1
040D: unload_wav  1
03D5: remove_text "CUB1_02"  ;; Ok man, treat her like a woman.

:Label0D26DF
040D: unload_wav  1
040D: unload_wav  2
03EB: clear_small_messages_only
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  1  1  1
016A: fade  0 ()  1500 ms

:Label0D26FE
00D6: if  0
016B:   fading
004D: jump_if_false £Label0D2716
0001: wait  0 ms
0002: jump £Label0D26FE

:Label0D2716
00A5: $14FE = create_car #SPEEDER at -90.9  105.1  5.0
0175: set_car $14FE z_angle_to  9.2
0323: unknown_car $14FE flag  1
00D6: if  0
8119:   NOT   car $14FE wrecked
004D: jump_if_false £Label0D27B9
0369: put_player $PLAYER_CHAR in_car $14FE
00D6: if  0
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D2795
0464: put_actor $14FF into_turret_on_car $14FE at_car_offset  0.0  1.8  1.2 unknown  0 angle  360.0 with_weapon  0
020E: actor $14FF look_at_actor $PLAYER_ACTOR
0002: jump £Label0D27B2

:Label0D2795
00BC: text_highpriority "CUB1_11"  5000 ms  1  ;; ~r~You Killed Rico!
016A: fade  1 (back)  1500 ms
0002: jump £Label0D407C

:Label0D27B2
0002: jump £Label0D27D6

:Label0D27B9
00BC: text_highpriority "CUB1_11"  5000 ms  1  ;; ~r~You Killed Rico!
016A: fade  1 (back)  1500 ms
0002: jump £Label0D407C

:Label0D27D6
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0086: $156C = $151B  ;; floating-point values only
0086: $156D = $151C  ;; floating-point values only
0086: $156E = $151D  ;; floating-point values only
0086: $156F = $151E  ;; floating-point values only
0086: $1570 = $151F  ;; floating-point values only
0086: $1571 = $1520  ;; floating-point values only
018A: $150B = create_checkpoint_at $156C $156D $156E
0165: set_marker $150B color_to  4
018A: $150C = create_checkpoint_at $156F $1570 $1571
0165: set_marker $150C color_to  4
0168: show_on_radar $150C  2
0166: set_marker $150C brightness_to  1
0107: $1500 = create_object -176 (WATERJUMPX2) at -34.26  455.9  5.5
0177: set_object $1500 z_angle_to  343.6
0382: unknown_set_object $1500 collision_detection  1
0107: $1501 = create_object -176 (WATERJUMPX2) at  312.2  107.669  5.5
0177: set_object $1501 z_angle_to  230.88
0382: unknown_set_object $1501 collision_detection  1
0107: $1502 = create_object -176 (WATERJUMPX2) at  414.5 -79.8  5.5
0177: set_object $1502 z_angle_to  184.9
0382: unknown_set_object $1502 collision_detection  1
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "CUB1_12"  5000 ms  1  ;; Go through the first checkpoint to begin the test.
00BB: text_lowpriority "CUB1_13"  5000 ms  1  ;; ~g~You have three minutes to get round the course.

:Label0D28E4
0001: wait  0 ms
03BA: clear_cars_from_cube -185.35 -738.31  0.0 -150.63 -785.11  15.0
00D6: if  0
001A:    4 > $150E  ;; integer values
004D: jump_if_false £Label0D296E
00D6: if  0
0038:   $1517 ==  0  ;; integer values
004D: jump_if_false £Label0D296E
00D6: if  0
0118:   actor $1507 dead
004D: jump_if_false £Label0D296E
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100
0004: $1517 =  1  ;; integer values

:Label0D296E
00D6: if  0
0038:   $150E ==  4  ;; integer values
004D: jump_if_false £Label0D29DC
00D6: if  0
8118:   NOT   actor $1507 dead
004D: jump_if_false £Label0D2997
0350: unknown_actor $1507 not_scared_flag  1

:Label0D2997
00D6: if  0
8118:   NOT   actor $1508 dead
004D: jump_if_false £Label0D29AE
0350: unknown_actor $1508 not_scared_flag  1

:Label0D29AE
00D6: if  0
8118:   NOT   actor $1509 dead
004D: jump_if_false £Label0D29C5
0350: unknown_actor $1509 not_scared_flag  1

:Label0D29C5
00D6: if  0
8118:   NOT   actor $150A dead
004D: jump_if_false £Label0D29DC
0350: unknown_actor $150A not_scared_flag  1

:Label0D29DC
00D6: if  0
8119:   NOT   car $14FE wrecked
004D: jump_if_false £Label0D2ED2
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle $1575 $1576 $1577 $1578
004D: jump_if_false £Label0D2ED2
00D6: if  0
0038:   $150E ==  2  ;; integer values
004D: jump_if_false £Label0D2A70
00D6: if  0
8118:   NOT   actor $1507 dead
004D: jump_if_false £Label0D2A31
0193: set_actor $1507 objective_to_act_like_ped

:Label0D2A31
00D6: if  0
8118:   NOT   actor $1508 dead
004D: jump_if_false £Label0D2A46
0193: set_actor $1508 objective_to_act_like_ped

:Label0D2A46
00D6: if  0
8118:   NOT   actor $1509 dead
004D: jump_if_false £Label0D2A5B
0193: set_actor $1509 objective_to_act_like_ped

:Label0D2A5B
00D6: if  0
8118:   NOT   actor $150A dead
004D: jump_if_false £Label0D2A70
0193: set_actor $150A objective_to_act_like_ped

:Label0D2A70
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0D2ED2
03C1: $1505 = player $PLAYER_CHAR car
02E3: $1513 = car $1505 speed
00D6: if  0
82BF:   NOT   car $1505 sunk
004D: jump_if_false £Label0D2ABC
00D6: if  0
0020:   $1513 >  15.0  ;; floating-point values
004D: jump_if_false £Label0D2ABC
0004: $1510 =  1  ;; integer values

:Label0D2ABC
00D6: if  0
0038:   $1510 ==  1  ;; integer values
004D: jump_if_false £Label0D2ED2
015D: set_gamespeed  .3
015F: set_camera_position $1572 $1573 $1574  0.0  0.0  0.0
0158: camera_on_vehicle $1505  15  2

:Label0D2AF8
00D6: if  0
82BF:   NOT   car $1505 sunk
004D: jump_if_false £Label0D2EB4
0001: wait  0 ms
0008: $1512 +=  1  ;; integer values
024F: create_corona  5.0  6  0 with_color  150  150  0 at_point $156C $156D $156E
00D6: if  0
0038:   $1511 ==  0  ;; integer values
004D: jump_if_false £Label0D2E37
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $156C $156D $156E radius  7.0  7.0  7.0
004D: jump_if_false £Label0D2E37
0164: disable_marker $150B
0164: disable_marker $150C
0008: $150E +=  1  ;; integer values
000C: $1516 -=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
00D6: if  0
0038:   $150E ==  3  ;; integer values
004D: jump_if_false £Label0D2C1E
0005: $1572 =  369.99  ;; floating-point values
0005: $1573 =  74.3  ;; floating-point values
0005: $1574 =  8.66  ;; floating-point values
0005: $1575 =  308.57  ;; floating-point values
0005: $1576 =  99.09  ;; floating-point values
0005: $1577 =  340.835  ;; floating-point values
0005: $1578 =  107.66  ;; floating-point values
0086: $156C = $1524  ;; floating-point values only
0086: $156D = $1525  ;; floating-point values only
0086: $156E = $1526  ;; floating-point values only
0086: $156F = $1527  ;; floating-point values only
0086: $1570 = $1528  ;; floating-point values only
0086: $1571 = $1529  ;; floating-point values only

:Label0D2C1E
00D6: if  0
0038:   $150E ==  7  ;; integer values
004D: jump_if_false £Label0D2CA6
0005: $1572 =  396.14  ;; floating-point values
0005: $1573 = -90.01  ;; floating-point values
0005: $1574 =  11.48  ;; floating-point values
0005: $1575 =  421.73  ;; floating-point values
0005: $1576 = -83.21  ;; floating-point values
0005: $1577 =  403.83  ;; floating-point values
0005: $1578 = -91.97  ;; floating-point values
0086: $156C = $1530  ;; floating-point values only
0086: $156D = $1531  ;; floating-point values only
0086: $156E = $1532  ;; floating-point values only
0086: $156F = $1533  ;; floating-point values only
0086: $1570 = $1534  ;; floating-point values only
0086: $1571 = $1535  ;; floating-point values only

:Label0D2CA6
00D6: if  0
0038:   $150E ==  8  ;; integer values
004D: jump_if_false £Label0D2D2E
0005: $1572 = -194.5  ;; floating-point values
0005: $1573 = -783.5  ;; floating-point values
0005: $1574 =  9.2  ;; floating-point values
0005: $1575 = -183.166  ;; floating-point values
0005: $1576 = -756.844  ;; floating-point values
0005: $1577 = -181.8  ;; floating-point values
0005: $1578 = -780.26  ;; floating-point values
0086: $156C = $1533  ;; floating-point values only
0086: $156D = $1534  ;; floating-point values only
0086: $156E = $1535  ;; floating-point values only
0086: $156F = $1536  ;; floating-point values only
0086: $1570 = $1537  ;; floating-point values only
0086: $1571 = $1538  ;; floating-point values only

:Label0D2D2E
00D6: if  0
0038:   $150E ==  20  ;; integer values
004D: jump_if_false £Label0D2DB6
0005: $1572 =  435.65  ;; floating-point values
0005: $1573 = -98.08  ;; floating-point values
0005: $1574 =  11.97  ;; floating-point values
0005: $1575 =  409.8  ;; floating-point values
0005: $1576 = -109.11  ;; floating-point values
0005: $1577 =  433.46  ;; floating-point values
0005: $1578 = -100.21  ;; floating-point values
0086: $156C = $1557  ;; floating-point values only
0086: $156D = $1558  ;; floating-point values only
0086: $156E = $1559  ;; floating-point values only
0086: $156F = $155A  ;; floating-point values only
0086: $1570 = $155B  ;; floating-point values only
0086: $1571 = $155C  ;; floating-point values only

:Label0D2DB6
00D6: if  0
0038:   $150E ==  22  ;; integer values
004D: jump_if_false £Label0D2DF8
0086: $156C = $155D  ;; floating-point values only
0086: $156D = $155E  ;; floating-point values only
0086: $156E = $155F  ;; floating-point values only
0086: $156F = $1560  ;; floating-point values only
0086: $1570 = $1561  ;; floating-point values only
0086: $1571 = $1562  ;; floating-point values only

:Label0D2DF8
018A: $150B = create_checkpoint_at $156C $156D $156E
0165: set_marker $150B color_to  4
018A: $150C = create_checkpoint_at $156F $1570 $1571
0165: set_marker $150C color_to  4
0168: show_on_radar $150C  2
0166: set_marker $150C brightness_to  1
0004: $1511 =  1  ;; integer values

:Label0D2E37
00D6: if  0
0119:   car $1505 wrecked
004D: jump_if_false £Label0D2E4E
0002: jump £Label0D2EB4

:Label0D2E4E
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label0D2E65
0002: jump £Label0D2EB4

:Label0D2E65
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0D2E7C
0002: jump £Label0D2EB4

:Label0D2E7C
00D6: if  0
01C1:   car $1505 stopped
004D: jump_if_false £Label0D2E93
0002: jump £Label0D2EB4

:Label0D2E93
00D6: if  0
0018:   $1512 >  1000  ;; integer values
004D: jump_if_false £Label0D2EAD
0002: jump £Label0D2EB4

:Label0D2EAD
0002: jump £Label0D2AF8

:Label0D2EB4
015D: set_gamespeed  1.0
02EB: restore_camera_with_jumpcut
0004: $1510 =  0  ;; integer values
0004: $1511 =  0  ;; integer values
0004: $1512 =  0  ;; integer values

:Label0D2ED2
00D6: if  0
0038:   $150E ==  26  ;; integer values
004D: jump_if_false £Label0D2F06
024F: create_corona  5.0  6  0 with_color  255  0  0 at_point $156C $156D $156E
0002: jump £Label0D2F22

:Label0D2F06
024F: create_corona  5.0  6  0 with_color  150  150  0 at_point $156C $156D $156E

:Label0D2F22
00D6: if  0
0038:   $150E ==  1  ;; integer values
004D: jump_if_false £Label0D2F6B
00D6: if  0
0038:   $1514 ==  0  ;; integer values
004D: jump_if_false £Label0D2F6B
03C3: set_timer_with_text_to $150D type  1 text "RACES"  ;; TIME:
03C4: set_status_text_to $1516  0 (number) "KICK1_9"  ;; CHECKPOINTS:
0004: $1514 =  1  ;; integer values

:Label0D2F6B
00D6: if  0
8119:   NOT   car $14FE wrecked
004D: jump_if_false £Label0D347E
00D6: if  0
00DC:   player $PLAYER_CHAR driving $14FE
004D: jump_if_false £Label0D347E
00D6: if  0
0038:   $1515 ==  0  ;; integer values
004D: jump_if_false £Label0D308A
00D6: if  0
0018:   $150E >  1  ;; integer values
004D: jump_if_false £Label0D308A
03CF: load_wav "CUB1_3" as  1

:Label0D2FBE
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D2FF4
0001: wait  0 ms
024F: create_corona  5.0  6  0 with_color  150  150  0 at_point $156C $156D $156E
0002: jump £Label0D2FBE

:Label0D2FF4
00BC: text_highpriority "CUB1_05"  4000 ms  1  ;; Amigo, you a man, man.
00D6: if  0
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D301D
0372: set_actor $14FF anim  19 wait_state_time  10000 ms

:Label0D301D
03D1: play_wav  1

:Label0D3021
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D305C
0001: wait  0 ms
024F: create_corona  5.0  6  0 with_color  150  150  0 at_point $156C $156D $156E
0002: jump £Label0D3021

:Label0D305C
040D: unload_wav  1
00D6: if  0
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D3079
0372: set_actor $14FF anim  0 wait_state_time  100 ms

:Label0D3079
03D5: remove_text "CUB1_05"  ;; Amigo, you a man, man.
0004: $1515 =  1  ;; integer values

:Label0D308A
00D6: if  0
0038:   $1515 ==  1  ;; integer values
004D: jump_if_false £Label0D3186
00D6: if  0
0018:   $150E >  4  ;; integer values
004D: jump_if_false £Label0D3186
03CF: load_wav "CUB1_4" as  1

:Label0D30BA
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D30F0
0001: wait  0 ms
024F: create_corona  5.0  6  0 with_color  150  150  0 at_point $156C $156D $156E
0002: jump £Label0D30BA

:Label0D30F0
00BC: text_highpriority "CUB1_06"  4000 ms  1  ;; Call yourself a man, man?
00D6: if  0
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D3119
0372: set_actor $14FF anim  19 wait_state_time  10000 ms

:Label0D3119
03D1: play_wav  1

:Label0D311D
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D3158
0001: wait  0 ms
024F: create_corona  5.0  6  0 with_color  150  150  0 at_point $156C $156D $156E
0002: jump £Label0D311D

:Label0D3158
040D: unload_wav  1
00D6: if  0
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D3175
0372: set_actor $14FF anim  0 wait_state_time  100 ms

:Label0D3175
03D5: remove_text "CUB1_06"  ;; Call yourself a man, man?
0004: $1515 =  2  ;; integer values

:Label0D3186
00D6: if  0
0038:   $1515 ==  2  ;; integer values
004D: jump_if_false £Label0D3282
00D6: if  0
0018:   $150E >  9  ;; integer values
004D: jump_if_false £Label0D3282
03CF: load_wav "CUB1_5" as  1

:Label0D31B6
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D31EC
0001: wait  0 ms
024F: create_corona  5.0  6  0 with_color  150  150  0 at_point $156C $156D $156E
0002: jump £Label0D31B6

:Label0D31EC
00BC: text_highpriority "CUB1_07"  4000 ms  1  ;; You a little scaredy kitten, baby boy, go cry to your mommy!
00D6: if  0
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D3215
0372: set_actor $14FF anim  19 wait_state_time  10000 ms

:Label0D3215
03D1: play_wav  1

:Label0D3219
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D3254
0001: wait  0 ms
024F: create_corona  5.0  6  0 with_color  150  150  0 at_point $156C $156D $156E
0002: jump £Label0D3219

:Label0D3254
040D: unload_wav  1
00D6: if  0
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D3271
0372: set_actor $14FF anim  0 wait_state_time  100 ms

:Label0D3271
03D5: remove_text "CUB1_07"  ;; You a little scaredy kitten, baby boy, go cry to your mommy!
0004: $1515 =  3  ;; integer values

:Label0D3282
00D6: if  0
0038:   $1515 ==  3  ;; integer values
004D: jump_if_false £Label0D337E
00D6: if  0
0018:   $150E >  15  ;; integer values
004D: jump_if_false £Label0D337E
03CF: load_wav "CUB1_1" as  1

:Label0D32B2
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D32E8
0001: wait  0 ms
024F: create_corona  5.0  6  0 with_color  150  150  0 at_point $156C $156D $156E
0002: jump £Label0D32B2

:Label0D32E8
00BC: text_highpriority "CUB1_03"  4000 ms  1  ;; Not bad, you're a real man.
00D6: if  0
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D3311
0372: set_actor $14FF anim  19 wait_state_time  10000 ms

:Label0D3311
03D1: play_wav  1

:Label0D3315
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D3350
0001: wait  0 ms
024F: create_corona  5.0  6  0 with_color  150  150  0 at_point $156C $156D $156E
0002: jump £Label0D3315

:Label0D3350
040D: unload_wav  1
00D6: if  0
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D336D
0372: set_actor $14FF anim  0 wait_state_time  100 ms

:Label0D336D
03D5: remove_text "CUB1_03"  ;; Not bad, you're a real man.
0004: $1515 =  4  ;; integer values

:Label0D337E
00D6: if  0
0038:   $1515 ==  4  ;; integer values
004D: jump_if_false £Label0D33FE
00D6: if  0
0018:   $150E >  22  ;; integer values
004D: jump_if_false £Label0D33FE
03CF: load_wav "CUB1_7" as  1

:Label0D33AE
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D33E4
0001: wait  0 ms
024F: create_corona  5.0  6  0 with_color  150  150  0 at_point $156C $156D $156E
0002: jump £Label0D33AE

:Label0D33E4
00BC: text_highpriority "CUB1_09"  4000 ms  1  ;; Man, you the man, man. I like you, man. I like you a lot.
03D1: play_wav  1
0004: $1515 =  5  ;; integer values

:Label0D33FE
00D6: if  0
0038:   $1515 ==  5  ;; integer values
004D: jump_if_false £Label0D347E
00D6: if  0
0018:   $150E >  23  ;; integer values
004D: jump_if_false £Label0D347E
03CF: load_wav "CUB1_8" as  1

:Label0D342E
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D3464
0001: wait  0 ms
024F: create_corona  5.0  6  0 with_color  150  150  0 at_point $156C $156D $156E
0002: jump £Label0D342E

:Label0D3464
00BC: text_highpriority "CUB1_10"  4000 ms  1  ;; Any time, man. 'cause you got cojones. And all my friends have big cojones.
03D1: play_wav  1
0004: $1515 =  6  ;; integer values

:Label0D347E
00D6: if  0
8119:   NOT   car $14FE wrecked
004D: jump_if_false £Label0D3F4D
00D6: if  0
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D3F2B
00D6: if  0
00DC:   player $PLAYER_CHAR driving $14FE
004D: jump_if_false £Label0D3F15
03D5: remove_text "CUB1_14"  ;; Get back in the boat!
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $156C $156D $156E radius  7.0  7.0  7.0
004D: jump_if_false £Label0D3F0E
0008: $150E +=  1  ;; integer values
000C: $1516 -=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $150B
0164: disable_marker $150C
00D6: if  0
0038:   $150E ==  1  ;; integer values
004D: jump_if_false £Label0D3552
0086: $156C = $151E  ;; floating-point values only
0086: $156D = $151F  ;; floating-point values only
0086: $156E = $1520  ;; floating-point values only
0086: $156F = $1521  ;; floating-point values only
0086: $1570 = $1522  ;; floating-point values only
0086: $1571 = $1523  ;; floating-point values only

:Label0D3552
00D6: if  0
0038:   $150E ==  2  ;; integer values
004D: jump_if_false £Label0D3594
0086: $156C = $1521  ;; floating-point values only
0086: $156D = $1522  ;; floating-point values only
0086: $156E = $1523  ;; floating-point values only
0086: $156F = $1524  ;; floating-point values only
0086: $1570 = $1525  ;; floating-point values only
0086: $1571 = $1526  ;; floating-point values only

:Label0D3594
00D6: if  0
0038:   $150E ==  3  ;; integer values
004D: jump_if_false £Label0D361C
0005: $1572 =  369.99  ;; floating-point values
0005: $1573 =  74.3  ;; floating-point values
0005: $1574 =  8.66  ;; floating-point values
0005: $1575 =  308.57  ;; floating-point values
0005: $1576 =  99.09  ;; floating-point values
0005: $1577 =  340.835  ;; floating-point values
0005: $1578 =  107.66  ;; floating-point values
0086: $156C = $1524  ;; floating-point values only
0086: $156D = $1525  ;; floating-point values only
0086: $156E = $1526  ;; floating-point values only
0086: $156F = $1527  ;; floating-point values only
0086: $1570 = $1528  ;; floating-point values only
0086: $1571 = $1529  ;; floating-point values only

:Label0D361C
00D6: if  0
0038:   $150E ==  4  ;; integer values
004D: jump_if_false £Label0D3677
01C3: remove_references_to_car $1506  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1507  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1508  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1509  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $150A  ;; Like turning an actor into a random pedestrian
0086: $156C = $1527  ;; floating-point values only
0086: $156D = $1528  ;; floating-point values only
0086: $156E = $1529  ;; floating-point values only
0086: $156F = $152A  ;; floating-point values only
0086: $1570 = $152B  ;; floating-point values only
0086: $1571 = $152C  ;; floating-point values only

:Label0D3677
00D6: if  0
0038:   $150E ==  5  ;; integer values
004D: jump_if_false £Label0D36B9
0086: $156C = $152A  ;; floating-point values only
0086: $156D = $152B  ;; floating-point values only
0086: $156E = $152C  ;; floating-point values only
0086: $156F = $152D  ;; floating-point values only
0086: $1570 = $152E  ;; floating-point values only
0086: $1571 = $152F  ;; floating-point values only

:Label0D36B9
00D6: if  0
0038:   $150E ==  6  ;; integer values
004D: jump_if_false £Label0D36FB
0086: $156C = $152D  ;; floating-point values only
0086: $156D = $152E  ;; floating-point values only
0086: $156E = $152F  ;; floating-point values only
0086: $156F = $1530  ;; floating-point values only
0086: $1570 = $1531  ;; floating-point values only
0086: $1571 = $1532  ;; floating-point values only

:Label0D36FB
00D6: if  0
0038:   $150E ==  7  ;; integer values
004D: jump_if_false £Label0D3783
0005: $1572 =  396.14  ;; floating-point values
0005: $1573 = -90.01  ;; floating-point values
0005: $1574 =  11.48  ;; floating-point values
0005: $1575 =  421.73  ;; floating-point values
0005: $1576 = -83.21  ;; floating-point values
0005: $1577 =  403.83  ;; floating-point values
0005: $1578 = -91.97  ;; floating-point values
0086: $156C = $1530  ;; floating-point values only
0086: $156D = $1531  ;; floating-point values only
0086: $156E = $1532  ;; floating-point values only
0086: $156F = $1533  ;; floating-point values only
0086: $1570 = $1534  ;; floating-point values only
0086: $1571 = $1535  ;; floating-point values only

:Label0D3783
00D6: if  0
0038:   $150E ==  8  ;; integer values
004D: jump_if_false £Label0D380B
0005: $1572 = -194.5  ;; floating-point values
0005: $1573 = -783.5  ;; floating-point values
0005: $1574 =  9.2  ;; floating-point values
0005: $1575 = -183.166  ;; floating-point values
0005: $1576 = -756.844  ;; floating-point values
0005: $1577 = -181.8  ;; floating-point values
0005: $1578 = -780.26  ;; floating-point values
0086: $156C = $1533  ;; floating-point values only
0086: $156D = $1534  ;; floating-point values only
0086: $156E = $1535  ;; floating-point values only
0086: $156F = $1536  ;; floating-point values only
0086: $1570 = $1537  ;; floating-point values only
0086: $1571 = $1538  ;; floating-point values only

:Label0D380B
00D6: if  0
0038:   $150E ==  9  ;; integer values
004D: jump_if_false £Label0D384D
0086: $156C = $1536  ;; floating-point values only
0086: $156D = $1537  ;; floating-point values only
0086: $156E = $1538  ;; floating-point values only
0086: $156F = $1539  ;; floating-point values only
0086: $1570 = $153A  ;; floating-point values only
0086: $1571 = $153B  ;; floating-point values only

:Label0D384D
00D6: if  0
0038:   $150E ==  10  ;; integer values
004D: jump_if_false £Label0D388F
0086: $156C = $1539  ;; floating-point values only
0086: $156D = $153A  ;; floating-point values only
0086: $156E = $153B  ;; floating-point values only
0086: $156F = $153C  ;; floating-point values only
0086: $1570 = $153D  ;; floating-point values only
0086: $1571 = $153E  ;; floating-point values only

:Label0D388F
00D6: if  0
0038:   $150E ==  11  ;; integer values
004D: jump_if_false £Label0D38D1
0086: $156C = $153C  ;; floating-point values only
0086: $156D = $153D  ;; floating-point values only
0086: $156E = $153E  ;; floating-point values only
0086: $156F = $153F  ;; floating-point values only
0086: $1570 = $1540  ;; floating-point values only
0086: $1571 = $1541  ;; floating-point values only

:Label0D38D1
00D6: if  0
0038:   $150E ==  12  ;; integer values
004D: jump_if_false £Label0D3913
0086: $156C = $153F  ;; floating-point values only
0086: $156D = $1540  ;; floating-point values only
0086: $156E = $1541  ;; floating-point values only
0086: $156F = $1542  ;; floating-point values only
0086: $1570 = $1543  ;; floating-point values only
0086: $1571 = $1544  ;; floating-point values only

:Label0D3913
00D6: if  0
0038:   $150E ==  13  ;; integer values
004D: jump_if_false £Label0D3955
0086: $156C = $1542  ;; floating-point values only
0086: $156D = $1543  ;; floating-point values only
0086: $156E = $1544  ;; floating-point values only
0086: $156F = $1545  ;; floating-point values only
0086: $1570 = $1546  ;; floating-point values only
0086: $1571 = $1547  ;; floating-point values only

:Label0D3955
00D6: if  0
0038:   $150E ==  14  ;; integer values
004D: jump_if_false £Label0D3A0F
00D6: if  0
0038:   $150F ==  0  ;; integer values
004D: jump_if_false £Label0D39DF
0108: destroy_object $1500
0108: destroy_object $1501
0108: destroy_object $1502
0107: $1500 = create_object -177 (WATERJUMP1) at  295.2 -446.2  5.5
0177: set_object $1500 z_angle_to  326.5
0382: unknown_set_object $1500 collision_detection  1
0107: $1501 = create_object -176 (WATERJUMPX2) at  421.2 -112.669  5.5
0177: set_object $1501 z_angle_to  356.88
0382: unknown_set_object $1501 collision_detection  1
0004: $150F =  1  ;; integer values

:Label0D39DF
0086: $156C = $1545  ;; floating-point values only
0086: $156D = $1546  ;; floating-point values only
0086: $156E = $1547  ;; floating-point values only
0086: $156F = $1548  ;; floating-point values only
0086: $1570 = $1549  ;; floating-point values only
0086: $1571 = $154A  ;; floating-point values only

:Label0D3A0F
00D6: if  0
0038:   $150E ==  15  ;; integer values
004D: jump_if_false £Label0D3A51
0086: $156C = $1548  ;; floating-point values only
0086: $156D = $1549  ;; floating-point values only
0086: $156E = $154A  ;; floating-point values only
0086: $156F = $154B  ;; floating-point values only
0086: $1570 = $154C  ;; floating-point values only
0086: $1571 = $154D  ;; floating-point values only

:Label0D3A51
00D6: if  0
0038:   $150E ==  16  ;; integer values
004D: jump_if_false £Label0D3A93
0086: $156C = $154B  ;; floating-point values only
0086: $156D = $154C  ;; floating-point values only
0086: $156E = $154D  ;; floating-point values only
0086: $156F = $154E  ;; floating-point values only
0086: $1570 = $154F  ;; floating-point values only
0086: $1571 = $1550  ;; floating-point values only

:Label0D3A93
00D6: if  0
0038:   $150E ==  17  ;; integer values
004D: jump_if_false £Label0D3AD5
0086: $156C = $154E  ;; floating-point values only
0086: $156D = $154F  ;; floating-point values only
0086: $156E = $1550  ;; floating-point values only
0086: $156F = $1551  ;; floating-point values only
0086: $1570 = $1552  ;; floating-point values only
0086: $1571 = $1553  ;; floating-point values only

:Label0D3AD5
00D6: if  0
0038:   $150E ==  18  ;; integer values
004D: jump_if_false £Label0D3B17
0086: $156C = $1551  ;; floating-point values only
0086: $156D = $1552  ;; floating-point values only
0086: $156E = $1553  ;; floating-point values only
0086: $156F = $1554  ;; floating-point values only
0086: $1570 = $1555  ;; floating-point values only
0086: $1571 = $1556  ;; floating-point values only

:Label0D3B17
00D6: if  0
0038:   $150E ==  19  ;; integer values
004D: jump_if_false £Label0D3B59
0086: $156C = $1554  ;; floating-point values only
0086: $156D = $1555  ;; floating-point values only
0086: $156E = $1556  ;; floating-point values only
0086: $156F = $1557  ;; floating-point values only
0086: $1570 = $1558  ;; floating-point values only
0086: $1571 = $1559  ;; floating-point values only

:Label0D3B59
00D6: if  0
0038:   $150E ==  20  ;; integer values
004D: jump_if_false £Label0D3B9B
0086: $156C = $1557  ;; floating-point values only
0086: $156D = $1558  ;; floating-point values only
0086: $156E = $1559  ;; floating-point values only
0086: $156F = $155A  ;; floating-point values only
0086: $1570 = $155B  ;; floating-point values only
0086: $1571 = $155C  ;; floating-point values only

:Label0D3B9B
00D6: if  0
0038:   $150E ==  21  ;; integer values
004D: jump_if_false £Label0D3BDD
0086: $156C = $155A  ;; floating-point values only
0086: $156D = $155B  ;; floating-point values only
0086: $156E = $155C  ;; floating-point values only
0086: $156F = $155D  ;; floating-point values only
0086: $1570 = $155E  ;; floating-point values only
0086: $1571 = $155F  ;; floating-point values only

:Label0D3BDD
00D6: if  0
0038:   $150E ==  22  ;; integer values
004D: jump_if_false £Label0D3C1F
0086: $156C = $155D  ;; floating-point values only
0086: $156D = $155E  ;; floating-point values only
0086: $156E = $155F  ;; floating-point values only
0086: $156F = $1560  ;; floating-point values only
0086: $1570 = $1561  ;; floating-point values only
0086: $1571 = $1562  ;; floating-point values only

:Label0D3C1F
00D6: if  0
0038:   $150E ==  23  ;; integer values
004D: jump_if_false £Label0D3C61
0086: $156C = $1560  ;; floating-point values only
0086: $156D = $1561  ;; floating-point values only
0086: $156E = $1562  ;; floating-point values only
0086: $156F = $1563  ;; floating-point values only
0086: $1570 = $1564  ;; floating-point values only
0086: $1571 = $1565  ;; floating-point values only

:Label0D3C61
00D6: if  0
0038:   $150E ==  24  ;; integer values
004D: jump_if_false £Label0D3CA3
0086: $156C = $1563  ;; floating-point values only
0086: $156D = $1564  ;; floating-point values only
0086: $156E = $1565  ;; floating-point values only
0086: $156F = $1566  ;; floating-point values only
0086: $1570 = $1567  ;; floating-point values only
0086: $1571 = $1568  ;; floating-point values only

:Label0D3CA3
00D6: if  0
0038:   $150E ==  25  ;; integer values
004D: jump_if_false £Label0D3CE5
0086: $156C = $1566  ;; floating-point values only
0086: $156D = $1567  ;; floating-point values only
0086: $156E = $1568  ;; floating-point values only
0086: $156F = $1569  ;; floating-point values only
0086: $1570 = $156A  ;; floating-point values only
0086: $1571 = $156B  ;; floating-point values only

:Label0D3CE5
00D6: if  0
0038:   $150E ==  26  ;; integer values
004D: jump_if_false £Label0D3D0F
0086: $156C = $1569  ;; floating-point values only
0086: $156D = $156A  ;; floating-point values only
0086: $156E = $156B  ;; floating-point values only

:Label0D3D0F
00D6: if  0
0038:   $150E ==  27  ;; integer values
004D: jump_if_false £Label0D3ED6
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8119:   NOT   car $14FE wrecked
004D: jump_if_false £Label0D3D53
0477: unknown_car $14FE  5  10000
02DB: set_boat $14FE speed_to  0.0
0323: unknown_car $14FE flag  1

:Label0D3D53
0169: set_fade_color  1  1  1
016A: fade  0 ()  1500 ms

:Label0D3D62
00D6: if  0
016B:   fading
004D: jump_if_false £Label0D3D7A
0001: wait  0 ms
0002: jump £Label0D3D62

:Label0D3D7A
014F: stop_timer $150D
0001: wait  1000 ms
00D6: if  0
8119:   NOT   car $14FE wrecked
004D: jump_if_false £Label0D3DF6
012A: put_player $PLAYER_CHAR at -79.3  82.22  8.6 and_remove_from_car
0171: set_player $PLAYER_CHAR z_angle_to  120.75
00D6: if  0
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D3DF6
0465: remove_actor $14FF from_turret_mode
009B: destroy_actor_instantly $14FF
00AB: put_car $14FE at -84.5  82.7  5.1
0175: set_car $14FE z_angle_to  180.0
0129: $14FF = create_actor  7 #CBB in_car $14FE driverseat

:Label0D3DF6
016A: fade  1 (back)  1500 ms
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -75.82  83.66  11.59  0.0  0.0  0.0
0160: point_camera -80.32  82.6  9.96  2
0001: wait  1000 ms
03CF: load_wav "CUB1_2" as  1

:Label0D3E45
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D3E5F
0001: wait  0 ms
0002: jump £Label0D3E45

:Label0D3E5F
00BC: text_highpriority "CUB1_04"  4000 ms  1  ;; You got real big cojones, amigo.
03D1: play_wav  1

:Label0D3E72
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D3E91
0001: wait  0 ms
0002: jump £Label0D3E72

:Label0D3E91
040D: unload_wav  1
03D5: remove_text "CUB1_04"  ;; You got real big cojones, amigo.
00D6: if  0
8119:   NOT   car $14FE wrecked
004D: jump_if_false £Label0D3EB9
04BA: set_car $14FE speed_instantly  40.0

:Label0D3EB9
0249: release_model #SPEEDER
0249: release_model #CBB
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0002: jump £Label0D408D

:Label0D3ED6
018A: $150B = create_checkpoint_at $156C $156D $156E
0165: set_marker $150B color_to  4
018A: $150C = create_checkpoint_at $156F $1570 $1571
0165: set_marker $150C color_to  4
0168: show_on_radar $150C  2
0166: set_marker $150C brightness_to  1

:Label0D3F0E
0002: jump £Label0D3F24

:Label0D3F15
00BC: text_highpriority "CUB1_14"  5000 ms  1  ;; Get back in the boat!

:Label0D3F24
0002: jump £Label0D3F46

:Label0D3F2B
00BC: text_highpriority "CUB1_11"  5000 ms  1  ;; ~r~You Killed Rico!
009B: destroy_actor_instantly $14FF
0002: jump £Label0D407C

:Label0D3F46
0002: jump £Label0D3F68

:Label0D3F4D
00BC: text_highpriority "CUB1_11"  5000 ms  1  ;; ~r~You Killed Rico!
009B: destroy_actor_instantly $14FF
0002: jump £Label0D407C

:Label0D3F68
00D6: if  0
0038:   $150D ==  0  ;; integer values
004D: jump_if_false £Label0D401B
00D6: if  0
8119:   NOT   car $14FE wrecked
004D: jump_if_false £Label0D401B
03CF: load_wav "CUB1_6" as  1

:Label0D3F96
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D3FB0
0001: wait  0 ms
0002: jump £Label0D3F96

:Label0D3FB0
00BC: text_highpriority "CUB1_08"  4000 ms  1  ;; You a big waste of space. Walk like a man, talk like a man, but you drive like an idiot.
03D1: play_wav  1

:Label0D3FC3
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D3FE2
0001: wait  0 ms
0002: jump £Label0D3FC3

:Label0D3FE2
040D: unload_wav  1
03D5: remove_text "CUB1_08"  ;; You a big waste of space. Walk like a man, talk like a man, but you drive like an idiot.
00D6: if  0
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D4005
034F: destroy_actor_with_fade $14FF  ;; The actor fades away like a ghost

:Label0D4005
00BC: text_highpriority "CUB1_15"  5000 ms  1  ;; ~r~You are too slow, man.
0002: jump £Label0D407C

:Label0D401B
00D6: if  0
8119:   NOT   car $14FE wrecked
004D: jump_if_false £Label0D4075
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $14FE radius  15.0  15.0  0
004D: jump_if_false £Label0D4075
00D6: if  0
8118:   NOT   actor $14FF dead
004D: jump_if_false £Label0D405F
034F: destroy_actor_with_fade $14FF  ;; The actor fades away like a ghost

:Label0D405F
00BC: text_highpriority "T4X4_F"  5000 ms  1  ;; ~r~You bailed! Too tough for you?!
0002: jump £Label0D407C

:Label0D4075
0002: jump £Label0D28E4

:Label0D407C
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0D408D
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  1000  5000 ms  1  ;; MISSION PASSED! $~1~
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  1000
030C: set_mission_points +=  1
0318: set_latest_mission_passed "CUB_1"  ;; Stunt Boat Challenge
004F: create_thread ££Label00DA92 
0004: $117 =  1  ;; integer values
0051: return

:Label0D40D1
0004: $ONMISSION =  0  ;; integer values
01E7: remove_forbidden_for_cars_cube  130.4  368.4  50.7 -228.4  724.5  0.0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0108: destroy_object $1500
0108: destroy_object $1501
0108: destroy_object $1502
0249: release_model #SPEEDER
0249: release_model #CBB
0249: release_model #CADDY
0249: release_model #WMYGO
0249: release_model #WFOGO
0249: release_model #REEFER
0164: disable_marker $150B
0164: disable_marker $150C
014F: stop_timer $150D
0151: remove_status_text $1516
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
01B7: release_weather
00D8: mission_cleanup
0051: return

;-------------Mission 57---------------
; Originally: Cannon Fodder


:Label0D4148
03A4: name_thread "CUBAN2"
0050: gosub £Label0D4176
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0D416D
0050: gosub £Label0D81E9

:Label0D416D
0050: gosub £Label0D823E
004E: end_thread

:Label0D4176
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "CUBAN2"
058E: set_restart_mission_taxi_destination -1173.5 -599.6  10.2  277.1
0004: $15A3 =  0  ;; integer values
0004: $15A4 =  0  ;; integer values
0004: $15A5 =  0  ;; integer values
0004: $15A6 =  0  ;; integer values
0004: $15A7 =  0  ;; integer values
0004: $15A8 =  0  ;; integer values
0004: $15A9 =  0  ;; integer values
0004: $15AA =  0  ;; integer values
0004: $15AB =  0  ;; integer values
0004: $15AC =  0  ;; integer values
0004: $15AD =  0  ;; integer values
0004: $15AE =  0  ;; integer values
0004: $15AF =  0  ;; integer values
0004: $15B0 =  0  ;; integer values
0004: $15B1 =  0  ;; integer values
0004: $15B2 =  0  ;; integer values
0004: $15B3 =  0  ;; integer values
0004: $15B4 =  0  ;; integer values
0004: $15B5 =  0  ;; integer values
0004: $7B =  0  ;; integer values
0004: $15BF =  0  ;; integer values
0004: $15C0 =  0  ;; integer values
0004: $15C1 =  0  ;; integer values
0004: $15C2 =  0  ;; integer values
0004: $15C3 =  0  ;; integer values
0004: $15C4 =  0  ;; integer values
0004: $15C7 =  0  ;; integer values
0004: $15B6 =  0  ;; integer values
0004: $15B7 =  0  ;; integer values
0004: $15B8 =  0  ;; integer values
0004: $15BB =  1  ;; integer values
0005: $15C8 = -1115.8  ;; floating-point values
0005: $15C9 =  61.7  ;; floating-point values
0005: $15CA = -1115.7  ;; floating-point values
0005: $15CB =  61.7  ;; floating-point values
0005: $15CC = -1115.8  ;; floating-point values
0005: $15CD =  77.2  ;; floating-point values
0005: $15CE = -1139.3  ;; floating-point values
0005: $15CF =  74.6  ;; floating-point values
0005: $15D0 = -1139.3  ;; floating-point values
0005: $15D1 =  67.0  ;; floating-point values
0005: $15D2 =  10.1  ;; floating-point values
0005: $15D3 =  270.0  ;; floating-point values
0005: $15D4 =  272.0  ;; floating-point values
0005: $15D5 =  272.2  ;; floating-point values
0005: $15D6 =  298.0  ;; floating-point values
0005: $15D7 =  263.6  ;; floating-point values
0004: $15B9 =  0  ;; integer values
0004: $15BA =  0  ;; integer values
0004: $15BC =  0  ;; integer values
0004: $15BD =  0  ;; integer values
0004: $15BE =  0  ;; integer values
0004: $15C5 =  0  ;; integer values
0004: $15C6 =  0  ;; integer values
04BB: select_interiour  7  ;; select render area
042B: clear_peds_from_cube -1174.8 -609.0  10.4 -116.3 -632.5  15.3
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSPABLO"
023C: load_special_actor  3 "CSPAPA"
023C: load_special_actor  4 "CSPEPE"
023C: load_special_actor  5 "CSUMBTO"
02F3: load_object #CUTOBJ01 "CCFAN"
03CB: set_camera -1169.0 -620.0  10.791
0395: clear_area  1 at -1170.708 -608.327 range  10.791  5.0
038B: load_requested_models

:Label0D43FD
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label0D4427
0001: wait  0 ms
0002: jump £Label0D43FD

:Label0D4427
00D6: if  0
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false £Label0D4442
0001: wait  0 ms
0002: jump £Label0D4427

:Label0D4442
02E4: load_cutscene_data "CUB_2"
0244: set_cutscene_pos -1170.708 -608.327  10.791
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $B2 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $B2 "CSPABLO"
02E5: $B3 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $B3 "CSPAPA"
02E5: $B4 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $B4 "CSPEPE"
02E5: $B5 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $B5 "CSUMBTO"
02E5: $DA = create_cutscene_object #CUTOBJ01
04BC: "CCFAN"
02E6: set_cutscene_anim $DA "CCFAN"
0395: clear_area  1 at -1170.9 -603.7 range  10.6  1.0
0055: put_player $PLAYER_CHAR at -1170.9 -603.7  10.6
0171: set_player $PLAYER_CHAR z_angle_to  15.3
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0D4533
00D6: if  0
001A:    33 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D4555
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D4533

:Label0D4555
00BC: text_highpriority "CUB2_A"  10000 ms  1  ;; Un cafecito, por favor, Alberto..

:Label0D4564
00D6: if  0
001A:    1457 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D4587
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D4564

:Label0D4587
00BC: text_highpriority "CUB2_N"  10000 ms  1  ;; No problema, Tommy.

:Label0D4596
00D6: if  0
001A:    2467 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D45B9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D4596

:Label0D45B9
00BC: text_highpriority "CUB2_B"  10000 ms  1  ;; Papi! Una grande problema!

:Label0D45C8
00D6: if  0
001A:    4466 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D45EB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D45C8

:Label0D45EB
00BC: text_highpriority "CUB2_O"  10000 ms  1  ;; Umberto my son, what happened?

:Label0D45FA
00D6: if  0
001A:    5642 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D461D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D45FA

:Label0D461D
00BC: text_highpriority "CUB2_C"  10000 ms  1  ;; The Haitians! I hate these Haitians!

:Label0D462C
00D6: if  0
001A:    9437 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D464F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D462C

:Label0D464F
00BC: text_highpriority "CUB2_D"  10000 ms  1  ;; They mess with me for the last time!

:Label0D465E
00D6: if  0
001A:    11602 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D4681
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D465E

:Label0D4681
00BC: text_highpriority "CUB2_E"  10000 ms  1  ;; These Hai - these Haitians! We take 'em out!

:Label0D4690
00D6: if  0
001A:    13786 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D46B3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D4690

:Label0D46B3
00BC: text_highpriority "CUB2_F"  10000 ms  1  ;; Only we need some backup.

:Label0D46C2
00D6: if  0
001A:    15750 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D46E5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D46C2

:Label0D46E5
00BC: text_highpriority "CUB2_G"  10000 ms  1  ;; I lost a few hermanos already out there.

:Label0D46F4
00D6: if  0
001A:    18171 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D4717
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D46F4

:Label0D4717
00BC: text_highpriority "CUB2_H"  10000 ms  1  ;; Amigo, you drive good!

:Label0D4726
00D6: if  0
001A:    19840 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D4749
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D4726

:Label0D4749
00BC: text_highpriority "CUB2_I"  10000 ms  1  ;; For a woman. Right?

:Label0D4758
00D6: if  0
001A:    21118 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D477B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D4758

:Label0D477B
00BC: text_highpriority "CUB2_J"  10000 ms  1  ;; This is no time for joking!

:Label0D478A
00D6: if  0
001A:    22511 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D47AD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D478A

:Label0D47AD
00BC: text_highpriority "CUB2_K"  10000 ms  1  ;; Come on, drive for me again!

:Label0D47BC
00D6: if  0
001A:    24770 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D47DF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D47BC

:Label0D47DF
00BC: text_highpriority "CUB2_L"  10000 ms  1  ;; Take my boys over there, and then we'll take these Haitians down!

:Label0D47EE
00D6: if  0
001A:    27856 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D4811
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D47EE

:Label0D4811
00BC: text_highpriority "CUB2_M"  10000 ms  1  ;; They mess with me, they mess with the biggest boy in town!

:Label0D4820
00D6: if  0
001A:    32000 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D4843
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D4820

:Label0D4843
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0D484C
00D6: if  0
016B:   fading
004D: jump_if_false £Label0D4864
0001: wait  0 ms
0002: jump £Label0D484C

:Label0D4864
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
0249: release_model #CUTOBJ01
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
032B: $1593 = create_weapon_pickup #LASER  3 ammo  6 at -1129.9  66.3  11.0
04BB: select_interiour  0  ;; select render area
0004: $3DD =  0  ;; integer values
0169: set_fade_color  0  0  0
0001: wait  500 ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  1  60000
03C7: unknown_maby_cops_density  .2
03F1: pedtype  8 add_threat  1
0247: request_model #CBA
0247: request_model #HNA
0247: request_model #CBB
0247: request_model #HNB
0247: request_model #WMOCA
0247: request_model #CELLPHONE
0247: request_model #STINGER
0247: request_model #UZI
0247: request_model #PONY
0247: request_model #SNIPER
0247: request_model #M4
0247: request_model #TAXI

:Label0D4916
00D6: if  25
8248:   NOT   model #CBA available
8248:   NOT   model #HNA available
8248:   NOT   model #CBB available
8248:   NOT   model #HNB available
8248:   NOT   model #WMOCA available
8248:   NOT   model #CELLPHONE available
004D: jump_if_false £Label0D4945
0001: wait  0 ms
0002: jump £Label0D4916

:Label0D4945
00D6: if  25
8248:   NOT   model #STINGER available
8248:   NOT   model #UZI available
8248:   NOT   model #PONY available
8248:   NOT   model #SNIPER available
8248:   NOT   model #M4 available
8248:   NOT   model #TAXI available
004D: jump_if_false £Label0D4979
0001: wait  0 ms
0002: jump £Label0D4945

:Label0D4979
03CF: load_wav "CUB2_1" as  1
03CF: load_wav "CUB2_2" as  2

:Label0D4991
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0D49AF
0001: wait  0 ms
0002: jump £Label0D4991

:Label0D49AF
016A: fade  1 (back)  1500 ms
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label0D4A8C
009A: $157A = create_actor  8 #HNA at $15C8 $15C9 $15D2
009A: $157B = create_actor  8 #HNA at $15CA $15CB $15D2
009A: $157C = create_actor  8 #HNA at $15CC $15CD $15D2
009A: $157D = create_actor  8 #HNA at $15CE $15CF $15D2
009A: $157E = create_actor  8 #HNA at $15D0 $15D1 $15D2
009A: $157F = create_actor  8 #HNA at $15D0 $15D1 $15D2
009A: $1580 = create_actor  8 #HNA at $15D0 $15D1 $15D2
009A: $1581 = create_actor  8 #HNA at $15D0 $15D1 $15D2
009A: $1582 = create_actor  8 #HNA at $15D0 $15D1 $15D2
009A: $1583 = create_actor  8 #HNA at $15D0 $15D1 $15D2
00DA: $158A = player $PLAYER_CHAR car
0186: $159A = create_marker_above_car $158A

:Label0D4A8C
00D6: if  0
834E:   NOT unknown_move_object $6FF to -1114.5  73.0  10.1 unknown_angle  10.0  10.0  0.0  0
004D: jump_if_false £Label0D4AC7
0001: wait  0 ms
0002: jump £Label0D4A8C

:Label0D4AC7
00BC: text_highpriority "CUB2_03"  5000 ms  1  ;; ~g~Get a car and pick up the Cubans from outside Robina's Cafe.
009A: $1587 = create_actor  7 #CBA at -1171.2 -608.7  10.8
0173: set_actor $1587 z_angle_to  181.1
01B2: give_actor $1587 weapon  23 ammo  30000  ;; Load the weapon model before using this
035F: set_actor $1587 armour_to  100
01ED: reset_actor $1587 flags
0573: $1587  1
02A9: set_actor $1587 immune_to_nonplayer  1
039E: (unknown) $1587  1 
04F5: unknown_actor $1587 kiss_player $PLAYER_CHAR on  1
0526: unknown_actor $1587  1
0291: unknown_actor $1587 unknown_behavior_flag  1
0568: $1587  1
009A: $1588 = create_actor  7 #CBA at -1169.9 -609.0  10.8
0173: set_actor $1588 z_angle_to  181.1
01B2: give_actor $1588 weapon  23 ammo  30000  ;; Load the weapon model before using this
035F: set_actor $1588 armour_to  100
01ED: reset_actor $1588 flags
0573: $1588  1
02A9: set_actor $1588 immune_to_nonplayer  1
039E: (unknown) $1588  1 
04F5: unknown_actor $1588 kiss_player $PLAYER_CHAR on  1
0526: unknown_actor $1588  1
0291: unknown_actor $1588 unknown_behavior_flag  1
0568: $1588  1
009A: $1589 = create_actor  7 #CBA at -1169.9 -610.0  10.8
01B2: give_actor $1589 weapon  23 ammo  30000  ;; Load the weapon model before using this
035F: set_actor $1589 armour_to  100
01ED: reset_actor $1589 flags
0573: $1589  1
02A9: set_actor $1589 immune_to_nonplayer  1
039E: (unknown) $1589  1 
04F5: unknown_actor $1589 kiss_player $PLAYER_CHAR on  1
0526: unknown_actor $1589  1
0291: unknown_actor $1589 unknown_behavior_flag  1
0568: $1589  1
03F9: make_actors $1588 $1589 converse_in  86400000 ms
00A5: $1597 = create_car #PONY at -1071.3 -608.4  9.7
018A: $1598 = create_checkpoint_at -1168.5 -599.6  10.6
0006:  16@ =  0  ;; integer values

:Label0D4C4F
0001: wait  0 ms

:Label0D4C53
00D6: if  21
80FA:   NOT   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_in_car -1168.5 -599.6  10.6 radius  5.0  5.0  10.0
8443:   NOT   player $PLAYER_CHAR in_a_car
004D: jump_if_false £Label0D4D2D
0001: wait  0 ms
00D6: if  22
0118:   actor $1587 dead
0118:   actor $1588 dead
0118:   actor $1589 dead
004D: jump_if_false £Label0D4CC3
0050: gosub £Label0D9A06
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0D81E9

:Label0D4CC3
00D6: if  0
0019:    16@ >  6000  ;; integer values
004D: jump_if_false £Label0D4D26
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -1168.5 -599.6  10.6 radius  5.0  5.0  10.0
004D: jump_if_false £Label0D4D1C
00BC: text_highpriority "CUB2_18"  5000 ms  1  ;; ~g~Get a car and pick up the Cubans
0002: jump £Label0D4D26

:Label0D4D1C
03D5: remove_text "CUB2_18"  ;; ~g~Get a car and pick up the Cubans

:Label0D4D26
0002: jump £Label0D4C53

:Label0D4D2D
01C3: remove_references_to_car $1597  ;; Like turning a car into any random car
00DA: $158A = player $PLAYER_CHAR car
00D6: if  0
003A:   $158A == $15B9  ;; integer values and handles
004D: jump_if_false £Label0D4D5B
0004: $15BA =  0  ;; integer values
0002: jump £Label0D4D62

:Label0D4D5B
0004: $15BA =  1  ;; integer values

:Label0D4D62
0084: $15B9 = $158A  ;; integer values and handles
01EA: $15A3 = car $158A max_passengers
00D6: if  0
8018:   NOT   $15A3 >  2  ;; integer values
004D: jump_if_false £Label0D4E37
00BC: text_highpriority "CUB2_01"  5000 ms  1  ;; Not enough room, man, you need a bigger car.
00D6: if  0
8118:   NOT   actor $1588 dead
004D: jump_if_false £Label0D4DAD
0173: set_actor $1588 z_angle_to  0.0

:Label0D4DAD
00D6: if  0
0038:   $15BA ==  1  ;; integer values
004D: jump_if_false £Label0D4E16
03CF: load_wav "CUB2_1" as  1

:Label0D4DCB
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D4DE5
0001: wait  0 ms
0002: jump £Label0D4DCB

:Label0D4DE5
03D1: play_wav  1

:Label0D4DE9
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1588 dead
004D: jump_if_false £Label0D4E08
0001: wait  0 ms
0002: jump £Label0D4DE9

:Label0D4E08
040D: unload_wav  1
03D5: remove_text "CUB2_01"  ;; Not enough room, man, you need a bigger car.

:Label0D4E16
00D6: if  0
8118:   NOT   actor $1588 dead
004D: jump_if_false £Label0D4E30
0173: set_actor $1588 z_angle_to  181.0

:Label0D4E30
0002: jump £Label0D4C4F

:Label0D4E37
0164: disable_marker $1598
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D4E53
020A: set_car $158A door_status_to  4

:Label0D4E53
0001: wait  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
015F: set_camera_position -1175.9 -608.1  11.4  0.0  0.0  0.0
0160: point_camera -1147.9 -583.11  16.1  2
0006:  17@ =  0  ;; integer values
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D4EC2
020A: set_car $158A door_status_to  1

:Label0D4EC2
00D6: if  0
8038:   NOT   $15A4 ==  3  ;; integer values
004D: jump_if_false £Label0D52B7
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D4F67
00D6: if  0
8118:   NOT   actor $1587 dead
004D: jump_if_false £Label0D4F67
00D6: if  0
0038:   $15A8 ==  0  ;; integer values
004D: jump_if_false £Label0D4F25
00A1: put_actor $1587 at -1169.9 -608.0  10.8
0004: $15A8 =  1  ;; integer values

:Label0D4F25
01D4: actor $1587 go_to_car $158A and_enter_it_as_a_passenger
0319: set_actor $1587 wander_state_to  1 (off)
00D6: if  0
0038:   $15A8 ==  1  ;; integer values
004D: jump_if_false £Label0D4F67
00D6: if  0
00DB:   actor $1587 in_car $158A
004D: jump_if_false £Label0D4F67
0008: $15A4 +=  1  ;; integer values
0004: $15A8 =  2  ;; integer values

:Label0D4F67
0001: wait  800 ms
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D4FFB
00D6: if  0
8118:   NOT   actor $1588 dead
004D: jump_if_false £Label0D4FFB
00D6: if  0
0038:   $15A9 ==  0  ;; integer values
004D: jump_if_false £Label0D4FB9
00A1: put_actor $1588 at -1169.9 -608.0  10.8
0004: $15A9 =  1  ;; integer values

:Label0D4FB9
01D4: actor $1588 go_to_car $158A and_enter_it_as_a_passenger
0319: set_actor $1588 wander_state_to  1 (off)
00D6: if  0
0038:   $15A9 ==  1  ;; integer values
004D: jump_if_false £Label0D4FFB
00D6: if  0
00DB:   actor $1588 in_car $158A
004D: jump_if_false £Label0D4FFB
0008: $15A4 +=  1  ;; integer values
0004: $15A9 =  2  ;; integer values

:Label0D4FFB
0001: wait  800 ms
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D508F
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D508F
00D6: if  0
0038:   $15AA ==  0  ;; integer values
004D: jump_if_false £Label0D504D
00A1: put_actor $1589 at -1169.9 -608.0  10.8
0004: $15AA =  1  ;; integer values

:Label0D504D
01D4: actor $1589 go_to_car $158A and_enter_it_as_a_passenger
0319: set_actor $1589 wander_state_to  1 (off)
00D6: if  0
0038:   $15AA ==  1  ;; integer values
004D: jump_if_false £Label0D508F
00D6: if  0
00DB:   actor $1589 in_car $158A
004D: jump_if_false £Label0D508F
0008: $15A4 +=  1  ;; integer values
0004: $15AA =  2  ;; integer values

:Label0D508F
00D6: if  0
0019:    17@ >  2000  ;; integer values
004D: jump_if_false £Label0D52B0
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D52A9
00D6: if  0
8118:   NOT   actor $1587 dead
004D: jump_if_false £Label0D510E
00D6: if  0
00DB:   actor $1587 in_car $158A
004D: jump_if_false £Label0D50F5
0362: remove_actor $1587 from_car_and_place_at -862.0 -607.4  11.1
01C2: remove_references_to_actor $1587  ;; Like turning an actor into a random pedestrian
0002: jump £Label0D510E

:Label0D50F5
00A1: put_actor $1587 at -862.0 -607.7  11.1
01C2: remove_references_to_actor $1587  ;; Like turning an actor into a random pedestrian

:Label0D510E
00D6: if  0
8118:   NOT   actor $1588 dead
004D: jump_if_false £Label0D516A
00D6: if  0
00DB:   actor $1588 in_car $158A
004D: jump_if_false £Label0D5151
0362: remove_actor $1588 from_car_and_place_at -862.0 -604.4  11.1
01C2: remove_references_to_actor $1588  ;; Like turning an actor into a random pedestrian
0002: jump £Label0D516A

:Label0D5151
00A1: put_actor $1588 at -862.0 -604.4  11.1
01C2: remove_references_to_actor $1588  ;; Like turning an actor into a random pedestrian

:Label0D516A
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D51C6
00D6: if  0
00DB:   actor $1589 in_car $158A
004D: jump_if_false £Label0D51AD
0362: remove_actor $1589 from_car_and_place_at -862.0 -601.4  11.1
01C2: remove_references_to_actor $1589  ;; Like turning an actor into a random pedestrian
0002: jump £Label0D51C6

:Label0D51AD
00A1: put_actor $1589 at -862.0 -601.4  11.1
01C2: remove_references_to_actor $1589  ;; Like turning an actor into a random pedestrian

:Label0D51C6
01C8: $1587 = create_actor  7 #CBA in_car $158A passenger_seat  0
04F5: unknown_actor $1587 kiss_player $PLAYER_CHAR on  1
0526: unknown_actor $1587  1
01B2: give_actor $1587 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1587 flags
02A9: set_actor $1587 immune_to_nonplayer  1
039E: (unknown) $1587  1 
0291: unknown_actor $1587 unknown_behavior_flag  1
0568: $1587  1
01C8: $1588 = create_actor  7 #CBA in_car $158A passenger_seat  1
04F5: unknown_actor $1588 kiss_player $PLAYER_CHAR on  1
0526: unknown_actor $1588  1
01B2: give_actor $1588 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1588 flags
02A9: set_actor $1588 immune_to_nonplayer  1
039E: (unknown) $1588  1 
0291: unknown_actor $1588 unknown_behavior_flag  1
0568: $1588  1
01C8: $1589 = create_actor  7 #CBA in_car $158A passenger_seat  2
04F5: unknown_actor $1589 kiss_player $PLAYER_CHAR on  1
0526: unknown_actor $1589  1
01B2: give_actor $1589 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1589 flags
02A9: set_actor $1589 immune_to_nonplayer  1
039E: (unknown) $1589  1 
0291: unknown_actor $1589 unknown_behavior_flag  1
0568: $1589  1
0508: $158A

:Label0D52A9
0004: $15A4 =  3  ;; integer values

:Label0D52B0
0002: jump £Label0D4EC2

:Label0D52B7
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
018A: $1599 = create_checkpoint_at -1072.6  70.3  11.2
00BC: text_highpriority "CUB2_19"  5000 ms  1  ;; We gonna fight like men!
03D1: play_wav  2

:Label0D52F9
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1587 dead
004D: jump_if_false £Label0D5318
0001: wait  0 ms
0002: jump £Label0D52F9

:Label0D5318
040D: unload_wav  2
03D5: remove_text "CUB2_19"  ;; We gonna fight like men!
00BB: text_lowpriority "CUB2_04"  5000 ms  1  ;; ~g~Go and drop the Cubans off at the fight.
00BB: text_lowpriority "CUB2_23"  5000 ms  1  ;; ~g~ Little Haiti will be swarming with Haitians trying to even the score with the Cubans. Watch your back.
03CF: load_wav "CUB2_3A" as  1
03CF: load_wav "CUB2_3B" as  2

:Label0D535C
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0D537A
0001: wait  0 ms
0002: jump £Label0D535C

:Label0D537A
0001: wait  0 ms
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -1072.6  70.3  11.2 radius  180.0  180.0  180.0
004D: jump_if_false £Label0D554A
00D6: if  0
0038:   $15AF ==  0  ;; integer values
004D: jump_if_false £Label0D554A
0050: gosub £Label0D831E
0482:  3.0
009A: $1584 = create_actor  7 #CBA at -1079.5  72.6  10.2
04F5: unknown_actor $1584 kiss_player $PLAYER_CHAR on  1
0173: set_actor $1584 z_angle_to  91.5
01B2: give_actor $1584 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1584 flags
0243: set_actor $1584 ped_stats_to  16
011A: set_actor $1584 flags  256
011A: set_actor $1584 flags  64
011A: set_actor $1584 flags  65536
02A9: set_actor $1584 immune_to_nonplayer  1
04F5: unknown_actor $1584 kiss_player $PLAYER_CHAR on  1
0291: unknown_actor $1584 unknown_behavior_flag  1
0573: $1584  1
0568: $1584  1
009A: $1585 = create_actor  7 #CBB at -1079.6  73.9  10.2
04F5: unknown_actor $1585 kiss_player $PLAYER_CHAR on  1
0173: set_actor $1585 z_angle_to  270.9
01ED: reset_actor $1585 flags
0243: set_actor $1585 ped_stats_to  16
02E2: set_actor $1585 weapon_accuracy_to  90
02A9: set_actor $1585 immune_to_nonplayer  1
0573: $1585  1
04F5: unknown_actor $1585 kiss_player $PLAYER_CHAR on  1
0291: unknown_actor $1585 unknown_behavior_flag  1
0568: $1585  1
0526: unknown_actor $1585  1
039E: (unknown) $1585  1 
009A: $1586 = create_actor  7 #CBA at -1079.3  68.6  10.2
04F5: unknown_actor $1586 kiss_player $PLAYER_CHAR on  1
0173: set_actor $1586 z_angle_to  82.1
01B2: give_actor $1586 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1586 flags
0243: set_actor $1586 ped_stats_to  16
011A: set_actor $1586 flags  256
011A: set_actor $1586 flags  64
011A: set_actor $1586 flags  65536
02A9: set_actor $1586 immune_to_nonplayer  1
04F5: unknown_actor $1586 kiss_player $PLAYER_CHAR on  1
0291: unknown_actor $1586 unknown_behavior_flag  1
0573: $1586  1
0568: $1586  1
0002: jump £Label0D55C3

:Label0D554A
00D6: if  22
0118:   actor $1587 dead
0118:   actor $1588 dead
0118:   actor $1589 dead
004D: jump_if_false £Label0D5581
0050: gosub £Label0D9A06
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0D81E9

:Label0D5581
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D559F
0050: gosub £Label0D90C8
0002: jump £Label0D55BC

:Label0D559F
0050: gosub £Label0D9A06
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0D81E9

:Label0D55BC
0002: jump £Label0D537A

:Label0D55C3
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D5646
00D6: if  0
80F7:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_in_car -1072.6  70.3  10.2 radius  4.0  4.0  4.0
004D: jump_if_false £Label0D5615
0050: gosub £Label0D90C8
0002: jump £Label0D563F

:Label0D5615
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D563F
00D6: if  0
00DC:   player $PLAYER_CHAR driving $158A
004D: jump_if_false £Label0D563F
0002: jump £Label0D56B6

:Label0D563F
0002: jump £Label0D5663

:Label0D5646
0050: gosub £Label0D9A06
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0D81E9

:Label0D5663
00D6: if  22
0118:   actor $1584 dead
0118:   actor $1585 dead
0118:   actor $1586 dead
004D: jump_if_false £Label0D569A
0050: gosub £Label0D9A06
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0D81E9

:Label0D569A
0050: gosub £Label0D89EA
0050: gosub £Label0D831E
0050: gosub £Label0D9176
0002: jump £Label0D55C3

:Label0D56B6
0164: disable_marker $1599
0164: disable_marker $159A
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0395: clear_area  1 at -1079.6  73.9 range  10.2  50.0
01EB: set_car_density_to  0.0
00A5: $1579 = create_car #STINGER at -1113.2  70.2  10.0
0175: set_car $1579 z_angle_to  358.19
02AA: set_car $1579 immune_to_nonplayer  1
015F: set_camera_position -1064.5  64.8  15.7  0.0  0.0  0.0
0158: camera_on_vehicle $158A  15  2
0477: unknown_car $158A  5  10000
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D5780

:Label0D5755
00D6: if  0
81C1:   NOT   car $158A stopped
004D: jump_if_false £Label0D5780
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D5779

:Label0D5779
0002: jump £Label0D5755

:Label0D5780
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D581A
00D6: if  0
8118:   NOT   actor $1587 dead
004D: jump_if_false £Label0D57BE
0243: set_actor $1587 ped_stats_to  16
01D3: actor $1587 leave_car $158A
0239: actor $1587 run_to -1075.8  71.4

:Label0D57BE
00D6: if  0
8118:   NOT   actor $1588 dead
004D: jump_if_false £Label0D57EC
0243: set_actor $1588 ped_stats_to  16
01D3: actor $1588 leave_car $158A
0239: actor $1588 run_to -1075.6  70.0

:Label0D57EC
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D581A
0243: set_actor $1589 ped_stats_to  16
01D3: actor $1589 leave_car $158A
0239: actor $1589 run_to -1075.8  68.6

:Label0D581A
01D3: actor $PLAYER_ACTOR leave_car $158A
0239: actor $PLAYER_ACTOR run_to -1077.2  73.3
01C3: remove_references_to_car $158A  ;; Like turning a car into any random car
0001: wait  2000 ms
00D6: if  0
0038:   $15B2 ==  0  ;; integer values
004D: jump_if_false £Label0D586E
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D586E
0372: set_actor $1585 anim  16 wait_state_time  800 ms
0004: $15B2 =  1  ;; integer values

:Label0D586E
015F: set_camera_position -1073.46  72.77  12.32  0.0  0.0  0.0
0160: point_camera -1074.44  72.62  12.21  2
0001: wait  900 ms
00D6: if  0
8118:   NOT   actor $1587 dead
004D: jump_if_false £Label0D58E0
0173: set_actor $1587 z_angle_to  91.5
0573: $1587  1
011A: set_actor $1587 flags  256
011A: set_actor $1587 flags  64
011A: set_actor $1587 flags  65536

:Label0D58E0
00D6: if  0
8118:   NOT   actor $1588 dead
004D: jump_if_false £Label0D591A
0173: set_actor $1588 z_angle_to  89.5
0573: $1588  1
011A: set_actor $1588 flags  256
011A: set_actor $1588 flags  64
011A: set_actor $1588 flags  65536

:Label0D591A
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D5954
0173: set_actor $1589 z_angle_to  90.5
0573: $1589  1
011A: set_actor $1589 flags  256
011A: set_actor $1589 flags  64
011A: set_actor $1589 flags  65536

:Label0D5954
0006:  16@ =  0  ;; integer values

:Label0D595B
00D6: if  0
8126:   NOT   actor $PLAYER_ACTOR walking
004D: jump_if_false £Label0D5990
0001: wait  0 ms
00D6: if  0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label0D5989
0002: jump £Label0D5990

:Label0D5989
0002: jump £Label0D595B

:Label0D5990
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D59B9
020F: actor $1585 look_at_player $PLAYER_CHAR
020E: actor $PLAYER_ACTOR look_at_actor $1585
0372: set_actor $1585 anim  0 wait_state_time  100 ms

:Label0D59B9
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D59D3
0372: set_actor $1585 anim  19 wait_state_time  10000 ms

:Label0D59D3
00BC: text_highpriority "CUB2_12"  3000 ms  1  ;; Hey amigo! Good to see you could make it!
03D1: play_wav  1

:Label0D59E6
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D5A05
0001: wait  0 ms
0002: jump £Label0D59E6

:Label0D5A05
040D: unload_wav  1
03D5: remove_text "CUB2_12"  ;; Hey amigo! Good to see you could make it!
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D5A2D
0372: set_actor $1585 anim  19 wait_state_time  10000 ms

:Label0D5A2D
00BC: text_highpriority "CUB2_13"  4000 ms  1  ;; Stinking nest of Haitians, we gonna kill 'em all!
03D1: play_wav  2

:Label0D5A40
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D5A5F
0001: wait  0 ms
0002: jump £Label0D5A40

:Label0D5A5F
040D: unload_wav  2
03D5: remove_text "CUB2_13"  ;; Stinking nest of Haitians, we gonna kill 'em all!
03CF: load_wav "CUB2_3C" as  1
03CF: load_wav "CUB2_9" as  2

:Label0D5A85
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0D5AA3
0001: wait  0 ms
0002: jump £Label0D5A85

:Label0D5AA3
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D5ABC
0372: set_actor $1585 anim  0 wait_state_time  100 ms

:Label0D5ABC
00D6: if  0
8118:   NOT   actor $1587 dead
004D: jump_if_false £Label0D5AD3
02A9: set_actor $1587 immune_to_nonplayer  0

:Label0D5AD3
00D6: if  0
8118:   NOT   actor $1588 dead
004D: jump_if_false £Label0D5AEA
02A9: set_actor $1588 immune_to_nonplayer  0

:Label0D5AEA
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D5B01
02A9: set_actor $1589 immune_to_nonplayer  0

:Label0D5B01
0004: $15B0 =  0  ;; integer values
0230: set_player $PLAYER_CHAR stop_looking
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D5B47
022F: set_actor $1585 stop_looking
011A: set_actor $1585 flags  256
011A: set_actor $1585 flags  64
011A: set_actor $1585 flags  65536
01B2: give_actor $1585 weapon  26 ammo  99999  ;; Load the weapon model before using this

:Label0D5B47
01EB: set_car_density_to  1.0
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00BC: text_highpriority "CUB2_14"  5000 ms  1  ;; CHAAAAAARGE!
03D1: play_wav  1

:Label0D5B6E
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D5B8D
0001: wait  0 ms
0002: jump £Label0D5B6E

:Label0D5B8D
040D: unload_wav  1
03D5: remove_text "CUB2_14"  ;; CHAAAAAARGE!
00BB: text_lowpriority "CUB2_25"  5000 ms  1  ;; KILL ALL THE HAITIANS!!
00D6: if  0
8118:   NOT   actor $157A dead
004D: jump_if_false £Label0D5BC2
0187: $159D = create_marker_above_actor $157A

:Label0D5BC2
00D6: if  0
8118:   NOT   actor $157B dead
004D: jump_if_false £Label0D5BDA
0187: $159E = create_marker_above_actor $157B

:Label0D5BDA
00D6: if  0
8118:   NOT   actor $157C dead
004D: jump_if_false £Label0D5BF2
0187: $159F = create_marker_above_actor $157C

:Label0D5BF2
00D6: if  0
8118:   NOT   actor $157D dead
004D: jump_if_false £Label0D5C0A
0187: $15A0 = create_marker_above_actor $157D

:Label0D5C0A
00D6: if  0
8118:   NOT   actor $157E dead
004D: jump_if_false £Label0D5C22
0187: $15A1 = create_marker_above_actor $157E

:Label0D5C22
0004: $15BB =  0  ;; integer values
0297: clear_rampage_kills

:Label0D5C2B
0001: wait  0 ms
00D6: if  23
0118:   actor $1584 dead
0118:   actor $1585 dead
0118:   actor $1586 dead
0038:   $15BE ==  1  ;; integer values
004D: jump_if_false £Label0D5C6D
0050: gosub £Label0D9A06
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0D81E9

:Label0D5C6D
0050: gosub £Label0D89EA
0050: gosub £Label0D8E01
0050: gosub £Label0D9176
0050: gosub £Label0D99E6
00D6: if  22
0119:   car $1579 wrecked
0018:   $15B0 >  9  ;; integer values
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1114.3  61.6 -1131.2  95.9
004D: jump_if_false £Label0D5CC2
0004: $15B1 =  1  ;; integer values

:Label0D5CC2
00D6: if  0
0118:   actor $157A dead
004D: jump_if_false £Label0D5CD7
0164: disable_marker $159D

:Label0D5CD7
00D6: if  0
0118:   actor $157B dead
004D: jump_if_false £Label0D5CEC
0164: disable_marker $159E

:Label0D5CEC
00D6: if  0
0118:   actor $157C dead
004D: jump_if_false £Label0D5D01
0164: disable_marker $159F

:Label0D5D01
00D6: if  0
0118:   actor $157D dead
004D: jump_if_false £Label0D5D16
0164: disable_marker $15A0

:Label0D5D16
00D6: if  0
0118:   actor $157E dead
004D: jump_if_false £Label0D5D2B
0164: disable_marker $15A1

:Label0D5D2B
00D6: if  0
0038:   $15B1 ==  0  ;; integer values
004D: jump_if_false £Label0D5D4B
0050: gosub £Label0D831E
0002: jump £Label0D5DC9

:Label0D5D4B
00D6: if  0
0118:   actor $157A dead
004D: jump_if_false £Label0D5DC9
00D6: if  0
0118:   actor $157B dead
004D: jump_if_false £Label0D5DC9
00D6: if  0
0118:   actor $157C dead
004D: jump_if_false £Label0D5DC9
00D6: if  0
0118:   actor $157D dead
004D: jump_if_false £Label0D5DC9
00D6: if  0
0118:   actor $157E dead
004D: jump_if_false £Label0D5DC9
0482:  1.0
0164: disable_marker $159D
0164: disable_marker $159E
0164: disable_marker $159F
0164: disable_marker $15A0
0164: disable_marker $15A1
0004: $15BB =  1  ;; integer values
0002: jump £Label0D5DD0

:Label0D5DC9
0002: jump £Label0D5C2B

:Label0D5DD0
0001: wait  1000 ms
0395: clear_area  1 at -1079.6  73.9 range  10.2  25.0
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00BC: text_highpriority "CUB2_15"  5000 ms  1  ;; Now, my brothers, CHAAARRRGGEE!!
03D1: play_wav  2

:Label0D5E19
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D5E38
0001: wait  0 ms
0002: jump £Label0D5E19

:Label0D5E38
040D: unload_wav  2
03D5: remove_text "CUB2_15"  ;; Now, my brothers, CHAAARRRGGEE!!
00A5: $158A = create_car #TAXI at -1037.2  24.6  9.9
0129: $1592 = create_actor  4 #WMOCA in_car $158A driverseat
00AD: set_car $158A max_speed_to  0.0
01C8: $158D = create_actor  7 #CBA in_car $158A passenger_seat  0
04F5: unknown_actor $158D kiss_player $PLAYER_CHAR on  1
01B2: give_actor $158D weapon  23 ammo  30000  ;; Load the weapon model before using this
035F: set_actor $158D armour_to  100
01ED: reset_actor $158D flags
02A9: set_actor $158D immune_to_nonplayer  1
039E: (unknown) $158D  1 
04F5: unknown_actor $158D kiss_player $PLAYER_CHAR on  1
0291: unknown_actor $158D unknown_behavior_flag  1
0568: $158D  1
01C8: $158E = create_actor  7 #CBA in_car $158A passenger_seat  1
04F5: unknown_actor $158E kiss_player $PLAYER_CHAR on  1
01B2: give_actor $158E weapon  23 ammo  30000  ;; Load the weapon model before using this
035F: set_actor $158E armour_to  100
01ED: reset_actor $158E flags
02A9: set_actor $158E immune_to_nonplayer  1
039E: (unknown) $158E  1 
04F5: unknown_actor $158E kiss_player $PLAYER_CHAR on  1
0291: unknown_actor $158E unknown_behavior_flag  1
0568: $158E  1
01C8: $158F = create_actor  7 #CBA in_car $158A passenger_seat  2
04F5: unknown_actor $158F kiss_player $PLAYER_CHAR on  1
01B2: give_actor $158F weapon  23 ammo  30000  ;; Load the weapon model before using this
035F: set_actor $158F armour_to  100
01ED: reset_actor $158F flags
02A9: set_actor $158F immune_to_nonplayer  1
039E: (unknown) $158F  1 
04F5: unknown_actor $158F kiss_player $PLAYER_CHAR on  1
0291: unknown_actor $158F unknown_behavior_flag  1
0568: $158F  1
03BA: clear_cars_from_cube -1108.2  65.2  5.0 -1118.2  75.2  15.0
00A6: destroy_car $1579
0005: $15C8 = -1137.8  ;; floating-point values
0005: $15C9 =  66.7  ;; floating-point values
0005: $15D3 =  5.2  ;; floating-point values
0005: $15CA = -1138.2  ;; floating-point values
0005: $15CB =  75.5  ;; floating-point values
0005: $15D4 =  175.4  ;; floating-point values
0005: $15CC = -1158.2  ;; floating-point values
0005: $15CD =  67.2  ;; floating-point values
0005: $15D5 =  5.2  ;; floating-point values
0005: $15CE = -1158.1  ;; floating-point values
0005: $15CF =  75.6  ;; floating-point values
0005: $15D6 =  175.4  ;; floating-point values
0005: $15D0 = -1163.5  ;; floating-point values
0005: $15D1 =  75.8  ;; floating-point values
0005: $15D7 =  226.7  ;; floating-point values
0005: $15D2 =  10.1  ;; floating-point values
0050: gosub £Label0D831E
0239: actor $PLAYER_ACTOR run_to -1103.1  71.9
009A: $158C = create_actor  8 #HNB at -1189.8  69.2  23.9
0489: unknown_actor $158C flag  1
0173: set_actor $158C z_angle_to  270.0
01B2: give_actor $158C weapon  28 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $158C flags
0243: set_actor $158C ped_stats_to  16
011A: set_actor $158C flags  128
011A: set_actor $158C flags  1
011A: set_actor $158C flags  64
02E2: set_actor $158C weapon_accuracy_to  100
0239: actor $158C run_to -1173.4  71.3
015F: set_camera_position -1074.47  70.88  14.36  0.0  0.0  0.0
0160: point_camera -1075.44  70.9  14.11  2
00D6: if  0
8118:   NOT   actor $1586 dead
004D: jump_if_false £Label0D610C
01ED: reset_actor $1586 flags
0239: actor $1586 run_to -1117.2  68.5

:Label0D610C
00D6: if  0
8118:   NOT   actor $1587 dead
004D: jump_if_false £Label0D6130
01ED: reset_actor $1587 flags
0239: actor $1587 run_to -1130.2  70.5

:Label0D6130
00D6: if  0
8118:   NOT   actor $1588 dead
004D: jump_if_false £Label0D6154
01ED: reset_actor $1588 flags
0239: actor $1588 run_to -1130.2  70.5

:Label0D6154
0001: wait  2000 ms
015F: set_camera_position -1105.68  70.95  13.95  0.0  0.0  0.0
0160: point_camera -1106.66  70.91  13.74  2
011C: actor $PLAYER_ACTOR clear_objective
0055: put_player $PLAYER_CHAR at -1103.1  71.9  10.27
00D6: if  0
8118:   NOT   actor $1586 dead
004D: jump_if_false £Label0D61D8
00A1: put_actor $1586 at -1106.7  69.9  10.4
0239: actor $1586 run_to -1117.2  68.5

:Label0D61D8
00D6: if  0
8118:   NOT   actor $1587 dead
004D: jump_if_false £Label0D620B
00A1: put_actor $1587 at -1106.7  70.9  10.4
0239: actor $1587 run_to -1130.2  70.5

:Label0D620B
00D6: if  0
8118:   NOT   actor $1588 dead
004D: jump_if_false £Label0D623E
00A1: put_actor $1588 at -1106.7  71.9  10.4
0239: actor $1588 run_to -1130.2  70.5

:Label0D623E
0006:  16@ =  0  ;; integer values
03CF: load_wav "SNIPSH" as  2

:Label0D6251
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0D626B
0001: wait  0 ms
0002: jump £Label0D6251

:Label0D626B
03CF: load_wav "SNIPSH" as  1

:Label0D6277
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D6291
0001: wait  0 ms
0002: jump £Label0D6277

:Label0D6291
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $1586 dead
004D: jump_if_false £Label0D633D
00D6: if  0
00A3:   actor $1586  0 ()in_rectangle -1130.4  59.9 -1114.1  82.1
004D: jump_if_false £Label0D633D
00D6: if  0
0018:   $15C6 >  0  ;; integer values
004D: jump_if_false £Label0D6303
03CF: load_wav "SNIPER" as  1

:Label0D62E9
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D6303
0001: wait  0 ms
0002: jump £Label0D62E9

:Label0D6303
03D1: play_wav  1
0004: $15C6 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $1586 dead
004D: jump_if_false £Label0D6323
0321: kill_actor $1586

:Label0D6323
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0D633D
0001: wait  0 ms
0002: jump £Label0D6323

:Label0D633D
00D6: if  0
8118:   NOT   actor $1587 dead
004D: jump_if_false £Label0D63A6
00D6: if  0
00A3:   actor $1587  0 ()in_rectangle -1130.4  59.9 -1119.1  82.1
004D: jump_if_false £Label0D63A6
03D1: play_wav  2
00D6: if  0
8118:   NOT   actor $1587 dead
004D: jump_if_false £Label0D638C
0321: kill_actor $1587

:Label0D638C
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label0D63A6
0001: wait  0 ms
0002: jump £Label0D638C

:Label0D63A6
00D6: if  0
8118:   NOT   actor $1588 dead
004D: jump_if_false £Label0D644E
00D6: if  0
00A3:   actor $1588  0 ()in_rectangle -1130.4  59.9 -1125.1  82.1
004D: jump_if_false £Label0D644E
00D6: if  0
0018:   $15C6 >  0  ;; integer values
004D: jump_if_false £Label0D6414
03CF: load_wav "SNIPER" as  1

:Label0D63FA
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D6414
0001: wait  0 ms
0002: jump £Label0D63FA

:Label0D6414
03D1: play_wav  1
0004: $15C6 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $1588 dead
004D: jump_if_false £Label0D6434
0321: kill_actor $1588

:Label0D6434
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0D644E
0001: wait  0 ms
0002: jump £Label0D6434

:Label0D644E
00D6: if  0
0019:    16@ >  12000  ;; integer values
004D: jump_if_false £Label0D6468
0002: jump £Label0D64B5

:Label0D6468
00D6: if  0
0118:   actor $1586 dead
004D: jump_if_false £Label0D64AE
00D6: if  0
0118:   actor $1587 dead
004D: jump_if_false £Label0D64AE
00D6: if  0
0118:   actor $1588 dead
004D: jump_if_false £Label0D64AE
01C2: remove_references_to_actor $1586  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1588  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1587  ;; Like turning an actor into a random pedestrian
0002: jump £Label0D64B5

:Label0D64AE
0002: jump £Label0D6291

:Label0D64B5
00D6: if  0
8118:   NOT   actor $158C dead
004D: jump_if_false £Label0D64E1
00A1: put_actor $158C at -1173.4  71.3  23.0
04C6: $158C $PLAYER_ACTOR

:Label0D64E1
03CF: load_wav "CUB2_5" as  1
03CF: load_wav "CUB2_6" as  2

:Label0D64F9
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0D6517
0001: wait  0 ms
0002: jump £Label0D64F9

:Label0D6517
0001: wait  1000 ms
015F: set_camera_position -1175.9  70.3  24.3  0.0  0.0  0.0
0160: point_camera -1135.9  66.3  18.6  2
00BC: text_highpriority "CUB2_09"  4000 ms  1  ;; Sniper on the roof!
03D1: play_wav  1

:Label0D6562
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D6581
0001: wait  0 ms
0002: jump £Label0D6562

:Label0D6581
040D: unload_wav  1
03D5: remove_text "CUB2_09"  ;; Sniper on the roof!
00BC: text_highpriority "CUB2_07"  4000 ms  1  ;; They fight like girls! Take cover!
03D1: play_wav  2

:Label0D65A2
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D65C1
0001: wait  0 ms
0002: jump £Label0D65A2

:Label0D65C1
040D: unload_wav  2
03D5: remove_text "CUB2_07"  ;; They fight like girls! Take cover!
03CF: load_wav "CUB2_7" as  1

:Label0D65DB
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D65F5
0001: wait  0 ms
0002: jump £Label0D65DB

:Label0D65F5
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D661E
01ED: reset_actor $1585 flags
00A1: put_actor $1585 at -1112.98  66.92  10.4

:Label0D661E
00D6: if  0
8118:   NOT   actor $1584 dead
004D: jump_if_false £Label0D6651
01ED: reset_actor $1584 flags
00A1: put_actor $1584 at -1112.2  74.5  10.4
0173: set_actor $1584 z_angle_to  302.4

:Label0D6651
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D6684
01ED: reset_actor $1589 flags
00A1: put_actor $1589 at -1112.5  65.2  10.4
0173: set_actor $1589 z_angle_to  357.4

:Label0D6684
00A1: put_actor $PLAYER_ACTOR at -1110.95  67.38  10.4
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D66BD
020F: actor $1585 look_at_player $PLAYER_CHAR
0210: player $PLAYER_CHAR look_at_actor $1585
048F: $1585

:Label0D66BD
0001: wait  1000 ms
015F: set_camera_position -1110.3  64.24  11.6  0.0  0.0  0.0
0160: point_camera -1114.0  71.1  10.25  2
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D670C
052B: actor $1585 hold_cellphone  1

:Label0D670C
0001: wait  1000 ms
00BC: text_highpriority "CUB2_02"  4000 ms  1  ;; We need reinforcements from the cafe!
03D1: play_wav  1

:Label0D6724
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D6743
0001: wait  0 ms
0002: jump £Label0D6724

:Label0D6743
040D: unload_wav  1
03D5: remove_text "CUB2_02"  ;; We need reinforcements from the cafe!
03CF: load_wav "CUB2_8" as  1
03CF: load_wav "CUB2_4A" as  2

:Label0D6769
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0D6787
0001: wait  0 ms
0002: jump £Label0D6769

:Label0D6787
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D679E
052B: actor $1585 hold_cellphone  0

:Label0D679E
0001: wait  1000 ms
03BA: clear_cars_from_cube -1063.6  11.9  .6 -1080.9  102.8  20.4
015F: set_camera_position -1079.0  73.4  14.0  0.0  0.0  0.0
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D6824
0158: camera_on_vehicle $158A  15  2
04BA: set_car $158A speed_instantly  40.0
00AD: set_car $158A max_speed_to  40.0
00A7: car $158A drive_to -1068.1  77.11  10.5

:Label0D6824
00D6: if  0
81AD:   NOT   car $158A  0 ()near_point -1068.1  77.11  10.0  10.0
004D: jump_if_false £Label0D6865
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D685E

:Label0D685E
0002: jump £Label0D6824

:Label0D6865
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D687F
0477: unknown_car $158A  3  10000

:Label0D687F
00D6: if  0
8118:   NOT   actor $158D dead
004D: jump_if_false £Label0D6897
01D3: actor $158D leave_car $158A

:Label0D6897
00D6: if  0
8118:   NOT   actor $158E dead
004D: jump_if_false £Label0D68AF
01D3: actor $158E leave_car $158A

:Label0D68AF
00D6: if  0
8118:   NOT   actor $158F dead
004D: jump_if_false £Label0D68C7
01D3: actor $158F leave_car $158A

:Label0D68C7
0004: $15B6 =  2  ;; integer values
0004: $15B7 =  2  ;; integer values
0004: $15B8 =  2  ;; integer values

:Label0D68DC
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D69BB
01E9: $15B3 = car $158A num_passengers
00D6: if  0
0038:   $15B3 ==  0  ;; integer values
004D: jump_if_false £Label0D69B4
00D6: if  0
8118:   NOT   actor $158D dead
004D: jump_if_false £Label0D693E
00D6: if  0
80DF:   NOT   actor $158D driving
004D: jump_if_false £Label0D693E
011C: actor $158D clear_objective
0239: actor $158D run_to -1079.8  70.0

:Label0D693E
00D6: if  0
8118:   NOT   actor $158E dead
004D: jump_if_false £Label0D6972
00D6: if  0
80DF:   NOT   actor $158E driving
004D: jump_if_false £Label0D6972
011C: actor $158E clear_objective
0239: actor $158E run_to -1078.8  70.0

:Label0D6972
00D6: if  0
8118:   NOT   actor $158F dead
004D: jump_if_false £Label0D69A6
00D6: if  0
80DF:   NOT   actor $158F driving
004D: jump_if_false £Label0D69A6
011C: actor $158F clear_objective
0239: actor $158F run_to -1077.8  70.0

:Label0D69A6
0002: jump £Label0D69C2
0002: jump £Label0D69BB

:Label0D69B4
0002: jump £Label0D68DC

:Label0D69BB
0002: jump £Label0D68DC

:Label0D69C2
015F: set_camera_position -1070.4  69.9  15.7  0.0  0.0  0.0
0160: point_camera -1086.4  69.7  9.76  2

:Label0D69F5
00D6: if  0
80FF:   NOT   actor $158F  0 ()near_point_on_foot -1112.9  66.7  10.4 radius  2.0  2.0  2.0
004D: jump_if_false £Label0D6CEB
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $158D dead
004D: jump_if_false £Label0D6B12
00D6: if  0
0038:   $15B6 ==  2  ;; integer values
004D: jump_if_false £Label0D6AA4
00D6: if  0
80FF:   NOT   actor $158D  0 ()near_point_on_foot -1079.8  71.0  10.4 radius  1.0  1.0  1.0
004D: jump_if_false £Label0D6A91
0239: actor $158D run_to -1079.8  71.0
0002: jump £Label0D6A9D

:Label0D6A91
0004: $15B6 =  0  ;; integer values
011C: actor $158D clear_objective

:Label0D6A9D
0002: jump £Label0D6B12

:Label0D6AA4
00D6: if  0
00FF:   actor $158D  0 ()near_point_on_foot -1112.0  73.0  10.4 radius  1.0  1.0  1.0
004D: jump_if_false £Label0D6AF1
011C: actor $158D clear_objective
0173: set_actor $158D z_angle_to  78.5
0004: $15B6 =  1  ;; integer values
0002: jump £Label0D6B12

:Label0D6AF1
00D6: if  0
0038:   $15B6 ==  0  ;; integer values
004D: jump_if_false £Label0D6B12
0239: actor $158D run_to -1112.0  73.0

:Label0D6B12
00D6: if  0
8118:   NOT   actor $158E dead
004D: jump_if_false £Label0D6BFB
00D6: if  0
0038:   $15B7 ==  2  ;; integer values
004D: jump_if_false £Label0D6B8D
00D6: if  0
80FF:   NOT   actor $158E  0 ()near_point_on_foot -1078.8  70.0  10.4 radius  1.0  1.0  1.0
004D: jump_if_false £Label0D6B7A
0239: actor $158E run_to -1078.8  70.0
0002: jump £Label0D6B86

:Label0D6B7A
0004: $15B7 =  0  ;; integer values
011C: actor $158E clear_objective

:Label0D6B86
0002: jump £Label0D6BFB

:Label0D6B8D
00D6: if  0
00FF:   actor $158E  0 ()near_point_on_foot -1112.9  73.3  10.4 radius  1.0  1.0  1.0
004D: jump_if_false £Label0D6BDA
011C: actor $158E clear_objective
0173: set_actor $158E z_angle_to  274.5
0004: $15B7 =  1  ;; integer values
0002: jump £Label0D6BFB

:Label0D6BDA
00D6: if  0
0038:   $15B7 ==  0  ;; integer values
004D: jump_if_false £Label0D6BFB
0239: actor $158E run_to -1112.9  73.3

:Label0D6BFB
00D6: if  0
8118:   NOT   actor $158F dead
004D: jump_if_false £Label0D6CE4
00D6: if  0
0038:   $15B8 ==  2  ;; integer values
004D: jump_if_false £Label0D6C76
00D6: if  0
80FF:   NOT   actor $158F  0 ()near_point_on_foot -1077.8  69.0  10.4 radius  1.0  1.0  1.0
004D: jump_if_false £Label0D6C63
0239: actor $158F run_to -1077.8  69.0
0002: jump £Label0D6C6F

:Label0D6C63
0004: $15B8 =  0  ;; integer values
011C: actor $158F clear_objective

:Label0D6C6F
0002: jump £Label0D6CE4

:Label0D6C76
00D6: if  0
00FF:   actor $158F  0 ()near_point_on_foot -1112.9  66.7  10.4 radius  1.0  1.0  1.0
004D: jump_if_false £Label0D6CC3
011C: actor $158F clear_objective
0173: set_actor $158F z_angle_to  27.6
0004: $15B8 =  1  ;; integer values
0002: jump £Label0D6CE4

:Label0D6CC3
00D6: if  0
0038:   $15B8 ==  0  ;; integer values
004D: jump_if_false £Label0D6CE4
0239: actor $158F run_to -1112.9  66.7

:Label0D6CE4
0002: jump £Label0D69F5

:Label0D6CEB
015F: set_camera_position -1110.3  64.24  11.6  0.0  0.0  0.0
0160: point_camera -1114.0  71.1  10.25  2
0001: wait  1000 ms
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D6D3D
0372: set_actor $1585 anim  19 wait_state_time  10000 ms

:Label0D6D3D
00BC: text_highpriority "CUB2_05"  5000 ms  1  ;; Take out that cowardly sniper!
03D1: play_wav  1

:Label0D6D50
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D6D6F
0001: wait  0 ms
0002: jump £Label0D6D50

:Label0D6D6F
040D: unload_wav  1
03D5: remove_text "CUB2_05"  ;; Take out that cowardly sniper!
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D6D96
0372: set_actor $1585 anim  0 wait_state_time  100 ms

:Label0D6D96
0482:  3.0
00D6: if  0
8118:   NOT   actor $158D dead
004D: jump_if_false £Label0D6DCA
0243: set_actor $158D ped_stats_to  16
02A9: set_actor $158D immune_to_nonplayer  0
011A: set_actor $158D flags  256
011A: set_actor $158D flags  64

:Label0D6DCA
00D6: if  0
8118:   NOT   actor $158E dead
004D: jump_if_false £Label0D6DF7
0243: set_actor $158E ped_stats_to  16
02A9: set_actor $158E immune_to_nonplayer  0
011A: set_actor $158E flags  256
011A: set_actor $158E flags  64

:Label0D6DF7
00D6: if  0
8118:   NOT   actor $158F dead
004D: jump_if_false £Label0D6E24
0243: set_actor $158F ped_stats_to  16
02A9: set_actor $158F immune_to_nonplayer  0
011A: set_actor $158F flags  256
011A: set_actor $158F flags  64

:Label0D6E24
00D6: if  0
8118:   NOT   actor $158C dead
004D: jump_if_false £Label0D6E3C
0187: $15A2 = create_marker_above_actor $158C

:Label0D6E3C
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D6E7F
0372: set_actor $1585 anim  19 wait_state_time  10 ms
022F: set_actor $1585 stop_looking
011A: set_actor $1585 flags  256
011A: set_actor $1585 flags  64
011A: set_actor $1585 flags  65536
01B2: give_actor $1585 weapon  26 ammo  99999  ;; Load the weapon model before using this

:Label0D6E7F
00D6: if  0
8118:   NOT   actor $1584 dead
004D: jump_if_false £Label0D6EA8
011A: set_actor $1584 flags  256
011A: set_actor $1584 flags  64
011A: set_actor $1584 flags  65536

:Label0D6EA8
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D6ED1
011A: set_actor $1589 flags  256
011A: set_actor $1589 flags  64
011A: set_actor $1589 flags  65536

:Label0D6ED1
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D6EE6
022F: set_actor $1585 stop_looking

:Label0D6EE6
00D6: if  0
8118:   NOT   actor $1584 dead
004D: jump_if_false £Label0D6F05
0239: actor $1584 run_to -1120.0  68.0

:Label0D6F05
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D6F24
0239: actor $1585 run_to -1119.0  74.0

:Label0D6F24
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0006:  17@ =  0  ;; integer values
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)

:Label0D6F46
0001: wait  0 ms
00D6: if  0
0038:   $15C5 ==  0  ;; integer values
004D: jump_if_false £Label0D6FF2
00D6: if  0
0019:    17@ >  7000  ;; integer values
004D: jump_if_false £Label0D6FF2
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D6F8E
0239: actor $1589 run_to -1138.0  71.0

:Label0D6F8E
00D6: if  0
8118:   NOT   actor $158D dead
004D: jump_if_false £Label0D6FAD
0239: actor $158D run_to -1138.0  71.0

:Label0D6FAD
00D6: if  0
8118:   NOT   actor $158E dead
004D: jump_if_false £Label0D6FCC
0239: actor $158E run_to -1138.0  71.0

:Label0D6FCC
00D6: if  0
8118:   NOT   actor $158F dead
004D: jump_if_false £Label0D6FEB
0239: actor $158F run_to -1138.0  71.0

:Label0D6FEB
0004: $15C5 =  1  ;; integer values

:Label0D6FF2
00D6: if  22
0118:   actor $1584 dead
0118:   actor $1585 dead
0038:   $15BE ==  1  ;; integer values
004D: jump_if_false £Label0D702B
0050: gosub £Label0D9A06
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0D81E9

:Label0D702B
00D6: if  0
0038:   $15C7 ==  0  ;; integer values
004D: jump_if_false £Label0D70A2
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0D709B
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube -1095.2  57.9  17.8 -1122.8  90.7  7.0
004D: jump_if_false £Label0D7094
00DA: $158B = player $PLAYER_CHAR car
0224: set_car $158B health_to  250
0004: $15C7 =  1  ;; integer values

:Label0D7094
0002: jump £Label0D70A2

:Label0D709B
0004: $15C7 =  0  ;; integer values

:Label0D70A2
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0D70EF
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube -1137.0  84.5  5.8 -1179.9  60.7  15.0
004D: jump_if_false £Label0D70EF
00DA: $158B = player $PLAYER_CHAR car
020B: explode_car $158B

:Label0D70EF
0050: gosub £Label0D9439
0050: gosub £Label0D99E6
00D6: if  0
8118:   NOT   actor $158C dead
004D: jump_if_false £Label0D73D6
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0D718C
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1136.4  61.1 -1158.1  78.6
004D: jump_if_false £Label0D718C
03CF: load_wav "SNIPER" as  2

:Label0D714F
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0D7169
0001: wait  0 ms
0002: jump £Label0D714F

:Label0D7169
03D1: play_wav  2
0322: kill_player $PLAYER_CHAR

:Label0D7172
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label0D718C
0001: wait  0 ms
0002: jump £Label0D7172

:Label0D718C
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D721B
00D6: if  0
00A3:   actor $1589  0 ()in_rectangle -1131.4  59.9 -1158.1  78.6
004D: jump_if_false £Label0D721B
03CF: load_wav "SNIPER" as  1

:Label0D71CE
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D71E8
0001: wait  0 ms
0002: jump £Label0D71CE

:Label0D71E8
03D1: play_wav  1
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D7201
0321: kill_actor $1589

:Label0D7201
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0D721B
0001: wait  0 ms
0002: jump £Label0D7201

:Label0D721B
00D6: if  0
8118:   NOT   actor $158D dead
004D: jump_if_false £Label0D72AA
00D6: if  0
00A3:   actor $158D  0 ()in_rectangle -1133.4  59.9 -1158.1  78.6
004D: jump_if_false £Label0D72AA
03CF: load_wav "SNIPER" as  1

:Label0D725D
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D7277
0001: wait  0 ms
0002: jump £Label0D725D

:Label0D7277
03D1: play_wav  1
00D6: if  0
8118:   NOT   actor $158D dead
004D: jump_if_false £Label0D7290
0321: kill_actor $158D

:Label0D7290
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0D72AA
0001: wait  0 ms
0002: jump £Label0D7290

:Label0D72AA
00D6: if  0
8118:   NOT   actor $158E dead
004D: jump_if_false £Label0D7339
00D6: if  0
00A3:   actor $158E  0 ()in_rectangle -1135.4  59.9 -1158.1  78.6
004D: jump_if_false £Label0D7339
03CF: load_wav "SNIPER" as  1

:Label0D72EC
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D7306
0001: wait  0 ms
0002: jump £Label0D72EC

:Label0D7306
03D1: play_wav  1
00D6: if  0
8118:   NOT   actor $158E dead
004D: jump_if_false £Label0D731F
0321: kill_actor $158E

:Label0D731F
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0D7339
0001: wait  0 ms
0002: jump £Label0D731F

:Label0D7339
00D6: if  0
8118:   NOT   actor $158F dead
004D: jump_if_false £Label0D73C8
00D6: if  0
00A3:   actor $158F  0 ()in_rectangle -1137.4  59.9 -1158.1  78.6
004D: jump_if_false £Label0D73C8
03CF: load_wav "SNIPER" as  1

:Label0D737B
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0D7395
0001: wait  0 ms
0002: jump £Label0D737B

:Label0D7395
03D1: play_wav  1
00D6: if  0
8118:   NOT   actor $158F dead
004D: jump_if_false £Label0D73AE
0321: kill_actor $158F

:Label0D73AE
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0D73C8
0001: wait  0 ms
0002: jump £Label0D73AE

:Label0D73C8
0050: gosub £Label0D831E
0002: jump £Label0D74F2

:Label0D73D6
00D6: if  0
0038:   $15BB ==  1  ;; integer values
004D: jump_if_false £Label0D7476
00BC: text_highpriority "CUB2_22"  5000 ms  1  ;; ~g~ Finish off the rest of the Haitians so the Cubans can move forward.
00D6: if  0
8118:   NOT   actor $157A dead
004D: jump_if_false £Label0D740F
0187: $159D = create_marker_above_actor $157A

:Label0D740F
00D6: if  0
8118:   NOT   actor $157B dead
004D: jump_if_false £Label0D7427
0187: $159E = create_marker_above_actor $157B

:Label0D7427
00D6: if  0
8118:   NOT   actor $157C dead
004D: jump_if_false £Label0D743F
0187: $159F = create_marker_above_actor $157C

:Label0D743F
00D6: if  0
8118:   NOT   actor $157D dead
004D: jump_if_false £Label0D7457
0187: $15A0 = create_marker_above_actor $157D

:Label0D7457
00D6: if  0
8118:   NOT   actor $157E dead
004D: jump_if_false £Label0D746F
0187: $15A1 = create_marker_above_actor $157E

:Label0D746F
0004: $15BB =  2  ;; integer values

:Label0D7476
0164: disable_marker $15A2
00D6: if  0
0118:   actor $157A dead
004D: jump_if_false £Label0D74F2
00D6: if  0
0118:   actor $157B dead
004D: jump_if_false £Label0D74F2
00D6: if  0
0118:   actor $157C dead
004D: jump_if_false £Label0D74F2
00D6: if  0
0118:   actor $157D dead
004D: jump_if_false £Label0D74F2
00D6: if  0
0118:   actor $157E dead
004D: jump_if_false £Label0D74F2
0164: disable_marker $159D
0164: disable_marker $159E
0164: disable_marker $159F
0164: disable_marker $15A0
0164: disable_marker $15A1
00BE: text_clear_all
0001: wait  1000 ms
0002: jump £Label0D7562

:Label0D74F2
00D6: if  0
0118:   actor $157A dead
004D: jump_if_false £Label0D7507
0164: disable_marker $159D

:Label0D7507
00D6: if  0
0118:   actor $157B dead
004D: jump_if_false £Label0D751C
0164: disable_marker $159E

:Label0D751C
00D6: if  0
0118:   actor $157C dead
004D: jump_if_false £Label0D7531
0164: disable_marker $159F

:Label0D7531
00D6: if  0
0118:   actor $157D dead
004D: jump_if_false £Label0D7546
0164: disable_marker $15A0

:Label0D7546
00D6: if  0
0118:   actor $157E dead
004D: jump_if_false £Label0D755B
0164: disable_marker $15A1

:Label0D755B
0002: jump £Label0D6F46

:Label0D7562
0004: $15AE =  1  ;; integer values
01C2: remove_references_to_actor $158C  ;; Like turning an actor into a random pedestrian
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -1161.2  71.5  12.6  0.0  0.0  0.0
0160: point_camera -1152.3  71.9  10.8  2
00A5: $1591 = create_car #PONY at -1161.5  76.5  10.2
0224: set_car $1591 health_to  1500
0175: set_car $1591 z_angle_to  90.7
02AA: set_car $1591 immune_to_nonplayer  1
0107: $1590 = create_object -154 (GUNBOX) at -1161.5  76.5  11.2
0382: unknown_set_object $1590 collision_detection  0
035C: place_object $1590 relative_to_car $1591 offset  0.0 -1.0 -.8
0005: $15C8 = -1183.9  ;; floating-point values
0005: $15C9 =  101.7  ;; floating-point values
0005: $15D3 =  230.8  ;; floating-point values
0005: $15CA = -1182.1  ;; floating-point values
0005: $15CB =  103.2  ;; floating-point values
0005: $15D4 =  215.1  ;; floating-point values
0005: $15CC = -1180.8  ;; floating-point values
0005: $15CD =  105.9  ;; floating-point values
0005: $15D5 =  215.1  ;; floating-point values
0005: $15CE = -1182.3  ;; floating-point values
0005: $15CF =  106.9  ;; floating-point values
0005: $15D6 =  215.1  ;; floating-point values
0005: $15D0 = -1184.9  ;; floating-point values
0005: $15D1 =  104.5  ;; floating-point values
0005: $15D7 =  227.6  ;; floating-point values
0005: $15D2 =  10.1  ;; floating-point values
0050: gosub £Label0D831E
0004: $15AE =  2  ;; integer values
0050: gosub £Label0D831E
0001: wait  2000 ms
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0D76F6
0055: put_player $PLAYER_CHAR at -1149.2  71.3  11.2
0002: jump £Label0D770A

:Label0D76F6
012A: put_player $PLAYER_CHAR at -1149.2  71.3  11.2 and_remove_from_car

:Label0D770A
015F: set_camera_position -1149.2  71.3  13.7  0.0  0.0  0.0
0160: point_camera -1163.7  73.3  10.7  2
00D6: if  0
8118:   NOT   actor $1584 dead
004D: jump_if_false £Label0D7761
00A1: put_actor $1584 at -1149.2  72.3  10.2

:Label0D7761
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D7785
00A1: put_actor $1585 at -1149.2  73.3  10.2

:Label0D7785
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D77A9
00A1: put_actor $1589 at -1151.2  73.3  10.2

:Label0D77A9
00D6: if  0
8118:   NOT   actor $158D dead
004D: jump_if_false £Label0D77CD
00A1: put_actor $158D at -1151.2  72.3  10.2

:Label0D77CD
00D6: if  0
8118:   NOT   actor $158E dead
004D: jump_if_false £Label0D77F1
00A1: put_actor $158E at -1153.2  73.3  10.2

:Label0D77F1
00D6: if  0
8118:   NOT   actor $158F dead
004D: jump_if_false £Label0D7815
00A1: put_actor $158F at -1153.2  72.3  10.2

:Label0D7815
00BC: text_highpriority "CUB2_21"  5000 ms  1  ;; Fight like men with huge cojones!
03D1: play_wav  2

:Label0D7828
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D7847
0001: wait  0 ms
0002: jump £Label0D7828

:Label0D7847
040D: unload_wav  2
03D5: remove_text "CUB2_21"  ;; Fight like men with huge cojones!
03CF: load_wav "CUB2_10" as  1
03CF: load_wav "CUB2_11" as  2

:Label0D786D
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0D788B
0001: wait  0 ms
0002: jump £Label0D786D

:Label0D788B
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D78C2
0291: unknown_actor $1585 unknown_behavior_flag  0
011C: actor $1585 clear_objective
01ED: reset_actor $1585 flags
0239: actor $1585 run_to -1167.7  73.3
02A9: set_actor $1585 immune_to_nonplayer  0

:Label0D78C2
0001: wait  300 ms
00D6: if  0
8118:   NOT   actor $1584 dead
004D: jump_if_false £Label0D78F7
0291: unknown_actor $1584 unknown_behavior_flag  0
011C: actor $1584 clear_objective
01ED: reset_actor $1584 flags
0239: actor $1584 run_to -1165.1  68.0

:Label0D78F7
0001: wait  300 ms
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D792C
0291: unknown_actor $1589 unknown_behavior_flag  0
011C: actor $1589 clear_objective
01ED: reset_actor $1589 flags
0239: actor $1589 run_to -1166.7  73.3

:Label0D792C
0001: wait  300 ms
00D6: if  0
8118:   NOT   actor $158D dead
004D: jump_if_false £Label0D7961
0291: unknown_actor $158D unknown_behavior_flag  0
011C: actor $158D clear_objective
01ED: reset_actor $158D flags
0239: actor $158D run_to -1165.7  73.3

:Label0D7961
0001: wait  300 ms
00D6: if  0
8118:   NOT   actor $158E dead
004D: jump_if_false £Label0D7996
0291: unknown_actor $158E unknown_behavior_flag  0
011C: actor $158E clear_objective
01ED: reset_actor $158E flags
0239: actor $158E run_to -1164.7  73.3

:Label0D7996
0001: wait  300 ms
00D6: if  0
8118:   NOT   actor $158F dead
004D: jump_if_false £Label0D79CB
0291: unknown_actor $158F unknown_behavior_flag  0
011C: actor $158F clear_objective
01ED: reset_actor $158F flags
0239: actor $158F run_to -1164.7  70.3

:Label0D79CB
0001: wait  300 ms
00D6: if  0
8118:   NOT   actor $1584 dead
004D: jump_if_false £Label0D79F4
01BE: set_actor $1584 to_look_at_spot -1173.8  102.5  11.2

:Label0D79F4
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D7A18
01BE: set_actor $1585 to_look_at_spot -1173.8  102.5  11.2

:Label0D7A18
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D7A3C
01BE: set_actor $1589 to_look_at_spot -1173.8  102.5  11.2

:Label0D7A3C
00D6: if  0
8118:   NOT   actor $158D dead
004D: jump_if_false £Label0D7A60
01BE: set_actor $158D to_look_at_spot -1173.8  102.5  11.2

:Label0D7A60
00D6: if  0
8118:   NOT   actor $158E dead
004D: jump_if_false £Label0D7A84
01BE: set_actor $158E to_look_at_spot -1173.8  102.5  11.2

:Label0D7A84
00D6: if  0
8118:   NOT   actor $158F dead
004D: jump_if_false £Label0D7AA8
01BE: set_actor $158F to_look_at_spot -1173.8  102.5  11.2

:Label0D7AA8
0239: actor $PLAYER_ACTOR run_to -1161.7  73.3
0001: wait  2000 ms
0006:  16@ =  0  ;; integer values

:Label0D7AC3
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D7C71
00D6: if  21
00EC:   actor $1585  0 ()near_point -1167.7  73.3 radius  4.0  4.0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label0D7C6A
015F: set_camera_position -1163.2  64.2  16.5  0.0  0.0  0.0
0160: point_camera -1163.7  73.3  12.2  2
00D6: if  0
8118:   NOT   actor $1584 dead
004D: jump_if_false £Label0D7B68
011A: set_actor $1584 flags  256
011A: set_actor $1584 flags  64
011A: set_actor $1584 flags  65536
0291: unknown_actor $1584 unknown_behavior_flag  1

:Label0D7B68
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D7B98
011A: set_actor $1589 flags  256
011A: set_actor $1589 flags  64
011A: set_actor $1589 flags  65536
0291: unknown_actor $1589 unknown_behavior_flag  1

:Label0D7B98
00D6: if  0
8118:   NOT   actor $158D dead
004D: jump_if_false £Label0D7BC8
011A: set_actor $158D flags  256
011A: set_actor $158D flags  64
011A: set_actor $158D flags  65536
0291: unknown_actor $158D unknown_behavior_flag  1

:Label0D7BC8
00D6: if  0
8118:   NOT   actor $158E dead
004D: jump_if_false £Label0D7BF8
011A: set_actor $158E flags  256
011A: set_actor $158E flags  64
011A: set_actor $158E flags  65536
0291: unknown_actor $158E unknown_behavior_flag  1

:Label0D7BF8
00D6: if  0
8118:   NOT   actor $158F dead
004D: jump_if_false £Label0D7C28
011A: set_actor $158F flags  256
011A: set_actor $158F flags  64
011A: set_actor $158F flags  65536
0291: unknown_actor $158F unknown_behavior_flag  1

:Label0D7C28
0001: wait  2000 ms
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D7C5C
00D6: if  0
8119:   NOT   car $1591 wrecked
004D: jump_if_false £Label0D7C5C
01D4: actor $1585 go_to_car $1591 and_enter_it_as_a_passenger
039E: (unknown) $1585  1 

:Label0D7C5C
0002: jump £Label0D7C71
0002: jump £Label0D7C71

:Label0D7C6A
0002: jump £Label0D7AC3

:Label0D7C71
009A: $1594 = create_actor  8 #HNA at -1115.6  69.6  10.1
0173: set_actor $1594 z_angle_to  105.9
01B2: give_actor $1594 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1594 flags
0243: set_actor $1594 ped_stats_to  16
011A: set_actor $1594 flags  128
011A: set_actor $1594 flags  1
011A: set_actor $1594 flags  64
0573: $1594  1
0291: unknown_actor $1594 unknown_behavior_flag  1
009A: $1595 = create_actor  8 #HNA at -1115.6  73.7  10.1
0173: set_actor $1595 z_angle_to  105.9
01B2: give_actor $1595 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1595 flags
0243: set_actor $1595 ped_stats_to  16
011A: set_actor $1595 flags  128
011A: set_actor $1595 flags  1
011A: set_actor $1595 flags  64
0573: $1595  1
0291: unknown_actor $1595 unknown_behavior_flag  1
009A: $1596 = create_actor  8 #HNB at -1115.6  71.0  10.1
0173: set_actor $1596 z_angle_to  105.9
01B2: give_actor $1596 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1596 flags
0243: set_actor $1596 ped_stats_to  16
011A: set_actor $1596 flags  128
011A: set_actor $1596 flags  1
011A: set_actor $1596 flags  64
0573: $1596  1
0291: unknown_actor $1596 unknown_behavior_flag  1
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0006:  16@ =  0  ;; integer values
00BB: text_lowpriority "CUB2_16"  5000 ms  1  ;; Tommy, we have proved our manful bravery!
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D7E0D
03D1: play_wav  1

:Label0D7DBC
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D7E02
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1591 wrecked
004D: jump_if_false £Label0D7DFB
035C: place_object $1590 relative_to_car $1591 offset  0.0 -1.0 -.8

:Label0D7DFB
0002: jump £Label0D7DBC

:Label0D7E02
040D: unload_wav  1
0002: jump £Label0D7E11

:Label0D7E0D
040D: unload_wav  1

:Label0D7E11
03D5: remove_text "CUB2_16"  ;; Tommy, we have proved our manful bravery!
00BB: text_lowpriority "CUB2_17"  10000 ms  1  ;; Let us steal the van full of drugs and make good our escape!
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D7E8F
03D1: play_wav  2

:Label0D7E3E
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D7E84
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1591 wrecked
004D: jump_if_false £Label0D7E7D
035C: place_object $1590 relative_to_car $1591 offset  0.0 -1.0 -.8

:Label0D7E7D
0002: jump £Label0D7E3E

:Label0D7E84
040D: unload_wav  2
0002: jump £Label0D7E93

:Label0D7E8F
040D: unload_wav  2

:Label0D7E93
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2

:Label0D7E9A
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1591 wrecked
004D: jump_if_false £Label0D7F71
035C: place_object $1590 relative_to_car $1591 offset  0.0 -1.0 -.8
00D6: if  0
0038:   $7B ==  0  ;; integer values
004D: jump_if_false £Label0D7EE6
0186: $159B = create_marker_above_car $1591
0004: $7B =  1  ;; integer values

:Label0D7EE6
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1591
004D: jump_if_false £Label0D7F6A
00D6: if  0
001B:    15000 >  16@  ;; integer values
004D: jump_if_false £Label0D7F1D
00BE: text_clear_all
00BB: text_lowpriority "CUB2_16"  5000 ms  1  ;; Tommy, we have proved our manful bravery!

:Label0D7F1D
0164: disable_marker $159B
018A: $159C = create_checkpoint_at -1160.0 -605.9  10.7
0004: $7B =  0  ;; integer values
00BC: text_highpriority "CUB2_24"  5000 ms  1  ;; ~g~Return to Robina's Cafe with the Van and park it round the back.
00D6: if  0
8119:   NOT   car $1591 wrecked
004D: jump_if_false £Label0D7F63
02AA: set_car $1591 immune_to_nonplayer  0

:Label0D7F63
0002: jump £Label0D802B

:Label0D7F6A
0002: jump £Label0D7F87

:Label0D7F71
00BC: text_highpriority "CUB2_11"  5000 ms  1  ;; ~r~You fool, we needed that car.
0002: jump £Label0D81E9

:Label0D7F87
0005: $15C8 = -1198.9  ;; floating-point values
0005: $15C9 =  96.7  ;; floating-point values
0005: $15D3 =  255.8  ;; floating-point values
0005: $15CA = -1198.9  ;; floating-point values
0005: $15CB =  96.7  ;; floating-point values
0005: $15D4 =  255.8  ;; floating-point values
0005: $15CC = -1198.9  ;; floating-point values
0005: $15CD =  96.7  ;; floating-point values
0005: $15D5 =  255.8  ;; floating-point values
0005: $15CE = -1198.9  ;; floating-point values
0005: $15CF =  96.7  ;; floating-point values
0005: $15D6 =  255.8  ;; floating-point values
0005: $15D0 = -1198.9  ;; floating-point values
0005: $15D1 =  96.7  ;; floating-point values
0005: $15D7 =  255.8  ;; floating-point values
0050: gosub £Label0D831E
0002: jump £Label0D7E9A

:Label0D802B
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1591 wrecked
004D: jump_if_false £Label0D812E
035C: place_object $1590 relative_to_car $1591 offset  0.0 -1.0 -.8
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1591
004D: jump_if_false £Label0D80ED
00D6: if  0
00FA:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_in_car -1160.0 -605.9  10.7 radius  10.0  10.0  10.0
004D: jump_if_false £Label0D80AF
01D3: actor $PLAYER_ACTOR leave_car $1591
020A: set_car $1591 door_status_to  3
0002: jump £Label0D81FA

:Label0D80AF
00D6: if  0
0038:   $7B ==  0  ;; integer values
004D: jump_if_false £Label0D80E6
0164: disable_marker $159C
0164: disable_marker $159B
018A: $159C = create_checkpoint_at -1160.0 -605.9  10.7
0004: $7B =  1  ;; integer values

:Label0D80E6
0002: jump £Label0D8127

:Label0D80ED
00D6: if  0
0038:   $7B ==  1  ;; integer values
004D: jump_if_false £Label0D8127
00BC: text_highpriority "IN_VEH"  5000 ms  1  ;; ~g~Hey! Get back in the vehicle!
0164: disable_marker $159C
0164: disable_marker $159B
0186: $159B = create_marker_above_car $1591
0004: $7B =  0  ;; integer values

:Label0D8127
0002: jump £Label0D8144

:Label0D812E
00BC: text_highpriority "CUB2_11"  5000 ms  1  ;; ~r~You fool, we needed that car.
0002: jump £Label0D81E9

:Label0D8144
0050: gosub £Label0D831E
00D6: if  0
0118:   actor $1585 dead
004D: jump_if_false £Label0D8160
01C2: remove_references_to_actor $1585  ;; Like turning an actor into a random pedestrian

:Label0D8160
00D6: if  0
0118:   actor $1584 dead
004D: jump_if_false £Label0D8175
01C2: remove_references_to_actor $1584  ;; Like turning an actor into a random pedestrian

:Label0D8175
00D6: if  0
0118:   actor $1589 dead
004D: jump_if_false £Label0D818A
01C2: remove_references_to_actor $1589  ;; Like turning an actor into a random pedestrian

:Label0D818A
00D6: if  0
0118:   actor $158D dead
004D: jump_if_false £Label0D819F
01C2: remove_references_to_actor $158D  ;; Like turning an actor into a random pedestrian

:Label0D819F
00D6: if  0
0118:   actor $158E dead
004D: jump_if_false £Label0D81B4
01C2: remove_references_to_actor $158E  ;; Like turning an actor into a random pedestrian

:Label0D81B4
00D6: if  0
0118:   actor $158F dead
004D: jump_if_false £Label0D81C9
01C2: remove_references_to_actor $158F  ;; Like turning an actor into a random pedestrian

:Label0D81C9
00D6: if  0
0038:   $15BE ==  1  ;; integer values
004D: jump_if_false £Label0D81E2
0050: gosub £Label0D9A06

:Label0D81E2
0002: jump £Label0D802B

:Label0D81E9
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0D81FA
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  2000  5000 ms  1  ;; MISSION PASSED! $~1~
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2000
030C: set_mission_points +=  1
0318: set_latest_mission_passed "CUB_2"  ;; Cannon Fodder
004F: create_thread ££Label00DB3F 
0004: $118 =  1  ;; integer values
0051: return

:Label0D823E
0004: $ONMISSION =  0  ;; integer values
03F2: pedgroup  8 remove_threat  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:Label0D8252
00D6: if  0
834E:   NOT unknown_move_object $6FF to -1114.5  67.0  10.1 unknown_angle  10.0  10.0  0.0  0
004D: jump_if_false £Label0D828D
0001: wait  0 ms
0002: jump £Label0D8252

:Label0D828D
0249: release_model #CBA
0249: release_model #STINGER
0249: release_model #PONY
0249: release_model #UZI
0249: release_model #SNIPER
0249: release_model #HNA
0249: release_model #CBB
0249: release_model #HNB
0249: release_model #M4
0249: release_model #TAXI
0249: release_model #WMOCA
0249: release_model #CELLPHONE
00D6: if  0
8214:   NOT   pickup $1593 picked_up
004D: jump_if_false £Label0D82D9
0215: destroy_pickup $1593

:Label0D82D9
0108: destroy_object $1590
0164: disable_marker $1598
0164: disable_marker $1599
0164: disable_marker $159A
0164: disable_marker $159B
0164: disable_marker $159C
0164: disable_marker $159D
0164: disable_marker $159E
0164: disable_marker $159F
0164: disable_marker $15A0
0164: disable_marker $15A1
0164: disable_marker $15A2
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0D831E
00D6: if  0
0118:   actor $157A dead
004D: jump_if_false £Label0D83AC
01C2: remove_references_to_actor $157A  ;; Like turning an actor into a random pedestrian
009A: $157A = create_actor  8 #HNA at $15C8 $15C9 $15D2
0173: set_actor $157A z_angle_to $15D3
01B2: give_actor $157A weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $157A flags
0243: set_actor $157A ped_stats_to  16
011A: set_actor $157A flags  1
0573: $157A  1
0291: unknown_actor $157A unknown_behavior_flag  1
00D6: if  0
0038:   $15BB ==  0  ;; integer values
004D: jump_if_false £Label0D839E
0164: disable_marker $159D
0187: $159D = create_marker_above_actor $157A
02E2: set_actor $157A weapon_accuracy_to  80

:Label0D839E
0008: $15B0 +=  1  ;; integer values
0002: jump £Label0D83CD

:Label0D83AC
00D6: if  0
8038:   NOT   $15AE ==  0  ;; integer values
004D: jump_if_false £Label0D83CD
0573: $157A  0
01CA: actor $157A kill_player $PLAYER_CHAR

:Label0D83CD
00D6: if  0
0118:   actor $157B dead
004D: jump_if_false £Label0D846A
01C2: remove_references_to_actor $157B  ;; Like turning an actor into a random pedestrian
009A: $157B = create_actor  8 #HNA at $15CA $15CB $15D2
0173: set_actor $157B z_angle_to $15D4
01B2: give_actor $157B weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $157B flags
0243: set_actor $157B ped_stats_to  16
011A: set_actor $157B flags  128
011A: set_actor $157B flags  1
011A: set_actor $157B flags  64
0573: $157B  1
0291: unknown_actor $157B unknown_behavior_flag  1
00D6: if  0
0038:   $15BB ==  0  ;; integer values
004D: jump_if_false £Label0D845C
0164: disable_marker $159E
0187: $159E = create_marker_above_actor $157B
02E2: set_actor $157B weapon_accuracy_to  80

:Label0D845C
0008: $15B0 +=  1  ;; integer values
0002: jump £Label0D8484

:Label0D846A
00D6: if  0
8038:   NOT   $15AE ==  0  ;; integer values
004D: jump_if_false £Label0D8484
01CA: actor $157B kill_player $PLAYER_CHAR

:Label0D8484
00D6: if  0
0118:   actor $157C dead
004D: jump_if_false £Label0D851A
01C2: remove_references_to_actor $157C  ;; Like turning an actor into a random pedestrian
009A: $157C = create_actor  8 #HNA at $15CC $15CD $15D2
0173: set_actor $157C z_angle_to $15D5
01B2: give_actor $157C weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $157C flags
0243: set_actor $157C ped_stats_to  16
011A: set_actor $157C flags  128
011A: set_actor $157C flags  1
011A: set_actor $157C flags  64
0573: $157C  1
0291: unknown_actor $157C unknown_behavior_flag  1
00D6: if  0
0038:   $15BB ==  0  ;; integer values
004D: jump_if_false £Label0D850C
0164: disable_marker $159F
0187: $159F = create_marker_above_actor $157C

:Label0D850C
0008: $15B0 +=  1  ;; integer values
0002: jump £Label0D8542

:Label0D851A
00D6: if  0
8038:   NOT   $15AE ==  0  ;; integer values
004D: jump_if_false £Label0D8542
0239: actor $157C run_to -1173.1  79.6
02E2: set_actor $157C weapon_accuracy_to  80

:Label0D8542
00D6: if  0
0118:   actor $157D dead
004D: jump_if_false £Label0D85DF
01C2: remove_references_to_actor $157D  ;; Like turning an actor into a random pedestrian
009A: $157D = create_actor  8 #HNA at $15CE $15CF $15D2
0173: set_actor $157D z_angle_to $15D6
01B2: give_actor $157D weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $157D flags
0243: set_actor $157D ped_stats_to  16
011A: set_actor $157D flags  128
011A: set_actor $157D flags  1
011A: set_actor $157D flags  64
0573: $157D  1
0291: unknown_actor $157D unknown_behavior_flag  1
00D6: if  0
0038:   $15BB ==  0  ;; integer values
004D: jump_if_false £Label0D85D1
0164: disable_marker $15A0
0187: $15A0 = create_marker_above_actor $157D
02E2: set_actor $157D weapon_accuracy_to  80

:Label0D85D1
0008: $15B0 +=  1  ;; integer values
0002: jump £Label0D85F9

:Label0D85DF
00D6: if  0
8038:   NOT   $15AE ==  0  ;; integer values
004D: jump_if_false £Label0D85F9
01CA: actor $157D kill_player $PLAYER_CHAR

:Label0D85F9
00D6: if  0
0118:   actor $157E dead
004D: jump_if_false £Label0D869F
01C2: remove_references_to_actor $157E  ;; Like turning an actor into a random pedestrian
009A: $157E = create_actor  8 #HNA at $15D0 $15D1 $15D2
0173: set_actor $157E z_angle_to $15D7
01ED: reset_actor $157E flags
0243: set_actor $157E ped_stats_to  16
011A: set_actor $157E flags  1
0573: $157E  1
0291: unknown_actor $157E unknown_behavior_flag  1
02E2: set_actor $157E weapon_accuracy_to  80
00D6: if  0
0038:   $15BB ==  0  ;; integer values
004D: jump_if_false £Label0D8680
0164: disable_marker $15A1
0187: $15A1 = create_marker_above_actor $157E
01B2: give_actor $157E weapon  23 ammo  30000  ;; Load the weapon model before using this
0002: jump £Label0D8691

:Label0D8680
01B2: give_actor $157E weapon  26 ammo  30000  ;; Load the weapon model before using this
035F: set_actor $157E armour_to  100

:Label0D8691
0008: $15B0 +=  1  ;; integer values
0002: jump £Label0D86C0

:Label0D869F
00D6: if  0
8038:   NOT   $15AE ==  0  ;; integer values
004D: jump_if_false £Label0D86C0
0239: actor $157E run_to -1172.6  91.6

:Label0D86C0
00D6: if  0
8038:   NOT   $15AE ==  0  ;; integer values
004D: jump_if_false £Label0D89E8
00D6: if  0
0118:   actor $157F dead
004D: jump_if_false £Label0D8770
00D6: if  0
0038:   $15AE ==  1  ;; integer values
004D: jump_if_false £Label0D8713
009A: $157F = create_actor  8 #HNA at -1166.5  104.2  10.2
0002: jump £Label0D872B

:Label0D8713
009A: $157F = create_actor  8 #HNA at -1186.5  104.0  10.2

:Label0D872B
0173: set_actor $157F z_angle_to  187.5
01B2: give_actor $157F weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $157F flags
0243: set_actor $157F ped_stats_to  16
011A: set_actor $157F flags  128
011A: set_actor $157F flags  1
011A: set_actor $157F flags  64
01CA: actor $157F kill_player $PLAYER_CHAR
0291: unknown_actor $157F unknown_behavior_flag  1

:Label0D8770
00D6: if  0
0118:   actor $1580 dead
004D: jump_if_false £Label0D880E
00D6: if  0
0038:   $15AE ==  1  ;; integer values
004D: jump_if_false £Label0D87B1
009A: $1580 = create_actor  8 #HNA at -1169.0  103.5  10.2
0002: jump £Label0D87C9

:Label0D87B1
009A: $1580 = create_actor  8 #HNA at -1186.5  104.0  10.2

:Label0D87C9
0173: set_actor $1580 z_angle_to  199.5
01B2: give_actor $1580 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1580 flags
0243: set_actor $1580 ped_stats_to  16
011A: set_actor $1580 flags  128
011A: set_actor $1580 flags  1
011A: set_actor $1580 flags  64
01CA: actor $1580 kill_player $PLAYER_CHAR
0291: unknown_actor $1580 unknown_behavior_flag  1

:Label0D880E
00D6: if  0
0118:   actor $1581 dead
004D: jump_if_false £Label0D88AC
00D6: if  0
0038:   $15AE ==  1  ;; integer values
004D: jump_if_false £Label0D884F
009A: $1581 = create_actor  8 #HNA at -1170.5  103.2  10.2
0002: jump £Label0D8867

:Label0D884F
009A: $1581 = create_actor  8 #HNA at -1186.5  104.0  10.2

:Label0D8867
0173: set_actor $1581 z_angle_to  187.5
01B2: give_actor $1581 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1581 flags
0243: set_actor $1581 ped_stats_to  16
011A: set_actor $1581 flags  128
011A: set_actor $1581 flags  1
011A: set_actor $1581 flags  64
01CA: actor $1581 kill_player $PLAYER_CHAR
0291: unknown_actor $1581 unknown_behavior_flag  1

:Label0D88AC
00D6: if  0
0118:   actor $1582 dead
004D: jump_if_false £Label0D894A
00D6: if  0
0038:   $15AE ==  1  ;; integer values
004D: jump_if_false £Label0D88ED
009A: $1582 = create_actor  8 #HNA at -1164.5  106.2  10.2
0002: jump £Label0D8905

:Label0D88ED
009A: $1582 = create_actor  8 #HNA at -1186.5  104.0  10.2

:Label0D8905
0173: set_actor $1582 z_angle_to  187.5
01B2: give_actor $1582 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1582 flags
0243: set_actor $1582 ped_stats_to  16
011A: set_actor $1582 flags  128
011A: set_actor $1582 flags  1
011A: set_actor $1582 flags  64
01CA: actor $1582 kill_player $PLAYER_CHAR
0291: unknown_actor $1582 unknown_behavior_flag  1

:Label0D894A
00D6: if  0
0118:   actor $1583 dead
004D: jump_if_false £Label0D89E8
00D6: if  0
0038:   $15AE ==  1  ;; integer values
004D: jump_if_false £Label0D898B
009A: $1583 = create_actor  8 #HNA at -1168.5  106.2  10.2
0002: jump £Label0D89A3

:Label0D898B
009A: $1583 = create_actor  8 #HNA at -1186.5  104.0  10.2

:Label0D89A3
0173: set_actor $1583 z_angle_to  187.5
01B2: give_actor $1583 weapon  23 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1583 flags
0243: set_actor $1583 ped_stats_to  16
011A: set_actor $1583 flags  128
011A: set_actor $1583 flags  1
011A: set_actor $1583 flags  64
01CA: actor $1583 kill_player $PLAYER_CHAR
0291: unknown_actor $1583 unknown_behavior_flag  1

:Label0D89E8
0051: return

:Label0D89EA
00D6: if  0
8118:   NOT   actor $1584 dead
004D: jump_if_false £Label0D8D3B
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D8D3B
00D6: if  0
8118:   NOT   actor $1586 dead
004D: jump_if_false £Label0D8D3B
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube -1086.0  74.6  17.8 -1112.8  64.7  7.0
004D: jump_if_false £Label0D8BF2
00D6: if  0
0038:   $15BF ==  0  ;; integer values
004D: jump_if_false £Label0D8A6A
03DE: set_pedestrians_density_multiplier_to  0.0
0004: $15BF =  1  ;; integer values

:Label0D8A6A
00D6: if  0
80ED:   NOT   actor $1584  0 ()near_point_on_foot -1096.3  67.8 radius  2.0  2.0
004D: jump_if_false £Label0D8AB6
04EB: unknown_actor $1584 bank  0 account_number  1
0004: $15B4 =  0  ;; integer values
0239: actor $1584 run_to -1096.3  67.8
0002: jump £Label0D8AFC

:Label0D8AB6
00D6: if  0
0126:   actor $1584 walking
004D: jump_if_false £Label0D8AFC
0173: set_actor $1584 z_angle_to  91.5
00D6: if  0
0038:   $15B4 ==  0  ;; integer values
004D: jump_if_false £Label0D8AF5
04EB: unknown_actor $1584 bank  1 account_number  86400000
0004: $15B4 =  1  ;; integer values

:Label0D8AF5
0573: $1584  1

:Label0D8AFC
00D6: if  0
80ED:   NOT   actor $1585  0 ()near_point_on_foot -1081.2  69.9 radius  2.0  2.0
004D: jump_if_false £Label0D8B38
0239: actor $1585 run_to -1079.3  69.9
0002: jump £Label0D8B59

:Label0D8B38
00D6: if  0
0126:   actor $1585 walking
004D: jump_if_false £Label0D8B59
0573: $1585  1
0173: set_actor $1585 z_angle_to  89.9

:Label0D8B59
00D6: if  0
80ED:   NOT   actor $1586  0 ()near_point_on_foot -1096.8  72.6 radius  2.0  2.0
004D: jump_if_false £Label0D8BA5
04EB: unknown_actor $1586 bank  0 account_number  1
0004: $15B5 =  0  ;; integer values
0239: actor $1586 run_to -1096.8  72.6
0002: jump £Label0D8BEB

:Label0D8BA5
00D6: if  0
0126:   actor $1586 walking
004D: jump_if_false £Label0D8BEB
0173: set_actor $1586 z_angle_to  91.5
00D6: if  0
0038:   $15B5 ==  0  ;; integer values
004D: jump_if_false £Label0D8BE4
04EB: unknown_actor $1586 bank  1 account_number  86400000
0004: $15B5 =  1  ;; integer values

:Label0D8BE4
0573: $1586  1

:Label0D8BEB
0002: jump £Label0D8D3B

:Label0D8BF2
00D6: if  0
0038:   $15BF ==  1  ;; integer values
004D: jump_if_false £Label0D8C12
03DE: set_pedestrians_density_multiplier_to  1.0
0004: $15BF =  0  ;; integer values

:Label0D8C12
00D6: if  0
80ED:   NOT   actor $1584  0 ()near_point_on_foot -1079.5  72.6 radius  2.0  2.0
004D: jump_if_false £Label0D8C57
04EB: unknown_actor $1584 bank  0 account_number  1
0239: actor $1584 run_to -1079.5  72.6
0002: jump £Label0D8C78

:Label0D8C57
00D6: if  0
0126:   actor $1584 walking
004D: jump_if_false £Label0D8C78
0573: $1584  1
0173: set_actor $1584 z_angle_to  91.5

:Label0D8C78
00D6: if  0
80ED:   NOT   actor $1585  0 ()near_point_on_foot -1079.6  73.9 radius  2.0  2.0
004D: jump_if_false £Label0D8CB4
0239: actor $1585 run_to -1079.6  73.9
0002: jump £Label0D8CD5

:Label0D8CB4
00D6: if  0
0126:   actor $1585 walking
004D: jump_if_false £Label0D8CD5
0573: $1585  1
0173: set_actor $1585 z_angle_to  270.9

:Label0D8CD5
00D6: if  0
80ED:   NOT   actor $1586  0 ()near_point_on_foot -1079.3  68.6 radius  2.0  2.0
004D: jump_if_false £Label0D8D1A
04EB: unknown_actor $1586 bank  0 account_number  1
0239: actor $1586 run_to -1079.3  68.6
0002: jump £Label0D8D3B

:Label0D8D1A
00D6: if  0
0126:   actor $1586 walking
004D: jump_if_false £Label0D8D3B
0573: $1586  1
0173: set_actor $1586 z_angle_to  82.1

:Label0D8D3B
00D6: if  0
0038:   $15C7 ==  0  ;; integer values
004D: jump_if_false £Label0D8DB2
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0D8DAB
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube -1095.2  57.9  17.8 -1122.8  90.7  7.0
004D: jump_if_false £Label0D8DA4
00DA: $158B = player $PLAYER_CHAR car
0224: set_car $158B health_to  250
0004: $15C7 =  1  ;; integer values

:Label0D8DA4
0002: jump £Label0D8DB2

:Label0D8DAB
0004: $15C7 =  0  ;; integer values

:Label0D8DB2
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0D8DFF
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube -1113.0  57.9  17.8 -1122.8  90.7  7.0
004D: jump_if_false £Label0D8DFF
00DA: $158B = player $PLAYER_CHAR car
020B: explode_car $158B

:Label0D8DFF
0051: return

:Label0D8E01
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube -1086.0  74.6  17.8 -1112.8  64.7  7.0
004D: jump_if_false £Label0D8F7F
00D6: if  0
8118:   NOT   actor $1587 dead
004D: jump_if_false £Label0D8E9E
00D6: if  0
80ED:   NOT   actor $1587  0 ()near_point_on_foot -1089.9  68.1 radius  2.0  2.0
004D: jump_if_false £Label0D8E7D
0239: actor $1587 run_to -1089.9  68.1
0002: jump £Label0D8E9E

:Label0D8E7D
00D6: if  0
0126:   actor $1587 walking
004D: jump_if_false £Label0D8E9E
0573: $1587  1
0173: set_actor $1587 z_angle_to  89.9

:Label0D8E9E
00D6: if  0
8118:   NOT   actor $1588 dead
004D: jump_if_false £Label0D8F0B
00D6: if  0
80ED:   NOT   actor $1588  0 ()near_point_on_foot -1090.2  72.6 radius  2.0  2.0
004D: jump_if_false £Label0D8EEA
0239: actor $1588 run_to -1090.2  72.6
0002: jump £Label0D8F0B

:Label0D8EEA
00D6: if  0
0126:   actor $1588 walking
004D: jump_if_false £Label0D8F0B
0573: $1588  1
0173: set_actor $1588 z_angle_to  89.9

:Label0D8F0B
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D8F78
00D6: if  0
80ED:   NOT   actor $1589  0 ()near_point_on_foot -1089.6  69.1 radius  2.0  2.0
004D: jump_if_false £Label0D8F57
0239: actor $1589 run_to -1089.6  69.1
0002: jump £Label0D8F78

:Label0D8F57
00D6: if  0
0126:   actor $1589 walking
004D: jump_if_false £Label0D8F78
0573: $1589  1
0173: set_actor $1589 z_angle_to  89.9

:Label0D8F78
0002: jump £Label0D90C6

:Label0D8F7F
00D6: if  0
8118:   NOT   actor $1587 dead
004D: jump_if_false £Label0D8FEC
00D6: if  0
80ED:   NOT   actor $1587  0 ()near_point_on_foot -1076.5  69.8 radius  2.0  2.0
004D: jump_if_false £Label0D8FCB
0239: actor $1587 run_to -1076.5  69.8
0002: jump £Label0D8FEC

:Label0D8FCB
00D6: if  0
0126:   actor $1587 walking
004D: jump_if_false £Label0D8FEC
0573: $1587  1
0173: set_actor $1587 z_angle_to  91.5

:Label0D8FEC
00D6: if  0
8118:   NOT   actor $1588 dead
004D: jump_if_false £Label0D9059
00D6: if  0
80ED:   NOT   actor $1588  0 ()near_point_on_foot -1075.2  71.0 radius  2.0  2.0
004D: jump_if_false £Label0D9038
0239: actor $1588 run_to -1075.2  71.0
0002: jump £Label0D9059

:Label0D9038
00D6: if  0
0126:   actor $1588 walking
004D: jump_if_false £Label0D9059
0573: $1588  1
0173: set_actor $1588 z_angle_to  91.5

:Label0D9059
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D90C6
00D6: if  0
80ED:   NOT   actor $1589  0 ()near_point_on_foot -1075.2  67.5 radius  2.0  2.0
004D: jump_if_false £Label0D90A5
0239: actor $1589 run_to -1075.2  67.5
0002: jump £Label0D90C6

:Label0D90A5
00D6: if  0
0126:   actor $1589 walking
004D: jump_if_false £Label0D90C6
0573: $1589  1
0173: set_actor $1589 z_angle_to  91.5

:Label0D90C6
0051: return

:Label0D90C8
00D6: if  0
8119:   NOT   car $158A wrecked
004D: jump_if_false £Label0D9174
00D6: if  1
01F4:   car $158A flipped
01C1:   car $158A stopped
004D: jump_if_false £Label0D90F4
0004: $15A7 =  1  ;; integer values

:Label0D90F4
00D6: if  2
80DC:   NOT   player $PLAYER_CHAR driving $158A
0038:   $15A6 ==  0  ;; integer values
0038:   $15A7 ==  0  ;; integer values
004D: jump_if_false £Label0D9138
00BC: text_highpriority "IN_VEH"  5000 ms  1  ;; ~g~Hey! Get back in the vehicle!
0164: disable_marker $1599
0186: $159A = create_marker_above_car $158A
0004: $15A6 =  1  ;; integer values

:Label0D9138
00D6: if  1
00DC:   player $PLAYER_CHAR driving $158A
0038:   $15A6 ==  1  ;; integer values
004D: jump_if_false £Label0D9174
0164: disable_marker $159A
018A: $1599 = create_checkpoint_at -1072.6  70.3  11.2
00BE: text_clear_all
0004: $15A6 =  0  ;; integer values

:Label0D9174
0051: return

:Label0D9176
00D6: if  0
8118:   NOT   actor $157A dead
004D: jump_if_false £Label0D9203
00D6: if  0
80ED:   NOT   actor $157A  0 ()near_point_on_foot -1115.8  67.7 radius  1.0  1.0
004D: jump_if_false £Label0D91C9
0239: actor $157A run_to -1115.8  67.7
0004: $15C0 =  0  ;; integer values
0002: jump £Label0D9203

:Label0D91C9
00D6: if  0
0038:   $15C0 ==  0  ;; integer values
004D: jump_if_false £Label0D9203
00D6: if  0
0126:   actor $157A walking
004D: jump_if_false £Label0D9203
0173: set_actor $157A z_angle_to  272.8
0573: $157A  1
0004: $15C0 =  1  ;; integer values

:Label0D9203
00D6: if  0
8118:   NOT   actor $157B dead
004D: jump_if_false £Label0D9290
00D6: if  0
80ED:   NOT   actor $157B  0 ()near_point_on_foot -1115.8  69.7 radius  1.0  1.0
004D: jump_if_false £Label0D9256
0239: actor $157B run_to -1115.8  69.7
0004: $15C1 =  0  ;; integer values
0002: jump £Label0D9290

:Label0D9256
00D6: if  0
0038:   $15C1 ==  0  ;; integer values
004D: jump_if_false £Label0D9290
00D6: if  0
0126:   actor $157B walking
004D: jump_if_false £Label0D9290
0573: $157B  1
0173: set_actor $157B z_angle_to  257.4
0004: $15C1 =  1  ;; integer values

:Label0D9290
00D6: if  0
8118:   NOT   actor $157C dead
004D: jump_if_false £Label0D931D
00D6: if  0
80ED:   NOT   actor $157C  0 ()near_point_on_foot -1115.8  71.7 radius  1.0  1.0
004D: jump_if_false £Label0D92E3
0239: actor $157C run_to -1115.8  71.7
0004: $15C2 =  0  ;; integer values
0002: jump £Label0D931D

:Label0D92E3
00D6: if  0
0038:   $15C2 ==  0  ;; integer values
004D: jump_if_false £Label0D931D
00D6: if  0
0126:   actor $157C walking
004D: jump_if_false £Label0D931D
0573: $157C  1
0173: set_actor $157C z_angle_to  285.1
0004: $15C2 =  1  ;; integer values

:Label0D931D
00D6: if  0
8118:   NOT   actor $157D dead
004D: jump_if_false £Label0D93AA
00D6: if  0
80ED:   NOT   actor $157D  0 ()near_point_on_foot -1128.9  67.6 radius  1.0  1.0
004D: jump_if_false £Label0D9370
0239: actor $157D run_to -1128.9  67.6
0004: $15C3 =  0  ;; integer values
0002: jump £Label0D93AA

:Label0D9370
00D6: if  0
0038:   $15C3 ==  0  ;; integer values
004D: jump_if_false £Label0D93AA
00D6: if  0
0126:   actor $157D walking
004D: jump_if_false £Label0D93AA
0573: $157D  1
0173: set_actor $157D z_angle_to  257.5
0004: $15C3 =  1  ;; integer values

:Label0D93AA
00D6: if  0
8118:   NOT   actor $157E dead
004D: jump_if_false £Label0D9437
00D6: if  0
80ED:   NOT   actor $157E  0 ()near_point_on_foot -1128.9  74.1 radius  1.0  1.0
004D: jump_if_false £Label0D93FD
0239: actor $157E run_to -1128.9  74.1
0004: $15C4 =  0  ;; integer values
0002: jump £Label0D9437

:Label0D93FD
00D6: if  0
0038:   $15C4 ==  0  ;; integer values
004D: jump_if_false £Label0D9437
00D6: if  0
0126:   actor $157E walking
004D: jump_if_false £Label0D9437
0573: $157E  1
0173: set_actor $157E z_angle_to  274.5
0004: $15C4 =  1  ;; integer values

:Label0D9437
0051: return

:Label0D9439
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube -1118.5  92.1  5.8 -1179.9  53.3  15.0
004D: jump_if_false £Label0D9723
00D6: if  0
8118:   NOT   actor $157A dead
004D: jump_if_false £Label0D94EF
00D6: if  0
80ED:   NOT   actor $157A  0 ()near_point_on_foot -1138.1  68.6 radius  1.0  1.0
004D: jump_if_false £Label0D94BC
0239: actor $157A run_to -1138.1  68.6
0004: $15C0 =  0  ;; integer values
0002: jump £Label0D94EF

:Label0D94BC
00D6: if  0
0038:   $15C0 ==  0  ;; integer values
004D: jump_if_false £Label0D94EF
00D6: if  0
0126:   actor $157A walking
004D: jump_if_false £Label0D94EF
0173: set_actor $157A z_angle_to  272.8
0004: $15C0 =  1  ;; integer values

:Label0D94EF
00D6: if  0
8118:   NOT   actor $157B dead
004D: jump_if_false £Label0D9575
00D6: if  0
80ED:   NOT   actor $157B  0 ()near_point_on_foot -1138.1  72.9 radius  1.0  1.0
004D: jump_if_false £Label0D9542
0239: actor $157B run_to -1138.1  72.9
0004: $15C1 =  0  ;; integer values
0002: jump £Label0D9575

:Label0D9542
00D6: if  0
0038:   $15C1 ==  0  ;; integer values
004D: jump_if_false £Label0D9575
00D6: if  0
0126:   actor $157B walking
004D: jump_if_false £Label0D9575
0173: set_actor $157B z_angle_to  257.4
0004: $15C1 =  1  ;; integer values

:Label0D9575
00D6: if  0
8118:   NOT   actor $157C dead
004D: jump_if_false £Label0D9602
00D6: if  0
80ED:   NOT   actor $157C  0 ()near_point_on_foot -1158.3  68.9 radius  1.0  1.0
004D: jump_if_false £Label0D95C8
0239: actor $157C run_to -1158.3  68.9
0004: $15C2 =  0  ;; integer values
0002: jump £Label0D9602

:Label0D95C8
00D6: if  0
0038:   $15C2 ==  0  ;; integer values
004D: jump_if_false £Label0D9602
00D6: if  0
0126:   actor $157C walking
004D: jump_if_false £Label0D9602
0573: $157C  1
0173: set_actor $157C z_angle_to  285.1
0004: $15C2 =  1  ;; integer values

:Label0D9602
00D6: if  0
8118:   NOT   actor $157D dead
004D: jump_if_false £Label0D968F
00D6: if  0
80ED:   NOT   actor $157D  0 ()near_point_on_foot -1158.4  72.5 radius  1.0  1.0
004D: jump_if_false £Label0D9655
0239: actor $157D run_to -1158.4  72.5
0004: $15C3 =  0  ;; integer values
0002: jump £Label0D968F

:Label0D9655
00D6: if  0
0038:   $15C3 ==  0  ;; integer values
004D: jump_if_false £Label0D968F
00D6: if  0
0126:   actor $157D walking
004D: jump_if_false £Label0D968F
0573: $157D  1
0173: set_actor $157D z_angle_to  257.5
0004: $15C3 =  1  ;; integer values

:Label0D968F
00D6: if  0
8118:   NOT   actor $157E dead
004D: jump_if_false £Label0D971C
00D6: if  0
80ED:   NOT   actor $157E  0 ()near_point_on_foot -1161.2  71.4 radius  1.0  1.0
004D: jump_if_false £Label0D96E2
0239: actor $157E run_to -1161.2  71.4
0004: $15C4 =  0  ;; integer values
0002: jump £Label0D971C

:Label0D96E2
00D6: if  0
0038:   $15C4 ==  0  ;; integer values
004D: jump_if_false £Label0D971C
00D6: if  0
0126:   actor $157E walking
004D: jump_if_false £Label0D971C
0573: $157E  1
0173: set_actor $157E z_angle_to  274.5
0004: $15C4 =  1  ;; integer values

:Label0D971C
0002: jump £Label0D99E4

:Label0D9723
00D6: if  0
8118:   NOT   actor $157A dead
004D: jump_if_false £Label0D97B0
00D6: if  0
80ED:   NOT   actor $157A  0 ()near_point_on_foot -1137.8  66.7 radius  1.0  1.0
004D: jump_if_false £Label0D9776
0239: actor $157A run_to -1137.8  66.7
0004: $15C0 =  0  ;; integer values
0002: jump £Label0D97B0

:Label0D9776
00D6: if  0
0038:   $15C0 ==  0  ;; integer values
004D: jump_if_false £Label0D97B0
00D6: if  0
0126:   actor $157A walking
004D: jump_if_false £Label0D97B0
0573: $157A  1
0173: set_actor $157A z_angle_to  5.2
0004: $15C0 =  1  ;; integer values

:Label0D97B0
00D6: if  0
8118:   NOT   actor $157B dead
004D: jump_if_false £Label0D983D
00D6: if  0
80ED:   NOT   actor $157B  0 ()near_point_on_foot -1138.2  75.5 radius  1.0  1.0
004D: jump_if_false £Label0D9803
0239: actor $157B run_to -1138.2  75.5
0004: $15C1 =  0  ;; integer values
0002: jump £Label0D983D

:Label0D9803
00D6: if  0
0038:   $15C1 ==  0  ;; integer values
004D: jump_if_false £Label0D983D
00D6: if  0
0126:   actor $157B walking
004D: jump_if_false £Label0D983D
0573: $157B  1
0173: set_actor $157B z_angle_to  175.4
0004: $15C1 =  1  ;; integer values

:Label0D983D
00D6: if  0
8118:   NOT   actor $157C dead
004D: jump_if_false £Label0D98CA
00D6: if  0
80ED:   NOT   actor $157C  0 ()near_point_on_foot -1158.2  67.2 radius  1.0  1.0
004D: jump_if_false £Label0D9890
0239: actor $157C run_to -1158.2  67.2
0004: $15C2 =  0  ;; integer values
0002: jump £Label0D98CA

:Label0D9890
00D6: if  0
0038:   $15C2 ==  0  ;; integer values
004D: jump_if_false £Label0D98CA
00D6: if  0
0126:   actor $157C walking
004D: jump_if_false £Label0D98CA
0573: $157C  1
0173: set_actor $157C z_angle_to  5.2
0004: $15C2 =  1  ;; integer values

:Label0D98CA
00D6: if  0
8118:   NOT   actor $157D dead
004D: jump_if_false £Label0D9957
00D6: if  0
80ED:   NOT   actor $157D  0 ()near_point_on_foot -1158.1  75.6 radius  1.0  1.0
004D: jump_if_false £Label0D991D
0239: actor $157D run_to -1158.1  75.6
0004: $15C3 =  0  ;; integer values
0002: jump £Label0D9957

:Label0D991D
00D6: if  0
0038:   $15C3 ==  0  ;; integer values
004D: jump_if_false £Label0D9957
00D6: if  0
0126:   actor $157D walking
004D: jump_if_false £Label0D9957
0573: $157D  1
0173: set_actor $157D z_angle_to  175.4
0004: $15C3 =  1  ;; integer values

:Label0D9957
00D6: if  0
8118:   NOT   actor $157E dead
004D: jump_if_false £Label0D99E4
00D6: if  0
80ED:   NOT   actor $157E  0 ()near_point_on_foot -1163.5  75.8 radius  1.0  1.0
004D: jump_if_false £Label0D99AA
0239: actor $157E run_to -1163.5  75.8
0004: $15C4 =  0  ;; integer values
0002: jump £Label0D99E4

:Label0D99AA
00D6: if  0
0038:   $15C4 ==  0  ;; integer values
004D: jump_if_false £Label0D99E4
00D6: if  0
0126:   actor $157E walking
004D: jump_if_false £Label0D99E4
0573: $157E  1
0173: set_actor $157E z_angle_to  226.7
0004: $15C4 =  1  ;; integer values

:Label0D99E4
0051: return

:Label0D99E6
0298: $15BC = rampage_kills #CBA
0298: $15BD = rampage_kills #CBB
0084: $15BE = $15BC  ;; integer values and handles
0058: $15BE += $15BD  ;; integer values
0051: return

:Label0D9A06
00D6: if  0
8118:   NOT   actor $1587 dead
004D: jump_if_false £Label0D9A23
01C2: remove_references_to_actor $1587  ;; Like turning an actor into a random pedestrian
01CA: actor $1587 kill_player $PLAYER_CHAR

:Label0D9A23
00D6: if  0
8118:   NOT   actor $1588 dead
004D: jump_if_false £Label0D9A40
01C2: remove_references_to_actor $1588  ;; Like turning an actor into a random pedestrian
01CA: actor $1588 kill_player $PLAYER_CHAR

:Label0D9A40
00D6: if  0
8118:   NOT   actor $1589 dead
004D: jump_if_false £Label0D9A5D
01C2: remove_references_to_actor $1589  ;; Like turning an actor into a random pedestrian
01CA: actor $1589 kill_player $PLAYER_CHAR

:Label0D9A5D
00D6: if  0
8118:   NOT   actor $158D dead
004D: jump_if_false £Label0D9A7A
01C2: remove_references_to_actor $158D  ;; Like turning an actor into a random pedestrian
01CA: actor $158D kill_player $PLAYER_CHAR

:Label0D9A7A
00D6: if  0
8118:   NOT   actor $158E dead
004D: jump_if_false £Label0D9A97
01C2: remove_references_to_actor $158E  ;; Like turning an actor into a random pedestrian
01CA: actor $158E kill_player $PLAYER_CHAR

:Label0D9A97
00D6: if  0
8118:   NOT   actor $158F dead
004D: jump_if_false £Label0D9AB4
01C2: remove_references_to_actor $158F  ;; Like turning an actor into a random pedestrian
01CA: actor $158F kill_player $PLAYER_CHAR

:Label0D9AB4
00D6: if  0
8118:   NOT   actor $1584 dead
004D: jump_if_false £Label0D9AD1
01C2: remove_references_to_actor $1584  ;; Like turning an actor into a random pedestrian
01CA: actor $1584 kill_player $PLAYER_CHAR

:Label0D9AD1
00D6: if  0
8118:   NOT   actor $1585 dead
004D: jump_if_false £Label0D9AEE
01C2: remove_references_to_actor $1585  ;; Like turning an actor into a random pedestrian
01CA: actor $1585 kill_player $PLAYER_CHAR

:Label0D9AEE
00D6: if  0
8118:   NOT   actor $1586 dead
004D: jump_if_false £Label0D9B0B
01C2: remove_references_to_actor $1586  ;; Like turning an actor into a random pedestrian
01CA: actor $1586 kill_player $PLAYER_CHAR

:Label0D9B0B
0051: return

;-------------Mission 58---------------
; Originally: Naval Engagement


:Label0D9B0D
03A4: name_thread "CUBAN3"
0050: gosub £Label0D9B3B
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0D9B32
0050: gosub £Label0DC7F5

:Label0D9B32
0050: gosub £Label0DC84A
004E: end_thread

:Label0D9B3B
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "CUBAN3"
058E: set_restart_mission_taxi_destination -1173.5 -599.6  10.2  277.1
0004: $15F9 =  0  ;; integer values
0004: $15FA =  0  ;; integer values
0004: $15FB =  0  ;; integer values
0004: $15FC =  0  ;; integer values
0004: $15FD =  0  ;; integer values
0004: $15FE =  0  ;; integer values
0004: $3D =  0  ;; integer values
0004: $15FF =  0  ;; integer values
0004: $1600 =  6  ;; integer values
0004: $1601 =  0  ;; integer values
0004: $1602 =  0  ;; integer values
0004: $1603 =  0  ;; integer values
0004: $1604 =  0  ;; integer values
0004: $1605 =  0  ;; integer values
0004: $1606 =  0  ;; integer values
0004: $1607 =  0  ;; integer values
0004: $1608 =  0  ;; integer values
0004: $1609 =  0  ;; integer values
0005: $160A =  0.0  ;; floating-point values
0005: $160B =  0.0  ;; floating-point values
0005: $160C =  0.0  ;; floating-point values
0005: $5F =  0.0  ;; floating-point values
0005: $60 =  0.0  ;; floating-point values
0005: $61 =  0.0  ;; floating-point values
0005: $160D =  0.0  ;; floating-point values
0005: $160E =  0.0  ;; floating-point values
0005: $160F =  0.0  ;; floating-point values
0005: $1610 =  0.0  ;; floating-point values
0005: $1611 =  0.0  ;; floating-point values
0005: $1612 =  0.0  ;; floating-point values
04BB: select_interiour  7  ;; select render area
0522: (unknown)
042B: clear_peds_from_cube -1174.8 -609.0  10.4 -116.3 -632.5  15.3
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSPABLO"
023C: load_special_actor  3 "CSPAPA"
023C: load_special_actor  4 "CSPEPE"
023C: load_special_actor  5 "CSUMBTO"
03CB: set_camera -1169.0 -620.0  10.791
038B: load_requested_models

:Label0D9CEB
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label0D9D15
0001: wait  0 ms
0002: jump £Label0D9CEB

:Label0D9D15
02E4: load_cutscene_data "CUB_4"
0244: set_cutscene_pos -1170.708 -608.327  10.791
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $B2 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $B2 "CSPABLO"
02E5: $B3 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $B3 "CSPAPA"
02E5: $B4 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $B4 "CSPEPE"
02E5: $B5 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $B5 "CSUMBTO"
0395: clear_area  1 at -1170.9 -603.7 range  10.6  1.0
0055: put_player $PLAYER_CHAR at -1170.9 -603.7  10.6
0171: set_player $PLAYER_CHAR z_angle_to  15.3
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0D9DE7
00D6: if  0
001A:    876 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D9E0A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D9DE7

:Label0D9E0A
00BC: text_highpriority "CUB3_A"  10000 ms  1  ;; Alberto. Una cafe, senor.

:Label0D9E19
00D6: if  0
001A:    2635 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D9E3C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D9E19

:Label0D9E3C
00BC: text_highpriority "CUB3_B"  10000 ms  1  ;; Poppa, don't serve this snake in the straw.

:Label0D9E4B
00D6: if  0
001A:    5749 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D9E6E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D9E4B

:Label0D9E6E
00BC: text_highpriority "CUB3_C"  10000 ms  1  ;; You're two-faced, Tommy!

:Label0D9E7D
00D6: if  0
001A:    7227 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D9EA0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D9E7D

:Label0D9EA0
00BC: text_highpriority "CUB3_D"  10000 ms  1  ;; You're either two-faced, or you're a wimp, baby boy!

:Label0D9EAF
00D6: if  0
001A:    10024 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D9ED2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D9EAF

:Label0D9ED2
00BC: text_highpriority "CUB3_E"  10000 ms  1  ;; The Haitians, man. They're laughing at me!

:Label0D9EE1
00D6: if  0
001A:    12109 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D9F04
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D9EE1

:Label0D9F04
00BC: text_highpriority "CUB3_F"  10000 ms  1  ;; Easy, easy. What's your problem?

:Label0D9F13
00D6: if  0
001A:    13963 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D9F36
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D9F13

:Label0D9F36
00BC: text_highpriority "CUB3_G"  10000 ms  1  ;; They're laughing at me, Tommy. At me!

:Label0D9F45
00D6: if  0
001A:    16044 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D9F68
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D9F45

:Label0D9F68
00BC: text_highpriority "CUB3_H"  10000 ms  1  ;; Umberto Robina! They're doing whatever they like!

:Label0D9F77
00D6: if  0
001A:    18802 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D9F9A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D9F77

:Label0D9F9A
00BC: text_highpriority "CUB3_I"  10000 ms  1  ;; Nobody does whatever they like, Umberto, they do what you let them do.

:Label0D9FA9
00D6: if  0
001A:    21689 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D9FCC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D9FA9

:Label0D9FCC
00BC: text_highpriority "CUB3_J"  10000 ms  1  ;; What?

:Label0D9FDB
00D6: if  0
001A:    23629 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0D9FFE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0D9FDB

:Label0D9FFE
00BC: text_highpriority "CUB3_K"  10000 ms  1  ;; You want somebody taken care of?

:Label0DA00D
00D6: if  0
001A:    24851 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DA030
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DA00D

:Label0DA030
00BC: text_highpriority "CUB3_L"  10000 ms  1  ;; I can handle it, but it's gonna cost you.

:Label0DA03F
00D6: if  0
001A:    26958 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DA062
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DA03F

:Label0DA062
00BC: text_highpriority "CUB3_M"  10000 ms  1  ;; I know we're brothers and all, but this is business.

:Label0DA071
00D6: if  0
001A:    29060 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DA094
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DA071

:Label0DA094
00BC: text_highpriority "CUB3_N"  10000 ms  1  ;; Tommy. You a real man. Businessman, a gentleman.

:Label0DA0A3
00D6: if  0
001A:    33831 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DA0C8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DA0A3

:Label0DA0C8
00BC: text_highpriority "CUB3_O"  10000 ms  1  ;; These Haitians. They have a load of product coming in off shore, really good stuff.

:Label0DA0D7
00D6: if  0
001A:    39459 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DA0FC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DA0D7

:Label0DA0FC
00BC: text_highpriority "CUB3_P"  10000 ms  1  ;; We take it, and we finish them.

:Label0DA10B
00D6: if  0
001A:    42056 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DA130
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DA10B

:Label0DA130
00BC: text_highpriority "CUB3_Q"  10000 ms  1  ;; You take it, and I look after you. Like my brother. Like my son.

:Label0DA13F
00D6: if  0
001A:    47769 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DA164
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DA13F

:Label0DA164
00BC: text_highpriority "CUB3_R"  10000 ms  1  ;; I think I prefer the cash to being bounced on your knee, amigo.

:Label0DA173
00D6: if  0
001A:    51904 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DA198
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DA173

:Label0DA198
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0DA1A1
00D6: if  0
016B:   fading
004D: jump_if_false £Label0DA1B9
0001: wait  0 ms
0002: jump £Label0DA1A1

:Label0DA1B9
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
04BB: select_interiour  0  ;; select render area
0004: $3DD =  0  ;; integer values
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0169: set_fade_color  0  0  0
0001: wait  500 ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  1  60000
03F1: pedtype  8 add_threat  1
0247: request_model #TROPIC
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #JETMAX
0247: request_model #UZI
0247: request_model #SGA
0247: request_model #GRENADE
0247: request_model #DINGHY
0247: request_model #SGB
0247: request_model #CBB
0247: request_model -120 (BRIEFCASE)
0247: request_model #RUGER
0247: request_model #BUDDYSHOT

:Label0DA248
00D6: if  23
8248:   NOT   model #TROPIC available
8248:   NOT   model #HNA available
8248:   NOT   model #HNB available
8248:   NOT   model #JETMAX available
004D: jump_if_false £Label0DA270
0001: wait  0 ms
0002: jump £Label0DA248

:Label0DA270
00D6: if  23
8248:   NOT   model #SGA available
8248:   NOT   model #UZI available
8248:   NOT   model #GRENADE available
8248:   NOT   model #DINGHY available
004D: jump_if_false £Label0DA299
0001: wait  0 ms
0002: jump £Label0DA270

:Label0DA299
00D6: if  24
8248:   NOT   model #SGB available
8248:   NOT   model #CBB available
8248:   NOT   model -120 (BRIEFCASE) available
8248:   NOT   model #RUGER available
8248:   NOT   model #BUDDYSHOT available
004D: jump_if_false £Label0DA2C5
0001: wait  0 ms
0002: jump £Label0DA299

:Label0DA2C5
03CF: load_wav "CUB3_2" as  1
03CF: load_wav "CUB3_3" as  2

:Label0DA2DD
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0DA2FB
0001: wait  0 ms
0002: jump £Label0DA2DD

:Label0DA2FB
018A: $15F4 = create_checkpoint_at -725.4 -1166.8  9.7
009A: $15D9 = create_actor  7 #CBB at -724.3 -1166.5  9.7
04F5: unknown_actor $15D9 kiss_player $PLAYER_CHAR on  1
0173: set_actor $15D9 z_angle_to  103.3
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "CUB3_07"  11000 ms  1  ;; ~g~ Go meet Rico. He'll drive you to the meet location.

:Label0DA351
00D6: if  0
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -725.4 -1166.8  9.7 radius  1.0  1.0  2.0
004D: jump_if_false £Label0DA3B2
0001: wait  0 ms
00D6: if  0
0118:   actor $15D9 dead
004D: jump_if_false £Label0DA3AB
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0DC7F5

:Label0DA3AB
0002: jump £Label0DA351

:Label0DA3B2
0395: clear_area  1 at -725.4 -1166.8 range  9.7  5.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
041E: set_radio_station  6 -1
00A5: $15D8 = create_car #JETMAX at -722.6 -1163.7  5.0
0175: set_car $15D8 z_angle_to  32.0
0323: unknown_car $15D8 flag  1
015F: set_camera_position -723.1 -1169.5  10.2  0.0  0.0  0.0
0160: point_camera -726.4 -1164.6  11.2  2
00D6: if  0
8118:   NOT   actor $15D9 dead
004D: jump_if_false £Label0DA462
011C: actor $PLAYER_ACTOR clear_objective
020E: actor $PLAYER_ACTOR look_at_actor $15D9
020F: actor $15D9 look_at_player $PLAYER_CHAR
0002: jump £Label0DA478

:Label0DA462
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0DC7F5

:Label0DA478
0001: wait  1000 ms
0372: set_actor $PLAYER_ACTOR anim  19 wait_state_time  10000 ms
00BC: text_highpriority "CUB3_01"  4000 ms  1  ;; Hey Rico. Nice boat, you ready?
03D1: play_wav  1

:Label0DA49A
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $15D9 dead
004D: jump_if_false £Label0DA50A
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0DA4EA
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0DA4E3
0004: $3D =  0  ;; integer values
0002: jump £Label0DA709

:Label0DA4E3
0002: jump £Label0DA503

:Label0DA4EA
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0DA503
0004: $3D =  1  ;; integer values

:Label0DA503
0002: jump £Label0DA49A

:Label0DA50A
040D: unload_wav  1
03D5: remove_text "CUB3_01"  ;; Hey Rico. Nice boat, you ready?
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms
00D6: if  0
8118:   NOT   actor $15D9 dead
004D: jump_if_false £Label0DA542
0372: set_actor $15D9 anim  19 wait_state_time  10000 ms
0002: jump £Label0DA558

:Label0DA542
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0DC7F5

:Label0DA558
00BC: text_highpriority "CUB3_05"  4000 ms  1  ;; Si Tommy. Now you be a good shot today,
03D1: play_wav  2

:Label0DA56B
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $15D9 dead
004D: jump_if_false £Label0DA5DB
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0DA5BB
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0DA5B4
0004: $3D =  0  ;; integer values
0002: jump £Label0DA709

:Label0DA5B4
0002: jump £Label0DA5D4

:Label0DA5BB
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0DA5D4
0004: $3D =  1  ;; integer values

:Label0DA5D4
0002: jump £Label0DA56B

:Label0DA5DB
040D: unload_wav  2
03D5: remove_text "CUB3_05"  ;; Si Tommy. Now you be a good shot today,
015F: set_camera_position -709.8 -1161.3  11.0  0.0  0.0  0.0
0160: point_camera -724.3 -1166.5  9.7  2
03CF: load_wav "CUB3_4" as  2

:Label0DA628
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0DA642
0001: wait  0 ms
0002: jump £Label0DA628

:Label0DA642
00BC: text_highpriority "CUB3_06"  4000 ms  1  ;; My boat, she no good full of holes, ok?
03D1: play_wav  2

:Label0DA655
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $15D9 dead
004D: jump_if_false £Label0DA6C5
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0DA6A5
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0DA69E
0004: $3D =  0  ;; integer values
0002: jump £Label0DA709

:Label0DA69E
0002: jump £Label0DA6BE

:Label0DA6A5
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0DA6BE
0004: $3D =  1  ;; integer values

:Label0DA6BE
0002: jump £Label0DA655

:Label0DA6C5
040D: unload_wav  2
03D5: remove_text "CUB3_06"  ;; My boat, she no good full of holes, ok?
00D6: if  0
8118:   NOT   actor $15D9 dead
004D: jump_if_false £Label0DA6F3
0372: set_actor $15D9 anim  0 wait_state_time  100 ms
0002: jump £Label0DA709

:Label0DA6F3
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0DC7F5

:Label0DA709
040D: unload_wav  1
040D: unload_wav  2
03EB: clear_small_messages_only
00D6: if  0
8118:   NOT   actor $15D9 dead
004D: jump_if_false £Label0DA733
0372: set_actor $15D9 anim  0 wait_state_time  100 ms
0002: jump £Label0DA749

:Label0DA733
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0DC7F5

:Label0DA749
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  100 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  1  1  1
016A: fade  0 ()  1500 ms
00D6: if  2
8490:   NOT   player $PLAYER_CHAR has_weapon  26
8490:   NOT   player $PLAYER_CHAR has_weapon  28
8490:   NOT   player $PLAYER_CHAR has_weapon  29
004D: jump_if_false £Label0DA797
01B1: give_player $PLAYER_CHAR weapon  27 ammo  30  ;; Load the weapon model before using this

:Label0DA797
00D6: if  0
016B:   fading
004D: jump_if_false £Label0DA7AF
0001: wait  0 ms
0002: jump £Label0DA797

:Label0DA7AF
009B: destroy_actor_instantly $15D9
00D6: if  0
8119:   NOT   car $15D8 wrecked
004D: jump_if_false £Label0DA81C
0464: put_actor $PLAYER_ACTOR into_turret_on_car $15D8 at_car_offset  0.0 -.4  1.5 unknown  2 angle  360.0 with_weapon  0
0129: $15D9 = create_actor  7 #CBB in_car $15D8 driverseat
04F5: unknown_actor $15D9 kiss_player $PLAYER_CHAR on  1
02D3: boat $15D8 drive_to -754.0 -425.7  6.6
02A9: set_actor $15D9 immune_to_nonplayer  1
0002: jump £Label0DA832

:Label0DA81C
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0DC7F5

:Label0DA832
0164: disable_marker $15F4
00A5: $15DB = create_car #TROPIC at -660.0 -269.1  5.0
0175: set_car $15DB z_angle_to  134.0
0323: unknown_car $15DB flag  1
009A: $15DF = create_actor  8 #HNA at -647.0 -256.7  5.0
0464: put_actor $15DF into_turret_on_car $15DB at_car_offset  0.0 -4.0  1.2 unknown  1 angle  360.0 with_weapon  23
0173: set_actor $15DF z_angle_to  227.4
01ED: reset_actor $15DF flags
0243: set_actor $15DF ped_stats_to  16
0291: unknown_actor $15DF unknown_behavior_flag  1
009A: $15E0 = create_actor  8 #HNA at -647.0 -256.7  5.0
0464: put_actor $15E0 into_turret_on_car $15DB at_car_offset  2.3  0.0  2.0 unknown  2 angle  360.0 with_weapon  23
0173: set_actor $15E0 z_angle_to  140.4
01ED: reset_actor $15E0 flags
0243: set_actor $15E0 ped_stats_to  16
0291: unknown_actor $15E0 unknown_behavior_flag  1
009A: $15E1 = create_actor  8 #HNA at -647.0 -256.7  5.0
0464: put_actor $15E1 into_turret_on_car $15DB at_car_offset  0.0 -1.3  3.8 unknown  2 angle  360.0 with_weapon  27
0173: set_actor $15E1 z_angle_to  140.4
01ED: reset_actor $15E1 flags
0243: set_actor $15E1 ped_stats_to  16
0291: unknown_actor $15E1 unknown_behavior_flag  1
00A5: $15DA = create_car #TROPIC at -647.0 -256.7  5.0
0175: set_car $15DA z_angle_to  317.0
0323: unknown_car $15DA flag  1
009A: $15DC = create_actor  8 #HNA at -647.0 -256.7  5.0
0464: put_actor $15DC into_turret_on_car $15DA at_car_offset  0.0 -4.0  1.2 unknown  0 angle  360.0 with_weapon  23
0173: set_actor $15DC z_angle_to  102.4
01ED: reset_actor $15DC flags
0243: set_actor $15DC ped_stats_to  16
0291: unknown_actor $15DC unknown_behavior_flag  1
009A: $15DD = create_actor  8 #HNA at -647.0 -256.7  5.0
0464: put_actor $15DD into_turret_on_car $15DA at_car_offset -2.3  0.0  2.0 unknown  3 angle  360.0 with_weapon  27
01ED: reset_actor $15DD flags
0243: set_actor $15DD ped_stats_to  16
0291: unknown_actor $15DD unknown_behavior_flag  1
009A: $15DE = create_actor  8 #HNA at -647.0 -256.7  5.0
0464: put_actor $15DE into_turret_on_car $15DA at_car_offset  .2 -1.3  3.8 unknown  3 angle  360.0 with_weapon  23
0173: set_actor $15DE z_angle_to  322.4
01ED: reset_actor $15DE flags
0243: set_actor $15DE ped_stats_to  16
0291: unknown_actor $15DE unknown_behavior_flag  1
009A: $15E2 = create_actor  8 #HNB at -649.9 -269.6  8.5
0173: set_actor $15E2 z_angle_to  229.2
01ED: reset_actor $15E2 flags
0243: set_actor $15E2 ped_stats_to  16
0291: unknown_actor $15E2 unknown_behavior_flag  1
0350: unknown_actor $15E2 not_scared_flag  1
009A: $15EC = create_actor  8 #HNA at -650.1 -267.7  8.5
0173: set_actor $15EC z_angle_to  60.6
01ED: reset_actor $15EC flags
0243: set_actor $15EC ped_stats_to  16
0291: unknown_actor $15EC unknown_behavior_flag  1
0350: unknown_actor $15EC not_scared_flag  1
009A: $15ED = create_actor  8 #HNA at -651.6 -269.0  8.5
0173: set_actor $15ED z_angle_to  222.9
01ED: reset_actor $15ED flags
0243: set_actor $15ED ped_stats_to  16
0291: unknown_actor $15ED unknown_behavior_flag  1
0350: unknown_actor $15ED not_scared_flag  1
009A: $15E3 = create_actor  9 #SGB at -648.8 -270.8  8.5
0173: set_actor $15E3 z_angle_to  49.2
01ED: reset_actor $15E3 flags
0243: set_actor $15E3 ped_stats_to  16
0291: unknown_actor $15E3 unknown_behavior_flag  1
0350: unknown_actor $15E3 not_scared_flag  1
009A: $15E4 = create_actor  9 #SGA at -647.4 -270.8  8.5
0173: set_actor $15E4 z_angle_to  34.2
01ED: reset_actor $15E4 flags
0243: set_actor $15E4 ped_stats_to  16
0291: unknown_actor $15E4 unknown_behavior_flag  1
0350: unknown_actor $15E4 not_scared_flag  1
009A: $15E5 = create_actor  9 #SGA at -649.3 -272.5  8.5
0173: set_actor $15E5 z_angle_to  33.0
01ED: reset_actor $15E5 flags
0243: set_actor $15E5 ped_stats_to  16
0291: unknown_actor $15E5 unknown_behavior_flag  1
0350: unknown_actor $15E5 not_scared_flag  1
009A: $15E6 = create_actor  9 #SGA at -621.9 -307.8  25.9
0173: set_actor $15E6 z_angle_to  35.4
01ED: reset_actor $15E6 flags
0243: set_actor $15E6 ped_stats_to  16
0291: unknown_actor $15E6 unknown_behavior_flag  1
0350: unknown_actor $15E6 not_scared_flag  1
03F9: make_actors $15E2 $15E3 converse_in  5000000 ms
00AB: put_car $15D8 at -754.0 -425.7  5.5
016A: fade  1 (back)  1500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -743.5 -318.2  11.0  0.0  0.0  0.0
0158: camera_on_vehicle $15D8  15  2
0006:  16@ =  0  ;; integer values

:Label0DAC82
0001: wait  0 ms
03BA: clear_cars_from_cube -530.2 -186.3  10.0 -791.8 -447.8  0.0
00D6: if  0
8119:   NOT   car $15D8 wrecked
004D: jump_if_false £Label0DAF46
00D6: if  0
0038:   $15F9 ==  0  ;; integer values
004D: jump_if_false £Label0DAD39
00D6: if  0
01AD:   car $15D8  0 ()near_point -754.0 -425.7  10.0  10.0
004D: jump_if_false £Label0DACF8
02DB: set_boat $15D8 speed_to  20.0

:Label0DACF8
00D6: if  0
01AD:   car $15D8  0 ()near_point -754.0 -425.7  5.0  5.0
004D: jump_if_false £Label0DAD39
02D3: boat $15D8 drive_to -705.8 -304.5  6.6
0004: $15F9 =  1  ;; integer values

:Label0DAD39
00D6: if  0
0038:   $15F9 ==  1  ;; integer values
004D: jump_if_false £Label0DADFF
00D6: if  0
01AD:   car $15D8  0 ()near_point -705.8 -304.5  10.0  10.0
004D: jump_if_false £Label0DAD7B
02DB: set_boat $15D8 speed_to  12.0

:Label0DAD7B
00D6: if  0
01AD:   car $15D8  0 ()near_point -705.8 -304.5  5.0  5.0
004D: jump_if_false £Label0DADFF
00D6: if  0
8119:   NOT   car $15DB wrecked
004D: jump_if_false £Label0DADE4
015F: set_camera_position -645.2 -269.7  11.0  0.0  0.0  0.0
0160: point_camera -650.9 -269.9  9.2  2

:Label0DADE4
02D3: boat $15D8 drive_to -670.8 -263.8  6.6
0004: $15F9 =  2  ;; integer values

:Label0DADFF
00D6: if  0
0038:   $15F9 ==  2  ;; integer values
004D: jump_if_false £Label0DAE52
00D6: if  0
01AD:   car $15D8  0 ()near_point -670.8 -263.8  10.0  10.0
004D: jump_if_false £Label0DAE52
02D3: boat $15D8 drive_to -666.3 -258.5  6.6
0004: $15F9 =  3  ;; integer values

:Label0DAE52
00D6: if  0
0038:   $15F9 ==  3  ;; integer values
004D: jump_if_false £Label0DAE9D
00D6: if  0
01AD:   car $15D8  0 ()near_point -666.3 -258.5  10.0  10.0
004D: jump_if_false £Label0DAE9D
02D4: unknown_turn_off_car $15D8 engine
0323: unknown_car $15D8 flag  1
0004: $15F9 =  4  ;; integer values

:Label0DAE9D
00D6: if  0
0038:   $15F9 ==  4  ;; integer values
004D: jump_if_false £Label0DAF46
00D6: if  0
01AD:   car $15D8  0 ()near_point -666.3 -258.5  2.0  2.0
004D: jump_if_false £Label0DAF46
02D4: unknown_turn_off_car $15D8 engine
0323: unknown_car $15D8 flag  1
0465: remove_actor $PLAYER_ACTOR from_turret_mode
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0407: create_coordinate $5F $60 $61 from_car $15D8 offset  0.0 -.4  1.1
0055: put_player $PLAYER_CHAR at $5F $60  6.6
0171: set_player $PLAYER_CHAR z_angle_to  213.7
0001: wait  0 ms
0373: set_camera_directly_behind_player
00BC: text_highpriority "CUB3_02"  5000 ms  1  ;; ~g~KILL ALL THE HAITIANS ON THE BOATS!!
0002: jump £Label0DAF78

:Label0DAF46
00D6: if  21
0119:   car $15D8 wrecked
0118:   actor $15D9 dead
004D: jump_if_false £Label0DAF71
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0DC7F5

:Label0DAF71
0002: jump £Label0DAC82

:Label0DAF78
0001: wait  0 ms
03BA: clear_cars_from_cube -530.2 -186.3  10.0 -791.8 -447.8  0.0
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0DB1CF
0482:  5.0
00D6: if  0
8118:   NOT   actor $15E3 dead
004D: jump_if_false £Label0DAFD5
011A: set_actor $15E3 flags  256
01B2: give_actor $15E3 weapon  27 ammo  30000  ;; Load the weapon model before using this

:Label0DAFD5
00D6: if  0
8118:   NOT   actor $15E4 dead
004D: jump_if_false £Label0DAFF7
011A: set_actor $15E4 flags  256
01B2: give_actor $15E4 weapon  27 ammo  30000  ;; Load the weapon model before using this

:Label0DAFF7
00D6: if  0
8118:   NOT   actor $15E5 dead
004D: jump_if_false £Label0DB019
011A: set_actor $15E5 flags  256
01B2: give_actor $15E5 weapon  27 ammo  30000  ;; Load the weapon model before using this

:Label0DB019
00D6: if  0
8118:   NOT   actor $15E6 dead
004D: jump_if_false £Label0DB042
011A: set_actor $15E6 flags  256
011A: set_actor $15E6 flags  1
01B2: give_actor $15E6 weapon  27 ammo  30000  ;; Load the weapon model before using this

:Label0DB042
00D6: if  0
8118:   NOT   actor $15E2 dead
004D: jump_if_false £Label0DB059
0350: unknown_actor $15E2 not_scared_flag  0

:Label0DB059
00D6: if  0
8118:   NOT   actor $15EC dead
004D: jump_if_false £Label0DB07F
0350: unknown_actor $15EC not_scared_flag  0
0211: actor $15EC walk_to -645.4 -278.9

:Label0DB07F
00D6: if  0
8118:   NOT   actor $15ED dead
004D: jump_if_false £Label0DB096
0350: unknown_actor $15ED not_scared_flag  0

:Label0DB096
00D6: if  0
8118:   NOT   actor $15DC dead
004D: jump_if_false £Label0DB0C9
011A: set_actor $15DC flags  1
01BE: set_actor $15DC to_look_at_spot -663.3 -253.8  6.0
01CA: actor $15DC kill_player $PLAYER_CHAR

:Label0DB0C9
00D6: if  0
8118:   NOT   actor $15DD dead
004D: jump_if_false £Label0DB0FC
011A: set_actor $15DD flags  1
01BE: set_actor $15DD to_look_at_spot -663.3 -253.8  6.0
01CA: actor $15DD kill_player $PLAYER_CHAR

:Label0DB0FC
00D6: if  0
8118:   NOT   actor $15DE dead
004D: jump_if_false £Label0DB12F
011A: set_actor $15DE flags  1
01BE: set_actor $15DE to_look_at_spot -663.3 -253.8  6.0
01CA: actor $15DE kill_player $PLAYER_CHAR

:Label0DB12F
00D6: if  0
8118:   NOT   actor $15DF dead
004D: jump_if_false £Label0DB162
011A: set_actor $15DF flags  1
01BE: set_actor $15DF to_look_at_spot -663.3 -253.8  6.0
01CA: actor $15DF kill_player $PLAYER_CHAR

:Label0DB162
00D6: if  0
8118:   NOT   actor $15E0 dead
004D: jump_if_false £Label0DB195
011A: set_actor $15E0 flags  1
01BE: set_actor $15E0 to_look_at_spot -663.3 -253.8  6.0
01CA: actor $15E0 kill_player $PLAYER_CHAR

:Label0DB195
00D6: if  0
8118:   NOT   actor $15E1 dead
004D: jump_if_false £Label0DB1C8
011A: set_actor $15E1 flags  1
01BE: set_actor $15E1 to_look_at_spot -663.3 -253.8  6.0
01CA: actor $15E1 kill_player $PLAYER_CHAR

:Label0DB1C8
0002: jump £Label0DB201

:Label0DB1CF
00D6: if  21
0119:   car $15D8 wrecked
0118:   actor $15D9 dead
004D: jump_if_false £Label0DB1FA
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0DC7F5

:Label0DB1FA
0002: jump £Label0DAF78

:Label0DB201
0001: wait  0 ms
00D6: if  0
0038:   $15FF ==  0  ;; integer values
004D: jump_if_false £Label0DB27F
03CF: load_wav "CUB3_1" as  1

:Label0DB223
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0DB23D
0001: wait  0 ms
0002: jump £Label0DB223

:Label0DB23D
00BC: text_highpriority "CUB3_08"  4000 ms  1  ;; Uh oh.. Pack of Cubans. We under attack!
03D1: play_wav  1

:Label0DB250
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0DB26A
0001: wait  0 ms
0002: jump £Label0DB250

:Label0DB26A
040D: unload_wav  1
03D5: remove_text "CUB3_08"  ;; Uh oh.. Pack of Cubans. We under attack!
0004: $15FF =  1  ;; integer values

:Label0DB27F
00D6: if  0
0118:   actor $15E2 dead
004D: jump_if_false £Label0DB8C6
00D6: if  0
0038:   $15FB ==  0  ;; integer values
004D: jump_if_false £Label0DB2D2
0213: $15EE = create_pickup -120 (BRIEFCASE) type  3 at -650.4 -268.5  9.0
018A: $15F5 = create_checkpoint_at -650.4 -268.5 $160C
0004: $15FB =  1  ;; integer values

:Label0DB2D2
00D6: if  0
0118:   actor $15EC dead
004D: jump_if_false £Label0DB8C6
00D6: if  0
0118:   actor $15ED dead
004D: jump_if_false £Label0DB8C6
00D6: if  0
0118:   actor $15DC dead
004D: jump_if_false £Label0DB359
00D6: if  0
0118:   actor $15DD dead
004D: jump_if_false £Label0DB359
00D6: if  0
0118:   actor $15DE dead
004D: jump_if_false £Label0DB359
00D6: if  0
0118:   actor $15DF dead
004D: jump_if_false £Label0DB359
00D6: if  0
0118:   actor $15E0 dead
004D: jump_if_false £Label0DB359
00D6: if  0
0118:   actor $15E1 dead
004D: jump_if_false £Label0DB359
0002: jump £Label0DB9F6

:Label0DB359
00D6: if  0
8118:   NOT   actor $15E3 dead
004D: jump_if_false £Label0DB528
01ED: reset_actor $15E3 flags
0350: unknown_actor $15E3 not_scared_flag  0
0319: set_actor $15E3 wander_state_to  1 (off)
00D6: if  0
0038:   $15FA ==  0  ;; integer values
004D: jump_if_false £Label0DB3A4
0211: actor $15E3 walk_to -645.4 -278.9
0004: $15FA =  1  ;; integer values

:Label0DB3A4
00D6: if  0
0038:   $15FA ==  1  ;; integer values
004D: jump_if_false £Label0DB408
00D6: if  0
00EC:   actor $15E3  0 ()near_point -645.4 -278.9 radius  2.0  2.0
004D: jump_if_false £Label0DB3F9
0211: actor $15E3 walk_to -648.7 -285.6
0004: $15FA =  2  ;; integer values
0002: jump £Label0DB408

:Label0DB3F9
0211: actor $15E3 walk_to -645.4 -278.9

:Label0DB408
00D6: if  0
0038:   $15FA ==  2  ;; integer values
004D: jump_if_false £Label0DB46C
00D6: if  0
00EC:   actor $15E3  0 ()near_point -648.7 -285.6 radius  2.0  2.0
004D: jump_if_false £Label0DB45D
0211: actor $15E3 walk_to -634.7 -303.2
0004: $15FA =  3  ;; integer values
0002: jump £Label0DB46C

:Label0DB45D
0211: actor $15E3 walk_to -648.7 -285.6

:Label0DB46C
00D6: if  0
0038:   $15FA ==  3  ;; integer values
004D: jump_if_false £Label0DB4D0
00D6: if  0
00EC:   actor $15E3  0 ()near_point -634.7 -303.2 radius  2.0  2.0
004D: jump_if_false £Label0DB4C1
0211: actor $15E3 walk_to -641.0 -309.0
0004: $15FA =  4  ;; integer values
0002: jump £Label0DB4D0

:Label0DB4C1
0211: actor $15E3 walk_to -634.7 -303.2

:Label0DB4D0
00D6: if  0
0038:   $15FA ==  4  ;; integer values
004D: jump_if_false £Label0DB528
00D6: if  0
00EC:   actor $15E3  0 ()near_point -641.0 -309.0 radius  2.0  2.0
004D: jump_if_false £Label0DB528
011C: actor $15E3 clear_objective
01BE: set_actor $15E3 to_look_at_spot -650.0 -269.1  9.0
0004: $15FA =  5  ;; integer values

:Label0DB528
00D6: if  0
8118:   NOT   actor $15E4 dead
004D: jump_if_false £Label0DB6F7
01ED: reset_actor $15E4 flags
0350: unknown_actor $15E4 not_scared_flag  0
0319: set_actor $15E4 wander_state_to  1 (off)
00D6: if  0
0038:   $15FD ==  0  ;; integer values
004D: jump_if_false £Label0DB573
0211: actor $15E4 walk_to -645.4 -278.9
0004: $15FD =  1  ;; integer values

:Label0DB573
00D6: if  0
0038:   $15FD ==  1  ;; integer values
004D: jump_if_false £Label0DB5D7
00D6: if  0
00EC:   actor $15E4  0 ()near_point -645.4 -278.9 radius  2.0  2.0
004D: jump_if_false £Label0DB5C8
0211: actor $15E4 walk_to -648.7 -285.6
0004: $15FD =  2  ;; integer values
0002: jump £Label0DB5D7

:Label0DB5C8
0211: actor $15E4 walk_to -645.4 -278.9

:Label0DB5D7
00D6: if  0
0038:   $15FD ==  2  ;; integer values
004D: jump_if_false £Label0DB63B
00D6: if  0
00EC:   actor $15E4  0 ()near_point -648.7 -285.6 radius  2.0  2.0
004D: jump_if_false £Label0DB62C
0211: actor $15E4 walk_to -646.9 -289.4
0004: $15FD =  3  ;; integer values
0002: jump £Label0DB63B

:Label0DB62C
0211: actor $15E4 walk_to -648.7 -285.6

:Label0DB63B
00D6: if  0
0038:   $15FD ==  3  ;; integer values
004D: jump_if_false £Label0DB69F
00D6: if  0
00EC:   actor $15E4  0 ()near_point -646.9 -289.4 radius  2.0  2.0
004D: jump_if_false £Label0DB690
0211: actor $15E4 walk_to -656.5 -290.5
0004: $15FD =  4  ;; integer values
0002: jump £Label0DB69F

:Label0DB690
0211: actor $15E4 walk_to -646.9 -289.4

:Label0DB69F
00D6: if  0
0038:   $15FD ==  4  ;; integer values
004D: jump_if_false £Label0DB6F7
00D6: if  0
00EC:   actor $15E4  0 ()near_point -656.5 -290.5 radius  2.0  2.0
004D: jump_if_false £Label0DB6F7
011C: actor $15E4 clear_objective
01BE: set_actor $15E4 to_look_at_spot -650.0 -269.1  9.0
0004: $15FD =  5  ;; integer values

:Label0DB6F7
00D6: if  0
8118:   NOT   actor $15E5 dead
004D: jump_if_false £Label0DB8C6
01ED: reset_actor $15E5 flags
0350: unknown_actor $15E5 not_scared_flag  0
0319: set_actor $15E5 wander_state_to  1 (off)
00D6: if  0
0038:   $15FE ==  0  ;; integer values
004D: jump_if_false £Label0DB742
0211: actor $15E5 walk_to -645.4 -278.9
0004: $15FE =  1  ;; integer values

:Label0DB742
00D6: if  0
0038:   $15FE ==  1  ;; integer values
004D: jump_if_false £Label0DB7A6
00D6: if  0
00EC:   actor $15E5  0 ()near_point -645.4 -278.9 radius  2.0  2.0
004D: jump_if_false £Label0DB797
0211: actor $15E5 walk_to -648.7 -285.6
0004: $15FE =  2  ;; integer values
0002: jump £Label0DB7A6

:Label0DB797
0211: actor $15E5 walk_to -645.4 -278.9

:Label0DB7A6
00D6: if  0
0038:   $15FE ==  2  ;; integer values
004D: jump_if_false £Label0DB80A
00D6: if  0
00EC:   actor $15E5  0 ()near_point -648.7 -285.6 radius  2.0  2.0
004D: jump_if_false £Label0DB7FB
0211: actor $15E5 walk_to -646.9 -289.4
0004: $15FE =  3  ;; integer values
0002: jump £Label0DB80A

:Label0DB7FB
0211: actor $15E5 walk_to -648.7 -285.6

:Label0DB80A
00D6: if  0
0038:   $15FE ==  3  ;; integer values
004D: jump_if_false £Label0DB86E
00D6: if  0
00EC:   actor $15E5  0 ()near_point -646.9 -289.4 radius  2.0  2.0
004D: jump_if_false £Label0DB85F
0211: actor $15E5 walk_to -643.5 -283.1
0004: $15FE =  4  ;; integer values
0002: jump £Label0DB86E

:Label0DB85F
0211: actor $15E5 walk_to -646.9 -289.4

:Label0DB86E
00D6: if  0
0038:   $15FE ==  4  ;; integer values
004D: jump_if_false £Label0DB8C6
00D6: if  0
00EC:   actor $15E5  0 ()near_point -643.5 -283.1 radius  2.0  2.0
004D: jump_if_false £Label0DB8C6
011C: actor $15E5 clear_objective
01BE: set_actor $15E5 to_look_at_spot -650.0 -269.1  9.0
0004: $15FE =  5  ;; integer values

:Label0DB8C6
00D6: if  0
0118:   actor $15D9 dead
004D: jump_if_false £Label0DB8EC
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0DC7F5

:Label0DB8EC
00D6: if  0
0119:   car $15D8 wrecked
004D: jump_if_false £Label0DB908
0322: kill_player $PLAYER_CHAR
0002: jump £Label0DC7F5

:Label0DB908
00D6: if  0
0118:   actor $15EC dead
004D: jump_if_false £Label0DB91D
01C2: remove_references_to_actor $15EC  ;; Like turning an actor into a random pedestrian

:Label0DB91D
00D6: if  0
0118:   actor $15ED dead
004D: jump_if_false £Label0DB932
01C2: remove_references_to_actor $15ED  ;; Like turning an actor into a random pedestrian

:Label0DB932
00D6: if  0
0118:   actor $15DC dead
004D: jump_if_false £Label0DB947
01C2: remove_references_to_actor $15DC  ;; Like turning an actor into a random pedestrian

:Label0DB947
00D6: if  0
0118:   actor $15DD dead
004D: jump_if_false £Label0DB95C
01C2: remove_references_to_actor $15DD  ;; Like turning an actor into a random pedestrian

:Label0DB95C
00D6: if  0
0118:   actor $15DE dead
004D: jump_if_false £Label0DB971
01C2: remove_references_to_actor $15DE  ;; Like turning an actor into a random pedestrian

:Label0DB971
00D6: if  0
0118:   actor $15DF dead
004D: jump_if_false £Label0DB986
01C2: remove_references_to_actor $15DF  ;; Like turning an actor into a random pedestrian

:Label0DB986
00D6: if  0
0118:   actor $15E0 dead
004D: jump_if_false £Label0DB99B
01C2: remove_references_to_actor $15E0  ;; Like turning an actor into a random pedestrian

:Label0DB99B
00D6: if  0
0118:   actor $15E1 dead
004D: jump_if_false £Label0DB9B0
01C2: remove_references_to_actor $15E1  ;; Like turning an actor into a random pedestrian

:Label0DB9B0
00D6: if  0
0118:   actor $15E3 dead
004D: jump_if_false £Label0DB9C5
01C2: remove_references_to_actor $15E3  ;; Like turning an actor into a random pedestrian

:Label0DB9C5
00D6: if  0
0118:   actor $15E4 dead
004D: jump_if_false £Label0DB9DA
01C2: remove_references_to_actor $15E4  ;; Like turning an actor into a random pedestrian

:Label0DB9DA
00D6: if  0
0118:   actor $15E5 dead
004D: jump_if_false £Label0DB9EF
01C2: remove_references_to_actor $15E5  ;; Like turning an actor into a random pedestrian

:Label0DB9EF
0002: jump £Label0DB201

:Label0DB9F6
0001: wait  1000 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -642.3 -241.4  10.0  0.0  0.0  0.0
0160: point_camera -630.5 -261.4  7.0  2
03BA: clear_cars_from_cube -530.2 -186.3  10.0 -791.8 -447.8  0.0
041E: set_radio_station  6 -1
00D6: if  0
8119:   NOT   car $15D8 wrecked
004D: jump_if_false £Label0DBAD9
0464: put_actor $PLAYER_ACTOR into_turret_on_car $15D8 at_car_offset  0.0 -.4  1.5 unknown  2 angle  360.0 with_weapon  0
00AB: put_car $15D8 at -642.3 -230.4  6.0
0175: set_car $15D8 z_angle_to  223.0
0323: unknown_car $15D8 flag  0
02DB: set_boat $15D8 speed_to  10.0
02D3: boat $15D8 drive_to -632.1 -251.0  6.5
0002: jump £Label0DBAEF

:Label0DBAD9
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0DC7F5

:Label0DBAEF
00D6: if  0
8118:   NOT   actor $15E3 dead
004D: jump_if_false £Label0DBB59
00D6: if  0
80EC:   NOT   actor $15E3  0 ()near_point -641.0 -309.0 radius  2.0  2.0
004D: jump_if_false £Label0DBB52
011C: actor $15E3 clear_objective
00A1: put_actor $15E3 at -641.0 -309.0  11.5
01BE: set_actor $15E3 to_look_at_spot -650.0 -269.1  9.0

:Label0DBB52
0002: jump £Label0DBB5E

:Label0DBB59
01C2: remove_references_to_actor $15E3  ;; Like turning an actor into a random pedestrian

:Label0DBB5E
00D6: if  0
8118:   NOT   actor $15E4 dead
004D: jump_if_false £Label0DBBC8
00D6: if  0
80EC:   NOT   actor $15E4  0 ()near_point -656.5 -290.5 radius  2.0  2.0
004D: jump_if_false £Label0DBBC1
011C: actor $15E4 clear_objective
00A1: put_actor $15E4 at -656.5 -290.5  9.0
01BE: set_actor $15E4 to_look_at_spot -650.0 -269.1  9.0

:Label0DBBC1
0002: jump £Label0DBBCD

:Label0DBBC8
01C2: remove_references_to_actor $15E4  ;; Like turning an actor into a random pedestrian

:Label0DBBCD
00D6: if  0
8118:   NOT   actor $15E5 dead
004D: jump_if_false £Label0DBC37
00D6: if  0
80EC:   NOT   actor $15E5  0 ()near_point -643.5 -283.1 radius  2.0  2.0
004D: jump_if_false £Label0DBC30
011C: actor $15E5 clear_objective
00A1: put_actor $15E5 at -643.5 -283.1  9.0
01BE: set_actor $15E5 to_look_at_spot -650.0 -269.1  9.0

:Label0DBC30
0002: jump £Label0DBC3C

:Label0DBC37
01C2: remove_references_to_actor $15E5  ;; Like turning an actor into a random pedestrian

:Label0DBC3C
0001: wait  1000 ms

:Label0DBC41
0001: wait  0 ms
03BA: clear_cars_from_cube -530.2 -186.3  10.0 -791.8 -447.8  0.0
00D6: if  0
8119:   NOT   car $15D8 wrecked
004D: jump_if_false £Label0DBFD5
00D6: if  0
01AD:   car $15D8  0 ()near_point -632.1 -251.0  5.0  5.0
004D: jump_if_false £Label0DBFCE
02D4: unknown_turn_off_car $15D8 engine
0323: unknown_car $15D8 flag  1
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0169: set_fade_color  1  1  1
016A: fade  0 ()  500 ms
0001: wait  600 ms
0055: put_player $PLAYER_CHAR at -633.2 -263.6  8.7
0171: set_player $PLAYER_CHAR z_angle_to  143.3
00D6: if  0
8119:   NOT   car $15D8 wrecked
004D: jump_if_false £Label0DBD0C
00AB: put_car $15D8 at -633.3 -256.2  5.5
0175: set_car $15D8 z_angle_to  213.0

:Label0DBD0C
00D6: if  0
8118:   NOT   actor $15E3 dead
004D: jump_if_false £Label0DBD3C
0350: unknown_actor $15E3 not_scared_flag  1
011A: set_actor $15E3 flags  1
01B2: give_actor $15E3 weapon  27 ammo  30000  ;; Load the weapon model before using this
01CA: actor $15E3 kill_player $PLAYER_CHAR

:Label0DBD3C
00D6: if  0
8118:   NOT   actor $15E4 dead
004D: jump_if_false £Label0DBD6C
0350: unknown_actor $15E4 not_scared_flag  1
011A: set_actor $15E4 flags  1
01B2: give_actor $15E4 weapon  27 ammo  30000  ;; Load the weapon model before using this
01CA: actor $15E4 kill_player $PLAYER_CHAR

:Label0DBD6C
00D6: if  0
8118:   NOT   actor $15E5 dead
004D: jump_if_false £Label0DBD9C
0350: unknown_actor $15E5 not_scared_flag  1
011A: set_actor $15E5 flags  1
01B2: give_actor $15E5 weapon  27 ammo  30000  ;; Load the weapon model before using this
01CA: actor $15E5 kill_player $PLAYER_CHAR

:Label0DBD9C
009A: $15F2 = create_actor  9 #SGB at -629.9 -300.4  11.0
0173: set_actor $15F2 z_angle_to  66.4
01ED: reset_actor $15F2 flags
0243: set_actor $15F2 ped_stats_to  16
0291: unknown_actor $15F2 unknown_behavior_flag  1
0350: unknown_actor $15F2 not_scared_flag  1
011A: set_actor $15F2 flags  1
01B2: give_actor $15F2 weapon  27 ammo  30000  ;; Load the weapon model before using this
01CA: actor $15F2 kill_player $PLAYER_CHAR
009A: $15E7 = create_actor  9 #SGA at -627.3 -310.8  12.1
0173: set_actor $15E7 z_angle_to  69.4
01ED: reset_actor $15E7 flags
0243: set_actor $15E7 ped_stats_to  16
0291: unknown_actor $15E7 unknown_behavior_flag  1
0350: unknown_actor $15E7 not_scared_flag  1
011A: set_actor $15E7 flags  1
01B2: give_actor $15E7 weapon  27 ammo  30000  ;; Load the weapon model before using this
01CA: actor $15E7 kill_player $PLAYER_CHAR
009A: $15E8 = create_actor  9 #SGA at -631.1 -313.0  12.1
0173: set_actor $15E8 z_angle_to  49.2
01ED: reset_actor $15E8 flags
0243: set_actor $15E8 ped_stats_to  16
0291: unknown_actor $15E8 unknown_behavior_flag  1
0350: unknown_actor $15E8 not_scared_flag  1
011A: set_actor $15E8 flags  1
01B2: give_actor $15E8 weapon  27 ammo  30000  ;; Load the weapon model before using this
01CA: actor $15E8 kill_player $PLAYER_CHAR
009A: $15E9 = create_actor  9 #SGA at -648.6 -326.2  11.0
0173: set_actor $15E9 z_angle_to  2.7
01ED: reset_actor $15E9 flags
0243: set_actor $15E9 ped_stats_to  16
0291: unknown_actor $15E9 unknown_behavior_flag  1
0350: unknown_actor $15E9 not_scared_flag  1
011A: set_actor $15E9 flags  1
01B2: give_actor $15E9 weapon  21 ammo  30000  ;; Load the weapon model before using this
01CA: actor $15E9 kill_player $PLAYER_CHAR
009A: $15EA = create_actor  9 #SGA at -608.5 -294.6  11.0
0173: set_actor $15EA z_angle_to  46.2
01ED: reset_actor $15EA flags
0243: set_actor $15EA ped_stats_to  16
0291: unknown_actor $15EA unknown_behavior_flag  1
0350: unknown_actor $15EA not_scared_flag  1
011A: set_actor $15EA flags  1
01B2: give_actor $15EA weapon  21 ammo  30000  ;; Load the weapon model before using this
01CA: actor $15EA kill_player $PLAYER_CHAR
009A: $15EB = create_actor  9 #SGA at -592.6 -255.9  9.5
0173: set_actor $15EB z_angle_to  10.7
01ED: reset_actor $15EB flags
0243: set_actor $15EB ped_stats_to  16
0291: unknown_actor $15EB unknown_behavior_flag  1
0350: unknown_actor $15EB not_scared_flag  1
011A: set_actor $15EB flags  1
01B2: give_actor $15EB weapon  21 ammo  30000  ;; Load the weapon model before using this
01CA: actor $15EB kill_player $PLAYER_CHAR
00D6: if  0
0038:   $15FC ==  0  ;; integer values
004D: jump_if_false £Label0DBFC0
018A: $15F6 = create_checkpoint_at -641.0 -309.0  11.5

:Label0DBFC0
0004: $15F9 =  0  ;; integer values
0002: jump £Label0DC018

:Label0DBFCE
0002: jump £Label0DBFEB

:Label0DBFD5
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0DC7F5

:Label0DBFEB
0002: jump £Label0DBC41
00D6: if  0
0118:   actor $15D9 dead
004D: jump_if_false £Label0DC018
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0DC7F5

:Label0DC018
0001: wait  600 ms
016A: fade  1 (back)  1500 ms
0001: wait  1600 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00BC: text_highpriority "CUB3_03"  7000 ms  1  ;; ~g~Collect all the briefcases filled with the drugs and cash.

:Label0DC045
0001: wait  0 ms
00D6: if  21
0118:   actor $15D9 dead
0119:   car $15D8 wrecked
004D: jump_if_false £Label0DC074
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0DC7F5

:Label0DC074
00D6: if  0
0118:   actor $15F2 dead
004D: jump_if_false £Label0DC11B
01C2: remove_references_to_actor $15F2  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $15FC ==  0  ;; integer values
004D: jump_if_false £Label0DC0D1
000D: $160B -=  1.0  ;; floating-point values
0213: $15EF = create_pickup -120 (BRIEFCASE) type  3 at $160A $160B $160C
0164: disable_marker $15F6
018A: $15F6 = create_checkpoint_at $160A $160B $160C
0004: $15FC =  1  ;; integer values

:Label0DC0D1
00D6: if  0
0038:   $15FC ==  1  ;; integer values
004D: jump_if_false £Label0DC114
0009: $160B +=  2.0  ;; floating-point values
0213: $15F0 = create_pickup -120 (BRIEFCASE) type  3 at $160A $160B $160C
018A: $15F7 = create_checkpoint_at $160A $160B $160C
0004: $15FC =  2  ;; integer values

:Label0DC114
0002: jump £Label0DC129

:Label0DC11B
00A0: store_actor $15F2 position_to $160A $160B $160C

:Label0DC129
00D6: if  0
0214:   pickup $15EE picked_up
004D: jump_if_false £Label0DC145
0008: $15F9 +=  1  ;; integer values
0164: disable_marker $15F5

:Label0DC145
00D6: if  0
0038:   $15FC ==  2  ;; integer values
004D: jump_if_false £Label0DC18F
00D6: if  0
0214:   pickup $15EF picked_up
004D: jump_if_false £Label0DC173
0008: $15F9 +=  1  ;; integer values
0164: disable_marker $15F6

:Label0DC173
00D6: if  0
0214:   pickup $15F0 picked_up
004D: jump_if_false £Label0DC18F
0008: $15F9 +=  1  ;; integer values
0164: disable_marker $15F7

:Label0DC18F
00D6: if  0
0118:   actor $15E3 dead
004D: jump_if_false £Label0DC1A4
01C2: remove_references_to_actor $15E3  ;; Like turning an actor into a random pedestrian

:Label0DC1A4
00D6: if  0
0118:   actor $15E4 dead
004D: jump_if_false £Label0DC1B9
01C2: remove_references_to_actor $15E4  ;; Like turning an actor into a random pedestrian

:Label0DC1B9
00D6: if  0
0118:   actor $15E5 dead
004D: jump_if_false £Label0DC1CE
01C2: remove_references_to_actor $15E5  ;; Like turning an actor into a random pedestrian

:Label0DC1CE
00D6: if  0
0118:   actor $15E7 dead
004D: jump_if_false £Label0DC1E3
01C2: remove_references_to_actor $15E7  ;; Like turning an actor into a random pedestrian

:Label0DC1E3
00D6: if  0
0118:   actor $15E8 dead
004D: jump_if_false £Label0DC1F8
01C2: remove_references_to_actor $15E8  ;; Like turning an actor into a random pedestrian

:Label0DC1F8
00D6: if  0
0118:   actor $15E9 dead
004D: jump_if_false £Label0DC20D
01C2: remove_references_to_actor $15E9  ;; Like turning an actor into a random pedestrian

:Label0DC20D
00D6: if  0
0118:   actor $15EA dead
004D: jump_if_false £Label0DC222
01C2: remove_references_to_actor $15EA  ;; Like turning an actor into a random pedestrian

:Label0DC222
00D6: if  0
0118:   actor $15EB dead
004D: jump_if_false £Label0DC237
01C2: remove_references_to_actor $15EB  ;; Like turning an actor into a random pedestrian

:Label0DC237
00D6: if  0
0038:   $15F9 ==  3  ;; integer values
004D: jump_if_false £Label0DC5EC
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
009B: destroy_actor_instantly $15DC
009B: destroy_actor_instantly $15DD
00A5: $15F1 = create_car #DINGHY at -635.5 -237.7  5.5
0175: set_car $15F1 z_angle_to  159.0
0323: unknown_car $15F1 flag  1
009A: $15DC = create_actor  8 #HNA at -635.5 -237.7  6.0
0464: put_actor $15DC into_turret_on_car $15F1 at_car_offset  0.0  1.8  1.2 unknown  0 angle  360.0 with_weapon  12
009A: $15DD = create_actor  8 #HNA at -635.5 -237.7  6.0
0464: put_actor $15DD into_turret_on_car $15F1 at_car_offset  .4 -1.8  1.2 unknown  0 angle  360.0 with_weapon  12
0372: set_actor $15DD anim  14 wait_state_time  100000 ms
02D3: boat $15F1 drive_to -637.0 -239.0  5.5
02DB: set_boat $15F1 speed_to  0.0
00D6: if  0
8118:   NOT   actor $15D9 dead
004D: jump_if_false £Label0DC337
02A9: set_actor $15D9 immune_to_nonplayer  0

:Label0DC337
015F: set_camera_position -627.6 -268.3  12.0  0.0  0.0  0.0
0158: camera_on_vehicle $15F1  15  2
03BA: clear_cars_from_cube -530.2 -186.3  10.0 -791.8 -447.8  0.0

:Label0DC380
00D6: if  0
81AD:   NOT   car $15F1  0 ()near_point -637.0 -239.0  2.0  2.0
004D: jump_if_false £Label0DC3C1
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $15F1 wrecked
004D: jump_if_false £Label0DC3BA

:Label0DC3BA
0002: jump £Label0DC380

:Label0DC3C1
00D6: if  0
8119:   NOT   car $15F1 wrecked
004D: jump_if_false £Label0DC3E4
02D4: unknown_turn_off_car $15F1 engine
0323: unknown_car $15F1 flag  1
0002: jump £Label0DC3FA

:Label0DC3E4
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0DC7F5

:Label0DC3FA
0001: wait  2000 ms
00D6: if  0
8119:   NOT   car $15D8 wrecked
004D: jump_if_false £Label0DC427
00D6: if  0
8118:   NOT   actor $15DC dead
004D: jump_if_false £Label0DC427
01D9: actor $15DC run_away_from_car $15D8

:Label0DC427
0001: wait  2000 ms
00D6: if  0
8119:   NOT   car $15D8 wrecked
004D: jump_if_false £Label0DC4B4
03F5: unknown_prepare_car $15D8 for_explosion flag  1
00AA: store_car $15D8 position_to $5F $60 $61
020B: explode_car $15D8
020C: create_explosion  2 at $5F $60 $61
020C: create_explosion  11 at $5F $60 $61
020C: create_explosion  1 at $5F $60 $61
020C: create_explosion  6 at $5F $60 $61
039D: scatter_particles  17  .8  0  0  0  11000 at $5F $60 $61  .1  0.0  .2

:Label0DC4B4
0001: wait  2000 ms
00D6: if  0
8118:   NOT   actor $15DC dead
004D: jump_if_false £Label0DC518
0465: remove_actor $15DC from_turret_mode
00A1: put_actor $15DC at -632.2 -264.0  8.7
0173: set_actor $15DC z_angle_to  183.0
01ED: reset_actor $15DC flags
0243: set_actor $15DC ped_stats_to  16
0291: unknown_actor $15DC unknown_behavior_flag  1
011A: set_actor $15DC flags  1
01B2: give_actor $15DC weapon  27 ammo  30000  ;; Load the weapon model before using this
01CA: actor $15DC kill_player $PLAYER_CHAR

:Label0DC518
00D6: if  0
8118:   NOT   actor $15DD dead
004D: jump_if_false £Label0DC580
0372: set_actor $15DD anim  0 wait_state_time  100 ms
0465: remove_actor $15DD from_turret_mode
00A1: put_actor $15DD at -639.2 -272.0  8.7
0173: set_actor $15DD z_angle_to  183.0
01ED: reset_actor $15DD flags
0243: set_actor $15DD ped_stats_to  16
0291: unknown_actor $15DD unknown_behavior_flag  1
011A: set_actor $15DD flags  1
01B2: give_actor $15DD weapon  27 ammo  30000  ;; Load the weapon model before using this
01CA: actor $15DD kill_player $PLAYER_CHAR

:Label0DC580
00D6: if  0
8119:   NOT   car $15F1 wrecked
004D: jump_if_false £Label0DC5AE
00AB: put_car $15F1 at -624.0 -257.7  6.0
0175: set_car $15F1 z_angle_to  335.0

:Label0DC5AE
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
018A: $15F8 = create_checkpoint_at -1170.0 -603.4  11.6
00BC: text_highpriority "CUB3_04"  7000 ms  1  ;; ~g~Get the drugs and cash back to Umberto.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4
0002: jump £Label0DC5F3

:Label0DC5EC
0002: jump £Label0DC045

:Label0DC5F3
0001: wait  0 ms
00D6: if  0
00F6:   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -1169.9 -607.8  10.6 radius  2.0  2.0  2.0
004D: jump_if_false £Label0DC746
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -1171.0 -595.6  14.2  0.0  0.0  0.0
0157: camera_on_player $PLAYER_CHAR  15  2
0055: put_player $PLAYER_CHAR at -1161.4 -620.2  10.6
009A: $15F3 = create_actor  4 #NULL at -1169.9 -607.8  10.6
01BE: set_actor $15F3 to_look_at_spot -1169.7 -630.9  11.0
0239: actor $15F3 run_to -1169.7 -630.9
00D6: if  0
8118:   NOT   actor $15F3 dead
004D: jump_if_false £Label0DC6BA

:Label0DC6BA
00D6: if  0
80ED:   NOT   actor $15F3  0 ()near_point_on_foot -1169.7 -630.9 radius  2.0  2.0
004D: jump_if_false £Label0DC6FB
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $15F3 dead
004D: jump_if_false £Label0DC6F4

:Label0DC6F4
0002: jump £Label0DC6BA

:Label0DC6FB
00D6: if  0
8118:   NOT   actor $15F3 dead
004D: jump_if_false £Label0DC710
011C: actor $15F3 clear_objective

:Label0DC710
0001: wait  1000 ms
009B: destroy_actor_instantly $15F3
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0395: clear_area  1 at -1170.2 -603.9 range  10.6  20.0
0002: jump £Label0DC806

:Label0DC746
00D6: if  0
0118:   actor $15E3 dead
004D: jump_if_false £Label0DC75B
01C2: remove_references_to_actor $15E3  ;; Like turning an actor into a random pedestrian

:Label0DC75B
00D6: if  0
0118:   actor $15E4 dead
004D: jump_if_false £Label0DC770
01C2: remove_references_to_actor $15E4  ;; Like turning an actor into a random pedestrian

:Label0DC770
00D6: if  0
0118:   actor $15E5 dead
004D: jump_if_false £Label0DC785
01C2: remove_references_to_actor $15E5  ;; Like turning an actor into a random pedestrian

:Label0DC785
00D6: if  0
0118:   actor $15E7 dead
004D: jump_if_false £Label0DC79A
01C2: remove_references_to_actor $15E7  ;; Like turning an actor into a random pedestrian

:Label0DC79A
00D6: if  0
0118:   actor $15E8 dead
004D: jump_if_false £Label0DC7AF
01C2: remove_references_to_actor $15E8  ;; Like turning an actor into a random pedestrian

:Label0DC7AF
00D6: if  0
0118:   actor $15E9 dead
004D: jump_if_false £Label0DC7C4
01C2: remove_references_to_actor $15E9  ;; Like turning an actor into a random pedestrian

:Label0DC7C4
00D6: if  0
0118:   actor $15EA dead
004D: jump_if_false £Label0DC7D9
01C2: remove_references_to_actor $15EA  ;; Like turning an actor into a random pedestrian

:Label0DC7D9
00D6: if  0
0118:   actor $15EB dead
004D: jump_if_false £Label0DC7EE
01C2: remove_references_to_actor $15EB  ;; Like turning an actor into a random pedestrian

:Label0DC7EE
0002: jump £Label0DC5F3

:Label0DC7F5
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0DC806
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  4000  5000 ms  1  ;; MISSION PASSED! $~1~
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  4000
030C: set_mission_points +=  1
0318: set_latest_mission_passed "CUB_3"  ;; Naval Engagement
004F: create_thread ££Label00DBEC 
0004: $119 =  1  ;; integer values
0051: return

:Label0DC84A
0004: $ONMISSION =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03F2: pedgroup  8 remove_threat  1
0249: release_model #TROPIC
0249: release_model #HNA
0249: release_model #HNB
0249: release_model #JETMAX
0249: release_model #SGA
0249: release_model #GRENADE
0249: release_model #DINGHY
0249: release_model #SGB
0249: release_model #CBB
0249: release_model -120 (BRIEFCASE)
0249: release_model #RUGER
0249: release_model #BUDDYSHOT
0249: release_model #UZI
0164: disable_marker $15F4
0164: disable_marker $15F5
0164: disable_marker $15F6
0164: disable_marker $15F7
0164: disable_marker $15F8
0215: destroy_pickup $15EE
0215: destroy_pickup $15EF
0215: destroy_pickup $15F0
0465: remove_actor $PLAYER_ACTOR from_turret_mode
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 59---------------
; Originally: Trojan Voodoo


:Label0DC8CF
03A4: name_thread "CUBAN4"
0050: gosub £Label0DC8FD
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0DC8F4
0050: gosub £Label0E1755

:Label0DC8F4
0050: gosub £Label0E1934
004E: end_thread

:Label0DC8FD
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "CUBAN4"
058E: set_restart_mission_taxi_destination -1173.5 -599.6  10.2  277.1
0004: $1635 =  0  ;; integer values
0004: $1636 =  1  ;; integer values
0004: $1637 =  0  ;; integer values
0004: $1638 =  0  ;; integer values
0004: $1639 =  0  ;; integer values
0004: $163A =  0  ;; integer values
0004: $163B =  0  ;; integer values
0004: $163C =  0  ;; integer values
0004: $163D =  0  ;; integer values
0004: $163E =  0  ;; integer values
0004: $163F =  0  ;; integer values
0004: $1640 =  0  ;; integer values
0004: $1641 =  0  ;; integer values
0004: $1642 =  0  ;; integer values
0004: $1643 =  0  ;; integer values
0004: $1644 =  46000  ;; integer values
0004: $1645 =  0  ;; integer values
0004: $1646 =  2  ;; integer values
0004: $1647 =  0  ;; integer values
0004: $1648 =  0  ;; integer values
0004: $1649 =  0  ;; integer values
0004: $164A =  0  ;; integer values
0004: $164B =  0  ;; integer values
0004: $164C =  0  ;; integer values
0004: $164D =  0  ;; integer values
0004: $164E =  0  ;; integer values
0004: $161F =  0  ;; integer values
0004: $1620 =  0  ;; integer values
0004: $164F =  0  ;; integer values
0004: $1650 =  0  ;; integer values
0004: $1651 =  0  ;; integer values
0004: $1652 =  0  ;; integer values
0004: $1653 =  0  ;; integer values
0004: $1654 =  0  ;; integer values
0004: $1655 =  0  ;; integer values
04BB: select_interiour  7  ;; select render area
0522: (unknown)
042B: clear_peds_from_cube -1174.8 -609.0  10.4 -116.3 -632.5  15.3
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
03CF: load_wav "MONO16" as  1
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "CSUMBTO"
023C: load_special_actor  3 "FLOOZYB"
023C: load_special_actor  4 "FLOOZYC"
023C: load_special_actor  5 "CSPAPA"
02F3: load_object #CUTOBJ01 "CCFAN"
02F3: load_object #CUTOBJ02 "ESPRESO"
03CB: set_camera -1169.0 -620.0  10.791
038B: load_requested_models

:Label0DCAD5
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label0DCAFF
0001: wait  0 ms
0002: jump £Label0DCAD5

:Label0DCAFF
00D6: if  21
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label0DCB1F
0001: wait  0 ms
0002: jump £Label0DCAFF

:Label0DCB1F
02E4: load_cutscene_data "CUB_3"
0244: set_cutscene_pos -1170.708 -608.327  10.791
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $B5 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $B5 "CSUMBTO"
02E5: $AF = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $AF "FLOOZYB"
02E5: $B0 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $B0 "FLOOZYC"
02E5: $B3 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $B3 "CSPAPA"
02E5: $DA = create_cutscene_object #CUTOBJ01
04BC: "CCFAN"
02E6: set_cutscene_anim $DA "CCFAN"
02E5: $CC = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $CC "ESPRESO"
0395: clear_area  1 at -1170.9 -603.7 range  10.6  1.0
0055: put_player $PLAYER_CHAR at -1170.9 -603.7  10.6
0171: set_player $PLAYER_CHAR z_angle_to  15.3
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0DCC25
00D6: if  0
001A:    1888 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCC48
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCC25

:Label0DCC48
00BC: text_highpriority "CUB4_A"  10000 ms  1  ;; Hey, ladies. You know what I'm gonna do?

:Label0DCC57
00D6: if  0
001A:    5073 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCC7A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCC57

:Label0DCC7A
00BC: text_highpriority "CUB4_B"  10000 ms  1  ;; I'm gonna kill me a Haitian. And then?

:Label0DCC89
00D6: if  0
001A:    7958 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCCAC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCC89

:Label0DCCAC
00BC: text_highpriority "CUB4_C"  10000 ms  1  ;; And then I'm going to make love like a man.

:Label0DCCBB
00D6: if  0
001A:    9915 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCCDE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCCBB

:Label0DCCDE
00BC: text_highpriority "CUB4_D"  10000 ms  1  ;; You know that, chica? Something like this.

:Label0DCCED
00D6: if  0
001A:    15514 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCD10
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCCED

:Label0DCD10
00BC: text_highpriority "CUB4_E"  10000 ms  1  ;; Loser!

:Label0DCD1F
00D6: if  0
001A:    17098 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCD42
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCD1F

:Label0DCD42
00BC: text_highpriority "CUB4_F"  10000 ms  1  ;; Prick.

:Label0DCD51
00D6: if  0
001A:    17491 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCD74
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCD51

:Label0DCD74
00BC: text_highpriority "CUB4_G"  10000 ms  1  ;; Hey, baby, I wouldn't touch you with a ten foot pole!

:Label0DCD83
00D6: if  0
001A:    21119 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCDA6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCD83

:Label0DCDA6
00BC: text_highpriority "CUB4_H"  10000 ms  1  ;; Umberto Robina, he likes the ladies! Not some goat in a skirt!

:Label0DCDB5
00D6: if  0
001A:    26363 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCDD8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCDB5

:Label0DCDD8
00BC: text_highpriority "CUB4_I"  10000 ms  1  ;; Tommy!! Tommy, I love you, I love you! Let's go!

:Label0DCDE7
00D6: if  0
001A:    31119 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCE0A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCDE7

:Label0DCE0A
00BC: text_highpriority "CUB4_J"  10000 ms  1  ;; Go where? Can't I get a cup of coffee first?

:Label0DCE19
00D6: if  0
001A:    32804 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCE3E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCE19

:Label0DCE3E
00BC: text_highpriority "CUB4_K"  10000 ms  1  ;; No time for coffee! Besides, I just had one.

:Label0DCE4D
00D6: if  0
001A:    36208 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCE72
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCE4D

:Label0DCE72
00BC: text_highpriority "CUB4_L"  10000 ms  1  ;; We gonna take out the Haitians.

:Label0DCE81
00D6: if  0
001A:    38251 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCEA6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCE81

:Label0DCEA6
00BC: text_highpriority "CUB4_M"  10000 ms  1  ;; Tommy, how do you take out a snake?

:Label0DCEB5
00D6: if  0
001A:    41602 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCEDA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCEB5

:Label0DCEDA
00BC: text_highpriority "CUB4_N"  10000 ms  1  ;; You bite him in the ass! Hahaha!

:Label0DCEE9
00D6: if  0
001A:    43148 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCF0E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCEE9

:Label0DCF0E
00BC: text_highpriority "CUB4_O"  10000 ms  1  ;; Whatever you say, Umberto.

:Label0DCF1D
00D6: if  0
001A:    44248 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCF42
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCF1D

:Label0DCF42
00BC: text_highpriority "CUB4_P"  10000 ms  1  ;; Tommy, you go and get us a little Haitian car.

:Label0DCF51
00D6: if  0
001A:    46776 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCF76
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCF51

:Label0DCF76
00BC: text_highpriority "CUB4_Q"  10000 ms  1  ;; When you get it, come back and pick up my boy.

:Label0DCF85
00D6: if  0
001A:    49338 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCFAA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCF85

:Label0DCFAA
00BC: text_highpriority "CUB4_R"  10000 ms  1  ;; Pepe, and take him out to the Haitians.

:Label0DCFB9
00D6: if  0
001A:    53344 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DCFDE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCFB9

:Label0DCFDE
00BC: text_highpriority "CUB4_S"  10000 ms  1  ;; Then, you go around to the Haitians processing plant, and you use their solvent as an explosive.

:Label0DCFED
00D6: if  0
001A:    59927 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DD012
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DCFED

:Label0DD012
00BC: text_highpriority "CUB4_T"  10000 ms  1  ;; Boom! Bye bye!

:Label0DD021
00D6: if  0
001A:    62394 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DD046
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DD021

:Label0DD046
00BC: text_highpriority "CUB4_U"  10000 ms  1  ;; Umberto, what about you?

:Label0DD055
00D6: if  0
001A:    64830 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DD07A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DD055

:Label0DD07A
00BC: text_highpriority "CUB4_V"  10000 ms  1  ;; Uhh... I'm going to stay behind, and watch over the cafe with Poppa.

:Label0DD089
00D6: if  0
001A:    68153 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DD0AE
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DD089

:Label0DD0AE
00BC: text_highpriority "CUB4_W"  10000 ms  1  ;; He not feeling so good. You know?

:Label0DD0BD
00D6: if  0
001A:    69153 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DD0E2
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DD0BD

:Label0DD0E2
00BE: text_clear_all

:Label0DD0E4
00D6: if  0
001A:    71424 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0DD109
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0DD0E4

:Label0DD109
016A: fade  0 ()  1500 ms
00BE: text_clear_all
0001: wait  1000 ms
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false £Label0DD137
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0DD137
03D1: play_wav  1

:Label0DD137
00D6: if  0
016B:   fading
004D: jump_if_false £Label0DD14F
0001: wait  0 ms
0002: jump £Label0DD137

:Label0DD14F
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04BB: select_interiour  0  ;; select render area
0004: $3DD =  0  ;; integer values
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0169: set_fade_color  0  0  0
0001: wait  500 ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  1  60000
03F1: pedtype  8 add_threat  1
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #CBB
0247: request_model #CBA
0247: request_model #SNIPER
0247: request_model #TEC9
0247: request_model #VOODOO
0247: request_model -124 (DYNAMITE)

:Label0DD1D0
00D6: if  23
8248:   NOT   model #CBA available
8248:   NOT   model #CBB available
8248:   NOT   model #HNA available
8248:   NOT   model #HNB available
004D: jump_if_false £Label0DD1F6
0001: wait  0 ms
0002: jump £Label0DD1D0

:Label0DD1F6
00D6: if  23
8248:   NOT   model #SNIPER available
8248:   NOT   model #TEC9 available
8248:   NOT   model #VOODOO available
8248:   NOT   model -124 (DYNAMITE) available
004D: jump_if_false £Label0DD21F
0001: wait  0 ms
0002: jump £Label0DD1F6

:Label0DD21F
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label0DD2F1
018A: $1634 = create_checkpoint_at -1181.2  83.8  11.3
018A: $1631 = create_checkpoint_at -1198.4  104.8  11.1
018A: $1632 = create_checkpoint_at -1198.4  106.6  11.1
018A: $1633 = create_checkpoint_at -1198.9  108.3  11.1
018A: $162E = create_checkpoint_at -1037.4  172.3  10.0
018A: $162F = create_checkpoint_at -1084.1  70.2  10.8
009A: $162B = create_actor  8 #HNA at -1197.9  82.5  10.1
009A: $162C = create_actor  8 #HNA at -1189.0  83.6  10.1
009A: $162D = create_actor  8 #HNA at -1190.5  68.5  10.1

:Label0DD2F1
00D6: if  0
834E:   NOT unknown_move_object $6FF to -1114.5  67.0  10.1 unknown_angle  10.0  10.0  0.0  0
004D: jump_if_false £Label0DD32C
0001: wait  0 ms
0002: jump £Label0DD2F1

:Label0DD32C
00A5: $1656 = create_car #VOODOO at -1071.3 -608.4  9.7
009A: $1614 = create_actor  14 #CBB at -1170.0 -607.0  10.6
04F5: unknown_actor $1614 kiss_player $PLAYER_CHAR on  1
01B2: give_actor $1614 weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1614 flags
02A9: set_actor $1614 immune_to_nonplayer  1
039E: (unknown) $1614  1 
0243: set_actor $1614 ped_stats_to  16
0291: unknown_actor $1614 unknown_behavior_flag  1
0319: set_actor $1614 wander_state_to  1 (off)
0568: $1614  1
016A: fade  1 (back)  1500 ms
009A: $161B = create_actor  8 #HNA at -1116.8  74.3  10.1
0173: set_actor $161B z_angle_to  234.8
01B2: give_actor $161B weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $161B flags
0243: set_actor $161B ped_stats_to  16
0291: unknown_actor $161B unknown_behavior_flag  1
0350: unknown_actor $161B not_scared_flag  1
009A: $161C = create_actor  8 #HNB at -1179.4  71.2  23.9
0173: set_actor $161C z_angle_to  270.0
01B2: give_actor $161C weapon  28 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $161C flags
0243: set_actor $161C ped_stats_to  16
0291: unknown_actor $161C unknown_behavior_flag  1
0350: unknown_actor $161C not_scared_flag  1
00A5: $1615 = create_car #VOODOO at -1044.5  172.7  9.8
0175: set_car $1615 z_angle_to  180.8
02AA: set_car $1615 immune_to_nonplayer  1
00AD: set_car $1615 max_speed_to  0.0
020A: set_car $1615 door_status_to  2
00AE: unknown_set_car $1615 to_ignore_traffic_lights  2
0129: $1617 = create_actor  14 #CBB in_car $1615 driverseat
04F5: unknown_actor $1617 kiss_player $PLAYER_CHAR on  1
01B2: give_actor $1617 weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1617 flags
039E: (unknown) $1617  1 
0568: $1617  1
01C8: $1618 = create_actor  14 #CBA in_car $1615 passenger_seat  0
04F5: unknown_actor $1618 kiss_player $PLAYER_CHAR on  1
01B2: give_actor $1618 weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1618 flags
039E: (unknown) $1618  1 
0568: $1618  1
00A5: $1616 = create_car #VOODOO at -1040.4  173.4  9.9
0175: set_car $1616 z_angle_to  177.1
02AA: set_car $1616 immune_to_nonplayer  1
00AD: set_car $1616 max_speed_to  0.0
020A: set_car $1616 door_status_to  2
00AE: unknown_set_car $1616 to_ignore_traffic_lights  2
0129: $1619 = create_actor  14 #CBA in_car $1616 driverseat
04F5: unknown_actor $1619 kiss_player $PLAYER_CHAR on  1
01B2: give_actor $1619 weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1619 flags
039E: (unknown) $1619  1 
0568: $1619  1
01C8: $161A = create_actor  14 #CBA in_car $1616 passenger_seat  0
04F5: unknown_actor $161A kiss_player $PLAYER_CHAR on  1
01B2: give_actor $161A weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $161A flags
039E: (unknown) $161A  1 
0568: $161A  1
04BD: unknown_car $1615  1
04E0: unknown_car $1615  255
04BD: unknown_car $1616  1
04E0: unknown_car $1616  255
01DF: tie_actor $1614 to_player $PLAYER_CHAR
0006:  16@ =  0  ;; integer values
0006:  17@ =  0  ;; integer values
00BC: text_highpriority "CUB4_26"  5000 ms  1  ;; ~g~Take Pepe, head North into Little Haiti and steal a Voodoo car.

:Label0DD5C4
0001: wait  0 ms
00D6: if  0
0038:   $164D ==  0  ;; integer values
004D: jump_if_false £Label0DD748
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0DD748
00DA: $1613 = player $PLAYER_CHAR car
00D6: if  0
8119:   NOT   car $1613 wrecked
004D: jump_if_false £Label0DD748
00D6: if  0
0137:   car $1613 id == #VOODOO
004D: jump_if_false £Label0DD736
03F2: pedgroup  8 remove_threat  1
0164: disable_marker $162E
0164: disable_marker $162F
00D6: if  0
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DD72F
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $1614 radius  8.0  8.0  8.0
004D: jump_if_false £Label0DD72F
03CF: load_wav "CUB4_6" as  1

:Label0DD665
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0DD67F
0001: wait  0 ms
0002: jump £Label0DD665

:Label0DD67F
00BC: text_highpriority "CUB4_13"  5000 ms  1  ;; Oye, let's go find our muchachos!
03D1: play_wav  1

:Label0DD692
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DD6B1
0001: wait  0 ms
0002: jump £Label0DD692

:Label0DD6B1
040D: unload_wav  1
03D5: remove_text "CUB4_13"  ;; Oye, let's go find our muchachos!
00D6: if  0
0038:   $164E ==  0  ;; integer values
004D: jump_if_false £Label0DD6EC
018A: $162E = create_checkpoint_at -1037.4  172.3  10.0
0002: jump £Label0DD700

:Label0DD6EC
018A: $162F = create_checkpoint_at -1084.1  70.2  10.8

:Label0DD700
00D6: if  0
0038:   $1647 ==  0  ;; integer values
004D: jump_if_false £Label0DD728
00BC: text_highpriority "CUB4_27"  5000 ms  1  ;; ~g~Go and meet up with Rico and the other Cubans.
0004: $1647 =  1  ;; integer values

:Label0DD728
0004: $164D =  1  ;; integer values

:Label0DD72F
0002: jump £Label0DD748

:Label0DD736
03F1: pedtype  8 add_threat  1
01C3: remove_references_to_car $1613  ;; Like turning a car into any random car
0004: $164D =  0  ;; integer values

:Label0DD748
00D6: if  0
0038:   $164D ==  1  ;; integer values
004D: jump_if_false £Label0DDC7E
00D6: if  0
8119:   NOT   car $1613 wrecked
004D: jump_if_false £Label0DDC7E
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1613
004D: jump_if_false £Label0DDBEE
00D6: if  0
0038:   $164E ==  0  ;; integer values
004D: jump_if_false £Label0DDBAB
00D6: if  0
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DDBA4
00D6: if  0
0320:   actor $1614 in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0DDBA4
00D6: if  0
00FA:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_in_car -1037.4  172.3  10.0 radius  3.0  3.0  10.0
004D: jump_if_false £Label0DDB9D
0164: disable_marker $162E
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
03BA: clear_cars_from_cube -1072.2  70.7  10.2 -1011.2  200.7  15.2
015F: set_camera_position -1029.6  169.7  13.1  0.0  0.0  0.0
0160: point_camera -1030.5  170.0  12.9  2
00D6: if  0
8119:   NOT   car $1615 wrecked
004D: jump_if_false £Label0DD873
00D6: if  0
8119:   NOT   car $1616 wrecked
004D: jump_if_false £Label0DD873
00AE: unknown_set_car $1615 to_ignore_traffic_lights  3
00AE: unknown_set_car $1616 to_ignore_traffic_lights  3

:Label0DD873
03CF: load_wav "CUB4_2" as  1
03CF: load_wav "CUB4_1" as  2

:Label0DD88B
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0DD8A9
0001: wait  0 ms
0002: jump £Label0DD88B

:Label0DD8A9
00BC: text_highpriority "CUB4_08"  4000 ms  1  ;; Hola, amigos.
03D1: play_wav  1

:Label0DD8BC
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DD8DB
0001: wait  0 ms
0002: jump £Label0DD8BC

:Label0DD8DB
040D: unload_wav  1
03D5: remove_text "CUB4_08"  ;; Hola, amigos.
00BC: text_highpriority "CUB4_07"  4000 ms  1  ;; Oy - the solvent is round the back, amigo.
03D1: play_wav  2

:Label0DD8FC
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DD91B
0001: wait  0 ms
0002: jump £Label0DD8FC

:Label0DD91B
040D: unload_wav  2
03D5: remove_text "CUB4_07"  ;; Oy - the solvent is round the back, amigo.
03CF: load_wav "CUB4_3" as  1
03CF: load_wav "CUB4_4" as  2

:Label0DD941
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0DD95F
0001: wait  0 ms
0002: jump £Label0DD941

:Label0DD95F
00BC: text_highpriority "CUB4_09"  4000 ms  1  ;; Bueno. Haitian Putas. Muerte.
03D1: play_wav  1

:Label0DD972
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DD991
0001: wait  0 ms
0002: jump £Label0DD972

:Label0DD991
040D: unload_wav  1
03D5: remove_text "CUB4_09"  ;; Bueno. Haitian Putas. Muerte.
00D6: if  0
8119:   NOT   car $1615 wrecked
004D: jump_if_false £Label0DD9CD
00AD: set_car $1615 max_speed_to  10.0
00A7: car $1615 drive_to -1072.2  70.7  11.2

:Label0DD9CD
00BC: text_highpriority "CUB4_10"  4000 ms  1  ;; Vamos.
03D1: play_wav  2

:Label0DD9E0
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DD9FF
0001: wait  0 ms
0002: jump £Label0DD9E0

:Label0DD9FF
040D: unload_wav  2
03D5: remove_text "CUB4_10"  ;; Vamos.
03CF: load_wav "CUB4_5" as  1
03CF: load_wav "CUB4_7" as  2

:Label0DDA25
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0DDA43
0001: wait  0 ms
0002: jump £Label0DDA25

:Label0DDA43
00BC: text_highpriority "CUB4_11"  4000 ms  1  ;; Vamos indeed.
03D1: play_wav  1

:Label0DDA56
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DDA75
0001: wait  0 ms
0002: jump £Label0DDA56

:Label0DDA75
040D: unload_wav  1
03D5: remove_text "CUB4_11"  ;; Vamos indeed.
00D6: if  0
8119:   NOT   car $1616 wrecked
004D: jump_if_false £Label0DDAB1
00AD: set_car $1616 max_speed_to  10.0
00A7: car $1616 drive_to -1072.2  70.7  11.2

:Label0DDAB1
00BC: text_highpriority "CUB4_14"  4000 ms  1  ;; Follow my compadres.
03D1: play_wav  2

:Label0DDAC4
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DDAE3
0001: wait  0 ms
0002: jump £Label0DDAC4

:Label0DDAE3
040D: unload_wav  2
03D5: remove_text "CUB4_14"  ;; Follow my compadres.
0001: wait  3000 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00D6: if  0
8119:   NOT   car $1615 wrecked
004D: jump_if_false £Label0DDB3B
00AD: set_car $1615 max_speed_to  0.0
00AB: put_car $1615 at -1101.2  70.0  10.8
0175: set_car $1615 z_angle_to  87.8

:Label0DDB3B
00D6: if  0
8119:   NOT   car $1616 wrecked
004D: jump_if_false £Label0DDB73
00AD: set_car $1616 max_speed_to  0.0
00AB: put_car $1616 at -1093.0  70.6  10.8
0175: set_car $1616 z_angle_to  90.6

:Label0DDB73
018A: $162F = create_checkpoint_at -1084.1  70.2  10.8
00BC: text_highpriority "CUB4_28"  5000 ms  1  ;; ~g~Join the other Cubans at the Haitian Drugs Factory.
0004: $164E =  1  ;; integer values

:Label0DDB9D
0004: $1646 =  0  ;; integer values

:Label0DDBA4
0002: jump £Label0DDBE7

:Label0DDBAB
00D6: if  0
00FA:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_in_car -1084.1  70.2  10.8 radius  5.0  5.0  10.0
004D: jump_if_false £Label0DDBE7
0164: disable_marker $162F
0002: jump £Label0DE89E

:Label0DDBE7
0002: jump £Label0DDC7E

:Label0DDBEE
00D6: if  0
0038:   $1646 ==  0  ;; integer values
004D: jump_if_false £Label0DDC6D
03CF: load_wav "CUB4_5A" as  1

:Label0DDC0C
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0DDC26
0001: wait  0 ms
0002: jump £Label0DDC0C

:Label0DDC26
00BC: text_highpriority "CUB4_12"  5000 ms  1  ;; Hey, we need a Haitian gang car!
03D1: play_wav  1

:Label0DDC39
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DDC58
0001: wait  0 ms
0002: jump £Label0DDC39

:Label0DDC58
040D: unload_wav  1
03D5: remove_text "CUB4_12"  ;; Hey, we need a Haitian gang car!
0004: $1646 =  1  ;; integer values

:Label0DDC6D
0164: disable_marker $162E
0164: disable_marker $162F
0004: $164D =  0  ;; integer values

:Label0DDC7E
00D6: if  0
0019:    17@ >  5000  ;; integer values
004D: jump_if_false £Label0DDEFF
00D6: if  0
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DDEE2
00D6: if  0
0038:   $1636 ==  1  ;; integer values
004D: jump_if_false £Label0DDCEE
00D6: if  0
8320:   NOT   actor $1614 in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0DDCEE
00BC: text_highpriority "CUB4_24"  5000 ms  1  ;; You've left Pepe behind, go and get him.
0164: disable_marker $162E
0164: disable_marker $162F
0187: $1630 = create_marker_above_actor $1614
0004: $1636 =  0  ;; integer values

:Label0DDCEE
00D6: if  0
0038:   $1636 ==  0  ;; integer values
004D: jump_if_false £Label0DDEDB
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $1614 radius  8.0  8.0  8.0
004D: jump_if_false £Label0DDEDB
01DF: tie_actor $1614 to_player $PLAYER_CHAR
0164: disable_marker $1630
0164: disable_marker $162E
0164: disable_marker $162F
00D6: if  0
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #VOODOO
004D: jump_if_false £Label0DDDD4
00D6: if  0
0038:   $1646 ==  0  ;; integer values
004D: jump_if_false £Label0DDDCD
03CF: load_wav "CUB4_5A" as  1

:Label0DDD6C
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0DDD86
0001: wait  0 ms
0002: jump £Label0DDD6C

:Label0DDD86
00BC: text_highpriority "CUB4_12"  5000 ms  1  ;; Hey, we need a Haitian gang car!
03D1: play_wav  1

:Label0DDD99
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DDDB8
0001: wait  0 ms
0002: jump £Label0DDD99

:Label0DDDB8
040D: unload_wav  1
03D5: remove_text "CUB4_12"  ;; Hey, we need a Haitian gang car!
0004: $1646 =  1  ;; integer values

:Label0DDDCD
0002: jump £Label0DDE3A

:Label0DDDD4
03CF: load_wav "CUB4_6" as  1

:Label0DDDE0
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0DDDFA
0001: wait  0 ms
0002: jump £Label0DDDE0

:Label0DDDFA
00BC: text_highpriority "CUB4_13"  5000 ms  1  ;; Oye, let's go find our muchachos!
03D1: play_wav  1

:Label0DDE0D
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DDE2C
0001: wait  0 ms
0002: jump £Label0DDE0D

:Label0DDE2C
040D: unload_wav  1
03D5: remove_text "CUB4_13"  ;; Oye, let's go find our muchachos!

:Label0DDE3A
00D6: if  0
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DDED4
00D6: if  0
0320:   actor $1614 in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0DDED4
00D6: if  0
8119:   NOT   car $1613 wrecked
004D: jump_if_false £Label0DDED4
00D6: if  0
0137:   car $1613 id == #VOODOO
004D: jump_if_false £Label0DDED4
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1613
004D: jump_if_false £Label0DDED4
00D6: if  0
0038:   $164E ==  0  ;; integer values
004D: jump_if_false £Label0DDEC0
018A: $162E = create_checkpoint_at -1037.4  172.3  10.0
0002: jump £Label0DDED4

:Label0DDEC0
018A: $162F = create_checkpoint_at -1084.1  70.2  10.8

:Label0DDED4
0004: $1636 =  1  ;; integer values

:Label0DDEDB
0002: jump £Label0DDEF8

:Label0DDEE2
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0E1755

:Label0DDEF8
0004: $1646 =  0  ;; integer values

:Label0DDEFF
00D6: if  0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label0DE7B6
00D6: if  0
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DE7B6
00D6: if  0
0320:   actor $1614 in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0DE7B6
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $1614 radius  8.0  8.0  8.0
004D: jump_if_false £Label0DE7B6
00D6: if  0
0038:   $1650 ==  0  ;; integer values
004D: jump_if_false £Label0DE088
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1222.1 -346.7 -996.3 -365.2
004D: jump_if_false £Label0DE088
03CF: load_wav "CUB4_11" as  1

:Label0DDF9D
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0DDFFC
0001: wait  0 ms
00D6: if  0
0038:   $164E ==  0  ;; integer values
004D: jump_if_false £Label0DDFDF
03A1: unknown_clear_point -1037.4  172.3  10.0 radius  3.0
0002: jump £Label0DDFF5

:Label0DDFDF
03A1: unknown_clear_point -1084.1  70.2  10.8 radius  5.0

:Label0DDFF5
0002: jump £Label0DDF9D

:Label0DDFFC
00BC: text_highpriority "CUB4_18"  5000 ms  1  ;; Man, this a nice part of town...
03D1: play_wav  1

:Label0DE00F
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DE073
0001: wait  0 ms
00D6: if  0
0038:   $164E ==  0  ;; integer values
004D: jump_if_false £Label0DE056
03A1: unknown_clear_point -1037.4  172.3  10.0 radius  3.0
0002: jump £Label0DE06C

:Label0DE056
03A1: unknown_clear_point -1084.1  70.2  10.8 radius  5.0

:Label0DE06C
0002: jump £Label0DE00F

:Label0DE073
040D: unload_wav  1
03D5: remove_text "CUB4_18"  ;; Man, this a nice part of town...
0004: $1650 =  1  ;; integer values

:Label0DE088
00D6: if  0
0038:   $1651 ==  0  ;; integer values
004D: jump_if_false £Label0DE1B7
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -989.3 -436.5 -1011.2 -500.6
004D: jump_if_false £Label0DE1B7
03CF: load_wav "CUB4_13" as  1

:Label0DE0CC
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0DE12B
0001: wait  0 ms
00D6: if  0
0038:   $164E ==  0  ;; integer values
004D: jump_if_false £Label0DE10E
03A1: unknown_clear_point -1037.4  172.3  10.0 radius  3.0
0002: jump £Label0DE124

:Label0DE10E
03A1: unknown_clear_point -1084.1  70.2  10.8 radius  5.0

:Label0DE124
0002: jump £Label0DE0CC

:Label0DE12B
00BC: text_highpriority "CUB4_20"  5000 ms  1  ;; I had a beautiful woman... lived around this neighborhood.
03D1: play_wav  1

:Label0DE13E
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DE1A2
0001: wait  0 ms
00D6: if  0
0038:   $164E ==  0  ;; integer values
004D: jump_if_false £Label0DE185
03A1: unknown_clear_point -1037.4  172.3  10.0 radius  3.0
0002: jump £Label0DE19B

:Label0DE185
03A1: unknown_clear_point -1084.1  70.2  10.8 radius  5.0

:Label0DE19B
0002: jump £Label0DE13E

:Label0DE1A2
040D: unload_wav  1
03D5: remove_text "CUB4_20"  ;; I had a beautiful woman... lived around this neighborhood.
0004: $1651 =  1  ;; integer values

:Label0DE1B7
00D6: if  0
0038:   $1652 ==  0  ;; integer values
004D: jump_if_false £Label0DE2E6
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1186.1 -95.5 -1054.3 -51.6
004D: jump_if_false £Label0DE2E6
03CF: load_wav "CUB4_12" as  1

:Label0DE1FB
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0DE25A
0001: wait  0 ms
00D6: if  0
0038:   $164E ==  0  ;; integer values
004D: jump_if_false £Label0DE23D
03A1: unknown_clear_point -1037.4  172.3  10.0 radius  3.0
0002: jump £Label0DE253

:Label0DE23D
03A1: unknown_clear_point -1084.1  70.2  10.8 radius  5.0

:Label0DE253
0002: jump £Label0DE1FB

:Label0DE25A
00BC: text_highpriority "CUB4_19"  5000 ms  1  ;; This place is a dump, man.
03D1: play_wav  1

:Label0DE26D
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DE2D1
0001: wait  0 ms
00D6: if  0
0038:   $164E ==  0  ;; integer values
004D: jump_if_false £Label0DE2B4
03A1: unknown_clear_point -1037.4  172.3  10.0 radius  3.0
0002: jump £Label0DE2CA

:Label0DE2B4
03A1: unknown_clear_point -1084.1  70.2  10.8 radius  5.0

:Label0DE2CA
0002: jump £Label0DE26D

:Label0DE2D1
040D: unload_wav  1
03D5: remove_text "CUB4_19"  ;; This place is a dump, man.
0004: $1652 =  1  ;; integer values

:Label0DE2E6
00D6: if  0
0038:   $1653 ==  0  ;; integer values
004D: jump_if_false £Label0DE481
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1063.6  101.9 -1078.9  67.0
004D: jump_if_false £Label0DE481
03CF: load_wav "CUB4_14" as  1

:Label0DE32A
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0DE3BF
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1613 wrecked
004D: jump_if_false £Label0DE3B8
00D6: if  0
0137:   car $1613 id == #VOODOO
004D: jump_if_false £Label0DE3B8
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1613
004D: jump_if_false £Label0DE3B8
00D6: if  0
0038:   $164E ==  0  ;; integer values
004D: jump_if_false £Label0DE3A2
03A1: unknown_clear_point -1037.4  172.3  10.0 radius  3.0
0002: jump £Label0DE3B8

:Label0DE3A2
03A1: unknown_clear_point -1084.1  70.2  10.8 radius  5.0

:Label0DE3B8
0002: jump £Label0DE32A

:Label0DE3BF
00BC: text_highpriority "CUB4_21"  5000 ms  1  ;; You know, they do nice pizzas here.
03D1: play_wav  1

:Label0DE3D2
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DE46C
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1613 wrecked
004D: jump_if_false £Label0DE465
00D6: if  0
0137:   car $1613 id == #VOODOO
004D: jump_if_false £Label0DE465
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1613
004D: jump_if_false £Label0DE465
00D6: if  0
0038:   $164E ==  0  ;; integer values
004D: jump_if_false £Label0DE44F
03A1: unknown_clear_point -1037.4  172.3  10.0 radius  3.0
0002: jump £Label0DE465

:Label0DE44F
03A1: unknown_clear_point -1084.1  70.2  10.8 radius  5.0

:Label0DE465
0002: jump £Label0DE3D2

:Label0DE46C
040D: unload_wav  1
03D5: remove_text "CUB4_21"  ;; You know, they do nice pizzas here.
0004: $1653 =  1  ;; integer values

:Label0DE481
00D6: if  0
0038:   $1654 ==  0  ;; integer values
004D: jump_if_false £Label0DE60B
00D6: if  0
0019:    16@ >  60000  ;; integer values
004D: jump_if_false £Label0DE60B
03CF: load_wav "CUB4_16" as  1

:Label0DE4B4
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0DE549
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1613 wrecked
004D: jump_if_false £Label0DE542
00D6: if  0
0137:   car $1613 id == #VOODOO
004D: jump_if_false £Label0DE542
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1613
004D: jump_if_false £Label0DE542
00D6: if  0
0038:   $164E ==  0  ;; integer values
004D: jump_if_false £Label0DE52C
03A1: unknown_clear_point -1037.4  172.3  10.0 radius  3.0
0002: jump £Label0DE542

:Label0DE52C
03A1: unknown_clear_point -1084.1  70.2  10.8 radius  5.0

:Label0DE542
0002: jump £Label0DE4B4

:Label0DE549
00BC: text_highpriority "CUB4_23"  5000 ms  1  ;; You lost, man?
03D1: play_wav  1

:Label0DE55C
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DE5F6
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1613 wrecked
004D: jump_if_false £Label0DE5EF
00D6: if  0
0137:   car $1613 id == #VOODOO
004D: jump_if_false £Label0DE5EF
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1613
004D: jump_if_false £Label0DE5EF
00D6: if  0
0038:   $164E ==  0  ;; integer values
004D: jump_if_false £Label0DE5D9
03A1: unknown_clear_point -1037.4  172.3  10.0 radius  3.0
0002: jump £Label0DE5EF

:Label0DE5D9
03A1: unknown_clear_point -1084.1  70.2  10.8 radius  5.0

:Label0DE5EF
0002: jump £Label0DE55C

:Label0DE5F6
040D: unload_wav  1
03D5: remove_text "CUB4_23"  ;; You lost, man?
0004: $1654 =  1  ;; integer values

:Label0DE60B
00D6: if  0
0038:   $1655 ==  0  ;; integer values
004D: jump_if_false £Label0DE7B6
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0DE7B6
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1045.9  138.2 -1012.2  198.7
004D: jump_if_false £Label0DE7B6
03CF: load_wav "CUB4_15" as  1

:Label0DE65F
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0DE6F4
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1613 wrecked
004D: jump_if_false £Label0DE6ED
00D6: if  0
0137:   car $1613 id == #VOODOO
004D: jump_if_false £Label0DE6ED
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1613
004D: jump_if_false £Label0DE6ED
00D6: if  0
0038:   $164E ==  0  ;; integer values
004D: jump_if_false £Label0DE6D7
03A1: unknown_clear_point -1037.4  172.3  10.0 radius  3.0
0002: jump £Label0DE6ED

:Label0DE6D7
03A1: unknown_clear_point -1084.1  70.2  10.8 radius  5.0

:Label0DE6ED
0002: jump £Label0DE65F

:Label0DE6F4
00BC: text_highpriority "CUB4_22"  5000 ms  1  ;; Whoah, man. You drive like a crazy bitch!
03D1: play_wav  1

:Label0DE707
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0DE7A1
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1613 wrecked
004D: jump_if_false £Label0DE79A
00D6: if  0
0137:   car $1613 id == #VOODOO
004D: jump_if_false £Label0DE79A
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1613
004D: jump_if_false £Label0DE79A
00D6: if  0
0038:   $164E ==  0  ;; integer values
004D: jump_if_false £Label0DE784
03A1: unknown_clear_point -1037.4  172.3  10.0 radius  3.0
0002: jump £Label0DE79A

:Label0DE784
03A1: unknown_clear_point -1084.1  70.2  10.8 radius  5.0

:Label0DE79A
0002: jump £Label0DE707

:Label0DE7A1
040D: unload_wav  1
03D5: remove_text "CUB4_22"  ;; Whoah, man. You drive like a crazy bitch!
0004: $1655 =  1  ;; integer values

:Label0DE7B6
00D6: if  0
02D5:   player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7  42.5 -1077.4  126.0  0
004D: jump_if_false £Label0DE811
00D6: if  0
8118:   NOT   actor $161B dead
004D: jump_if_false £Label0DE7FB
0239: actor $161B run_to -1170.9  87.6

:Label0DE7FB
00BC: text_highpriority "CUB4_04"  5000 ms  1  ;; ~r~You've alerted the base, there is no way we will get in now!
0002: jump £Label0E1755

:Label0DE811
00D6: if  23
0118:   actor $1617 dead
0118:   actor $1618 dead
0118:   actor $1619 dead
0118:   actor $161A dead
004D: jump_if_false £Label0DE846
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0E1755

:Label0DE846
00D6: if  21
0119:   car $1615 wrecked
0119:   car $1616 wrecked
004D: jump_if_false £Label0DE871
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0E1755

:Label0DE871
00D6: if  0
0118:   actor $161B dead
004D: jump_if_false £Label0DE897
00BC: text_highpriority "CUB4_04"  5000 ms  1  ;; ~r~You've alerted the base, there is no way we will get in now!
0002: jump £Label0E1755

:Label0DE897
0002: jump £Label0DD5C4

:Label0DE89E
00BC: text_highpriority "CUB4_03"  5000 ms  1  ;; ~g~Stay in the car until safely parked inside the compound.
00D6: if  0
8119:   NOT   car $1615 wrecked
004D: jump_if_false £Label0DE8DB
02C2: car $1615 drive_to_point -1108.8  69.8  10.8
00AD: set_car $1615 max_speed_to  2.0

:Label0DE8DB
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1615 wrecked
004D: jump_if_false £Label0DE923
00D6: if  0
01AD:   car $1615  0 ()near_point -1108.8  69.8  3.0  3.0
004D: jump_if_false £Label0DE91C
0002: jump £Label0DEA3D

:Label0DE91C
0002: jump £Label0DE939

:Label0DE923
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0E1755

:Label0DE939
00D6: if  0
8119:   NOT   car $1613 wrecked
004D: jump_if_false £Label0DE972
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1613
004D: jump_if_false £Label0DE972
00BC: text_highpriority "CUB4_10"  5000 ms  1  ;; Vamos.
0002: jump £Label0E1755

:Label0DE972
00D6: if  0
02D5:   player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7  42.5 -1077.4  126.0  0
004D: jump_if_false £Label0DE9E5
00D6: if  0
8118:   NOT   actor $161C dead
004D: jump_if_false £Label0DE9B0
01CC: actor $161C kill_player $PLAYER_CHAR

:Label0DE9B0
00D6: if  0
8118:   NOT   actor $161B dead
004D: jump_if_false £Label0DE9CF
0239: actor $161B run_to -1170.9  87.6

:Label0DE9CF
00BC: text_highpriority "CUB4_09"  5000 ms  1  ;; Bueno. Haitian Putas. Muerte.
0002: jump £Label0E1755

:Label0DE9E5
00D6: if  0
0118:   actor $161B dead
004D: jump_if_false £Label0DEA0B
00BC: text_highpriority "CUB4_09"  5000 ms  1  ;; Bueno. Haitian Putas. Muerte.
0002: jump £Label0E1755

:Label0DEA0B
00D6: if  21
0118:   actor $1614 dead
0119:   car $1616 wrecked
004D: jump_if_false £Label0DEA36
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0E1755

:Label0DEA36
0002: jump £Label0DE8DB

:Label0DEA3D
0001: wait  0 ms
00D6: if  0
0038:   $1637 ==  0  ;; integer values
004D: jump_if_false £Label0DEB5B
00D6: if  0
8118:   NOT   actor $161B dead
004D: jump_if_false £Label0DEB45
00D6: if  0
80ED:   NOT   actor $161B  0 ()near_point_on_foot -1115.6  71.6 radius  2.0  2.0
004D: jump_if_false £Label0DEAA6
0350: unknown_actor $161B not_scared_flag  0
0211: actor $161B walk_to -1115.6  71.6
0002: jump £Label0DEB3E

:Label0DEAA6
00D6: if  0
0126:   actor $161B walking
004D: jump_if_false £Label0DEB3E
0350: unknown_actor $161B not_scared_flag  1
0173: set_actor $161B z_angle_to  261.1
0372: set_actor $161B anim  16 wait_state_time  1000 ms
03CF: load_wav "CUB4_8" as  1

:Label0DEADD
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0DEAF7
0001: wait  0 ms
0002: jump £Label0DEADD

:Label0DEAF7
00BC: text_highpriority "CUB4_15"  4000 ms  1  ;; Ok, in you go...
03D1: play_wav  1

:Label0DEB0A
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $161B dead
004D: jump_if_false £Label0DEB29
0001: wait  0 ms
0002: jump £Label0DEB0A

:Label0DEB29
040D: unload_wav  1
03D5: remove_text "CUB4_15"  ;; Ok, in you go...
0004: $1637 =  1  ;; integer values

:Label0DEB3E
0002: jump £Label0DEB5B

:Label0DEB45
00BC: text_highpriority "CUB4_09"  5000 ms  1  ;; Bueno. Haitian Putas. Muerte.
0002: jump £Label0E1755

:Label0DEB5B
00D6: if  0
0038:   $1637 ==  1  ;; integer values
004D: jump_if_false £Label0DEC6E
00D6: if  0
8118:   NOT   actor $161B dead
004D: jump_if_false £Label0DEC58
00D6: if  0
80ED:   NOT   actor $161B  0 ()near_point_on_foot -1116.8  74.3 radius  2.0  2.0
004D: jump_if_false £Label0DEBC0
0350: unknown_actor $161B not_scared_flag  0
0211: actor $161B walk_to -1116.8  74.3
0002: jump £Label0DEC51

:Label0DEBC0
00D6: if  0
0126:   actor $161B walking
004D: jump_if_false £Label0DEC51
0350: unknown_actor $161B not_scared_flag  1
0173: set_actor $161B z_angle_to  234.8
018C: play_sound  3 at -1114.64  72.85  11.13
018D: $C = create_sound  2 at -1114.64  72.85  11.13

:Label0DEC0A
00D6: if  0
834E:   NOT unknown_move_object $6FF to -1114.5  73.0  10.1 unknown_angle  .1  .1  0.0  0
004D: jump_if_false £Label0DEC45
0001: wait  0 ms
0002: jump £Label0DEC0A

:Label0DEC45
018E: stop_sound $C
0004: $1637 =  2  ;; integer values

:Label0DEC51
0002: jump £Label0DEC6E

:Label0DEC58
00BC: text_highpriority "CUB4_09"  5000 ms  1  ;; Bueno. Haitian Putas. Muerte.
0002: jump £Label0E1755

:Label0DEC6E
00D6: if  0
8119:   NOT   car $1615 wrecked
004D: jump_if_false £Label0DECF3
00D6: if  0
8119:   NOT   car $1616 wrecked
004D: jump_if_false £Label0DECD6
00D6: if  0
0038:   $1637 ==  2  ;; integer values
004D: jump_if_false £Label0DECCF
02C2: car $1615 drive_to_point -1126.1  70.5  10.8
02C2: car $1616 drive_to_point -1126.1  70.5  10.8
0002: jump £Label0DEE42

:Label0DECCF
0002: jump £Label0DECEC

:Label0DECD6
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0E1755

:Label0DECEC
0002: jump £Label0DED09

:Label0DECF3
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0E1755

:Label0DED09
00D6: if  0
02D5:   player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7  42.5 -1077.4  126.0  0
004D: jump_if_false £Label0DED7C
00D6: if  0
8118:   NOT   actor $161C dead
004D: jump_if_false £Label0DED47
01CC: actor $161C kill_player $PLAYER_CHAR

:Label0DED47
00D6: if  0
8118:   NOT   actor $161B dead
004D: jump_if_false £Label0DED66
0239: actor $161B run_to -1170.9  87.6

:Label0DED66
00BC: text_highpriority "CUB4_09"  5000 ms  1  ;; Bueno. Haitian Putas. Muerte.
0002: jump £Label0E1755

:Label0DED7C
00D6: if  0
8119:   NOT   car $1613 wrecked
004D: jump_if_false £Label0DEDB5
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1613
004D: jump_if_false £Label0DEDB5
00BC: text_highpriority "CUB4_10"  5000 ms  1  ;; Vamos.
0002: jump £Label0E1755

:Label0DEDB5
00D6: if  21
0118:   actor $1614 dead
0119:   car $1616 wrecked
004D: jump_if_false £Label0DEDE0
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0E1755

:Label0DEDE0
00D6: if  23
0118:   actor $1617 dead
0118:   actor $1618 dead
0118:   actor $1619 dead
0118:   actor $161A dead
004D: jump_if_false £Label0DEE15
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0E1755

:Label0DEE15
00D6: if  0
0118:   actor $161B dead
004D: jump_if_false £Label0DEE3B
00BC: text_highpriority "CUB4_04"  5000 ms  1  ;; ~r~You've alerted the base, there is no way we will get in now!
0002: jump £Label0E1755

:Label0DEE3B
0002: jump £Label0DEA3D

:Label0DEE42
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1615 wrecked
004D: jump_if_false £Label0DF118
00D6: if  0
01AD:   car $1615  0 ()near_point -1126.1  70.5  3.0  3.0
004D: jump_if_false £Label0DEF9E
00D6: if  0
0038:   $1649 ==  0  ;; integer values
004D: jump_if_false £Label0DEF9E
009A: $161D = create_actor  8 #HNA at -1143.4  84.5  11.1
0173: set_actor $161D z_angle_to  190.2
01B2: give_actor $161D weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $161D flags
0243: set_actor $161D ped_stats_to  16
0291: unknown_actor $161D unknown_behavior_flag  1
009A: $161E = create_actor  8 #HNA at -1143.4  83.3  11.1
0173: set_actor $161E z_angle_to  190.2
01B2: give_actor $161E weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $161E flags
0243: set_actor $161E ped_stats_to  16
0291: unknown_actor $161E unknown_behavior_flag  1
009A: $1621 = create_actor  8 #HNA at -1168.2  106.7  10.1
0173: set_actor $1621 z_angle_to  271.4
01B2: give_actor $1621 weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1621 flags
0243: set_actor $1621 ped_stats_to  16
0291: unknown_actor $1621 unknown_behavior_flag  1
009A: $1622 = create_actor  8 #HNA at -1166.0  107.1  10.1
0173: set_actor $1622 z_angle_to  92.5
01B2: give_actor $1622 weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1622 flags
0243: set_actor $1622 ped_stats_to  16
0291: unknown_actor $1622 unknown_behavior_flag  1
03F9: make_actors $1621 $1622 converse_in  100000 ms
0004: $1649 =  1  ;; integer values

:Label0DEF9E
00D6: if  0
8118:   NOT   actor $161D dead
004D: jump_if_false £Label0DF118
00D6: if  0
8118:   NOT   actor $161E dead
004D: jump_if_false £Label0DF118
00D6: if  0
00B0:   car $1615  0 ()in_rectangle -1135.2  73.2 -1130.8  67.9
004D: jump_if_false £Label0DF01B
00D6: if  0
0038:   $161F ==  0  ;; integer values
004D: jump_if_false £Label0DF01B
0211: actor $161D walk_to -1141.5  73.5
0211: actor $161E walk_to -1141.5  64.3
0004: $161F =  1  ;; integer values

:Label0DF01B
00D6: if  0
00EC:   actor $161D  0 ()near_point -1141.5  73.5 radius  2.0  2.0
004D: jump_if_false £Label0DF118
00D6: if  0
0038:   $164C ==  0  ;; integer values
004D: jump_if_false £Label0DF061
0006:  17@ =  0  ;; integer values
0004: $164C =  1  ;; integer values

:Label0DF061
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1135.2  68.2 -1140.8  73.9
004D: jump_if_false £Label0DF0B1
00D6: if  0
0038:   $1620 ==  0  ;; integer values
004D: jump_if_false £Label0DF0B1
0372: set_actor $161D anim  16 wait_state_time  800 ms
0006:  17@ =  0  ;; integer values
0004: $1620 =  1  ;; integer values

:Label0DF0B1
00D6: if  0
0019:    17@ >  5000  ;; integer values
004D: jump_if_false £Label0DF0CB
0004: $1620 =  1  ;; integer values

:Label0DF0CB
00D6: if  0
0038:   $1620 ==  1  ;; integer values
004D: jump_if_false £Label0DF118
00D6: if  0
0038:   $161F ==  1  ;; integer values
004D: jump_if_false £Label0DF118
00D6: if  0
0019:    17@ >  800  ;; integer values
004D: jump_if_false £Label0DF118
0211: actor $161D walk_to -1141.5  61.9
0004: $161F =  2  ;; integer values

:Label0DF118
00D6: if  0
0038:   $1638 ==  0  ;; integer values
004D: jump_if_false £Label0DF19E
00D6: if  0
8119:   NOT   car $1613 wrecked
004D: jump_if_false £Label0DF188
00D6: if  0
8118:   NOT   actor $161B dead
004D: jump_if_false £Label0DF181
00D6: if  0
01AD:   car $1613  0 ()near_point -1114.6  70.5  5.0  5.0
004D: jump_if_false £Label0DF181
0372: set_actor $161B anim  16 wait_state_time  800 ms
0004: $1638 =  1  ;; integer values

:Label0DF181
0002: jump £Label0DF19E

:Label0DF188
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0E1755

:Label0DF19E
00D6: if  0
8119:   NOT   car $1613 wrecked
004D: jump_if_false £Label0DF59C
00D6: if  0
8119:   NOT   car $1615 wrecked
004D: jump_if_false £Label0DF59C
00D6: if  0
8119:   NOT   car $1616 wrecked
004D: jump_if_false £Label0DF59C
00D6: if  0
0038:   $1639 ==  0  ;; integer values
004D: jump_if_false £Label0DF232
00D6: if  0
81AD:   NOT   car $1615  0 ()near_point -1126.1  70.5  3.0  3.0
004D: jump_if_false £Label0DF22B
02C2: car $1615 drive_to_point -1126.1  70.5  10.8
00AD: set_car $1615 max_speed_to  5.0
0002: jump £Label0DF232

:Label0DF22B
0004: $1639 =  1  ;; integer values

:Label0DF232
00D6: if  0
0038:   $1639 ==  1  ;; integer values
004D: jump_if_false £Label0DF296
00D6: if  0
81AD:   NOT   car $1615  0 ()near_point -1140.9  71.2  3.0  3.0
004D: jump_if_false £Label0DF28F
02C2: car $1615 drive_to_point -1140.9  71.2  10.8
00AD: set_car $1615 max_speed_to  5.0
0002: jump £Label0DF296

:Label0DF28F
0004: $1639 =  2  ;; integer values

:Label0DF296
00D6: if  0
0038:   $1639 ==  2  ;; integer values
004D: jump_if_false £Label0DF2FA
00D6: if  0
81AD:   NOT   car $1615  0 ()near_point -1160.0  70.7  3.0  3.0
004D: jump_if_false £Label0DF2F3
02C2: car $1615 drive_to_point -1160.0  70.7  11.3
00AD: set_car $1615 max_speed_to  5.0
0002: jump £Label0DF2FA

:Label0DF2F3
0004: $1639 =  3  ;; integer values

:Label0DF2FA
00D6: if  0
0038:   $1639 ==  3  ;; integer values
004D: jump_if_false £Label0DF39A
00D6: if  0
81AD:   NOT   car $1615  0 ()near_point -1180.2  92.9  3.0  3.0
004D: jump_if_false £Label0DF357
02C2: car $1615 drive_to_point -1180.2  92.9  11.3
00AD: set_car $1615 max_speed_to  20.0
0002: jump £Label0DF39A

:Label0DF357
0477: unknown_car $1615  5  10000
00AD: set_car $1615 max_speed_to  0.0
0164: disable_marker $1634
018A: $1634 = create_checkpoint_at -1181.2  83.8  11.3
00BC: text_highpriority "CUB4_32"  5000 ms  1  ;; ~g~Park the car at the blip and get out.
0004: $1639 =  4  ;; integer values

:Label0DF39A
00D6: if  0
0038:   $163A ==  0  ;; integer values
004D: jump_if_false £Label0DF3FE
00D6: if  0
81AD:   NOT   car $1616  0 ()near_point -1126.1  70.5  3.0  3.0
004D: jump_if_false £Label0DF3F7
02C2: car $1616 drive_to_point -1126.1  70.5  10.8
00AD: set_car $1616 max_speed_to  5.0
0002: jump £Label0DF3FE

:Label0DF3F7
0004: $163A =  1  ;; integer values

:Label0DF3FE
00D6: if  0
0038:   $163A ==  1  ;; integer values
004D: jump_if_false £Label0DF462
00D6: if  0
81AD:   NOT   car $1616  0 ()near_point -1140.9  71.2  3.0  3.0
004D: jump_if_false £Label0DF45B
02C2: car $1616 drive_to_point -1140.9  71.2  10.8
00AD: set_car $1616 max_speed_to  5.0
0002: jump £Label0DF462

:Label0DF45B
0004: $163A =  2  ;; integer values

:Label0DF462
00D6: if  0
0038:   $163A ==  2  ;; integer values
004D: jump_if_false £Label0DF4C6
00D6: if  0
81AD:   NOT   car $1616  0 ()near_point -1160.0  70.7  3.0  3.0
004D: jump_if_false £Label0DF4BF
02C2: car $1616 drive_to_point -1160.0  70.7  10.8
00AD: set_car $1616 max_speed_to  5.0
0002: jump £Label0DF4C6

:Label0DF4BF
0004: $163A =  3  ;; integer values

:Label0DF4C6
00D6: if  0
0038:   $163A ==  3  ;; integer values
004D: jump_if_false £Label0DF53E
00D6: if  0
81AD:   NOT   car $1616  0 ()near_point -1166.2  85.1  3.0  3.0
004D: jump_if_false £Label0DF523
02C2: car $1616 drive_to_point -1166.2  85.1  10.8
00AD: set_car $1616 max_speed_to  20.0
0002: jump £Label0DF53E

:Label0DF523
0477: unknown_car $1616  4  10000
00AD: set_car $1616 max_speed_to  0.0
0004: $163A =  4  ;; integer values

:Label0DF53E
00D6: if  0
0038:   $1639 ==  4  ;; integer values
004D: jump_if_false £Label0DF59C
00D6: if  0
81AF:   NOT   car $1613  1 (in-sphere)near_point -1181.2  83.8  11.3 radius  5.0  5.0  5.0
004D: jump_if_false £Label0DF58E
0004: $1639 =  4  ;; integer values
0002: jump £Label0DF59C

:Label0DF58E
0050: gosub £Label0E199D
0002: jump £Label0DF70A

:Label0DF59C
00D6: if  22
0118:   actor $1614 dead
0119:   car $1615 wrecked
0119:   car $1616 wrecked
004D: jump_if_false £Label0DF5CC
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0E1755

:Label0DF5CC
00D6: if  23
0118:   actor $1617 dead
0118:   actor $1618 dead
0118:   actor $1619 dead
0118:   actor $161A dead
004D: jump_if_false £Label0DF601
00BC: text_highpriority "CUB2_10"  5000 ms  1  ;; ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump £Label0E1755

:Label0DF601
00D6: if  0
0038:   $1638 ==  0  ;; integer values
004D: jump_if_false £Label0DF670
00D6: if  0
02D5:   player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7  42.5 -1077.4  126.0  0
004D: jump_if_false £Label0DF670
00D6: if  0
8118:   NOT   actor $161C dead
004D: jump_if_false £Label0DF651
01CC: actor $161C kill_player $PLAYER_CHAR

:Label0DF651
00D6: if  0
8118:   NOT   actor $161B dead
004D: jump_if_false £Label0DF670
0239: actor $161B run_to -1170.9  87.6

:Label0DF670
00D6: if  0
8119:   NOT   car $1613 wrecked
004D: jump_if_false £Label0DF6C7
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1158.0  61.1 -1199.6  109.2
004D: jump_if_false £Label0DF6C7
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1613
004D: jump_if_false £Label0DF6C7
0050: gosub £Label0E199D
0002: jump £Label0DF70A

:Label0DF6C7
0002: jump £Label0DEE42
018A: $1631 = create_checkpoint_at -1187.2  103.0  10.1
018A: $1632 = create_checkpoint_at -1181.5  81.2  10.1
018A: $1633 = create_checkpoint_at -1173.6  70.2  16.9

:Label0DF70A
0001: wait  0 ms
00D6: if  0
0038:   $1635 ==  0  ;; integer values
004D: jump_if_false £Label0DFF6A
00D6: if  0
0038:   $1646 ==  0  ;; integer values
004D: jump_if_false £Label0DF766
00BC: text_highpriority "CUB4_29"  5000 ms  1  ;; ~g~Walk into each of the markers to plant a bomb at that location.
00BB: text_lowpriority "CUB4_02"  5000 ms  1  ;; ~g~The bombs will be set with a 45 second timer.
00BB: text_lowpriority "CUB4_30"  5000 ms  1  ;; ~g~After all three bombs are planted, get clear of the factory before it blows.
0004: $1646 =  1  ;; integer values

:Label0DF766
00D6: if  0
0038:   $163E ==  3  ;; integer values
004D: jump_if_false £Label0DF872
03CF: load_wav "CUB4_10" as  1

:Label0DF784
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0DF79E
0001: wait  0 ms
0002: jump £Label0DF784

:Label0DF79E
00BC: text_highpriority "CUB4_17"  5000 ms  1  ;; RUN!!
00BB: text_lowpriority "CUB4_31"  5000 ms  1  ;; ~g~Get clear of the factory!!
03D1: play_wav  1

:Label0DF7C0
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0DF7DA
0001: wait  0 ms
0002: jump £Label0DF7C0

:Label0DF7DA
040D: unload_wav  1
03D5: remove_text "CUB4_17"  ;; RUN!!
00D6: if  0
8118:   NOT   actor $1617 dead
004D: jump_if_false £Label0DF807
0350: unknown_actor $1617 not_scared_flag  0
01DF: tie_actor $1617 to_player $PLAYER_CHAR

:Label0DF807
00D6: if  0
8118:   NOT   actor $1618 dead
004D: jump_if_false £Label0DF826
0350: unknown_actor $1618 not_scared_flag  0
01DF: tie_actor $1618 to_player $PLAYER_CHAR

:Label0DF826
00D6: if  0
8118:   NOT   actor $1619 dead
004D: jump_if_false £Label0DF845
0350: unknown_actor $1619 not_scared_flag  0
01DF: tie_actor $1619 to_player $PLAYER_CHAR

:Label0DF845
00D6: if  0
8118:   NOT   actor $161A dead
004D: jump_if_false £Label0DF864
0350: unknown_actor $161A not_scared_flag  0
01DF: tie_actor $161A to_player $PLAYER_CHAR

:Label0DF864
0004: $1635 =  1  ;; integer values
0002: jump £Label0DFC22

:Label0DF872
00D6: if  0
0038:   $163F ==  0  ;; integer values
004D: jump_if_false £Label0DF99C
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot -1187.2  103.0  10.1 radius  1.0  1.0  2.0
004D: jump_if_false £Label0DF99C
00D6: if  0
0038:   $163D ==  0  ;; integer values
004D: jump_if_false £Label0DF8D4
0006:  16@ =  0  ;; integer values
0004: $163D =  1  ;; integer values

:Label0DF8D4
0001: wait  0 ms
00D6: if  0
001B:    2100 >  16@  ;; integer values
004D: jump_if_false £Label0DF936
00D6: if  0
0038:   $1642 ==  0  ;; integer values
004D: jump_if_false £Label0DF928
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0173: set_actor $PLAYER_ACTOR z_angle_to  344.6
0373: set_camera_directly_behind_player
0372: set_actor $PLAYER_ACTOR anim  31 wait_state_time  2000 ms
0004: $1642 =  1  ;; integer values

:Label0DF928
0002: jump £Label0DF8D4
0002: jump £Label0DF99C

:Label0DF936
018C: play_sound  16 at -1187.2  104.2  11.2
0107: $1628 = create_object -124 (DYNAMITE) at -1187.2  104.2  11.2
0382: unknown_set_object $1628 collision_detection  0
0392: object $1628 toggle_in_moving_list  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0004: $1642 =  0  ;; integer values
0004: $163D =  0  ;; integer values
0004: $163F =  1  ;; integer values
0164: disable_marker $1631
0008: $163E +=  1  ;; integer values

:Label0DF99C
00D6: if  0
0038:   $1640 ==  0  ;; integer values
004D: jump_if_false £Label0DFAC6
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot -1180.2  81.2  10.1 radius  1.0  1.0  2.0
004D: jump_if_false £Label0DFAC6
00D6: if  0
0038:   $163D ==  0  ;; integer values
004D: jump_if_false £Label0DF9FE
0006:  16@ =  0  ;; integer values
0004: $163D =  1  ;; integer values

:Label0DF9FE
0001: wait  0 ms
00D6: if  0
001B:    2100 >  16@  ;; integer values
004D: jump_if_false £Label0DFA60
00D6: if  0
0038:   $1642 ==  0  ;; integer values
004D: jump_if_false £Label0DFA52
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0173: set_actor $PLAYER_ACTOR z_angle_to  25.0
0373: set_camera_directly_behind_player
0372: set_actor $PLAYER_ACTOR anim  31 wait_state_time  2000 ms
0004: $1642 =  1  ;; integer values

:Label0DFA52
0002: jump £Label0DF9FE
0002: jump £Label0DFAC6

:Label0DFA60
018C: play_sound  16 at -1181.5  82.1  11.2
0107: $1629 = create_object -124 (DYNAMITE) at -1181.5  82.1  11.2
0382: unknown_set_object $1629 collision_detection  0
0392: object $1629 toggle_in_moving_list  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0004: $1642 =  0  ;; integer values
0004: $163D =  0  ;; integer values
0004: $1640 =  1  ;; integer values
0164: disable_marker $1632
0008: $163E +=  1  ;; integer values

:Label0DFAC6
00D6: if  0
0038:   $1641 ==  0  ;; integer values
004D: jump_if_false £Label0DFBF0
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot -1173.6  70.2  16.9 radius  1.0  1.0  2.0
004D: jump_if_false £Label0DFBF0
00D6: if  0
0038:   $163D ==  0  ;; integer values
004D: jump_if_false £Label0DFB28
0006:  16@ =  0  ;; integer values
0004: $163D =  1  ;; integer values

:Label0DFB28
0001: wait  0 ms
00D6: if  0
001B:    2100 >  16@  ;; integer values
004D: jump_if_false £Label0DFB8A
00D6: if  0
0038:   $1642 ==  0  ;; integer values
004D: jump_if_false £Label0DFB7C
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0173: set_actor $PLAYER_ACTOR z_angle_to  7.5
0373: set_camera_directly_behind_player
0372: set_actor $PLAYER_ACTOR anim  31 wait_state_time  2000 ms
0004: $1642 =  1  ;; integer values

:Label0DFB7C
0002: jump £Label0DFB28
0002: jump £Label0DFBF0

:Label0DFB8A
018C: play_sound  16 at -1174.0  71.1  18.0
0107: $162A = create_object -124 (DYNAMITE) at -1174.0  71.1  18.0
0382: unknown_set_object $162A collision_detection  0
0392: object $162A toggle_in_moving_list  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0004: $1642 =  0  ;; integer values
0004: $163D =  0  ;; integer values
0004: $1641 =  1  ;; integer values
0164: disable_marker $1633
0008: $163E +=  1  ;; integer values

:Label0DFBF0
00D6: if  0
0038:   $163E ==  1  ;; integer values
004D: jump_if_false £Label0DFC22
00D6: if  0
0038:   $1643 ==  0  ;; integer values
004D: jump_if_false £Label0DFC22
014E: set_timer_to $1644 type  1
0004: $1643 =  1  ;; integer values

:Label0DFC22
00D6: if  0
0038:   $164F ==  0  ;; integer values
004D: jump_if_false £Label0DFD9A
00D6: if  0
8119:   NOT   car $1615 wrecked
004D: jump_if_false £Label0DFCE0
020A: set_car $1615 door_status_to  1
02AA: set_car $1615 immune_to_nonplayer  0
00D6: if  0
8118:   NOT   actor $1617 dead
004D: jump_if_false £Label0DFC99
0243: set_actor $1617 ped_stats_to  16
01D3: actor $1617 leave_car $1615
011A: set_actor $1617 flags  256
011A: set_actor $1617 flags  64
011A: set_actor $1617 flags  65536
0239: actor $1617 run_to -1184.6  92.3

:Label0DFC99
00D6: if  0
8118:   NOT   actor $1618 dead
004D: jump_if_false £Label0DFCE0
0243: set_actor $1618 ped_stats_to  16
01D3: actor $1618 leave_car $1615
011A: set_actor $1618 flags  256
011A: set_actor $1618 flags  64
011A: set_actor $1618 flags  65536
0239: actor $1618 run_to -1184.9  100.2

:Label0DFCE0
00D6: if  0
8119:   NOT   car $1616 wrecked
004D: jump_if_false £Label0DFD8C
020A: set_car $1616 door_status_to  1
02AA: set_car $1616 immune_to_nonplayer  0
00D6: if  0
8118:   NOT   actor $1619 dead
004D: jump_if_false £Label0DFD45
0243: set_actor $1619 ped_stats_to  16
01D3: actor $1619 leave_car $1616
011A: set_actor $1619 flags  256
011A: set_actor $1619 flags  64
011A: set_actor $1619 flags  65536
0239: actor $1619 run_to -1157.7  73.5

:Label0DFD45
00D6: if  0
8118:   NOT   actor $161A dead
004D: jump_if_false £Label0DFD8C
0243: set_actor $161A ped_stats_to  16
01D3: actor $161A leave_car $1616
011A: set_actor $161A flags  256
011A: set_actor $161A flags  64
011A: set_actor $161A flags  65536
0239: actor $161A run_to -1157.5  69.5

:Label0DFD8C
0004: $164F =  1  ;; integer values
0002: jump £Label0DFF6A

:Label0DFD9A
00D6: if  0
8118:   NOT   actor $1617 dead
004D: jump_if_false £Label0DFE0E
00D6: if  0
80ED:   NOT   actor $1617  0 ()near_point_on_foot -1184.6  92.3 radius  1.0  1.0
004D: jump_if_false £Label0DFDED
0350: unknown_actor $1617 not_scared_flag  0
0239: actor $1617 run_to -1184.6  92.3
0002: jump £Label0DFE0E

:Label0DFDED
00D6: if  0
0126:   actor $1617 walking
004D: jump_if_false £Label0DFE0E
0350: unknown_actor $1617 not_scared_flag  1
0173: set_actor $1617 z_angle_to  256.8

:Label0DFE0E
00D6: if  0
8118:   NOT   actor $1618 dead
004D: jump_if_false £Label0DFE82
00D6: if  0
80ED:   NOT   actor $1618  0 ()near_point_on_foot -1184.9  100.2 radius  1.0  1.0
004D: jump_if_false £Label0DFE61
0350: unknown_actor $1618 not_scared_flag  0
0239: actor $1618 run_to -1184.9  100.2
0002: jump £Label0DFE82

:Label0DFE61
00D6: if  0
0126:   actor $1618 walking
004D: jump_if_false £Label0DFE82
0350: unknown_actor $1618 not_scared_flag  1
0173: set_actor $1618 z_angle_to  257.4

:Label0DFE82
00D6: if  0
8118:   NOT   actor $1619 dead
004D: jump_if_false £Label0DFEF6
00D6: if  0
80ED:   NOT   actor $1619  0 ()near_point_on_foot -1157.7  73.5 radius  1.0  1.0
004D: jump_if_false £Label0DFED5
0350: unknown_actor $1619 not_scared_flag  0
0239: actor $1619 run_to -1157.7  73.5
0002: jump £Label0DFEF6

:Label0DFED5
00D6: if  0
0126:   actor $1619 walking
004D: jump_if_false £Label0DFEF6
0350: unknown_actor $1619 not_scared_flag  1
0173: set_actor $1619 z_angle_to  256.8

:Label0DFEF6
00D6: if  0
8118:   NOT   actor $161A dead
004D: jump_if_false £Label0DFF6A
00D6: if  0
80ED:   NOT   actor $161A  0 ()near_point_on_foot -1157.5  69.5 radius  1.0  1.0
004D: jump_if_false £Label0DFF49
0350: unknown_actor $161A not_scared_flag  0
0239: actor $161A run_to -1157.5  69.5
0002: jump £Label0DFF6A

:Label0DFF49
00D6: if  0
0126:   actor $161A walking
004D: jump_if_false £Label0DFF6A
0350: unknown_actor $161A not_scared_flag  1
0173: set_actor $161A z_angle_to  257.4

:Label0DFF6A
00D6: if  0
0038:   $1643 ==  1  ;; integer values
004D: jump_if_false £Label0DFFA4
00D6: if  0
0038:   $1644 ==  0  ;; integer values
004D: jump_if_false £Label0DFFA4
00BC: text_highpriority "CUB4_06"  5000 ms  1  ;; ~r~You did not get far enough away from the base and we had to abort the explosion!
0002: jump £Label0E1755

:Label0DFFA4
00D6: if  0
0038:   $1635 ==  1  ;; integer values
004D: jump_if_false £Label0E1700
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1077.4  125.9 -1200.0  47.9
004D: jump_if_false £Label0DFFEA
0004: $1635 =  1  ;; integer values
0002: jump £Label0E1700

:Label0DFFEA
0395: clear_area  1 at -1191.1  84.8 range  11.1  50.0
014F: stop_timer $1644
00D6: if  0
8118:   NOT   actor $161D dead
004D: jump_if_false £Label0E001C
01C2: remove_references_to_actor $161D  ;; Like turning an actor into a random pedestrian

:Label0E001C
00D6: if  0
8118:   NOT   actor $161E dead
004D: jump_if_false £Label0E0031
01C2: remove_references_to_actor $161E  ;; Like turning an actor into a random pedestrian

:Label0E0031
00D6: if  0
8118:   NOT   actor $1621 dead
004D: jump_if_false £Label0E0046
01C2: remove_references_to_actor $1621  ;; Like turning an actor into a random pedestrian

:Label0E0046
00D6: if  0
8118:   NOT   actor $1622 dead
004D: jump_if_false £Label0E005B
01C2: remove_references_to_actor $1622  ;; Like turning an actor into a random pedestrian

:Label0E005B
00D6: if  0
8118:   NOT   actor $162B dead
004D: jump_if_false £Label0E0070
01C2: remove_references_to_actor $162B  ;; Like turning an actor into a random pedestrian

:Label0E0070
00D6: if  0
8118:   NOT   actor $162C dead
004D: jump_if_false £Label0E0085
01C2: remove_references_to_actor $162C  ;; Like turning an actor into a random pedestrian

:Label0E0085
00D6: if  0
8118:   NOT   actor $162D dead
004D: jump_if_false £Label0E009A
01C2: remove_references_to_actor $162D  ;; Like turning an actor into a random pedestrian

:Label0E009A
00D6: if  0
8119:   NOT   car $1615 wrecked
004D: jump_if_false £Label0E00AF
01C3: remove_references_to_car $1615  ;; Like turning a car into any random car

:Label0E00AF
009A: $161D = create_actor  8 #HNA at -1180.2  81.2  10.1
0173: set_actor $161D z_angle_to  25.0
0372: set_actor $161D anim  25 wait_state_time  999999 ms
009A: $161E = create_actor  8 #HNA at -1197.1  70.3  10.1
0245: set_actor $161E walk_style_to  50
0239: actor $161E run_to -1169.6  109.2
009A: $1621 = create_actor  8 #HNA at -1197.4  74.9  10.1
0245: set_actor $1621 walk_style_to  50
0239: actor $1621 run_to -1169.6  109.2
009A: $1622 = create_actor  8 #HNA at -1189.8  81.2  10.1
0245: set_actor $1622 walk_style_to  50
0239: actor $1622 run_to -1169.6  109.2
009A: $162B = create_actor  8 #HNA at -1189.0  83.6  10.1
0245: set_actor $162B walk_style_to  50
0239: actor $162B run_to -1169.6  109.2
009A: $162C = create_actor  8 #HNA at -1190.5  68.5  10.1
0245: set_actor $162C walk_style_to  50
0239: actor $162C run_to -1169.6  109.2
00A5: $1615 = create_car #VOODOO at -1166.2  85.1  9.8
0175: set_car $1615 z_angle_to  112.8
0001: wait  1000 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0336: (unknown) $PLAYER_CHAR  0 
015F: set_camera_position -1198.59  75.79  13.74  0.0  0.0  0.0
0160: point_camera -1184.6  74.4  15.3  2
0001: wait  2000 ms
020C: create_explosion  2 at -1182.8  76.7  10.1
020C: create_explosion  11 at -1182.8  76.7  10.1
020C: create_explosion  1 at -1182.8  76.7  10.1
020C: create_explosion  6 at -1182.8  76.7  10.1
020C: create_explosion  2 at -1175.8  70.6  16.9
020C: create_explosion  11 at -1175.8  70.6  16.9
020C: create_explosion  1 at -1175.8  70.6  16.9
020C: create_explosion  6 at -1175.8  70.6  16.9
0003: shake_camera  900
0001: wait  1000 ms
015F: set_camera_position -1196.61  68.74  18.19  0.0  0.0  0.0
0160: point_camera -1187.74  83.15  14.59  2
0001: wait  500 ms
020C: create_explosion  2 at -1182.8  76.7  10.1
020C: create_explosion  11 at -1182.8  76.7  10.1
020C: create_explosion  1 at -1182.8  76.7  10.1
020C: create_explosion  6 at -1182.8  76.7  10.1
020C: create_explosion  2 at -1196.4  101.8  10.1
020C: create_explosion  11 at -1196.4  101.8  10.1
020C: create_explosion  1 at -1196.4  101.8  10.1
020C: create_explosion  6 at -1196.4  101.8  10.1
0003: shake_camera  900
0001: wait  1000 ms
020C: create_explosion  2 at -1182.8  76.7  10.1
020C: create_explosion  11 at -1182.8  76.7  10.1
020C: create_explosion  1 at -1182.8  76.7  10.1
020C: create_explosion  6 at -1182.8  76.7  10.1
020C: create_explosion  2 at -1196.4  101.8  10.1
020C: create_explosion  11 at -1196.4  101.8  10.1
020C: create_explosion  1 at -1196.4  101.8  10.1
020C: create_explosion  6 at -1196.4  101.8  10.1
020C: create_explosion  2 at -1181.4  76.8  17.3
020C: create_explosion  11 at -1181.4  76.8  17.3
020C: create_explosion  1 at -1181.4  76.8  17.3
020C: create_explosion  6 at -1181.4  76.8  17.3
020C: create_explosion  2 at -1187.69  102.0  17.2
020C: create_explosion  11 at -1187.69  102.0  17.2
020C: create_explosion  1 at -1187.69  102.0  17.2
020C: create_explosion  6 at -1187.69  102.0  17.2
0003: shake_camera  900
0001: wait  1000 ms
020C: create_explosion  2 at -1182.8  76.7  10.1
020C: create_explosion  11 at -1182.8  76.7  10.1
020C: create_explosion  1 at -1182.8  76.7  10.1
020C: create_explosion  6 at -1182.8  76.7  10.1
020C: create_explosion  2 at -1196.4  101.8  10.1
020C: create_explosion  11 at -1196.4  101.8  10.1
020C: create_explosion  1 at -1196.4  101.8  10.1
020C: create_explosion  6 at -1196.4  101.8  10.1
020C: create_explosion  2 at -1181.4  76.8  17.3
020C: create_explosion  11 at -1181.4  76.8  17.3
020C: create_explosion  1 at -1181.4  76.8  17.3
020C: create_explosion  6 at -1181.4  76.8  17.3
0003: shake_camera  300
0001: wait  300 ms
020C: create_explosion  2 at -1187.69  102.0  17.2
020C: create_explosion  11 at -1187.69  102.0  17.2
020C: create_explosion  1 at -1187.69  102.0  17.2
020C: create_explosion  6 at -1187.69  102.0  17.2
020C: create_explosion  2 at -1198.1  103.2  17.1
020C: create_explosion  11 at -1198.1  103.2  17.1
020C: create_explosion  1 at -1198.1  103.2  17.1
020C: create_explosion  6 at -1198.1  103.2  17.1
020C: create_explosion  2 at -1198.1  103.2  10.1
020C: create_explosion  11 at -1198.1  103.2  10.1
020C: create_explosion  1 at -1198.1  103.2  10.1
020C: create_explosion  6 at -1198.1  103.2  10.1
0003: shake_camera  900
0001: wait  1000 ms
020C: create_explosion  2 at -1182.8  76.7  10.1
020C: create_explosion  11 at -1182.8  76.7  10.1
020C: create_explosion  1 at -1182.8  76.7  10.1
020C: create_explosion  6 at -1182.8  76.7  10.1
020C: create_explosion  2 at -1196.4  101.8  10.1
020C: create_explosion  11 at -1196.4  101.8  10.1
020C: create_explosion  1 at -1196.4  101.8  10.1
020C: create_explosion  6 at -1196.4  101.8  10.1
020C: create_explosion  2 at -1181.4  76.8  17.3
020C: create_explosion  11 at -1181.4  76.8  17.3
020C: create_explosion  1 at -1181.4  76.8  17.3
020C: create_explosion  6 at -1181.4  76.8  17.3
0003: shake_camera  200
0001: wait  200 ms
020C: create_explosion  2 at -1187.69  102.0  17.2
020C: create_explosion  11 at -1187.69  102.0  17.2
020C: create_explosion  1 at -1187.69  102.0  17.2
020C: create_explosion  6 at -1187.69  102.0  17.2
020C: create_explosion  2 at -1198.1  103.2  17.1
020C: create_explosion  11 at -1198.1  103.2  17.1
020C: create_explosion  1 at -1198.1  103.2  17.1
020C: create_explosion  6 at -1198.1  103.2  17.1
020C: create_explosion  2 at -1198.1  103.2  10.1
020C: create_explosion  11 at -1198.1  103.2  10.1
020C: create_explosion  1 at -1198.1  103.2  10.1
020C: create_explosion  6 at -1198.1  103.2  10.1
0003: shake_camera  100
0001: wait  100 ms
020C: create_explosion  2 at -1189.7  83.6  17.1
020C: create_explosion  11 at -1189.7  83.6  17.1
020C: create_explosion  1 at -1189.7  83.6  17.1
020C: create_explosion  6 at -1189.7  83.6  17.1
020C: create_explosion  2 at -1189.7  83.6  10.1
020C: create_explosion  11 at -1189.7  83.6  10.1
020C: create_explosion  1 at -1189.7  83.6  10.1
020C: create_explosion  6 at -1189.7  83.6  10.1
0003: shake_camera  1400
0001: wait  1500 ms
020C: create_explosion  2 at -1182.8  76.7  10.1
020C: create_explosion  11 at -1182.8  76.7  10.1
020C: create_explosion  1 at -1182.8  76.7  10.1
020C: create_explosion  6 at -1182.8  76.7  10.1
020C: create_explosion  2 at -1196.4  101.8  10.1
020C: create_explosion  11 at -1196.4  101.8  10.1
020C: create_explosion  1 at -1196.4  101.8  10.1
020C: create_explosion  6 at -1196.4  101.8  10.1
0003: shake_camera  400
0001: wait  400 ms
020C: create_explosion  2 at -1181.4  76.8  17.3
020C: create_explosion  11 at -1181.4  76.8  17.3
020C: create_explosion  1 at -1181.4  76.8  17.3
020C: create_explosion  6 at -1181.4  76.8  17.3
020C: create_explosion  2 at -1187.69  102.0  17.2
020C: create_explosion  11 at -1187.69  102.0  17.2
020C: create_explosion  1 at -1187.69  102.0  17.2
020C: create_explosion  6 at -1187.69  102.0  17.2
020C: create_explosion  2 at -1198.1  103.2  17.1
020C: create_explosion  11 at -1198.1  103.2  17.1
020C: create_explosion  1 at -1198.1  103.2  17.1
020C: create_explosion  6 at -1198.1  103.2  17.1
020C: create_explosion  2 at -1198.1  103.2  10.1
020C: create_explosion  11 at -1198.1  103.2  10.1
020C: create_explosion  1 at -1198.1  103.2  10.1
020C: create_explosion  6 at -1198.1  103.2  10.1
0003: shake_camera  300
0001: wait  300 ms
020C: create_explosion  2 at -1189.7  83.6  17.1
020C: create_explosion  11 at -1189.7  83.6  17.1
020C: create_explosion  1 at -1189.7  83.6  17.1
020C: create_explosion  6 at -1189.7  83.6  17.1
020C: create_explosion  2 at -1189.7  83.6  10.1
020C: create_explosion  11 at -1189.7  83.6  10.1
020C: create_explosion  1 at -1189.7  83.6  10.1
020C: create_explosion  6 at -1189.7  83.6  10.1
0003: shake_camera  1400
0001: wait  1500 ms
020C: create_explosion  2 at -1182.8  76.7  10.1
020C: create_explosion  11 at -1182.8  76.7  10.1
020C: create_explosion  1 at -1182.8  76.7  10.1
020C: create_explosion  6 at -1182.8  76.7  10.1
020C: create_explosion  2 at -1196.4  101.8  10.1
020C: create_explosion  11 at -1196.4  101.8  10.1
020C: create_explosion  1 at -1196.4  101.8  10.1
020C: create_explosion  6 at -1196.4  101.8  10.1
0003: shake_camera  200
0001: wait  200 ms
020C: create_explosion  2 at -1181.4  76.8  17.3
020C: create_explosion  11 at -1181.4  76.8  17.3
020C: create_explosion  1 at -1181.4  76.8  17.3
020C: create_explosion  6 at -1181.4  76.8  17.3
020C: create_explosion  2 at -1187.69  102.0  17.2
020C: create_explosion  11 at -1187.69  102.0  17.2
020C: create_explosion  1 at -1187.69  102.0  17.2
020C: create_explosion  6 at -1187.69  102.0  17.2
020C: create_explosion  2 at -1198.1  103.2  17.1
020C: create_explosion  11 at -1198.1  103.2  17.1
020C: create_explosion  1 at -1198.1  103.2  17.1
020C: create_explosion  6 at -1198.1  103.2  17.1
020C: create_explosion  2 at -1198.1  103.2  10.1
020C: create_explosion  11 at -1198.1  103.2  10.1
020C: create_explosion  1 at -1198.1  103.2  10.1
020C: create_explosion  6 at -1198.1  103.2  10.1
0003: shake_camera  100
0001: wait  100 ms
020C: create_explosion  2 at -1189.7  83.6  17.1
020C: create_explosion  11 at -1189.7  83.6  17.1
020C: create_explosion  1 at -1189.7  83.6  17.1
020C: create_explosion  6 at -1189.7  83.6  17.1
020C: create_explosion  2 at -1189.7  83.6  10.1
020C: create_explosion  11 at -1189.7  83.6  10.1
020C: create_explosion  1 at -1189.7  83.6  10.1
020C: create_explosion  6 at -1189.7  83.6  10.1
0003: shake_camera  900
0001: wait  1000 ms
015F: set_camera_position -1159.03  108.49  15.35  0.0  0.0  0.0
0160: point_camera -1180.11  90.65  16.05  2
020C: create_explosion  2 at -1182.8  76.7  10.1
020C: create_explosion  11 at -1182.8  76.7  10.1
020C: create_explosion  1 at -1182.8  76.7  10.1
020C: create_explosion  6 at -1182.8  76.7  10.1
020C: create_explosion  2 at -1196.4  101.8  10.1
020C: create_explosion  11 at -1196.4  101.8  10.1
020C: create_explosion  1 at -1196.4  101.8  10.1
020C: create_explosion  6 at -1196.4  101.8  10.1
020C: create_explosion  2 at -1181.4  76.8  17.3
020C: create_explosion  11 at -1181.4  76.8  17.3
020C: create_explosion  1 at -1181.4  76.8  17.3
020C: create_explosion  6 at -1181.4  76.8  17.3
039D: scatter_particles  4  5.0  0  0  0  11000 at -1184.97  96.72  11.13  16.0  0.0  .1
039D: scatter_particles  4  5.0  0  0  0  11000 at -1184.97  96.72  11.13  16.0  0.0  .1
039D: scatter_particles  4  5.0  0  0  0  11000 at -1184.97  96.72  11.13  16.0  0.0  .1
039D: scatter_particles  4  5.0  0  0  0  11000 at -1184.97  96.72  11.13  16.0  0.0  .1
039D: scatter_particles  4  5.0  0  0  0  11000 at -1184.97  96.72  11.13  16.0  0.0  .1
0003: shake_camera  600
0001: wait  600 ms
020C: create_explosion  2 at -1187.69  102.0  17.2
020C: create_explosion  11 at -1187.69  102.0  17.2
020C: create_explosion  1 at -1187.69  102.0  17.2
020C: create_explosion  6 at -1187.69  102.0  17.2
020C: create_explosion  2 at -1198.1  103.2  17.1
020C: create_explosion  11 at -1198.1  103.2  17.1
020C: create_explosion  1 at -1198.1  103.2  17.1
020C: create_explosion  6 at -1198.1  103.2  17.1
020C: create_explosion  2 at -1198.1  103.2  10.1
020C: create_explosion  11 at -1198.1  103.2  10.1
020C: create_explosion  1 at -1198.1  103.2  10.1
020C: create_explosion  6 at -1198.1  103.2  10.1
020C: create_explosion  2 at -1189.7  83.6  17.1
020C: create_explosion  11 at -1189.7  83.6  17.1
020C: create_explosion  1 at -1189.7  83.6  17.1
020C: create_explosion  6 at -1189.7  83.6  17.1
020C: create_explosion  2 at -1189.7  83.6  10.1
020C: create_explosion  11 at -1189.7  83.6  10.1
020C: create_explosion  1 at -1189.7  83.6  10.1
020C: create_explosion  6 at -1189.7  83.6  10.1
0003: shake_camera  200
0001: wait  200 ms
020C: create_explosion  2 at -1197.0  89.5  17.1
020C: create_explosion  11 at -1197.0  89.5  17.1
020C: create_explosion  1 at -1197.0  89.5  17.1
020C: create_explosion  6 at -1197.0  89.5  17.1
020C: create_explosion  2 at -1197.0  89.5  10.1
020C: create_explosion  11 at -1197.0  89.5  10.1
020C: create_explosion  1 at -1197.0  89.5  10.1
020C: create_explosion  6 at -1197.0  89.5  10.1
020C: create_explosion  2 at -1196.61  68.74  18.19
020C: create_explosion  11 at -1196.61  68.74  18.19
020C: create_explosion  1 at -1196.61  68.74  18.19
020C: create_explosion  6 at -1196.61  68.74  18.19
0003: shake_camera  1000
0001: wait  1000 ms
020C: create_explosion  2 at -1171.06  68.74  20.34
020C: create_explosion  11 at -1171.06  68.74  20.34
020C: create_explosion  1 at -1171.06  68.74  20.34
020C: create_explosion  6 at -1171.06  68.74  20.34
020C: create_explosion  2 at -1171.06  74.74  20.34
020C: create_explosion  11 at -1171.06  74.74  20.34
020C: create_explosion  1 at -1171.06  74.74  20.34
020C: create_explosion  6 at -1171.06  74.74  20.34
0003: shake_camera  100
0001: wait  100 ms
020C: create_explosion  2 at -1171.06  79.74  20.34
020C: create_explosion  11 at -1171.06  79.74  20.34
020C: create_explosion  1 at -1171.06  79.74  20.34
020C: create_explosion  6 at -1171.06  79.74  20.34
020C: create_explosion  2 at -1171.06  85.74  20.34
020C: create_explosion  11 at -1171.06  85.74  20.34
020C: create_explosion  1 at -1171.06  85.74  20.34
020C: create_explosion  6 at -1171.06  85.74  20.34
0003: shake_camera  100
0001: wait  100 ms
020C: create_explosion  2 at -1171.06  90.74  20.34
020C: create_explosion  11 at -1171.06  90.74  20.34
020C: create_explosion  1 at -1171.06  90.74  20.34
020C: create_explosion  6 at -1171.06  90.74  20.34
020C: create_explosion  2 at -1171.06  96.74  20.34
020C: create_explosion  11 at -1171.06  96.74  20.34
020C: create_explosion  1 at -1171.06  96.74  20.34
020C: create_explosion  6 at -1171.06  96.74  20.34
0003: shake_camera  100
0001: wait  100 ms
020C: create_explosion  2 at -1171.06  103.74  20.34
020C: create_explosion  11 at -1171.06  103.74  20.34
020C: create_explosion  1 at -1171.06  103.74  20.34
020C: create_explosion  6 at -1171.06  103.74  20.34
020C: create_explosion  2 at -1179.06  105.74  20.34
020C: create_explosion  11 at -1179.06  105.74  20.34
020C: create_explosion  1 at -1179.06  105.74  20.34
020C: create_explosion  6 at -1179.06  105.74  20.34
0003: shake_camera  100
0001: wait  100 ms
020C: create_explosion  2 at -1188.06  105.74  20.34
020C: create_explosion  11 at -1188.06  105.74  20.34
020C: create_explosion  1 at -1188.06  105.74  20.34
020C: create_explosion  6 at -1188.06  105.74  20.34
00D6: if  0
8119:   NOT   car $1615 wrecked
004D: jump_if_false £Label0E15BB
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1615
004D: jump_if_false £Label0E15BB
03F5: unknown_prepare_car $1615 for_explosion flag  1
020B: explode_car $1615

:Label0E15BB
00D6: if  0
8119:   NOT   car $1616 wrecked
004D: jump_if_false £Label0E15EA
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1616
004D: jump_if_false £Label0E15EA
03F5: unknown_prepare_car $1616 for_explosion flag  1
020B: explode_car $1616

:Label0E15EA
0169: set_fade_color  255  255  255
016A: fade  0 ()  400 ms
020C: create_explosion  6 at -1159.03  108.49  10.35

:Label0E160F
00D6: if  0
016B:   fading
004D: jump_if_false £Label0E1627
0001: wait  0 ms
0002: jump £Label0E160F

:Label0E1627
00D6: if  0
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false £Label0E1653
03B6: replace_model_at -1165.346  85.534  17.783 radius  80.0 from -178 (BUILD1) to -179 (BUILDBLOWN)

:Label0E1653
00D6: if  0
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false £Label0E167F
03B6: replace_model_at -1165.346  85.534  17.783 radius  80.0 from -180 (HDRUGFACTORYINT) to -181 (HDRUGFACTORYPOL)

:Label0E167F
00D6: if  0
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false £Label0E16AB
03B6: replace_model_at -1165.346  85.534  17.783 radius  80.0 from -182 (LODLD1) to -183 (LODLDBLOWN)

:Label0E16AB
0108: destroy_object $1628
0108: destroy_object $1629
0108: destroy_object $162A
0004: $1644 =  0  ;; integer values
020C: create_explosion  6 at -1159.03  108.49  10.35
016A: fade  1 (back)  1600 ms
0001: wait  5000 ms
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
03CB: set_camera $5F $60 $61
0002: jump £Label0E1766

:Label0E1700
00D6: if  0
8038:   NOT   $163E ==  3  ;; integer values
004D: jump_if_false £Label0E174E
00D6: if  0
8056:   NOT   player $PLAYER_CHAR  0 ()in_rectangle -1111.6  125.9 -1200.0  47.9
004D: jump_if_false £Label0E174E
00BC: text_highpriority "CUB4_06"  5000 ms  1  ;; ~r~You did not get far enough away from the base and we had to abort the explosion!
0002: jump £Label0E1755

:Label0E174E
0002: jump £Label0DF70A

:Label0E1755
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0E1766
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  10000  5000 ms  1  ;; MISSION PASSED! $~1~
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  10000
030C: set_mission_points +=  1

:Label0E178F
00D6: if  0
834E:   NOT unknown_move_object $6FF to -1114.5  73.0  10.1 unknown_angle  10.0  10.0  0.0  0
004D: jump_if_false £Label0E17CA
0001: wait  0 ms
0002: jump £Label0E178F

:Label0E17CA
0318: set_latest_mission_passed "CUB_4"  ;; Trojan Voodoo
0164: disable_marker $116
015C: set_zone_gang_info "GHETTO1"  1 (day)  13  0  100  0  0  0  0  0  0  0  20 
015C: set_zone_gang_info "GHETTO1"  0 (night)  10  0  100  0  0  0  0  0  0  0  10 
0152: set_zone_car_info "GHETTO1"  1 (day)  12  0  100  0  0  0  0  0  0  0  10
0152: set_zone_car_info "GHETTO1"  0 (night)  10  0  100  0  0  0  0  0  0  0  10
015C: set_zone_gang_info "GHETTO2"  1 (day)  13  100  0  0  0  0  0  0  0  0  20 
015C: set_zone_gang_info "GHETTO2"  0 (night)  10  100  0  0  0  0  0  0  0  0  10 
0152: set_zone_car_info "GHETTO2"  1 (day)  12  100  0  0  0  0  0  0  0  0  10
0152: set_zone_car_info "GHETTO2"  0 (night)  10  100  0  0  0  0  0  0  0  0  10
03F2: pedgroup  8 remove_threat  128
03F2: pedgroup  7 remove_threat  256
00D6: if  0
0038:   $1644 ==  0  ;; integer values
004D: jump_if_false £Label0E192B
032B: $1627 = create_weapon_pickup #MINIGUN  15 ammo  100 at -1184.17  102.62  17.5
0004: $1644 =  1  ;; integer values

:Label0E192B
0004: $11A =  1  ;; integer values
0051: return

:Label0E1934
0004: $ONMISSION =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03F2: pedgroup  8 remove_threat  16384
0249: release_model #HNA
0249: release_model #HNB
0249: release_model #CBA
0249: release_model #CBB
0249: release_model #SNIPER
0249: release_model #TEC9
0249: release_model #VOODOO
0249: release_model -124 (DYNAMITE)
014F: stop_timer $1644
0164: disable_marker $162E
0164: disable_marker $162F
0164: disable_marker $1630
0164: disable_marker $1631
0164: disable_marker $1632
0164: disable_marker $1633
0164: disable_marker $1634
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0E199D
0164: disable_marker $1634
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
018A: $1631 = create_checkpoint_at -1187.2  103.0  10.1
018A: $1632 = create_checkpoint_at -1180.2  81.2  10.1
018A: $1633 = create_checkpoint_at -1173.6  70.2  16.9
00D6: if  0
8118:   NOT   actor $1614 dead
004D: jump_if_false £Label0E1A0C
011A: set_actor $1614 flags  256
011A: set_actor $1614 flags  64
02A9: set_actor $1614 immune_to_nonplayer  0

:Label0E1A0C
00D6: if  0
8118:   NOT   actor $161D dead
004D: jump_if_false £Label0E1A44
011A: set_actor $161D flags  128
011A: set_actor $161D flags  1
011A: set_actor $161D flags  64
0173: set_actor $161D z_angle_to  4.7
01CC: actor $161D kill_player $PLAYER_CHAR

:Label0E1A44
00D6: if  0
8118:   NOT   actor $161E dead
004D: jump_if_false £Label0E1A7C
011A: set_actor $161E flags  128
011A: set_actor $161E flags  1
011A: set_actor $161E flags  64
0173: set_actor $161E z_angle_to  4.7
01CC: actor $161E kill_player $PLAYER_CHAR

:Label0E1A7C
00D6: if  0
8118:   NOT   actor $1621 dead
004D: jump_if_false £Label0E1ABF
011A: set_actor $1621 flags  128
011A: set_actor $1621 flags  1
011A: set_actor $1621 flags  64
00D6: if  0
8118:   NOT   actor $1622 dead
004D: jump_if_false £Label0E1ABF
03F9: make_actors $1621 $1622 converse_in  100000 ms

:Label0E1ABF
00D6: if  0
8118:   NOT   actor $1622 dead
004D: jump_if_false £Label0E1AE5
011A: set_actor $1622 flags  128
011A: set_actor $1622 flags  1
011A: set_actor $1622 flags  64

:Label0E1AE5
00D6: if  0
8118:   NOT   actor $161B dead
004D: jump_if_false £Label0E1B1C
011A: set_actor $161B flags  128
011A: set_actor $161B flags  1
011A: set_actor $161B flags  64
0173: set_actor $161B z_angle_to  109.6
0350: unknown_actor $161B not_scared_flag  1

:Label0E1B1C
009A: $1626 = create_actor  8 #HNA at -1115.2  67.0  10.1
0173: set_actor $1626 z_angle_to  85.4
01B2: give_actor $1626 weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1626 flags
0243: set_actor $1626 ped_stats_to  16
011A: set_actor $1626 flags  128
011A: set_actor $1626 flags  1
011A: set_actor $1626 flags  64
0291: unknown_actor $1626 unknown_behavior_flag  1
0350: unknown_actor $1626 not_scared_flag  1
009A: $1623 = create_actor  8 #HNA at -1182.3  80.5  10.1
0173: set_actor $1623 z_angle_to  355.1
01B2: give_actor $1623 weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1623 flags
0243: set_actor $1623 ped_stats_to  16
011A: set_actor $1623 flags  128
011A: set_actor $1623 flags  1
011A: set_actor $1623 flags  64
0291: unknown_actor $1623 unknown_behavior_flag  1
0350: unknown_actor $1623 not_scared_flag  1
009A: $1624 = create_actor  8 #HNA at -1192.2  102.7  10.1
0173: set_actor $1624 z_angle_to  109.6
01B2: give_actor $1624 weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1624 flags
0243: set_actor $1624 ped_stats_to  16
011A: set_actor $1624 flags  128
011A: set_actor $1624 flags  1
011A: set_actor $1624 flags  64
0291: unknown_actor $1624 unknown_behavior_flag  1
0350: unknown_actor $1624 not_scared_flag  1
009A: $1625 = create_actor  8 #HNA at -1183.4  67.0  16.9
0173: set_actor $1625 z_angle_to  12.0
01B2: give_actor $1625 weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $1625 flags
0243: set_actor $1625 ped_stats_to  16
011A: set_actor $1625 flags  128
011A: set_actor $1625 flags  1
011A: set_actor $1625 flags  64
0291: unknown_actor $1625 unknown_behavior_flag  1
0350: unknown_actor $1625 not_scared_flag  1
009A: $162B = create_actor  8 #HNA at -1197.9  82.5  10.1
0173: set_actor $162B z_angle_to  347.0
01B2: give_actor $162B weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $162B flags
0243: set_actor $162B ped_stats_to  16
011A: set_actor $162B flags  128
011A: set_actor $162B flags  1
011A: set_actor $162B flags  64
0291: unknown_actor $162B unknown_behavior_flag  1
0350: unknown_actor $162B not_scared_flag  1
009A: $162C = create_actor  8 #HNA at -1189.0  83.6  10.1
0173: set_actor $162C z_angle_to  20.0
01B2: give_actor $162C weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $162C flags
0243: set_actor $162C ped_stats_to  16
011A: set_actor $162C flags  128
011A: set_actor $162C flags  1
011A: set_actor $162C flags  64
0291: unknown_actor $162C unknown_behavior_flag  1
0350: unknown_actor $162C not_scared_flag  1
009A: $162D = create_actor  8 #HNA at -1190.5  68.5  10.1
0173: set_actor $162D z_angle_to  13.8
01B2: give_actor $162D weapon  22 ammo  30000  ;; Load the weapon model before using this
01ED: reset_actor $162D flags
0243: set_actor $162D ped_stats_to  16
011A: set_actor $162D flags  128
011A: set_actor $162D flags  1
011A: set_actor $162D flags  64
0291: unknown_actor $162D unknown_behavior_flag  1
0350: unknown_actor $162D not_scared_flag  1
00D6: if  0
8119:   NOT   car $1615 wrecked
004D: jump_if_false £Label0E1DB7
02AA: set_car $1615 immune_to_nonplayer  1

:Label0E1DB7
00D6: if  0
8119:   NOT   car $1616 wrecked
004D: jump_if_false £Label0E1DCE
02AA: set_car $1616 immune_to_nonplayer  1

:Label0E1DCE
03F1: pedtype  8 add_threat  1
03F1: pedtype  8 add_threat  16384
03CF: load_wav "CUB4_9" as  1

:Label0E1DE7
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0E1E01
0001: wait  0 ms
0002: jump £Label0E1DE7

:Label0E1E01
00BC: text_highpriority "CUB4_16"  4000 ms  1  ;; I'm going to plant the bomb, cover me!
03D1: play_wav  1

:Label0E1E14
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0E1E2E
0001: wait  0 ms
0002: jump £Label0E1E14

:Label0E1E2E
040D: unload_wav  1
03D5: remove_text "CUB4_16"  ;; I'm going to plant the bomb, cover me!

:Label0E1E3C
00D6: if  0
834E:   NOT unknown_move_object $6FF to -1114.5  67.0  10.1 unknown_angle  10.0  10.0  0.0  0
004D: jump_if_false £Label0E1E77
0001: wait  0 ms
0002: jump £Label0E1E3C

:Label0E1E77
0051: return

;-------------Mission 60---------------
; Originally: Juju Scramble


:Label0E1E79
03A4: name_thread "HAIT1"
0050: gosub £Label0E1EA7
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0E1E9E
0050: gosub £Label0E33F7

:Label0E1E9E
0050: gosub £Label0E344A
004E: end_thread

:Label0E1EA7
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0004: $1659 =  0  ;; integer values
0004: $165A =  0  ;; integer values
0005: $165B = -1162.82  ;; floating-point values
0005: $165C = -19.06  ;; floating-point values
0005: $165D =  16.14  ;; floating-point values
0004: $165E =  0  ;; integer values
0005: $1660 = -1154.48  ;; floating-point values
0005: $1661 = -30.59  ;; floating-point values
0005: $1662 =  19.08  ;; floating-point values
0005: $1663 =  12.22  ;; floating-point values
0005: $1665 = -1160.49  ;; floating-point values
0005: $1666 = -30.37  ;; floating-point values
0005: $1667 =  19.08  ;; floating-point values
0005: $1668 =  12.22  ;; floating-point values
0005: $166A = -1142.84  ;; floating-point values
0005: $166B = -6.34  ;; floating-point values
0005: $166C =  22.97  ;; floating-point values
0005: $166D =  84.66  ;; floating-point values
0005: $166F = -1143.56  ;; floating-point values
0005: $1670 = -16.69  ;; floating-point values
0005: $1671 =  22.9  ;; floating-point values
0005: $1672 =  84.66  ;; floating-point values
0004: $1675 =  0  ;; integer values
0004: $1676 =  0  ;; integer values
0005: $1678 = -995.87  ;; floating-point values
0005: $1679 = -32.49  ;; floating-point values
0005: $167A =  10.89  ;; floating-point values
0004: $1677 =  61000  ;; integer values
0004: $16CB =  0  ;; integer values
0004: $16CC =  0  ;; integer values
0004: $167B =  0  ;; integer values
0004: $167C =  0  ;; integer values
0004: $167D =  0  ;; integer values
0004: $1680 =  0  ;; integer values
0005: $1681 = -966.67  ;; floating-point values
0005: $1682 = -36.7  ;; floating-point values
0005: $1683 = -100.0  ;; floating-point values
0005: $1684 =  90.0  ;; floating-point values
0004: $1685 =  100  ;; integer values
0004: $16AD =  0  ;; integer values
0004: $1687 =  0  ;; integer values
0005: $1688 = -969.82  ;; floating-point values
0005: $1689 = -46.22  ;; floating-point values
0005: $168A =  9.91  ;; floating-point values
0005: $168B =  0.0  ;; floating-point values
0004: $168C =  100  ;; integer values
0004: $168E =  0  ;; integer values
0004: $168F =  0  ;; integer values
0004: $1691 =  0  ;; integer values
0005: $1692 = -968.1  ;; floating-point values
0005: $1693 = -28.41  ;; floating-point values
0005: $1694 =  9.94  ;; floating-point values
0005: $1695 =  0.0  ;; floating-point values
0004: $1696 =  100  ;; integer values
0004: $1697 =  0  ;; integer values
0004: $1699 =  0  ;; integer values
0004: $169C =  0  ;; integer values
0004: $169D =  0  ;; integer values
0005: $169F = -914.55  ;; floating-point values
0005: $16A0 =  344.73  ;; floating-point values
0005: $16A1 = -100.0  ;; floating-point values
0004: $169E =  61000  ;; integer values
0004: $16B1 =  0  ;; integer values
0004: $16A2 =  0  ;; integer values
0004: $16A3 =  0  ;; integer values
0004: $16A3 =  0  ;; integer values
0004: $16A5 =  0  ;; integer values
0004: $16A7 =  0  ;; integer values
0005: $16A8 = -904.85  ;; floating-point values
0005: $16A9 =  299.418  ;; floating-point values
0005: $16AA =  10.26  ;; floating-point values
0005: $16AB =  0.0  ;; floating-point values
0004: $16AC =  100  ;; integer values
0004: $16AE =  0  ;; integer values
0004: $16B2 =  0  ;; integer values
0005: $16B3 = -903.07  ;; floating-point values
0005: $16B4 =  299.196  ;; floating-point values
0005: $16B5 =  10.26  ;; floating-point values
0005: $16B6 =  0.0  ;; floating-point values
0005: $16B7 = -914.55  ;; floating-point values
0005: $16B8 =  344.73  ;; floating-point values
0005: $16B9 =  10.26  ;; floating-point values
0004: $16BA =  100  ;; integer values
0004: $16C0 =  0  ;; integer values
0004: $16C2 =  0  ;; integer values
0005: $16C3 = -957.891  ;; floating-point values
0005: $16C4 =  139.084  ;; floating-point values
0005: $16C5 =  8.26  ;; floating-point values
0004: $16C6 =  0  ;; integer values
0004: $16C7 =  0  ;; integer values
0004: $16C8 =  0  ;; integer values
0004: $16C9 =  0  ;; integer values
0004: $16CA =  0  ;; integer values
0004: $16BB =  0  ;; integer values
0004: $16BC =  0  ;; integer values
0004: $16BD =  0  ;; integer values
0005: $16CF =  0.0  ;; floating-point values
0005: $16D0 =  0.0  ;; floating-point values
0005: $16D1 =  0.0  ;; floating-point values
0004: $16D3 =  0  ;; integer values
0005: $16D7 = -990.11  ;; floating-point values
0005: $16D8 = -34.5  ;; floating-point values
0005: $16D9 =  9.72  ;; floating-point values
0004: $16DA =  0  ;; integer values
0004: $16DB =  0  ;; integer values
0005: $16DC = -913.827  ;; floating-point values
0005: $16DD =  325.343  ;; floating-point values
0005: $16DE =  10.249  ;; floating-point values
0004: $16DF =  0  ;; integer values
0004: $16E0 =  0  ;; integer values
0004: $16E1 =  0  ;; integer values
0004: $16E2 =  0  ;; integer values
0004: $16E3 =  0  ;; integer values
0004: $16E4 =  0  ;; integer values
0004: $16E5 =  0  ;; integer values
0004: $16E6 =  0  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "HAIT1"
058E: set_restart_mission_taxi_destination -957.904  122.843  8.278  356.948
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "APOULET"
02F3: load_object #CUTOBJ01 "HTABLE"
02F3: load_object #CUTOBJ02 "KETTLE"
03CB: set_camera -962.697  149.793  10.21
04BB: select_interiour  12  ;; select render area
04F9: interiour_colors  13  0
038B: load_requested_models

:Label0E2309
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label0E2331
0001: wait  0 ms
0002: jump £Label0E2309

:Label0E2331
02E4: load_cutscene_data "HAT_1"
0244: set_cutscene_pos -962.799  148.391  8.355
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $AA = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $AA "APOULET"
02E5: $D6 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D6 "HTABLE"
02E5: $D5 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $D5 "KETTLE"
0395: clear_area  1 at -962.53  141.69 range  8.25  2.0
0055: put_player $PLAYER_CHAR at -962.53  141.69  8.25
0171: set_player $PLAYER_CHAR z_angle_to  183.42
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0E23F1
00D6: if  0
001A:    2089 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E2414
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E23F1

:Label0E2414
00BC: text_highpriority "HAM1_A"  10000 ms  1  ;; Hello? Hello?

:Label0E2423
00D6: if  0
001A:    6844 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E2446
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E2423

:Label0E2446
00BC: text_highpriority "HAM1_B"  10000 ms  1  ;; Come in, my dear, and rest your soul.

:Label0E2455
00D6: if  0
001A:    9955 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E2478
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E2455

:Label0E2478
00BC: text_highpriority "HAM1_C"  10000 ms  1  ;; You must be the big bad man me grandaddy been chattin' 'bout.

:Label0E2487
00D6: if  0
001A:    13943 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E24AA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E2487

:Label0E24AA
00BC: text_highpriority "HAM1_D"  10000 ms  1  ;; Tells me tings about you, you know, when he visits,

:Label0E24B9
00D6: if  0
001A:    16609 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E24DC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E24B9

:Label0E24DC
00BC: text_highpriority "HAM1_E"  10000 ms  1  ;; and about the others who wait for you.

:Label0E24EB
00D6: if  0
001A:    19208 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E250E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E24EB

:Label0E250E
00BC: text_highpriority "HAM1_F"  10000 ms  1  ;; Now, we all dead for long time, but you,

:Label0E251D
00D6: if  0
001A:    21822 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E2540
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E251D

:Label0E2540
00BC: text_highpriority "HAM1_G"  10000 ms  1  ;; I wouldn't want to be in your shoes, ha ha ha ha ha!

:Label0E254F
00D6: if  0
001A:    24520 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E2572
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E254F

:Label0E2572
00BC: text_highpriority "HAM1_H"  10000 ms  1  ;; I got a message to come here.

:Label0E2581
00D6: if  0
001A:    26563 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E25A4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E2581

:Label0E25A4
00BC: text_highpriority "HAM1_I"  10000 ms  1  ;; Can you hear dem?

:Label0E25B3
00D6: if  0
001A:    28200 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E25D6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E25B3

:Label0E25D6
00BC: text_highpriority "HAM1_J"  10000 ms  1  ;; Dem callin' your name, boy, must want you pretty bad, don't ya tink?

:Label0E25E5
00D6: if  0
001A:    32697 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E2608
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E25E5

:Label0E2608
00BC: text_highpriority "HAM1_K"  10000 ms  1  ;; Now you do old Auntie Poulet a turn, huh, maybe she help you.

:Label0E2617
00D6: if  0
001A:    35049 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E263C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E2617

:Label0E263C
00BC: text_highpriority "HAM1_L"  10000 ms  1  ;; Maybe she can give you a little juju after all of dis.

:Label0E264B
00D6: if  0
001A:    39949 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E2670
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E264B

:Label0E2670
00BC: text_highpriority "HAM1_M"  10000 ms  1  ;; Give you some magic to give the law man the stink eye, hmmmmm?

:Label0E267F
00D6: if  0
001A:    43624 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E26A4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E267F

:Label0E26A4
00BC: text_highpriority "HAM1_N"  10000 ms  1  ;; Look, this is all very, um... give me what?

:Label0E26B3
00D6: if  0
001A:    47531 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E26D8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E26B3

:Label0E26D8
00BC: text_highpriority "HAM1_O"  10000 ms  1  ;; I,I, I think I've got the wrong address...

:Label0E26E7
00D6: if  0
001A:    49412 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E270C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E26E7

:Label0E270C
00BC: text_highpriority "HAM1_P"  10000 ms  1  ;; Do me these tings, Tommy......

:Label0E271B
00D6: if  0
001A:    53234 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E2740
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E271B

:Label0E2740
00BC: text_highpriority "HAM1_Q"  10000 ms  1  ;; The Cubans, nasty proud foofoos, mmm,

:Label0E274F
00D6: if  0
001A:    57817 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E2774
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E274F

:Label0E2774
00BC: text_highpriority "HAM1_R"  10000 ms  1  ;; been making my lovely Haitian boys shake de heads.

:Label0E2783
00D6: if  0
001A:    61451 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E27A8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E2783

:Label0E27A8
00BC: text_highpriority "HAM1_S"  10000 ms  1  ;; Now they told the policeman where me been stashing my powders.

:Label0E27B7
00D6: if  0
001A:    64655 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E27DC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E27B7

:Label0E27DC
00BC: text_highpriority "HAM1_T"  10000 ms  1  ;; Dey tink it drugs, them stupid.

:Label0E27EB
00D6: if  0
001A:    68336 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E2810
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E27EB

:Label0E2810
00BC: text_highpriority "HAM1_U"  10000 ms  1  ;; Now be a good boy Tommy and go and get the powders for Auntie Poulet.

:Label0E281F
00D6: if  0
001A:    74373 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E2844
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E281F

:Label0E2844
00BC: text_highpriority "HAM1_V"  10000 ms  1  ;; Yeah, yeah, sure, sure.

:Label0E2853
00D6: if  0
001A:    77824 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E2878
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E2853

:Label0E2878
00BE: text_clear_all

:Label0E287A
00D6: if  0
001A:    80912 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E289F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E287A

:Label0E289F
016A: fade  0 ()  2000 ms
00BE: text_clear_all

:Label0E28A8
00D6: if  0
016B:   fading
004D: jump_if_false £Label0E28C0
0001: wait  0 ms
0002: jump £Label0E28A8

:Label0E28C0
04FA: reset_interior_colors  0
04BB: select_interiour  0  ;; select render area
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
03CB: set_camera -962.53  141.69  8.25
04E3: unknown_player $PLAYER_CHAR  0  60000
0247: request_model #SWAT
0247: request_model #MP5LNG
0247: request_model #SNIPER
0247: request_model #NITESTICK
03CF: load_wav "HAT_1A" as  1

:Label0E291E
00D6: if  23
8248:   NOT   model #SWAT available
8248:   NOT   model #MP5LNG available
8248:   NOT   model #SNIPER available
8248:   NOT   model #NITESTICK available
004D: jump_if_false £Label0E2947
0001: wait  0 ms
0002: jump £Label0E291E

:Label0E2947
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0E2961
0001: wait  0 ms
0002: jump £Label0E2947

:Label0E2961
009A: $1686 = create_actor  4 #SWAT at $1688 $1689 $168A
0187: $168D = create_marker_above_actor $1686
0164: disable_marker $168D
009B: destroy_actor_instantly $1686
009A: $1690 = create_actor  4 #SWAT at $1692 $1693 $1694
0187: $1698 = create_marker_above_actor $1690
0164: disable_marker $1698
009B: destroy_actor_instantly $1690
0213: $1673 = create_pickup -120 (BRIEFCASE) type  3 at $1678 $1679 $167A
03DC: $167E = create_marker_above_pickup $1673
0164: disable_marker $167E
0215: destroy_pickup $1673
009A: $16B0 = create_actor  4 #SWAT at $16B3 $16B4 $16B5
0187: $16BF = create_marker_above_actor $16B0
0164: disable_marker $16BF
009B: destroy_actor_instantly $16B0
009A: $16A6 = create_actor  4 #SWAT at $16A8 $16A9 $16AA
0187: $16AF = create_marker_above_actor $16A6
0164: disable_marker $16AF
009B: destroy_actor_instantly $16A6
0213: $169A = create_pickup -120 (BRIEFCASE) type  3 at $169F $16A0 $16A1
03DC: $16A4 = create_marker_above_pickup $169A
0164: disable_marker $16A4
0215: destroy_pickup $169A
009A: $165F = create_actor  4 #SWAT at $1660 $1661 $1662
009B: destroy_actor_instantly $165F
009A: $1664 = create_actor  4 #SWAT at $1665 $1666 $1667
009B: destroy_actor_instantly $1664
009A: $1669 = create_actor  4 #SWAT at $166A $166B $166C
009B: destroy_actor_instantly $1669
009A: $166E = create_actor  4 #SWAT at $166F $1670 $1671
009B: destroy_actor_instantly $166E
009A: $16D2 = create_actor  6 #SWAT at -1168.36 -8.738  15.72
009B: destroy_actor_instantly $16D2
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
0213: $1657 = create_pickup -120 (BRIEFCASE) type  3 at $165B $165C $165D
03DC: $1658 = create_marker_above_pickup $1657
0004: $1659 =  1  ;; integer values
00BC: text_highpriority "HAM1_1"  5000 ms  1  ;; ~g~The cops are closing in on our stashes. BE quick, and beat dem to it!
0004: $7B =  0  ;; integer values

:Label0E2AFD
00D6: if  0
0038:   $16C2 ==  0  ;; integer values
004D: jump_if_false £Label0E329F
0001: wait  0 ms
00D6: if  0
0038:   $16C7 ==  1  ;; integer values
004D: jump_if_false £Label0E2B71
00D6: if  0
0038:   $16E5 ==  0  ;; integer values
004D: jump_if_false £Label0E2B45
0006:  16@ =  0  ;; integer values
0004: $16E5 =  1  ;; integer values

:Label0E2B45
00D6: if  0
0038:   $16E5 ==  1  ;; integer values
004D: jump_if_false £Label0E2B71
00D6: if  0
0029:    16@ >=  1000  ;; integer values
004D: jump_if_false £Label0E2B71
0004: $16E5 =  2  ;; integer values

:Label0E2B71
00D6: if  0
0038:   $16BB ==  1  ;; integer values
004D: jump_if_false £Label0E2BCF
00D6: if  0
0038:   $16E6 ==  0  ;; integer values
004D: jump_if_false £Label0E2BA3
0006:  16@ =  0  ;; integer values
0004: $16E6 =  1  ;; integer values

:Label0E2BA3
00D6: if  0
0038:   $16E6 ==  1  ;; integer values
004D: jump_if_false £Label0E2BCF
00D6: if  0
0029:    16@ >=  1000  ;; integer values
004D: jump_if_false £Label0E2BCF
0004: $16E6 =  2  ;; integer values

:Label0E2BCF
00D6: if  0
0038:   $165A ==  0  ;; integer values
004D: jump_if_false £Label0E2BFA
00D6: if  0
0038:   $1659 ==  1  ;; integer values
004D: jump_if_false £Label0E2BFA
0050: gosub £Label0E3587

:Label0E2BFA
00D6: if  0
0038:   $165A ==  1  ;; integer values
004D: jump_if_false £Label0E2C25
00D6: if  0
0038:   $165E ==  0  ;; integer values
004D: jump_if_false £Label0E2C25
0050: gosub £Label0E3801

:Label0E2C25
00D6: if  0
0038:   $165A ==  1  ;; integer values
004D: jump_if_false £Label0E2D89
00D6: if  0
0038:   $165E ==  1  ;; integer values
004D: jump_if_false £Label0E2D89
00D6: if  0
0038:   $1675 ==  0  ;; integer values
004D: jump_if_false £Label0E2D89
0395: clear_area  0 at $1678 $1679 range $167A  1.0
0213: $1673 = create_pickup -120 (BRIEFCASE) type  3 at $1678 $1679 $167A
03DC: $1674 = create_marker_above_pickup $1673
014E: set_timer_to $1677 type  1
0395: clear_area  0 at $1681 $1682 range $1683  1.0
009A: $167F = create_actor  4 #SWAT at $1681 $1682 $1683
01ED: reset_actor $167F flags
0243: set_actor $167F ped_stats_to  16
011A: set_actor $167F flags  1
01B2: give_actor $167F weapon  28 ammo  30000  ;; Load the weapon model before using this
0350: unknown_actor $167F not_scared_flag  1
01CA: actor $167F kill_player $PLAYER_CHAR
0395: clear_area  0 at $1688 $1689 range $168A  1.0
009A: $1686 = create_actor  4 #SWAT at $1688 $1689 $168A
01ED: reset_actor $1686 flags
0243: set_actor $1686 ped_stats_to  16
01B2: give_actor $1686 weapon  25 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $1686 flags  1
0291: unknown_actor $1686 unknown_behavior_flag  1
0173: set_actor $1686 z_angle_to  90.0
0395: clear_area  0 at $1692 $1693 range $1694  1.0
009A: $1690 = create_actor  4 #SWAT at $1692 $1693 $1694
01ED: reset_actor $1690 flags
0243: set_actor $1690 ped_stats_to  16
01B2: give_actor $1690 weapon  25 ammo  30000  ;; Load the weapon model before using this
011A: set_actor $1690 flags  1
0291: unknown_actor $1690 unknown_behavior_flag  1
0173: set_actor $1690 z_angle_to  90.0
0004: $1675 =  1  ;; integer values

:Label0E2D89
00D6: if  0
0038:   $165E ==  1  ;; integer values
004D: jump_if_false £Label0E2E43
00D6: if  22
80E4:   NOT   player $PLAYER_CHAR  0 ()near_point_on_foot $16CF $16D0 radius  3.0  3.0
02DF: unknown_player $PLAYER_CHAR
0118:   actor $16D2 dead
004D: jump_if_false £Label0E2E43
00D6: if  0
8118:   NOT   actor $165F dead
004D: jump_if_false £Label0E2DE6
0350: unknown_actor $165F not_scared_flag  1
01CA: actor $165F kill_player $PLAYER_CHAR

:Label0E2DE6
00D6: if  0
8118:   NOT   actor $1664 dead
004D: jump_if_false £Label0E2E05
0350: unknown_actor $1664 not_scared_flag  1
01CA: actor $1664 kill_player $PLAYER_CHAR

:Label0E2E05
00D6: if  0
8118:   NOT   actor $1669 dead
004D: jump_if_false £Label0E2E24
0350: unknown_actor $1669 not_scared_flag  1
01CA: actor $1669 kill_player $PLAYER_CHAR

:Label0E2E24
00D6: if  0
8118:   NOT   actor $166E dead
004D: jump_if_false £Label0E2E43
0350: unknown_actor $166E not_scared_flag  1
01CA: actor $166E kill_player $PLAYER_CHAR

:Label0E2E43
00D6: if  0
0038:   $1675 ==  1  ;; integer values
004D: jump_if_false £Label0E2E5C
0050: gosub £Label0E3B0D

:Label0E2E5C
00D6: if  0
0038:   $167C ==  1  ;; integer values
004D: jump_if_false £Label0E2E75
0050: gosub £Label0E368C

:Label0E2E75
00D6: if  0
0038:   $1676 ==  0  ;; integer values
004D: jump_if_false £Label0E2EA0
00D6: if  0
0038:   $1675 ==  1  ;; integer values
004D: jump_if_false £Label0E2EA0
0050: gosub £Label0E35E3

:Label0E2EA0
00D6: if  0
0038:   $1676 ==  0  ;; integer values
004D: jump_if_false £Label0E2EDD
00D6: if  0
0038:   $1675 ==  1  ;; integer values
004D: jump_if_false £Label0E2EDD
00D6: if  0
0038:   $1677 ==  0  ;; integer values
004D: jump_if_false £Label0E2EDD
0004: $16C7 =  1  ;; integer values

:Label0E2EDD
00D6: if  0
0038:   $16C8 ==  1  ;; integer values
004D: jump_if_false £Label0E2FBD
00D6: if  0
0038:   $168E ==  1  ;; integer values
004D: jump_if_false £Label0E2F56
00D6: if  0
8118:   NOT   actor $1686 dead
004D: jump_if_false £Label0E2F56
00D6: if  0
82CB:   NOT   actor $1686 bounding_sphere_visible
004D: jump_if_false £Label0E2F56
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1686 radius  120.0  120.0
004D: jump_if_false £Label0E2F56
00BC: text_highpriority "HAM1_2"  5000 ms  1  ;; ~r~The cops got to the stash first!
0002: jump £Label0E33F7

:Label0E2F56
00D6: if  0
0038:   $1699 ==  1  ;; integer values
004D: jump_if_false £Label0E2FBD
00D6: if  0
8118:   NOT   actor $1690 dead
004D: jump_if_false £Label0E2FBD
00D6: if  0
82CB:   NOT   actor $1690 bounding_sphere_visible
004D: jump_if_false £Label0E2FBD
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1690 radius  120.0  120.0
004D: jump_if_false £Label0E2FBD
00BC: text_highpriority "HAM1_2"  5000 ms  1  ;; ~r~The cops got to the stash first!
0002: jump £Label0E33F7

:Label0E2FBD
00D6: if  0
0038:   $167D ==  1  ;; integer values
004D: jump_if_false £Label0E2FE5
00BC: text_highpriority "HAM1_6"  5000 ms  1  ;; ~r~The Stash was destroyed, you idiot!
0002: jump £Label0E33F7

:Label0E2FE5
00D6: if  21
0038:   $1676 ==  1  ;; integer values
0038:   $167B ==  1  ;; integer values
004D: jump_if_false £Label0E304A
00D6: if  0
0038:   $169C ==  0  ;; integer values
004D: jump_if_false £Label0E304A
0395: clear_area  0 at $169F $16A0 range $16A1  1.0
0213: $169A = create_pickup -120 (BRIEFCASE) type  3 at $169F $16A0 $16A1
03DC: $169B = create_marker_above_pickup $169A
014E: set_timer_to $169E type  1
0004: $169C =  1  ;; integer values

:Label0E304A
00D6: if  0
0038:   $169D ==  0  ;; integer values
004D: jump_if_false £Label0E3075
00D6: if  0
0038:   $169C ==  1  ;; integer values
004D: jump_if_false £Label0E3075
0050: gosub £Label0E370C

:Label0E3075
00D6: if  0
0038:   $16BC ==  1  ;; integer values
004D: jump_if_false £Label0E3155
00D6: if  0
0038:   $16AD ==  1  ;; integer values
004D: jump_if_false £Label0E30EE
00D6: if  0
8118:   NOT   actor $16A6 dead
004D: jump_if_false £Label0E30EE
00D6: if  0
82CB:   NOT   actor $16A6 bounding_sphere_visible
004D: jump_if_false £Label0E30EE
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $16A6 radius  120.0  120.0
004D: jump_if_false £Label0E30EE
00BC: text_highpriority "HAM1_2"  5000 ms  1  ;; ~r~The cops got to the stash first!
0002: jump £Label0E33F7

:Label0E30EE
00D6: if  0
0038:   $16BE ==  1  ;; integer values
004D: jump_if_false £Label0E3155
00D6: if  0
8118:   NOT   actor $16B0 dead
004D: jump_if_false £Label0E3155
00D6: if  0
82CB:   NOT   actor $16B0 bounding_sphere_visible
004D: jump_if_false £Label0E3155
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $16B0 radius  120.0  120.0
004D: jump_if_false £Label0E3155
00BC: text_highpriority "HAM1_2"  5000 ms  1  ;; ~r~The cops got to the stash first!
0002: jump £Label0E33F7

:Label0E3155
00D6: if  0
0038:   $16A2 ==  1  ;; integer values
004D: jump_if_false £Label0E317D
00BC: text_highpriority "HAM1_6"  5000 ms  1  ;; ~r~The Stash was destroyed, you idiot!
0002: jump £Label0E33F7

:Label0E317D
00D6: if  0
0038:   $169D ==  0  ;; integer values
004D: jump_if_false £Label0E31BA
00D6: if  0
0038:   $169C ==  1  ;; integer values
004D: jump_if_false £Label0E31BA
00D6: if  0
0038:   $169E ==  0  ;; integer values
004D: jump_if_false £Label0E31BA
0004: $16BB =  1  ;; integer values

:Label0E31BA
00D6: if  21
0038:   $1676 ==  1  ;; integer values
0038:   $167B ==  1  ;; integer values
004D: jump_if_false £Label0E31EC
00D6: if  0
0038:   $16C9 ==  0  ;; integer values
004D: jump_if_false £Label0E31EC
0050: gosub £Label0E4272

:Label0E31EC
00D6: if  0
0038:   $16C9 ==  1  ;; integer values
004D: jump_if_false £Label0E3205
0050: gosub £Label0E4356

:Label0E3205
00D6: if  0
0038:   $16C0 ==  3  ;; integer values
004D: jump_if_false £Label0E3298
00D6: if  0
0038:   $16C6 ==  0  ;; integer values
004D: jump_if_false £Label0E3254
00BC: text_highpriority "HAM1_3"  5000 ms  1  ;; ~g~Get this stuff back to the hideout!
018A: $16C1 = create_checkpoint_at $16C3 $16C4 $16C5
0004: $7B =  1  ;; integer values
0004: $16C6 =  1  ;; integer values

:Label0E3254
00D6: if  0
00F5:   player $PLAYER_CHAR $7B near_point $16C3 $16C4 $16C5 radius  2.0  2.0  2.0
004D: jump_if_false £Label0E3298
00D6: if  0
0038:   $16C2 ==  0  ;; integer values
004D: jump_if_false £Label0E3298
0004: $16C2 =  1  ;; integer values

:Label0E3298
0002: jump £Label0E2AFD

:Label0E329F
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
011C: actor $PLAYER_ACTOR clear_objective
01C2: remove_references_to_actor $16A6  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $16B0  ;; Like turning an actor into a random pedestrian
0395: clear_area  0 at -964.776  145.189 range  9.52  1.0
015F: set_camera_position -964.776  145.189  9.52  0.0  0.0  0.0
0160: point_camera -964.032  144.523  9.479  2
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0E3364
00DA: $16D4 = player $PLAYER_CHAR car
01D3: actor $PLAYER_ACTOR leave_car $16D4

:Label0E3332
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0E3364
0001: wait  0 ms
00D6: if  0
0119:   car $16D4 wrecked
004D: jump_if_false £Label0E335D
0002: jump £Label0E33F7

:Label0E335D
0002: jump £Label0E3332

:Label0E3364
0211: actor $PLAYER_ACTOR walk_to -962.708  145.443
0006:  16@ =  0  ;; integer values

:Label0E337A
00D6: if  0
001B:    4500 >  16@  ;; integer values
004D: jump_if_false £Label0E3398
0001: wait  0 ms
0002: jump £Label0E337A

:Label0E3398
011C: actor $PLAYER_ACTOR clear_objective
0395: clear_area  0 at -965.265  142.855 range  8.23  1.0
0055: put_player $PLAYER_CHAR at -965.265  142.855  8.23
0171: set_player $PLAYER_CHAR z_angle_to  190.53
03C8: rotate_player-180-degrees
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0002: jump £Label0E3408

:Label0E33F7
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0E3408
0004: $PASSED_HAT1_JUJU_SCRAMBLE =  1  ;; integer values
0394: play_music  1
0318: set_latest_mission_passed "HAT_1"  ;; Juju Scramble
030C: set_mission_points +=  1
01E3: text_1number_styled "M_PASS"  1000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  1000
0110: clear_player $PLAYER_CHAR wanted_level
004F: create_thread ££Label00DE8D 
0051: return

:Label0E344A
0004: $ONMISSION =  0  ;; integer values
0249: release_model #SWAT
0249: release_model #MP5LNG
0249: release_model #SNIPER
0249: release_model #NITESTICK
0164: disable_marker $1658
0164: disable_marker $1674
0164: disable_marker $167E
0164: disable_marker $169B
0164: disable_marker $16A4
0164: disable_marker $16C1
0164: disable_marker $168D
0164: disable_marker $1698
0164: disable_marker $16AF
0164: disable_marker $16BF
014F: stop_timer $1677
014F: stop_timer $169E
00D6: if  0
0038:   $1659 ==  1  ;; integer values
004D: jump_if_false £Label0E34C9
00D6: if  0
0038:   $165A ==  0  ;; integer values
004D: jump_if_false £Label0E34C9
0215: destroy_pickup $1657

:Label0E34C9
00D6: if  0
0038:   $1675 ==  1  ;; integer values
004D: jump_if_false £Label0E34F9
00D6: if  21
0038:   $1676 ==  0  ;; integer values
0038:   $16C8 ==  0  ;; integer values
004D: jump_if_false £Label0E34F9
0215: destroy_pickup $1673

:Label0E34F9
00D6: if  0
0038:   $167B ==  0  ;; integer values
004D: jump_if_false £Label0E3527
00D6: if  0
0038:   $167C ==  1  ;; integer values
004D: jump_if_false £Label0E3527
0164: disable_marker $167E
0215: destroy_pickup $1673

:Label0E3527
00D6: if  0
0038:   $169C ==  1  ;; integer values
004D: jump_if_false £Label0E3550
00D6: if  0
0038:   $169D ==  0  ;; integer values
004D: jump_if_false £Label0E3550
0215: destroy_pickup $169A

:Label0E3550
00D6: if  0
0038:   $16A5 ==  0  ;; integer values
004D: jump_if_false £Label0E357E
00D6: if  0
0038:   $16A3 ==  1  ;; integer values
004D: jump_if_false £Label0E357E
0164: disable_marker $16A4
0215: destroy_pickup $169A

:Label0E357E
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0E3587
00D6: if  0
0038:   $165A ==  0  ;; integer values
004D: jump_if_false £Label0E35E1
00D6: if  0
0038:   $1659 ==  1  ;; integer values
004D: jump_if_false £Label0E35E1
00D6: if  0
0214:   pickup $1657 picked_up
004D: jump_if_false £Label0E35E1
0164: disable_marker $1658
018C: play_sound  1 at  0.0  0.0  0.0
0008: $16C0 +=  1  ;; integer values
0004: $165A =  1  ;; integer values

:Label0E35E1
0051: return

:Label0E35E3
00D6: if  0
0038:   $1676 ==  0  ;; integer values
004D: jump_if_false £Label0E368A
00D6: if  0
0038:   $1675 ==  1  ;; integer values
004D: jump_if_false £Label0E368A
00D6: if  0
0038:   $16C8 ==  0  ;; integer values
004D: jump_if_false £Label0E368A
00D6: if  0
0214:   pickup $1673 picked_up
004D: jump_if_false £Label0E368A
01C2: remove_references_to_actor $165F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1664  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1669  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $166E  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $16D2  ;; Like turning an actor into a random pedestrian
0164: disable_marker $1674
018C: play_sound  1 at  0.0  0.0  0.0
014F: stop_timer $1677
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4
00BC: text_highpriority "HAM1_4"  5000 ms  1  ;; ~g~Good! Now get the next one!
0008: $16C0 +=  1  ;; integer values
0004: $16CA =  1  ;; integer values
0004: $1676 =  1  ;; integer values

:Label0E368A
0051: return

:Label0E368C
00D6: if  0
0038:   $167B ==  0  ;; integer values
004D: jump_if_false £Label0E370A
00D6: if  0
0214:   pickup $1673 picked_up
004D: jump_if_false £Label0E370A
01C2: remove_references_to_actor $165F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1664  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1669  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $166E  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $16D2  ;; Like turning an actor into a random pedestrian
0164: disable_marker $167E
018C: play_sound  1 at  0.0  0.0  0.0
00BC: text_highpriority "HAM1_4"  5000 ms  1  ;; ~g~Good! Now get the next one!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4
0008: $16C0 +=  1  ;; integer values
0004: $16CA =  1  ;; integer values
0004: $167B =  1  ;; integer values

:Label0E370A
0051: return

:Label0E370C
00D6: if  0
0038:   $169D ==  0  ;; integer values
004D: jump_if_false £Label0E379A
00D6: if  0
0038:   $169C ==  1  ;; integer values
004D: jump_if_false £Label0E379A
00D6: if  0
0038:   $16BC ==  0  ;; integer values
004D: jump_if_false £Label0E379A
00D6: if  0
0214:   pickup $169A picked_up
004D: jump_if_false £Label0E379A
01C2: remove_references_to_actor $167F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1686  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1690  ;; Like turning an actor into a random pedestrian
0164: disable_marker $169B
018C: play_sound  1 at  0.0  0.0  0.0
014F: stop_timer $169E
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  5
0008: $16C0 +=  1  ;; integer values
0004: $16BD =  1  ;; integer values
0004: $169D =  1  ;; integer values

:Label0E379A
00D6: if  0
0038:   $16A5 ==  0  ;; integer values
004D: jump_if_false £Label0E37FF
00D6: if  0
0214:   pickup $169A picked_up
004D: jump_if_false £Label0E37FF
01C2: remove_references_to_actor $167F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1686  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1690  ;; Like turning an actor into a random pedestrian
0164: disable_marker $16A4
018C: play_sound  1 at  0.0  0.0  0.0
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  5
0008: $16C0 +=  1  ;; integer values
0004: $16BD =  1  ;; integer values
0004: $16A5 =  1  ;; integer values

:Label0E37FF
0051: return

:Label0E3801
00D6: if  0
0038:   $165E ==  0  ;; integer values
004D: jump_if_false £Label0E3B0B
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0054: store_player $PLAYER_CHAR position_to $16CF $16D0 $16D1
0395: clear_area  0 at $1660 $1661 range $1662  1.0
009A: $165F = create_actor  4 #SWAT at $1660 $1661 $1662
01ED: reset_actor $165F flags
01B2: give_actor $165F weapon  25 ammo  30000  ;; Load the weapon model before using this
020F: actor $165F look_at_player $PLAYER_CHAR
0372: set_actor $165F anim  14 wait_state_time  800 ms
04C6: $165F $PLAYER_ACTOR
0337: unknown_actor $165F flag  0
02AB: set_actor $165F immunities  1  1  1  1  1
0001: wait  500 ms
03CB: set_camera $1660 $1661 $1662
015F: set_camera_position -1153.551 -32.372  21.675  0.0  0.0  0.0
0160: point_camera -1153.833 -31.475  21.334  2
009A: $16D2 = create_actor  6 #SWAT at -1176.8 -22.2  15.62
01ED: reset_actor $16D2 flags
01B2: give_actor $16D2 weapon  4 ammo  1  ;; Load the weapon model before using this
020F: actor $16D2 look_at_player $PLAYER_CHAR
00D6: if  0
8118:   NOT   actor $165F dead
004D: jump_if_false £Label0E393C
0337: unknown_actor $165F flag  1
02AB: set_actor $165F immunities  0  0  0  0  0

:Label0E393C
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -1159.61 -31.04  20.09
03D1: play_wav  1
00BC: text_highpriority "HAT_1A"  5000 ms  1  ;; ~g~Don't move a muscle, chump!
0372: set_actor $PLAYER_ACTOR anim  17 wait_state_time  1000000 ms
0006:  16@ =  0  ;; integer values

:Label0E3976
00D6: if  0
001B:    4000 >  16@  ;; integer values
004D: jump_if_false £Label0E39C5
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0E39A5
0002: jump £Label0E39C5

:Label0E39A5
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0E39BE
03D5: remove_text "HAT_1A"  ;; ~g~Don't move a muscle, chump!

:Label0E39BE
0002: jump £Label0E3976

:Label0E39C5
0395: clear_area  0 at $1665 $1666 range $1667  1.0
009A: $1664 = create_actor  4 #SWAT at $1665 $1666 $1667
01ED: reset_actor $1664 flags
01B2: give_actor $1664 weapon  25 ammo  30000  ;; Load the weapon model before using this
020F: actor $1664 look_at_player $PLAYER_CHAR
0372: set_actor $1664 anim  14 wait_state_time  2200 ms
04C6: $1664 $PLAYER_ACTOR
0395: clear_area  0 at $166A $166B range $166C  1.0
009A: $1669 = create_actor  4 #SWAT at $166A $166B $166C
01ED: reset_actor $1669 flags
01B2: give_actor $1669 weapon  25 ammo  30000  ;; Load the weapon model before using this
020F: actor $1669 look_at_player $PLAYER_CHAR
0372: set_actor $1669 anim  14 wait_state_time  5000 ms
04C6: $1669 $PLAYER_ACTOR
0395: clear_area  0 at $166F $1670 range $1671  1.0
009A: $166E = create_actor  4 #SWAT at $166F $1670 $1671
01ED: reset_actor $166E flags
01B2: give_actor $166E weapon  25 ammo  30000  ;; Load the weapon model before using this
020F: actor $166E look_at_player $PLAYER_CHAR
0372: set_actor $166E anim  14 wait_state_time  5000 ms
04C6: $166E $PLAYER_ACTOR
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0E3AC5
03D5: remove_text "HAT_1A"  ;; ~g~Don't move a muscle, chump!

:Label0E3AC5
0230: set_player $PLAYER_CHAR stop_looking
02A3: toggle_widescreen  0 (off)
0372: set_actor $PLAYER_ACTOR anim  0 wait_state_time  1 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02EB: restore_camera_with_jumpcut
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
00BC: text_highpriority "HAM1_4"  5000 ms  1  ;; ~g~Good! Now get the next one!
0004: $165E =  1  ;; integer values

:Label0E3B0B
0051: return

:Label0E3B0D
00D6: if  0
0038:   $1680 ==  0  ;; integer values
004D: jump_if_false £Label0E3B65
00D6: if  0
0118:   actor $167F dead
004D: jump_if_false £Label0E3B3D
0004: $1680 =  1  ;; integer values
0002: jump £Label0E3B65

:Label0E3B3D
0226: $1685 = actor $167F health
00D6: if  0
002A:    90 >= $1685  ;; integer values
004D: jump_if_false £Label0E3B65
0004: $16CA =  1  ;; integer values
0004: $16C7 =  1  ;; integer values

:Label0E3B65
00D6: if  0
0038:   $1687 ==  0  ;; integer values
004D: jump_if_false £Label0E3EDE
00D6: if  0
0118:   actor $1686 dead
004D: jump_if_false £Label0E3C4B
00D6: if  0
0038:   $16C8 ==  1  ;; integer values
004D: jump_if_false £Label0E3C2F
00D6: if  0
0038:   $168E ==  1  ;; integer values
004D: jump_if_false £Label0E3C2F
00D6: if  0
0038:   $168F ==  1  ;; integer values
004D: jump_if_false £Label0E3BCB
0004: $167D =  1  ;; integer values
0002: jump £Label0E3C2F

:Label0E3BCB
00D6: if  0
056D:   unknown_actor $1686 dead_but_active
004D: jump_if_false £Label0E3C28
00D6: if  0
0038:   $167C ==  0  ;; integer values
004D: jump_if_false £Label0E3C21
0164: disable_marker $168D
04A5: unknown_store_dead_actor $1686 position_to $1678 $1679 $167A
0213: $1673 = create_pickup -120 (BRIEFCASE) type  3 at $1678 $1679 $167A
03DC: $167E = create_marker_above_pickup $1673
0004: $167C =  1  ;; integer values

:Label0E3C21
0002: jump £Label0E3C2F

:Label0E3C28
0004: $167D =  1  ;; integer values

:Label0E3C2F
0004: $16C7 =  1  ;; integer values
0004: $16CA =  1  ;; integer values
0004: $1687 =  1  ;; integer values
0002: jump £Label0E3EDE

:Label0E3C4B
0226: $168C = actor $1686 health
00D6: if  0
0038:   $16C8 ==  1  ;; integer values
004D: jump_if_false £Label0E3C6C
0050: gosub £Label0E4A90

:Label0E3C6C
00D6: if  0
002A:    90 >= $168C  ;; integer values
004D: jump_if_false £Label0E3C8C
0004: $16CA =  1  ;; integer values
0004: $16C7 =  1  ;; integer values

:Label0E3C8C
00D6: if  21
0038:   $1676 ==  1  ;; integer values
0038:   $16CA ==  1  ;; integer values
004D: jump_if_false £Label0E3EDE
00D6: if  0
0038:   $1691 ==  0  ;; integer values
004D: jump_if_false £Label0E3CCD
011A: set_actor $1686 flags  1
01CA: actor $1686 kill_player $PLAYER_CHAR
0002: jump £Label0E3EDE

:Label0E3CCD
00D6: if  0
0038:   $1676 ==  0  ;; integer values
004D: jump_if_false £Label0E3EDE
00D6: if  0
0038:   $16C8 ==  0  ;; integer values
004D: jump_if_false £Label0E3EDE
00D6: if  0
0038:   $16C7 ==  1  ;; integer values
004D: jump_if_false £Label0E3E54
00D6: if  0
0038:   $16DA ==  0  ;; integer values
004D: jump_if_false £Label0E3D41
0291: unknown_actor $1686 unknown_behavior_flag  0
01ED: reset_actor $1686 flags
011C: actor $1686 clear_objective
00BC: text_highpriority "HAM1_8"  5000 ms  1  ;; ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $1677
0004: $16DA =  1  ;; integer values

:Label0E3D41
00D6: if  0
0038:   $16DA ==  1  ;; integer values
004D: jump_if_false £Label0E3DE6
00D6: if  0
8510:   NOT   unknown_actor $1686 on_path $16D7 $16D8 $16D9 radius  4.0
004D: jump_if_false £Label0E3DCD
00D6: if  0
0038:   $16E1 ==  0  ;; integer values
004D: jump_if_false £Label0E3D9F
009E: set_actor $1686 path $16D7 $16D8 $16D9 unknown  .1  1
0004: $16E1 =  1  ;; integer values

:Label0E3D9F
00D6: if  0
0038:   $16E5 ==  2  ;; integer values
004D: jump_if_false £Label0E3DC6
009E: set_actor $1686 path $16D7 $16D8 $16D9 unknown  .1  1

:Label0E3DC6
0002: jump £Label0E3DE6

:Label0E3DCD
0319: set_actor $1686 wander_state_to  1 (off)
0239: actor $1686 run_to $1678 $1679
0004: $16DA =  3  ;; integer values

:Label0E3DE6
00D6: if  0
0038:   $16DA ==  1  ;; integer values
004D: jump_if_false £Label0E3E54
00D6: if  0
00FF:   actor $1686  0 ()near_point_on_foot $16D7 $16D8 $16D9 radius  2.5  2.5  2.5
004D: jump_if_false £Label0E3E29
0004: $16DA =  2  ;; integer values

:Label0E3E29
00D6: if  0
0038:   $16DA ==  2  ;; integer values
004D: jump_if_false £Label0E3E54
0319: set_actor $1686 wander_state_to  1 (off)
0239: actor $1686 run_to $1678 $1679
0004: $16DA =  3  ;; integer values

:Label0E3E54
00D6: if  0
8118:   NOT   actor $1686 dead
004D: jump_if_false £Label0E3EDE
00D6: if  0
0038:   $16DA ==  3  ;; integer values
004D: jump_if_false £Label0E3EDE
00D6: if  0
00ED:   actor $1686  0 ()near_point_on_foot $1678 $1679 radius  1.5  1.5
004D: jump_if_false £Label0E3EDE
00D6: if  0
0038:   $1676 ==  0  ;; integer values
004D: jump_if_false £Label0E3EDE
0164: disable_marker $1674
014F: stop_timer $1677
0215: destroy_pickup $1673
0187: $168D = create_marker_above_actor $1686
00BC: text_highpriority "HAM1_7"  5000 ms  1  ;; ~g~The cops have got our stash! Retrieve it before they get away!
0004: $168E =  1  ;; integer values
0004: $16C8 =  1  ;; integer values

:Label0E3EDE
00D6: if  0
0038:   $1691 ==  0  ;; integer values
004D: jump_if_false £Label0E4257
00D6: if  0
0118:   actor $1690 dead
004D: jump_if_false £Label0E3FC4
00D6: if  0
0038:   $16C8 ==  1  ;; integer values
004D: jump_if_false £Label0E3FA8
00D6: if  0
0038:   $1699 ==  1  ;; integer values
004D: jump_if_false £Label0E3FA8
00D6: if  0
0038:   $1697 ==  1  ;; integer values
004D: jump_if_false £Label0E3F44
0004: $167D =  1  ;; integer values
0002: jump £Label0E3FA8

:Label0E3F44
00D6: if  0
056D:   unknown_actor $1690 dead_but_active
004D: jump_if_false £Label0E3FA1
00D6: if  0
0038:   $167C ==  0  ;; integer values
004D: jump_if_false £Label0E3F9A
0164: disable_marker $1698
04A5: unknown_store_dead_actor $1690 position_to $1678 $1679 $167A
0213: $1673 = create_pickup -120 (BRIEFCASE) type  3 at $1678 $1679 $167A
03DC: $167E = create_marker_above_pickup $1673
0004: $167C =  1  ;; integer values

:Label0E3F9A
0002: jump £Label0E3FA8

:Label0E3FA1
0004: $167D =  1  ;; integer values

:Label0E3FA8
0004: $16C7 =  1  ;; integer values
0004: $16CA =  1  ;; integer values
0004: $1691 =  1  ;; integer values
0002: jump £Label0E4257

:Label0E3FC4
0226: $1696 = actor $1690 health
00D6: if  0
0038:   $16C8 ==  1  ;; integer values
004D: jump_if_false £Label0E3FE5
0050: gosub £Label0E4A90

:Label0E3FE5
00D6: if  0
002A:    90 >= $1696  ;; integer values
004D: jump_if_false £Label0E4005
0004: $16CA =  1  ;; integer values
0004: $16C7 =  1  ;; integer values

:Label0E4005
00D6: if  21
0038:   $16CA ==  1  ;; integer values
0038:   $16C7 ==  1  ;; integer values
004D: jump_if_false £Label0E4257
00D6: if  0
0038:   $1676 ==  0  ;; integer values
004D: jump_if_false £Label0E4236
00D6: if  0
0038:   $16C8 ==  0  ;; integer values
004D: jump_if_false £Label0E422F
00D6: if  0
0038:   $16C7 ==  1  ;; integer values
004D: jump_if_false £Label0E41A5
00D6: if  0
0038:   $16DB ==  0  ;; integer values
004D: jump_if_false £Label0E4092
0291: unknown_actor $1690 unknown_behavior_flag  0
01ED: reset_actor $1690 flags
011C: actor $1690 clear_objective
00BC: text_highpriority "HAM1_8"  5000 ms  1  ;; ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $1677
0004: $16DB =  1  ;; integer values

:Label0E4092
00D6: if  0
0038:   $16DB ==  1  ;; integer values
004D: jump_if_false £Label0E4137
00D6: if  0
8510:   NOT   unknown_actor $1690 on_path $16D7 $16D8 $16D9 radius  4.0
004D: jump_if_false £Label0E411E
00D6: if  0
0038:   $16E2 ==  0  ;; integer values
004D: jump_if_false £Label0E40F0
009E: set_actor $1690 path $16D7 $16D8 $16D9 unknown  .1  1
0004: $16E2 =  1  ;; integer values

:Label0E40F0
00D6: if  0
0038:   $16E5 ==  2  ;; integer values
004D: jump_if_false £Label0E4117
009E: set_actor $1690 path $16D7 $16D8 $16D9 unknown  .1  1

:Label0E4117
0002: jump £Label0E4137

:Label0E411E
0319: set_actor $1690 wander_state_to  1 (off)
0239: actor $1690 run_to $1678 $1679
0004: $16DB =  3  ;; integer values

:Label0E4137
00D6: if  0
0038:   $16DB ==  1  ;; integer values
004D: jump_if_false £Label0E417A
00D6: if  0
00FF:   actor $1690  0 ()near_point_on_foot $16D7 $16D8 $16D9 radius  2.5  2.5  2.5
004D: jump_if_false £Label0E417A
0004: $16DB =  2  ;; integer values

:Label0E417A
00D6: if  0
0038:   $16DB ==  2  ;; integer values
004D: jump_if_false £Label0E41A5
0319: set_actor $1690 wander_state_to  1 (off)
0239: actor $1690 run_to $1678 $1679
0004: $16DB =  3  ;; integer values

:Label0E41A5
00D6: if  0
8118:   NOT   actor $1690 dead
004D: jump_if_false £Label0E422F
00D6: if  0
0038:   $16DB ==  3  ;; integer values
004D: jump_if_false £Label0E422F
00D6: if  0
00ED:   actor $1690  0 ()near_point_on_foot $1678 $1679 radius  1.5  1.5
004D: jump_if_false £Label0E422F
00D6: if  0
0038:   $1676 ==  0  ;; integer values
004D: jump_if_false £Label0E422F
0164: disable_marker $1674
014F: stop_timer $1677
0215: destroy_pickup $1673
0187: $1698 = create_marker_above_actor $1690
00BC: text_highpriority "HAM1_7"  5000 ms  1  ;; ~g~The cops have got our stash! Retrieve it before they get away!
0004: $1699 =  1  ;; integer values
0004: $16C8 =  1  ;; integer values

:Label0E422F
0002: jump £Label0E4257

:Label0E4236
00D6: if  0
0038:   $16C8 ==  0  ;; integer values
004D: jump_if_false £Label0E4257
011A: set_actor $1690 flags  1
01CA: actor $1690 kill_player $PLAYER_CHAR

:Label0E4257
00D6: if  0
0038:   $16E5 ==  2  ;; integer values
004D: jump_if_false £Label0E4270
0004: $16E5 =  0  ;; integer values

:Label0E4270
0051: return

:Label0E4272
00D6: if  0
0038:   $16C9 ==  0  ;; integer values
004D: jump_if_false £Label0E4354
00D6: if  0
8118:   NOT   actor $165F dead
004D: jump_if_false £Label0E4299
01C2: remove_references_to_actor $165F  ;; Like turning an actor into a random pedestrian

:Label0E4299
00D6: if  0
8118:   NOT   actor $1664 dead
004D: jump_if_false £Label0E42AE
01C2: remove_references_to_actor $1664  ;; Like turning an actor into a random pedestrian

:Label0E42AE
0395: clear_area  0 at $16A8 $16A9 range $16AA  2.0
009A: $16A6 = create_actor  4 #SWAT at $16A8 $16A9 $16AA
0173: set_actor $16A6 z_angle_to $16AB
01ED: reset_actor $16A6 flags
0243: set_actor $16A6 ped_stats_to  16
011A: set_actor $16A6 flags  1
01B2: give_actor $16A6 weapon  25 ammo  30000  ;; Load the weapon model before using this
0291: unknown_actor $16A6 unknown_behavior_flag  1
0395: clear_area  0 at $16B3 $16B4 range $16B5  2.0
009A: $16B0 = create_actor  4 #SWAT at $16B3 $16B4 $16B5
01ED: reset_actor $16B0 flags
0243: set_actor $16B0 ped_stats_to  16
011A: set_actor $16B0 flags  1
01B2: give_actor $16B0 weapon  25 ammo  30000  ;; Load the weapon model before using this
0291: unknown_actor $16B0 unknown_behavior_flag  1
0482:  8.0
0004: $16C9 =  1  ;; integer values

:Label0E4354
0051: return

:Label0E4356
00D6: if  0
0038:   $16A7 ==  0  ;; integer values
004D: jump_if_false £Label0E46FC
00D6: if  0
0118:   actor $16A6 dead
004D: jump_if_false £Label0E443C
00D6: if  0
0038:   $16BC ==  1  ;; integer values
004D: jump_if_false £Label0E4420
00D6: if  0
0038:   $16AD ==  1  ;; integer values
004D: jump_if_false £Label0E4420
00D6: if  0
0038:   $16AE ==  1  ;; integer values
004D: jump_if_false £Label0E43BC
0004: $16A2 =  1  ;; integer values
0002: jump £Label0E4420

:Label0E43BC
00D6: if  0
056D:   unknown_actor $16A6 dead_but_active
004D: jump_if_false £Label0E4419
00D6: if  0
0038:   $16A3 ==  0  ;; integer values
004D: jump_if_false £Label0E4412
0164: disable_marker $16AF
04A5: unknown_store_dead_actor $16A6 position_to $169F $16A0 $16A1
0213: $169A = create_pickup -120 (BRIEFCASE) type  3 at $169F $16A0 $16A1
03DC: $16A4 = create_marker_above_pickup $169A
0004: $16A3 =  1  ;; integer values

:Label0E4412
0002: jump £Label0E4420

:Label0E4419
0004: $16A2 =  1  ;; integer values

:Label0E4420
0004: $16BD =  1  ;; integer values
0004: $16BB =  1  ;; integer values
0004: $16A7 =  1  ;; integer values
0002: jump £Label0E46FC

:Label0E443C
0226: $16AC = actor $16A6 health
00D6: if  0
0038:   $16BC ==  1  ;; integer values
004D: jump_if_false £Label0E445D
0050: gosub £Label0E4D3A

:Label0E445D
00D6: if  0
002A:    90 >= $16AC  ;; integer values
004D: jump_if_false £Label0E447D
0004: $16BD =  1  ;; integer values
0004: $16BB =  1  ;; integer values

:Label0E447D
00D6: if  21
0038:   $16BD ==  1  ;; integer values
0038:   $16BB ==  1  ;; integer values
004D: jump_if_false £Label0E46FC
00D6: if  0
0038:   $16B2 ==  0  ;; integer values
004D: jump_if_false £Label0E44CE
00D6: if  0
8118:   NOT   actor $16A6 dead
004D: jump_if_false £Label0E44C7
011A: set_actor $16A6 flags  1
01CA: actor $16A6 kill_player $PLAYER_CHAR

:Label0E44C7
0002: jump £Label0E46FC

:Label0E44CE
00D6: if  0
0038:   $169D ==  0  ;; integer values
004D: jump_if_false £Label0E46DB
00D6: if  0
0038:   $16BC ==  0  ;; integer values
004D: jump_if_false £Label0E46D4
00D6: if  0
0038:   $16BB ==  1  ;; integer values
004D: jump_if_false £Label0E464A
00D6: if  0
0038:   $16DF ==  0  ;; integer values
004D: jump_if_false £Label0E4542
0291: unknown_actor $16A6 unknown_behavior_flag  0
01ED: reset_actor $16A6 flags
011C: actor $16A6 clear_objective
00BC: text_highpriority "HAM1_8"  5000 ms  1  ;; ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $169E
0004: $16DF =  1  ;; integer values

:Label0E4542
00D6: if  0
0038:   $16DF ==  1  ;; integer values
004D: jump_if_false £Label0E45E7
00D6: if  0
8510:   NOT   unknown_actor $16A6 on_path $16DC $16DD $16DE radius  4.0
004D: jump_if_false £Label0E45CE
00D6: if  0
0038:   $16E3 ==  0  ;; integer values
004D: jump_if_false £Label0E45A0
009E: set_actor $16A6 path $16DC $16DD $16DE unknown  .1  1
0004: $16E3 =  1  ;; integer values

:Label0E45A0
00D6: if  0
0038:   $16E6 ==  2  ;; integer values
004D: jump_if_false £Label0E45C7
009E: set_actor $16A6 path $16DC $16DD $16DE unknown  .1  1

:Label0E45C7
0002: jump £Label0E45E7

:Label0E45CE
0319: set_actor $16A6 wander_state_to  1 (off)
0239: actor $16A6 run_to $169F $16A0
0004: $16DF =  3  ;; integer values

:Label0E45E7
00D6: if  0
0038:   $16DF ==  1  ;; integer values
004D: jump_if_false £Label0E461F
00FF:   actor $16A6  0 ()near_point_on_foot $16DC $16DD $16DE radius  1.0  1.0  1.0
0004: $16DF =  2  ;; integer values

:Label0E461F
00D6: if  0
0038:   $16DF ==  2  ;; integer values
004D: jump_if_false £Label0E464A
0319: set_actor $16A6 wander_state_to  1 (off)
0239: actor $16A6 run_to $169F $16A0
0004: $16DF =  3  ;; integer values

:Label0E464A
00D6: if  0
8118:   NOT   actor $16A6 dead
004D: jump_if_false £Label0E46D4
00D6: if  0
0038:   $16DF ==  3  ;; integer values
004D: jump_if_false £Label0E46D4
00D6: if  0
00ED:   actor $16A6  0 ()near_point_on_foot $169F $16A0 radius  1.5  1.5
004D: jump_if_false £Label0E46D4
00D6: if  0
0038:   $169D ==  0  ;; integer values
004D: jump_if_false £Label0E46D4
0164: disable_marker $169B
014F: stop_timer $169E
0215: destroy_pickup $169A
0187: $16AF = create_marker_above_actor $16A6
00BC: text_highpriority "HAM1_7"  5000 ms  1  ;; ~g~The cops have got our stash! Retrieve it before they get away!
0004: $16AD =  1  ;; integer values
0004: $16BC =  1  ;; integer values

:Label0E46D4
0002: jump £Label0E46FC

:Label0E46DB
00D6: if  0
0038:   $16BC ==  0  ;; integer values
004D: jump_if_false £Label0E46FC
011A: set_actor $16A6 flags  1
01CA: actor $16A6 kill_player $PLAYER_CHAR

:Label0E46FC
00D6: if  0
0038:   $16B2 ==  0  ;; integer values
004D: jump_if_false £Label0E4A75
00D6: if  0
0118:   actor $16B0 dead
004D: jump_if_false £Label0E47E2
00D6: if  0
0038:   $16BC ==  1  ;; integer values
004D: jump_if_false £Label0E47C6
00D6: if  0
0038:   $16BE ==  1  ;; integer values
004D: jump_if_false £Label0E47C6
00D6: if  0
0038:   $16B1 ==  1  ;; integer values
004D: jump_if_false £Label0E4762
0004: $16A2 =  1  ;; integer values
0002: jump £Label0E47C6

:Label0E4762
00D6: if  0
056D:   unknown_actor $16B0 dead_but_active
004D: jump_if_false £Label0E47BF
00D6: if  0
0038:   $16A3 ==  0  ;; integer values
004D: jump_if_false £Label0E47B8
0164: disable_marker $16BF
04A5: unknown_store_dead_actor $16B0 position_to $169F $16A0 $16A1
0213: $169A = create_pickup -120 (BRIEFCASE) type  3 at $169F $16A0 $16A1
03DC: $16A4 = create_marker_above_pickup $169A
0004: $16A3 =  1  ;; integer values

:Label0E47B8
0002: jump £Label0E47C6

:Label0E47BF
0004: $16A2 =  1  ;; integer values

:Label0E47C6
0004: $16BD =  1  ;; integer values
0004: $16BB =  1  ;; integer values
0004: $16B2 =  1  ;; integer values
0002: jump £Label0E4A75

:Label0E47E2
0226: $16BA = actor $16B0 health
00D6: if  0
0038:   $16BC ==  1  ;; integer values
004D: jump_if_false £Label0E4803
0050: gosub £Label0E4D3A

:Label0E4803
00D6: if  0
002A:    90 >= $16BA  ;; integer values
004D: jump_if_false £Label0E4823
0004: $16BD =  1  ;; integer values
0004: $16BB =  1  ;; integer values

:Label0E4823
00D6: if  21
0038:   $16BD ==  1  ;; integer values
0038:   $16BB ==  1  ;; integer values
004D: jump_if_false £Label0E4A75
00D6: if  0
0038:   $169D ==  0  ;; integer values
004D: jump_if_false £Label0E4A54
00D6: if  0
0038:   $16BC ==  0  ;; integer values
004D: jump_if_false £Label0E4A4D
00D6: if  0
0038:   $16BB ==  1  ;; integer values
004D: jump_if_false £Label0E49C3
00D6: if  0
0038:   $16E0 ==  0  ;; integer values
004D: jump_if_false £Label0E48B0
0291: unknown_actor $16B0 unknown_behavior_flag  0
01ED: reset_actor $16B0 flags
011C: actor $16B0 clear_objective
00BC: text_highpriority "HAM1_8"  5000 ms  1  ;; ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $169E
0004: $16E0 =  1  ;; integer values

:Label0E48B0
00D6: if  0
0038:   $16E0 ==  1  ;; integer values
004D: jump_if_false £Label0E4955
00D6: if  0
8510:   NOT   unknown_actor $16B0 on_path $16DC $16DD $16DE radius  4.0
004D: jump_if_false £Label0E493C
00D6: if  0
0038:   $16E4 ==  0  ;; integer values
004D: jump_if_false £Label0E490E
009E: set_actor $16B0 path $16DC $16DD $16DE unknown  .1  1
0004: $16E4 =  1  ;; integer values

:Label0E490E
00D6: if  0
0038:   $16E6 ==  2  ;; integer values
004D: jump_if_false £Label0E4935
009E: set_actor $16B0 path $16DC $16DD $16DE unknown  .1  1

:Label0E4935
0002: jump £Label0E4955

:Label0E493C
0319: set_actor $16B0 wander_state_to  1 (off)
0239: actor $16B0 run_to $169F $16A0
0004: $16E0 =  3  ;; integer values

:Label0E4955
00D6: if  0
0038:   $16E0 ==  1  ;; integer values
004D: jump_if_false £Label0E4998
00D6: if  0
00FF:   actor $16B0  0 ()near_point_on_foot $16DC $16DD $16DE radius  1.0  1.0  1.0
004D: jump_if_false £Label0E4998
0004: $16E0 =  2  ;; integer values

:Label0E4998
00D6: if  0
0038:   $16E0 ==  2  ;; integer values
004D: jump_if_false £Label0E49C3
0319: set_actor $16B0 wander_state_to  1 (off)
0239: actor $16B0 run_to $169F $16A0
0004: $16E0 =  3  ;; integer values

:Label0E49C3
00D6: if  0
8118:   NOT   actor $16B0 dead
004D: jump_if_false £Label0E4A4D
00D6: if  0
0038:   $16E0 ==  3  ;; integer values
004D: jump_if_false £Label0E4A4D
00D6: if  0
00ED:   actor $16B0  0 ()near_point_on_foot $169F $16A0 radius  1.5  1.5
004D: jump_if_false £Label0E4A4D
00D6: if  0
0038:   $169D ==  0  ;; integer values
004D: jump_if_false £Label0E4A4D
0164: disable_marker $169B
014F: stop_timer $169E
0215: destroy_pickup $169A
0187: $16BF = create_marker_above_actor $16B0
00BC: text_highpriority "HAM1_7"  5000 ms  1  ;; ~g~The cops have got our stash! Retrieve it before they get away!
0004: $16BE =  1  ;; integer values
0004: $16BC =  1  ;; integer values

:Label0E4A4D
0002: jump £Label0E4A75

:Label0E4A54
00D6: if  0
0038:   $16BC ==  0  ;; integer values
004D: jump_if_false £Label0E4A75
011A: set_actor $16B0 flags  1
01CA: actor $16B0 kill_player $PLAYER_CHAR

:Label0E4A75
00D6: if  0
0038:   $16E6 ==  2  ;; integer values
004D: jump_if_false £Label0E4A8E
0004: $16E6 =  0  ;; integer values

:Label0E4A8E
0051: return

:Label0E4A90
00D6: if  0
0038:   $168E ==  1  ;; integer values
004D: jump_if_false £Label0E4BE4
00D6: if  0
8118:   NOT   actor $1686 dead
004D: jump_if_false £Label0E4BE4
00D6: if  0
0038:   $168F ==  0  ;; integer values
004D: jump_if_false £Label0E4AFF
00D6: if  0
80DF:   NOT   actor $1686 driving
004D: jump_if_false £Label0E4AFF
00D6: if  0
02CB:   actor $1686 bounding_sphere_visible
004D: jump_if_false £Label0E4AF3
01D0: actor $1686 avoid_player $PLAYER_CHAR
0002: jump £Label0E4AFF

:Label0E4AF3
0319: set_actor $1686 wander_state_to  1 (off)
0377: set_actor $1686 objective_to-32

:Label0E4AFF
00D6: if  0
0038:   $168F ==  0  ;; integer values
004D: jump_if_false £Label0E4B5D
00D6: if  0
00DF:   actor $1686 driving
004D: jump_if_false £Label0E4B5D
011C: actor $1686 clear_objective
00D9: $16CD = actor $1686 car
03CC: car $16CD add_to_stuck_car_check  .5 =  1000
0190: unknown_car $16CD
00AD: set_car $16CD max_speed_to  40.0
00AE: unknown_set_car $16CD to_ignore_traffic_lights  2
00A8: set_car $16CD to_psycho_driver
0004: $168F =  1  ;; integer values

:Label0E4B5D
00D6: if  0
0038:   $168F ==  1  ;; integer values
004D: jump_if_false £Label0E4B9C
00D6: if  0
8119:   NOT   car $16CD wrecked
004D: jump_if_false £Label0E4B9C
00D6: if  21
018F:   unknown_car_check $16CD
03CE:   car $16CD stuck
004D: jump_if_false £Label0E4B9C
01D3: actor $1686 leave_car $16CD

:Label0E4B9C
00D6: if  0
0038:   $168F ==  1  ;; integer values
004D: jump_if_false £Label0E4BE4
00D6: if  0
80DF:   NOT   actor $1686 driving
004D: jump_if_false £Label0E4BE4
00D6: if  0
8119:   NOT   car $16CD wrecked
004D: jump_if_false £Label0E4BDD
03CD: car $16CD remove_from_stuck_car_check
0191: unknown_car $16CD
01C3: remove_references_to_car $16CD  ;; Like turning a car into any random car

:Label0E4BDD
0004: $168F =  0  ;; integer values

:Label0E4BE4
00D6: if  0
0038:   $1699 ==  1  ;; integer values
004D: jump_if_false £Label0E4D38
00D6: if  0
8118:   NOT   actor $1690 dead
004D: jump_if_false £Label0E4D38
00D6: if  0
0038:   $1697 ==  0  ;; integer values
004D: jump_if_false £Label0E4C53
00D6: if  0
80DF:   NOT   actor $1690 driving
004D: jump_if_false £Label0E4C53
00D6: if  0
02CB:   actor $1690 bounding_sphere_visible
004D: jump_if_false £Label0E4C47
01D0: actor $1690 avoid_player $PLAYER_CHAR
0002: jump £Label0E4C53

:Label0E4C47
0319: set_actor $1690 wander_state_to  1 (off)
0377: set_actor $1690 objective_to-32

:Label0E4C53
00D6: if  0
0038:   $1697 ==  0  ;; integer values
004D: jump_if_false £Label0E4CB1
00D6: if  0
00DF:   actor $1690 driving
004D: jump_if_false £Label0E4CB1
011C: actor $1690 clear_objective
00D9: $16CE = actor $1690 car
03CC: car $16CE add_to_stuck_car_check  .5 =  1000
0190: unknown_car $16CE
00AD: set_car $16CE max_speed_to  40.0
00AE: unknown_set_car $16CE to_ignore_traffic_lights  2
00A8: set_car $16CE to_psycho_driver
0004: $1697 =  1  ;; integer values

:Label0E4CB1
00D6: if  0
0038:   $1697 ==  1  ;; integer values
004D: jump_if_false £Label0E4CF0
00D6: if  0
8119:   NOT   car $16CE wrecked
004D: jump_if_false £Label0E4CF0
00D6: if  21
018F:   unknown_car_check $16CE
03CE:   car $16CE stuck
004D: jump_if_false £Label0E4CF0
01D3: actor $1690 leave_car $16CE

:Label0E4CF0
00D6: if  0
0038:   $1697 ==  1  ;; integer values
004D: jump_if_false £Label0E4D38
00D6: if  0
80DF:   NOT   actor $1690 driving
004D: jump_if_false £Label0E4D38
00D6: if  0
8119:   NOT   car $16CE wrecked
004D: jump_if_false £Label0E4D31
03CD: car $16CE remove_from_stuck_car_check
0191: unknown_car $16CE
01C3: remove_references_to_car $16CE  ;; Like turning a car into any random car

:Label0E4D31
0004: $1697 =  0  ;; integer values

:Label0E4D38
0051: return

:Label0E4D3A
00D6: if  0
0038:   $16AD ==  1  ;; integer values
004D: jump_if_false £Label0E4E8E
00D6: if  0
8118:   NOT   actor $16A6 dead
004D: jump_if_false £Label0E4E8E
00D6: if  0
0038:   $16AE ==  0  ;; integer values
004D: jump_if_false £Label0E4DA9
00D6: if  0
80DF:   NOT   actor $16A6 driving
004D: jump_if_false £Label0E4DA9
00D6: if  0
02CB:   actor $16A6 bounding_sphere_visible
004D: jump_if_false £Label0E4D9D
01D0: actor $16A6 avoid_player $PLAYER_CHAR
0002: jump £Label0E4DA9

:Label0E4D9D
0319: set_actor $16A6 wander_state_to  1 (off)
0377: set_actor $16A6 objective_to-32

:Label0E4DA9
00D6: if  0
0038:   $16AE ==  0  ;; integer values
004D: jump_if_false £Label0E4E07
00D6: if  0
00DF:   actor $16A6 driving
004D: jump_if_false £Label0E4E07
011C: actor $16A6 clear_objective
00D9: $16D5 = actor $16A6 car
03CC: car $16D5 add_to_stuck_car_check  .5 =  1000
0190: unknown_car $16D5
00AD: set_car $16D5 max_speed_to  40.0
00AE: unknown_set_car $16D5 to_ignore_traffic_lights  2
00A8: set_car $16D5 to_psycho_driver
0004: $16AE =  1  ;; integer values

:Label0E4E07
00D6: if  0
0038:   $16AE ==  1  ;; integer values
004D: jump_if_false £Label0E4E46
00D6: if  0
8119:   NOT   car $16D5 wrecked
004D: jump_if_false £Label0E4E46
00D6: if  21
018F:   unknown_car_check $16D5
03CE:   car $16D5 stuck
004D: jump_if_false £Label0E4E46
01D3: actor $16A6 leave_car $16D5

:Label0E4E46
00D6: if  0
0038:   $16AE ==  1  ;; integer values
004D: jump_if_false £Label0E4E8E
00D6: if  0
80DF:   NOT   actor $16A6 driving
004D: jump_if_false £Label0E4E8E
00D6: if  0
8119:   NOT   car $16D5 wrecked
004D: jump_if_false £Label0E4E87
03CD: car $16D5 remove_from_stuck_car_check
0191: unknown_car $16D5
01C3: remove_references_to_car $16D5  ;; Like turning a car into any random car

:Label0E4E87
0004: $16AE =  0  ;; integer values

:Label0E4E8E
00D6: if  0
0038:   $16BE ==  1  ;; integer values
004D: jump_if_false £Label0E4FE2
00D6: if  0
8118:   NOT   actor $16B0 dead
004D: jump_if_false £Label0E4FE2
00D6: if  0
0038:   $16B1 ==  0  ;; integer values
004D: jump_if_false £Label0E4EFD
00D6: if  0
80DF:   NOT   actor $16B0 driving
004D: jump_if_false £Label0E4EFD
00D6: if  0
02CB:   actor $16B0 bounding_sphere_visible
004D: jump_if_false £Label0E4EF1
01D0: actor $16B0 avoid_player $PLAYER_CHAR
0002: jump £Label0E4EFD

:Label0E4EF1
0319: set_actor $16B0 wander_state_to  1 (off)
0377: set_actor $16B0 objective_to-32

:Label0E4EFD
00D6: if  0
0038:   $16B1 ==  0  ;; integer values
004D: jump_if_false £Label0E4F5B
00D6: if  0
00DF:   actor $16B0 driving
004D: jump_if_false £Label0E4F5B
011C: actor $16B0 clear_objective
00D9: $16D6 = actor $16B0 car
03CC: car $16D6 add_to_stuck_car_check  .5 =  1000
0190: unknown_car $16D6
00AD: set_car $16D6 max_speed_to  40.0
00AE: unknown_set_car $16D6 to_ignore_traffic_lights  2
00A8: set_car $16D6 to_psycho_driver
0004: $16B1 =  1  ;; integer values

:Label0E4F5B
00D6: if  0
0038:   $16B1 ==  1  ;; integer values
004D: jump_if_false £Label0E4F9A
00D6: if  0
8119:   NOT   car $16D6 wrecked
004D: jump_if_false £Label0E4F9A
00D6: if  21
018F:   unknown_car_check $16D6
03CE:   car $16D6 stuck
004D: jump_if_false £Label0E4F9A
01D3: actor $16B0 leave_car $16D6

:Label0E4F9A
00D6: if  0
0038:   $16B1 ==  1  ;; integer values
004D: jump_if_false £Label0E4FE2
00D6: if  0
80DF:   NOT   actor $16B0 driving
004D: jump_if_false £Label0E4FE2
00D6: if  0
8119:   NOT   car $16D6 wrecked
004D: jump_if_false £Label0E4FDB
03CD: car $16D6 remove_from_stuck_car_check
0191: unknown_car $16D6
01C3: remove_references_to_car $16D6  ;; Like turning a car into any random car

:Label0E4FDB
0004: $16B1 =  0  ;; integer values

:Label0E4FE2
0051: return

;-------------Mission 61---------------
; Originally: Bombs Away!


:Label0E4FE4
0050: gosub £Label0E5008
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0E4FFF
0050: gosub £Label0E9476

:Label0E4FFF
0050: gosub £Label0E94E2
004E: end_thread

:Label0E5008
0004: $ONMISSION =  1  ;; integer values
0004: $43C =  1  ;; integer values
0317: increment_mission_attempts
03A4: name_thread "HAIT2"
0001: wait  0 ms
054C: use_GXT_table "HAIT2"
058E: set_restart_mission_taxi_destination -957.904  122.843  8.278  356.948
0004: $16FB = -1  ;; integer values
0004: $16EC =  3  ;; integer values
0004: $16E7 =  0  ;; integer values
0004: $16E8 =  0  ;; integer values
0004: $16EE =  0  ;; integer values
0004: $16ED =  0  ;; integer values
0004: $16EF =  0  ;; integer values
0004: $16EA =  0  ;; integer values
0004: $16E9 =  0  ;; integer values
0004: $16EB =  0  ;; integer values
0004: $16F0 =  0  ;; integer values
0004: $3D =  0  ;; integer values
0004: $16F7 =  0  ;; integer values
0004: $16F8 =  0  ;; integer values
0004: $16F9 =  0  ;; integer values
0004: $16FA =  0  ;; integer values
0006:  0@ =  0  ;; integer values
0006:  1@ =  0  ;; integer values
0006:  2@ =  0  ;; integer values
0006:  3@ =  0  ;; integer values
0006:  4@ =  0  ;; integer values
0006:  5@ =  0  ;; integer values
0006:  6@ =  0  ;; integer values
0006:  7@ =  0  ;; integer values
0006:  8@ =  0  ;; integer values
0006:  9@ =  0  ;; integer values
0006:  10@ =  0  ;; integer values
0006:  11@ =  0  ;; integer values
0006:  12@ =  0  ;; integer values
0006:  13@ =  0  ;; integer values
0006:  14@ =  0  ;; integer values
0006:  15@ =  0  ;; integer values
0004: $16F1 =  0  ;; integer values
0004: $16F2 =  0  ;; integer values
0004: $16F3 =  0  ;; integer values
0004: $16F4 =  0  ;; integer values
0004: $16F5 =  0  ;; integer values
0004: $16F6 =  0  ;; integer values
04BB: select_interiour  12  ;; select render area
04F9: interiour_colors  13  0
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "APOULET"
02F3: load_object #CUTOBJ01 "HTABLE"
02F3: load_object #CUTOBJ02 "DRUGPAK"
02F3: load_object #CUTOBJ03 "KETTLE"
03CB: set_camera -962.799  148.391  8.355
038B: load_requested_models

:Label0E51AC
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
004D: jump_if_false £Label0E51D9
0001: wait  0 ms
0002: jump £Label0E51AC

:Label0E51D9
041D: set_camera_near_clip  .1
04F9: interiour_colors  13  0
02E4: load_cutscene_data "HAT_2"
0244: set_cutscene_pos -962.799  148.391  8.355
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "APOULET"
02E5: $D6 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D6 "HTABLE"
02E5: $170C = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $170C "DRUGPAK"
02E5: $D5 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $D5 "KETTLE"
0395: clear_area  1 at -962.53  141.69 range  8.25  1.0
0055: put_player $PLAYER_CHAR at -962.53  141.69  8.25
0171: set_player $PLAYER_CHAR z_angle_to  183.42
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0E52BC
00D6: if  0
001A:    4054 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E52DF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E52BC

:Label0E52DF
00BC: text_highpriority "HAT2_1"  10000 ms  1  ;; Oh, sorry, I - I must have the wrong address...

:Label0E52EE
00D6: if  0
001A:    7163 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E5311
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E52EE

:Label0E5311
00BC: text_highpriority "HAT2_2"  10000 ms  1  ;; Well, you might as well come in and rest your soles and have some tea.

:Label0E5320
00D6: if  0
001A:    11419 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E5343
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E5320

:Label0E5343
00BC: text_highpriority "HAT2_3"  10000 ms  1  ;; Do you have something there for me, Tommy?

:Label0E5352
00D6: if  0
001A:    13873 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E5375
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E5352

:Label0E5375
00BC: text_highpriority "HAT2_4"  10000 ms  1  ;; Yeah...

:Label0E5384
00D6: if  0
001A:    16370 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E53A7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E5384

:Label0E53A7
00BC: text_highpriority "HAT2_5"  10000 ms  1  ;; This place feels familiar to me, uh - it's - a smell from childhood - a deja vu...

:Label0E53B6
00D6: if  0
001A:    22166 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E53D9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E53B6

:Label0E53D9
00BC: text_highpriority "HAT2_6"  10000 ms  1  ;; Now Tommy, I'm going to whisper a lickle errand for you. Hear me well, aye?

:Label0E53E8
00D6: if  0
001A:    28339 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E540B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E53E8

:Label0E540B
00BC: text_highpriority "HAT2_7"  10000 ms  1  ;; You look like someone I, I...

:Label0E541A
00D6: if  0
001A:    30139 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E543D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E541A

:Label0E543D
00BC: text_highpriority "HAT2_8"  10000 ms  1  ;; The Cubans have fast boats they use to cross the seas with drugs.

:Label0E544C
00D6: if  0
001A:    34861 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E5471
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E544C

:Label0E5471
00BC: text_highpriority "HAT2_9"  10000 ms  1  ;; It is their livelihood.

:Label0E5480
00D6: if  0
001A:    37790 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E54A5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E5480

:Label0E54A5
00BC: text_highpriority "HAT2_10"  10000 ms  1  ;; Me nephew bin making lickle flying bombs to take dem out.

:Label0E54B4
00D6: if  0
001A:    42538 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E54D9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E54B4

:Label0E54D9
00BC: text_highpriority "HAT2_11"  10000 ms  1  ;; Blow de boats to coffin wood.

:Label0E54E8
00D6: if  0
001A:    51176 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E550D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E54E8

:Label0E550D
00BC: text_highpriority "HAT2_12"  10000 ms  1  ;; Thanks for the tea.

:Label0E551C
00D6: if  0
001A:    56400 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E5541
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E551C

:Label0E5541
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms
00BE: text_clear_all

:Label0E5552
00D6: if  0
016B:   fading
004D: jump_if_false £Label0E556A
0001: wait  0 ms
0002: jump £Label0E5552

:Label0E556A
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false £Label0E5582
0001: wait  0 ms
0002: jump £Label0E556A

:Label0E5582
04FA: reset_interior_colors  0
04BB: select_interiour  0  ;; select render area
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
04E3: unknown_player $PLAYER_CHAR  0  60000
0247: request_model #TOPFUN
0247: request_model #RCBARON
0247: request_model #SPEEDER
0247: request_model #JETMAX
0247: request_model #COASTG
0247: request_model #CUBAN
0247: request_model #CBA
0247: request_model #CBB
0247: request_model #RUGER
03CB: set_camera -962.53  141.69  8.25
038B: load_requested_models
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms

:Label0E5602
00D6: if  24
8248:   NOT   model #TOPFUN available
8248:   NOT   model #RCBARON available
8248:   NOT   model #SPEEDER available
8248:   NOT   model #JETMAX available
8248:   NOT   model #COASTG available
004D: jump_if_false £Label0E5631
0001: wait  0 ms
0002: jump £Label0E5602

:Label0E5631
00D6: if  23
8248:   NOT   model #CUBAN available
8248:   NOT   model #CBA available
8248:   NOT   model #CBB available
8248:   NOT   model #RUGER available
004D: jump_if_false £Label0E5659
0001: wait  0 ms
0002: jump £Label0E5631

:Label0E5659
00BC: text_highpriority "HAT2_B1"  15000 ms  1  ;; ~g~Get to the van that contains the flying bombs.
00A5: $16FC = create_car #TOPFUN at -808.9448 -162.9215  10.0458
0175: set_car $16FC z_angle_to  0.0
0186: $170D = create_marker_above_car $16FC
0519: unknown_car $16FC flag  1

:Label0E5698
00D6: if  0
8442:   NOT   player $PLAYER_CHAR in_car $16FC
004D: jump_if_false £Label0E56CD
0001: wait  0 ms
00D6: if  0
0119:   car $16FC wrecked
004D: jump_if_false £Label0E56C6
0002: jump £Label0E9476

:Label0E56C6
0002: jump £Label0E5698

:Label0E56CD
0164: disable_marker $170D
00A5: $1700 = create_car #JETMAX at -524.3332 -227.5792  5.3
0175: set_car $1700 z_angle_to  25.0
0323: unknown_car $1700 flag  1
02DB: set_boat $1700 speed_to  12.0
0186: $170E = create_marker_above_car $1700
00A5: $16FF = create_car #SPEEDER at -533.5898 -230.4594  5.3
0175: set_car $16FF z_angle_to  88.4134
0323: unknown_car $16FF flag  1
02DB: set_boat $16FF speed_to  12.0
00A5: $1701 = create_car #COASTG at -514.9578 -230.6103  5.3
0175: set_car $1701 z_angle_to  265.6394
0323: unknown_car $1701 flag  1
02DB: set_boat $1701 speed_to  12.0
00A5: $1702 = create_car #CUBAN at -524.328 -255.0365  9.534
0175: set_car $1702 z_angle_to  183.1269
009A: $1703 = create_actor  4 #CBA at -535.1575 -233.1016  7.2104
0173: set_actor $1703 z_angle_to  27.113
0350: unknown_actor $1703 not_scared_flag  1
01ED: reset_actor $1703 flags
009A: $1704 = create_actor  4 #CBA at -538.0 -235.1073  7.2104
0173: set_actor $1704 z_angle_to  273.988
0350: unknown_actor $1704 not_scared_flag  1
01ED: reset_actor $1704 flags
0372: set_actor $1704 anim  25 wait_state_time  100 ms
009A: $1705 = create_actor  4 #CBB at -528.9341 -237.8728  7.2056
0173: set_actor $1705 z_angle_to  6.0796
0350: unknown_actor $1705 not_scared_flag  1
01ED: reset_actor $1705 flags
009A: $1706 = create_actor  4 #CBB at -527.7787 -236.5049  7.2104
0173: set_actor $1706 z_angle_to  93.2798
0350: unknown_actor $1706 not_scared_flag  1
01ED: reset_actor $1706 flags
0372: set_actor $1706 anim  24 wait_state_time  100 ms
009A: $1707 = create_actor  4 #CBA at -519.8645 -242.7792  9.5542
0173: set_actor $1707 z_angle_to  244.8008
0350: unknown_actor $1707 not_scared_flag  1
01ED: reset_actor $1707 flags
0372: set_actor $1707 anim  3 wait_state_time  100 ms
009A: $1708 = create_actor  4 #CBA at -517.9925 -243.0342  9.5542
0173: set_actor $1708 z_angle_to  118.988
0350: unknown_actor $1708 not_scared_flag  1
01ED: reset_actor $1708 flags
009A: $1709 = create_actor  4 #CBB at -509.3864 -237.7915  7.2103
0173: set_actor $1709 z_angle_to  6.0796
0350: unknown_actor $1709 not_scared_flag  1
01ED: reset_actor $1709 flags
0372: set_actor $1709 anim  25 wait_state_time  100 ms
009A: $170A = create_actor  4 #CBB at -519.7886 -244.7169  9.5542
0173: set_actor $170A z_angle_to  357.2437
0350: unknown_actor $170A not_scared_flag  1
01ED: reset_actor $170A flags
03F9: make_actors $1708 $170A converse_in  600000000 ms
009A: $170B = create_actor  4 #CBB at -524.5753 -251.0094  9.537
0173: set_actor $170B z_angle_to  185.2318
0350: unknown_actor $170B not_scared_flag  1
01ED: reset_actor $170B flags
0372: set_actor $170B anim  25 wait_state_time  100 ms
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label0E59B2
0107: $16FD = create_object -184 (RCBOMB) at  0.0  0.0  0.0
0484: $16FB = player $PLAYER_CHAR rc_car
0186: $170E = create_marker_above_car $1700
0186: $170F = create_marker_above_car $16FF
0186: $1710 = create_marker_above_car $1701

:Label0E59B2
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
0169: set_fade_color  0  0  1
016A: fade  0 ()  500 ms

:Label0E59DA
00D6: if  0
016B:   fading
004D: jump_if_false £Label0E59F2
0001: wait  0 ms
0002: jump £Label0E59DA

:Label0E59F2
0169: set_fade_color  0  0  1
016A: fade  1 (back)  500 ms
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -552.6316 -220.1019  22.1608  0.0  0.0  0.0
0160: point_camera -551.9008 -220.5808  21.6745  2
03CB: set_camera -524.1709 -234.6104  8.1665
00BC: text_highpriority "HAT2_B2"  4500 ms  1  ;; Kill the Cubans...
01BD: $12CB = current_time_in_ms
0084: $8E2 = $12CB  ;; integer values and handles
0008: $8E2 +=  4500  ;; integer values

:Label0E5A6D
00D6: if  0
001C:   $8E2 > $12CB  ;; integer values
004D: jump_if_false £Label0E5AE1
0001: wait  0 ms
01BD: $12CB = current_time_in_ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0E5AC1
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0E5ABA
0004: $3D =  0  ;; integer values
0002: jump £Label0E5BAC

:Label0E5ABA
0002: jump £Label0E5ADA

:Label0E5AC1
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0E5ADA
0004: $3D =  1  ;; integer values

:Label0E5ADA
0002: jump £Label0E5A6D

:Label0E5AE1
015F: set_camera_position -541.3336 -237.3457  9.8484  0.0  0.0  0.0
0160: point_camera -540.4141 -237.0497  9.5899  2
00BC: text_highpriority "HAT2_B4"  4000 ms  1  ;; ...and destroy their boats!
01BD: $12CB = current_time_in_ms
0084: $8E2 = $12CB  ;; integer values and handles
0008: $8E2 +=  4000  ;; integer values

:Label0E5B38
00D6: if  0
001C:   $8E2 > $12CB  ;; integer values
004D: jump_if_false £Label0E5BAC
0001: wait  0 ms
01BD: $12CB = current_time_in_ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0E5B8C
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0E5B85
0004: $3D =  0  ;; integer values
0002: jump £Label0E5BAC

:Label0E5B85
0002: jump £Label0E5BA5

:Label0E5B8C
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0E5BA5
0004: $3D =  1  ;; integer values

:Label0E5BA5
0002: jump £Label0E5B38

:Label0E5BAC
0004: $3D =  0  ;; integer values
00D6: if  0
0119:   car $16FC wrecked
004D: jump_if_false £Label0E5BCA
0002: jump £Label0E9476

:Label0E5BCA
00AB: put_car $16FC at -808.9448 -162.9215  10.0458
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged

:Label0E5BFD
00D6: if  0
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false £Label0E8B0E
0001: wait  0 ms
01BD: $12CB = current_time_in_ms
00D6: if  0
0119:   car $16FC wrecked
004D: jump_if_false £Label0E5C2D
0002: jump £Label0E9476

:Label0E5C2D
00D6: if  0
0038:   $16FA ==  0  ;; integer values
004D: jump_if_false £Label0E64DE
00D6: if  0
0442:   player $PLAYER_CHAR in_car $16FC
004D: jump_if_false £Label0E61C7
00D6: if  0
8241:   NOT   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false £Label0E5D3D
00D6: if  0
8038:   NOT   $16EC ==  0  ;; integer values
004D: jump_if_false £Label0E5CF8
00D6: if  0
838A:   NOT   car_in_cube -812.0 -168.0  10.0457  .6  .6  1.0
004D: jump_if_false £Label0E5CEA
046E: unknown_put_player $PLAYER_CHAR in_RC_mode_at -812.0 -168.0  10.0457 angle  180.0 RC_model #RCBARON
000C: $16EC -=  1  ;; integer values
00D6: if  0
0038:   $16EC ==  2  ;; integer values
004D: jump_if_false £Label0E5CE3
03C4: set_status_text_to $16EC  0 (number) "HAT2_B9"  ;; RC Planes:

:Label0E5CE3
0002: jump £Label0E5CF1

:Label0E5CEA
0002: jump £Label0E5BAC

:Label0E5CF1
0002: jump £Label0E5D1E

:Label0E5CF8
00BC: text_highpriority "HAT2_B8"  5000 ms  1  ;; ~r~You have no RC planes left!
0004: $16FA =  1  ;; integer values
0084: $16F9 = $12CB  ;; integer values and handles
0008: $16F9 +=  2000  ;; integer values

:Label0E5D1E
0484: $16FB = player $PLAYER_CHAR rc_car
048A:  0
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
0110: clear_player $PLAYER_CHAR wanted_level
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:Label0E5D3D
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false £Label0E61C0
00D6: if  0
0038:   $16F7 ==  0  ;; integer values
004D: jump_if_false £Label0E5DAA
03E6: remove_text_box
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label0E5D89
03E5: text_box "PLANE_4"  ;; Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.
0002: jump £Label0E5D93

:Label0E5D89
03E5: text_box "PLANE_H"  ;; Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.

:Label0E5D93
0008: $16F7 +=  1  ;; integer values
0084: $16F8 = $12CB  ;; integer values and handles
0008: $16F8 +=  6000  ;; integer values

:Label0E5DAA
00D6: if  0
0038:   $16F7 ==  1  ;; integer values
004D: jump_if_false £Label0E5E0A
00D6: if  0
001C:   $12CB > $16F8  ;; integer values
004D: jump_if_false £Label0E5E0A
03E6: remove_text_box
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label0E5DF9
03E5: text_box "BOLLOX"  ;; Press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button to drop a bomb. Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to cancel.
0002: jump £Label0E5E03

:Label0E5DF9
03E5: text_box "HAT2_B3"  ;; Press the ~h~~k~~PED_FIREWEAPON~ ~w~button to drop a bomb. Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to cancel.

:Label0E5E03
0008: $16F7 +=  1  ;; integer values

:Label0E5E0A
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E60F3
00D6: if  0
01FE:   player $PLAYER_CHAR near_car_in_car $16FB radius  500.0  750.0  0
004D: jump_if_false £Label0E60AB
00D6: if  0
81FE:   NOT   player $PLAYER_CHAR near_car_in_car $16FB radius  450.0  700.0  0
004D: jump_if_false £Label0E5E66
00BC: text_highpriority "HAT2_B6"  100 ms  1  ;; ~r~The RC plane is getting too far out of range!

:Label0E5E66
0004: $16ED =  0  ;; integer values
00AA: store_car $16FB position_to $171B $171C $171D
00D6: if  0
83CA:   NOT   object $16FD exists
004D: jump_if_false £Label0E5ECE
00D6: if  0
001C:   $12CB > $16EF  ;; integer values
004D: jump_if_false £Label0E5EC7
0107: $16FD = create_object -184 (RCBOMB) at $171B $171C $171D
0382: unknown_set_object $16FD collision_detection  0
0392: object $16FD toggle_in_moving_list  0
0005: $171E =  0.0  ;; floating-point values

:Label0E5EC7
0002: jump £Label0E5FB2

:Label0E5ECE
02CE: $62 = ground_z $171B $171C $171D
0086: $171A = $171D  ;; floating-point values only
0061: $171A -= $62  ;; floating-point values
00D6: if  0
0020:   $171A >  .5  ;; floating-point values
004D: jump_if_false £Label0E5F4D
0363: toggle_model_render_at $171B $171C $171D radius  10.0 object -184 (RCBOMB)  1
007E: $171E -= unknown_inaccurate_float_timer  .05  ;; floating-point values
00D6: if  0
0022:   -.5 > $171E  ;; floating-point values
004D: jump_if_false £Label0E5F46
0005: $171E = -.5  ;; floating-point values
0004: $16ED =  1  ;; integer values

:Label0E5F46
0002: jump £Label0E5F9D

:Label0E5F4D
0086: $171E = $171A  ;; floating-point values only
000D: $171E -=  1.0  ;; floating-point values
0011: $171E *= -1.0  ;; floating-point values
00D6: if  0
0020:   $171E >  0.0  ;; floating-point values
004D: jump_if_false £Label0E5F9D
0005: $171E =  0.0  ;; floating-point values
0363: toggle_model_render_at $171B $171C $171D radius  10.0 object -184 (RCBOMB)  0

:Label0E5F9D
035C: place_object $16FD relative_to_car $16FB offset  0.0  0.0 $171E

:Label0E5FB2
00D6: if  0
0585: (unknown)
004D: jump_if_false £Label0E6078
00D6: if  0
0038:   $16E7 ==  0  ;; integer values
004D: jump_if_false £Label0E6071
00D6: if  0
0038:   $16ED ==  1  ;; integer values
004D: jump_if_false £Label0E6071
000D: $171E -=  .5  ;; floating-point values
035C: place_object $16FD relative_to_car $16FB offset  0.0  0.0 $171E
0392: object $16FD toggle_in_moving_list  1
0382: unknown_set_object $16FD collision_detection  1
038C: object $16FD scatter  0.0  0.0  0.0
0084: $16EF = $12CB  ;; integer values and handles
0008: $16EF +=  500  ;; integer values
0084: $16FE = $16FD  ;; integer values and handles
0004: $16FD = -1  ;; integer values
04D9: $16FE  1
0084: $16E8 = $12CB  ;; integer values and handles
0008: $16E8 +=  250  ;; integer values
0084: $16EE = $12CB  ;; integer values and handles
0008: $16EE +=  3000  ;; integer values
0004: $16E7 =  1  ;; integer values

:Label0E6071
0002: jump £Label0E60A4

:Label0E6078
00D6: if  0
0038:   $16E7 ==  2  ;; integer values
004D: jump_if_false £Label0E60A4
00D6: if  0
001C:   $12CB > $16E8  ;; integer values
004D: jump_if_false £Label0E60A4
0004: $16E7 =  0  ;; integer values

:Label0E60A4
0002: jump £Label0E60EC

:Label0E60AB
00D6: if  0
8038:   NOT   $16FB == -1  ;; integer values
004D: jump_if_false £Label0E60EC
04DB: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01C4: remove_references_to_object $16FD  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $16FE  ;; This object will now disappear when the player looks away
0004: $16FD = -1  ;; integer values
0004: $16FE = -1  ;; integer values
0004: $16FB = -1  ;; integer values
0004: $16E7 =  0  ;; integer values

:Label0E60EC
0002: jump £Label0E612D

:Label0E60F3
00D6: if  0
8038:   NOT   $16FB == -1  ;; integer values
004D: jump_if_false £Label0E612D
04DB: (unknown)
01C4: remove_references_to_object $16FD  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $16FE  ;; This object will now disappear when the player looks away
0004: $16FD = -1  ;; integer values
0004: $16FE = -1  ;; integer values
0004: $16FB = -1  ;; integer values
0004: $16E7 =  0  ;; integer values

:Label0E612D
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £Label0E61A7
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label0E61A0
00D6: if  0
8038:   NOT   $16FB == -1  ;; integer values
004D: jump_if_false £Label0E6199
00BC: text_highpriority "RCCANX"  2000 ms  1  ;; ~r~RC plane cancelled.
04DB: (unknown)
01C4: remove_references_to_object $16FD  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $16FE  ;; This object will now disappear when the player looks away
0004: $16FD = -1  ;; integer values
0004: $16FE = -1  ;; integer values
0004: $16FB = -1  ;; integer values
0004: $16E7 =  0  ;; integer values

:Label0E6199
0004: $3D =  0  ;; integer values

:Label0E61A0
0002: jump £Label0E61C0

:Label0E61A7
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label0E61C0
0004: $3D =  1  ;; integer values

:Label0E61C0
0002: jump £Label0E6201

:Label0E61C7
00D6: if  0
8038:   NOT   $16FB == -1  ;; integer values
004D: jump_if_false £Label0E6201
04DB: (unknown)
01C4: remove_references_to_object $16FD  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $16FE  ;; This object will now disappear when the player looks away
0004: $16FD = -1  ;; integer values
0004: $16FE = -1  ;; integer values
0004: $16FB = -1  ;; integer values
0004: $16E7 =  0  ;; integer values

:Label0E6201
00D6: if  0
0038:   $16E7 ==  1  ;; integer values
004D: jump_if_false £Label0E62AC
00D6: if  0
03CA:   object $16FE exists
004D: jump_if_false £Label0E62AC
01BB: store_object $16FE position_to $171B $171C $171D
02CE: $62 = ground_z $171B $171C $171D
0009: $62 +=  .5  ;; floating-point values
00D6: if  0
0022:    6.0 > $62  ;; floating-point values
004D: jump_if_false £Label0E6268
0005: $62 =  6.0  ;; floating-point values

:Label0E6268
00D6: if  22
04DA:   unknown_object_check $16FE
001C:   $12CB > $16EE  ;; integer values
04E7: $16FE
004D: jump_if_false £Label0E62AC
04D9: $16FE  0
020C: create_explosion  0 at $171B $171C $171D
01C4: remove_references_to_object $16FE  ;; This object will now disappear when the player looks away
0004: $16FE = -1  ;; integer values
0004: $16E7 =  2  ;; integer values

:Label0E62AC
00D6: if  0
0038:   $16EA ==  0  ;; integer values
004D: jump_if_false £Label0E64D7
00D6: if  0
03CA:   object $16FE exists
004D: jump_if_false £Label0E64D7
00D6: if  21
04EA:   unknown_object $16FE in_cube -554.2964 -277.5887  0.0 -492.513 -212.6366  20.0 unknown  0
0057:   player $PLAYER_CHAR  0 ()in_cube -554.2964 -277.5887  0.0 -492.513 -212.6366  20.0
004D: jump_if_false £Label0E64D7
00D6: if  0
8118:   NOT   actor $1703 dead
004D: jump_if_false £Label0E6349
0187: $1711 = create_marker_above_actor $1703
018B: show_on_radar $1711  2
0168: show_on_radar $1711  2

:Label0E6349
00D6: if  0
8118:   NOT   actor $1704 dead
004D: jump_if_false £Label0E636F
0187: $1712 = create_marker_above_actor $1704
018B: show_on_radar $1712  2
0168: show_on_radar $1712  2

:Label0E636F
00D6: if  0
8118:   NOT   actor $1705 dead
004D: jump_if_false £Label0E6395
0187: $1713 = create_marker_above_actor $1705
018B: show_on_radar $1713  2
0168: show_on_radar $1713  2

:Label0E6395
00D6: if  0
8118:   NOT   actor $1706 dead
004D: jump_if_false £Label0E63BB
0187: $1714 = create_marker_above_actor $1706
018B: show_on_radar $1714  2
0168: show_on_radar $1714  2

:Label0E63BB
00D6: if  0
8118:   NOT   actor $1707 dead
004D: jump_if_false £Label0E63E1
0187: $1715 = create_marker_above_actor $1707
018B: show_on_radar $1715  2
0168: show_on_radar $1715  2

:Label0E63E1
00D6: if  0
8118:   NOT   actor $1708 dead
004D: jump_if_false £Label0E6407
0187: $1716 = create_marker_above_actor $1708
018B: show_on_radar $1716  2
0168: show_on_radar $1716  2

:Label0E6407
00D6: if  0
8118:   NOT   actor $1709 dead
004D: jump_if_false £Label0E642D
0187: $1717 = create_marker_above_actor $1709
018B: show_on_radar $1717  2
0168: show_on_radar $1717  2

:Label0E642D
00D6: if  0
8118:   NOT   actor $170A dead
004D: jump_if_false £Label0E6453
0187: $1718 = create_marker_above_actor $170A
018B: show_on_radar $1718  2
0168: show_on_radar $1718  2

:Label0E6453
00D6: if  0
8119:   NOT   car $1700 wrecked
004D: jump_if_false £Label0E6470
0164: disable_marker $170E
0186: $170E = create_marker_above_car $1700

:Label0E6470
00D6: if  0
8119:   NOT   car $16FF wrecked
004D: jump_if_false £Label0E648D
0164: disable_marker $170F
0186: $170F = create_marker_above_car $16FF

:Label0E648D
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E64AA
0164: disable_marker $1710
0186: $1710 = create_marker_above_car $1701

:Label0E64AA
00D6: if  0
8118:   NOT   actor $170B dead
004D: jump_if_false £Label0E64D0
0187: $1719 = create_marker_above_actor $170B
018B: show_on_radar $1719  2
0168: show_on_radar $1719  2

:Label0E64D0
0004: $16EA =  1  ;; integer values

:Label0E64D7
0002: jump £Label0E64F8

:Label0E64DE
00D6: if  0
001C:   $12CB > $16F9  ;; integer values
004D: jump_if_false £Label0E64F8
0002: jump £Label0E9476

:Label0E64F8
0004: $16F0 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $1703 dead
004D: jump_if_false £Label0E66C6
00D6: if  0
0038:   $16EA ==  1  ;; integer values
004D: jump_if_false £Label0E66BF
00D6: if  0
0039:    0@ ==  0  ;; integer values
004D: jump_if_false £Label0E6589
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E6573
01B2: give_actor $1703 weapon  27 ammo  9999  ;; Load the weapon model before using this
01D9: actor $1703 run_away_from_car $16FB
008B:  1@ = $12CB  ;; integer values and handles
000A:  1@ +=  3500  ;; integer values
0006:  0@ =  1  ;; integer values
0002: jump £Label0E6589

:Label0E6573
008B:  1@ = $12CB  ;; integer values and handles
000E:  1@ -=  100  ;; integer values
0006:  0@ =  1  ;; integer values

:Label0E6589
00D6: if  0
0039:    0@ ==  1  ;; integer values
004D: jump_if_false £Label0E660F
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E65B3
01D9: actor $1703 run_away_from_car $16FB

:Label0E65B3
00D6: if  0
001E:   $12CB >  1@  ;; integer values
004D: jump_if_false £Label0E660F
00D6: if  0
8119:   NOT   car $16FF wrecked
004D: jump_if_false £Label0E6608
011C: actor $1703 clear_objective
0239: actor $1703 run_to -535.0269 -230.2825
008B:  1@ = $12CB  ;; integer values and handles
000A:  1@ +=  700  ;; integer values
0006:  0@ =  2  ;; integer values
0002: jump £Label0E660F

:Label0E6608
0006:  0@ =  100  ;; integer values

:Label0E660F
00D6: if  0
0039:    0@ ==  2  ;; integer values
004D: jump_if_false £Label0E6695
00D6: if  0
8119:   NOT   car $16FF wrecked
004D: jump_if_false £Label0E668E
00D6: if  0
0185:   car $16FF health >=  250
004D: jump_if_false £Label0E6680
00D6: if  0
001E:   $12CB >  1@  ;; integer values
004D: jump_if_false £Label0E6679
011C: actor $1703 clear_objective
0164: disable_marker $1711
009B: destroy_actor_instantly $1703
0129: $1703 = create_actor  4 #CBA in_car $16FF driverseat
0006:  0@ =  3  ;; integer values

:Label0E6679
0002: jump £Label0E6687

:Label0E6680
0006:  0@ =  100  ;; integer values

:Label0E6687
0002: jump £Label0E6695

:Label0E668E
0006:  0@ =  100  ;; integer values

:Label0E6695
00D6: if  0
0039:    0@ ==  100  ;; integer values
004D: jump_if_false £Label0E66BF
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E66BF
01D9: actor $1703 run_away_from_car $16FB

:Label0E66BF
0002: jump £Label0E66FE

:Label0E66C6
00D6: if  0
8039:   NOT    0@ == -10  ;; integer values
004D: jump_if_false £Label0E66F7
0164: disable_marker $1711
018C: play_sound  1 at  0.0  0.0  0.0
0006:  0@ = -10  ;; integer values

:Label0E66F7
0008: $16F0 +=  1  ;; integer values

:Label0E66FE
00D6: if  0
8118:   NOT   actor $1704 dead
004D: jump_if_false £Label0E69F4
00D6: if  0
0038:   $16EA ==  1  ;; integer values
004D: jump_if_false £Label0E69E4
00D6: if  0
0039:    2@ ==  0  ;; integer values
004D: jump_if_false £Label0E6791
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E677B
0372: set_actor $1704 anim  0 wait_state_time  17 ms
01B2: give_actor $1704 weapon  27 ammo  9999  ;; Load the weapon model before using this
01D9: actor $1704 run_away_from_car $16FB
008B:  3@ = $12CB  ;; integer values and handles
000A:  3@ +=  3700  ;; integer values
0006:  2@ =  1  ;; integer values
0002: jump £Label0E6791

:Label0E677B
008B:  3@ = $12CB  ;; integer values and handles
000E:  3@ -=  100  ;; integer values
0006:  2@ =  1  ;; integer values

:Label0E6791
00D6: if  0
0039:    2@ ==  1  ;; integer values
004D: jump_if_false £Label0E6807
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E67BB
01D9: actor $1704 run_away_from_car $16FB

:Label0E67BB
00D6: if  0
001E:   $12CB >  3@  ;; integer values
004D: jump_if_false £Label0E6807
00D6: if  0
8119:   NOT   car $16FF wrecked
004D: jump_if_false £Label0E6800
011C: actor $1704 clear_objective
0239: actor $1704 run_to -537.8747 -233.085
0006:  2@ =  2  ;; integer values
0002: jump £Label0E6807

:Label0E6800
0006:  2@ =  100  ;; integer values

:Label0E6807
00D6: if  0
0039:    2@ ==  2  ;; integer values
004D: jump_if_false £Label0E6873
00D6: if  0
00ED:   actor $1704  0 ()near_point_on_foot -537.8747 -233.085 radius  1.0  1.0
004D: jump_if_false £Label0E6873
00D6: if  0
8119:   NOT   car $16FF wrecked
004D: jump_if_false £Label0E686C
0239: actor $1704 run_to -535.1575 -233.1016
0006:  2@ =  3  ;; integer values
0002: jump £Label0E6873

:Label0E686C
0006:  2@ =  100  ;; integer values

:Label0E6873
00D6: if  0
0039:    2@ ==  3  ;; integer values
004D: jump_if_false £Label0E68EF
00D6: if  0
00ED:   actor $1704  0 ()near_point_on_foot -535.1575 -233.1016 radius  1.0  1.0
004D: jump_if_false £Label0E68EF
00D6: if  0
8119:   NOT   car $16FF wrecked
004D: jump_if_false £Label0E68E8
0239: actor $1704 run_to -535.0269 -230.2825
008B:  3@ = $12CB  ;; integer values and handles
000A:  3@ +=  700  ;; integer values
0006:  2@ =  4  ;; integer values
0002: jump £Label0E68EF

:Label0E68E8
0006:  2@ =  100  ;; integer values

:Label0E68EF
00D6: if  0
0039:    2@ ==  4  ;; integer values
004D: jump_if_false £Label0E69B3
00D6: if  0
8119:   NOT   car $16FF wrecked
004D: jump_if_false £Label0E69AC
00D6: if  0
0185:   car $16FF health >=  250
004D: jump_if_false £Label0E699E
00D6: if  0
001E:   $12CB >  3@  ;; integer values
004D: jump_if_false £Label0E6997
00D6: if  0
8118:   NOT   actor $1703 dead
004D: jump_if_false £Label0E697A
0464: put_actor $1704 into_turret_on_car $16FF at_car_offset  .6462  1.4897  1.3333 unknown  2 angle  360.0 with_weapon  27
0164: disable_marker $1712
0006:  2@ =  100  ;; integer values
0002: jump £Label0E6997

:Label0E697A
0164: disable_marker $1712
009B: destroy_actor_instantly $1704
0129: $1704 = create_actor  4 #CBA in_car $16FF driverseat
0006:  2@ =  5  ;; integer values

:Label0E6997
0002: jump £Label0E69A5

:Label0E699E
0006:  2@ =  100  ;; integer values

:Label0E69A5
0002: jump £Label0E69B3

:Label0E69AC
0006:  2@ =  100  ;; integer values

:Label0E69B3
00D6: if  0
0039:    2@ ==  100  ;; integer values
004D: jump_if_false £Label0E69DD
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E69DD
01D9: actor $1704 run_away_from_car $16FB

:Label0E69DD
0002: jump £Label0E69ED

:Label0E69E4
0372: set_actor $1704 anim  25 wait_state_time  100 ms

:Label0E69ED
0002: jump £Label0E6A31

:Label0E69F4
00D6: if  0
8039:   NOT    2@ == -10  ;; integer values
004D: jump_if_false £Label0E6A2A
0164: disable_marker $1712
0465: remove_actor $1704 from_turret_mode
018C: play_sound  1 at  0.0  0.0  0.0
0006:  2@ = -10  ;; integer values

:Label0E6A2A
0008: $16F0 +=  1  ;; integer values

:Label0E6A31
00D6: if  0
8118:   NOT   actor $1705 dead
004D: jump_if_false £Label0E6CA7
00D6: if  0
0038:   $16EA ==  1  ;; integer values
004D: jump_if_false £Label0E6CA0
00D6: if  0
0039:    4@ ==  0  ;; integer values
004D: jump_if_false £Label0E6ABB
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E6AA5
01B2: give_actor $1705 weapon  27 ammo  9999  ;; Load the weapon model before using this
01D9: actor $1705 run_away_from_car $16FB
008B:  5@ = $12CB  ;; integer values and handles
000A:  5@ +=  3900  ;; integer values
0006:  4@ =  1  ;; integer values
0002: jump £Label0E6ABB

:Label0E6AA5
008B:  5@ = $12CB  ;; integer values and handles
000E:  5@ -=  100  ;; integer values
0006:  4@ =  1  ;; integer values

:Label0E6ABB
00D6: if  0
0039:    4@ ==  1  ;; integer values
004D: jump_if_false £Label0E6B31
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E6AE5
01D9: actor $1705 run_away_from_car $16FB

:Label0E6AE5
00D6: if  0
001E:   $12CB >  5@  ;; integer values
004D: jump_if_false £Label0E6B31
00D6: if  0
8119:   NOT   car $16FF wrecked
004D: jump_if_false £Label0E6B2A
011C: actor $1705 clear_objective
0239: actor $1705 run_to -535.1575 -233.1016
0006:  4@ =  2  ;; integer values
0002: jump £Label0E6B31

:Label0E6B2A
0006:  4@ =  100  ;; integer values

:Label0E6B31
00D6: if  0
0039:    4@ ==  2  ;; integer values
004D: jump_if_false £Label0E6BAD
00D6: if  0
00ED:   actor $1705  0 ()near_point_on_foot -535.1575 -233.1016 radius  1.0  1.0
004D: jump_if_false £Label0E6BAD
00D6: if  0
8119:   NOT   car $16FF wrecked
004D: jump_if_false £Label0E6BA6
0239: actor $1705 run_to -535.0269 -230.2825
008B:  5@ = $12CB  ;; integer values and handles
000A:  5@ +=  700  ;; integer values
0006:  4@ =  3  ;; integer values
0002: jump £Label0E6BAD

:Label0E6BA6
0006:  4@ =  100  ;; integer values

:Label0E6BAD
00D6: if  0
0039:    4@ ==  3  ;; integer values
004D: jump_if_false £Label0E6C76
00D6: if  0
8119:   NOT   car $16FF wrecked
004D: jump_if_false £Label0E6C6F
00D6: if  0
0185:   car $16FF health >=  250
004D: jump_if_false £Label0E6C61
00D6: if  0
001E:   $12CB >  5@  ;; integer values
004D: jump_if_false £Label0E6C5A
00D6: if  21
8118:   NOT   actor $1703 dead
8118:   NOT   actor $1704 dead
004D: jump_if_false £Label0E6C3D
0464: put_actor $1705 into_turret_on_car $16FF at_car_offset -.6107  1.4015  1.3205 unknown  2 angle  360.0 with_weapon  27
0164: disable_marker $1713
0006:  4@ =  100  ;; integer values
0002: jump £Label0E6C5A

:Label0E6C3D
0164: disable_marker $1713
009B: destroy_actor_instantly $1705
0129: $1705 = create_actor  4 #CBB in_car $16FF driverseat
0006:  4@ =  4  ;; integer values

:Label0E6C5A
0002: jump £Label0E6C68

:Label0E6C61
0006:  4@ =  100  ;; integer values

:Label0E6C68
0002: jump £Label0E6C76

:Label0E6C6F
0006:  4@ =  100  ;; integer values

:Label0E6C76
00D6: if  0
0039:    4@ ==  100  ;; integer values
004D: jump_if_false £Label0E6CA0
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E6CA0
01D9: actor $1705 run_away_from_car $16FB

:Label0E6CA0
0002: jump £Label0E6CE4

:Label0E6CA7
00D6: if  0
8039:   NOT    4@ == -10  ;; integer values
004D: jump_if_false £Label0E6CDD
0164: disable_marker $1713
0465: remove_actor $1705 from_turret_mode
018C: play_sound  1 at  0.0  0.0  0.0
0006:  4@ = -10  ;; integer values

:Label0E6CDD
0008: $16F0 +=  1  ;; integer values

:Label0E6CE4
00D6: if  0
8118:   NOT   actor $1706 dead
004D: jump_if_false £Label0E6F2B
00D6: if  0
0038:   $16EA ==  1  ;; integer values
004D: jump_if_false £Label0E6F1B
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label0E6D77
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E6D61
0372: set_actor $1706 anim  0 wait_state_time  17 ms
01B2: give_actor $1706 weapon  27 ammo  9999  ;; Load the weapon model before using this
01D9: actor $1706 run_away_from_car $16FB
008B:  7@ = $12CB  ;; integer values and handles
000A:  7@ +=  1200  ;; integer values
0006:  6@ =  1  ;; integer values
0002: jump £Label0E6D77

:Label0E6D61
008B:  7@ = $12CB  ;; integer values and handles
000E:  7@ -=  100  ;; integer values
0006:  6@ =  1  ;; integer values

:Label0E6D77
00D6: if  0
0039:    6@ ==  1  ;; integer values
004D: jump_if_false £Label0E6DED
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E6DA1
01D9: actor $1706 run_away_from_car $16FB

:Label0E6DA1
00D6: if  0
001E:   $12CB >  7@  ;; integer values
004D: jump_if_false £Label0E6DED
00D6: if  0
8119:   NOT   car $1700 wrecked
004D: jump_if_false £Label0E6DE6
011C: actor $1706 clear_objective
0239: actor $1706 run_to -524.5031 -232.6815
0006:  6@ =  2  ;; integer values
0002: jump £Label0E6DED

:Label0E6DE6
0006:  6@ =  100  ;; integer values

:Label0E6DED
00D6: if  0
0039:    6@ ==  2  ;; integer values
004D: jump_if_false £Label0E6E69
00D6: if  0
00ED:   actor $1706  0 ()near_point_on_foot -524.5031 -232.6815 radius  1.0  1.0
004D: jump_if_false £Label0E6E69
00D6: if  0
8119:   NOT   car $1700 wrecked
004D: jump_if_false £Label0E6E62
0239: actor $1706 run_to -524.4131 -229.7234
008B:  7@ = $12CB  ;; integer values and handles
000A:  7@ +=  700  ;; integer values
0006:  6@ =  3  ;; integer values
0002: jump £Label0E6E69

:Label0E6E62
0006:  6@ =  100  ;; integer values

:Label0E6E69
00D6: if  0
0039:    6@ ==  3  ;; integer values
004D: jump_if_false £Label0E6EEA
00D6: if  0
8119:   NOT   car $1700 wrecked
004D: jump_if_false £Label0E6EE3
00D6: if  0
0185:   car $1700 health >=  250
004D: jump_if_false £Label0E6ED5
00D6: if  0
001E:   $12CB >  7@  ;; integer values
004D: jump_if_false £Label0E6ECE
0164: disable_marker $1714
009B: destroy_actor_instantly $1706
0129: $1706 = create_actor  4 #CBB in_car $1700 driverseat
0006:  6@ =  4  ;; integer values

:Label0E6ECE
0002: jump £Label0E6EDC

:Label0E6ED5
0006:  6@ =  100  ;; integer values

:Label0E6EDC
0002: jump £Label0E6EEA

:Label0E6EE3
0006:  6@ =  100  ;; integer values

:Label0E6EEA
00D6: if  0
0039:    6@ ==  100  ;; integer values
004D: jump_if_false £Label0E6F14
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E6F14
01D9: actor $1706 run_away_from_car $16FB

:Label0E6F14
0002: jump £Label0E6F24

:Label0E6F1B
0372: set_actor $1706 anim  24 wait_state_time  100 ms

:Label0E6F24
0002: jump £Label0E6F63

:Label0E6F2B
00D6: if  0
8039:   NOT    6@ == -10  ;; integer values
004D: jump_if_false £Label0E6F5C
0164: disable_marker $1714
018C: play_sound  1 at  0.0  0.0  0.0
0006:  6@ = -10  ;; integer values

:Label0E6F5C
0008: $16F0 +=  1  ;; integer values

:Label0E6F63
00D6: if  0
8118:   NOT   actor $1707 dead
004D: jump_if_false £Label0E71ED
00D6: if  0
0038:   $16EA ==  1  ;; integer values
004D: jump_if_false £Label0E71DD
00D6: if  0
0039:    8@ ==  0  ;; integer values
004D: jump_if_false £Label0E6FF6
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E6FE0
0372: set_actor $1707 anim  0 wait_state_time  17 ms
01B2: give_actor $1707 weapon  27 ammo  9999  ;; Load the weapon model before using this
01D9: actor $1707 run_away_from_car $16FB
008B:  9@ = $12CB  ;; integer values and handles
000A:  9@ +=  1500  ;; integer values
0006:  8@ =  1  ;; integer values
0002: jump £Label0E6FF6

:Label0E6FE0
008B:  9@ = $12CB  ;; integer values and handles
000E:  9@ -=  100  ;; integer values
0006:  8@ =  1  ;; integer values

:Label0E6FF6
00D6: if  0
0039:    8@ ==  1  ;; integer values
004D: jump_if_false £Label0E706C
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E7020
01D9: actor $1707 run_away_from_car $16FB

:Label0E7020
00D6: if  0
001E:   $12CB >  9@  ;; integer values
004D: jump_if_false £Label0E706C
00D6: if  0
8119:   NOT   car $1700 wrecked
004D: jump_if_false £Label0E7065
011C: actor $1707 clear_objective
0239: actor $1707 run_to -524.5031 -232.6815
0006:  8@ =  2  ;; integer values
0002: jump £Label0E706C

:Label0E7065
0006:  8@ =  100  ;; integer values

:Label0E706C
00D6: if  0
0039:    8@ ==  2  ;; integer values
004D: jump_if_false £Label0E70E8
00D6: if  0
00ED:   actor $1707  0 ()near_point_on_foot -524.5031 -232.6815 radius  1.0  1.0
004D: jump_if_false £Label0E70E8
00D6: if  0
8119:   NOT   car $1700 wrecked
004D: jump_if_false £Label0E70E1
0239: actor $1707 run_to -524.4131 -229.7234
008B:  9@ = $12CB  ;; integer values and handles
000A:  9@ +=  700  ;; integer values
0006:  8@ =  3  ;; integer values
0002: jump £Label0E70E8

:Label0E70E1
0006:  8@ =  100  ;; integer values

:Label0E70E8
00D6: if  0
0039:    8@ ==  3  ;; integer values
004D: jump_if_false £Label0E71AC
00D6: if  0
8119:   NOT   car $1700 wrecked
004D: jump_if_false £Label0E71A5
00D6: if  0
0185:   car $1700 health >=  250
004D: jump_if_false £Label0E7197
00D6: if  0
001E:   $12CB >  9@  ;; integer values
004D: jump_if_false £Label0E7190
00D6: if  0
8118:   NOT   actor $1706 dead
004D: jump_if_false £Label0E7173
0464: put_actor $1707 into_turret_on_car $1700 at_car_offset  .2534 -.2957  1.4395 unknown  2 angle  360.0 with_weapon  27
0164: disable_marker $1715
0006:  8@ =  100  ;; integer values
0002: jump £Label0E7190

:Label0E7173
0164: disable_marker $1715
009B: destroy_actor_instantly $1707
0129: $1707 = create_actor  4 #CBA in_car $1700 driverseat
0006:  8@ =  4  ;; integer values

:Label0E7190
0002: jump £Label0E719E

:Label0E7197
0006:  8@ =  100  ;; integer values

:Label0E719E
0002: jump £Label0E71AC

:Label0E71A5
0006:  8@ =  100  ;; integer values

:Label0E71AC
00D6: if  0
0039:    8@ ==  100  ;; integer values
004D: jump_if_false £Label0E71D6
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E71D6
01D9: actor $1707 run_away_from_car $16FB

:Label0E71D6
0002: jump £Label0E71E6

:Label0E71DD
0372: set_actor $1707 anim  3 wait_state_time  100 ms

:Label0E71E6
0002: jump £Label0E722A

:Label0E71ED
00D6: if  0
8039:   NOT    8@ == -10  ;; integer values
004D: jump_if_false £Label0E7223
0164: disable_marker $1715
0465: remove_actor $1707 from_turret_mode
018C: play_sound  1 at  0.0  0.0  0.0
0006:  8@ = -10  ;; integer values

:Label0E7223
0008: $16F0 +=  1  ;; integer values

:Label0E722A
00D6: if  0
8118:   NOT   actor $1708 dead
004D: jump_if_false £Label0E7530
00D6: if  0
0038:   $16EA ==  1  ;; integer values
004D: jump_if_false £Label0E7529
00D6: if  0
0039:    10@ ==  0  ;; integer values
004D: jump_if_false £Label0E72B4
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E729E
01B2: give_actor $1708 weapon  27 ammo  9999  ;; Load the weapon model before using this
01D9: actor $1708 run_away_from_car $16FB
008B:  11@ = $12CB  ;; integer values and handles
000A:  11@ +=  1800  ;; integer values
0006:  10@ =  1  ;; integer values
0002: jump £Label0E72B4

:Label0E729E
008B:  11@ = $12CB  ;; integer values and handles
000E:  11@ -=  100  ;; integer values
0006:  10@ =  1  ;; integer values

:Label0E72B4
00D6: if  0
0039:    10@ ==  1  ;; integer values
004D: jump_if_false £Label0E732A
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E72DE
01D9: actor $1708 run_away_from_car $16FB

:Label0E72DE
00D6: if  0
001E:   $12CB >  11@  ;; integer values
004D: jump_if_false £Label0E732A
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E7323
011C: actor $1708 clear_objective
0239: actor $1708 run_to -521.9704 -240.8421
0006:  10@ =  2  ;; integer values
0002: jump £Label0E732A

:Label0E7323
0006:  10@ =  100  ;; integer values

:Label0E732A
00D6: if  0
0039:    10@ ==  2  ;; integer values
004D: jump_if_false £Label0E7396
00D6: if  0
00ED:   actor $1708  0 ()near_point_on_foot -521.9704 -240.8421 radius  1.0  1.0
004D: jump_if_false £Label0E7396
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E738F
0239: actor $1708 run_to -522.0861 -235.0635
0006:  10@ =  3  ;; integer values
0002: jump £Label0E7396

:Label0E738F
0006:  10@ =  100  ;; integer values

:Label0E7396
00D6: if  0
0039:    10@ ==  3  ;; integer values
004D: jump_if_false £Label0E7402
00D6: if  0
00ED:   actor $1708  0 ()near_point_on_foot -522.0861 -235.0635 radius  1.0  1.0
004D: jump_if_false £Label0E7402
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E73FB
0239: actor $1708 run_to -517.2231 -232.8405
0006:  10@ =  4  ;; integer values
0002: jump £Label0E7402

:Label0E73FB
0006:  10@ =  100  ;; integer values

:Label0E7402
00D6: if  0
0039:    10@ ==  4  ;; integer values
004D: jump_if_false £Label0E747E
00D6: if  0
00ED:   actor $1708  0 ()near_point_on_foot -517.2231 -232.8405 radius  1.0  1.0
004D: jump_if_false £Label0E747E
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E7477
0239: actor $1708 run_to -515.7076 -230.4083
008B:  11@ = $12CB  ;; integer values and handles
000A:  11@ +=  700  ;; integer values
0006:  10@ =  5  ;; integer values
0002: jump £Label0E747E

:Label0E7477
0006:  10@ =  100  ;; integer values

:Label0E747E
00D6: if  0
0039:    10@ ==  5  ;; integer values
004D: jump_if_false £Label0E74FF
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E74F8
00D6: if  0
0185:   car $1701 health >=  250
004D: jump_if_false £Label0E74EA
00D6: if  0
001E:   $12CB >  11@  ;; integer values
004D: jump_if_false £Label0E74E3
0164: disable_marker $1716
009B: destroy_actor_instantly $1708
0129: $1708 = create_actor  4 #CBA in_car $1701 driverseat
0006:  10@ =  6  ;; integer values

:Label0E74E3
0002: jump £Label0E74F1

:Label0E74EA
0006:  10@ =  100  ;; integer values

:Label0E74F1
0002: jump £Label0E74FF

:Label0E74F8
0006:  10@ =  100  ;; integer values

:Label0E74FF
00D6: if  0
0039:    10@ ==  100  ;; integer values
004D: jump_if_false £Label0E7529
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E7529
01D9: actor $1708 run_away_from_car $16FB

:Label0E7529
0002: jump £Label0E7568

:Label0E7530
00D6: if  0
8039:   NOT    10@ == -10  ;; integer values
004D: jump_if_false £Label0E7561
0164: disable_marker $1716
018C: play_sound  1 at  0.0  0.0  0.0
0006:  10@ = -10  ;; integer values

:Label0E7561
0008: $16F0 +=  1  ;; integer values

:Label0E7568
00D6: if  0
8118:   NOT   actor $1709 dead
004D: jump_if_false £Label0E785E
00D6: if  0
0038:   $16EA ==  1  ;; integer values
004D: jump_if_false £Label0E784E
00D6: if  0
0039:    12@ ==  0  ;; integer values
004D: jump_if_false £Label0E75FB
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E75E5
0372: set_actor $1709 anim  0 wait_state_time  17 ms
01B2: give_actor $1709 weapon  27 ammo  9999  ;; Load the weapon model before using this
01D9: actor $1709 run_away_from_car $16FB
008B:  13@ = $12CB  ;; integer values and handles
000A:  13@ +=  4100  ;; integer values
0006:  12@ =  1  ;; integer values
0002: jump £Label0E75FB

:Label0E75E5
008B:  13@ = $12CB  ;; integer values and handles
000E:  13@ -=  100  ;; integer values
0006:  12@ =  1  ;; integer values

:Label0E75FB
00D6: if  0
0039:    12@ ==  1  ;; integer values
004D: jump_if_false £Label0E7671
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E7625
01D9: actor $1709 run_away_from_car $16FB

:Label0E7625
00D6: if  0
001E:   $12CB >  13@  ;; integer values
004D: jump_if_false £Label0E7671
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E766A
011C: actor $1709 clear_objective
0239: actor $1709 run_to -512.1264 -237.3874
0006:  12@ =  2  ;; integer values
0002: jump £Label0E7671

:Label0E766A
0006:  12@ =  100  ;; integer values

:Label0E7671
00D6: if  0
0039:    12@ ==  2  ;; integer values
004D: jump_if_false £Label0E76DD
00D6: if  0
00ED:   actor $1709  0 ()near_point_on_foot -512.1264 -237.3874 radius  1.0  1.0
004D: jump_if_false £Label0E76DD
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E76D6
0239: actor $1709 run_to -512.0654 -232.852
0006:  12@ =  3  ;; integer values
0002: jump £Label0E76DD

:Label0E76D6
0006:  12@ =  100  ;; integer values

:Label0E76DD
00D6: if  0
0039:    12@ ==  3  ;; integer values
004D: jump_if_false £Label0E7759
00D6: if  0
00ED:   actor $1709  0 ()near_point_on_foot -512.0654 -232.852 radius  1.0  1.0
004D: jump_if_false £Label0E7759
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E7752
0239: actor $1709 run_to -513.3506 -230.3167
008B:  13@ = $12CB  ;; integer values and handles
000A:  13@ +=  700  ;; integer values
0006:  12@ =  4  ;; integer values
0002: jump £Label0E7759

:Label0E7752
0006:  12@ =  100  ;; integer values

:Label0E7759
00D6: if  0
0039:    12@ ==  4  ;; integer values
004D: jump_if_false £Label0E781D
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E7816
00D6: if  0
0185:   car $1701 health >=  250
004D: jump_if_false £Label0E7808
00D6: if  0
001E:   $12CB >  13@  ;; integer values
004D: jump_if_false £Label0E7801
00D6: if  0
8118:   NOT   actor $1708 dead
004D: jump_if_false £Label0E77E4
0464: put_actor $1709 into_turret_on_car $1701 at_car_offset -.1968  2.0053  .8746 unknown  2 angle  360.0 with_weapon  27
0164: disable_marker $1717
0006:  12@ =  100  ;; integer values
0002: jump £Label0E7801

:Label0E77E4
0164: disable_marker $1717
009B: destroy_actor_instantly $1709
0129: $1709 = create_actor  4 #CBB in_car $1701 driverseat
0006:  12@ =  5  ;; integer values

:Label0E7801
0002: jump £Label0E780F

:Label0E7808
0006:  12@ =  100  ;; integer values

:Label0E780F
0002: jump £Label0E781D

:Label0E7816
0006:  12@ =  100  ;; integer values

:Label0E781D
00D6: if  0
0039:    12@ ==  100  ;; integer values
004D: jump_if_false £Label0E7847
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E7847
01D9: actor $1709 run_away_from_car $16FB

:Label0E7847
0002: jump £Label0E7857

:Label0E784E
0372: set_actor $1709 anim  25 wait_state_time  100 ms

:Label0E7857
0002: jump £Label0E789B

:Label0E785E
00D6: if  0
8039:   NOT    12@ == -10  ;; integer values
004D: jump_if_false £Label0E7894
0164: disable_marker $1717
0465: remove_actor $1709 from_turret_mode
018C: play_sound  1 at  0.0  0.0  0.0
0006:  12@ = -10  ;; integer values

:Label0E7894
0008: $16F0 +=  1  ;; integer values

:Label0E789B
00D6: if  0
8118:   NOT   actor $170A dead
004D: jump_if_false £Label0E7BF2
00D6: if  0
0038:   $16EA ==  1  ;; integer values
004D: jump_if_false £Label0E7BEB
00D6: if  0
0039:    14@ ==  0  ;; integer values
004D: jump_if_false £Label0E792E
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E7918
0372: set_actor $170A anim  0 wait_state_time  17 ms
01B2: give_actor $170A weapon  27 ammo  9999  ;; Load the weapon model before using this
01D9: actor $170A run_away_from_car $16FB
008B:  15@ = $12CB  ;; integer values and handles
000A:  15@ +=  3400  ;; integer values
0006:  14@ =  1  ;; integer values
0002: jump £Label0E792E

:Label0E7918
008B:  15@ = $12CB  ;; integer values and handles
000E:  15@ -=  100  ;; integer values
0006:  14@ =  1  ;; integer values

:Label0E792E
00D6: if  0
0039:    14@ ==  1  ;; integer values
004D: jump_if_false £Label0E79A4
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E7958
01D9: actor $170A run_away_from_car $16FB

:Label0E7958
00D6: if  0
001E:   $12CB >  15@  ;; integer values
004D: jump_if_false £Label0E79A4
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E799D
011C: actor $170A clear_objective
0239: actor $170A run_to -521.9704 -240.8421
0006:  14@ =  2  ;; integer values
0002: jump £Label0E79A4

:Label0E799D
0006:  14@ =  100  ;; integer values

:Label0E79A4
00D6: if  0
0039:    14@ ==  2  ;; integer values
004D: jump_if_false £Label0E7A10
00D6: if  0
00ED:   actor $170A  0 ()near_point_on_foot -521.9704 -240.8421 radius  1.0  1.0
004D: jump_if_false £Label0E7A10
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E7A09
0239: actor $170A run_to -522.0861 -235.0635
0006:  14@ =  3  ;; integer values
0002: jump £Label0E7A10

:Label0E7A09
0006:  14@ =  100  ;; integer values

:Label0E7A10
00D6: if  0
0039:    14@ ==  3  ;; integer values
004D: jump_if_false £Label0E7A7C
00D6: if  0
00ED:   actor $170A  0 ()near_point_on_foot -522.0861 -235.0635 radius  1.0  1.0
004D: jump_if_false £Label0E7A7C
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E7A75
0239: actor $170A run_to -517.2231 -232.8405
0006:  14@ =  4  ;; integer values
0002: jump £Label0E7A7C

:Label0E7A75
0006:  14@ =  100  ;; integer values

:Label0E7A7C
00D6: if  0
0039:    14@ ==  4  ;; integer values
004D: jump_if_false £Label0E7AF8
00D6: if  0
00ED:   actor $170A  0 ()near_point_on_foot -517.2231 -232.8405 radius  1.0  1.0
004D: jump_if_false £Label0E7AF8
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E7AF1
0239: actor $170A run_to -515.7076 -230.4083
008B:  15@ = $12CB  ;; integer values and handles
000A:  15@ +=  700  ;; integer values
0006:  14@ =  5  ;; integer values
0002: jump £Label0E7AF8

:Label0E7AF1
0006:  14@ =  100  ;; integer values

:Label0E7AF8
00D6: if  0
0039:    14@ ==  5  ;; integer values
004D: jump_if_false £Label0E7BC1
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E7BBA
00D6: if  0
0185:   car $1701 health >=  250
004D: jump_if_false £Label0E7BAC
00D6: if  0
001E:   $12CB >  15@  ;; integer values
004D: jump_if_false £Label0E7BA5
00D6: if  21
8118:   NOT   actor $1708 dead
8118:   NOT   actor $1709 dead
004D: jump_if_false £Label0E7B88
0464: put_actor $170A into_turret_on_car $1701 at_car_offset  .0444 -1.8993  1.0885 unknown  2 angle  360.0 with_weapon  27
0164: disable_marker $1718
0006:  14@ =  100  ;; integer values
0002: jump £Label0E7BA5

:Label0E7B88
0164: disable_marker $1718
009B: destroy_actor_instantly $170A
0129: $170A = create_actor  4 #CBB in_car $1701 driverseat
0006:  14@ =  6  ;; integer values

:Label0E7BA5
0002: jump £Label0E7BB3

:Label0E7BAC
0006:  14@ =  100  ;; integer values

:Label0E7BB3
0002: jump £Label0E7BC1

:Label0E7BBA
0006:  14@ =  100  ;; integer values

:Label0E7BC1
00D6: if  0
0039:    14@ ==  100  ;; integer values
004D: jump_if_false £Label0E7BEB
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E7BEB
01D9: actor $170A run_away_from_car $16FB

:Label0E7BEB
0002: jump £Label0E7C2F

:Label0E7BF2
00D6: if  0
8039:   NOT    14@ == -10  ;; integer values
004D: jump_if_false £Label0E7C28
0164: disable_marker $1718
0465: remove_actor $170A from_turret_mode
018C: play_sound  1 at  0.0  0.0  0.0
0006:  14@ = -10  ;; integer values

:Label0E7C28
0008: $16F0 +=  1  ;; integer values

:Label0E7C2F
00D6: if  0
8118:   NOT   actor $170B dead
004D: jump_if_false £Label0E7E0B
00D6: if  0
0038:   $16EA ==  1  ;; integer values
004D: jump_if_false £Label0E7E04
00D6: if  0
0038:   $16F1 ==  0  ;; integer values
004D: jump_if_false £Label0E7CC2
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E7CAC
0372: set_actor $170B anim  0 wait_state_time  17 ms
01B2: give_actor $170B weapon  27 ammo  9999  ;; Load the weapon model before using this
01D9: actor $170B run_away_from_car $16FB
0084: $16F2 = $12CB  ;; integer values and handles
0008: $16F2 +=  7000  ;; integer values
0004: $16F1 =  1  ;; integer values
0002: jump £Label0E7CC2

:Label0E7CAC
0084: $16F2 = $12CB  ;; integer values and handles
000C: $16F2 -=  100  ;; integer values
0004: $16F1 =  1  ;; integer values

:Label0E7CC2
00D6: if  0
0038:   $16F1 ==  2  ;; integer values
004D: jump_if_false £Label0E7D6F
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E7CEC
01D9: actor $170B run_away_from_car $16FB

:Label0E7CEC
00D6: if  0
001C:   $12CB > $16F2  ;; integer values
004D: jump_if_false £Label0E7D6F
00D6: if  0
8119:   NOT   car $1702 wrecked
004D: jump_if_false £Label0E7D68
00D6: if  0
0185:   car $1702 health >=  250
004D: jump_if_false £Label0E7D5A
011C: actor $170B clear_objective
018B: show_on_radar $1719  3
0168: show_on_radar $1711  3
00BC: text_highpriority "HAT2_B7"  6000 ms  1  ;; ~g~One of the Cubans in escaping in a car. Don't leave any witnesses!
01D5: actor $170B go_to_and_drive_car $1702
0004: $16F1 =  3  ;; integer values
0002: jump £Label0E7D61

:Label0E7D5A
0004: $16F1 =  100  ;; integer values

:Label0E7D61
0002: jump £Label0E7D6F

:Label0E7D68
0004: $16F1 =  100  ;; integer values

:Label0E7D6F
00D6: if  0
0038:   $16F1 ==  3  ;; integer values
004D: jump_if_false £Label0E7DDA
00D6: if  0
8119:   NOT   car $1702 wrecked
004D: jump_if_false £Label0E7DD3
00D6: if  0
0185:   car $1702 health >=  250
004D: jump_if_false £Label0E7DC5
00D6: if  0
00DB:   actor $170B in_car $1702
004D: jump_if_false £Label0E7DBE
0004: $16F1 =  4  ;; integer values

:Label0E7DBE
0002: jump £Label0E7DCC

:Label0E7DC5
0004: $16F1 =  100  ;; integer values

:Label0E7DCC
0002: jump £Label0E7DDA

:Label0E7DD3
0004: $16F1 =  100  ;; integer values

:Label0E7DDA
00D6: if  0
0038:   $16F1 ==  100  ;; integer values
004D: jump_if_false £Label0E7E04
00D6: if  0
8119:   NOT   car $16FB wrecked
004D: jump_if_false £Label0E7E04
01D9: actor $170B run_away_from_car $16FB

:Label0E7E04
0002: jump £Label0E7E43

:Label0E7E0B
00D6: if  0
8038:   NOT   $16F1 == -10  ;; integer values
004D: jump_if_false £Label0E7E3C
0164: disable_marker $1719
018C: play_sound  1 at  0.0  0.0  0.0
0004: $16F1 = -10  ;; integer values

:Label0E7E3C
0008: $16F0 +=  1  ;; integer values

:Label0E7E43
00D6: if  0
8119:   NOT   car $1700 wrecked
004D: jump_if_false £Label0E7EFE
00D6: if  0
0038:   $16F3 ==  0  ;; integer values
004D: jump_if_false £Label0E7ED6
00D6: if  21
0039:    6@ ==  4  ;; integer values
0118:   actor $1706 dead
004D: jump_if_false £Label0E7ED6
00D6: if  22
0039:    8@ ==  4  ;; integer values
0039:    8@ ==  100  ;; integer values
0118:   actor $1707 dead
004D: jump_if_false £Label0E7ED6
00D6: if  21
0039:    6@ ==  4  ;; integer values
0039:    8@ ==  4  ;; integer values
004D: jump_if_false £Label0E7ED6
0004: $16F3 =  1  ;; integer values
00BC: text_highpriority "HAT2_B5"  5000 ms  1  ;; ~g~The Cubans are making a run for it. Don't let them get away!
0164: disable_marker $170E
0186: $170E = create_marker_above_car $1700

:Label0E7ED6
00D6: if  0
0038:   $16F3 ==  1  ;; integer values
004D: jump_if_false £Label0E7EF7
0084: $AAB = $1700  ;; integer values and handles
0050: gosub £Label0E8B0E

:Label0E7EF7
0002: jump £Label0E7F0A

:Label0E7EFE
0164: disable_marker $170E
0008: $16F0 +=  1  ;; integer values

:Label0E7F0A
00D6: if  0
8119:   NOT   car $16FF wrecked
004D: jump_if_false £Label0E826C
00D6: if  0
0038:   $16F4 ==  0  ;; integer values
004D: jump_if_false £Label0E7FC2
00D6: if  21
0039:    0@ ==  3  ;; integer values
0118:   actor $1703 dead
004D: jump_if_false £Label0E7FC2
00D6: if  22
0039:    2@ ==  5  ;; integer values
0039:    2@ ==  100  ;; integer values
0118:   actor $1704 dead
004D: jump_if_false £Label0E7FC2
00D6: if  22
0039:    4@ ==  4  ;; integer values
0039:    4@ ==  100  ;; integer values
0118:   actor $1705 dead
004D: jump_if_false £Label0E7FC2
00D6: if  22
0039:    0@ ==  3  ;; integer values
0039:    2@ ==  5  ;; integer values
0039:    4@ ==  4  ;; integer values
004D: jump_if_false £Label0E7FC2
0004: $16F4 =  1  ;; integer values
00BC: text_highpriority "HAT2_B5"  5000 ms  1  ;; ~g~The Cubans are making a run for it. Don't let them get away!
0164: disable_marker $170F
0186: $170F = create_marker_above_car $16FF

:Label0E7FC2
00D6: if  0
0038:   $16F4 ==  1  ;; integer values
004D: jump_if_false £Label0E8244
00D6: if  21
0018:   $16F3 >  0  ;; integer values
0119:   car $1700 wrecked
004D: jump_if_false £Label0E8244
00D6: if  0
8119:   NOT   car $1700 wrecked
004D: jump_if_false £Label0E8213
0407: create_coordinate $1BD $1BE $1BF from_car $1700 offset -10.879 -15.176  0.0
00D6: if  0
01AF:   car $16FF  0 ()near_point $1BD $1BE  6.0 radius  5.0  5.0  5.0
004D: jump_if_false £Label0E810A
02DB: set_boat $16FF speed_to  2.0
0174: $171F = car $1700 z_angle
0174: $1720 = car $16FF z_angle
0086: $1722 = $171F  ;; floating-point values only
0061: $1722 -= $1720  ;; floating-point values
00D6: if  0
0022:   -180.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E808D
0009: $1722 +=  360.0  ;; floating-point values

:Label0E808D
00D6: if  0
0020:   $1722 >  180.0  ;; floating-point values
004D: jump_if_false £Label0E80AC
000D: $1722 -=  360.0  ;; floating-point values

:Label0E80AC
00D6: if  0
0022:    0.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E80D2
0078: $1720 += unknown_inaccurate_float_timer  1.0  ;; floating-point values
0002: jump £Label0E80DC

:Label0E80D2
007E: $1720 -= unknown_inaccurate_float_timer  1.0  ;; floating-point values

:Label0E80DC
00D6: if  1
0020:   $1722 >  5.0  ;; floating-point values
0022:   -5.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E8103
0175: set_car $16FF z_angle_to $1720

:Label0E8103
0002: jump £Label0E81FC

:Label0E810A
00D6: if  0
01AD:   car $16FF  0 ()near_point $1BD $1BE  10.0  10.0
004D: jump_if_false £Label0E81F2
02DB: set_boat $16FF speed_to  12.0
0174: $171F = car $1700 z_angle
0174: $1720 = car $16FF z_angle
0086: $1722 = $171F  ;; floating-point values only
0061: $1722 -= $1720  ;; floating-point values
00D6: if  0
0022:   -180.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E8175
0009: $1722 +=  360.0  ;; floating-point values

:Label0E8175
00D6: if  0
0020:   $1722 >  180.0  ;; floating-point values
004D: jump_if_false £Label0E8194
000D: $1722 -=  360.0  ;; floating-point values

:Label0E8194
00D6: if  0
0022:    0.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E81BA
0078: $1720 += unknown_inaccurate_float_timer  1.0  ;; floating-point values
0002: jump £Label0E81C4

:Label0E81BA
007E: $1720 -= unknown_inaccurate_float_timer  1.0  ;; floating-point values

:Label0E81C4
00D6: if  1
0020:   $1722 >  5.0  ;; floating-point values
0022:   -5.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E81EB
0175: set_car $16FF z_angle_to $1720

:Label0E81EB
0002: jump £Label0E81FC

:Label0E81F2
02DB: set_boat $16FF speed_to  20.0

:Label0E81FC
02D3: boat $16FF drive_to $1BD $1BE  6.0
0002: jump £Label0E8244

:Label0E8213
00D6: if  0
8038:   NOT   $16E9 ==  0  ;; integer values
004D: jump_if_false £Label0E8233
000C: $16E9 -=  1  ;; integer values
0004: $16EB =  1  ;; integer values

:Label0E8233
02DB: set_boat $16FF speed_to  12.0
0004: $16F4 =  2  ;; integer values

:Label0E8244
00D6: if  0
0038:   $16F4 ==  2  ;; integer values
004D: jump_if_false £Label0E8265
0084: $AAB = $16FF  ;; integer values and handles
0050: gosub £Label0E8B0E

:Label0E8265
0002: jump £Label0E8278

:Label0E826C
0164: disable_marker $170F
0008: $16F0 +=  1  ;; integer values

:Label0E8278
00D6: if  0
8119:   NOT   car $1701 wrecked
004D: jump_if_false £Label0E87E1
00D6: if  0
0038:   $16F5 ==  0  ;; integer values
004D: jump_if_false £Label0E8330
00D6: if  21
0039:    10@ ==  6  ;; integer values
0118:   actor $1708 dead
004D: jump_if_false £Label0E8330
00D6: if  22
0039:    12@ ==  7  ;; integer values
0039:    12@ ==  100  ;; integer values
0118:   actor $1709 dead
004D: jump_if_false £Label0E8330
00D6: if  22
0039:    14@ ==  6  ;; integer values
0039:    14@ ==  100  ;; integer values
0118:   actor $170A dead
004D: jump_if_false £Label0E8330
00D6: if  22
0039:    10@ ==  6  ;; integer values
0039:    12@ ==  7  ;; integer values
0039:    14@ ==  6  ;; integer values
004D: jump_if_false £Label0E8330
0004: $16F5 =  1  ;; integer values
00BC: text_highpriority "HAT2_B5"  5000 ms  1  ;; ~g~The Cubans are making a run for it. Don't let them get away!
0164: disable_marker $1710
0186: $1710 = create_marker_above_car $1701

:Label0E8330
00D6: if  0
0038:   $16F5 ==  1  ;; integer values
004D: jump_if_false £Label0E87B9
00D6: if  0
8119:   NOT   car $1700 wrecked
004D: jump_if_false £Label0E856A
0407: create_coordinate $1BD $1BE $1BF from_car $1700 offset  11.702 -13.377  0.0
00D6: if  0
01AF:   car $1701  0 ()near_point $1BD $1BE  6.0 radius  5.0  5.0  5.0
004D: jump_if_false £Label0E8461
02DB: set_boat $1701 speed_to  2.0
0174: $171F = car $1700 z_angle
0174: $1721 = car $1701 z_angle
0086: $1722 = $171F  ;; floating-point values only
0061: $1722 -= $1721  ;; floating-point values
00D6: if  0
0022:   -180.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E83E4
0009: $1722 +=  360.0  ;; floating-point values

:Label0E83E4
00D6: if  0
0020:   $1722 >  180.0  ;; floating-point values
004D: jump_if_false £Label0E8403
000D: $1722 -=  360.0  ;; floating-point values

:Label0E8403
00D6: if  0
0022:    0.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E8429
0078: $1721 += unknown_inaccurate_float_timer  1.0  ;; floating-point values
0002: jump £Label0E8433

:Label0E8429
007E: $1721 -= unknown_inaccurate_float_timer  1.0  ;; floating-point values

:Label0E8433
00D6: if  1
0020:   $1722 >  5.0  ;; floating-point values
0022:   -5.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E845A
0175: set_car $1701 z_angle_to $1721

:Label0E845A
0002: jump £Label0E8553

:Label0E8461
00D6: if  0
01AD:   car $1701  0 ()near_point $1BD $1BE  10.0  10.0
004D: jump_if_false £Label0E8549
0174: $171F = car $1700 z_angle
0174: $1721 = car $1701 z_angle
0086: $1722 = $171F  ;; floating-point values only
0061: $1722 -= $1721  ;; floating-point values
00D6: if  0
0022:   -180.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E84C2
0009: $1722 +=  360.0  ;; floating-point values

:Label0E84C2
00D6: if  0
0020:   $1722 >  180.0  ;; floating-point values
004D: jump_if_false £Label0E84E1
000D: $1722 -=  360.0  ;; floating-point values

:Label0E84E1
00D6: if  0
0022:    0.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E8507
0078: $1721 += unknown_inaccurate_float_timer  1.0  ;; floating-point values
0002: jump £Label0E8511

:Label0E8507
007E: $1721 -= unknown_inaccurate_float_timer  1.0  ;; floating-point values

:Label0E8511
00D6: if  1
0020:   $1722 >  5.0  ;; floating-point values
0022:   -5.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E8538
0175: set_car $1701 z_angle_to $1721

:Label0E8538
02DB: set_boat $1701 speed_to  12.0
0002: jump £Label0E8553

:Label0E8549
02DB: set_boat $1701 speed_to  20.0

:Label0E8553
02D3: boat $1701 drive_to $1BD $1BE  6.0
0002: jump £Label0E87B9

:Label0E856A
00D6: if  0
8119:   NOT   car $16FF wrecked
004D: jump_if_false £Label0E8788
0407: create_coordinate $1BD $1BE $1BF from_car $16FF offset  11.702 -13.377  0.0
00D6: if  0
01AD:   car $1701  0 ()near_point $1BD $1BE  4.0  4.0
004D: jump_if_false £Label0E867F
0174: $1720 = car $16FF z_angle
0174: $1721 = car $1701 z_angle
0086: $1722 = $1720  ;; floating-point values only
0061: $1722 -= $1721  ;; floating-point values
00D6: if  0
0022:   -180.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E85F8
0009: $1722 +=  360.0  ;; floating-point values

:Label0E85F8
00D6: if  0
0020:   $1722 >  180.0  ;; floating-point values
004D: jump_if_false £Label0E8617
000D: $1722 -=  360.0  ;; floating-point values

:Label0E8617
00D6: if  0
0022:    0.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E863D
0078: $1721 += unknown_inaccurate_float_timer  1.0  ;; floating-point values
0002: jump £Label0E8647

:Label0E863D
007E: $1721 -= unknown_inaccurate_float_timer  1.0  ;; floating-point values

:Label0E8647
00D6: if  1
0020:   $1722 >  5.0  ;; floating-point values
0022:   -5.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E866E
0175: set_car $1701 z_angle_to $1721

:Label0E866E
02DB: set_boat $1701 speed_to  2.0
0002: jump £Label0E8771

:Label0E867F
00D6: if  0
01AD:   car $1701  0 ()near_point $1BD $1BE  10.0  10.0
004D: jump_if_false £Label0E8767
0174: $1720 = car $16FF z_angle
0174: $1721 = car $1701 z_angle
0086: $1722 = $1720  ;; floating-point values only
0061: $1722 -= $1721  ;; floating-point values
00D6: if  0
0022:   -180.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E86E0
0009: $1722 +=  360.0  ;; floating-point values

:Label0E86E0
00D6: if  0
0020:   $1722 >  180.0  ;; floating-point values
004D: jump_if_false £Label0E86FF
000D: $1722 -=  360.0  ;; floating-point values

:Label0E86FF
00D6: if  0
0022:    0.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E8725
0078: $1721 += unknown_inaccurate_float_timer  1.0  ;; floating-point values
0002: jump £Label0E872F

:Label0E8725
007E: $1721 -= unknown_inaccurate_float_timer  1.0  ;; floating-point values

:Label0E872F
00D6: if  1
0020:   $1722 >  5.0  ;; floating-point values
0022:   -5.0 > $1722  ;; floating-point values
004D: jump_if_false £Label0E8756
0175: set_car $1701 z_angle_to $1721

:Label0E8756
02DB: set_boat $1701 speed_to  12.0
0002: jump £Label0E8771

:Label0E8767
02DB: set_boat $1701 speed_to  20.0

:Label0E8771
02D3: boat $1701 drive_to $1BD $1BE  6.0
0002: jump £Label0E87B9

:Label0E8788
00D6: if  0
8038:   NOT   $16E9 ==  0  ;; integer values
004D: jump_if_false £Label0E87A8
000C: $16E9 -=  1  ;; integer values
0004: $16EB =  1  ;; integer values

:Label0E87A8
02DB: set_boat $1701 speed_to  12.0
0004: $16F5 =  2  ;; integer values

:Label0E87B9
00D6: if  0
0038:   $16F5 ==  2  ;; integer values
004D: jump_if_false £Label0E87DA
0084: $AAB = $1701  ;; integer values and handles
0050: gosub £Label0E8B0E

:Label0E87DA
0002: jump £Label0E87ED

:Label0E87E1
0164: disable_marker $1710
0008: $16F0 +=  1  ;; integer values

:Label0E87ED
00D6: if  0
8119:   NOT   car $1702 wrecked
004D: jump_if_false £Label0E8ABB
00D6: if  0
0038:   $16F6 ==  0  ;; integer values
004D: jump_if_false £Label0E8865
00D6: if  0
0038:   $16F1 ==  4  ;; integer values
004D: jump_if_false £Label0E8865
00D6: if  0
8118:   NOT   actor $170B dead
004D: jump_if_false £Label0E8865
04E0: unknown_car $1702  200
02C2: car $1702 drive_to_point -508.7597 -311.8881  10.4693
00AD: set_car $1702 max_speed_to  15.0
00AE: unknown_set_car $1702 to_ignore_traffic_lights  2
0004: $16F6 =  1  ;; integer values

:Label0E8865
00D6: if  0
0038:   $16F6 ==  1  ;; integer values
004D: jump_if_false £Label0E88B8
00D6: if  0
01AD:   car $1702  0 ()near_point -508.7597 -311.8881  6.0  6.0
004D: jump_if_false £Label0E88B8
02C2: car $1702 drive_to_point -523.6951 -342.9825  10.9509
0004: $16F6 =  2  ;; integer values

:Label0E88B8
00D6: if  0
0038:   $16F6 ==  2  ;; integer values
004D: jump_if_false £Label0E891C
00D6: if  0
01AD:   car $1702  0 ()near_point -523.6951 -342.9825  4.0  4.0
004D: jump_if_false £Label0E891C
04E0: unknown_car $1702  20
00AD: set_car $1702 max_speed_to  20.0
02C2: car $1702 drive_to_point -761.7885 -492.003  14.0889
0004: $16F6 =  3  ;; integer values

:Label0E891C
00D6: if  0
0038:   $16F6 ==  3  ;; integer values
004D: jump_if_false £Label0E896F
00D6: if  0
01AD:   car $1702  0 ()near_point -761.7885 -492.003  6.0  6.0
004D: jump_if_false £Label0E896F
02C2: car $1702 drive_to_point -942.2122 -278.2615  10.3119
0004: $16F6 =  4  ;; integer values

:Label0E896F
00D6: if  0
0038:   $16F6 ==  4  ;; integer values
004D: jump_if_false £Label0E89C2
00D6: if  0
01AD:   car $1702  0 ()near_point -942.2122 -278.2615  6.0  6.0
004D: jump_if_false £Label0E89C2
02C2: car $1702 drive_to_point -1067.287 -1.6537  11.2119
0004: $16F6 =  5  ;; integer values

:Label0E89C2
00D6: if  0
0038:   $16F6 ==  5  ;; integer values
004D: jump_if_false £Label0E8A15
00D6: if  0
01AD:   car $1702  0 ()near_point -1067.287 -1.6537  6.0  6.0
004D: jump_if_false £Label0E8A15
02C2: car $1702 drive_to_point -964.8415  321.9443  11.0549
0004: $16F6 =  6  ;; integer values

:Label0E8A15
00D6: if  0
0038:   $16F6 ==  6  ;; integer values
004D: jump_if_false £Label0E8A68
00D6: if  0
01AD:   car $1702  0 ()near_point -964.8415  321.9443  6.0  6.0
004D: jump_if_false £Label0E8A68
02C2: car $1702 drive_to_point -863.3309 -261.5879  10.7002
0004: $16F6 =  7  ;; integer values

:Label0E8A68
00D6: if  0
0038:   $16F6 ==  7  ;; integer values
004D: jump_if_false £Label0E8ABB
00D6: if  0
01AD:   car $1702  0 ()near_point -863.3309 -261.5879  6.0  6.0
004D: jump_if_false £Label0E8ABB
02C2: car $1702 drive_to_point -942.2122 -278.2615  10.3119
0004: $16F6 =  4  ;; integer values

:Label0E8ABB
00D6: if  2
0119:   car $1700 wrecked
0119:   car $16FF wrecked
0119:   car $1701 wrecked
004D: jump_if_false £Label0E8AEE
00D6: if  0
0038:   $16F1 ==  1  ;; integer values
004D: jump_if_false £Label0E8AEE
0004: $16F1 =  2  ;; integer values

:Label0E8AEE
00D6: if  0
0038:   $16F0 ==  12  ;; integer values
004D: jump_if_false £Label0E8B07
0002: jump £Label0E9487

:Label0E8B07
0002: jump £Label0E5BFD

:Label0E8B0E
00D6: if  0
0038:   $16E9 ==  0  ;; integer values
004D: jump_if_false £Label0E8B42
02D3: boat $AAB drive_to -555.308 -141.189  6.0
0004: $16E9 =  1  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E8B42
00D6: if  0
0038:   $16E9 ==  1  ;; integer values
004D: jump_if_false £Label0E8BAD
00D6: if  21
01AF:   car $AAB  0 ()near_point -555.308 -141.189  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E8BAD
02D3: boat $AAB drive_to -626.792 -78.237  6.0
0004: $16E9 =  2  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E8BAD
00D6: if  0
0038:   $16E9 ==  2  ;; integer values
004D: jump_if_false £Label0E8C18
00D6: if  21
01AF:   car $AAB  0 ()near_point -626.792 -78.237  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E8C18
02D3: boat $AAB drive_to -649.263 -5.788  6.0
0004: $16E9 =  3  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E8C18
00D6: if  0
0038:   $16E9 ==  3  ;; integer values
004D: jump_if_false £Label0E8C83
00D6: if  21
01AF:   car $AAB  0 ()near_point -649.263 -5.788  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E8C83
02D3: boat $AAB drive_to -602.947  296.718  6.0
0004: $16E9 =  4  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E8C83
00D6: if  0
0038:   $16E9 ==  4  ;; integer values
004D: jump_if_false £Label0E8CEE
00D6: if  21
01AF:   car $AAB  0 ()near_point -602.947  296.718  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E8CEE
02D3: boat $AAB drive_to -587.552  427.51  6.0
0004: $16E9 =  5  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E8CEE
00D6: if  0
0038:   $16E9 ==  5  ;; integer values
004D: jump_if_false £Label0E8D59
00D6: if  21
01AF:   car $AAB  0 ()near_point -587.552  427.51  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E8D59
02D3: boat $AAB drive_to -528.738  507.634  6.0
0004: $16E9 =  6  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E8D59
00D6: if  0
0038:   $16E9 ==  6  ;; integer values
004D: jump_if_false £Label0E8DC4
00D6: if  21
01AF:   car $AAB  0 ()near_point -528.738  507.634  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E8DC4
02D3: boat $AAB drive_to -443.897  470.554  6.0
0004: $16E9 =  7  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E8DC4
00D6: if  0
0038:   $16E9 ==  7  ;; integer values
004D: jump_if_false £Label0E8E2F
00D6: if  21
01AF:   car $AAB  0 ()near_point -443.897  470.554  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E8E2F
02D3: boat $AAB drive_to -490.341  377.161  6.0
0004: $16E9 =  8  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E8E2F
00D6: if  0
0038:   $16E9 ==  8  ;; integer values
004D: jump_if_false £Label0E8E9A
00D6: if  21
01AF:   car $AAB  0 ()near_point -490.341  377.161  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E8E9A
02D3: boat $AAB drive_to -602.947  296.718  6.0
0004: $16E9 =  9  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E8E9A
00D6: if  0
0038:   $16E9 ==  9  ;; integer values
004D: jump_if_false £Label0E8F05
00D6: if  21
01AF:   car $AAB  0 ()near_point -602.947  296.718  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E8F05
02D3: boat $AAB drive_to -649.263 -5.788  6.0
0004: $16E9 =  10  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E8F05
00D6: if  0
0038:   $16E9 ==  10  ;; integer values
004D: jump_if_false £Label0E8F70
00D6: if  21
01AF:   car $AAB  0 ()near_point -649.263 -5.788  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E8F70
02D3: boat $AAB drive_to -749.833 -327.552  6.0
0004: $16E9 =  11  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E8F70
00D6: if  0
0038:   $16E9 ==  11  ;; integer values
004D: jump_if_false £Label0E8FDB
00D6: if  21
01AF:   car $AAB  0 ()near_point -749.833 -327.552  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E8FDB
02D3: boat $AAB drive_to -750.703 -447.009  6.0
0004: $16E9 =  12  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E8FDB
00D6: if  0
0038:   $16E9 ==  12  ;; integer values
004D: jump_if_false £Label0E9046
00D6: if  21
01AF:   car $AAB  0 ()near_point -750.703 -447.009  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E9046
02D3: boat $AAB drive_to -739.379 -573.229  6.0
0004: $16E9 =  13  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E9046
00D6: if  0
0038:   $16E9 ==  13  ;; integer values
004D: jump_if_false £Label0E90B1
00D6: if  21
01AF:   car $AAB  0 ()near_point -739.379 -573.229  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E90B1
02D3: boat $AAB drive_to -743.073 -674.655  6.0
0004: $16E9 =  14  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E90B1
00D6: if  0
0038:   $16E9 ==  14  ;; integer values
004D: jump_if_false £Label0E911C
00D6: if  21
01AF:   car $AAB  0 ()near_point -743.073 -674.655  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E911C
02D3: boat $AAB drive_to -710.041 -787.354  6.0
0004: $16E9 =  15  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E911C
00D6: if  0
0038:   $16E9 ==  15  ;; integer values
004D: jump_if_false £Label0E9187
00D6: if  21
01AF:   car $AAB  0 ()near_point -710.041 -787.354  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E9187
02D3: boat $AAB drive_to -600.638 -835.484  6.0
0004: $16E9 =  16  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E9187
00D6: if  0
0038:   $16E9 ==  16  ;; integer values
004D: jump_if_false £Label0E91F2
00D6: if  21
01AF:   car $AAB  0 ()near_point -600.638 -835.484  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E91F2
02D3: boat $AAB drive_to -509.722 -756.564  6.0
0004: $16E9 =  17  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E91F2
00D6: if  0
0038:   $16E9 ==  17  ;; integer values
004D: jump_if_false £Label0E925D
00D6: if  21
01AF:   car $AAB  0 ()near_point -509.722 -756.564  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E925D
02D3: boat $AAB drive_to -571.734 -697.569  6.0
0004: $16E9 =  18  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E925D
00D6: if  0
0038:   $16E9 ==  18  ;; integer values
004D: jump_if_false £Label0E92C8
00D6: if  21
01AF:   car $AAB  0 ()near_point -571.734 -697.569  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E92C8
02D3: boat $AAB drive_to -661.336 -662.576  6.0
0004: $16E9 =  19  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E92C8
00D6: if  0
0038:   $16E9 ==  19  ;; integer values
004D: jump_if_false £Label0E9333
00D6: if  21
01AF:   car $AAB  0 ()near_point -661.336 -662.576  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E9333
02D3: boat $AAB drive_to -739.379 -573.229  6.0
0004: $16E9 =  20  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E9333
00D6: if  0
0038:   $16E9 ==  20  ;; integer values
004D: jump_if_false £Label0E939E
00D6: if  21
01AF:   car $AAB  0 ()near_point -739.379 -573.229  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E939E
02D3: boat $AAB drive_to -750.703 -447.009  6.0
0004: $16E9 =  21  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E939E
00D6: if  0
0038:   $16E9 ==  21  ;; integer values
004D: jump_if_false £Label0E9409
00D6: if  21
01AF:   car $AAB  0 ()near_point -750.703 -447.009  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E9409
02D3: boat $AAB drive_to -749.833 -327.552  6.0
0004: $16E9 =  22  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E9409
00D6: if  0
0038:   $16E9 ==  22  ;; integer values
004D: jump_if_false £Label0E9474
00D6: if  21
01AF:   car $AAB  0 ()near_point -749.833 -327.552  6.0 radius  6.0  6.0  6.0
0038:   $16EB ==  1  ;; integer values
004D: jump_if_false £Label0E9474
02D3: boat $AAB drive_to -649.263 -5.788  6.0
0004: $16E9 =  3  ;; integer values
0004: $16EB =  0  ;; integer values

:Label0E9474
0051: return

:Label0E9476
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0E9487
0004: $PASSED_HAT2_BOMBS_AWAY =  1  ;; integer values
01E3: text_1number_styled "M_PASS"  2000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2000
0318: set_latest_mission_passed "HAT_2"  ;; Bombs Away!
030C: set_mission_points +=  1
0394: play_music  1
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false £Label0E94DB
004F: create_thread ££Label00DF3B 
0002: jump £Label0E94E0

:Label0E94DB
0164: disable_marker $11B

:Label0E94E0
0051: return

:Label0E94E2
0004: $ONMISSION =  0  ;; integer values
00D6: if  0
8038:   NOT   $16FB == -1  ;; integer values
004D: jump_if_false £Label0E950E
04DB: (unknown)
01C4: remove_references_to_object $16FD  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $16FE  ;; This object will now disappear when the player looks away
0004: $16FB = -1  ;; integer values

:Label0E950E
00D6: if  0
8119:   NOT   car $16FC wrecked
004D: jump_if_false £Label0E9525
020A: set_car $16FC door_status_to  1

:Label0E9525
0249: release_model #TOPFUN
0249: release_model #RCBARON
0249: release_model #SPEEDER
0249: release_model #JETMAX
0249: release_model #COASTG
0249: release_model #CUBAN
0249: release_model #CBA
0249: release_model #CBB
0249: release_model #RUGER
0164: disable_marker $170D
0164: disable_marker $170E
0164: disable_marker $170F
0164: disable_marker $1710
0164: disable_marker $1711
0164: disable_marker $1712
0164: disable_marker $1713
0164: disable_marker $1714
0164: disable_marker $1715
0164: disable_marker $1716
0164: disable_marker $1717
0164: disable_marker $1718
0164: disable_marker $1719
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0151: remove_status_text $16EC
0004: $43C =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 62---------------
; Originally: Dirty Lickin's


:Label0E95A6
03A4: name_thread "HAIT3"
0050: gosub £Label0E95D4
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0E95CB
0050: gosub £Label0EA554

:Label0E95CB
0050: gosub £Label0EA5A4
004E: end_thread

:Label0E95D4
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0004: $1723 =  0  ;; integer values
0004: $1724 =  0  ;; integer values
0004: $1728 =  0  ;; integer values
0004: $172A =  0  ;; integer values
0004: $172C =  0  ;; integer values
0004: $172E =  0  ;; integer values
0004: $1730 =  0  ;; integer values
0004: $1732 =  0  ;; integer values
0004: $1734 =  0  ;; integer values
0004: $1736 =  0  ;; integer values
0004: $1738 =  0  ;; integer values
0004: $173A =  0  ;; integer values
0004: $173C =  0  ;; integer values
0004: $173E =  0  ;; integer values
0004: $1740 =  0  ;; integer values
0004: $1742 =  0  ;; integer values
0004: $1744 =  0  ;; integer values
0004: $1746 =  0  ;; integer values
0004: $1748 =  0  ;; integer values
0004: $174A =  0  ;; integer values
0004: $174C =  0  ;; integer values
0004: $174E =  0  ;; integer values
0004: $1750 =  0  ;; integer values
0004: $1752 =  0  ;; integer values
0004: $1753 =  0  ;; integer values
0004: $1752 =  0  ;; integer values
0004: $1756 =  0  ;; integer values
0004: $1758 =  0  ;; integer values
0004: $1759 =  0  ;; integer values
0004: $175B =  0  ;; integer values
0004: $175C =  0  ;; integer values
0004: $175E =  0  ;; integer values
0004: $175F =  0  ;; integer values
0004: $1761 =  0  ;; integer values
0004: $1762 =  0  ;; integer values
0004: $1764 =  0  ;; integer values
0004: $1765 =  0  ;; integer values
0004: $1767 =  0  ;; integer values
0004: $1768 =  0  ;; integer values
0004: $176A =  0  ;; integer values
0004: $176B =  0  ;; integer values
0004: $176D =  0  ;; integer values
0004: $1778 =  0  ;; integer values
0004: $1779 =  0  ;; integer values
0004: $1770 =  0  ;; integer values
0005: $1771 = -924.912  ;; floating-point values
0005: $1772 =  35.082  ;; floating-point values
0005: $1773 =  9.54  ;; floating-point values
0005: $1774 = -896.317  ;; floating-point values
0005: $1775 =  34.08  ;; floating-point values
0005: $1776 =  9.54  ;; floating-point values
0004: $177B =  0  ;; integer values
0004: $177D =  0  ;; integer values
0004: $177F =  0  ;; integer values
0004: $1781 =  0  ;; integer values
0004: $1783 =  0  ;; integer values
0004: $1785 =  0  ;; integer values
0004: $1787 =  0  ;; integer values
0004: $1790 =  0  ;; integer values
0004: $1793 =  0  ;; integer values
0004: $1795 =  0  ;; integer values
0004: $1797 =  0  ;; integer values
0004: $179A =  0  ;; integer values
0004: $179C =  0  ;; integer values
0004: $179F =  0  ;; integer values
0004: $17A1 =  0  ;; integer values
0004: $17A4 =  0  ;; integer values
0004: $17A6 =  0  ;; integer values
0004: $17A9 =  0  ;; integer values
0004: $17AB =  0  ;; integer values
0004: $17AE =  0  ;; integer values
0005: $1789 = -899.655  ;; floating-point values
0005: $178A =  44.99  ;; floating-point values
0005: $178B =  9.076  ;; floating-point values
0004: $1777 =  0  ;; integer values
0004: $178C =  0  ;; integer values
0004: $178D =  0  ;; integer values
0004: $178E =  0  ;; integer values
0004: $178F =  0  ;; integer values
0004: $1794 =  0  ;; integer values
0004: $1799 =  0  ;; integer values
0004: $179D =  0  ;; integer values
0004: $17A2 =  0  ;; integer values
0004: $17A7 =  0  ;; integer values
0004: $17AC =  0  ;; integer values
0004: $17AF =  0  ;; integer values
0004: $17B1 =  0  ;; integer values
0004: $17B2 =  0  ;; integer values
0005: $17B6 =  0.0  ;; floating-point values
0005: $17B7 =  0.0  ;; floating-point values
0005: $17B8 =  0.0  ;; floating-point values
0005: $17B9 =  0.0  ;; floating-point values
0005: $17BA =  0.0  ;; floating-point values
0005: $17BB =  0.0  ;; floating-point values
0005: $17BC =  0.0  ;; floating-point values
0004: $17BD =  0  ;; integer values
0004: $17C6 =  0  ;; integer values
0004: $17BE =  0  ;; integer values
0005: $17BF =  0.0  ;; floating-point values
0005: $17C0 =  0.0  ;; floating-point values
0005: $17C1 =  0.0  ;; floating-point values
0005: $17C5 =  0.0  ;; floating-point values
0005: $17BC =  0.0  ;; floating-point values
0004: $17C7 =  0  ;; integer values
0004: $17C8 =  0  ;; integer values
0004: $17C9 =  0  ;; integer values
0004: $17CA =  0  ;; integer values
0004: $17CB =  0  ;; integer values
0004: $17CC =  0  ;; integer values
0004: $17CD =  0  ;; integer values
0004: $17CE =  0  ;; integer values
0004: $17CF =  0  ;; integer values
0004: $17D0 =  0  ;; integer values
0004: $17D1 =  0  ;; integer values
0004: $17D2 =  0  ;; integer values
0004: $17D3 =  0  ;; integer values
0004: $17D4 =  0  ;; integer values
0004: $17D5 =  0  ;; integer values
0004: $17D6 =  0  ;; integer values
0004: $17D7 =  0  ;; integer values
0004: $17D8 =  0  ;; integer values
0004: $17D9 =  0  ;; integer values
0004: $17DA =  0  ;; integer values
0005: $17C2 =  0.0  ;; floating-point values
0005: $17C3 =  0.0  ;; floating-point values
0005: $17C4 =  0.0  ;; floating-point values
0004: $17DB =  0  ;; integer values
0004: $17DD =  0  ;; integer values
0004: $17DC =  0  ;; integer values
0004: $17DE =  0  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "HAIT3"
058E: set_restart_mission_taxi_destination -957.904  122.843  8.278  356.948
018A: $177C = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $177C
018A: $1780 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1780
018A: $1784 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1784
018A: $1788 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1788
018A: $1792 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1792
018A: $1798 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1798
018A: $179E = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $179E
018A: $17A3 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $17A3
018A: $17A8 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $17A8
018A: $17AD = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $17AD
018A: $172B = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $172B
018A: $172F = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $172F
018A: $1733 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1733
018A: $1737 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1737
018A: $173B = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $173B
018A: $173F = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $173F
018A: $1743 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1743
018A: $1747 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1747
018A: $174B = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $174B
018A: $174F = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $174F
023C: load_special_actor  1 "CSPLAY"
023C: load_special_actor  2 "APOULET"
02F3: load_object #CUTOBJ01 "HTABLE"
02F3: load_object #CUTOBJ02 "HATRIFL"
03CB: set_camera -962.697  149.793  10.21
04BB: select_interiour  12  ;; select render area
04F9: interiour_colors  13  0
038B: load_requested_models

:Label0E9BA2
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false £Label0E9BCA
0001: wait  0 ms
0002: jump £Label0E9BA2

:Label0E9BCA
02E4: load_cutscene_data "HAT_3"
0244: set_cutscene_pos -962.799  148.391  8.355
041D: set_camera_near_clip  .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $AA = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $AA "APOULET"
02E5: $D6 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D6 "HTABLE"
02E5: $D4 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $D4 "HATRIFL"
0395: clear_area  1 at -962.53  141.69 range  8.25  2.0
0055: put_player $PLAYER_CHAR at -962.53  141.69  8.25
0171: set_player $PLAYER_CHAR z_angle_to  183.42
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0E9C8A
00D6: if  0
001A:    1734 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E9CAD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E9C8A

:Label0E9CAD
00BC: text_highpriority "HAM3_A"  10000 ms  1  ;; Hello? Hello - uh..I'm looking for somebody around here...

:Label0E9CBC
00D6: if  0
001A:    6820 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E9CDF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E9CBC

:Label0E9CDF
00BC: text_highpriority "HAM3_B"  10000 ms  1  ;; You looking hungry, Tommy.

:Label0E9CEE
00D6: if  0
001A:    9485 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E9D11
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E9CEE

:Label0E9D11
00BC: text_highpriority "HAM3_C"  10000 ms  1  ;; Do I know you?

:Label0E9D20
00D6: if  0
001A:    11125 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E9D43
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E9D20

:Label0E9D43
00BC: text_highpriority "HAM3_D"  10000 ms  1  ;; Hush now.

:Label0E9D52
00D6: if  0
001A:    12511 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E9D75
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E9D52

:Label0E9D75
00BC: text_highpriority "HAM3_E"  10000 ms  1  ;; One more ting an I can let you go, Tommy.

:Label0E9D84
00D6: if  0
001A:    15894 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E9DA7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E9D84

:Label0E9DA7
00BC: text_highpriority "HAM3_F"  10000 ms  1  ;; My boys gone war wit dem Cuban boys.

:Label0E9DB6
00D6: if  0
001A:    19040 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E9DD9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E9DB6

:Label0E9DD9
00BC: text_highpriority "HAM3_G"  10000 ms  1  ;; But no guns.

:Label0E9DE8
00D6: if  0
001A:    20758 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E9E0B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E9DE8

:Label0E9E0B
00BC: text_highpriority "HAM3_H"  10000 ms  1  ;; Hmm, but de Cubans have a surprise comin'.

:Label0E9E1A
00D6: if  0
001A:    23591 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E9E3D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E9E1A

:Label0E9E3D
00BC: text_highpriority "HAM3_I"  10000 ms  1  ;; While they fight in de streets, you take this rifle and kill dem in de hubbub.

:Label0E9E4C
00D6: if  0
001A:    28128 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E9E6F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E9E4C

:Label0E9E6F
00BC: text_highpriority "HAM3_J"  10000 ms  1  ;; No one sees you, no one hear you.

:Label0E9E7E
00D6: if  0
001A:    32020 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E9EA1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E9E7E

:Label0E9EA1
00BC: text_highpriority "HAM3_K"  10000 ms  1  ;; Now, Tommy, you do this for me, and you no longer tied to my apron strings.

:Label0E9EB0
00D6: if  0
001A:    37941 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E9ED5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E9EB0

:Label0E9ED5
00BC: text_highpriority "HAM3_L"  10000 ms  1  ;; Kay auntie..

:Label0E9EE4
00D6: if  0
001A:    39680 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E9F09
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E9EE4

:Label0E9F09
00BE: text_clear_all

:Label0E9F0B
00D6: if  0
001A:    42464 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0E9F30
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0E9F0B

:Label0E9F30
016A: fade  0 ()  2000 ms
00BE: text_clear_all

:Label0E9F39
00D6: if  0
016B:   fading
004D: jump_if_false £Label0E9F51
0001: wait  0 ms
0002: jump £Label0E9F39

:Label0E9F51
04BB: select_interiour  0  ;; select render area
03CB: set_camera -962.53  141.69  8.25
04FA: reset_interior_colors  0
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04E3: unknown_player $PLAYER_CHAR  0  60000
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #CBA
0247: request_model #CBB
0247: request_model #SNIPER
0247: request_model #BURRITO
0247: request_model #KATANA

:Label0E9FAF
00D6: if  25
8248:   NOT   model #HNA available
8248:   NOT   model #CBA available
8248:   NOT   model #SNIPER available
8248:   NOT   model #HNB available
8248:   NOT   model #CBB available
8248:   NOT   model #BURRITO available
004D: jump_if_false £Label0E9FDF
0001: wait  0 ms
0002: jump £Label0E9FAF

:Label0E9FDF
00D6: if  0
8248:   NOT   model #KATANA available
004D: jump_if_false £Label0E9FFA
0001: wait  0 ms
0002: jump £Label0E9FDF

:Label0E9FFA
009A: $17BE = create_actor  7 #CBA at -886.519  41.28  10.55
009B: destroy_actor_instantly $17BE
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
04E2: $PLAYER_CHAR  1
03C7: unknown_maby_cops_density  .5
00BC: text_highpriority "HAM3_1"  5000 ms  1  ;; ~g~We must win this battle. If all the Haitians die we lose.
00BB: text_lowpriority "HAM3_5"  5000 ms  1  ;; ~g~You must kill the Cubans from a distance. You must not be seen.
009A: $1729 = create_actor  4 #CBA at -886.519  41.28  10.55
009A: $172D = create_actor  4 #CBB at -885.463  42.655  9.23
009A: $1731 = create_actor  4 #CBA at -905.0  51.6  8.89
009A: $1735 = create_actor  4 #CBB at -906.26  49.95  9.02
009A: $1739 = create_actor  4 #CBA at -911.6  52.28  9.57
009A: $173D = create_actor  4 #CBB at -908.0  52.4  9.24
009A: $1741 = create_actor  4 #CBA at -906.214  43.41  9.54
009A: $1745 = create_actor  4 #CBB at -906.01  45.03  9.41
009A: $1749 = create_actor  4 #CBA at -895.35  42.26  9.61
009A: $174D = create_actor  4 #CBB at -894.96  44.63  9.43
009A: $1751 = create_actor  4 #HNA at -888.798  41.597  9.52
009A: $1754 = create_actor  4 #HNB at -887.58  43.48  9.15
009A: $1757 = create_actor  4 #HNA at -906.13  47.765  9.19
009A: $175A = create_actor  4 #HNB at -903.61  46.14  9.32
009A: $175D = create_actor  4 #HNA at -911.57  50.46  9.57
009A: $1760 = create_actor  4 #HNB at -908.85  49.48  9.41
009A: $1763 = create_actor  4 #HNA at -901.19  42.7  9.61
009A: $1766 = create_actor  4 #HNB at -899.254  44.676  9.43
009A: $1769 = create_actor  4 #HNA at -886.33  43.7  9.05
009A: $176C = create_actor  4 #HNB at -886.68  41.4  9.51
00D6: if  0
0038:   $1724 ==  0  ;; integer values
004D: jump_if_false £Label0EA276
018A: $176E = create_checkpoint_at -892.59  75.3  15.4
03BC: $17B0 = create_sphere -892.59  75.3  15.4  2.0

:Label0EA276
01B1: give_player $PLAYER_CHAR weapon  28 ammo  30  ;; Load the weapon model before using this
0006:  16@ =  0  ;; integer values
0006:  17@ =  0  ;; integer values
0004: $1726 =  0  ;; integer values
0004: $1727 =  0  ;; integer values
0004: $1725 =  0  ;; integer values

:Label0EA2A2
00D6: if  0
0038:   $1725 ==  0  ;; integer values
004D: jump_if_false £Label0EA548
0001: wait  0 ms
0008: $17DC +=  1  ;; integer values
00D6: if  0
0018:   $17DC >  30  ;; integer values
004D: jump_if_false £Label0EA2D8
0004: $17DC =  0  ;; integer values

:Label0EA2D8
00D6: if  0
001A:    20 > $17B2  ;; integer values
004D: jump_if_false £Label0EA2F1
0050: gosub £Label0EA64F

:Label0EA2F1
0110: clear_player $PLAYER_CHAR wanted_level
0050: gosub £Label0EB154
0050: gosub £Label0EB7F9
00D6: if  0
0028:   $1726 >=  20  ;; integer values
004D: jump_if_false £Label0EA31D
0004: $1725 =  1  ;; integer values

:Label0EA31D
00D6: if  0
0028:   $1727 >=  3  ;; integer values
004D: jump_if_false £Label0EA357
00D6: if  0
0038:   $17DB ==  0  ;; integer values
004D: jump_if_false £Label0EA357
00BC: text_highpriority "HAM3_8"  5000 ms  1  ;; ~g~Haitians are dying! Improve your aim.
0004: $17DB =  1  ;; integer values

:Label0EA357
00D6: if  0
0028:   $1727 >=  10  ;; integer values
004D: jump_if_false £Label0EA37F
00BC: text_highpriority "HAM3_2"  5000 ms  1  ;; ~r~The Haitians have died!
0002: jump £Label0EA554

:Label0EA37F
00D6: if  21
0038:   $1723 ==  1  ;; integer values
0038:   $17DD ==  1  ;; integer values
004D: jump_if_false £Label0EA3AE
00BC: text_highpriority "HAM3_4"  5000 ms  1  ;; ~r~You have been spotted! The mission is a failure!
0002: jump £Label0EA554

:Label0EA3AE
00D6: if  0
02B3:   player $PLAYER_CHAR in_cube -936.42  109.11  13.0 -873.118  45.222  18.0 radius  30.0 sphere  0
004D: jump_if_false £Label0EA4B9
00D6: if  0
0038:   $17DE ==  0  ;; integer values
004D: jump_if_false £Label0EA403
0006:  17@ =  0  ;; integer values
0004: $17DE =  1  ;; integer values

:Label0EA403
00D6: if  0
0038:   $17B1 ==  0  ;; integer values
004D: jump_if_false £Label0EA43E
00D6: if  0
0019:    16@ >  25000  ;; integer values
004D: jump_if_false £Label0EA43E
0050: gosub £Label0EAF96
00BC: text_highpriority "HAM3_3"  5000 ms  1  ;; ~g~I expect the Cubans to cheat so be on your guard.

:Label0EA43E
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot -892.59  75.3  15.4 radius  2.0  2.0  2.0
004D: jump_if_false £Label0EA4B9
00D6: if  0
0038:   $17B1 ==  0  ;; integer values
004D: jump_if_false £Label0EA496
0050: gosub £Label0EAF96
00BC: text_highpriority "HAM3_3"  5000 ms  1  ;; ~g~I expect the Cubans to cheat so be on your guard.

:Label0EA496
00D6: if  0
0038:   $17AF ==  0  ;; integer values
004D: jump_if_false £Label0EA4B9
0164: disable_marker $176E
03BD: destroy_sphere $17B0
0004: $17AF =  1  ;; integer values

:Label0EA4B9
00D6: if  0
0038:   $1778 ==  0  ;; integer values
004D: jump_if_false £Label0EA4E4
00D6: if  0
0028:   $1726 >=  5  ;; integer values
004D: jump_if_false £Label0EA4E4
0050: gosub £Label0EBCA1

:Label0EA4E4
00D6: if  0
0038:   $1779 ==  0  ;; integer values
004D: jump_if_false £Label0EA50F
00D6: if  0
0028:   $1726 >=  12  ;; integer values
004D: jump_if_false £Label0EA50F
0050: gosub £Label0EBD97

:Label0EA50F
00D6: if  0
0038:   $1778 ==  1  ;; integer values
004D: jump_if_false £Label0EA528
0050: gosub £Label0EBF75

:Label0EA528
00D6: if  0
0038:   $1779 ==  1  ;; integer values
004D: jump_if_false £Label0EA541
0050: gosub £Label0EC641

:Label0EA541
0002: jump £Label0EA2A2

:Label0EA548
0164: disable_marker $176E
0002: jump £Label0EA565

:Label0EA554
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0EA565
0004: $PASSED_HAT3_DIRTY_LICKINS =  1  ;; integer values
0394: play_music  1
0318: set_latest_mission_passed "HAT_3"  ;; Dirty Lickin's
030C: set_mission_points +=  1
01E3: text_1number_styled "M_PASS"  5000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  5000
0110: clear_player $PLAYER_CHAR wanted_level
0164: disable_marker $11B
0051: return

:Label0EA5A4
0004: $ONMISSION =  0  ;; integer values
0164: disable_marker $172B
0164: disable_marker $172F
0164: disable_marker $1733
0164: disable_marker $1737
0164: disable_marker $173B
0164: disable_marker $173F
0164: disable_marker $1743
0164: disable_marker $1747
0164: disable_marker $174B
0164: disable_marker $174F
0164: disable_marker $177C
0164: disable_marker $1780
0164: disable_marker $1784
0164: disable_marker $1788
0164: disable_marker $1792
0164: disable_marker $1798
0164: disable_marker $179E
0164: disable_marker $17A3
0164: disable_marker $17A8
0164: disable_marker $17AD
04E2: $PLAYER_CHAR  0
03C7: unknown_maby_cops_density  1.0
03BD: destroy_sphere $17B0
0164: disable_marker $176E
0249: release_model #HNA
0249: release_model #CBA
0249: release_model #SNIPER
0249: release_model #HNB
0249: release_model #CBB
0249: release_model #BURRITO
0249: release_model #KATANA
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0EA64F
00D6: if  0
0038:   $1752 ==  0  ;; integer values
004D: jump_if_false £Label0EA6BB
00D6: if  0
8118:   NOT   actor $1751 dead
004D: jump_if_false £Label0EA6BB
00D6: if  0
84F0:   NOT   unknown_actor_check $1751
004D: jump_if_false £Label0EA6BB
01ED: reset_actor $1751 flags
00D6: if  0
8118:   NOT   actor $1729 dead
004D: jump_if_false £Label0EA6A6
01C9: actor $1751 kill_actor $1729
0084: $17C7 = $1729  ;; integer values and handles

:Label0EA6A6
0243: set_actor $1751 ped_stats_to  16
0008: $17B2 +=  1  ;; integer values
0004: $1752 =  1  ;; integer values

:Label0EA6BB
00D6: if  0
0038:   $1755 ==  0  ;; integer values
004D: jump_if_false £Label0EA72E
00D6: if  0
8118:   NOT   actor $1754 dead
004D: jump_if_false £Label0EA72E
00D6: if  0
84F0:   NOT   unknown_actor_check $1754
004D: jump_if_false £Label0EA72E
01ED: reset_actor $1754 flags
00D6: if  0
8118:   NOT   actor $172D dead
004D: jump_if_false £Label0EA712
01C9: actor $1754 kill_actor $172D
0084: $17C8 = $172D  ;; integer values and handles

:Label0EA712
0243: set_actor $1754 ped_stats_to  16
02A9: set_actor $1754 immune_to_nonplayer  1
0008: $17B2 +=  1  ;; integer values
0004: $1755 =  1  ;; integer values

:Label0EA72E
00D6: if  0
0038:   $1758 ==  0  ;; integer values
004D: jump_if_false £Label0EA7A1
00D6: if  0
8118:   NOT   actor $1757 dead
004D: jump_if_false £Label0EA7A1
00D6: if  0
84F0:   NOT   unknown_actor_check $1757
004D: jump_if_false £Label0EA7A1
01ED: reset_actor $1757 flags
00D6: if  0
8118:   NOT   actor $1731 dead
004D: jump_if_false £Label0EA785
01C9: actor $1757 kill_actor $1731
0084: $17C9 = $1731  ;; integer values and handles

:Label0EA785
0243: set_actor $1757 ped_stats_to  16
02A9: set_actor $1757 immune_to_nonplayer  1
0008: $17B2 +=  1  ;; integer values
0004: $1758 =  1  ;; integer values

:Label0EA7A1
00D6: if  0
0038:   $175B ==  0  ;; integer values
004D: jump_if_false £Label0EA814
00D6: if  0
8118:   NOT   actor $175A dead
004D: jump_if_false £Label0EA814
00D6: if  0
84F0:   NOT   unknown_actor_check $175A
004D: jump_if_false £Label0EA814
01ED: reset_actor $175A flags
00D6: if  0
8118:   NOT   actor $1735 dead
004D: jump_if_false £Label0EA7F8
01C9: actor $175A kill_actor $1735
0084: $17CA = $1735  ;; integer values and handles

:Label0EA7F8
0243: set_actor $175A ped_stats_to  16
02A9: set_actor $175A immune_to_nonplayer  1
0008: $17B2 +=  1  ;; integer values
0004: $175B =  1  ;; integer values

:Label0EA814
00D6: if  0
0038:   $175E ==  0  ;; integer values
004D: jump_if_false £Label0EA887
00D6: if  0
8118:   NOT   actor $175D dead
004D: jump_if_false £Label0EA887
00D6: if  0
84F0:   NOT   unknown_actor_check $175D
004D: jump_if_false £Label0EA887
01ED: reset_actor $175D flags
00D6: if  0
8118:   NOT   actor $1739 dead
004D: jump_if_false £Label0EA86B
01C9: actor $175D kill_actor $1739
0084: $17CB = $1739  ;; integer values and handles

:Label0EA86B
0243: set_actor $175D ped_stats_to  16
02A9: set_actor $175D immune_to_nonplayer  1
0008: $17B2 +=  1  ;; integer values
0004: $175E =  1  ;; integer values

:Label0EA887
00D6: if  0
0038:   $1761 ==  0  ;; integer values
004D: jump_if_false £Label0EA8FA
00D6: if  0
8118:   NOT   actor $1760 dead
004D: jump_if_false £Label0EA8FA
00D6: if  0
84F0:   NOT   unknown_actor_check $1760
004D: jump_if_false £Label0EA8FA
01ED: reset_actor $1760 flags
00D6: if  0
8118:   NOT   actor $173D dead
004D: jump_if_false £Label0EA8DE
01C9: actor $1760 kill_actor $173D
0084: $17CC = $173D  ;; integer values and handles

:Label0EA8DE
0243: set_actor $1760 ped_stats_to  16
02A9: set_actor $1760 immune_to_nonplayer  1
0008: $17B2 +=  1  ;; integer values
0004: $1761 =  1  ;; integer values

:Label0EA8FA
00D6: if  0
0038:   $1764 ==  0  ;; integer values
004D: jump_if_false £Label0EA96D
00D6: if  0
8118:   NOT   actor $1763 dead
004D: jump_if_false £Label0EA96D
00D6: if  0
84F0:   NOT   unknown_actor_check $1763
004D: jump_if_false £Label0EA96D
01ED: reset_actor $1763 flags
00D6: if  0
8118:   NOT   actor $1741 dead
004D: jump_if_false £Label0EA951
01C9: actor $1763 kill_actor $1741
0084: $17CD = $1741  ;; integer values and handles

:Label0EA951
0243: set_actor $1763 ped_stats_to  16
02A9: set_actor $1763 immune_to_nonplayer  1
0008: $17B2 +=  1  ;; integer values
0004: $1764 =  1  ;; integer values

:Label0EA96D
00D6: if  0
0038:   $1767 ==  0  ;; integer values
004D: jump_if_false £Label0EA9E0
00D6: if  0
8118:   NOT   actor $1766 dead
004D: jump_if_false £Label0EA9E0
00D6: if  0
84F0:   NOT   unknown_actor_check $1766
004D: jump_if_false £Label0EA9E0
01ED: reset_actor $1766 flags
00D6: if  0
8118:   NOT   actor $1745 dead
004D: jump_if_false £Label0EA9C4
01C9: actor $1766 kill_actor $1745
0084: $17CE = $1745  ;; integer values and handles

:Label0EA9C4
0243: set_actor $1766 ped_stats_to  16
02A9: set_actor $1766 immune_to_nonplayer  1
0008: $17B2 +=  1  ;; integer values
0004: $1767 =  1  ;; integer values

:Label0EA9E0
00D6: if  0
0038:   $176A ==  0  ;; integer values
004D: jump_if_false £Label0EAA53
00D6: if  0
8118:   NOT   actor $1769 dead
004D: jump_if_false £Label0EAA53
00D6: if  0
84F0:   NOT   unknown_actor_check $1769
004D: jump_if_false £Label0EAA53
01ED: reset_actor $1769 flags
00D6: if  0
8118:   NOT   actor $1749 dead
004D: jump_if_false £Label0EAA37
01C9: actor $1769 kill_actor $1749
0084: $17CF = $1749  ;; integer values and handles

:Label0EAA37
0243: set_actor $1769 ped_stats_to  16
02A9: set_actor $1769 immune_to_nonplayer  1
0008: $17B2 +=  1  ;; integer values
0004: $176A =  1  ;; integer values

:Label0EAA53
00D6: if  0
0038:   $176D ==  0  ;; integer values
004D: jump_if_false £Label0EAAC6
00D6: if  0
8118:   NOT   actor $176C dead
004D: jump_if_false £Label0EAAC6
00D6: if  0
84F0:   NOT   unknown_actor_check $176C
004D: jump_if_false £Label0EAAC6
01ED: reset_actor $176C flags
00D6: if  0
8118:   NOT   actor $174D dead
004D: jump_if_false £Label0EAAAA
01C9: actor $176C kill_actor $174D
0084: $17D0 = $174D  ;; integer values and handles

:Label0EAAAA
0243: set_actor $176C ped_stats_to  16
02A9: set_actor $176C immune_to_nonplayer  1
0008: $17B2 +=  1  ;; integer values
0004: $176D =  1  ;; integer values

:Label0EAAC6
00D6: if  0
0038:   $172A ==  0  ;; integer values
004D: jump_if_false £Label0EAB41
00D6: if  0
8118:   NOT   actor $1729 dead
004D: jump_if_false £Label0EAB41
00D6: if  0
84F0:   NOT   unknown_actor_check $1729
004D: jump_if_false £Label0EAB41
01ED: reset_actor $1729 flags
00D6: if  0
8118:   NOT   actor $1751 dead
004D: jump_if_false £Label0EAB1D
01C9: actor $1729 kill_actor $1751
0084: $17D1 = $1751  ;; integer values and handles

:Label0EAB1D
0243: set_actor $1729 ped_stats_to  16
02A9: set_actor $1729 immune_to_nonplayer  1
0187: $172B = create_marker_above_actor $1729
0008: $17B2 +=  1  ;; integer values
0004: $172A =  1  ;; integer values

:Label0EAB41
00D6: if  0
0038:   $172E ==  0  ;; integer values
004D: jump_if_false £Label0EABBC
00D6: if  0
8118:   NOT   actor $172D dead
004D: jump_if_false £Label0EABBC
00D6: if  0
84F0:   NOT   unknown_actor_check $172D
004D: jump_if_false £Label0EABBC
01ED: reset_actor $172D flags
00D6: if  0
8118:   NOT   actor $1754 dead
004D: jump_if_false £Label0EAB98
01C9: actor $172D kill_actor $1754
0084: $17D2 = $1754  ;; integer values and handles

:Label0EAB98
0243: set_actor $172D ped_stats_to  16
02A9: set_actor $172D immune_to_nonplayer  1
0187: $172F = create_marker_above_actor $172D
0008: $17B2 +=  1  ;; integer values
0004: $172E =  1  ;; integer values

:Label0EABBC
00D6: if  0
0038:   $1732 ==  0  ;; integer values
004D: jump_if_false £Label0EAC37
00D6: if  0
8118:   NOT   actor $1731 dead
004D: jump_if_false £Label0EAC37
00D6: if  0
84F0:   NOT   unknown_actor_check $1731
004D: jump_if_false £Label0EAC37
01ED: reset_actor $1731 flags
00D6: if  0
8118:   NOT   actor $1757 dead
004D: jump_if_false £Label0EAC13
01C9: actor $1731 kill_actor $1757
0084: $17D3 = $1757  ;; integer values and handles

:Label0EAC13
0243: set_actor $1731 ped_stats_to  16
02A9: set_actor $1731 immune_to_nonplayer  1
0187: $1733 = create_marker_above_actor $1731
0008: $17B2 +=  1  ;; integer values
0004: $1732 =  1  ;; integer values

:Label0EAC37
00D6: if  0
0038:   $1736 ==  0  ;; integer values
004D: jump_if_false £Label0EACB2
00D6: if  0
8118:   NOT   actor $1735 dead
004D: jump_if_false £Label0EACB2
00D6: if  0
84F0:   NOT   unknown_actor_check $1735
004D: jump_if_false £Label0EACB2
01ED: reset_actor $1735 flags
00D6: if  0
8118:   NOT   actor $175A dead
004D: jump_if_false £Label0EAC8E
01C9: actor $1735 kill_actor $175A
0084: $17D4 = $175A  ;; integer values and handles

:Label0EAC8E
0243: set_actor $1735 ped_stats_to  16
02A9: set_actor $1735 immune_to_nonplayer  1
0187: $1737 = create_marker_above_actor $1735
0008: $17B2 +=  1  ;; integer values
0004: $1736 =  1  ;; integer values

:Label0EACB2
00D6: if  0
0038:   $173A ==  0  ;; integer values
004D: jump_if_false £Label0EAD2D
00D6: if  0
8118:   NOT   actor $1739 dead
004D: jump_if_false £Label0EAD2D
00D6: if  0
84F0:   NOT   unknown_actor_check $1739
004D: jump_if_false £Label0EAD2D
01ED: reset_actor $1739 flags
00D6: if  0
8118:   NOT   actor $175D dead
004D: jump_if_false £Label0EAD09
01C9: actor $1739 kill_actor $175D
0084: $17D5 = $175D  ;; integer values and handles

:Label0EAD09
0243: set_actor $1739 ped_stats_to  16
02A9: set_actor $1739 immune_to_nonplayer  1
0187: $173B = create_marker_above_actor $1739
0008: $17B2 +=  1  ;; integer values
0004: $173A =  1  ;; integer values

:Label0EAD2D
00D6: if  0
0038:   $173E ==  0  ;; integer values
004D: jump_if_false £Label0EADA8
00D6: if  0
8118:   NOT   actor $173D dead
004D: jump_if_false £Label0EADA8
00D6: if  0
84F0:   NOT   unknown_actor_check $173D
004D: jump_if_false £Label0EADA8
01ED: reset_actor $173D flags
00D6: if  0
8118:   NOT   actor $1760 dead
004D: jump_if_false £Label0EAD84
01C9: actor $173D kill_actor $1760
0084: $17D6 = $1760  ;; integer values and handles

:Label0EAD84
0243: set_actor $173D ped_stats_to  16
02A9: set_actor $173D immune_to_nonplayer  1
0187: $173F = create_marker_above_actor $173D
0008: $17B2 +=  1  ;; integer values
0004: $173E =  1  ;; integer values

:Label0EADA8
00D6: if  0
0038:   $1742 ==  0  ;; integer values
004D: jump_if_false £Label0EAE23
00D6: if  0
8118:   NOT   actor $1741 dead
004D: jump_if_false £Label0EAE23
00D6: if  0
84F0:   NOT   unknown_actor_check $1741
004D: jump_if_false £Label0EAE23
01ED: reset_actor $1741 flags
00D6: if  0
8118:   NOT   actor $1763 dead
004D: jump_if_false £Label0EADFF
01C9: actor $1741 kill_actor $1763
0084: $17D7 = $1763  ;; integer values and handles

:Label0EADFF
0243: set_actor $1741 ped_stats_to  16
02A9: set_actor $1741 immune_to_nonplayer  1
0187: $1743 = create_marker_above_actor $1741
0008: $17B2 +=  1  ;; integer values
0004: $1742 =  1  ;; integer values

:Label0EAE23
00D6: if  0
0038:   $1746 ==  0  ;; integer values
004D: jump_if_false £Label0EAE9E
00D6: if  0
8118:   NOT   actor $1745 dead
004D: jump_if_false £Label0EAE9E
00D6: if  0
84F0:   NOT   unknown_actor_check $1745
004D: jump_if_false £Label0EAE9E
01ED: reset_actor $1745 flags
00D6: if  0
8118:   NOT   actor $1766 dead
004D: jump_if_false £Label0EAE7A
01C9: actor $1745 kill_actor $1766
0084: $17D8 = $1766  ;; integer values and handles

:Label0EAE7A
0243: set_actor $1745 ped_stats_to  16
02A9: set_actor $1745 immune_to_nonplayer  1
0187: $1747 = create_marker_above_actor $1745
0008: $17B2 +=  1  ;; integer values
0004: $1746 =  1  ;; integer values

:Label0EAE9E
00D6: if  0
0038:   $174A ==  0  ;; integer values
004D: jump_if_false £Label0EAF19
00D6: if  0
8118:   NOT   actor $1749 dead
004D: jump_if_false £Label0EAF19
00D6: if  0
84F0:   NOT   unknown_actor_check $1749
004D: jump_if_false £Label0EAF19
01ED: reset_actor $1749 flags
00D6: if  0
8118:   NOT   actor $1769 dead
004D: jump_if_false £Label0EAEF5
01C9: actor $1749 kill_actor $1769
0084: $17D9 = $1769  ;; integer values and handles

:Label0EAEF5
0243: set_actor $1749 ped_stats_to  16
02A9: set_actor $1749 immune_to_nonplayer  1
0187: $174B = create_marker_above_actor $1749
0008: $17B2 +=  1  ;; integer values
0004: $174A =  1  ;; integer values

:Label0EAF19
00D6: if  0
0038:   $174E ==  0  ;; integer values
004D: jump_if_false £Label0EAF94
00D6: if  0
8118:   NOT   actor $174D dead
004D: jump_if_false £Label0EAF94
00D6: if  0
84F0:   NOT   unknown_actor_check $174D
004D: jump_if_false £Label0EAF94
01ED: reset_actor $174D flags
00D6: if  0
8118:   NOT   actor $176C dead
004D: jump_if_false £Label0EAF70
01C9: actor $174D kill_actor $176C
0084: $17DA = $176C  ;; integer values and handles

:Label0EAF70
0243: set_actor $174D ped_stats_to  16
02A9: set_actor $174D immune_to_nonplayer  1
0187: $174F = create_marker_above_actor $174D
0008: $17B2 +=  1  ;; integer values
0004: $174E =  1  ;; integer values

:Label0EAF94
0051: return

:Label0EAF96
00D6: if  0
8118:   NOT   actor $172D dead
004D: jump_if_false £Label0EAFAD
02A9: set_actor $172D immune_to_nonplayer  0

:Label0EAFAD
00D6: if  0
8118:   NOT   actor $1731 dead
004D: jump_if_false £Label0EAFC4
02A9: set_actor $1731 immune_to_nonplayer  0

:Label0EAFC4
00D6: if  0
8118:   NOT   actor $1735 dead
004D: jump_if_false £Label0EAFDB
02A9: set_actor $1735 immune_to_nonplayer  0

:Label0EAFDB
00D6: if  0
8118:   NOT   actor $1739 dead
004D: jump_if_false £Label0EAFF2
02A9: set_actor $1739 immune_to_nonplayer  0

:Label0EAFF2
00D6: if  0
8118:   NOT   actor $173D dead
004D: jump_if_false £Label0EB009
02A9: set_actor $173D immune_to_nonplayer  0

:Label0EB009
00D6: if  0
8118:   NOT   actor $1741 dead
004D: jump_if_false £Label0EB020
02A9: set_actor $1741 immune_to_nonplayer  0

:Label0EB020
00D6: if  0
8118:   NOT   actor $1745 dead
004D: jump_if_false £Label0EB037
02A9: set_actor $1745 immune_to_nonplayer  0

:Label0EB037
00D6: if  0
8118:   NOT   actor $1749 dead
004D: jump_if_false £Label0EB04E
02A9: set_actor $1749 immune_to_nonplayer  0

:Label0EB04E
00D6: if  0
8118:   NOT   actor $174D dead
004D: jump_if_false £Label0EB065
02A9: set_actor $174D immune_to_nonplayer  0

:Label0EB065
00D6: if  0
8118:   NOT   actor $1751 dead
004D: jump_if_false £Label0EB07C
02A9: set_actor $1751 immune_to_nonplayer  0

:Label0EB07C
00D6: if  0
8118:   NOT   actor $1754 dead
004D: jump_if_false £Label0EB093
02A9: set_actor $1754 immune_to_nonplayer  0

:Label0EB093
00D6: if  0
8118:   NOT   actor $1757 dead
004D: jump_if_false £Label0EB0AA
02A9: set_actor $1757 immune_to_nonplayer  0

:Label0EB0AA
00D6: if  0
8118:   NOT   actor $175A dead
004D: jump_if_false £Label0EB0C1
02A9: set_actor $175A immune_to_nonplayer  0

:Label0EB0C1
00D6: if  0
8118:   NOT   actor $175D dead
004D: jump_if_false £Label0EB0D8
02A9: set_actor $175D immune_to_nonplayer  0

:Label0EB0D8
00D6: if  0
8118:   NOT   actor $1760 dead
004D: jump_if_false £Label0EB0EF
02A9: set_actor $1760 immune_to_nonplayer  0

:Label0EB0EF
00D6: if  0
8118:   NOT   actor $1763 dead
004D: jump_if_false £Label0EB106
02A9: set_actor $1763 immune_to_nonplayer  0

:Label0EB106
00D6: if  0
8118:   NOT   actor $1766 dead
004D: jump_if_false £Label0EB11D
02A9: set_actor $1766 immune_to_nonplayer  0

:Label0EB11D
00D6: if  0
8118:   NOT   actor $1769 dead
004D: jump_if_false £Label0EB134
02A9: set_actor $1769 immune_to_nonplayer  0

:Label0EB134
00D6: if  0
8118:   NOT   actor $176C dead
004D: jump_if_false £Label0EB14B
02A9: set_actor $176C immune_to_nonplayer  0

:Label0EB14B
0004: $17B1 =  1  ;; integer values
0051: return

:Label0EB154
00D6: if  0
0038:   $17DC ==  0  ;; integer values
004D: jump_if_false £Label0EB1F1
00D6: if  0
0038:   $1728 ==  0  ;; integer values
004D: jump_if_false £Label0EB1F1
00D6: if  0
0118:   actor $1729 dead
004D: jump_if_false £Label0EB1B1
0164: disable_marker $172B
0008: $1726 +=  1  ;; integer values
0084: $17DF = $1729  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1728 =  1  ;; integer values
0002: jump £Label0EB1F1

:Label0EB1B1
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EB1D2
0084: $17B5 = $1729  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EB1D2
00D6: if  0
0118:   actor $17D1 dead
004D: jump_if_false £Label0EB1F1
0084: $17B3 = $1729  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EB1F1
00D6: if  0
0038:   $17DC ==  1  ;; integer values
004D: jump_if_false £Label0EB28E
00D6: if  0
0038:   $172C ==  0  ;; integer values
004D: jump_if_false £Label0EB28E
00D6: if  0
0118:   actor $172D dead
004D: jump_if_false £Label0EB24E
0164: disable_marker $172F
0008: $1726 +=  1  ;; integer values
0084: $17DF = $172D  ;; integer values and handles
0050: gosub £Label0ED527
0004: $172C =  1  ;; integer values
0002: jump £Label0EB28E

:Label0EB24E
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EB26F
0084: $17B5 = $172D  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EB26F
00D6: if  0
0118:   actor $17D2 dead
004D: jump_if_false £Label0EB28E
0084: $17B3 = $172D  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EB28E
00D6: if  0
0038:   $17DC ==  2  ;; integer values
004D: jump_if_false £Label0EB32B
00D6: if  0
0038:   $1730 ==  0  ;; integer values
004D: jump_if_false £Label0EB32B
00D6: if  0
0118:   actor $1731 dead
004D: jump_if_false £Label0EB2EB
0164: disable_marker $1733
0008: $1726 +=  1  ;; integer values
0084: $17DF = $1731  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1730 =  1  ;; integer values
0002: jump £Label0EB32B

:Label0EB2EB
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EB30C
0084: $17B5 = $1731  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EB30C
00D6: if  0
0118:   actor $17D3 dead
004D: jump_if_false £Label0EB32B
0084: $17B3 = $1731  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EB32B
00D6: if  0
0038:   $17DC ==  3  ;; integer values
004D: jump_if_false £Label0EB3C8
00D6: if  0
0038:   $1734 ==  0  ;; integer values
004D: jump_if_false £Label0EB3C8
00D6: if  0
0118:   actor $1735 dead
004D: jump_if_false £Label0EB388
0164: disable_marker $1737
0008: $1726 +=  1  ;; integer values
0084: $17DF = $1735  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1734 =  1  ;; integer values
0002: jump £Label0EB3C8

:Label0EB388
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EB3A9
0084: $17B5 = $1735  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EB3A9
00D6: if  0
0118:   actor $17D4 dead
004D: jump_if_false £Label0EB3C8
0084: $17B3 = $1735  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EB3C8
00D6: if  0
0038:   $17DC ==  4  ;; integer values
004D: jump_if_false £Label0EB465
00D6: if  0
0038:   $1738 ==  0  ;; integer values
004D: jump_if_false £Label0EB465
00D6: if  0
0118:   actor $1739 dead
004D: jump_if_false £Label0EB425
0164: disable_marker $173B
0008: $1726 +=  1  ;; integer values
0084: $17DF = $1739  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1738 =  1  ;; integer values
0002: jump £Label0EB465

:Label0EB425
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EB446
0084: $17B5 = $1739  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EB446
00D6: if  0
0118:   actor $17D5 dead
004D: jump_if_false £Label0EB465
0084: $17B3 = $1739  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EB465
00D6: if  0
0038:   $17DC ==  5  ;; integer values
004D: jump_if_false £Label0EB502
00D6: if  0
0038:   $173C ==  0  ;; integer values
004D: jump_if_false £Label0EB502
00D6: if  0
0118:   actor $173D dead
004D: jump_if_false £Label0EB4C2
0164: disable_marker $173F
0008: $1726 +=  1  ;; integer values
0084: $17DF = $173D  ;; integer values and handles
0050: gosub £Label0ED527
0004: $173C =  1  ;; integer values
0002: jump £Label0EB502

:Label0EB4C2
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EB4E3
0084: $17B5 = $173D  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EB4E3
00D6: if  0
0118:   actor $17D6 dead
004D: jump_if_false £Label0EB502
0084: $17B3 = $173D  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EB502
00D6: if  0
0038:   $17DC ==  6  ;; integer values
004D: jump_if_false £Label0EB59F
00D6: if  0
0038:   $1740 ==  0  ;; integer values
004D: jump_if_false £Label0EB59F
00D6: if  0
0118:   actor $1741 dead
004D: jump_if_false £Label0EB55F
0164: disable_marker $1743
0008: $1726 +=  1  ;; integer values
0084: $17DF = $1741  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1740 =  1  ;; integer values
0002: jump £Label0EB59F

:Label0EB55F
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EB580
0084: $17B5 = $1741  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EB580
00D6: if  0
0118:   actor $17D7 dead
004D: jump_if_false £Label0EB59F
0084: $17B3 = $1741  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EB59F
00D6: if  0
0038:   $17DC ==  7  ;; integer values
004D: jump_if_false £Label0EB63C
00D6: if  0
0038:   $1744 ==  0  ;; integer values
004D: jump_if_false £Label0EB63C
00D6: if  0
0118:   actor $1745 dead
004D: jump_if_false £Label0EB5FC
0164: disable_marker $1747
0008: $1726 +=  1  ;; integer values
0084: $17DF = $1745  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1744 =  1  ;; integer values
0002: jump £Label0EB63C

:Label0EB5FC
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EB61D
0084: $17B5 = $1745  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EB61D
00D6: if  0
0118:   actor $17D8 dead
004D: jump_if_false £Label0EB63C
0084: $17B3 = $1745  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EB63C
00D6: if  0
0038:   $17DC ==  8  ;; integer values
004D: jump_if_false £Label0EB6D9
00D6: if  0
0038:   $1748 ==  0  ;; integer values
004D: jump_if_false £Label0EB6D9
00D6: if  0
0118:   actor $1749 dead
004D: jump_if_false £Label0EB699
0164: disable_marker $174B
0008: $1726 +=  1  ;; integer values
0084: $17DF = $1749  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1748 =  1  ;; integer values
0002: jump £Label0EB6D9

:Label0EB699
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EB6BA
0084: $17B5 = $1749  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EB6BA
00D6: if  0
0118:   actor $17D9 dead
004D: jump_if_false £Label0EB6D9
0084: $17B3 = $1749  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EB6D9
00D6: if  0
0038:   $17DC ==  9  ;; integer values
004D: jump_if_false £Label0EB776
00D6: if  0
0038:   $174C ==  0  ;; integer values
004D: jump_if_false £Label0EB776
00D6: if  0
0118:   actor $174D dead
004D: jump_if_false £Label0EB736
0164: disable_marker $174F
0008: $1726 +=  1  ;; integer values
0084: $17DF = $174D  ;; integer values and handles
0050: gosub £Label0ED527
0004: $174C =  1  ;; integer values
0002: jump £Label0EB776

:Label0EB736
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EB757
0084: $17B5 = $174D  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EB757
00D6: if  0
0118:   actor $17DA dead
004D: jump_if_false £Label0EB776
0084: $17B3 = $174D  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EB776
0051: return

:Label0EB778
00D6: if  0
0123:   actor $17B5 spotted_player $PLAYER_CHAR
004D: jump_if_false £Label0EB7F7
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0EB7F7
00D6: if  0
0038:   $1724 ==  0  ;; integer values
004D: jump_if_false £Label0EB7F7
00D6: if  0
02B3:   player $PLAYER_CHAR in_cube -936.42  109.11  13.0 -873.118  45.222  18.0 radius  30.0 sphere  0
004D: jump_if_false £Label0EB7F0
0004: $1723 =  0  ;; integer values
0002: jump £Label0EB7F7

:Label0EB7F0
0004: $1723 =  1  ;; integer values

:Label0EB7F7
0051: return

:Label0EB7F9
00D6: if  0
0038:   $17DC ==  10  ;; integer values
004D: jump_if_false £Label0EB870
00D6: if  0
0038:   $1750 ==  0  ;; integer values
004D: jump_if_false £Label0EB870
00D6: if  0
0118:   actor $1751 dead
004D: jump_if_false £Label0EB851
0008: $1727 +=  1  ;; integer values
0084: $17DF = $1751  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1750 =  1  ;; integer values
0002: jump £Label0EB870

:Label0EB851
00D6: if  0
0118:   actor $17C7 dead
004D: jump_if_false £Label0EB870
0084: $17B4 = $1751  ;; integer values and handles
0050: gosub £Label0ED01C

:Label0EB870
00D6: if  0
0038:   $17DC ==  11  ;; integer values
004D: jump_if_false £Label0EB8E7
00D6: if  0
0038:   $1753 ==  0  ;; integer values
004D: jump_if_false £Label0EB8E7
00D6: if  0
0118:   actor $1754 dead
004D: jump_if_false £Label0EB8C8
0008: $1727 +=  1  ;; integer values
0084: $17DF = $1754  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1753 =  1  ;; integer values
0002: jump £Label0EB8E7

:Label0EB8C8
00D6: if  0
0118:   actor $17C8 dead
004D: jump_if_false £Label0EB8E7
0084: $17B4 = $1754  ;; integer values and handles
0050: gosub £Label0ED01C

:Label0EB8E7
00D6: if  0
0038:   $17DC ==  12  ;; integer values
004D: jump_if_false £Label0EB95E
00D6: if  0
0038:   $1756 ==  0  ;; integer values
004D: jump_if_false £Label0EB95E
00D6: if  0
0118:   actor $1757 dead
004D: jump_if_false £Label0EB93F
0008: $1727 +=  1  ;; integer values
0084: $17DF = $1757  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1756 =  1  ;; integer values
0002: jump £Label0EB95E

:Label0EB93F
00D6: if  0
0118:   actor $17C9 dead
004D: jump_if_false £Label0EB95E
0084: $17B4 = $1757  ;; integer values and handles
0050: gosub £Label0ED01C

:Label0EB95E
00D6: if  0
0038:   $17DC ==  13  ;; integer values
004D: jump_if_false £Label0EB9D5
00D6: if  0
0038:   $1759 ==  0  ;; integer values
004D: jump_if_false £Label0EB9D5
00D6: if  0
0118:   actor $175A dead
004D: jump_if_false £Label0EB9B6
0008: $1727 +=  1  ;; integer values
0084: $17DF = $175A  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1759 =  1  ;; integer values
0002: jump £Label0EB9D5

:Label0EB9B6
00D6: if  0
0118:   actor $17CA dead
004D: jump_if_false £Label0EB9D5
0084: $17B4 = $175A  ;; integer values and handles
0050: gosub £Label0ED01C

:Label0EB9D5
00D6: if  0
0038:   $17DC ==  14  ;; integer values
004D: jump_if_false £Label0EBA4C
00D6: if  0
0038:   $175C ==  0  ;; integer values
004D: jump_if_false £Label0EBA4C
00D6: if  0
0118:   actor $175D dead
004D: jump_if_false £Label0EBA2D
0008: $1727 +=  1  ;; integer values
0084: $17DF = $175D  ;; integer values and handles
0050: gosub £Label0ED527
0004: $175C =  1  ;; integer values
0002: jump £Label0EBA4C

:Label0EBA2D
00D6: if  0
0118:   actor $17CB dead
004D: jump_if_false £Label0EBA4C
0084: $17B4 = $175D  ;; integer values and handles
0050: gosub £Label0ED01C

:Label0EBA4C
00D6: if  0
0038:   $17DC ==  15  ;; integer values
004D: jump_if_false £Label0EBAC3
00D6: if  0
0038:   $175F ==  0  ;; integer values
004D: jump_if_false £Label0EBAC3
00D6: if  0
0118:   actor $1760 dead
004D: jump_if_false £Label0EBAA4
0008: $1727 +=  1  ;; integer values
0084: $17DF = $1760  ;; integer values and handles
0050: gosub £Label0ED527
0004: $175F =  1  ;; integer values
0002: jump £Label0EBAC3

:Label0EBAA4
00D6: if  0
0118:   actor $17CC dead
004D: jump_if_false £Label0EBAC3
0084: $17B4 = $1760  ;; integer values and handles
0050: gosub £Label0ED01C

:Label0EBAC3
00D6: if  0
0038:   $17DC ==  16  ;; integer values
004D: jump_if_false £Label0EBB3A
00D6: if  0
0038:   $1762 ==  0  ;; integer values
004D: jump_if_false £Label0EBB3A
00D6: if  0
0118:   actor $1763 dead
004D: jump_if_false £Label0EBB1B
0008: $1727 +=  1  ;; integer values
0084: $17DF = $1763  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1762 =  1  ;; integer values
0002: jump £Label0EBB3A

:Label0EBB1B
00D6: if  0
0118:   actor $17CD dead
004D: jump_if_false £Label0EBB3A
0084: $17B4 = $1763  ;; integer values and handles
0050: gosub £Label0ED01C

:Label0EBB3A
00D6: if  0
0038:   $17DC ==  17  ;; integer values
004D: jump_if_false £Label0EBBB1
00D6: if  0
0038:   $1765 ==  0  ;; integer values
004D: jump_if_false £Label0EBBB1
00D6: if  0
0118:   actor $1766 dead
004D: jump_if_false £Label0EBB92
0008: $1727 +=  1  ;; integer values
0084: $17DF = $1766  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1765 =  1  ;; integer values
0002: jump £Label0EBBB1

:Label0EBB92
00D6: if  0
0118:   actor $17CE dead
004D: jump_if_false £Label0EBBB1
0084: $17B4 = $1766  ;; integer values and handles
0050: gosub £Label0ED01C

:Label0EBBB1
00D6: if  0
0038:   $17DC ==  18  ;; integer values
004D: jump_if_false £Label0EBC28
00D6: if  0
0038:   $1768 ==  0  ;; integer values
004D: jump_if_false £Label0EBC28
00D6: if  0
0118:   actor $1769 dead
004D: jump_if_false £Label0EBC09
0008: $1727 +=  1  ;; integer values
0084: $17DF = $1769  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1768 =  1  ;; integer values
0002: jump £Label0EBC28

:Label0EBC09
00D6: if  0
0118:   actor $17CF dead
004D: jump_if_false £Label0EBC28
0084: $17B4 = $1769  ;; integer values and handles
0050: gosub £Label0ED01C

:Label0EBC28
00D6: if  0
0038:   $17DC ==  19  ;; integer values
004D: jump_if_false £Label0EBC9F
00D6: if  0
0038:   $176B ==  0  ;; integer values
004D: jump_if_false £Label0EBC9F
00D6: if  0
0118:   actor $176C dead
004D: jump_if_false £Label0EBC80
0008: $1727 +=  1  ;; integer values
0084: $17DF = $176C  ;; integer values and handles
0050: gosub £Label0ED527
0004: $176B =  1  ;; integer values
0002: jump £Label0EBC9F

:Label0EBC80
00D6: if  0
0118:   actor $17D0 dead
004D: jump_if_false £Label0EBC9F
0084: $17B4 = $176C  ;; integer values and handles
0050: gosub £Label0ED01C

:Label0EBC9F
0051: return

:Label0EBCA1
00D6: if  0
0038:   $1778 ==  0  ;; integer values
004D: jump_if_false £Label0EBD95
00A5: $176F = create_car #BURRITO at $1771 $1772 $1773
0175: set_car $176F z_angle_to  275.73
0129: $177A = create_actor  4 #CBA in_car $176F driverseat
01ED: reset_actor $177A flags
0187: $177C = create_marker_above_actor $177A
0243: set_actor $177A ped_stats_to  16
00A9: set_car $176F to_normal_driver
01C8: $177E = create_actor  4 #CBB in_car $176F passenger_seat  0
01ED: reset_actor $177E flags
0187: $1780 = create_marker_above_actor $177E
0243: set_actor $177E ped_stats_to  16
01C8: $1782 = create_actor  4 #CBA in_car $176F passenger_seat  1
01ED: reset_actor $1782 flags
0187: $1784 = create_marker_above_actor $1782
0243: set_actor $1782 ped_stats_to  16
01C8: $1786 = create_actor  4 #CBB in_car $176F passenger_seat  2
01ED: reset_actor $1786 flags
0187: $1788 = create_marker_above_actor $1786
0243: set_actor $1786 ped_stats_to  16
00A7: car $176F drive_to $1774 $1775 $1776
00AE: unknown_set_car $176F to_ignore_traffic_lights  2
00AD: set_car $176F max_speed_to  35.0
00BC: text_highpriority "HAM3_7"  5000 ms  1  ;; ~g~Look Out! The Cubans have brought reinforcements. Kill them all!!
0004: $17DC =  19  ;; integer values
0004: $1778 =  1  ;; integer values

:Label0EBD95
0051: return

:Label0EBD97
00D6: if  0
0038:   $1779 ==  0  ;; integer values
004D: jump_if_false £Label0EBF73
009A: $1791 = create_actor  4 #CBA at -862.426  59.084  8.38
0187: $1792 = create_marker_above_actor $1791
01ED: reset_actor $1791 flags
011A: set_actor $1791 flags  256
0243: set_actor $1791 ped_stats_to  16
0239: actor $1791 run_to $1789 $178A
0004: $1794 =  1  ;; integer values
009A: $1796 = create_actor  4 #CBB at -864.075  59.57  8.38
01ED: reset_actor $1796 flags
0187: $1798 = create_marker_above_actor $1796
011A: set_actor $1796 flags  256
0243: set_actor $1796 ped_stats_to  16
0239: actor $1796 run_to $1789 $178A
0004: $1799 =  1  ;; integer values
009A: $179B = create_actor  4 #CBA at -865.799  60.488  8.38
01ED: reset_actor $179B flags
0187: $179E = create_marker_above_actor $179B
011A: set_actor $179B flags  256
01B2: give_actor $179B weapon  10 ammo  1  ;; Load the weapon model before using this
0243: set_actor $179B ped_stats_to  16
0239: actor $179B run_to $1789 $178A
0004: $179D =  1  ;; integer values
009A: $17A0 = create_actor  4 #CBB at -868.311  61.519  8.38
01ED: reset_actor $17A0 flags
0187: $17A3 = create_marker_above_actor $17A0
011A: set_actor $17A0 flags  256
0243: set_actor $17A0 ped_stats_to  16
0239: actor $17A0 run_to $1789 $178A
0004: $17A2 =  1  ;; integer values
009A: $17A5 = create_actor  4 #CBA at -870.435  62.566  8.38
01ED: reset_actor $17A5 flags
0187: $17A8 = create_marker_above_actor $17A5
011A: set_actor $17A5 flags  256
0243: set_actor $17A5 ped_stats_to  16
0239: actor $17A5 run_to $1789 $178A
0004: $17A7 =  1  ;; integer values
009A: $17AA = create_actor  4 #CBB at -872.876  63.476  8.38
01ED: reset_actor $17AA flags
0187: $17AD = create_marker_above_actor $17AA
011A: set_actor $17AA flags  256
0243: set_actor $17AA ped_stats_to  16
0239: actor $17AA run_to $1789 $178A
0004: $17AC =  1  ;; integer values
00BC: text_highpriority "HAM3_7"  5000 ms  1  ;; ~g~Look Out! The Cubans have brought reinforcements. Kill them all!!
0004: $17DC =  23  ;; integer values
0004: $1779 =  1  ;; integer values

:Label0EBF73
0051: return

:Label0EBF75
00D6: if  0
0038:   $1770 ==  0  ;; integer values
004D: jump_if_false £Label0EC01F
00D6: if  0
0119:   car $176F wrecked
004D: jump_if_false £Label0EBFA5
0004: $1770 =  1  ;; integer values
0002: jump £Label0EC01F

:Label0EBFA5
00D6: if  0
0038:   $1777 ==  0  ;; integer values
004D: jump_if_false £Label0EC01F
00D6: if  0
01AF:   car $176F  0 ()near_point $1774 $1775 $1776 radius  3.0  3.0  3.0
004D: jump_if_false £Label0EBFF7
00AD: set_car $176F max_speed_to  0.0
00A9: set_car $176F to_normal_driver
0004: $1777 =  1  ;; integer values

:Label0EBFF7
00D6: if  0
0038:   $177B ==  0  ;; integer values
004D: jump_if_false £Label0EC010
0002: jump £Label0EC01F

:Label0EC010
00AD: set_car $176F max_speed_to  0.0
00A9: set_car $176F to_normal_driver

:Label0EC01F
00D6: if  0
0038:   $17DC ==  21  ;; integer values
004D: jump_if_false £Label0EC150
00D6: if  0
0038:   $177B ==  0  ;; integer values
004D: jump_if_false £Label0EC150
00D6: if  0
0118:   actor $177A dead
004D: jump_if_false £Label0EC07C
0164: disable_marker $177C
0008: $1726 +=  1  ;; integer values
0084: $17DF = $177A  ;; integer values and handles
0050: gosub £Label0ED527
0004: $177B =  1  ;; integer values
0002: jump £Label0EC150

:Label0EC07C
00D6: if  0
0038:   $1777 ==  1  ;; integer values
004D: jump_if_false £Label0EC0FE
00D6: if  0
0038:   $178C ==  0  ;; integer values
004D: jump_if_false £Label0EC0FE
00D6: if  0
00DF:   actor $177A driving
004D: jump_if_false £Label0EC0D7
00D9: $176F = actor $177A car
00D6: if  0
8119:   NOT   car $176F wrecked
004D: jump_if_false £Label0EC0D0
01D3: actor $177A leave_car $176F

:Label0EC0D0
0002: jump £Label0EC0FE

:Label0EC0D7
0084: $177D = $176C  ;; integer values and handles
00D6: if  0
8118:   NOT   actor $177D dead
004D: jump_if_false £Label0EC0F7
01C9: actor $177A kill_actor $177D

:Label0EC0F7
0004: $178C =  1  ;; integer values

:Label0EC0FE
00D6: if  0
0038:   $178C ==  1  ;; integer values
004D: jump_if_false £Label0EC12F
00D6: if  0
0118:   actor $177D dead
004D: jump_if_false £Label0EC12F
0084: $17B3 = $177A  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EC12F
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EC150
0084: $17B5 = $177A  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EC150
00D6: if  0
0038:   $17DC ==  22  ;; integer values
004D: jump_if_false £Label0EC2F5
00D6: if  0
0038:   $177F ==  0  ;; integer values
004D: jump_if_false £Label0EC2F5
00D6: if  0
0118:   actor $177E dead
004D: jump_if_false £Label0EC1AD
0164: disable_marker $1780
0008: $1726 +=  1  ;; integer values
0084: $17DF = $177E  ;; integer values and handles
0050: gosub £Label0ED527
0004: $177F =  1  ;; integer values
0002: jump £Label0EC2F5

:Label0EC1AD
00D6: if  0
0038:   $177B ==  1  ;; integer values
004D: jump_if_false £Label0EC221
00D6: if  0
0038:   $1770 ==  0  ;; integer values
004D: jump_if_false £Label0EC221
00D6: if  0
0038:   $178D ==  0  ;; integer values
004D: jump_if_false £Label0EC221
00D6: if  0
00DF:   actor $177E driving
004D: jump_if_false £Label0EC21A
00D9: $176F = actor $177E car
00D6: if  0
8119:   NOT   car $176F wrecked
004D: jump_if_false £Label0EC213
01D3: actor $177E leave_car $176F

:Label0EC213
0002: jump £Label0EC221

:Label0EC21A
0004: $178D =  1  ;; integer values

:Label0EC221
00D6: if  0
0038:   $1777 ==  1  ;; integer values
004D: jump_if_false £Label0EC2A3
00D6: if  0
0038:   $178D ==  0  ;; integer values
004D: jump_if_false £Label0EC2A3
00D6: if  0
00DF:   actor $177E driving
004D: jump_if_false £Label0EC27C
00D9: $176F = actor $177E car
00D6: if  0
8119:   NOT   car $176F wrecked
004D: jump_if_false £Label0EC275
01D3: actor $177E leave_car $176F

:Label0EC275
0002: jump £Label0EC2A3

:Label0EC27C
0084: $1781 = $1769  ;; integer values and handles
00D6: if  0
8118:   NOT   actor $1781 dead
004D: jump_if_false £Label0EC29C
01C9: actor $177E kill_actor $1781

:Label0EC29C
0004: $178D =  1  ;; integer values

:Label0EC2A3
00D6: if  0
0038:   $178D ==  1  ;; integer values
004D: jump_if_false £Label0EC2D4
00D6: if  0
0118:   actor $1781 dead
004D: jump_if_false £Label0EC2D4
0084: $17B3 = $177E  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EC2D4
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EC2F5
0084: $17B5 = $177E  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EC2F5
00D6: if  0
0038:   $17DC ==  23  ;; integer values
004D: jump_if_false £Label0EC49A
00D6: if  0
0038:   $1783 ==  0  ;; integer values
004D: jump_if_false £Label0EC49A
00D6: if  0
0118:   actor $1782 dead
004D: jump_if_false £Label0EC352
0164: disable_marker $1784
0008: $1726 +=  1  ;; integer values
0084: $17DF = $1782  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1783 =  1  ;; integer values
0002: jump £Label0EC49A

:Label0EC352
00D6: if  0
0038:   $177B ==  1  ;; integer values
004D: jump_if_false £Label0EC3E6
00D6: if  0
0038:   $1770 ==  0  ;; integer values
004D: jump_if_false £Label0EC3E6
00D6: if  0
0038:   $178E ==  0  ;; integer values
004D: jump_if_false £Label0EC3E6
00D6: if  0
00DF:   actor $1782 driving
004D: jump_if_false £Label0EC3BF
00D9: $176F = actor $1782 car
00D6: if  0
8119:   NOT   car $176F wrecked
004D: jump_if_false £Label0EC3B8
01D3: actor $1782 leave_car $176F

:Label0EC3B8
0002: jump £Label0EC3E6

:Label0EC3BF
0084: $1785 = $1766  ;; integer values and handles
00D6: if  0
8118:   NOT   actor $1785 dead
004D: jump_if_false £Label0EC3DF
01C9: actor $1782 kill_actor $1785

:Label0EC3DF
0004: $178E =  1  ;; integer values

:Label0EC3E6
00D6: if  0
0038:   $1777 ==  1  ;; integer values
004D: jump_if_false £Label0EC448
00D6: if  0
0038:   $178E ==  0  ;; integer values
004D: jump_if_false £Label0EC448
00D6: if  0
00DF:   actor $1782 driving
004D: jump_if_false £Label0EC441
00D9: $176F = actor $1782 car
00D6: if  0
8119:   NOT   car $176F wrecked
004D: jump_if_false £Label0EC43A
01D3: actor $1782 leave_car $176F

:Label0EC43A
0002: jump £Label0EC448

:Label0EC441
0004: $178E =  1  ;; integer values

:Label0EC448
00D6: if  0
0038:   $178E ==  1  ;; integer values
004D: jump_if_false £Label0EC479
00D6: if  0
0118:   actor $1785 dead
004D: jump_if_false £Label0EC479
0084: $17B3 = $1782  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EC479
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EC49A
0084: $17B5 = $1782  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EC49A
00D6: if  0
0038:   $17DC ==  24  ;; integer values
004D: jump_if_false £Label0EC63F
00D6: if  0
0038:   $1787 ==  0  ;; integer values
004D: jump_if_false £Label0EC63F
00D6: if  0
0118:   actor $1786 dead
004D: jump_if_false £Label0EC4F7
0164: disable_marker $1788
0008: $1726 +=  1  ;; integer values
0084: $17DF = $1786  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1787 =  1  ;; integer values
0002: jump £Label0EC63F

:Label0EC4F7
00D6: if  0
0038:   $177B ==  1  ;; integer values
004D: jump_if_false £Label0EC58B
00D6: if  0
0038:   $1770 ==  0  ;; integer values
004D: jump_if_false £Label0EC58B
00D6: if  0
0038:   $178F ==  0  ;; integer values
004D: jump_if_false £Label0EC58B
00D6: if  0
00DF:   actor $1786 driving
004D: jump_if_false £Label0EC564
00D9: $176F = actor $1786 car
00D6: if  0
8119:   NOT   car $176F wrecked
004D: jump_if_false £Label0EC55D
01D3: actor $1786 leave_car $176F

:Label0EC55D
0002: jump £Label0EC58B

:Label0EC564
0084: $1790 = $1766  ;; integer values and handles
00D6: if  0
8118:   NOT   actor $1790 dead
004D: jump_if_false £Label0EC584
01C9: actor $1786 kill_actor $1790

:Label0EC584
0004: $178F =  1  ;; integer values

:Label0EC58B
00D6: if  0
0038:   $1777 ==  1  ;; integer values
004D: jump_if_false £Label0EC5ED
00D6: if  0
0038:   $178F ==  0  ;; integer values
004D: jump_if_false £Label0EC5ED
00D6: if  0
00DF:   actor $1786 driving
004D: jump_if_false £Label0EC5E6
00D9: $176F = actor $1786 car
00D6: if  0
8119:   NOT   car $176F wrecked
004D: jump_if_false £Label0EC5DF
01D3: actor $1786 leave_car $176F

:Label0EC5DF
0002: jump £Label0EC5ED

:Label0EC5E6
0004: $178F =  1  ;; integer values

:Label0EC5ED
00D6: if  0
0038:   $178F ==  1  ;; integer values
004D: jump_if_false £Label0EC61E
00D6: if  0
0118:   actor $1790 dead
004D: jump_if_false £Label0EC61E
0084: $17B3 = $1786  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EC61E
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EC63F
0084: $17B5 = $1786  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EC63F
0051: return

:Label0EC641
00D6: if  0
0038:   $17DC ==  25  ;; integer values
004D: jump_if_false £Label0EC764
00D6: if  0
0038:   $1793 ==  0  ;; integer values
004D: jump_if_false £Label0EC764
00D6: if  0
0118:   actor $1791 dead
004D: jump_if_false £Label0EC69E
0164: disable_marker $1792
0008: $1726 +=  1  ;; integer values
0084: $17DF = $1791  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1793 =  1  ;; integer values
0002: jump £Label0EC764

:Label0EC69E
00D6: if  0
0038:   $1794 ==  1  ;; integer values
004D: jump_if_false £Label0EC6D9
00D6: if  0
00ED:   actor $1791  0 ()near_point_on_foot $1789 $178A radius  4.0  4.0
004D: jump_if_false £Label0EC6D9
0004: $1794 =  2  ;; integer values

:Label0EC6D9
00D6: if  0
0038:   $1794 ==  2  ;; integer values
004D: jump_if_false £Label0EC712
0084: $1795 = $1763  ;; integer values and handles
00D6: if  0
8118:   NOT   actor $1795 dead
004D: jump_if_false £Label0EC70B
01C9: actor $1791 kill_actor $1795

:Label0EC70B
0004: $1794 =  3  ;; integer values

:Label0EC712
00D6: if  0
0038:   $1794 ==  3  ;; integer values
004D: jump_if_false £Label0EC743
00D6: if  0
0118:   actor $1795 dead
004D: jump_if_false £Label0EC743
0084: $17B3 = $1791  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EC743
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EC764
0084: $17B5 = $1791  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EC764
00D6: if  0
0038:   $17DC ==  26  ;; integer values
004D: jump_if_false £Label0EC887
00D6: if  0
0038:   $1797 ==  0  ;; integer values
004D: jump_if_false £Label0EC887
00D6: if  0
0118:   actor $1796 dead
004D: jump_if_false £Label0EC7C1
0164: disable_marker $1798
0008: $1726 +=  1  ;; integer values
0084: $17DF = $1796  ;; integer values and handles
0050: gosub £Label0ED527
0004: $1797 =  1  ;; integer values
0002: jump £Label0EC887

:Label0EC7C1
00D6: if  0
0038:   $1799 ==  1  ;; integer values
004D: jump_if_false £Label0EC7FC
00D6: if  0
00ED:   actor $1796  0 ()near_point_on_foot $1789 $178A radius  4.0  4.0
004D: jump_if_false £Label0EC7FC
0004: $1799 =  2  ;; integer values

:Label0EC7FC
00D6: if  0
0038:   $1799 ==  2  ;; integer values
004D: jump_if_false £Label0EC835
0084: $179A = $1760  ;; integer values and handles
00D6: if  0
8118:   NOT   actor $179A dead
004D: jump_if_false £Label0EC82E
01C9: actor $1796 kill_actor $179A

:Label0EC82E
0004: $1799 =  3  ;; integer values

:Label0EC835
00D6: if  0
0038:   $1799 ==  3  ;; integer values
004D: jump_if_false £Label0EC866
00D6: if  0
0118:   actor $179A dead
004D: jump_if_false £Label0EC866
0084: $17B3 = $1796  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EC866
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EC887
0084: $17B5 = $1796  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EC887
00D6: if  0
0038:   $17DC ==  27  ;; integer values
004D: jump_if_false £Label0EC9AA
00D6: if  0
0038:   $179C ==  0  ;; integer values
004D: jump_if_false £Label0EC9AA
00D6: if  0
0118:   actor $179B dead
004D: jump_if_false £Label0EC8E4
0164: disable_marker $179E
0008: $1726 +=  1  ;; integer values
0084: $17DF = $179B  ;; integer values and handles
0050: gosub £Label0ED527
0004: $179C =  1  ;; integer values
0002: jump £Label0EC9AA

:Label0EC8E4
00D6: if  0
0038:   $179D ==  1  ;; integer values
004D: jump_if_false £Label0EC91F
00D6: if  0
00ED:   actor $179B  0 ()near_point_on_foot $1789 $178A radius  4.0  4.0
004D: jump_if_false £Label0EC91F
0004: $179D =  2  ;; integer values

:Label0EC91F
00D6: if  0
0038:   $179D ==  2  ;; integer values
004D: jump_if_false £Label0EC958
0084: $179F = $175D  ;; integer values and handles
00D6: if  0
8118:   NOT   actor $179F dead
004D: jump_if_false £Label0EC951
01C9: actor $179B kill_actor $179F

:Label0EC951
0004: $179D =  3  ;; integer values

:Label0EC958
00D6: if  0
0038:   $179D ==  3  ;; integer values
004D: jump_if_false £Label0EC989
00D6: if  0
0118:   actor $179F dead
004D: jump_if_false £Label0EC989
0084: $17B3 = $179B  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0EC989
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0EC9AA
0084: $17B5 = $179B  ;; integer values and handles
0050: gosub £Label0EB778

:Label0EC9AA
00D6: if  0
0038:   $17DC ==  28  ;; integer values
004D: jump_if_false £Label0ECACD
00D6: if  0
0038:   $17A1 ==  0  ;; integer values
004D: jump_if_false £Label0ECACD
00D6: if  0
0118:   actor $17A0 dead
004D: jump_if_false £Label0ECA07
0164: disable_marker $17A3
0008: $1726 +=  1  ;; integer values
0084: $17DF = $17A0  ;; integer values and handles
0050: gosub £Label0ED527
0004: $17A1 =  1  ;; integer values
0002: jump £Label0ECACD

:Label0ECA07
00D6: if  0
0038:   $17A2 ==  1  ;; integer values
004D: jump_if_false £Label0ECA42
00D6: if  0
00ED:   actor $17A0  0 ()near_point_on_foot $1789 $178A radius  4.0  4.0
004D: jump_if_false £Label0ECA42
0004: $17A2 =  2  ;; integer values

:Label0ECA42
00D6: if  0
0038:   $17A2 ==  2  ;; integer values
004D: jump_if_false £Label0ECA7B
0084: $17A4 = $175A  ;; integer values and handles
00D6: if  0
8118:   NOT   actor $17A4 dead
004D: jump_if_false £Label0ECA74
01C9: actor $17A0 kill_actor $17A4

:Label0ECA74
0004: $17A2 =  3  ;; integer values

:Label0ECA7B
00D6: if  0
0038:   $17A2 ==  3  ;; integer values
004D: jump_if_false £Label0ECAAC
00D6: if  0
0118:   actor $17A4 dead
004D: jump_if_false £Label0ECAAC
0084: $17B3 = $17A0  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0ECAAC
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0ECACD
0084: $17B5 = $17A0  ;; integer values and handles
0050: gosub £Label0EB778

:Label0ECACD
00D6: if  0
0038:   $17DC ==  29  ;; integer values
004D: jump_if_false £Label0ECBF0
00D6: if  0
0038:   $17A6 ==  0  ;; integer values
004D: jump_if_false £Label0ECBF0
00D6: if  0
0118:   actor $17A5 dead
004D: jump_if_false £Label0ECB2A
0164: disable_marker $17A8
0008: $1726 +=  1  ;; integer values
0084: $17DF = $17A5  ;; integer values and handles
0050: gosub £Label0ED527
0004: $17A6 =  1  ;; integer values
0002: jump £Label0ECBF0

:Label0ECB2A
00D6: if  0
0038:   $17A7 ==  1  ;; integer values
004D: jump_if_false £Label0ECB65
00D6: if  0
00ED:   actor $17A5  0 ()near_point_on_foot $1789 $178A radius  4.0  4.0
004D: jump_if_false £Label0ECB65
0004: $17A7 =  2  ;; integer values

:Label0ECB65
00D6: if  0
0038:   $17A7 ==  2  ;; integer values
004D: jump_if_false £Label0ECB9E
0084: $17A9 = $1757  ;; integer values and handles
00D6: if  0
8118:   NOT   actor $17A9 dead
004D: jump_if_false £Label0ECB97
01C9: actor $17A5 kill_actor $17A9

:Label0ECB97
0004: $17A7 =  3  ;; integer values

:Label0ECB9E
00D6: if  0
0038:   $17A7 ==  3  ;; integer values
004D: jump_if_false £Label0ECBCF
00D6: if  0
0118:   actor $17A9 dead
004D: jump_if_false £Label0ECBCF
0084: $17B3 = $17A5  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0ECBCF
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0ECBF0
0084: $17B5 = $17A5  ;; integer values and handles
0050: gosub £Label0EB778

:Label0ECBF0
00D6: if  0
0038:   $17DC ==  30  ;; integer values
004D: jump_if_false £Label0ECD13
00D6: if  0
0038:   $17AB ==  0  ;; integer values
004D: jump_if_false £Label0ECD13
00D6: if  0
0118:   actor $17AA dead
004D: jump_if_false £Label0ECC4D
0164: disable_marker $17AD
0008: $1726 +=  1  ;; integer values
0084: $17DF = $17AA  ;; integer values and handles
0050: gosub £Label0ED527
0004: $17AB =  1  ;; integer values
0002: jump £Label0ECD13

:Label0ECC4D
00D6: if  0
0038:   $17AC ==  1  ;; integer values
004D: jump_if_false £Label0ECC88
00D6: if  0
00ED:   actor $17AA  0 ()near_point_on_foot $1789 $178A radius  4.0  4.0
004D: jump_if_false £Label0ECC88
0004: $17AC =  2  ;; integer values

:Label0ECC88
00D6: if  0
0038:   $17AC ==  2  ;; integer values
004D: jump_if_false £Label0ECCC1
0084: $17AE = $1754  ;; integer values and handles
00D6: if  0
8118:   NOT   actor $17AE dead
004D: jump_if_false £Label0ECCBA
01C9: actor $17AA kill_actor $17AE

:Label0ECCBA
0004: $17AC =  3  ;; integer values

:Label0ECCC1
00D6: if  0
0038:   $17AC ==  3  ;; integer values
004D: jump_if_false £Label0ECCF2
00D6: if  0
0118:   actor $17AE dead
004D: jump_if_false £Label0ECCF2
0084: $17B3 = $17AA  ;; integer values and handles
0050: gosub £Label0ECD59

:Label0ECCF2
00D6: if  0
0038:   $1723 ==  0  ;; integer values
004D: jump_if_false £Label0ECD13
0084: $17B5 = $17AA  ;; integer values and handles
0050: gosub £Label0EB778

:Label0ECD13
0051: return

:Label0ECD15
00A0: store_actor $17BE position_to $17BF $17C0 $17C1
0509: unknown $17C5 = distance between point $17B6 $17B7 and point $17BF $17C0
00D6: if  0
0024:   $17BC > $17C5  ;; floating-point values only
004D: jump_if_false £Label0ECD57
0086: $17BC = $17C5  ;; floating-point values only
0084: $17BD = $17BE  ;; integer values and handles

:Label0ECD57
0051: return

:Label0ECD59
0005: $17BC =  50.0  ;; floating-point values
0004: $17BD = -1  ;; integer values
00A0: store_actor $17B3 position_to $17B6 $17B7 $17B8
00D6: if  0
8118:   NOT   actor $1751 dead
004D: jump_if_false £Label0ECD97
0084: $17BE = $1751  ;; integer values and handles
0050: gosub £Label0ECD15

:Label0ECD97
00D6: if  0
8118:   NOT   actor $1754 dead
004D: jump_if_false £Label0ECDB6
0084: $17BE = $1754  ;; integer values and handles
0050: gosub £Label0ECD15

:Label0ECDB6
00D6: if  0
8118:   NOT   actor $1757 dead
004D: jump_if_false £Label0ECDD5
0084: $17BE = $1757  ;; integer values and handles
0050: gosub £Label0ECD15

:Label0ECDD5
00D6: if  0
8118:   NOT   actor $175A dead
004D: jump_if_false £Label0ECDF4
0084: $17BE = $175A  ;; integer values and handles
0050: gosub £Label0ECD15

:Label0ECDF4
00D6: if  0
8118:   NOT   actor $175D dead
004D: jump_if_false £Label0ECE13
0084: $17BE = $175D  ;; integer values and handles
0050: gosub £Label0ECD15

:Label0ECE13
00D6: if  0
8118:   NOT   actor $1760 dead
004D: jump_if_false £Label0ECE32
0084: $17BE = $1760  ;; integer values and handles
0050: gosub £Label0ECD15

:Label0ECE32
00D6: if  0
8118:   NOT   actor $1763 dead
004D: jump_if_false £Label0ECE51
0084: $17BE = $1763  ;; integer values and handles
0050: gosub £Label0ECD15

:Label0ECE51
00D6: if  0
8118:   NOT   actor $1766 dead
004D: jump_if_false £Label0ECE70
0084: $17BE = $1766  ;; integer values and handles
0050: gosub £Label0ECD15

:Label0ECE70
00D6: if  0
8118:   NOT   actor $1769 dead
004D: jump_if_false £Label0ECE8F
0084: $17BE = $1769  ;; integer values and handles
0050: gosub £Label0ECD15

:Label0ECE8F
00D6: if  0
8118:   NOT   actor $176C dead
004D: jump_if_false £Label0ECEAE
0084: $17BE = $176C  ;; integer values and handles
0050: gosub £Label0ECD15

:Label0ECEAE
00D6: if  0
8038:   NOT   $17BD == -1  ;; integer values
004D: jump_if_false £Label0ECEC8
01C9: actor $17B3 kill_actor $17BD

:Label0ECEC8
00D6: if  0
003A:   $17B3 == $1729  ;; integer values and handles
004D: jump_if_false £Label0ECEE3
0084: $17D1 = $17BD  ;; integer values and handles

:Label0ECEE3
00D6: if  0
003A:   $17B3 == $172D  ;; integer values and handles
004D: jump_if_false £Label0ECEFE
0084: $17D2 = $17BD  ;; integer values and handles

:Label0ECEFE
00D6: if  0
003A:   $17B3 == $1731  ;; integer values and handles
004D: jump_if_false £Label0ECF19
0084: $17D3 = $17BD  ;; integer values and handles

:Label0ECF19
00D6: if  0
003A:   $17B3 == $1735  ;; integer values and handles
004D: jump_if_false £Label0ECF34
0084: $17D4 = $17BD  ;; integer values and handles

:Label0ECF34
00D6: if  0
003A:   $17B3 == $1739  ;; integer values and handles
004D: jump_if_false £Label0ECF4F
0084: $17D5 = $17BD  ;; integer values and handles

:Label0ECF4F
00D6: if  0
003A:   $17B3 == $173D  ;; integer values and handles
004D: jump_if_false £Label0ECF6A
0084: $17D6 = $17BD  ;; integer values and handles

:Label0ECF6A
00D6: if  0
003A:   $17B3 == $1741  ;; integer values and handles
004D: jump_if_false £Label0ECF85
0084: $17D7 = $17BD  ;; integer values and handles

:Label0ECF85
00D6: if  0
003A:   $17B3 == $1745  ;; integer values and handles
004D: jump_if_false £Label0ECFA0
0084: $17D8 = $17BD  ;; integer values and handles

:Label0ECFA0
00D6: if  0
003A:   $17B3 == $1749  ;; integer values and handles
004D: jump_if_false £Label0ECFBB
0084: $17D9 = $17BD  ;; integer values and handles

:Label0ECFBB
00D6: if  0
003A:   $17B3 == $174D  ;; integer values and handles
004D: jump_if_false £Label0ECFD6
0084: $17DA = $17BD  ;; integer values and handles

:Label0ECFD6
0051: return

:Label0ECFD8
00A0: store_actor $17BE position_to $17C2 $17C3 $17C4
0509: unknown $17C5 = distance between point $17B9 $17BA and point $17C2 $17C3
00D6: if  0
0024:   $17BC > $17C5  ;; floating-point values only
004D: jump_if_false £Label0ED01A
0086: $17BC = $17C5  ;; floating-point values only
0084: $17C6 = $17BE  ;; integer values and handles

:Label0ED01A
0051: return

:Label0ED01C
0005: $17BC =  50.0  ;; floating-point values
0004: $17C6 = -1  ;; integer values
00A0: store_actor $17B4 position_to $17B9 $17BA $17BB
00D6: if  0
8118:   NOT   actor $1729 dead
004D: jump_if_false £Label0ED05A
0084: $17BE = $1729  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED05A
00D6: if  0
8118:   NOT   actor $172D dead
004D: jump_if_false £Label0ED079
0084: $17BE = $172D  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED079
00D6: if  0
8118:   NOT   actor $1731 dead
004D: jump_if_false £Label0ED098
0084: $17BE = $1731  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED098
00D6: if  0
8118:   NOT   actor $1735 dead
004D: jump_if_false £Label0ED0B7
0084: $17BE = $1735  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED0B7
00D6: if  0
8118:   NOT   actor $1739 dead
004D: jump_if_false £Label0ED0D6
0084: $17BE = $1739  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED0D6
00D6: if  0
8118:   NOT   actor $173D dead
004D: jump_if_false £Label0ED0F5
0084: $17BE = $173D  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED0F5
00D6: if  0
8118:   NOT   actor $1741 dead
004D: jump_if_false £Label0ED114
0084: $17BE = $1741  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED114
00D6: if  0
8118:   NOT   actor $1745 dead
004D: jump_if_false £Label0ED133
0084: $17BE = $1745  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED133
00D6: if  0
8118:   NOT   actor $1749 dead
004D: jump_if_false £Label0ED152
0084: $17BE = $1749  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED152
00D6: if  0
8118:   NOT   actor $174D dead
004D: jump_if_false £Label0ED171
0084: $17BE = $174D  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED171
00D6: if  0
0038:   $1778 ==  1  ;; integer values
004D: jump_if_false £Label0ED1FF
00D6: if  0
8118:   NOT   actor $177A dead
004D: jump_if_false £Label0ED1A2
0084: $17BE = $177A  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED1A2
00D6: if  0
8118:   NOT   actor $177E dead
004D: jump_if_false £Label0ED1C1
0084: $17BE = $177E  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED1C1
00D6: if  0
8118:   NOT   actor $1782 dead
004D: jump_if_false £Label0ED1E0
0084: $17BE = $1782  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED1E0
00D6: if  0
8118:   NOT   actor $1786 dead
004D: jump_if_false £Label0ED1FF
0084: $17BE = $1786  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED1FF
00D6: if  0
0038:   $1779 ==  1  ;; integer values
004D: jump_if_false £Label0ED2CB
00D6: if  0
8118:   NOT   actor $1791 dead
004D: jump_if_false £Label0ED230
0084: $17BE = $1791  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED230
00D6: if  0
8118:   NOT   actor $1796 dead
004D: jump_if_false £Label0ED24F
0084: $17BE = $1796  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED24F
00D6: if  0
8118:   NOT   actor $179B dead
004D: jump_if_false £Label0ED26E
0084: $17BE = $179B  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED26E
00D6: if  0
8118:   NOT   actor $17A0 dead
004D: jump_if_false £Label0ED28D
0084: $17BE = $17A0  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED28D
00D6: if  0
8118:   NOT   actor $17A5 dead
004D: jump_if_false £Label0ED2AC
0084: $17BE = $17A5  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED2AC
00D6: if  0
8118:   NOT   actor $17AA dead
004D: jump_if_false £Label0ED2CB
0084: $17BE = $17AA  ;; integer values and handles
0050: gosub £Label0ECFD8

:Label0ED2CB
00D6: if  0
8038:   NOT   $17C6 == -1  ;; integer values
004D: jump_if_false £Label0ED2E5
01C9: actor $17B4 kill_actor $17C6

:Label0ED2E5
00D6: if  0
003A:   $17B4 == $1751  ;; integer values and handles
004D: jump_if_false £Label0ED300
0084: $17C7 = $17C6  ;; integer values and handles

:Label0ED300
00D6: if  0
003A:   $17B4 == $1754  ;; integer values and handles
004D: jump_if_false £Label0ED31B
0084: $17C8 = $17C6  ;; integer values and handles

:Label0ED31B
00D6: if  0
003A:   $17B4 == $1757  ;; integer values and handles
004D: jump_if_false £Label0ED336
0084: $17C9 = $17C6  ;; integer values and handles

:Label0ED336
00D6: if  0
003A:   $17B4 == $175A  ;; integer values and handles
004D: jump_if_false £Label0ED351
0084: $17CA = $17C6  ;; integer values and handles

:Label0ED351
00D6: if  0
003A:   $17B4 == $175D  ;; integer values and handles
004D: jump_if_false £Label0ED36C
0084: $17CB = $17C6  ;; integer values and handles

:Label0ED36C
00D6: if  0
003A:   $17B4 == $1760  ;; integer values and handles
004D: jump_if_false £Label0ED387
0084: $17CC = $17C6  ;; integer values and handles

:Label0ED387
00D6: if  0
003A:   $17B4 == $1763  ;; integer values and handles
004D: jump_if_false £Label0ED3A2
0084: $17CD = $17C6  ;; integer values and handles

:Label0ED3A2
00D6: if  0
003A:   $17B4 == $1766  ;; integer values and handles
004D: jump_if_false £Label0ED3BD
0084: $17CE = $17C6  ;; integer values and handles

:Label0ED3BD
00D6: if  0
003A:   $17B4 == $1769  ;; integer values and handles
004D: jump_if_false £Label0ED3D8
0084: $17CF = $17C6  ;; integer values and handles

:Label0ED3D8
00D6: if  0
003A:   $17B4 == $176C  ;; integer values and handles
004D: jump_if_false £Label0ED3F3
0084: $17D0 = $17C6  ;; integer values and handles

:Label0ED3F3
00D6: if  0
0038:   $1778 ==  1  ;; integer values
004D: jump_if_false £Label0ED471
00D6: if  0
003A:   $17B4 == $177A  ;; integer values and handles
004D: jump_if_false £Label0ED420
0084: $177D = $17C6  ;; integer values and handles

:Label0ED420
00D6: if  0
003A:   $17B4 == $177E  ;; integer values and handles
004D: jump_if_false £Label0ED43B
0084: $1781 = $17C6  ;; integer values and handles

:Label0ED43B
00D6: if  0
003A:   $17B4 == $1782  ;; integer values and handles
004D: jump_if_false £Label0ED456
0084: $1785 = $17C6  ;; integer values and handles

:Label0ED456
00D6: if  0
003A:   $17B4 == $1786  ;; integer values and handles
004D: jump_if_false £Label0ED471
0084: $1790 = $17C6  ;; integer values and handles

:Label0ED471
00D6: if  0
0038:   $1779 ==  1  ;; integer values
004D: jump_if_false £Label0ED525
00D6: if  0
003A:   $17B4 == $1791  ;; integer values and handles
004D: jump_if_false £Label0ED49E
0084: $1795 = $17C6  ;; integer values and handles

:Label0ED49E
00D6: if  0
003A:   $17B4 == $1796  ;; integer values and handles
004D: jump_if_false £Label0ED4B9
0084: $179A = $17C6  ;; integer values and handles

:Label0ED4B9
00D6: if  0
003A:   $17B4 == $179B  ;; integer values and handles
004D: jump_if_false £Label0ED4D4
0084: $179F = $17C6  ;; integer values and handles

:Label0ED4D4
00D6: if  0
003A:   $17B4 == $17A0  ;; integer values and handles
004D: jump_if_false £Label0ED4EF
0084: $17A4 = $17C6  ;; integer values and handles

:Label0ED4EF
00D6: if  0
003A:   $17B4 == $17A5  ;; integer values and handles
004D: jump_if_false £Label0ED50A
0084: $17A9 = $17C6  ;; integer values and handles

:Label0ED50A
00D6: if  0
003A:   $17B4 == $17AA  ;; integer values and handles
004D: jump_if_false £Label0ED525
0084: $17AE = $17C6  ;; integer values and handles

:Label0ED525
0051: return

:Label0ED527
00D6: if  0
02B3:   player $PLAYER_CHAR in_cube -936.42  109.11  13.0 -873.118  45.222  18.0 radius  30.0 sphere  0
004D: jump_if_false £Label0ED56A
0004: $17DD =  0  ;; integer values
0002: jump £Label0ED5D7

:Label0ED56A
00D6: if  0
0038:   $17DD ==  0  ;; integer values
004D: jump_if_false £Label0ED5D7
00D6: if  0
0118:   actor $17DF dead
004D: jump_if_false £Label0ED5D7
00D6: if  0
051A:   unknown_actor $17DF actor $PLAYER_ACTOR
004D: jump_if_false £Label0ED5D7
054E: $17DF
00D6: if  23
031D:   actor $17DF hit_by_weapon  46
031D:   actor $17DF hit_by_weapon  39
031D:   actor $17DF hit_by_weapon  40
031D:   actor $17DF hit_by_weapon  47
004D: jump_if_false £Label0ED5D7
0467: unknown_actor $17DF
0004: $17DD =  1  ;; integer values

:Label0ED5D7
0051: return
00D6: if  0
8118:   NOT   actor $1729 dead
004D: jump_if_false £Label0ED5F0
02A9: set_actor $1729 immune_to_nonplayer  1

:Label0ED5F0
00D6: if  0
8118:   NOT   actor $172D dead
004D: jump_if_false £Label0ED607
02A9: set_actor $172D immune_to_nonplayer  1

:Label0ED607
00D6: if  0
8118:   NOT   actor $1731 dead
004D: jump_if_false £Label0ED61E
02A9: set_actor $1731 immune_to_nonplayer  1

:Label0ED61E
00D6: if  0
8118:   NOT   actor $1735 dead
004D: jump_if_false £Label0ED635
02A9: set_actor $1735 immune_to_nonplayer  1

:Label0ED635
00D6: if  0
8118:   NOT   actor $1739 dead
004D: jump_if_false £Label0ED64C
02A9: set_actor $1739 immune_to_nonplayer  1

:Label0ED64C
00D6: if  0
8118:   NOT   actor $173D dead
004D: jump_if_false £Label0ED663
02A9: set_actor $173D immune_to_nonplayer  1

:Label0ED663
00D6: if  0
8118:   NOT   actor $1741 dead
004D: jump_if_false £Label0ED67A
02A9: set_actor $1741 immune_to_nonplayer  1

:Label0ED67A
00D6: if  0
8118:   NOT   actor $1745 dead
004D: jump_if_false £Label0ED691
02A9: set_actor $1745 immune_to_nonplayer  1

:Label0ED691
00D6: if  0
8118:   NOT   actor $1749 dead
004D: jump_if_false £Label0ED6A8
02A9: set_actor $1749 immune_to_nonplayer  1

:Label0ED6A8
00D6: if  0
8118:   NOT   actor $174D dead
004D: jump_if_false £Label0ED6BF
02A9: set_actor $174D immune_to_nonplayer  1

:Label0ED6BF
00D6: if  0
8118:   NOT   actor $1751 dead
004D: jump_if_false £Label0ED6D6
02A9: set_actor $1751 immune_to_nonplayer  1

:Label0ED6D6
00D6: if  0
8118:   NOT   actor $1754 dead
004D: jump_if_false £Label0ED6ED
02A9: set_actor $1754 immune_to_nonplayer  1

:Label0ED6ED
00D6: if  0
8118:   NOT   actor $1757 dead
004D: jump_if_false £Label0ED704
02A9: set_actor $1757 immune_to_nonplayer  1

:Label0ED704
00D6: if  0
8118:   NOT   actor $175A dead
004D: jump_if_false £Label0ED71B
02A9: set_actor $175A immune_to_nonplayer  1

:Label0ED71B
00D6: if  0
8118:   NOT   actor $175D dead
004D: jump_if_false £Label0ED732
02A9: set_actor $175D immune_to_nonplayer  1

:Label0ED732
00D6: if  0
8118:   NOT   actor $1760 dead
004D: jump_if_false £Label0ED749
02A9: set_actor $1760 immune_to_nonplayer  1

:Label0ED749
00D6: if  0
8118:   NOT   actor $1763 dead
004D: jump_if_false £Label0ED760
02A9: set_actor $1763 immune_to_nonplayer  1

:Label0ED760
00D6: if  0
8118:   NOT   actor $1766 dead
004D: jump_if_false £Label0ED777
02A9: set_actor $1766 immune_to_nonplayer  1

:Label0ED777
00D6: if  0
8118:   NOT   actor $1769 dead
004D: jump_if_false £Label0ED78E
02A9: set_actor $1769 immune_to_nonplayer  1

:Label0ED78E
00D6: if  0
8118:   NOT   actor $176C dead
004D: jump_if_false £Label0ED7A5
02A9: set_actor $176C immune_to_nonplayer  1

:Label0ED7A5
00D6: if  0
0038:   $1778 ==  1  ;; integer values
004D: jump_if_false £Label0ED813
00D6: if  0
8118:   NOT   actor $177A dead
004D: jump_if_false £Label0ED7CE
02A9: set_actor $177A immune_to_nonplayer  1

:Label0ED7CE
00D6: if  0
8118:   NOT   actor $177E dead
004D: jump_if_false £Label0ED7E5
02A9: set_actor $177E immune_to_nonplayer  1

:Label0ED7E5
00D6: if  0
8118:   NOT   actor $1782 dead
004D: jump_if_false £Label0ED7FC
02A9: set_actor $1782 immune_to_nonplayer  1

:Label0ED7FC
00D6: if  0
8118:   NOT   actor $1786 dead
004D: jump_if_false £Label0ED813
02A9: set_actor $1786 immune_to_nonplayer  1

:Label0ED813
00D6: if  0
0038:   $1779 ==  1  ;; integer values
004D: jump_if_false £Label0ED8AF
00D6: if  0
8118:   NOT   actor $1791 dead
004D: jump_if_false £Label0ED83C
02A9: set_actor $1791 immune_to_nonplayer  1

:Label0ED83C
00D6: if  0
8118:   NOT   actor $1796 dead
004D: jump_if_false £Label0ED853
02A9: set_actor $1796 immune_to_nonplayer  1

:Label0ED853
00D6: if  0
8118:   NOT   actor $179B dead
004D: jump_if_false £Label0ED86A
02A9: set_actor $179B immune_to_nonplayer  1

:Label0ED86A
00D6: if  0
8118:   NOT   actor $17A0 dead
004D: jump_if_false £Label0ED881
02A9: set_actor $17A0 immune_to_nonplayer  1

:Label0ED881
00D6: if  0
8118:   NOT   actor $17A5 dead
004D: jump_if_false £Label0ED898
02A9: set_actor $17A5 immune_to_nonplayer  1

:Label0ED898
00D6: if  0
8118:   NOT   actor $17AA dead
004D: jump_if_false £Label0ED8AF
02A9: set_actor $17AA immune_to_nonplayer  1

:Label0ED8AF
0051: return
00D6: if  0
8118:   NOT   actor $1729 dead
004D: jump_if_false £Label0ED8C8
02A9: set_actor $1729 immune_to_nonplayer  0

:Label0ED8C8
00D6: if  0
8118:   NOT   actor $172D dead
004D: jump_if_false £Label0ED8DF
02A9: set_actor $172D immune_to_nonplayer  0

:Label0ED8DF
00D6: if  0
8118:   NOT   actor $1731 dead
004D: jump_if_false £Label0ED8F6
02A9: set_actor $1731 immune_to_nonplayer  0

:Label0ED8F6
00D6: if  0
8118:   NOT   actor $1735 dead
004D: jump_if_false £Label0ED90D
02A9: set_actor $1735 immune_to_nonplayer  0

:Label0ED90D
00D6: if  0
8118:   NOT   actor $1739 dead
004D: jump_if_false £Label0ED924
02A9: set_actor $1739 immune_to_nonplayer  0

:Label0ED924
00D6: if  0
8118:   NOT   actor $173D dead
004D: jump_if_false £Label0ED93B
02A9: set_actor $173D immune_to_nonplayer  0

:Label0ED93B
00D6: if  0
8118:   NOT   actor $1741 dead
004D: jump_if_false £Label0ED952
02A9: set_actor $1741 immune_to_nonplayer  0

:Label0ED952
00D6: if  0
8118:   NOT   actor $1745 dead
004D: jump_if_false £Label0ED969
02A9: set_actor $1745 immune_to_nonplayer  0

:Label0ED969
00D6: if  0
8118:   NOT   actor $1749 dead
004D: jump_if_false £Label0ED980
02A9: set_actor $1749 immune_to_nonplayer  0

:Label0ED980
00D6: if  0
8118:   NOT   actor $174D dead
004D: jump_if_false £Label0ED997
02A9: set_actor $174D immune_to_nonplayer  0

:Label0ED997
00D6: if  0
8118:   NOT   actor $1751 dead
004D: jump_if_false £Label0ED9AE
02A9: set_actor $1751 immune_to_nonplayer  0

:Label0ED9AE
00D6: if  0
8118:   NOT   actor $1754 dead
004D: jump_if_false £Label0ED9C5
02A9: set_actor $1754 immune_to_nonplayer  0

:Label0ED9C5
00D6: if  0
8118:   NOT   actor $1757 dead
004D: jump_if_false £Label0ED9DC
02A9: set_actor $1757 immune_to_nonplayer  0

:Label0ED9DC
00D6: if  0
8118:   NOT   actor $175A dead
004D: jump_if_false £Label0ED9F3
02A9: set_actor $175A immune_to_nonplayer  0

:Label0ED9F3
00D6: if  0
8118:   NOT   actor $175D dead
004D: jump_if_false £Label0EDA0A
02A9: set_actor $175D immune_to_nonplayer  0

:Label0EDA0A
00D6: if  0
8118:   NOT   actor $1760 dead
004D: jump_if_false £Label0EDA21
02A9: set_actor $1760 immune_to_nonplayer  0

:Label0EDA21
00D6: if  0
8118:   NOT   actor $1763 dead
004D: jump_if_false £Label0EDA38
02A9: set_actor $1763 immune_to_nonplayer  0

:Label0EDA38
00D6: if  0
8118:   NOT   actor $1766 dead
004D: jump_if_false £Label0EDA4F
02A9: set_actor $1766 immune_to_nonplayer  0

:Label0EDA4F
00D6: if  0
8118:   NOT   actor $1769 dead
004D: jump_if_false £Label0EDA66
02A9: set_actor $1769 immune_to_nonplayer  0

:Label0EDA66
00D6: if  0
8118:   NOT   actor $176C dead
004D: jump_if_false £Label0EDA7D
02A9: set_actor $176C immune_to_nonplayer  0

:Label0EDA7D
00D6: if  0
0038:   $1778 ==  1  ;; integer values
004D: jump_if_false £Label0EDAD4
00D6: if  0
8118:   NOT   actor $177A dead
004D: jump_if_false £Label0EDAA6
02A9: set_actor $177A immune_to_nonplayer  0

:Label0EDAA6
00D6: if  0
8118:   NOT   actor $1782 dead
004D: jump_if_false £Label0EDABD
02A9: set_actor $1782 immune_to_nonplayer  0

:Label0EDABD
00D6: if  0
8118:   NOT   actor $1786 dead
004D: jump_if_false £Label0EDAD4
02A9: set_actor $1786 immune_to_nonplayer  0

:Label0EDAD4
00D6: if  0
0038:   $1779 ==  1  ;; integer values
004D: jump_if_false £Label0EDB59
00D6: if  0
8118:   NOT   actor $1791 dead
004D: jump_if_false £Label0EDAFD
02A9: set_actor $1791 immune_to_nonplayer  0

:Label0EDAFD
00D6: if  0
8118:   NOT   actor $179B dead
004D: jump_if_false £Label0EDB14
02A9: set_actor $179B immune_to_nonplayer  0

:Label0EDB14
00D6: if  0
8118:   NOT   actor $17A0 dead
004D: jump_if_false £Label0EDB2B
02A9: set_actor $17A0 immune_to_nonplayer  0

:Label0EDB2B
00D6: if  0
8118:   NOT   actor $17A5 dead
004D: jump_if_false £Label0EDB42
02A9: set_actor $17A5 immune_to_nonplayer  0

:Label0EDB42
00D6: if  0
8118:   NOT   actor $17AA dead
004D: jump_if_false £Label0EDB59
02A9: set_actor $17AA immune_to_nonplayer  0

:Label0EDB59
0051: return

;-------------Mission 63---------------
; Originally: Love Juice


:Label0EDB5B
03A4: name_thread "ROCKB1"
0050: gosub £Label0EDBA7
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0EDB80
0050: gosub £Label0EF739

:Label0EDB80
0050: gosub £Label0EF78C
004E: end_thread
0005: $1800 =  0.0  ;; floating-point values
0005: $1801 =  0.0  ;; floating-point values
0005: $1802 =  0.0  ;; floating-point values

:Label0EDBA7
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0004: $17E2 =  0  ;; integer values
0004: $17E3 =  0  ;; integer values
0004: $17E7 =  0  ;; integer values
0005: $17EB = -513.988  ;; floating-point values
0005: $17EC =  1133.143  ;; floating-point values
0005: $17ED =  10.08  ;; floating-point values
0004: $17EF =  0  ;; integer values
0004: $17F1 =  0  ;; integer values
0004: $17E9 =  0  ;; integer values
0004: $17F3 =  0  ;; integer values
0004: $17F6 =  0  ;; integer values
0005: $17F7 =  0.0  ;; floating-point values
0005: $17F8 =  0.0  ;; floating-point values
0005: $17F9 =  0.0  ;; floating-point values
0004: $17FB =  0  ;; integer values
0004: $17FC =  0  ;; integer values
0004: $17FE =  91000  ;; integer values
0004: $17FF =  0  ;; integer values
0004: $1803 =  0  ;; integer values
0004: $1805 =  0  ;; integer values
0004: $1806 =  0  ;; integer values
0004: $1807 =  0  ;; integer values
0004: $1808 =  0  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "ROCK1"
058E: set_restart_mission_taxi_destination -860.688  1169.914  9.997  185.46
023C: load_special_actor  1 "CSDICK"
023C: load_special_actor  2 "CSJEZZ"
023C: load_special_actor  3 "CSKENT"
023C: load_special_actor  4 "CSPERCY"
023C: load_special_actor  5 "CSPLAY"
04BB: select_interiour  9  ;; select render area
03CB: set_camera -879.75  1157.77  17.81
04F9: interiour_colors  17  0
038B: load_requested_models

:Label0EDCE3
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label0EDD0D
0001: wait  0 ms
0002: jump £Label0EDCE3

:Label0EDD0D
02E4: load_cutscene_data "ROK_1"
0244: set_cutscene_pos -879.823  1158.479  16.776
041D: set_camera_near_clip  .1
02E5: $AB = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $AB "CSDICK"
02E5: $AC = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $AC "CSJEZZ"
02E5: $8E = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $8E "CSKENT"
02E5: $AD = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $AD "CSPERCY"
02E5: $7D = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $7D "CSPLAY"
0395: clear_area  1 at -871.9  1159.46 range  10.07  1.0
0055: put_player $PLAYER_CHAR at -871.9  1159.46  10.07
0171: set_player $PLAYER_CHAR z_angle_to  270.0
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0EDDDF
00D6: if  0
001A:    1056 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EDE02
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EDDDF

:Label0EDE02
00BC: text_highpriority "RBM1_A"  10000 ms  1  ;; AllllllllRrrighttt!

:Label0EDE11
00D6: if  0
001A:    5224 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EDE34
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EDE11

:Label0EDE34
00BC: text_highpriority "RBM1_B"  10000 ms  1  ;; Yessss! Brilliant, bloody brilliant!

:Label0EDE43
00D6: if  0
001A:    7304 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EDE66
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EDE43

:Label0EDE66
00BC: text_highpriority "RBM1_C"  10000 ms  1  ;; Hey, Tommy! Glad you could make it.

:Label0EDE75
00D6: if  0
001A:    9427 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EDE98
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EDE75

:Label0EDE98
00BC: text_highpriority "RBM1_D"  10000 ms  1  ;; Hey, you ever met Love Fist before?

:Label0EDEA7
00D6: if  0
001A:    11052 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EDECA
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EDEA7

:Label0EDECA
00BC: text_highpriority "RBM1_E"  10000 ms  1  ;; No, I haven't but I've always loved your music.

:Label0EDED9
00D6: if  0
001A:    12782 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EDEFC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EDED9

:Label0EDEFC
00BC: text_highpriority "RBM1_F"  10000 ms  1  ;; Let me introduce you to the band.

:Label0EDF0B
00D6: if  0
001A:    14396 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EDF2E
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EDF0B

:Label0EDF2E
00BC: text_highpriority "RBM1_G"  10000 ms  1  ;; This is Percy, Dick, and Willy's in the kaze, and that was Jezz in the booth earlier,

:Label0EDF3D
00D6: if  0
001A:    18961 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EDF60
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EDF3D

:Label0EDF60
00BC: text_highpriority "RBM1_H"  10000 ms  1  ;; and guys, I want you to meet a good friend of mine.

:Label0EDF6F
00D6: if  0
001A:    21292 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EDF92
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EDF6F

:Label0EDF92
00BC: text_highpriority "RBM1_I"  10000 ms  1  ;; This is Tommy. We go way back.

:Label0EDFA1
00D6: if  0
001A:    22918 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EDFC4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EDFA1

:Label0EDFC4
00BC: text_highpriority "RBM1_J"  10000 ms  1  ;; All right, pal.

:Label0EDFD3
00D6: if  0
001A:    24055 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EDFF6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EDFD3

:Label0EDFF6
00BC: text_highpriority "RBM1_K"  10000 ms  1  ;; And eh, what was your name again?

:Label0EE005
00D6: if  0
001A:    26610 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE028
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE005

:Label0EE028
00BC: text_highpriority "RBM1_L"  10000 ms  1  ;; Leave it out, Jezz you, remember -

:Label0EE037
00D6: if  0
001A:    28351 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE05A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE037

:Label0EE05A
00BC: text_highpriority "RBM1_M"  10000 ms  1  ;; don't be playing them games with me, mate,

:Label0EE069
00D6: if  0
001A:    29855 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE08C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE069

:Label0EE08C
00BC: text_highpriority "RBM1_N"  10000 ms  1  ;; I'm too crafty for that, sunshine!

:Label0EE09B
00D6: if  0
001A:    34583 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE0C0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE09B

:Label0EE0C0
00BC: text_highpriority "RBM1_O"  10000 ms  1  ;; You see, the thing is, Tom, the boys need some help.

:Label0EE0CF
00D6: if  0
001A:    38289 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE0F4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE0CF

:Label0EE0F4
00BC: text_highpriority "RBM1_P"  10000 ms  1  ;; They ain't too connected here, they don't have the old 'how's your father?'

:Label0EE103
00D6: if  0
001A:    41099 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE128
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE103

:Label0EE128
00BC: text_highpriority "RBM1_Q"  10000 ms  1  ;; We need some drugs, pal!

:Label0EE137
00D6: if  0
001A:    43119 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE15C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE137

:Label0EE15C
00BC: text_highpriority "RBM1_R"  10000 ms  1  ;; Gonna get on the old Love Fist fury, you know?!

:Label0EE16B
00D6: if  0
001A:    46114 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE190
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE16B

:Label0EE190
00BC: text_highpriority "RBM1_S"  10000 ms  1  ;; Well, this is Vice City, man. What's the problem?

:Label0EE19F
00D6: if  0
001A:    48332 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE1C4
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE19F

:Label0EE1C4
00BC: text_highpriority "RBM1_U"  10000 ms  1  ;; Love Juice, man!

:Label0EE1D3
00D6: if  0
001A:    49782 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE1F8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE1D3

:Label0EE1F8
00BC: text_highpriority "RBM1_T"  10000 ms  1  ;; We need Love Juice, man, you know?

:Label0EE207
00D6: if  0
001A:    52122 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE22C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE207

:Label0EE22C
00BC: text_highpriority "RBM1_V"  10000 ms  1  ;; Love Juice?

:Label0EE23B
00D6: if  0
001A:    53173 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE260
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE23B

:Label0EE260
00BC: text_highpriority "RBM1_W"  10000 ms  1  ;; Aye, two parts boomshine, 1 part trumpet, 5 fizz bombs and a liter of petrol.

:Label0EE26F
00D6: if  0
001A:    58523 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE294
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE26F

:Label0EE294
00BC: text_highpriority "RBM1_X"  10000 ms  1  ;; Can you help us out, pal?

:Label0EE2A3
00D6: if  0
001A:    59953 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE2C8
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE2A3

:Label0EE2C8
00BC: text_highpriority "RBM1_Y"  10000 ms  1  ;; Aw, it would really mean a lot to the boys.

:Label0EE2D7
00D6: if  0
001A:    61300 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE2FC
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE2D7

:Label0EE2FC
00BC: text_highpriority "RBM1_Z"  10000 ms  1  ;; You can do that for the boys, right?

:Label0EE30B
00D6: if  0
001A:    62839 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0EE330
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0EE30B

:Label0EE330
00BE: text_clear_all
016A: fade  0 ()  2000 ms

:Label0EE339
00D6: if  0
016B:   fading
004D: jump_if_false £Label0EE351
0001: wait  0 ms
0002: jump £Label0EE339

:Label0EE351
04BB: select_interiour  0  ;; select render area
04FA: reset_interior_colors  0
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
03CB: set_camera -871.9  1159.46  10.07
04E3: unknown_player $PLAYER_CHAR  3  60000
0247: request_model #BMYBB
0247: request_model #BUDDYSHOT
0247: request_model #STINGER
0247: request_model #PCJ600
023C: load_special_actor  6 "IGMERC"
0247: request_model #CELLPHONE

:Label0EE3B6
00D6: if  25
8248:   NOT   model #BUDDYSHOT available
8248:   NOT   model #STINGER available
8248:   NOT   model #PCJ600 available
823D:   NOT   special_actor  6 loaded
8248:   NOT   model #CELLPHONE available
8248:   NOT   model #BMYBB available
004D: jump_if_false £Label0EE3E8
0001: wait  0 ms
0002: jump £Label0EE3B6

:Label0EE3E8
018A: $17FD = create_checkpoint_at -867.8  1165.7  10.2
0164: disable_marker $17FD
0213: $17F5 = create_pickup -120 (BRIEFCASE) type  3 at $17F7 $17F8 $17F9
03DC: $17FA = create_marker_above_pickup $17F5
0164: disable_marker $17FA
0215: destroy_pickup $17F5
009A: $17E6 = create_actor  4 #BMYBB at  308.24 -621.28  8.9
0187: $17E8 = create_marker_above_actor $17E6
0164: disable_marker $17E8
009B: destroy_actor_instantly $17E6
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
00BC: text_highpriority "RBM1_12"  4000 ms  1  ;; ~g~Go and collect the 'Love Juice' ingredients from the dealer.
018A: $17EE = create_checkpoint_at $17EB $17EC $17ED

:Label0EE480
00D6: if  0
8038:   NOT   $17FC ==  1  ;; integer values
004D: jump_if_false £Label0EE961
0001: wait  0 ms
00D6: if  0
0038:   $17E9 ==  0  ;; integer values
004D: jump_if_false £Label0EE647
00D6: if  0
0038:   $17F1 ==  0  ;; integer values
004D: jump_if_false £Label0EE647
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $17EB $17EC $17ED radius  2.0  2.0  2.0
004D: jump_if_false £Label0EE581
00D6: if  21
04C9: $PLAYER_CHAR
04A8: $PLAYER_CHAR
004D: jump_if_false £Label0EE528
00D6: if  0
0038:   $17FF ==  0  ;; integer values
004D: jump_if_false £Label0EE521
00BC: text_highpriority "RBM1_14"  5000 ms  1  ;; ~g~You need a car or a motorcycle!
0004: $17FF =  1  ;; integer values

:Label0EE521
0002: jump £Label0EE57A

:Label0EE528
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot $17EB $17EC $17ED radius  2.0  2.0  2.0
004D: jump_if_false £Label0EE57A
00D6: if  0
0038:   $17FF ==  0  ;; integer values
004D: jump_if_false £Label0EE57A
00BC: text_highpriority "RBM1_14"  5000 ms  1  ;; ~g~You need a car or a motorcycle!
0004: $17FF =  1  ;; integer values

:Label0EE57A
0002: jump £Label0EE588

:Label0EE581
0004: $17FF =  0  ;; integer values

:Label0EE588
00D6: if  2
00FA:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_in_car $17EB $17EC $17ED radius  2.0  2.0  2.0
84C9:   NOT $PLAYER_CHAR
84A8:   NOT $PLAYER_CHAR
004D: jump_if_false £Label0EE640
00D6: if  0
0038:   $17EF ==  0  ;; integer values
004D: jump_if_false £Label0EE5E4
00BC: text_highpriority "HORN"  5000 ms  1  ;; ~g~Sound the horn.
0004: $17EF =  1  ;; integer values

:Label0EE5E4
00D6: if  1
0443:   player $PLAYER_CHAR in_a_car
0122:   player $PLAYER_CHAR pressing_horn
004D: jump_if_false £Label0EE639
00DA: $17F0 = player $PLAYER_CHAR car
00D6: if  0
8119:   NOT   car $17F0 wrecked
004D: jump_if_false £Label0EE618
020A: set_car $17F0 door_status_to  4

:Label0EE618
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0001: wait  500 ms
0050: gosub £Label0EF83D

:Label0EE639
0002: jump £Label0EE647

:Label0EE640
0004: $17EF =  0  ;; integer values

:Label0EE647
00D6: if  0
0038:   $17FB ==  1  ;; integer values
004D: jump_if_false £Label0EE672
00D6: if  0
0038:   $17F6 ==  0  ;; integer values
004D: jump_if_false £Label0EE672
0050: gosub £Label0EFD94

:Label0EE672
00D6: if  0
0038:   $17E9 ==  1  ;; integer values
004D: jump_if_false £Label0EE95A
00D6: if  0
0038:   $17E7 ==  0  ;; integer values
004D: jump_if_false £Label0EE95A
00D6: if  0
0118:   actor $17E6 dead
004D: jump_if_false £Label0EE781
0164: disable_marker $17E8
00D6: if  0
0038:   $17F1 ==  0  ;; integer values
004D: jump_if_false £Label0EE6DA
00BC: text_highpriority "RBM1_10"  5000 ms  1  ;; ~r~You idiot! You have destroyed the merchandise!
0002: jump £Label0EF739
0002: jump £Label0EE773

:Label0EE6DA
00D6: if  22
031D:   actor $17E6 hit_by_weapon  15
031D:   actor $17E6 hit_by_weapon  31
031D:   actor $17E6 hit_by_weapon  41
004D: jump_if_false £Label0EE717
00BC: text_highpriority "RBM1_10"  5000 ms  1  ;; ~r~You idiot! You have destroyed the merchandise!
0002: jump £Label0EF739
0002: jump £Label0EE773

:Label0EE717
00D6: if  0
056D:   unknown_actor $17E6 dead_but_active
004D: jump_if_false £Label0EE75D
04A5: unknown_store_dead_actor $17E6 position_to $17F7 $17F8 $17F9
0213: $17F5 = create_pickup -120 (BRIEFCASE) type  3 at $17F7 $17F8 $17F9
03DC: $17FA = create_marker_above_pickup $17F5
0004: $17FB =  1  ;; integer values
0002: jump £Label0EE773

:Label0EE75D
00BC: text_highpriority "RBM1_10"  5000 ms  1  ;; ~r~You idiot! You have destroyed the merchandise!
0002: jump £Label0EF739

:Label0EE773
0004: $17E7 =  1  ;; integer values
0002: jump £Label0EE95A

:Label0EE781
00D6: if  0
0038:   $17FB ==  0  ;; integer values
004D: jump_if_false £Label0EE7B9
00D6: if  0
04AD: $17E6
004D: jump_if_false £Label0EE7B9
00BC: text_highpriority "RBM1_10"  5000 ms  1  ;; ~r~You idiot! You have destroyed the merchandise!
0002: jump £Label0EF739

:Label0EE7B9
00D6: if  0
8118:   NOT   actor $17E6 dead
004D: jump_if_false £Label0EE95A
00D6: if  0
0038:   $17F1 ==  1  ;; integer values
004D: jump_if_false £Label0EE95A
00D6: if  0
82CB:   NOT   actor $17E6 bounding_sphere_visible
004D: jump_if_false £Label0EE82A
00D6: if  0
80FB:   NOT   player $PLAYER_CHAR  0 ()near_actor $17E6 radius  180.0  180.0  180.0
004D: jump_if_false £Label0EE82A
0164: disable_marker $17E8
00BC: text_highpriority "RBM1_15"  5000 ms  1  ;; ~r~You have lost the dealer, our cash and the drugs!
0002: jump £Label0EF739

:Label0EE82A
00D6: if  0
0038:   $1808 ==  0  ;; integer values
004D: jump_if_false £Label0EE86B
00D6: if  0
80DF:   NOT   actor $17E6 driving
004D: jump_if_false £Label0EE86B
00D6: if  0
02CB:   actor $17E6 bounding_sphere_visible
004D: jump_if_false £Label0EE86B
01CC: actor $17E6 kill_player $PLAYER_CHAR
0004: $1808 =  1  ;; integer values

:Label0EE86B
00D6: if  0
0038:   $17F3 ==  0  ;; integer values
004D: jump_if_false £Label0EE8D0
00D6: if  0
00DF:   actor $17E6 driving
004D: jump_if_false £Label0EE8D0
011C: actor $17E6 clear_objective
00D9: $17F4 = actor $17E6 car
0190: unknown_car $17F4
03CC: car $17F4 add_to_stuck_car_check  .1 =  2000
00AD: set_car $17F4 max_speed_to  40.0
00AE: unknown_set_car $17F4 to_ignore_traffic_lights  2
00A8: set_car $17F4 to_psycho_driver
0004: $1808 =  0  ;; integer values
0004: $17F3 =  1  ;; integer values

:Label0EE8D0
00D6: if  0
0038:   $17F3 ==  1  ;; integer values
004D: jump_if_false £Label0EE91B
00D6: if  0
8119:   NOT   car $17F4 wrecked
004D: jump_if_false £Label0EE91B
00D6: if  22
018F:   unknown_car_check $17F4
03CE:   car $17F4 stuck
0495:   unknown_car_check $17F4
004D: jump_if_false £Label0EE91B
01D3: actor $17E6 leave_car $17F4
0004: $1808 =  0  ;; integer values

:Label0EE91B
00D6: if  0
0038:   $17F3 ==  1  ;; integer values
004D: jump_if_false £Label0EE95A
00D6: if  0
80DF:   NOT   actor $17E6 driving
004D: jump_if_false £Label0EE95A
0191: unknown_car $17F4
03CD: car $17F4 remove_from_stuck_car_check
01C3: remove_references_to_car $17F4  ;; Like turning a car into any random car
0004: $1808 =  0  ;; integer values
0004: $17F3 =  0  ;; integer values

:Label0EE95A
0002: jump £Label0EE480

:Label0EE961
01C3: remove_references_to_car $17F4  ;; Like turning a car into any random car
01C2: remove_references_to_actor $17E6  ;; Like turning an actor into a random pedestrian
0006:  16@ =  0  ;; integer values
03CF: load_wav "MOBRING" as  1
03CF: load_wav "MOB_07A" as  2

:Label0EE98A
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0EE9A8
0001: wait  0 ms
0002: jump £Label0EE98A

:Label0EE9A8
00D6: if  0
001B:    3000 >  16@  ;; integer values
004D: jump_if_false £Label0EE9C6
0001: wait  0 ms
0002: jump £Label0EE9A8

:Label0EE9C6
03D1: play_wav  1

:Label0EE9CA
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0EE9E4
0001: wait  0 ms
0002: jump £Label0EE9CA

:Label0EE9E4
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
00D6: if  0
044B: (unknown) $PLAYER_ACTOR 
004D: jump_if_false £Label0EEA0E
052B: actor $PLAYER_ACTOR hold_cellphone  1
0001: wait  1250 ms

:Label0EEA0E
03CF: load_wav "MOB_07B" as  1
03D1: play_wav  2
00BC: text_highpriority "MOB_07A"  10000 ms  1  ;; Hey mate, the guys could do with some company, if you know what I mean...

:Label0EEA2D
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label0EEA47
0001: wait  0 ms
0002: jump £Label0EEA2D

:Label0EEA47
03D5: remove_text "MOB_07A"  ;; Hey mate, the guys could do with some company, if you know what I mean...

:Label0EEA51
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0EEA6B
0001: wait  0 ms
0002: jump £Label0EEA51

:Label0EEA6B
03D1: play_wav  1
00BC: text_highpriority "MOB_07B"  5000 ms  1  ;; I know just the girl.

:Label0EEA7E
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0EEA98
0001: wait  0 ms
0002: jump £Label0EEA7E

:Label0EEA98
03D5: remove_text "MOB_07B"  ;; I know just the girl.
00D6: if  0
044B: (unknown) $PLAYER_ACTOR 
004D: jump_if_false £Label0EEAB9
052B: actor $PLAYER_ACTOR hold_cellphone  0

:Label0EEAB9
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
00BC: text_highpriority "RBM1_1"  5000 ms  1  ;; ~g~Go and collect Mercedes from her apartment.
009A: $17E0 = create_actor  5 #SPECIAL06 at  297.849  289.728  16.64
01ED: reset_actor $17E0 flags
0173: set_actor $17E0 z_angle_to  270.0
0245: set_actor $17E0 walk_style_to  46
0446: (unknown) $17E0  0 
04F5: unknown_actor $17E0 kiss_player $PLAYER_CHAR on  1
0568: $17E0  1
018A: $17E4 = create_checkpoint_at  304.747  291.581  15.238
0004: $7B =  1  ;; integer values

:Label0EEB37
00D6: if  22
80FA:   NOT   player $PLAYER_CHAR stopped $7B near_point_in_car  304.747  291.581  15.238 radius  3.0  3.0  4.0
8443:   NOT   player $PLAYER_CHAR in_a_car
0038:   $1805 ==  0  ;; integer values
004D: jump_if_false £Label0EECBD
0001: wait  0 ms
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EEBAC
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0004: $7B =  0  ;; integer values
0002: jump £Label0EF739

:Label0EEBAC
00D6: if  21
04A8: $PLAYER_CHAR
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER
004D: jump_if_false £Label0EEBD2
0004: $1805 =  0  ;; integer values
0002: jump £Label0EEBD9

:Label0EEBD2
0004: $1805 =  1  ;; integer values

:Label0EEBD9
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point  304.747  291.581  15.238 radius  3.0  3.0  4.0
004D: jump_if_false £Label0EECAF
00D6: if  21
04A8: $PLAYER_CHAR
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER
004D: jump_if_false £Label0EEC50
00D6: if  0
0038:   $1803 ==  0  ;; integer values
004D: jump_if_false £Label0EEC49
00BC: text_highpriority "RBM1_14"  5000 ms  1  ;; ~g~You need a car or a motorcycle!
0004: $1803 =  1  ;; integer values

:Label0EEC49
0002: jump £Label0EECA8

:Label0EEC50
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  304.747  291.581  15.238 radius  3.0  3.0  4.0
004D: jump_if_false £Label0EECA8
00D6: if  0
0038:   $1803 ==  0  ;; integer values
004D: jump_if_false £Label0EECA8
00BC: text_highpriority "RBM1_14"  5000 ms  1  ;; ~g~You need a car or a motorcycle!
0004: $1803 =  1  ;; integer values

:Label0EECA8
0002: jump £Label0EECB6

:Label0EECAF
0004: $1803 =  0  ;; integer values

:Label0EECB6
0002: jump £Label0EEB37

:Label0EECBD
0164: disable_marker $17E4
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
00DA: $17E5 = player $PLAYER_CHAR car
039E: (unknown) $PLAYER_ACTOR  1 
0395: clear_area  0 at  297.02  299.427 range  17.47  1.0
015F: set_camera_position  297.02  299.427  17.47  0.0  0.0  0.0
0160: point_camera  297.473  298.532  17.43  2
00D6: if  0
0119:   car $17E5 wrecked
004D: jump_if_false £Label0EED53
0002: jump £Label0EF739
0002: jump £Label0EED8F

:Label0EED53
00D6: if  0
8118:   NOT   actor $17E0 dead
004D: jump_if_false £Label0EED72
01D4: actor $17E0 go_to_car $17E5 and_enter_it_as_a_passenger
0002: jump £Label0EED8F

:Label0EED72
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0002: jump £Label0EF739

:Label0EED8F
03CF: load_wav "ROK1_5" as  1
03CF: load_wav "ROK1_6" as  2

:Label0EEDA7
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0EEE3D
0001: wait  0 ms
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EEDEB
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0002: jump £Label0EF739

:Label0EEDEB
00D6: if  0
0119:   car $17E5 wrecked
004D: jump_if_false £Label0EEE36
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EEE2F
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0002: jump £Label0EF739
0002: jump £Label0EEE36

:Label0EEE2F
0002: jump £Label0EF739

:Label0EEE36
0002: jump £Label0EEDA7

:Label0EEE3D
03D1: play_wav  1
00BC: text_highpriority "ROK1_5"  5000 ms  1  ;; Hey, Mercedes!

:Label0EEE50
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0EEEE2
0001: wait  0 ms
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EEE90
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0002: jump £Label0EF739

:Label0EEE90
00D6: if  0
0119:   car $17E5 wrecked
004D: jump_if_false £Label0EEEDB
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EEED4
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0002: jump £Label0EF739
0002: jump £Label0EEEDB

:Label0EEED4
0002: jump £Label0EF739

:Label0EEEDB
0002: jump £Label0EEE50

:Label0EEEE2
03D5: remove_text "ROK1_5"  ;; Hey, Mercedes!
03CF: load_wav "ROK1_7" as  1
03D1: play_wav  2
00BC: text_highpriority "ROK1_6"  5000 ms  1  ;; Hiya, Tommy. And how are you?

:Label0EEF0B
00D6: if  21
83D2:   NOT   wav  2 ended
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0EEFA1
0001: wait  0 ms
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EEF4F
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0002: jump £Label0EF739

:Label0EEF4F
00D6: if  0
0119:   car $17E5 wrecked
004D: jump_if_false £Label0EEF9A
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EEF93
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0002: jump £Label0EF739
0002: jump £Label0EEF9A

:Label0EEF93
0002: jump £Label0EF739

:Label0EEF9A
0002: jump £Label0EEF0B

:Label0EEFA1
03D5: remove_text "ROK1_6"  ;; Hiya, Tommy. And how are you?
03CF: load_wav "ROK1_8" as  2
03D1: play_wav  1
00BC: text_highpriority "ROK1_7"  5000 ms  1  ;; Just fine. Listen, you fancy having Love Fist?

:Label0EEFCA
00D6: if  21
83D2:   NOT   wav  1 ended
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0EF060
0001: wait  0 ms
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EF00E
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0002: jump £Label0EF739

:Label0EF00E
00D6: if  0
0119:   car $17E5 wrecked
004D: jump_if_false £Label0EF059
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EF052
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0002: jump £Label0EF739
0002: jump £Label0EF059

:Label0EF052
0002: jump £Label0EF739

:Label0EF059
0002: jump £Label0EEFCA

:Label0EF060
03D5: remove_text "ROK1_7"  ;; Just fine. Listen, you fancy having Love Fist?
03D1: play_wav  2
00BC: text_highpriority "ROK1_8"  5000 ms  1  ;; Ok, but just as a favor I expect returned..

:Label0EF07D
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label0EF10F
0001: wait  0 ms
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EF0BD
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0002: jump £Label0EF739

:Label0EF0BD
00D6: if  0
0119:   car $17E5 wrecked
004D: jump_if_false £Label0EF108
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EF101
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0002: jump £Label0EF739
0002: jump £Label0EF108

:Label0EF101
0002: jump £Label0EF739

:Label0EF108
0002: jump £Label0EF07D

:Label0EF10F
03D5: remove_text "ROK1_8"  ;; Ok, but just as a favor I expect returned..

:Label0EF119
00D6: if  0
80DB:   NOT   actor $17E0 in_car $17E5
004D: jump_if_false £Label0EF1AF
0001: wait  0 ms
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EF15D
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0002: jump £Label0EF739

:Label0EF15D
00D6: if  0
0119:   car $17E5 wrecked
004D: jump_if_false £Label0EF1A8
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EF1A1
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0002: jump £Label0EF739
0002: jump £Label0EF1A8

:Label0EF1A1
0002: jump £Label0EF739

:Label0EF1A8
0002: jump £Label0EF119

:Label0EF1AF
00D6: if  0
8118:   NOT   actor $17E0 dead
004D: jump_if_false £Label0EF1D5
01DF: tie_actor $17E0 to_player $PLAYER_CHAR
0319: set_actor $17E0 wander_state_to  1 (off)
0002: jump £Label0EF1F2

:Label0EF1D5
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0002: jump £Label0EF739

:Label0EF1F2
0004: $17E2 =  1  ;; integer values
02A3: toggle_widescreen  0 (off)
039E: (unknown) $PLAYER_ACTOR  0 
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
00BC: text_highpriority "RBM1_13"  7000 ms  1  ;; ~g~Get the 'Love Juice' and Mercedes to the band before they are needed on stage.
018A: $17FD = create_checkpoint_at -867.8  1165.7  10.2
014E: set_timer_to $17FE type  1
0004: $7B =  1  ;; integer values

:Label0EF24C
00D6: if  0
8101:   NOT   actor $17E0 stopped_near_point -867.8  1165.7  10.2 radius  4.0  4.0  4.0 sphere $7B
004D: jump_if_false £Label0EF3B4
0001: wait  0 ms
00D6: if  0
0038:   $17E3 ==  0  ;; integer values
004D: jump_if_false £Label0EF385
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EF2C7
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0004: $17E3 =  1  ;; integer values
0002: jump £Label0EF739
0002: jump £Label0EF385

:Label0EF2C7
00D6: if  0
0038:   $17E2 ==  1  ;; integer values
004D: jump_if_false £Label0EF316
00D6: if  0
8320:   NOT   actor $17E0 in_range_of_player $PLAYER_CHAR
004D: jump_if_false £Label0EF316
0164: disable_marker $17FD
0187: $17E1 = create_marker_above_actor $17E0
00BC: text_highpriority "HEY"  5000 ms  1  ;; ~g~Don't go solo, keep your posse together!
0004: $7B =  0  ;; integer values
0004: $17E2 =  0  ;; integer values

:Label0EF316
00D6: if  0
0038:   $17E2 ==  0  ;; integer values
004D: jump_if_false £Label0EF385
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $17E0 radius  8.0  8.0
004D: jump_if_false £Label0EF385
0164: disable_marker $17E1
00BC: text_highpriority "RBM1_13"  7000 ms  1  ;; ~g~Get the 'Love Juice' and Mercedes to the band before they are needed on stage.
01DF: tie_actor $17E0 to_player $PLAYER_CHAR
018A: $17FD = create_checkpoint_at -867.8  1165.7  10.2
0004: $7B =  1  ;; integer values
0004: $17E2 =  1  ;; integer values

:Label0EF385
00D6: if  0
0038:   $17FE ==  0  ;; integer values
004D: jump_if_false £Label0EF3AD
00BC: text_highpriority "RBM1_7"  5000 ms  1  ;; ~r~You did not get the Love Juice in time!
0002: jump £Label0EF739

:Label0EF3AD
0002: jump £Label0EF24C

:Label0EF3B4
014F: stop_timer $17FE
0164: disable_marker $17FD
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)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EF404
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0002: jump £Label0EF739
0002: jump £Label0EF410

:Label0EF404
01E0: clear_leader $17E0
0245: set_actor $17E0 walk_style_to  46

:Label0EF410
015F: set_camera_position -874.13  1153.04  14.37  0.0  0.0  0.0
0160: point_camera -873.68  1153.89  14.1  2
03CF: load_wav "MERC_39" as  1

:Label0EF44F
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0EF48F
0001: wait  0 ms
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EF488
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0002: jump £Label0EF739

:Label0EF488
0002: jump £Label0EF44F

:Label0EF48F
00D6: if  0
8118:   NOT   actor $17E0 dead
004D: jump_if_false £Label0EF4BE
00D6: if  0
80DF:   NOT   actor $17E0 driving
004D: jump_if_false £Label0EF4B7
020F: actor $17E0 look_at_player $PLAYER_CHAR

:Label0EF4B7
0002: jump £Label0EF4D4

:Label0EF4BE
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0002: jump £Label0EF739

:Label0EF4D4
03D1: play_wav  1
00BC: text_highpriority "MERC_39"  5000 ms  1  ;; I'll see you later, big boy.

:Label0EF4E7
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0EF527
0001: wait  0 ms
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EF520
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0002: jump £Label0EF739

:Label0EF520
0002: jump £Label0EF4E7

:Label0EF527
03D5: remove_text "MERC_39"  ;; I'll see you later, big boy.
00D6: if  0
00DF:   actor $17E0 driving
004D: jump_if_false £Label0EF5C8
00D9: $1804 = actor $17E0 car
01D3: actor $17E0 leave_car $1804

:Label0EF551
00D6: if  0
00DF:   actor $17E0 driving
004D: jump_if_false £Label0EF5C8
0001: wait  0 ms
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EF58B
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0002: jump £Label0EF739

:Label0EF58B
00D6: if  0
0119:   car $1804 wrecked
004D: jump_if_false £Label0EF5C1
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EF5C1
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0002: jump £Label0EF739

:Label0EF5C1
0002: jump £Label0EF551

:Label0EF5C8
0211: actor $17E0 walk_to -873.33  1161.28
0006:  16@ =  0  ;; integer values

:Label0EF5DE
00D6: if  0
001B:    3000 >  16@  ;; integer values
004D: jump_if_false £Label0EF622
0001: wait  0 ms
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EF61B
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0002: jump £Label0EF739

:Label0EF61B
0002: jump £Label0EF5DE

:Label0EF622
0395: clear_area  0 at -872.9  1153.53 range  11.72  1.0
015F: set_camera_position -872.9  1153.53  11.72  0.0  0.0  0.0
0160: point_camera -873.31  1154.47  11.48  2
00D6: if  0
8118:   NOT   actor $17E0 dead
004D: jump_if_false £Label0EF6A2
009F: set_actor $17E0 objective_to-1
00A1: put_actor $17E0 at -872.4  1159.86  10.09
011C: actor $17E0 clear_objective
0002: jump £Label0EF6B8

:Label0EF6A2
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0002: jump £Label0EF739

:Label0EF6B8
0211: actor $17E0 walk_to -883.26  1159.3
0006:  17@ =  0  ;; integer values

:Label0EF6CE
00D6: if  0
001B:    2500 >  17@  ;; integer values
004D: jump_if_false £Label0EF712
0001: wait  0 ms
00D6: if  0
0118:   actor $17E0 dead
004D: jump_if_false £Label0EF70B
00BC: text_highpriority "RBM1_8"  5000 ms  1  ;; ~r~Mercedes is dead!
0002: jump £Label0EF739

:Label0EF70B
0002: jump £Label0EF6CE

:Label0EF712
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
02EB: restore_camera_with_jumpcut
009B: destroy_actor_instantly $17E0
0002: jump £Label0EF74A

:Label0EF739
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0EF74A
0004: $PASSED_ROCK1_LOVE_JUICE =  1  ;; integer values
0318: set_latest_mission_passed "ROCK_1"  ;; Love Juice
030C: set_mission_points +=  1
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS"  2000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  2000
004F: create_thread ££Label00E097 
0051: return

:Label0EF78C
0004: $ONMISSION =  0  ;; integer values
01EB: set_car_density_to  1.0
00D6: if  0
8119:   NOT   car $17F4 wrecked
004D: jump_if_false £Label0EF7B4
0191: unknown_car $17F4
03CD: car $17F4 remove_from_stuck_car_check

:Label0EF7B4
00D6: if  0
8118:   NOT   actor $17E0 dead
004D: jump_if_false £Label0EF7C9
034F: destroy_actor_with_fade $17E0  ;; The actor fades away like a ghost

:Label0EF7C9
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £Label0EF7F0
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0EF7F0
052B: actor $PLAYER_ACTOR hold_cellphone  0

:Label0EF7F0
0164: disable_marker $17E1
0164: disable_marker $17EE
0164: disable_marker $17E4
0164: disable_marker $17FD
0164: disable_marker $17FA
0164: disable_marker $17E8
014F: stop_timer $17FE
0215: destroy_pickup $17F5
0249: release_model #BMYBB
0249: release_model #BUDDYSHOT
0249: release_model #STINGER
0249: release_model #PCJ600
0249: release_model #CELLPHONE
0296: unload_special_actor  6
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0EF83D
02A3: toggle_widescreen  1 (on)
00DA: $17F0 = player $PLAYER_CHAR car
03D5: remove_text "HORN"  ;; ~g~Sound the horn.
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0396:  1 (set) useless_flag
0164: disable_marker $17EE
03CF: load_wav "ROK1_9" as  1
03CF: load_wav "ROK1_1A" as  2

:Label0EF87C
00D6: if  21
83D0:   NOT   wav  2 loaded
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0EF89A
0001: wait  0 ms
0002: jump £Label0EF87C

:Label0EF89A
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
015F: set_camera_position -504.261  1131.601  14.157  0.0  0.0  0.0
0160: point_camera -505.183  1131.776  13.81  2
0395: clear_area  0 at -517.476  1121.888 range  10.05  1.0
009A: $17E6 = create_actor  4 #BMYBB at -517.476  1121.888  10.05
01ED: reset_actor $17E6 flags
02A9: set_actor $17E6 immune_to_nonplayer  1
03FE: unknown_actor $17E6  1000
0004: $17E9 =  1  ;; integer values
0006:  16@ =  0  ;; integer values
0004: $17F2 =  1  ;; integer values

:Label0EF92D
00D6: if  0
8038:   NOT   $17F2 ==  8  ;; integer values
004D: jump_if_false £Label0EFCF4
0001: wait  0 ms
00D6: if  0
0038:   $17E7 ==  0  ;; integer values
004D: jump_if_false £Label0EFCBB
00D6: if  0
0118:   actor $17E6 dead
004D: jump_if_false £Label0EF973
0004: $17E7 =  1  ;; integer values
0002: jump £Label0EFCBB

:Label0EF973
00D6: if  0
0038:   $17F2 ==  1  ;; integer values
004D: jump_if_false £Label0EF9DD
00D6: if  0
8119:   NOT   car $17F0 wrecked
004D: jump_if_false £Label0EF9B2
0407: create_coordinate $1800 $1801 $1802 from_car $17F0 offset -1.7267  .1686 -.0662

:Label0EF9B2
0395: clear_area  0 at $1800 $1801 range $1802  1.0
0239: actor $17E6 run_to $1800 $1801
0006:  16@ =  0  ;; integer values
0004: $17F2 =  2  ;; integer values

:Label0EF9DD
00D6: if  0
0038:   $17F2 ==  2  ;; integer values
004D: jump_if_false £Label0EFA72
00D6: if  0
0029:    16@ >=  5000  ;; integer values
004D: jump_if_false £Label0EFA10
00A1: put_actor $17E6 at $1800 $1801 $1802

:Label0EFA10
00D6: if  0
00ED:   actor $17E6  0 ()near_point_on_foot $1800 $1801 radius  .5  .5
004D: jump_if_false £Label0EFA72
020F: actor $17E6 look_at_player $PLAYER_CHAR
011C: actor $17E6 clear_objective
0372: set_actor $17E6 anim  19 wait_state_time  3000 ms
03D1: play_wav  2
00BC: text_highpriority "ROK1_1A"  3000 ms  1  ;; Looking for something special? I got what you need!
0109: player $PLAYER_CHAR money += -500
0006:  16@ =  0  ;; integer values
0004: $17F2 =  3  ;; integer values

:Label0EFA72
00D6: if  0
0038:   $17F2 ==  3  ;; integer values
004D: jump_if_false £Label0EFAA4
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label0EFAA4
03D5: remove_text "ROK1_1A"  ;; Looking for something special? I got what you need!
0004: $17F2 =  4  ;; integer values

:Label0EFAA4
00D6: if  0
0038:   $17F2 ==  4  ;; integer values
004D: jump_if_false £Label0EFAED
00D6: if  0
0029:    16@ >=  3000  ;; integer values
004D: jump_if_false £Label0EFAED
03D1: play_wav  1
00BC: text_highpriority "ROK1_9"  5000 ms  1  ;; Thanks for the money, sucker!
01B2: give_actor $17E6 weapon  21 ammo  30000  ;; Load the weapon model before using this
0004: $17F2 =  5  ;; integer values

:Label0EFAED
00D6: if  0
0038:   $17F2 ==  5  ;; integer values
004D: jump_if_false £Label0EFB92
00D6: if  0
8118:   NOT   actor $17E6 dead
004D: jump_if_false £Label0EFB92
0395: clear_area  0 at -523.372  1117.609 range  9.91  1.0
00A5: $17EA = create_car #PCJ600 at -523.372  1117.609  9.91
0175: set_car $17EA z_angle_to  55.96
02A9: set_actor $17E6 immune_to_nonplayer  0
00D6: if  0
8119:   NOT   car $17EA wrecked
004D: jump_if_false £Label0EFB75
01D5: actor $17E6 go_to_and_drive_car $17EA
0004: $1806 =  1  ;; integer values
0002: jump £Label0EFB84

:Label0EFB75
01D0: actor $17E6 avoid_player $PLAYER_CHAR
0004: $1807 =  1  ;; integer values

:Label0EFB84
0006:  16@ =  0  ;; integer values
0004: $17F2 =  6  ;; integer values

:Label0EFB92
00D6: if  0
0038:   $17F2 ==  6  ;; integer values
004D: jump_if_false £Label0EFC8F
00D6: if  0
0038:   $1807 ==  1  ;; integer values
004D: jump_if_false £Label0EFBBD
0004: $17F2 =  8  ;; integer values

:Label0EFBBD
00D6: if  0
0038:   $1806 ==  1  ;; integer values
004D: jump_if_false £Label0EFC8F
00D6: if  0
0019:    16@ >  3000  ;; integer values
004D: jump_if_false £Label0EFC8F
0395: clear_area  0 at -518.031  1126.795 range  11.975  1.0
015F: set_camera_position -518.031  1126.795  11.975  0.0  0.0  0.0
0160: point_camera -518.735  1126.094  11.86  2
00D6: if  0
00DF:   actor $17E6 driving
004D: jump_if_false £Label0EFC8F
00D6: if  0
8119:   NOT   car $17EA wrecked
004D: jump_if_false £Label0EFC8F
0006:  17@ =  0  ;; integer values
0187: $17E8 = create_marker_above_actor $17E6
00BC: text_highpriority "RBM1_17"  5000 ms  1  ;; ~g~Kill the dealer and get the drugs!
00AE: unknown_set_car $17EA to_ignore_traffic_lights  2
00AD: set_car $17EA max_speed_to  40.0
00A8: set_car $17EA to_psycho_driver
0004: $17F3 =  1  ;; integer values
0004: $17F2 =  7  ;; integer values

:Label0EFC8F
00D6: if  0
0038:   $17F2 ==  7  ;; integer values
004D: jump_if_false £Label0EFCBB
00D6: if  0
0019:    17@ >  1500  ;; integer values
004D: jump_if_false £Label0EFCBB
0004: $17F2 =  8  ;; integer values

:Label0EFCBB
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0EFCD4
03D5: remove_text "ROK1_9"  ;; Thanks for the money, sucker!

:Label0EFCD4
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label0EFCED
03D5: remove_text "ROK1_1A"  ;; Looking for something special? I got what you need!

:Label0EFCED
0002: jump £Label0EF92D

:Label0EFCF4
00D6: if  0
8119:   NOT   car $17EA wrecked
004D: jump_if_false £Label0EFD1A
00AE: unknown_set_car $17EA to_ignore_traffic_lights  2
00AD: set_car $17EA max_speed_to  40.0
00A8: set_car $17EA to_psycho_driver

:Label0EFD1A
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0EFD33
03D5: remove_text "ROK1_9"  ;; Thanks for the money, sucker!

:Label0EFD33
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label0EFD4C
03D5: remove_text "ROK1_1A"  ;; Looking for something special? I got what you need!

:Label0EFD4C
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
00D6: if  0
8119:   NOT   car $17F0 wrecked
004D: jump_if_false £Label0EFD71
020A: set_car $17F0 door_status_to  1

:Label0EFD71
01EB: set_car_density_to  .5
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0396:  0 (clear) useless_flag
02EB: restore_camera_with_jumpcut
0004: $17F1 =  1  ;; integer values
0051: return

:Label0EFD94
00D6: if  0
0038:   $17F6 ==  0  ;; integer values
004D: jump_if_false £Label0EFDC9
00D6: if  0
0214:   pickup $17F5 picked_up
004D: jump_if_false £Label0EFDC9
0164: disable_marker $17FA
0008: $17FC +=  1  ;; integer values
0004: $17F6 =  1  ;; integer values

:Label0EFDC9
0051: return

;-------------Mission 64---------------
; Originally: Psycho Killer


:Label0EFDCB
03A4: name_thread "ROCKB2"
0050: gosub £Label0EFDF9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0EFDF0
0050: gosub £Label0F22DA

:Label0EFDF0
0050: gosub £Label0F232D
004E: end_thread

:Label0EFDF9
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0004: $180A =  0  ;; integer values
0004: $180C =  0  ;; integer values
0004: $180D =  0  ;; integer values
0004: $1849 =  0  ;; integer values
0004: $184A =  0  ;; integer values
0004: $184C =  0  ;; integer values
0004: $184D =  0  ;; integer values
0005: $1852 = -874.345  ;; floating-point values
0005: $1853 =  752.026  ;; floating-point values
0005: $1854 =  10.09  ;; floating-point values
0005: $1855 = -873.002  ;; floating-point values
0005: $1856 =  746.816  ;; floating-point values
0005: $1857 =  10.08  ;; floating-point values
0005: $180F = -861.15  ;; floating-point values
0005: $1810 =  762.6  ;; floating-point values
0005: $1811 =  9.91  ;; floating-point values
0005: $1812 = -816.15  ;; floating-point values
0005: $1813 =  754.526  ;; floating-point values
0005: $1814 =  9.92  ;; floating-point values
0005: $1815 = -771.009  ;; floating-point values
0005: $1816 =  751.192  ;; floating-point values
0005: $1817 =  9.92  ;; floating-point values
0005: $1818 = -728.617  ;; floating-point values
0005: $1819 =  749.005  ;; floating-point values
0005: $181A =  9.92  ;; floating-point values
0005: $181B = -691.349  ;; floating-point values
0005: $181C =  747.598  ;; floating-point values
0005: $181D =  9.92  ;; floating-point values
0005: $181E = -682.831  ;; floating-point values
0005: $181F =  747.244  ;; floating-point values
0005: $1820 =  9.92  ;; floating-point values
0005: $1821 = -670.763  ;; floating-point values
0005: $1822 =  756.798  ;; floating-point values
0005: $1823 =  9.91  ;; floating-point values
0005: $1824 = -669.649  ;; floating-point values
0005: $1825 =  794.065  ;; floating-point values
0005: $1826 =  10.26  ;; floating-point values
0005: $1827 = -668.671  ;; floating-point values
0005: $1828 =  838.437  ;; floating-point values
0005: $1829 =  10.26  ;; floating-point values
0005: $182A = -669.402  ;; floating-point values
0005: $182B =  874.856  ;; floating-point values
0005: $182C =  10.26  ;; floating-point values
0005: $182D = -670.437  ;; floating-point values
0005: $182E =  921.898  ;; floating-point values
0005: $182F =  10.26  ;; floating-point values
0005: $1830 = -674.578  ;; floating-point values
0005: $1831 =  973.947  ;; floating-point values
0005: $1832 =  10.26  ;; floating-point values
0005: $1833 = -680.215  ;; floating-point values
0005: $1834 =  1021.183  ;; floating-point values
0005: $1835 =  10.26  ;; floating-point values
0005: $1836 = -681.531  ;; floating-point values
0005: $1837 =  1071.533  ;; floating-point values
0005: $1838 =  10.26  ;; floating-point values
0005: $1839 = -682.642  ;; floating-point values
0005: $183A =  1114.051  ;; floating-point values
0005: $183B =  10.26  ;; floating-point values
0005: $183C = -684.139  ;; floating-point values
0005: $183D =  1159.16  ;; floating-point values
0005: $183E =  10.25  ;; floating-point values
0005: $183F = -683.05  ;; floating-point values
0005: $1840 =  1177.357  ;; floating-point values
0005: $1841 =  9.948  ;; floating-point values
0005: $1842 = -694.014  ;; floating-point values
0005: $1843 =  1185.806  ;; floating-point values
0005: $1844 =  9.906  ;; floating-point values
0005: $1845 = -610.05  ;; floating-point values
0005: $1846 =  1170.63  ;; floating-point values
0005: $1847 =  9.9  ;; floating-point values
0004: $1859 =  0  ;; integer values
0005: $185A = -665.192  ;; floating-point values
0005: $185B =  1110.11  ;; floating-point values
0005: $185C =  10.08  ;; floating-point values
0004: $185D =  0  ;; integer values
0005: $185E = -690.68  ;; floating-point values
0005: $185F =  1115.54  ;; floating-point values
0005: $1860 =  10.07  ;; floating-point values
0005: $1861 =  0.0  ;; floating-point values
0005: $1862 =  0.0  ;; floating-point values
0005: $1863 =  0.0  ;; floating-point values
0004: $1867 =  0  ;; integer values
0004: $1868 =  0  ;; integer values
0004: $1869 =  0  ;; integer values
0004: $1878 =  0  ;; integer values
0004: $1879 =  0  ;; integer values
0004: $187A =  0  ;; integer values
01E8: create_forbidden_for_cars_cube -875.1  1156.89  8.0 -662.04  738.48  20.0
03BA: clear_cars_from_cube -875.1  1156.89  8.0 -662.04  738.48  20.0
042B: clear_peds_from_cube -875.1  1156.89  8.0 -662.04  738.48  20.0
0395: clear_area  1 at -869.44  770.12 range  9.91  30.0
0001: wait  0 ms
054C: use_GXT_table "ROCK2"
058E: set_restart_mission_taxi_destination -860.688  1169.914  9.997  185.46
023C: load_special_actor  1 "CSDICK"
023C: load_special_actor  2 "CSJEZZ"
023C: load_special_actor  3 "CSKENT"
023C: load_special_actor  4 "CSPERCY"
023C: load_special_actor  5 "CSPLAY"
04BB: select_interiour  9  ;; select render area
03CB: set_camera -880.527  1157.64  18.67
04F9: interiour_colors  17  0
038B: load_requested_models

:Label0F0230
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label0F025A
0001: wait  0 ms
0002: jump £Label0F0230

:Label0F025A
02E4: load_cutscene_data "ROK_2"
0244: set_cutscene_pos -879.823  1158.479  16.776
041D: set_camera_near_clip  .1
02E5: $AB = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $AB "CSDICK"
02E5: $AC = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $AC "CSJEZZ"
02E5: $8E = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $8E "CSKENT"
02E5: $AD = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $AD "CSPERCY"
02E5: $7D = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $7D "CSPLAY"
0395: clear_area  1 at -871.9  1159.46 range  10.07  2.0
0055: put_player $PLAYER_CHAR at -871.9  1159.46  10.07
0171: set_player $PLAYER_CHAR z_angle_to  270.0
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0F032C
00D6: if  0
001A:    1079 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F034F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F032C

:Label0F034F
00BC: text_highpriority "RBM2_A"  10000 ms  1  ;; Tommy, man. Am I glad to see you!

:Label0F035E
00D6: if  0
001A:    2647 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F0381
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F035E

:Label0F0381
00BC: text_highpriority "RBM2_B"  10000 ms  1  ;; What's going on?

:Label0F0390
00D6: if  0
001A:    3303 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F03B3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F0390

:Label0F03B3
00BC: text_highpriority "RBM2_C"  10000 ms  1  ;; Bad vibes, Tommy....

:Label0F03C2
00D6: if  0
001A:    4762 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F03E5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F03C2

:Label0F03E5
00BC: text_highpriority "RBM2_D"  10000 ms  1  ;; Aye, I'm not joking, it's heavy stuff man, heavy you know?

:Label0F03F4
00D6: if  0
001A:    7952 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F0417
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F03F4

:Label0F0417
00BC: text_highpriority "RBM2_E"  10000 ms  1  ;; There's this cat, we hardly know him, but he knows us.

:Label0F0426
00D6: if  0
001A:    11003 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F0449
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F0426

:Label0F0449
00BC: text_highpriority "RBM2_F"  10000 ms  1  ;; Like this cat. Knows all about us.

:Label0F0458
00D6: if  0
001A:    12952 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F047B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F0458

:Label0F047B
00BC: text_highpriority "RBM2_G"  10000 ms  1  ;; Knows that Willy likes his ladies' underwear, eh!

:Label0F048A
00D6: if  0
001A:    15081 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F04AD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F048A

:Label0F04AD
00BC: text_highpriority "RBM2_H"  10000 ms  1  ;; Or that Percy likes Duran Duran!

:Label0F04BC
00D6: if  0
001A:    16366 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F04DF
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F04BC

:Label0F04DF
00BC: text_highpriority "RBM2_I"  10000 ms  1  ;; Shut up ye fool. Just 'cause Jezz bangs sheep.

:Label0F04EE
00D6: if  0
001A:    19135 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F0511
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F04EE

:Label0F0511
00BC: text_highpriority "RBM2_J"  10000 ms  1  ;; It's a love rocket thing, you know?

:Label0F0520
00D6: if  0
001A:    20496 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F0543
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F0520

:Label0F0543
00BC: text_highpriority "RBM2_R"  10000 ms  1  ;; Oi shut it!

:Label0F0552
00D6: if  0
001A:    21594 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F0575
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F0552

:Label0F0575
00BC: text_highpriority "RBM2_K"  10000 ms  1  ;; Yeah, the love rocket thing, right. But listen, this cat...

:Label0F0584
00D6: if  0
001A:    24497 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F05A7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F0584

:Label0F05A7
00BC: text_highpriority "RBM2_L"  10000 ms  1  ;; yeh, yeh, the guy, he wants Love Fist dead.

:Label0F05B6
00D6: if  0
001A:    26615 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F05D9
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F05B6

:Label0F05D9
00BC: text_highpriority "RBM2_M"  10000 ms  1  ;; Dead Tommy.

:Label0F05E8
00D6: if  0
001A:    27614 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F060B
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F05E8

:Label0F060B
00BC: text_highpriority "RBM2_N"  10000 ms  1  ;; Love Fist gone. You know what they say, the good die young.

:Label0F061A
00D6: if  0
001A:    30209 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F063D
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F061A

:Label0F063D
00BC: text_highpriority "RBM2_O"  10000 ms  1  ;; but Tommy, you gotta save Love Fist!

:Label0F064C
00D6: if  0
001A:    31227 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F066F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F064C

:Label0F066F
00BC: text_highpriority "RBM2_P"  10000 ms  1  ;; We got a signing in two hours and I think...

:Label0F067E
00D6: if  0
001A:    34202 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F06A3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F067E

:Label0F06A3
00BC: text_highpriority "RBM2_Q"  10000 ms  1  ;; And the boys think the stalker's gonna try some monkey business there.

:Label0F06B2
00D6: if  0
001A:    37248 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F06D7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F06B2

:Label0F06D7
00BE: text_clear_all
016A: fade  0 ()  2000 ms
00BE: text_clear_all

:Label0F06E2
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F06FA
0001: wait  0 ms
0002: jump £Label0F06E2

:Label0F06FA
04BB: select_interiour  0  ;; select render area
04FA: reset_interior_colors  0
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
03CB: set_camera -871.9  1159.46  10.07
04E3: unknown_player $PLAYER_CHAR  3  60000
0247: request_model #GDA
0247: request_model #SENTINEL
0247: request_model #TRASH
023C: load_special_actor  6 "PSYCHO"
0247: request_model #UZI
0247: request_model #COLT45
0247: request_model #LOVEFIST
0247: request_model #WFYG1
0247: request_model #WFYG2
0247: request_model #WMYCR
04ED: load_animation "RIOT"
0247: request_model #BKA
0247: request_model #BKB
0247: request_model -185 (LF_MEDIASTAGE)

:Label0F0787
00D6: if  25
8248:   NOT   model #GDA available
8248:   NOT   model #SENTINEL available
8248:   NOT   model #UZI available
8248:   NOT   model #TRASH available
823D:   NOT   special_actor  6 loaded
8248:   NOT   model -185 (LF_MEDIASTAGE) available
004D: jump_if_false £Label0F07B9
0001: wait  0 ms
0002: jump £Label0F0787

:Label0F07B9
03CF: load_wav "ROK2_01" as  1
03CF: load_wav "PSYCH_1" as  2

:Label0F07D1
00D6: if  25
8248:   NOT   model #WFYG1 available
8248:   NOT   model #WFYG2 available
8248:   NOT   model #LOVEFIST available
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
8248:   NOT   model #WMYCR available
004D: jump_if_false £Label0F0800
0001: wait  0 ms
0002: jump £Label0F07D1

:Label0F0800
00D6: if  23
84EE:   NOT   animation "RIOT" loaded
8248:   NOT   model #BKA available
8248:   NOT   model #BKB available
8248:   NOT   model #COLT45 available
004D: jump_if_false £Label0F082D
0001: wait  0 ms
0002: jump £Label0F0800

:Label0F082D
00A5: $1865 = create_car #LOVEFIST at -862.22  1149.87  9.75
0175: set_car $1865 z_angle_to  178.437
0186: $1866 = create_marker_above_car $1865
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms

:Label0F086A
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F08A8
0001: wait  0 ms
00D6: if  0
0119:   car $1865 wrecked
004D: jump_if_false £Label0F08A1
00BC: text_highpriority "RBM2_2"  5000 ms  1  ;; ~r~You've wrecked the band's car!
0002: jump £Label0F22DA

:Label0F08A1
0002: jump £Label0F086A

:Label0F08A8
00BC: text_highpriority "RBM2_1"  5000 ms  1  ;; ~g~Drive the limo to the signing event and try to draw the psycho out.

:Label0F08B7
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1865
004D: jump_if_false £Label0F08FB
0001: wait  0 ms
00D6: if  0
0119:   car $1865 wrecked
004D: jump_if_false £Label0F08F4
00BC: text_highpriority "RBM2_2"  5000 ms  1  ;; ~r~You've wrecked the band's car!
0002: jump £Label0F22DA

:Label0F08F4
0002: jump £Label0F08B7

:Label0F08FB
0004: $1868 =  1  ;; integer values
0164: disable_marker $1866
03D7: set_wav  1 location -875.225  755.786  11.092
03D1: play_wav  1
009A: $1850 = create_actor  4 #GDA at -876.059  750.314  10.087
01ED: reset_actor $1850 flags
0173: set_actor $1850 z_angle_to  16.0
0243: set_actor $1850 ped_stats_to  16
009A: $1851 = create_actor  4 #GDA at -870.89  750.314  10.087
01ED: reset_actor $1851 flags
0173: set_actor $1851 z_angle_to  16.0
0243: set_actor $1851 ped_stats_to  16
009A: $1848 = create_actor  5 #WFYG1 at -877.13  751.69  10.08
01ED: reset_actor $1848 flags
0173: set_actor $1848 z_angle_to  276.0
0372: set_actor $1848 anim  29 wait_state_time  1000000 ms
009A: $184B = create_actor  5 #WFYG2 at -879.13  751.69  10.08
01ED: reset_actor $184B flags
0173: set_actor $184B z_angle_to  276.0
009A: $1809 = create_actor  4 #SPECIAL06 at -881.13  751.69  10.08
01ED: reset_actor $1809 flags
0173: set_actor $1809 z_angle_to  276.0
0372: set_actor $1809 anim  29 wait_state_time  1000000 ms
009A: $184E = create_actor  5 #WFYG1 at -881.948  754.142  10.09
01ED: reset_actor $184E flags
0173: set_actor $184E z_angle_to  171.339
009A: $184F = create_actor  5 #WFYG2 at -881.87  756.396  10.09
01ED: reset_actor $184F flags
0173: set_actor $184F z_angle_to  189.55
03F9: make_actors $184F $184E converse_in  1000000 ms
009A: $186A = create_actor  5 #WFYG1 at -873.03  757.606  10.09
01ED: reset_actor $186A flags
0173: set_actor $186A z_angle_to  59.35
009A: $186B = create_actor  5 #WFYG2 at -875.061  758.918  10.09
01ED: reset_actor $186B flags
0173: set_actor $186B z_angle_to  238.128
03F9: make_actors $186B $186A converse_in  1000000 ms
009A: $186C = create_actor  5 #WFYG1 at -878.734  755.467  10.09
01ED: reset_actor $186C flags
0173: set_actor $186C z_angle_to  0.0
009A: $186D = create_actor  5 #WFYG2 at -878.106  756.674  10.09
01ED: reset_actor $186D flags
0173: set_actor $186D z_angle_to  0.0
03F9: make_actors $186C $186D converse_in  1000000 ms
009A: $186E = create_actor  5 #WFYG1 at -880.432  761.017  10.09
01ED: reset_actor $186E flags
0173: set_actor $186E z_angle_to  211.157
0372: set_actor $186E anim  29 wait_state_time  1000000 ms
009A: $186F = create_actor  5 #WFYG2 at -880.529  758.98  10.09
01ED: reset_actor $186F flags
0173: set_actor $186F z_angle_to  191.085
0372: set_actor $186F anim  29 wait_state_time  1000000 ms
009A: $1870 = create_actor  4 #WMYCR at -877.909  758.973  10.09
01ED: reset_actor $1870 flags
0173: set_actor $1870 z_angle_to  207.253
0372: set_actor $1870 anim  29 wait_state_time  1000000 ms
009A: $1871 = create_actor  4 #WMYCR at -874.309  756.278  10.09
01ED: reset_actor $1871 flags
0173: set_actor $1871 z_angle_to  205.828
0372: set_actor $1871 anim  29 wait_state_time  1000000 ms
009A: $1872 = create_actor  5 #WFYG2 at -868.406  754.232  10.09
01ED: reset_actor $1872 flags
0173: set_actor $1872 z_angle_to  141.694
0372: set_actor $1872 anim  29 wait_state_time  1000000 ms
009A: $1873 = create_actor  5 #WFYG1 at -869.254  756.061  10.09
01ED: reset_actor $1873 flags
0173: set_actor $1873 z_angle_to  165.718
0372: set_actor $1873 anim  29 wait_state_time  1000000 ms
009A: $1874 = create_actor  4 #BKB at -871.932  758.94  10.09
01ED: reset_actor $1874 flags
0173: set_actor $1874 z_angle_to  175.0
0372: set_actor $1874 anim  29 wait_state_time  1000000 ms
009A: $1875 = create_actor  4 #BKA at -870.592  756.081  10.09
01ED: reset_actor $1875 flags
0173: set_actor $1875 z_angle_to  186.374
0372: set_actor $1875 anim  29 wait_state_time  1000000 ms
009A: $1876 = create_actor  4 #BKB at -870.124  757.097  10.09
01ED: reset_actor $1876 flags
0173: set_actor $1876 z_angle_to  150.524
0372: set_actor $1876 anim  29 wait_state_time  1000000 ms
0107: $1877 = create_object -185 (LF_MEDIASTAGE) at -868.367  753.316  10.09
0177: set_object $1877 z_angle_to  180.0
018A: $1864 = create_checkpoint_at -869.44  770.12  9.91
0004: $7B =  1  ;; integer values

:Label0F0D1F
00D6: if  21
80FA:   NOT   player $PLAYER_CHAR stopped $7B near_point_in_car -869.44  770.12  9.91 radius  6.0  4.0  8.0
0038:   $1868 ==  0  ;; integer values
004D: jump_if_false £Label0F1075
0001: wait  0 ms
00D6: if  0
0118:   actor $1809 dead
004D: jump_if_false £Label0F0D81
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F0D81
00D6: if  0
0118:   actor $1848 dead
004D: jump_if_false £Label0F0DA7
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F0DA7
00D6: if  0
0118:   actor $184B dead
004D: jump_if_false £Label0F0DCD
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F0DCD
00D6: if  0
0118:   actor $184E dead
004D: jump_if_false £Label0F0DF3
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F0DF3
00D6: if  0
0118:   actor $184F dead
004D: jump_if_false £Label0F0E19
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F0E19
00D6: if  0
0118:   actor $186A dead
004D: jump_if_false £Label0F0E3F
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F0E3F
00D6: if  0
0118:   actor $186B dead
004D: jump_if_false £Label0F0E65
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F0E65
00D6: if  0
0118:   actor $186C dead
004D: jump_if_false £Label0F0E8B
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F0E8B
00D6: if  0
0118:   actor $186D dead
004D: jump_if_false £Label0F0EB1
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F0EB1
00D6: if  0
0118:   actor $186E dead
004D: jump_if_false £Label0F0ED7
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F0ED7
00D6: if  0
0118:   actor $186F dead
004D: jump_if_false £Label0F0EFD
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F0EFD
00D6: if  0
0118:   actor $1870 dead
004D: jump_if_false £Label0F0F23
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F0F23
00D6: if  0
0118:   actor $1871 dead
004D: jump_if_false £Label0F0F49
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F0F49
00D6: if  0
0118:   actor $1850 dead
004D: jump_if_false £Label0F0F6F
00BC: text_highpriority "RBM2_8"  5000 ms  1  ;; ~r~The security guards have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F0F6F
00D6: if  0
0118:   actor $1851 dead
004D: jump_if_false £Label0F0F95
00BC: text_highpriority "RBM2_8"  5000 ms  1  ;; ~r~The security guards have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F0F95
00D6: if  0
0119:   car $1865 wrecked
004D: jump_if_false £Label0F0FC2
00BC: text_highpriority "RBM2_2"  5000 ms  1  ;; ~r~You've wrecked the band's car!
0002: jump £Label0F22DA
0002: jump £Label0F106E

:Label0F0FC2
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1865
004D: jump_if_false £Label0F101F
00D6: if  0
0038:   $1867 ==  0  ;; integer values
004D: jump_if_false £Label0F1018
0164: disable_marker $1864
0186: $1866 = create_marker_above_car $1865
00BC: text_highpriority "IN_VEH"  5000 ms  1  ;; ~g~Hey! Get back in the vehicle!
0004: $7B =  0  ;; integer values
0004: $1868 =  0  ;; integer values
0004: $1867 =  1  ;; integer values

:Label0F1018
0002: jump £Label0F106E

:Label0F101F
00D6: if  0
0038:   $1867 ==  1  ;; integer values
004D: jump_if_false £Label0F106E
0164: disable_marker $1866
018A: $1864 = create_checkpoint_at -869.44  770.12  9.91
00BC: text_highpriority "RBM2_3"  5000 ms  1  ;; ~g~Get to the signing!
0004: $7B =  1  ;; integer values
0004: $1868 =  1  ;; integer values
0004: $1867 =  0  ;; integer values

:Label0F106E
0002: jump £Label0F0D1F

:Label0F1075
0164: disable_marker $1864
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0395: clear_area  0 at -871.706  752.216 range  10.415  1.0
015F: set_camera_position -871.706  752.216  10.415  0.0  0.0  0.0
0160: point_camera -872.667  752.154  10.683  2

:Label0F10DE
00D6: if  0
0038:   $1869 ==  0  ;; integer values
004D: jump_if_false £Label0F1C8A
0001: wait  0 ms
00D6: if  0
0038:   $1849 ==  0  ;; integer values
004D: jump_if_false £Label0F1345
00D6: if  0
001A:    4 > $184A  ;; integer values
004D: jump_if_false £Label0F1345
00D6: if  0
0118:   actor $1848 dead
004D: jump_if_false £Label0F114C
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA
0004: $1849 =  1  ;; integer values
0002: jump £Label0F1345

:Label0F114C
00D6: if  0
0038:   $184A ==  0  ;; integer values
004D: jump_if_false £Label0F122B
0395: clear_area  0 at $1852 $1853 range $1854  2.0
0395: clear_area  0 at $1855 $1856 range $1857  2.0
0395: clear_area  0 at -877.13  751.69 range  10.08  2.0
0395: clear_area  0 at -879.13  751.69 range  10.08  2.0
0395: clear_area  0 at -881.13  751.69 range  10.08  2.0
00D6: if  0
8118:   NOT   actor $1850 dead
004D: jump_if_false £Label0F11EB
0372: set_actor $1850 anim  19 wait_state_time  2000 ms
0002: jump £Label0F1201

:Label0F11EB
00BC: text_highpriority "RBM2_8"  5000 ms  1  ;; ~r~The security guards have been attacked, the psycho won't show!
0002: jump £Label0F22DA

:Label0F1201
053D: $1848
0579: $1848
0211: actor $1848 walk_to $1852 $1853
0006:  16@ =  0  ;; integer values
0006:  17@ =  0  ;; integer values
0004: $184A =  1  ;; integer values

:Label0F122B
00D6: if  0
0038:   $184A ==  1  ;; integer values
004D: jump_if_false £Label0F12BB
00D6: if  0
0029:    17@ >=  6000  ;; integer values
004D: jump_if_false £Label0F1280
00D6: if  0
80ED:   NOT   actor $1848  0 ()near_point_on_foot $1852 $1853 radius  .5  .5
004D: jump_if_false £Label0F1280
00A1: put_actor $1848 at $1852 $1853 $1854

:Label0F1280
00D6: if  0
00ED:   actor $1848  0 ()near_point_on_foot $1852 $1853 radius  .5  .5
004D: jump_if_false £Label0F12BB
0211: actor $1848 walk_to $1855 $1856
0006:  17@ =  0  ;; integer values
0004: $184A =  2  ;; integer values

:Label0F12BB
00D6: if  0
0038:   $184A ==  2  ;; integer values
004D: jump_if_false £Label0F1345
00D6: if  0
0029:    17@ >=  6000  ;; integer values
004D: jump_if_false £Label0F1310
00D6: if  0
80ED:   NOT   actor $1848  0 ()near_point_on_foot $1855 $1856 radius  .5  .5
004D: jump_if_false £Label0F1310
00A1: put_actor $1848 at $1855 $1856 $1857

:Label0F1310
00D6: if  0
00ED:   actor $1848  0 ()near_point_on_foot $1855 $1856 radius  .5  .5
004D: jump_if_false £Label0F1345
009F: set_actor $1848 objective_to-1
0006:  17@ =  0  ;; integer values
0004: $184A =  3  ;; integer values

:Label0F1345
00D6: if  0
0038:   $184A ==  3  ;; integer values
004D: jump_if_false £Label0F1363
009B: destroy_actor_instantly $1848
0004: $184A =  4  ;; integer values

:Label0F1363
00D6: if  0
0038:   $184C ==  0  ;; integer values
004D: jump_if_false £Label0F1561
00D6: if  0
001A:    4 > $184D  ;; integer values
004D: jump_if_false £Label0F1543
00D6: if  0
0118:   actor $184B dead
004D: jump_if_false £Label0F13BB
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA
0004: $184C =  1  ;; integer values
0002: jump £Label0F1543

:Label0F13BB
00D6: if  0
0028:   $184A >=  1  ;; integer values
004D: jump_if_false £Label0F1543
00D6: if  0
001A:    4 > $184D  ;; integer values
004D: jump_if_false £Label0F1543
00D6: if  0
0038:   $184D ==  0  ;; integer values
004D: jump_if_false £Label0F142E
00D6: if  0
0019:    16@ >  350  ;; integer values
004D: jump_if_false £Label0F142E
053D: $184B
0579: $184B
0211: actor $184B walk_to $1852 $1853
0006:  16@ =  0  ;; integer values
0006:  17@ =  0  ;; integer values
0004: $184D =  1  ;; integer values

:Label0F142E
00D6: if  0
0038:   $184D ==  1  ;; integer values
004D: jump_if_false £Label0F14BE
00D6: if  0
0029:    17@ >=  6000  ;; integer values
004D: jump_if_false £Label0F1483
00D6: if  0
80ED:   NOT   actor $184B  0 ()near_point_on_foot $1852 $1853 radius  .5  .5
004D: jump_if_false £Label0F1483
00A1: put_actor $184B at $1852 $1853 $1854

:Label0F1483
00D6: if  0
00ED:   actor $184B  0 ()near_point_on_foot $1852 $1853 radius  .5  .5
004D: jump_if_false £Label0F14BE
0211: actor $184B walk_to $1855 $1856
0006:  17@ =  0  ;; integer values
0004: $184D =  2  ;; integer values

:Label0F14BE
00D6: if  0
0038:   $184D ==  2  ;; integer values
004D: jump_if_false £Label0F1543
00D6: if  0
0029:    17@ >=  6000  ;; integer values
004D: jump_if_false £Label0F1513
00D6: if  0
80ED:   NOT   actor $184B  0 ()near_point_on_foot $1855 $1856 radius  .5  .5
004D: jump_if_false £Label0F1513
00A1: put_actor $184B at $1855 $1856 $1857

:Label0F1513
00D6: if  0
00ED:   actor $184B  0 ()near_point_on_foot $1855 $1856 radius  .5  .5
004D: jump_if_false £Label0F1543
0006:  17@ =  0  ;; integer values
0004: $184D =  3  ;; integer values

:Label0F1543
00D6: if  0
0038:   $184D ==  3  ;; integer values
004D: jump_if_false £Label0F1561
009B: destroy_actor_instantly $184B
0004: $184D =  4  ;; integer values

:Label0F1561
00D6: if  0
0038:   $180A ==  0  ;; integer values
004D: jump_if_false £Label0F1A06
00D6: if  0
0118:   actor $1809 dead
004D: jump_if_false £Label0F15A7
00BC: text_highpriority "RBM2_7"  5000 ms  1  ;; ~r~The fans have been attacked, the psycho won't show!
0002: jump £Label0F22DA
0004: $180A =  1  ;; integer values
0002: jump £Label0F1A06

:Label0F15A7
00D6: if  0
0028:   $184D >=  1  ;; integer values
004D: jump_if_false £Label0F1A06
00D6: if  0
0038:   $180C ==  0  ;; integer values
004D: jump_if_false £Label0F1608
00D6: if  0
0019:    16@ >  450  ;; integer values
004D: jump_if_false £Label0F1608
053D: $1809
0579: $1809
0211: actor $1809 walk_to $1852 $1853
0006:  16@ =  0  ;; integer values
0006:  17@ =  0  ;; integer values
0004: $180C =  1  ;; integer values

:Label0F1608
00D6: if  0
0038:   $180C ==  1  ;; integer values
004D: jump_if_false £Label0F16A3
00D6: if  0
0029:    17@ >=  6000  ;; integer values
004D: jump_if_false £Label0F165D
00D6: if  0
80ED:   NOT   actor $1809  0 ()near_point_on_foot $1852 $1853 radius  1.0  1.0
004D: jump_if_false £Label0F165D
00A1: put_actor $1809 at $1852 $1853 $1854

:Label0F165D
00D6: if  0
00ED:   actor $1809  0 ()near_point_on_foot $1852 $1853 radius  1.0  1.0
004D: jump_if_false £Label0F16A3
009F: set_actor $1809 objective_to-1
00D6: if  0
8118:   NOT   actor $1850 dead
004D: jump_if_false £Label0F169C
020E: actor $1809 look_at_actor $1850

:Label0F169C
0004: $180C =  2  ;; integer values

:Label0F16A3
00D6: if  0
0038:   $180C ==  2  ;; integer values
004D: jump_if_false £Label0F175D
0395: clear_area  0 at $180F $1810 range $1811  1.0
00A5: $180E = create_car #SENTINEL at $180F $1810 $1811
0175: set_car $180E z_angle_to  260.0
02AA: set_car $180E immune_to_nonplayer  1
03D1: play_wav  2
00BC: text_highpriority "PSYCH_1"  5000 ms  1  ;; I'll see Love Fist burn!
01B2: give_actor $1809 weapon  17 ammo  30000  ;; Load the weapon model before using this
00D6: if  0
8118:   NOT   actor $1851 dead
004D: jump_if_false £Label0F1725
0223: set_actor $1851 health_to  20
020E: actor $1851 look_at_actor $1809

:Label0F1725
00D6: if  0
8118:   NOT   actor $1850 dead
004D: jump_if_false £Label0F175D
020E: actor $1850 look_at_actor $1809
0223: set_actor $1850 health_to  20
01C9: actor $1809 kill_actor $1850
0372: set_actor $1850 anim  17 wait_state_time  2000 ms
0004: $180C =  3  ;; integer values

:Label0F175D
00D6: if  0
0038:   $180C ==  3  ;; integer values
004D: jump_if_false £Label0F17B8
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label0F179B
03D5: remove_text "PSYCH_1"  ;; I'll see Love Fist burn!
03CF: load_wav "PSYCH_2" as  2
0004: $180C =  4  ;; integer values

:Label0F179B
00D6: if  0
8118:   NOT   actor $1851 dead
004D: jump_if_false £Label0F17B8
0579: $1851
01CF: unknown_actor $1851 actor $1809

:Label0F17B8
00D6: if  0
0038:   $180C ==  4  ;; integer values
004D: jump_if_false £Label0F17E0
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label0F17E0
0004: $180C =  5  ;; integer values

:Label0F17E0
00D6: if  0
0038:   $180C ==  5  ;; integer values
004D: jump_if_false £Label0F1855
0173: set_actor $1809 z_angle_to  288.184
03D1: play_wav  2
00BC: text_highpriority "PSYCH_2"  5000 ms  1  ;; Love Fist ruined my life!
015F: set_camera_position -873.219  752.811  11.062  0.0  0.0  0.0
0160: point_camera -874.159  752.585  11.319  2
0372: set_actor $1809 anim  19 wait_state_time  1000000 ms
0004: $180C =  6  ;; integer values

:Label0F1855
00D6: if  0
0038:   $180C ==  6  ;; integer values
004D: jump_if_false £Label0F1895
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false £Label0F1895
03D5: remove_text "PSYCH_2"  ;; Love Fist ruined my life!
0372: set_actor $1809 anim  0 wait_state_time  1 ms
0579: $1809
0004: $180C =  7  ;; integer values

:Label0F1895
00D6: if  0
0038:   $180C ==  7  ;; integer values
004D: jump_if_false £Label0F18E2
00D6: if  0
8119:   NOT   car $180E wrecked
004D: jump_if_false £Label0F18DB
0319: set_actor $1809 wander_state_to  1 (off)
01D5: actor $1809 go_to_and_drive_car $180E
0006:  17@ =  0  ;; integer values
0004: $180C =  8  ;; integer values
0002: jump £Label0F18E2

:Label0F18DB
0002: jump £Label0F22DA

:Label0F18E2
00D6: if  0
0038:   $180C ==  8  ;; integer values
004D: jump_if_false £Label0F1977
00D6: if  0
0019:    17@ >  1200  ;; integer values
004D: jump_if_false £Label0F1977
00D6: if  0
8119:   NOT   car $180E wrecked
004D: jump_if_false £Label0F1970
0395: clear_area  0 at -871.587  751.17 range  12.45  1.0
015F: set_camera_position -871.587  751.17  12.45  0.0  0.0  0.0
0160: point_camera -870.721  751.668  12.4  2
0004: $180C =  9  ;; integer values
0002: jump £Label0F1977

:Label0F1970
0002: jump £Label0F22DA

:Label0F1977
00D6: if  0
0038:   $180C ==  9  ;; integer values
004D: jump_if_false £Label0F19ED
00D6: if  0
8119:   NOT   car $180E wrecked
004D: jump_if_false £Label0F19E6
00D6: if  0
00DB:   actor $1809 in_car $180E
004D: jump_if_false £Label0F19DF
03CC: car $180E add_to_stuck_car_check  .5 =  2000
0190: unknown_car $180E
0162: tie_marker $180B to_actor $1809  1  1
0004: $187A =  1  ;; integer values
0004: $1879 =  1  ;; integer values
0004: $180C =  10  ;; integer values

:Label0F19DF
0002: jump £Label0F19ED

:Label0F19E6
0002: jump £Label0F22DA

:Label0F19ED
00D6: if  0
0038:   $180C ==  10  ;; integer values
004D: jump_if_false £Label0F1A06
0004: $1869 =  1  ;; integer values

:Label0F1A06
00D6: if  0
0038:   $180C ==  3  ;; integer values
004D: jump_if_false £Label0F1C83
040D: unload_wav  1
00D6: if  0
8118:   NOT   actor $184E dead
004D: jump_if_false £Label0F1A45
053D: $184E
0579: $184E
0243: set_actor $184E ped_stats_to  39
01CF: unknown_actor $184E actor $1809

:Label0F1A45
00D6: if  0
8118:   NOT   actor $184F dead
004D: jump_if_false £Label0F1A6E
053D: $184F
0579: $184F
0243: set_actor $184F ped_stats_to  39
01CF: unknown_actor $184F actor $1809

:Label0F1A6E
00D6: if  0
8118:   NOT   actor $186A dead
004D: jump_if_false £Label0F1A97
053D: $186A
0579: $186A
0243: set_actor $186A ped_stats_to  39
01CF: unknown_actor $186A actor $1809

:Label0F1A97
00D6: if  0
8118:   NOT   actor $186B dead
004D: jump_if_false £Label0F1AC0
053D: $186B
0579: $186B
0243: set_actor $186B ped_stats_to  39
01CF: unknown_actor $186B actor $1809

:Label0F1AC0
00D6: if  0
8118:   NOT   actor $186C dead
004D: jump_if_false £Label0F1AE9
053D: $186C
0579: $186C
0243: set_actor $186C ped_stats_to  39
01CF: unknown_actor $186C actor $1809

:Label0F1AE9
00D6: if  0
8118:   NOT   actor $186D dead
004D: jump_if_false £Label0F1B12
053D: $186D
0579: $186D
0243: set_actor $186D ped_stats_to  39
01CF: unknown_actor $186D actor $1809

:Label0F1B12
00D6: if  0
8118:   NOT   actor $186E dead
004D: jump_if_false £Label0F1B3B
053D: $186E
0579: $186E
0243: set_actor $186E ped_stats_to  39
01CF: unknown_actor $186E actor $1809

:Label0F1B3B
00D6: if  0
8118:   NOT   actor $186F dead
004D: jump_if_false £Label0F1B64
053D: $186F
0579: $186F
0243: set_actor $186F ped_stats_to  39
01CF: unknown_actor $186F actor $1809

:Label0F1B64
00D6: if  0
8118:   NOT   actor $1870 dead
004D: jump_if_false £Label0F1B8D
053D: $1870
0579: $1870
0243: set_actor $1870 ped_stats_to  39
01CF: unknown_actor $1870 actor $1809

:Label0F1B8D
00D6: if  0
8118:   NOT   actor $1871 dead
004D: jump_if_false £Label0F1BB6
053D: $1871
0579: $1871
0243: set_actor $1871 ped_stats_to  39
01CF: unknown_actor $1871 actor $1809

:Label0F1BB6
00D6: if  0
8118:   NOT   actor $1872 dead
004D: jump_if_false £Label0F1BDF
053D: $1872
0579: $1872
0243: set_actor $1872 ped_stats_to  39
01CF: unknown_actor $1872 actor $1809

:Label0F1BDF
00D6: if  0
8118:   NOT   actor $1873 dead
004D: jump_if_false £Label0F1C08
053D: $1873
0579: $1873
0243: set_actor $1873 ped_stats_to  39
01CF: unknown_actor $1873 actor $1809

:Label0F1C08
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false £Label0F1C31
053D: $1874
0579: $1874
0243: set_actor $1874 ped_stats_to  39
01CF: unknown_actor $1874 actor $1809

:Label0F1C31
00D6: if  0
8118:   NOT   actor $1875 dead
004D: jump_if_false £Label0F1C5A
053D: $1875
0579: $1875
0243: set_actor $1875 ped_stats_to  39
01CF: unknown_actor $1875 actor $1809

:Label0F1C5A
00D6: if  0
8118:   NOT   actor $1876 dead
004D: jump_if_false £Label0F1C83
053D: $1876
0579: $1876
0243: set_actor $1876 ped_stats_to  39
01CF: unknown_actor $1876 actor $1809

:Label0F1C83
0002: jump £Label0F10DE

:Label0F1C8A
00D6: if  0
8118:   NOT   actor $1850 dead
004D: jump_if_false £Label0F1CA4
0579: $1850
053D: $1850

:Label0F1CA4
00D6: if  0
8118:   NOT   actor $1851 dead
004D: jump_if_false £Label0F1CBE
0579: $1851
053D: $1851

:Label0F1CBE
00D6: if  0
8118:   NOT   actor $1848 dead
004D: jump_if_false £Label0F1CD8
0579: $1848
053D: $1848

:Label0F1CD8
00D6: if  0
8118:   NOT   actor $184B dead
004D: jump_if_false £Label0F1CF2
0579: $184B
053D: $184B

:Label0F1CF2
00D6: if  0
8118:   NOT   actor $184E dead
004D: jump_if_false £Label0F1D0C
0579: $184E
053D: $184E

:Label0F1D0C
00D6: if  0
8118:   NOT   actor $184F dead
004D: jump_if_false £Label0F1D26
0579: $184F
053D: $184F

:Label0F1D26
00D6: if  0
8118:   NOT   actor $186A dead
004D: jump_if_false £Label0F1D40
0579: $186A
053D: $186A

:Label0F1D40
00D6: if  0
8118:   NOT   actor $186B dead
004D: jump_if_false £Label0F1D5A
0579: $186B
053D: $186B

:Label0F1D5A
00D6: if  0
8118:   NOT   actor $186C dead
004D: jump_if_false £Label0F1D74
0579: $186C
053D: $186C

:Label0F1D74
00D6: if  0
8118:   NOT   actor $186D dead
004D: jump_if_false £Label0F1D8E
0579: $186D
053D: $186D

:Label0F1D8E
00D6: if  0
8118:   NOT   actor $186E dead
004D: jump_if_false £Label0F1DA8
0579: $186E
053D: $186E

:Label0F1DA8
00D6: if  0
8118:   NOT   actor $186F dead
004D: jump_if_false £Label0F1DC2
0579: $186F
053D: $186F

:Label0F1DC2
00D6: if  0
8118:   NOT   actor $1870 dead
004D: jump_if_false £Label0F1DDC
0579: $1870
053D: $1870

:Label0F1DDC
00D6: if  0
8118:   NOT   actor $1871 dead
004D: jump_if_false £Label0F1DF6
0579: $1871
053D: $1871

:Label0F1DF6
00D6: if  0
8118:   NOT   actor $1872 dead
004D: jump_if_false £Label0F1E10
0579: $1872
053D: $1872

:Label0F1E10
00D6: if  0
8118:   NOT   actor $1873 dead
004D: jump_if_false £Label0F1E2A
0579: $1873
053D: $1873

:Label0F1E2A
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false £Label0F1E44
0579: $1874
053D: $1874

:Label0F1E44
00D6: if  0
8118:   NOT   actor $1875 dead
004D: jump_if_false £Label0F1E5E
0579: $1875
053D: $1875

:Label0F1E5E
00D6: if  0
8118:   NOT   actor $1876 dead
004D: jump_if_false £Label0F1E78
0579: $1876
053D: $1876

:Label0F1E78
01C2: remove_references_to_actor $1850  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1851  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1848  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $184B  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $184E  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $184F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $186A  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $186B  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $186C  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $186D  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $186E  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $186F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1870  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1871  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1872  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1873  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1874  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1875  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1876  ;; Like turning an actor into a random pedestrian
0249: release_model -185 (LF_MEDIASTAGE)
04EF: release_animation "RIOT"
00BC: text_highpriority "RBM2_4"  5000 ms  1  ;; ~g~Get the Psycho! Don't let him escape!
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)

:Label0F1F12
00D6: if  0
0038:   $180A ==  0  ;; integer values
004D: jump_if_false £Label0F22CE
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $1809 dead
004D: jump_if_false £Label0F1FB7
00D6: if  0
0038:   $187A ==  1  ;; integer values
004D: jump_if_false £Label0F1F6B
00D6: if  0
80DF:   NOT   actor $1809 driving
004D: jump_if_false £Label0F1F6B
01B2: give_actor $1809 weapon  23 ammo  30000  ;; Load the weapon model before using this
0004: $187A =  0  ;; integer values

:Label0F1F6B
00D6: if  0
82CB:   NOT   actor $1809 bounding_sphere_visible
004D: jump_if_false £Label0F1FB0
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1809 radius  200.0  200.0
004D: jump_if_false £Label0F1FB0
00BC: text_highpriority "RBM2_5"  5000 ms  1  ;; ~r~You lost him, you idiot!
0002: jump £Label0F22DA

:Label0F1FB0
0002: jump £Label0F1FC3

:Label0F1FB7
0164: disable_marker $180B
0004: $180A =  1  ;; integer values

:Label0F1FC3
00D6: if  0
0038:   $187A ==  1  ;; integer values
004D: jump_if_false £Label0F203E
00D6: if  0
8119:   NOT   car $180E wrecked
004D: jump_if_false £Label0F203E
00D6: if  0
8118:   NOT   actor $1809 dead
004D: jump_if_false £Label0F203E
00D6: if  0
00DB:   actor $1809 in_car $180E
004D: jump_if_false £Label0F202F
00D6: if  0
001A:    19 > $180D  ;; integer values
004D: jump_if_false £Label0F2028
0050: gosub £Label0F25F0
0050: gosub £Label0F2B91

:Label0F2028
0002: jump £Label0F203E

:Label0F202F
00AD: set_car $180E max_speed_to  0.0
00A9: set_car $180E to_normal_driver

:Label0F203E
00D6: if  0
8118:   NOT   actor $1809 dead
004D: jump_if_false £Label0F2185
00D6: if  0
0038:   $1878 ==  0  ;; integer values
004D: jump_if_false £Label0F208F
00D6: if  0
80DF:   NOT   actor $1809 driving
004D: jump_if_false £Label0F208F
00D6: if  0
02CB:   actor $1809 bounding_sphere_visible
004D: jump_if_false £Label0F208F
01CC: actor $1809 kill_player $PLAYER_CHAR
0004: $1878 =  1  ;; integer values

:Label0F208F
00D6: if  0
0038:   $1879 ==  0  ;; integer values
004D: jump_if_false £Label0F20F4
00D6: if  0
00DF:   actor $1809 driving
004D: jump_if_false £Label0F20F4
011C: actor $1809 clear_objective
00D9: $180E = actor $1809 car
0190: unknown_car $180E
03CC: car $180E add_to_stuck_car_check  .1 =  2000
00AD: set_car $180E max_speed_to  30.0
00AE: unknown_set_car $180E to_ignore_traffic_lights  2
00A8: set_car $180E to_psycho_driver
0004: $1878 =  0  ;; integer values
0004: $1879 =  1  ;; integer values

:Label0F20F4
00D6: if  0
0038:   $1879 ==  1  ;; integer values
004D: jump_if_false £Label0F213F
00D6: if  0
8119:   NOT   car $180E wrecked
004D: jump_if_false £Label0F213F
00D6: if  22
018F:   unknown_car_check $180E
03CE:   car $180E stuck
0495:   unknown_car_check $180E
004D: jump_if_false £Label0F213F
01D3: actor $1809 leave_car $180E
0004: $1878 =  0  ;; integer values

:Label0F213F
00D6: if  0
0038:   $1879 ==  1  ;; integer values
004D: jump_if_false £Label0F2185
00D6: if  0
80DF:   NOT   actor $1809 driving
004D: jump_if_false £Label0F2185
0191: unknown_car $180E
03CD: car $180E remove_from_stuck_car_check
01C3: remove_references_to_car $180E  ;; Like turning a car into any random car
0004: $187A =  0  ;; integer values
0004: $1878 =  0  ;; integer values
0004: $1879 =  0  ;; integer values

:Label0F2185
00D6: if  0
0038:   $1859 ==  0  ;; integer values
004D: jump_if_false £Label0F21CB
00D6: if  0
0028:   $180D >=  13  ;; integer values
004D: jump_if_false £Label0F21CB
00A5: $1858 = create_car #TRASH at $185A $185B $185C
0175: set_car $1858 z_angle_to  93.0
0004: $1859 =  1  ;; integer values

:Label0F21CB
00D6: if  0
0038:   $1859 ==  1  ;; integer values
004D: jump_if_false £Label0F22C7
00D6: if  0
8119:   NOT   car $1858 wrecked
004D: jump_if_false £Label0F22C7
00D6: if  0
0038:   $185D ==  0  ;; integer values
004D: jump_if_false £Label0F2260
00D6: if  0
0028:   $180D >=  13  ;; integer values
004D: jump_if_false £Label0F2260
00D6: if  0
0057:   player $PLAYER_CHAR  0 ()in_cube -717.148  1014.399  8.0 -655.46  1172.155  15.0
004D: jump_if_false £Label0F2260
00AD: set_car $1858 max_speed_to  40.0
00A7: car $1858 drive_to $185E $185F $1860
0004: $185D =  1  ;; integer values

:Label0F2260
00D6: if  0
0038:   $185D ==  1  ;; integer values
004D: jump_if_false £Label0F22C7
00D6: if  0
8119:   NOT   car $1858 wrecked
004D: jump_if_false £Label0F22C7
00D6: if  0
01AF:   car $1858  0 ()near_point $185E $185F $1860 radius  2.0  2.0  2.0
004D: jump_if_false £Label0F22C7
00AD: set_car $1858 max_speed_to  20.0
00A8: set_car $1858 to_psycho_driver
01C3: remove_references_to_car $1858  ;; Like turning a car into any random car
0004: $185D =  2  ;; integer values

:Label0F22C7
0002: jump £Label0F1F12

:Label0F22CE
0164: disable_marker $180B
0002: jump £Label0F22EB

:Label0F22DA
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0F22EB
0004: $PASSED_ROCK2_PSYCHO_KILLER =  1  ;; integer values
0318: set_latest_mission_passed "ROCK_2"  ;; Psycho Killer
030C: set_mission_points +=  1
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS"  4000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  4000
004F: create_thread ££Label00E145 
0051: return

:Label0F232D
00D6: if  0
8119:   NOT   car $1865 wrecked
004D: jump_if_false £Label0F2342
01C3: remove_references_to_car $1865  ;; Like turning a car into any random car

:Label0F2342
00D6: if  0
8118:   NOT   actor $1850 dead
004D: jump_if_false £Label0F235C
0579: $1850
053D: $1850

:Label0F235C
00D6: if  0
8118:   NOT   actor $1851 dead
004D: jump_if_false £Label0F2376
0579: $1851
053D: $1851

:Label0F2376
00D6: if  0
8118:   NOT   actor $1848 dead
004D: jump_if_false £Label0F2390
0579: $1848
053D: $1848

:Label0F2390
00D6: if  0
8118:   NOT   actor $184B dead
004D: jump_if_false £Label0F23AA
0579: $184B
053D: $184B

:Label0F23AA
00D6: if  0
8118:   NOT   actor $184E dead
004D: jump_if_false £Label0F23C4
0579: $184E
053D: $184E

:Label0F23C4
00D6: if  0
8118:   NOT   actor $184F dead
004D: jump_if_false £Label0F23DE
0579: $184F
053D: $184F

:Label0F23DE
00D6: if  0
8118:   NOT   actor $186A dead
004D: jump_if_false £Label0F23F8
0579: $186A
053D: $186A

:Label0F23F8
00D6: if  0
8118:   NOT   actor $186B dead
004D: jump_if_false £Label0F2412
0579: $186B
053D: $186B

:Label0F2412
00D6: if  0
8118:   NOT   actor $186C dead
004D: jump_if_false £Label0F242C
0579: $186C
053D: $186C

:Label0F242C
00D6: if  0
8118:   NOT   actor $186D dead
004D: jump_if_false £Label0F2446
0579: $186D
053D: $186D

:Label0F2446
00D6: if  0
8118:   NOT   actor $186E dead
004D: jump_if_false £Label0F2460
0579: $186E
053D: $186E

:Label0F2460
00D6: if  0
8118:   NOT   actor $186F dead
004D: jump_if_false £Label0F247A
0579: $186F
053D: $186F

:Label0F247A
00D6: if  0
8118:   NOT   actor $1870 dead
004D: jump_if_false £Label0F2494
0579: $1870
053D: $1870

:Label0F2494
00D6: if  0
8118:   NOT   actor $1871 dead
004D: jump_if_false £Label0F24AE
0579: $1871
053D: $1871

:Label0F24AE
00D6: if  0
8118:   NOT   actor $1872 dead
004D: jump_if_false £Label0F24C8
0579: $1872
053D: $1872

:Label0F24C8
00D6: if  0
8118:   NOT   actor $1873 dead
004D: jump_if_false £Label0F24E2
0579: $1873
053D: $1873

:Label0F24E2
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false £Label0F24FC
0579: $1874
053D: $1874

:Label0F24FC
00D6: if  0
8118:   NOT   actor $1875 dead
004D: jump_if_false £Label0F2516
0579: $1875
053D: $1875

:Label0F2516
00D6: if  0
8118:   NOT   actor $1876 dead
004D: jump_if_false £Label0F2530
0579: $1876
053D: $1876

:Label0F2530
00D6: if  0
8118:   NOT   actor $1809 dead
004D: jump_if_false £Label0F254A
0579: $1809
053D: $1809

:Label0F254A
04EF: release_animation "RIOT"
034F: destroy_actor_with_fade $1809  ;; The actor fades away like a ghost
040D: unload_wav  1
0004: $ONMISSION =  0  ;; integer values
01E7: remove_forbidden_for_cars_cube -875.1  1156.89  8.0 -662.04  738.48  20.0
0164: disable_marker $180B
0164: disable_marker $1864
0164: disable_marker $1866
0296: unload_special_actor  6
0249: release_model #GDA
0249: release_model #SENTINEL
0249: release_model #TRASH
0249: release_model #UZI
0249: release_model #COLT45
0249: release_model #WFYG1
0249: release_model #WFYG2
0249: release_model #LOVEFIST
0249: release_model #WMYCR
0249: release_model #BKA
0249: release_model #BKB
0249: release_model -185 (LF_MEDIASTAGE)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D6: if  0
8119:   NOT   car $180E wrecked
004D: jump_if_false £Label0F25EC
0191: unknown_car $180E
03CD: car $180E remove_from_stuck_car_check

:Label0F25EC
00D8: mission_cleanup
0051: return

:Label0F25F0
00D6: if  0
0119:   car $180E wrecked
004D: jump_if_false £Label0F2635
00D6: if  0
0038:   $180A ==  0  ;; integer values
004D: jump_if_false £Label0F262E
00D6: if  0
0118:   actor $1809 dead
004D: jump_if_false £Label0F262E
0164: disable_marker $180B
0004: $180A =  1  ;; integer values

:Label0F262E
0002: jump £Label0F2B8F

:Label0F2635
00D6: if  0
0038:   $180D ==  0  ;; integer values
004D: jump_if_false £Label0F266D
00AD: set_car $180E max_speed_to  40.0
00AE: unknown_set_car $180E to_ignore_traffic_lights  2
00A7: car $180E drive_to $1812 $1813 $1814
0004: $180D =  1  ;; integer values

:Label0F266D
00D6: if  0
0038:   $180D ==  1  ;; integer values
004D: jump_if_false £Label0F26B6
00D6: if  0
01AD:   car $180E  0 ()near_point $1812 $1813  6.0  4.0
004D: jump_if_false £Label0F26B6
00A7: car $180E drive_to $1815 $1816 $1817
0004: $180D =  2  ;; integer values

:Label0F26B6
00D6: if  0
0038:   $180D ==  2  ;; integer values
004D: jump_if_false £Label0F26FF
00D6: if  0
01AD:   car $180E  0 ()near_point $1815 $1816  6.0  4.0
004D: jump_if_false £Label0F26FF
00A7: car $180E drive_to $1818 $1819 $181A
0004: $180D =  3  ;; integer values

:Label0F26FF
00D6: if  0
0038:   $180D ==  3  ;; integer values
004D: jump_if_false £Label0F2748
00D6: if  0
01AD:   car $180E  0 ()near_point $1818 $1819  6.0  4.0
004D: jump_if_false £Label0F2748
00A7: car $180E drive_to $181B $181C $181D
0004: $180D =  4  ;; integer values

:Label0F2748
00D6: if  0
0038:   $180D ==  4  ;; integer values
004D: jump_if_false £Label0F2791
00D6: if  0
01AD:   car $180E  0 ()near_point $181B $181C  6.0  4.0
004D: jump_if_false £Label0F2791
00A7: car $180E drive_to $181E $181F $1820
0004: $180D =  5  ;; integer values

:Label0F2791
00D6: if  0
0038:   $180D ==  5  ;; integer values
004D: jump_if_false £Label0F27E3
00D6: if  0
01AD:   car $180E  0 ()near_point $181E $181F  6.0  4.0
004D: jump_if_false £Label0F27E3
0477: unknown_car $180E  3  5
00A7: car $180E drive_to $1821 $1822 $1823
0004: $180D =  6  ;; integer values

:Label0F27E3
00D6: if  0
0038:   $180D ==  6  ;; integer values
004D: jump_if_false £Label0F282C
00D6: if  0
01AD:   car $180E  0 ()near_point $1821 $1822  6.0  4.0
004D: jump_if_false £Label0F282C
00A7: car $180E drive_to $1824 $1825 $1826
0004: $180D =  7  ;; integer values

:Label0F282C
00D6: if  0
0038:   $180D ==  7  ;; integer values
004D: jump_if_false £Label0F2875
00D6: if  0
01AD:   car $180E  0 ()near_point $1824 $1825  6.0  4.0
004D: jump_if_false £Label0F2875
00A7: car $180E drive_to $1827 $1828 $1829
0004: $180D =  8  ;; integer values

:Label0F2875
00D6: if  0
0038:   $180D ==  8  ;; integer values
004D: jump_if_false £Label0F28BE
00D6: if  0
01AD:   car $180E  0 ()near_point $1827 $1828  6.0  4.0
004D: jump_if_false £Label0F28BE
00A7: car $180E drive_to $182A $182B $182C
0004: $180D =  9  ;; integer values

:Label0F28BE
00D6: if  0
0038:   $180D ==  9  ;; integer values
004D: jump_if_false £Label0F2907
00D6: if  0
01AD:   car $180E  0 ()near_point $182A $182B  6.0  4.0
004D: jump_if_false £Label0F2907
00A7: car $180E drive_to $182D $182E $182F
0004: $180D =  10  ;; integer values

:Label0F2907
00D6: if  0
0038:   $180D ==  10  ;; integer values
004D: jump_if_false £Label0F2950
00D6: if  0
01AD:   car $180E  0 ()near_point $182D $182E  6.0  4.0
004D: jump_if_false £Label0F2950
00A7: car $180E drive_to $1830 $1831 $1832
0004: $180D =  11  ;; integer values

:Label0F2950
00D6: if  0
0038:   $180D ==  11  ;; integer values
004D: jump_if_false £Label0F2999
00D6: if  0
01AD:   car $180E  0 ()near_point $1830 $1831  6.0  4.0
004D: jump_if_false £Label0F2999
00A7: car $180E drive_to $1833 $1834 $1835
0004: $180D =  12  ;; integer values

:Label0F2999
00D6: if  0
0038:   $180D ==  12  ;; integer values
004D: jump_if_false £Label0F29E2
00D6: if  0
01AD:   car $180E  0 ()near_point $1833 $1834  6.0  4.0
004D: jump_if_false £Label0F29E2
00A7: car $180E drive_to $1836 $1837 $1838
0004: $180D =  13  ;; integer values

:Label0F29E2
00D6: if  0
0038:   $180D ==  13  ;; integer values
004D: jump_if_false £Label0F2A2B
00D6: if  0
01AD:   car $180E  0 ()near_point $1836 $1837  6.0  4.0
004D: jump_if_false £Label0F2A2B
00A7: car $180E drive_to $1839 $183A $183B
0004: $180D =  14  ;; integer values

:Label0F2A2B
00D6: if  0
0038:   $180D ==  14  ;; integer values
004D: jump_if_false £Label0F2A74
00D6: if  0
01AD:   car $180E  0 ()near_point $1839 $183A  6.0  4.0
004D: jump_if_false £Label0F2A74
00A7: car $180E drive_to $183C $183D $183E
0004: $180D =  15  ;; integer values

:Label0F2A74
00D6: if  0
0038:   $180D ==  15  ;; integer values
004D: jump_if_false £Label0F2ABD
00D6: if  0
01AD:   car $180E  0 ()near_point $183C $183D  6.0  4.0
004D: jump_if_false £Label0F2ABD
00A7: car $180E drive_to $183F $1840 $1841
0004: $180D =  16  ;; integer values

:Label0F2ABD
00D6: if  0
0038:   $180D ==  16  ;; integer values
004D: jump_if_false £Label0F2B06
00D6: if  0
01AD:   car $180E  0 ()near_point $183F $1840  6.0  4.0
004D: jump_if_false £Label0F2B06
00A7: car $180E drive_to $1842 $1843 $1844
0004: $180D =  17  ;; integer values

:Label0F2B06
00D6: if  0
0038:   $180D ==  17  ;; integer values
004D: jump_if_false £Label0F2B4F
00D6: if  0
01AD:   car $180E  0 ()near_point $1842 $1843  6.0  4.0
004D: jump_if_false £Label0F2B4F
00A7: car $180E drive_to $1845 $1846 $1847
0004: $180D =  18  ;; integer values

:Label0F2B4F
00D6: if  0
0038:   $180D ==  18  ;; integer values
004D: jump_if_false £Label0F2B8F
00D6: if  0
01AD:   car $180E  0 ()near_point $1845 $1846  6.0  4.0
004D: jump_if_false £Label0F2B8F
00A8: set_car $180E to_psycho_driver
0004: $180D =  19  ;; integer values

:Label0F2B8F
0051: return

:Label0F2B91
00D6: if  0
8119:   NOT   car $180E wrecked
004D: jump_if_false £Label0F2D11
00D6: if  0
01F4:   car $180E flipped
004D: jump_if_false £Label0F2C59
00D6: if  0
82CA:   NOT   car $180E bounding_sphere_visible
004D: jump_if_false £Label0F2C59
00AA: store_car $180E position_to $180F $1810 $1811
02C1: set $1861 $1862 $1863 to_car_path_coords_closest_to $180F $1810 $1811
00D6: if  0
838A:   NOT   car_in_cube $1861 $1862 $1863  4.0  4.0  3.0
004D: jump_if_false £Label0F2C59
00D6: if  0
80C2:   NOT   sphere_onscreen $1861 $1862 $1863  4.0
004D: jump_if_false £Label0F2C59
00AB: put_car $180E at $1861 $1862 $1863
00D6: if  0
0028:   $180D >=  19  ;; integer values
004D: jump_if_false £Label0F2C59
00AD: set_car $180E max_speed_to  40.0
00AE: unknown_set_car $180E to_ignore_traffic_lights  2
00A8: set_car $180E to_psycho_driver

:Label0F2C59
00D6: if  0
03CE:   car $180E stuck
004D: jump_if_false £Label0F2D11
00D6: if  0
82CA:   NOT   car $180E bounding_sphere_visible
004D: jump_if_false £Label0F2D11
00AA: store_car $180E position_to $180F $1810 $1811
02C1: set $1861 $1862 $1863 to_car_path_coords_closest_to $180F $1810 $1811
00D6: if  0
838A:   NOT   car_in_cube $1861 $1862 $1863  4.0  4.0  3.0
004D: jump_if_false £Label0F2D11
00D6: if  0
80C2:   NOT   sphere_onscreen $1861 $1862 $1863  4.0
004D: jump_if_false £Label0F2D11
00AB: put_car $180E at $1861 $1862 $1863
00D6: if  0
0028:   $180D >=  19  ;; integer values
004D: jump_if_false £Label0F2D11
00AD: set_car $180E max_speed_to  40.0
00AE: unknown_set_car $180E to_ignore_traffic_lights  2
00A8: set_car $180E to_psycho_driver

:Label0F2D11
0051: return

;-------------Mission 65---------------
; Originally: Publicity Tour


:Label0F2D13
03A4: name_thread "ROCKB3"
0050: gosub £Label0F2D4F
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0F2D38
0050: gosub £Label0F5103

:Label0F2D38
0050: gosub £Label0F5162
004E: end_thread
0004: $1894 =  0  ;; integer values
0004: $1895 =  0  ;; integer values

:Label0F2D4F
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0004: $187E =  0  ;; integer values
0005: $187F =  100.0  ;; floating-point values
0005: $187C =  0.0  ;; floating-point values
0004: $1881 =  1  ;; integer values
0004: $1882 =  0  ;; integer values
0004: $1883 =  0  ;; integer values
0004: $1884 =  0  ;; integer values
0004: $1886 =  0  ;; integer values
0004: $1888 =  0  ;; integer values
0004: $188A =  0  ;; integer values
0004: $188B =  0  ;; integer values
0004: $188C =  0  ;; integer values
0004: $188D =  0  ;; integer values
0004: $188E =  0  ;; integer values
0004: $188F =  0  ;; integer values
0004: $1890 =  0  ;; integer values
0004: $1891 =  0  ;; integer values
0004: $1892 =  0  ;; integer values
0004: $1893 =  0  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "ROCK3"
058E: set_restart_mission_taxi_destination -860.688  1169.914  9.997  185.46
023C: load_special_actor  1 "CSDICK"
023C: load_special_actor  2 "CSJEZZ"
023C: load_special_actor  3 "CSKENT"
023C: load_special_actor  4 "CSPERCY"
023C: load_special_actor  5 "CSPLAY"
04BB: select_interiour  9  ;; select render area
03CB: set_camera -879.75  1157.77  17.81
04F9: interiour_colors  17  0
038B: load_requested_models

:Label0F2E60
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  4 loaded
823D:   NOT   special_actor  5 loaded
004D: jump_if_false £Label0F2E8A
0001: wait  0 ms
0002: jump £Label0F2E60

:Label0F2E8A
02E4: load_cutscene_data "ROK_3A"
0244: set_cutscene_pos -879.823  1158.479  16.776
041D: set_camera_near_clip  .1
02E5: $AB = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $AB "CSDICK"
02E5: $AC = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $AC "CSJEZZ"
02E5: $8E = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $8E "CSKENT"
02E5: $AD = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $AD "CSPERCY"
02E5: $7D = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $7D "CSPLAY"
0395: clear_area  1 at -871.9  1159.46 range  10.07  1.0
0055: put_player $PLAYER_CHAR at -871.9  1159.46  10.07
0171: set_player $PLAYER_CHAR z_angle_to  270.0
016A: fade  1 (back)  2000 ms
03AD: set_rubbish  0 (invisible)
03AF: set_streaming  1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0F2F5C
00D6: if  0
001A:    374 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F2F7F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F2F5C

:Label0F2F7F
00BC: text_highpriority "RBM3_A"  10000 ms  1  ;; Tommy! Tommy! Tommy, man, that psycho's back!

:Label0F2F8E
00D6: if  0
001A:    4104 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F2FB1
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F2F8E

:Label0F2FB1
00BC: text_highpriority "RBM3_B"  10000 ms  1  ;; What's going on?

:Label0F2FC0
00D6: if  0
001A:    4760 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F2FE3
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F2FC0

:Label0F2FE3
00BC: text_highpriority "RBM3_C"  10000 ms  1  ;; That psycho won't leave Love Fist alone!

:Label0F2FF2
00D6: if  0
001A:    6489 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F3015
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F2FF2

:Label0F3015
00BC: text_highpriority "RBM3_D"  10000 ms  1  ;; You didnae kill him man. And now he's back.

:Label0F3024
00D6: if  0
001A:    8719 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F3047
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F3024

:Label0F3047
00BC: text_highpriority "RBM3_E"  10000 ms  1  ;; Yeah, yeah, yeah, and the thing is...

:Label0F3056
00D6: if  0
001A:    9730 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F3079
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F3056

:Label0F3079
00BC: text_highpriority "RBM3_F"  10000 ms  1  ;; The thing is, we need someone to drive the limo we can trust,

:Label0F3088
00D6: if  0
001A:    12434 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F30AB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F3088

:Label0F30AB
00BC: text_highpriority "RBM3_G"  10000 ms  1  ;; cause that nutter keeps making threats!

:Label0F30BA
00D6: if  0
001A:    13952 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F30DD
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F30BA

:Label0F30DD
00BC: text_highpriority "RBM3_H"  10000 ms  1  ;; I'm shitin' masel' man. I need ma ma!

:Label0F30EC
00D6: if  0
001A:    15620 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F310F
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F30EC

:Label0F310F
00BC: text_highpriority "RBM3_I"  10000 ms  1  ;; We're all bricking ourselves, man.

:Label0F311E
00D6: if  0
001A:    16985 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F3141
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F311E

:Label0F3141
00BC: text_highpriority "RBM3_J"  10000 ms  1  ;; Okay guys, calm down, I'll handle this.

:Label0F3150
00D6: if  0
001A:    21240 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F3173
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F3150

:Label0F3173
00BC: text_highpriority "RBM3_K"  10000 ms  1  ;; Normally I wouldn't busy myself with driving around a bunch of drunken Scottish bisexuals,

:Label0F3182
00D6: if  0
001A:    26029 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F31A5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F3182

:Label0F31A5
00BC: text_highpriority "RBM3_L"  10000 ms  1  ;; but, in your case I'll make an exception.

:Label0F31B4
00D6: if  0
001A:    28823 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F31D7
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump £Label0F31B4

:Label0F31D7
00BE: text_clear_all
016A: fade  0 ()  2000 ms
00BE: text_clear_all

:Label0F31E2
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F31FA
0001: wait  0 ms
0002: jump £Label0F31E2

:Label0F31FA
04BB: select_interiour  0  ;; select render area
04FA: reset_interior_colors  0
03AD: set_rubbish  1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0296: unload_special_actor  4
0296: unload_special_actor  5
03CB: set_camera -871.9  1159.46  10.07
04E3: unknown_player $PLAYER_CHAR  3  60000
01B6: set_weather  2
041E: set_radio_station  7 -1
0247: request_model #LOVEFIST
023C: load_special_actor  6 "IGJEZZ"
023C: load_special_actor  7 "IGDICK"
023C: load_special_actor  8 "IGPERCY"

:Label0F326E
00D6: if  23
8248:   NOT   model #LOVEFIST available
823D:   NOT   special_actor  6 loaded
823D:   NOT   special_actor  7 loaded
823D:   NOT   special_actor  8 loaded
004D: jump_if_false £Label0F3295
0001: wait  0 ms
0002: jump £Label0F326E

:Label0F3295
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)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
0395: clear_area  0 at -870.157  1145.945 range  11.05  1.0
015F: set_camera_position -870.157  1145.945  11.05  0.0  0.0  0.0
0160: point_camera -870.468  1146.895  11.078  2
0395: clear_area  0 at -872.155  1151.921 range  11.054  4.0
00A5: $187B = create_car #LOVEFIST at -872.155  1151.921  11.054
0175: set_car $187B z_angle_to  177.458
03AB: (unknown) $187B  1 
0224: set_car $187B health_to  1500
01C8: $1885 = create_actor  4 #SPECIAL06 in_car $187B passenger_seat  0
01ED: reset_actor $1885 flags
039E: (unknown) $1885  1 
0526: unknown_actor $1885  1
01C8: $1887 = create_actor  4 #SPECIAL07 in_car $187B passenger_seat  1
01ED: reset_actor $1887 flags
039E: (unknown) $1887  1 
0526: unknown_actor $1887  1
01C8: $1889 = create_actor  4 #SPECIAL08 in_car $187B passenger_seat  2
01ED: reset_actor $1889 flags
039E: (unknown) $1889  1 
0526: unknown_actor $1889  1
036A: put_actor $PLAYER_ACTOR in_car $187B
00A9: set_car $187B to_normal_driver
020A: set_car $187B door_status_to  4
0169: set_fade_color  0  0  0
0001: wait  2500 ms
016A: fade  1 (back)  2000 ms

:Label0F33CC
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F34ED
0001: wait  0 ms
00D6: if  0
0038:   $1886 ==  0  ;; integer values
004D: jump_if_false £Label0F3423
00D6: if  21
0118:   actor $1885 dead
0038:   $188F ==  1  ;; integer values
004D: jump_if_false £Label0F3423
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1886 =  1  ;; integer values

:Label0F3423
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F3469
00D6: if  21
0118:   actor $1887 dead
0038:   $1890 ==  1  ;; integer values
004D: jump_if_false £Label0F3469
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F3469
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F34AF
00D6: if  21
0118:   actor $1889 dead
0038:   $1891 ==  1  ;; integer values
004D: jump_if_false £Label0F34AF
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F34AF
00D6: if  21
0119:   car $187B wrecked
0038:   $1892 ==  1  ;; integer values
004D: jump_if_false £Label0F34E6
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103

:Label0F34E6
0002: jump £Label0F33CC

:Label0F34ED
0006:  17@ =  0  ;; integer values

:Label0F34F4
00D6: if  0
0038:   $1882 ==  0  ;; integer values
004D: jump_if_false £Label0F3925
0001: wait  0 ms
00D6: if  0
0038:   $1882 ==  0  ;; integer values
004D: jump_if_false £Label0F3565
00D6: if  0
0038:   $6B ==  1  ;; integer values
004D: jump_if_false £Label0F355E
00D6: if  0
001A:    6 > $1893  ;; integer values
004D: jump_if_false £Label0F355E
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label0F355E
0004: $1893 =  6  ;; integer values

:Label0F355E
0050: gosub £Label0F524D

:Label0F3565
00D6: if  0
0038:   $188B ==  1  ;; integer values
004D: jump_if_false £Label0F3679
00D6: if  0
0038:   $188D ==  0  ;; integer values
004D: jump_if_false £Label0F3597
0006:  17@ =  0  ;; integer values
0004: $188D =  1  ;; integer values

:Label0F3597
00D6: if  0
0038:   $188D ==  1  ;; integer values
004D: jump_if_false £Label0F35CD
00D6: if  0
0029:    17@ >=  5000  ;; integer values
004D: jump_if_false £Label0F35CD
03E5: text_box "RBM3_9"  ;; If you are stopped or drive slowly the detonation bar will increase.
0004: $188D =  2  ;; integer values

:Label0F35CD
00D6: if  0
0038:   $188D ==  2  ;; integer values
004D: jump_if_false £Label0F35ED
0006:  17@ =  0  ;; integer values
0004: $188D =  3  ;; integer values

:Label0F35ED
00D6: if  0
0038:   $188D ==  3  ;; integer values
004D: jump_if_false £Label0F3623
00D6: if  0
0029:    17@ >=  5000  ;; integer values
004D: jump_if_false £Label0F3623
03E5: text_box "RBM3_8"  ;; The faster you drive the lower the detonation bar will go.
0004: $188D =  4  ;; integer values

:Label0F3623
00D6: if  0
0038:   $188D ==  4  ;; integer values
004D: jump_if_false £Label0F3643
0006:  17@ =  0  ;; integer values
0004: $188D =  5  ;; integer values

:Label0F3643
00D6: if  0
0038:   $188D ==  5  ;; integer values
004D: jump_if_false £Label0F3679
00D6: if  0
0029:    17@ >=  5000  ;; integer values
004D: jump_if_false £Label0F3679
03E5: text_box "RBM3_3"  ;; If the detonation bar completely fills the bomb will explode.
0004: $188D =  6  ;; integer values

:Label0F3679
00D6: if  0
0038:   $1886 ==  0  ;; integer values
004D: jump_if_false £Label0F36BF
00D6: if  21
0118:   actor $1885 dead
0038:   $188F ==  1  ;; integer values
004D: jump_if_false £Label0F36BF
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1886 =  1  ;; integer values

:Label0F36BF
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F3705
00D6: if  21
0118:   actor $1887 dead
0038:   $1890 ==  1  ;; integer values
004D: jump_if_false £Label0F3705
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F3705
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F374B
00D6: if  21
0118:   actor $1889 dead
0038:   $1891 ==  1  ;; integer values
004D: jump_if_false £Label0F374B
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F374B
00D6: if  25
0119:   car $187B wrecked
0038:   $1892 ==  1  ;; integer values
0038:   $1883 ==  1  ;; integer values
0038:   $1886 ==  1  ;; integer values
0038:   $1888 ==  1  ;; integer values
0038:   $188A ==  1  ;; integer values
004D: jump_if_false £Label0F37A5
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0002: jump £Label0F382B

:Label0F37A5
00D6: if  0
0038:   $1882 ==  0  ;; integer values
004D: jump_if_false £Label0F37E5
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $187B
004D: jump_if_false £Label0F37E5
020B: explode_car $187B
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103

:Label0F37E5
02E3: $187C = car $187B speed
00D6: if  0
0038:   $1882 ==  0  ;; integer values
004D: jump_if_false £Label0F382B
00D6: if  0
0019:    17@ >  5000  ;; integer values
004D: jump_if_false £Label0F382B
00D6: if  0
0038:   $1893 ==  0  ;; integer values
004D: jump_if_false £Label0F382B
0004: $1893 =  1  ;; integer values

:Label0F382B
00D6: if  0
0038:   $1882 ==  0  ;; integer values
004D: jump_if_false £Label0F391E
00D6: if  0
0038:   $188B ==  1  ;; integer values
004D: jump_if_false £Label0F391E
00D6: if  0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label0F391E
000D: $187C -=  26.0  ;; floating-point values
0015: $187C /=  15.0  ;; floating-point values
0059: $187F += $187C  ;; floating-point values
00D6: if  0
0020:   $187F >  100.0  ;; floating-point values
004D: jump_if_false £Label0F389D
0005: $187F =  100.0  ;; floating-point values

:Label0F389D
00D6: if  0
0022:    1.0 > $187F  ;; floating-point values
004D: jump_if_false £Label0F38FA
00D6: if  0
8119:   NOT   car $187B wrecked
004D: jump_if_false £Label0F38E4
020B: explode_car $187B
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0002: jump £Label0F38FA

:Label0F38E4
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103

:Label0F38FA
0086: $2FB = $187F  ;; floating-point values only
0011: $2FB *= -1.0  ;; floating-point values
0009: $2FB +=  100.0  ;; floating-point values
008C: $187E = float_to_integer $2FB

:Label0F391E
0002: jump £Label0F34F4

:Label0F3925
01B7: release_weather
0151: remove_status_text $187E
00BA: text_styled "RBM3_7"  4000 ms  4  ;; ~g~BOMB DEFUSED!

:Label0F393B
00D6: if  0
001A:    29 > $1893  ;; integer values
004D: jump_if_false £Label0F3B1B
0001: wait  0 ms
00D6: if  0
001A:    29 > $1893  ;; integer values
004D: jump_if_false £Label0F396A
0050: gosub £Label0F5E0C

:Label0F396A
00D6: if  0
0038:   $1886 ==  0  ;; integer values
004D: jump_if_false £Label0F39A9
00D6: if  0
0118:   actor $1885 dead
004D: jump_if_false £Label0F39A9
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1886 =  1  ;; integer values

:Label0F39A9
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F39E8
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F39E8
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F39E8
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F3A27
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F3A27
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F3A27
00D6: if  0
0119:   car $187B wrecked
004D: jump_if_false £Label0F3A54
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0002: jump £Label0F3B14

:Label0F3A54
00D6: if  2
0038:   $1886 ==  0  ;; integer values
0038:   $1888 ==  0  ;; integer values
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F3AAC
00D6: if  2
00DB:   actor $1885 in_car $187B
00DB:   actor $1887 in_car $187B
00DB:   actor $1889 in_car $187B
004D: jump_if_false £Label0F3AA5
0004: $188C =  1  ;; integer values
0002: jump £Label0F3AAC

:Label0F3AA5
0004: $188C =  0  ;; integer values

:Label0F3AAC
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $187B
004D: jump_if_false £Label0F3AF6
00D6: if  0
0038:   $1894 ==  0  ;; integer values
004D: jump_if_false £Label0F3AEF
0186: $187D = create_marker_above_car $187B
00BC: text_highpriority "IN_VEH"  5000 ms  1  ;; ~g~Hey! Get back in the vehicle!
0004: $1894 =  1  ;; integer values

:Label0F3AEF
0002: jump £Label0F3B14

:Label0F3AF6
00D6: if  0
0038:   $1894 ==  1  ;; integer values
004D: jump_if_false £Label0F3B14
0164: disable_marker $187D
0004: $1894 =  0  ;; integer values

:Label0F3B14
0002: jump £Label0F393B

:Label0F3B1B
00D6: if  0
8119:   NOT   car $187B wrecked
004D: jump_if_false £Label0F3B39
020A: set_car $187B door_status_to  1
0002: jump £Label0F3B4F

:Label0F3B39
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103

:Label0F3B4F
041E: set_radio_station  4 -1
00BC: text_highpriority "RBM3_1"  5000 ms  1  ;; ~g~Drive Love Fist to the venue.
018A: $1880 = create_checkpoint_at -870.933  1053.342  9.9
0004: $1884 =  1  ;; integer values

:Label0F3B7F
00D6: if  21
81AF:   NOT   car $187B  1 (in-sphere)near_point -870.933  1053.342  9.9 radius  3.0  3.0  3.0
0038:   $188C ==  0  ;; integer values
004D: jump_if_false £Label0F3D9B
0001: wait  0 ms
00D6: if  0
0038:   $1886 ==  0  ;; integer values
004D: jump_if_false £Label0F3BF9
00D6: if  0
0118:   actor $1885 dead
004D: jump_if_false £Label0F3BF9
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1886 =  1  ;; integer values

:Label0F3BF9
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F3C38
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F3C38
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F3C38
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F3C77
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F3C77
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F3C77
00D6: if  0
0119:   car $187B wrecked
004D: jump_if_false £Label0F3CA4
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0002: jump £Label0F3D94

:Label0F3CA4
00D6: if  2
0038:   $1886 ==  0  ;; integer values
0038:   $1888 ==  0  ;; integer values
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F3D04
00D6: if  3
00DB:   actor $1885 in_car $187B
00DB:   actor $1887 in_car $187B
00DB:   actor $1889 in_car $187B
00DC:   player $PLAYER_CHAR driving $187B
004D: jump_if_false £Label0F3CFD
0004: $188C =  1  ;; integer values
0002: jump £Label0F3D04

:Label0F3CFD
0004: $188C =  0  ;; integer values

:Label0F3D04
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $187B
004D: jump_if_false £Label0F3D53
00D6: if  0
0038:   $1884 ==  1  ;; integer values
004D: jump_if_false £Label0F3D4C
0164: disable_marker $1880
0186: $187D = create_marker_above_car $187B
00BC: text_highpriority "IN_VEH"  5000 ms  1  ;; ~g~Hey! Get back in the vehicle!
0004: $1884 =  0  ;; integer values

:Label0F3D4C
0002: jump £Label0F3D94

:Label0F3D53
00D6: if  0
0038:   $1884 ==  0  ;; integer values
004D: jump_if_false £Label0F3D94
0164: disable_marker $187D
00BC: text_highpriority "RBM3_1"  5000 ms  1  ;; ~g~Drive Love Fist to the venue.
018A: $1880 = create_checkpoint_at -870.933  1053.342  9.9
0004: $1884 =  1  ;; integer values

:Label0F3D94
0002: jump £Label0F3B7F

:Label0F3D9B
00D6: if  0
8119:   NOT   car $187B wrecked
004D: jump_if_false £Label0F3DB9
020A: set_car $187B door_status_to  1
0002: jump £Label0F3DCF

:Label0F3DB9
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103

:Label0F3DCF
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)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
0395: clear_area  0 at -880.363  1043.654 range  12.096  1.0
015F: set_camera_position -880.363  1043.654  12.096  0.0  0.0  0.0
0160: point_camera -879.557  1044.242  12.035  2
00D6: if  0
8119:   NOT   car $187B wrecked
004D: jump_if_false £Label0F3EF1
01D3: actor $PLAYER_ACTOR leave_car $187B
00D6: if  0
8118:   NOT   actor $1885 dead
004D: jump_if_false £Label0F3E6A
01D3: actor $1885 leave_car $187B
0002: jump £Label0F3E80

:Label0F3E6A
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103

:Label0F3E80
00D6: if  0
8118:   NOT   actor $1887 dead
004D: jump_if_false £Label0F3E9F
01D3: actor $1887 leave_car $187B
0002: jump £Label0F3EB5

:Label0F3E9F
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103

:Label0F3EB5
00D6: if  0
8118:   NOT   actor $1889 dead
004D: jump_if_false £Label0F3ED4
01D3: actor $1889 leave_car $187B
0002: jump £Label0F3EEA

:Label0F3ED4
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103

:Label0F3EEA
0002: jump £Label0F3F07

:Label0F3EF1
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103

:Label0F3F07
00D6: if  3
00DF:   actor $PLAYER_ACTOR driving
00DF:   actor $1885 driving
00DF:   actor $1887 driving
00DF:   actor $1889 driving
004D: jump_if_false £Label0F4014
0001: wait  0 ms
00D6: if  0
0038:   $1886 ==  0  ;; integer values
004D: jump_if_false £Label0F3F69
00D6: if  0
0118:   actor $1885 dead
004D: jump_if_false £Label0F3F69
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1886 =  1  ;; integer values

:Label0F3F69
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F3FA8
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F3FA8
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F3FA8
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F3FE7
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F3FE7
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F3FE7
00D6: if  0
0119:   car $187B wrecked
004D: jump_if_false £Label0F400D
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103

:Label0F400D
0002: jump £Label0F3F07

:Label0F4014
016A: fade  0 ()  1500 ms

:Label0F401B
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F4116
0001: wait  0 ms
00D6: if  0
0038:   $1886 ==  0  ;; integer values
004D: jump_if_false £Label0F406B
00D6: if  0
0118:   actor $1885 dead
004D: jump_if_false £Label0F406B
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1886 =  1  ;; integer values

:Label0F406B
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F40AA
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F40AA
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F40AA
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F40E9
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F40E9
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F40E9
00D6: if  0
0119:   car $187B wrecked
004D: jump_if_false £Label0F410F
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103

:Label0F410F
0002: jump £Label0F401B

:Label0F4116
02EB: restore_camera_with_jumpcut
04BB: select_interiour  8  ;; select render area
0004: $1895 =  1  ;; integer values
03CB: set_camera -928.915  1056.264  12.28
04F9: interiour_colors  12  0
0055: put_player $PLAYER_CHAR at -924.115  1054.524  12.28
0171: set_player $PLAYER_CHAR z_angle_to  188.883
009B: destroy_actor_instantly $1885
00D6: if  0
8118:   NOT   actor $1887 dead
004D: jump_if_false £Label0F4192
00A1: put_actor $1887 at -925.288  1053.268  12.2
0173: set_actor $1887 z_angle_to  249.491
0002: jump £Label0F41AF

:Label0F4192
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1886 =  1  ;; integer values

:Label0F41AF
00D6: if  0
8118:   NOT   actor $1889 dead
004D: jump_if_false £Label0F41E4
00A1: put_actor $1889 at -923.094  1053.125  12.2
0173: set_actor $1889 z_angle_to  44.398
0002: jump £Label0F4201

:Label0F41E4
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1886 =  1  ;; integer values

:Label0F4201
02E4: load_cutscene_data "FIST"
0395: clear_area  0 at -924.114  1038.89 range  12.675  1.0
015F: set_camera_position -924.114  1038.89  12.675  0.0  0.0  0.0
0160: point_camera -924.114  1039.858  12.925  2
00A6: destroy_car $187B
016A: fade  1 (back)  1000 ms

:Label0F4262
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F42F8
0001: wait  0 ms
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F42B2
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F42B2
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F42B2
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F42F1
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F42F1
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F42F1
0002: jump £Label0F4262

:Label0F42F8
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0F42FF
00D6: if  0
001A:    16980 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F43A0
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F435A
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F435A
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F435A
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4399
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F4399
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F4399
0002: jump £Label0F42FF

:Label0F43A0
015F: set_camera_position -926.72  1048.895  13.04  0.0  0.0  0.0
0160: point_camera -926.32  1049.811  13.075  2
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4425
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F4419
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values
0002: jump £Label0F4425

:Label0F4419
0372: set_actor $1889 anim  19 wait_state_time  1000000 ms

:Label0F4425
00BC: text_highpriority "ROK3_73"  10000 ms  1  ;; Jezz is running the tape,

:Label0F4434
00D6: if  0
001A:    18851 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F44D5
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F448F
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F448F
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F448F
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F44CE
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F44CE
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F44CE
0002: jump £Label0F4434

:Label0F44D5
00BC: text_highpriority "ROK3_62"  10000 ms  1  ;; so we thought we'd show you our Temple of Rock -

:Label0F44E4
00D6: if  0
001A:    22311 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F4585
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F453F
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F453F
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F453F
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F457E
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F457E
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F457E
0002: jump £Label0F44E4

:Label0F4585
00BC: text_highpriority "ROK3_63"  10000 ms  1  ;; Get a feel for that Love Fist fury!

:Label0F4594
00D6: if  0
001A:    24834 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F4635
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F45EF
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F45EF
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F45EF
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F462E
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F462E
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F462E
0002: jump £Label0F4594

:Label0F4635
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4684
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F467B
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values
0002: jump £Label0F4684

:Label0F467B
0372: set_actor $1889 anim  0 wait_state_time  1 ms

:Label0F4684
00BC: text_highpriority "ROK3_64"  10000 ms  1  ;; Listen to yourself, man. It's papier-mache and gaffa tape.
015F: set_camera_position -919.641  1050.383  14.67  0.0  0.0  0.0
0160: point_camera -919.783  1051.364  14.799  2

:Label0F46C6
00D6: if  0
001A:    28433 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F4767
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F4721
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F4721
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F4721
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4760
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F4760
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F4760
0002: jump £Label0F46C6

:Label0F4767
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F47B9
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F47AD
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values
0002: jump £Label0F47B9

:Label0F47AD
0372: set_actor $1887 anim  19 wait_state_time  1000000 ms

:Label0F47B9
00BC: text_highpriority "ROK3_65"  10000 ms  1  ;; Hey, to the kids, it's a temple and we are the priests!

:Label0F47C8
00D6: if  0
001A:    32395 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F4869
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F4823
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F4823
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F4823
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4862
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F4862
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F4862
0002: jump £Label0F47C8

:Label0F4869
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F48B8
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F48AF
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values
0002: jump £Label0F48B8

:Label0F48AF
0372: set_actor $1887 anim  0 wait_state_time  1 ms

:Label0F48B8
00BC: text_highpriority "ROK3_66"  10000 ms  1  ;; Aye, well, if the kids like their priests half cut and tone deaf,

:Label0F48C7
00D6: if  0
001A:    36052 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F496A
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F4924
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F4924
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F4924
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4963
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F4963
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F4963
0002: jump £Label0F48C7

:Label0F496A
00BC: text_highpriority "ROK3_67"  10000 ms  1  ;; who am I to argue?

:Label0F4979
00D6: if  0
001A:    37237 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F4A1C
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F49D6
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F49D6
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F49D6
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4A15
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F4A15
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F4A15
0002: jump £Label0F4979

:Label0F4A1C
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4A6E
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F4A62
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values
0002: jump £Label0F4A6E

:Label0F4A62
0372: set_actor $1889 anim  19 wait_state_time  1000000 ms

:Label0F4A6E
00BC: text_highpriority "ROK3_68"  10000 ms  1  ;; Oh geez, the tape's getting chewed again.
015F: set_camera_position -926.72  1048.895  13.04  0.0  0.0  0.0
0160: point_camera -926.32  1049.811  13.075  2

:Label0F4AB0
00D6: if  0
001A:    40045 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F4B53
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F4B0D
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F4B0D
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F4B0D
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4B4C
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F4B4C
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F4B4C
0002: jump £Label0F4AB0

:Label0F4B53
00BC: text_highpriority "ROK3_69"  10000 ms  1  ;; At this rate, we'll never get to play live.

:Label0F4B62
00D6: if  0
001A:    42415 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F4C05
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F4BBF
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F4BBF
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F4BBF
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4BFE
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F4BFE
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F4BFE
0002: jump £Label0F4B62

:Label0F4C05
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4C54
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F4C4B
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values
0002: jump £Label0F4C54

:Label0F4C4B
0372: set_actor $1889 anim  0 wait_state_time  1 ms

:Label0F4C54
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F4CA6
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F4C9A
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values
0002: jump £Label0F4CA6

:Label0F4C9A
0372: set_actor $1889 anim  19 wait_state_time  1000000 ms

:Label0F4CA6
00BC: text_highpriority "ROK3_70"  10000 ms  1  ;; Oohh shite! My bowels...

:Label0F4CB5
00D6: if  0
001A:    44776 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F4D58
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F4D12
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F4D12
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F4D12
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4D51
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F4D51
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F4D51
0002: jump £Label0F4CB5

:Label0F4D58
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F4DA7
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F4D9E
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values
0002: jump £Label0F4DA7

:Label0F4D9E
0372: set_actor $1889 anim  0 wait_state_time  1 ms

:Label0F4DA7
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4DF9
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F4DED
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values
0002: jump £Label0F4DF9

:Label0F4DED
0372: set_actor $1889 anim  19 wait_state_time  1000000 ms

:Label0F4DF9
00BC: text_highpriority "ROK3_71"  10000 ms  1  ;; We gotta get on with it - thanks again Tommy, Know what I am saying, nice one, bye!

:Label0F4E08
00D6: if  0
001A:    49873 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F4EAB
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F4E65
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F4E65
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F4E65
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4EA4
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F4EA4
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F4EA4
0002: jump £Label0F4E08

:Label0F4EAB
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4EFA
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F4EF1
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values
0002: jump £Label0F4EFA

:Label0F4EF1
0372: set_actor $1889 anim  0 wait_state_time  1 ms

:Label0F4EFA
00BE: text_clear_all
016A: fade  0 ()  1500 ms

:Label0F4F03
00D6: if  0
001A:    51280 > $CUT_SCENE_TIME  ;; integer values
004D: jump_if_false £Label0F4FA6
0001: wait  0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F4F60
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F4F60
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F4F60
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F4F9F
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F4F9F
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F4F9F
0002: jump £Label0F4F03

:Label0F4FA6
02EA: end_cutscene
0006:  16@ =  0  ;; integer values

:Label0F4FAF
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F5045
0001: wait  0 ms
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F4FFF
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F4FFF
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $1888 =  1  ;; integer values

:Label0F4FFF
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F503E
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F503E
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F5103
0004: $188A =  1  ;; integer values

:Label0F503E
0002: jump £Label0F4FAF

:Label0F5045
009B: destroy_actor_instantly $1887
009B: destroy_actor_instantly $1889
04FA: reset_interior_colors  0
04BB: select_interiour  0  ;; select render area
0004: $1895 =  0  ;; integer values
03CB: set_camera -885.396  1054.467  12.583
015F: set_camera_position -887.965  1054.653  14.846  0.0  0.0  0.0
0160: point_camera -887.016  1054.583  14.538  2
0055: put_player $PLAYER_CHAR at -885.396  1054.467  12.583
0171: set_player $PLAYER_CHAR z_angle_to  280.871
02EB: restore_camera_with_jumpcut
03C8: rotate_player-180-degrees
016A: fade  1 (back)  1500 ms

:Label0F50CB
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F50E3
0001: wait  0 ms
0002: jump £Label0F50CB

:Label0F50E3
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0002: jump £Label0F511C

:Label0F5103
040D: unload_wav  1
040D: unload_wav  2
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0F511C
0004: $PASSED_ROCK3_PUBLICITY_TOUR =  1  ;; integer values
0318: set_latest_mission_passed "ROCK_3"  ;; Publicity Tour
030C: set_mission_points +=  1
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS"  8000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  8000
014C: set_parked_car_generator $7C6 cars_to_generate_to  101
0164: disable_marker $11F
0051: return

:Label0F5162
0004: $ONMISSION =  0  ;; integer values
041E: set_radio_station  4 -1
00D6: if  0
8119:   NOT   car $187B wrecked
004D: jump_if_false £Label0F518B
020A: set_car $187B door_status_to  1
01C3: remove_references_to_car $187B  ;; Like turning a car into any random car

:Label0F518B
034F: destroy_actor_with_fade $1885  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1887  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1889  ;; The actor fades away like a ghost
01B7: release_weather
040D: unload_wav  1
040D: unload_wav  2
04FA: reset_interior_colors  0
00D6: if  0
0038:   $1895 ==  1  ;; integer values
004D: jump_if_false £Label0F5224
04BB: select_interiour  0  ;; select render area
03CB: set_camera -885.396  1054.467  12.583
015F: set_camera_position -887.965  1054.653  14.846  0.0  0.0  0.0
0160: point_camera -887.016  1054.583  14.538  2
0055: put_player $PLAYER_CHAR at -885.396  1054.467  12.583
0171: set_player $PLAYER_CHAR z_angle_to  280.871
02EB: restore_camera_with_jumpcut
03C8: rotate_player-180-degrees

:Label0F5224
0164: disable_marker $187D
0164: disable_marker $1880
0151: remove_status_text $187E
0249: release_model #LOVEFIST
0296: unload_special_actor  6
0296: unload_special_actor  7
0296: unload_special_actor  8
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0F524D
00D6: if  0
0038:   $188B ==  1  ;; integer values
004D: jump_if_false £Label0F5361
00D6: if  0
0038:   $188D ==  0  ;; integer values
004D: jump_if_false £Label0F527F
0006:  17@ =  0  ;; integer values
0004: $188D =  1  ;; integer values

:Label0F527F
00D6: if  0
0038:   $188D ==  1  ;; integer values
004D: jump_if_false £Label0F52B5
00D6: if  0
0029:    17@ >=  5000  ;; integer values
004D: jump_if_false £Label0F52B5
03E5: text_box "RBM3_9"  ;; If you are stopped or drive slowly the detonation bar will increase.
0004: $188D =  2  ;; integer values

:Label0F52B5
00D6: if  0
0038:   $188D ==  2  ;; integer values
004D: jump_if_false £Label0F52D5
0006:  17@ =  0  ;; integer values
0004: $188D =  3  ;; integer values

:Label0F52D5
00D6: if  0
0038:   $188D ==  3  ;; integer values
004D: jump_if_false £Label0F530B
00D6: if  0
0029:    17@ >=  5000  ;; integer values
004D: jump_if_false £Label0F530B
03E5: text_box "RBM3_8"  ;; The faster you drive the lower the detonation bar will go.
0004: $188D =  4  ;; integer values

:Label0F530B
00D6: if  0
0038:   $188D ==  4  ;; integer values
004D: jump_if_false £Label0F532B
0006:  17@ =  0  ;; integer values
0004: $188D =  5  ;; integer values

:Label0F532B
00D6: if  0
0038:   $188D ==  5  ;; integer values
004D: jump_if_false £Label0F5361
00D6: if  0
0029:    17@ >=  5000  ;; integer values
004D: jump_if_false £Label0F5361
03E5: text_box "RBM3_3"  ;; If the detonation bar completely fills the bomb will explode.
0004: $188D =  6  ;; integer values

:Label0F5361
00D6: if  0
0038:   $1886 ==  0  ;; integer values
004D: jump_if_false £Label0F538A
00D6: if  0
0118:   actor $1885 dead
004D: jump_if_false £Label0F538A
0004: $188F =  1  ;; integer values

:Label0F538A
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F53B3
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F53B3
0004: $1890 =  1  ;; integer values

:Label0F53B3
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F53DC
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F53DC
0004: $1891 =  1  ;; integer values

:Label0F53DC
00D6: if  0
0119:   car $187B wrecked
004D: jump_if_false £Label0F53FA
0004: $1892 =  1  ;; integer values
0002: jump £Label0F54FF

:Label0F53FA
02E3: $187C = car $187B speed
00D6: if  0
8442:   NOT   player $PLAYER_CHAR in_car $187B
004D: jump_if_false £Label0F5429
020B: explode_car $187B
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!

:Label0F5429
00D6: if  0
0038:   $1882 ==  0  ;; integer values
004D: jump_if_false £Label0F54FF
00D6: if  0
0038:   $188B ==  1  ;; integer values
004D: jump_if_false £Label0F54FF
00D6: if  0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label0F54FF
000D: $187C -=  26.0  ;; floating-point values
0015: $187C /=  15.0  ;; floating-point values
0059: $187F += $187C  ;; floating-point values
00D6: if  0
0022:    1.0 > $187F  ;; floating-point values
004D: jump_if_false £Label0F54BC
00D6: if  0
8119:   NOT   car $187B wrecked
004D: jump_if_false £Label0F54BC
020B: explode_car $187B
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F54BC

:Label0F54BC
00D6: if  0
0020:   $187F >  100.0  ;; floating-point values
004D: jump_if_false £Label0F54DB
0005: $187F =  100.0  ;; floating-point values

:Label0F54DB
0086: $2FB = $187F  ;; floating-point values only
0011: $2FB *= -1.0  ;; floating-point values
0009: $2FB +=  100.0  ;; floating-point values
008C: $187E = float_to_integer $2FB

:Label0F54FF
00D6: if  0
0038:   $1893 ==  1  ;; integer values
004D: jump_if_false £Label0F55A0
03CF: load_wav "ROK3_1" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_1"  10000 ms  1  ;; At last man, time for a well earned drink. The venue's just a hundred yards down the road.
0050: gosub £Label0F6251
03D5: remove_text "ROK3_1"  ;; At last man, time for a well earned drink. The venue's just a hundred yards down the road.
0004: $1893 =  2  ;; integer values
00D6: if  0
0038:   $1882 ==  0  ;; integer values
004D: jump_if_false £Label0F55A0
00D6: if  0
0038:   $6B ==  1  ;; integer values
004D: jump_if_false £Label0F55A0
00D6: if  0
001A:    6 > $1893  ;; integer values
004D: jump_if_false £Label0F55A0
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label0F55A0
0004: $1893 =  6  ;; integer values

:Label0F55A0
00D6: if  0
0038:   $1893 ==  2  ;; integer values
004D: jump_if_false £Label0F5641
03CF: load_wav "ROK3_2" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_2"  10000 ms  1  ;; Better make it a large one then. Hey Tommy, change the tunes, man.
0050: gosub £Label0F6251
03D5: remove_text "ROK3_2"  ;; Better make it a large one then. Hey Tommy, change the tunes, man.
0004: $1893 =  3  ;; integer values
00D6: if  0
0038:   $1882 ==  0  ;; integer values
004D: jump_if_false £Label0F5641
00D6: if  0
0038:   $6B ==  1  ;; integer values
004D: jump_if_false £Label0F5641
00D6: if  0
001A:    6 > $1893  ;; integer values
004D: jump_if_false £Label0F5641
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label0F5641
0004: $1893 =  6  ;; integer values

:Label0F5641
00D6: if  0
0038:   $1893 ==  3  ;; integer values
004D: jump_if_false £Label0F56E2
03CF: load_wav "ROK3_3" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_3"  10000 ms  1  ;; I get confused if my head ain't banging. Ah look, what's this? Hey Tommy, stick this tape on.
0050: gosub £Label0F6251
03D5: remove_text "ROK3_3"  ;; I get confused if my head ain't banging. Ah look, what's this? Hey Tommy, stick this tape on.
0004: $1893 =  4  ;; integer values
00D6: if  0
0038:   $1882 ==  0  ;; integer values
004D: jump_if_false £Label0F56E2
00D6: if  0
0038:   $6B ==  1  ;; integer values
004D: jump_if_false £Label0F56E2
00D6: if  0
001A:    6 > $1893  ;; integer values
004D: jump_if_false £Label0F56E2
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label0F56E2
0004: $1893 =  6  ;; integer values

:Label0F56E2
00D6: if  0
0038:   $1893 ==  4  ;; integer values
004D: jump_if_false £Label0F5789
03CF: load_wav "ROK3_4" as $1881
0050: gosub £Label0F5EF5
041E: set_radio_station  9 -1
00BC: text_highpriority "ROK3_4"  10000 ms  1  ;; Love Fist. Your time polluting the airwaves is over. I gave you the chance to be friends.
0050: gosub £Label0F6251
03D5: remove_text "ROK3_4"  ;; Love Fist. Your time polluting the airwaves is over. I gave you the chance to be friends.
0004: $1893 =  5  ;; integer values
00D6: if  0
0038:   $1882 ==  0  ;; integer values
004D: jump_if_false £Label0F5789
00D6: if  0
0038:   $6B ==  1  ;; integer values
004D: jump_if_false £Label0F5789
00D6: if  0
001A:    6 > $1893  ;; integer values
004D: jump_if_false £Label0F5789
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label0F5789
0004: $1893 =  6  ;; integer values

:Label0F5789
00D6: if  0
0038:   $1893 ==  5  ;; integer values
004D: jump_if_false £Label0F57D6
03CF: load_wav "ROK3_5" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_5"  10000 ms  1  ;; Now, I'm giving you the chance to die. Try to slow down and your limousine will explode, along with your BIG, HAIRY ARSES!
0050: gosub £Label0F6251
03D5: remove_text "ROK3_5"  ;; Now, I'm giving you the chance to die. Try to slow down and your limousine will explode, along with your BIG, HAIRY ARSES!
0004: $1893 =  6  ;; integer values

:Label0F57D6
00D6: if  0
0038:   $1893 ==  6  ;; integer values
004D: jump_if_false £Label0F584C
00D6: if  0
0038:   $188B ==  0  ;; integer values
004D: jump_if_false £Label0F583E
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03E5: text_box "RBM3_2"  ;; While the bomb is armed if you try to leave the car it will explode...
03C4: set_status_text_to $187E  1 (bar) "RBM3_6"  ;; DETONATION:
0006:  16@ =  0  ;; integer values
0004: $188B =  1  ;; integer values

:Label0F583E
0004: $6B =  1  ;; integer values
0004: $1893 =  7  ;; integer values

:Label0F584C
00D6: if  0
0038:   $1893 ==  7  ;; integer values
004D: jump_if_false £Label0F5899
03CF: load_wav "ROK3_6" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_6"  10000 ms  1  ;; Tommy pal, you gotta save the band! I'm getting bored of this. Just keep the pedal to the metal!!
0050: gosub £Label0F6251
03D5: remove_text "ROK3_6"  ;; Tommy pal, you gotta save the band! I'm getting bored of this. Just keep the pedal to the metal!!
0004: $1893 =  8  ;; integer values

:Label0F5899
00D6: if  0
0038:   $1893 ==  8  ;; integer values
004D: jump_if_false £Label0F58E6
03CF: load_wav "ROK3_7" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_7"  10000 ms  1  ;; We gotta find the bomb! Can't we just drive around all day? Aye, we've got plenty to drink..
0050: gosub £Label0F6251
03D5: remove_text "ROK3_7"  ;; We gotta find the bomb! Can't we just drive around all day? Aye, we've got plenty to drink..
0004: $1893 =  9  ;; integer values

:Label0F58E6
00D6: if  0
0038:   $1893 ==  9  ;; integer values
004D: jump_if_false £Label0F5933
03CF: load_wav "ROK3_8" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_8"  10000 ms  1  ;; Won't the bomb not be in the engine? We'll have to stop to get it. We're all going to die! I'm gonna get drunk!
0050: gosub £Label0F6251
03D5: remove_text "ROK3_8"  ;; Won't the bomb not be in the engine? We'll have to stop to get it. We're all going to die! I'm gonna get drunk!
0004: $1893 =  10  ;; integer values

:Label0F5933
00D6: if  0
0038:   $1893 ==  10  ;; integer values
004D: jump_if_false £Label0F5980
03CF: load_wav "ROK3_9" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_9"  10000 ms  1  ;; Hey, there's a queue here pal! The answer ain't in the drinks cabinet! Get out of my way!
0050: gosub £Label0F6251
03D5: remove_text "ROK3_9"  ;; Hey, there's a queue here pal! The answer ain't in the drinks cabinet! Get out of my way!
0004: $1893 =  11  ;; integer values

:Label0F5980
00D6: if  0
0038:   $1893 ==  11  ;; integer values
004D: jump_if_false £Label0F59CD
03CF: load_wav "ROK3_10" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_10"  10000 ms  1  ;; Hey, the vodka bottle's got wires coming out of it! That's not vodka, that's BOOMSHINE!
0050: gosub £Label0F6251
03D5: remove_text "ROK3_10"  ;; Hey, the vodka bottle's got wires coming out of it! That's not vodka, that's BOOMSHINE!
0004: $1893 =  12  ;; integer values

:Label0F59CD
00D6: if  0
0038:   $1893 ==  12  ;; integer values
004D: jump_if_false £Label0F5A1A
03CF: load_wav "ROK3_11" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_11"  10000 ms  1  ;; WAAAAAAGGGHHHH!!!! And it's wired to blow!! WAAAAAAAAAAAAGGGHHHHHHHH!!!!
0050: gosub £Label0F6251
03D5: remove_text "ROK3_11"  ;; WAAAAAAGGGHHHH!!!! And it's wired to blow!! WAAAAAAAAAAAAGGGHHHHHHHH!!!!
0004: $1893 =  13  ;; integer values

:Label0F5A1A
00D6: if  0
0038:   $1893 ==  13  ;; integer values
004D: jump_if_false £Label0F5A67
03CF: load_wav "ROK3_12" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_12"  10000 ms  1  ;; They always said the drink would kill me. I've seen this on the telly. you gotta pull out one of the wires. Which wire? I don't know, man.
0050: gosub £Label0F6251
03D5: remove_text "ROK3_12"  ;; They always said the drink would kill me. I've seen this on the telly. you gotta pull out one of the wires. Which wire? I don't know, man.
0004: $1893 =  14  ;; integer values

:Label0F5A67
00D6: if  0
0038:   $1893 ==  14  ;; integer values
004D: jump_if_false £Label0F5AB4
03CF: load_wav "ROK3_13" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_13"  10000 ms  1  ;; I don't have a clue. Willy, say something. I'm gonna play bass in hell.
0050: gosub £Label0F6251
03D5: remove_text "ROK3_13"  ;; I don't have a clue. Willy, say something. I'm gonna play bass in hell.
0004: $1893 =  15  ;; integer values

:Label0F5AB4
00D6: if  0
0038:   $1893 ==  15  ;; integer values
004D: jump_if_false £Label0F5B01
03CF: load_wav "ROK3_14" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_14"  10000 ms  1  ;; Tommy man, keep driving fast, pal. Somebody do something. Aye, clever!
0050: gosub £Label0F6251
03D5: remove_text "ROK3_14"  ;; Tommy man, keep driving fast, pal. Somebody do something. Aye, clever!
0004: $1893 =  16  ;; integer values

:Label0F5B01
00D6: if  0
0038:   $1893 ==  16  ;; integer values
004D: jump_if_false £Label0F5B4E
03CF: load_wav "ROK3_15" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_15"  10000 ms  1  ;; 'Somebody do something', what kind of crap is that, I've seen braver girls. Okay tough guy, you do something.
0050: gosub £Label0F6251
03D5: remove_text "ROK3_15"  ;; 'Somebody do something', what kind of crap is that, I've seen braver girls. Okay tough guy, you do something.
0004: $1893 =  17  ;; integer values

:Label0F5B4E
00D6: if  0
0038:   $1893 ==  17  ;; integer values
004D: jump_if_false £Label0F5B9B
03CF: load_wav "ROK3_16" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_16"  10000 ms  1  ;; Look, man, I play a musical instrument I don't have a clue about bomb disposal. Willy could just suck the boomshine out with a straw.
0050: gosub £Label0F6251
03D5: remove_text "ROK3_16"  ;; Look, man, I play a musical instrument I don't have a clue about bomb disposal. Willy could just suck the boomshine out with a straw.
0004: $1893 =  18  ;; integer values

:Label0F5B9B
00D6: if  0
0038:   $1893 ==  18  ;; integer values
004D: jump_if_false £Label0F5BE8
03CF: load_wav "ROK3_17" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_17"  10000 ms  1  ;; Aye, I've heard that your good at that kind of thing. Hey, I was off my tits that night, as well you know!
0050: gosub £Label0F6251
03D5: remove_text "ROK3_17"  ;; Aye, I've heard that your good at that kind of thing. Hey, I was off my tits that night, as well you know!
0004: $1893 =  19  ;; integer values

:Label0F5BE8
00D6: if  0
0038:   $1893 ==  19  ;; integer values
004D: jump_if_false £Label0F5C35
03CF: load_wav "ROK3_18" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_18"  10000 ms  1  ;; Just pass Willy a straw! A straw?!?! This is the Love Fist Tour Bus!
0050: gosub £Label0F6251
03D5: remove_text "ROK3_18"  ;; Just pass Willy a straw! A straw?!?! This is the Love Fist Tour Bus!
0004: $1893 =  20  ;; integer values

:Label0F5C35
00D6: if  0
0038:   $1893 ==  20  ;; integer values
004D: jump_if_false £Label0F5C82
03CF: load_wav "ROK3_19" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_19"  10000 ms  1  ;; Where am I gonna get a straw from, know wot I mean? Which wire, Tommy? The green one. There isn't a green one.
0050: gosub £Label0F6251
03D5: remove_text "ROK3_19"  ;; Where am I gonna get a straw from, know wot I mean? Which wire, Tommy? The green one. There isn't a green one.
0004: $1893 =  21  ;; integer values

:Label0F5C82
00D6: if  0
0038:   $1893 ==  21  ;; integer values
004D: jump_if_false £Label0F5CCF
03CF: load_wav "ROK3_20" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_20"  10000 ms  1  ;; Or is this one green? Any of these wires look green to you?
0050: gosub £Label0F6251
03D5: remove_text "ROK3_20"  ;; Or is this one green? Any of these wires look green to you?
0004: $1893 =  22  ;; integer values

:Label0F5CCF
00D6: if  0
0038:   $1893 ==  22  ;; integer values
004D: jump_if_false £Label0F5D1C
03CF: load_wav "ROK3_21" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_21"  10000 ms  1  ;; Oh no! Death's on the cards! Everything looks green! I should have dumped you lot when I had the chance man.
0050: gosub £Label0F6251
03D5: remove_text "ROK3_21"  ;; Oh no! Death's on the cards! Everything looks green! I should have dumped you lot when I had the chance man.
0004: $1893 =  23  ;; integer values

:Label0F5D1C
00D6: if  0
0038:   $1893 ==  23  ;; integer values
004D: jump_if_false £Label0F5D69
03CF: load_wav "ROK3_22" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_22"  10000 ms  1  ;; Glory seeker. Capitalist. I've been carrying you for years. Shut up. You're a muppit.
0050: gosub £Label0F6251
03D5: remove_text "ROK3_22"  ;; Glory seeker. Capitalist. I've been carrying you for years. Shut up. You're a muppit.
0004: $1893 =  24  ;; integer values

:Label0F5D69
00D6: if  0
0038:   $1893 ==  24  ;; integer values
004D: jump_if_false £Label0F5DB6
03CF: load_wav "ROK3_23" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_23"  10000 ms  1  ;; A big screaming girl. Yeah. Shut up and pull a wire. Which wire? This one..
0050: gosub £Label0F6251
03D5: remove_text "ROK3_23"  ;; A big screaming girl. Yeah. Shut up and pull a wire. Which wire? This one..
0004: $1893 =  25  ;; integer values

:Label0F5DB6
00D6: if  0
0038:   $1893 ==  25  ;; integer values
004D: jump_if_false £Label0F5E0A
03CF: load_wav "ROK3_24" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_24"  10000 ms  1  ;; NO! Man, we're okay. We ain't been blown up, pal.
0050: gosub £Label0F6251
03D5: remove_text "ROK3_24"  ;; NO! Man, we're okay. We ain't been blown up, pal.
0004: $1893 =  26  ;; integer values
0004: $1882 =  1  ;; integer values

:Label0F5E0A
0051: return

:Label0F5E0C
00D6: if  0
0038:   $1893 ==  26  ;; integer values
004D: jump_if_false £Label0F5E59
03CF: load_wav "ROK3_25" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_25"  10000 ms  1  ;; Tommy, man, nice one. Rock and roll, man. Ain't we got a gig to go to?
0050: gosub £Label0F6251
03D5: remove_text "ROK3_25"  ;; Tommy, man, nice one. Rock and roll, man. Ain't we got a gig to go to?
0004: $1893 =  27  ;; integer values

:Label0F5E59
00D6: if  0
0038:   $1893 ==  27  ;; integer values
004D: jump_if_false £Label0F5EA6
03CF: load_wav "ROK3_26" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_26"  10000 ms  1  ;; A racket to make? Groupies to abuse? LOVE FIST!
0050: gosub £Label0F6251
03D5: remove_text "ROK3_26"  ;; A racket to make? Groupies to abuse? LOVE FIST!
0004: $1893 =  28  ;; integer values

:Label0F5EA6
00D6: if  0
0038:   $1893 ==  28  ;; integer values
004D: jump_if_false £Label0F5EF3
03CF: load_wav "ROK3_27" as $1881
0050: gosub £Label0F5EF5
00BC: text_highpriority "ROK3_27"  10000 ms  1  ;; Have you finished with that bottle?
0050: gosub £Label0F6251
03D5: remove_text "ROK3_27"  ;; Have you finished with that bottle?
0004: $1893 =  29  ;; integer values

:Label0F5EF3
0051: return

:Label0F5EF5
00D6: if  0
83D0:   NOT   wav $1881 loaded
004D: jump_if_false £Label0F624A
0001: wait  0 ms
00D6: if  0
0038:   $1882 ==  0  ;; integer values
004D: jump_if_false £Label0F602F
00D6: if  0
0038:   $188B ==  1  ;; integer values
004D: jump_if_false £Label0F602F
00D6: if  0
0038:   $188D ==  0  ;; integer values
004D: jump_if_false £Label0F5F4D
0006:  17@ =  0  ;; integer values
0004: $188D =  1  ;; integer values

:Label0F5F4D
00D6: if  0
0038:   $188D ==  1  ;; integer values
004D: jump_if_false £Label0F5F83
00D6: if  0
0029:    17@ >=  5000  ;; integer values
004D: jump_if_false £Label0F5F83
03E5: text_box "RBM3_9"  ;; If you are stopped or drive slowly the detonation bar will increase.
0004: $188D =  2  ;; integer values

:Label0F5F83
00D6: if  0
0038:   $188D ==  2  ;; integer values
004D: jump_if_false £Label0F5FA3
0006:  17@ =  0  ;; integer values
0004: $188D =  3  ;; integer values

:Label0F5FA3
00D6: if  0
0038:   $188D ==  3  ;; integer values
004D: jump_if_false £Label0F5FD9
00D6: if  0
0029:    17@ >=  5000  ;; integer values
004D: jump_if_false £Label0F5FD9
03E5: text_box "RBM3_8"  ;; The faster you drive the lower the detonation bar will go.
0004: $188D =  4  ;; integer values

:Label0F5FD9
00D6: if  0
0038:   $188D ==  4  ;; integer values
004D: jump_if_false £Label0F5FF9
0006:  17@ =  0  ;; integer values
0004: $188D =  5  ;; integer values

:Label0F5FF9
00D6: if  0
0038:   $188D ==  5  ;; integer values
004D: jump_if_false £Label0F602F
00D6: if  0
0029:    17@ >=  5000  ;; integer values
004D: jump_if_false £Label0F602F
03E5: text_box "RBM3_3"  ;; If the detonation bar completely fills the bomb will explode.
0004: $188D =  6  ;; integer values

:Label0F602F
00D6: if  0
0038:   $1886 ==  0  ;; integer values
004D: jump_if_false £Label0F6058
00D6: if  0
0118:   actor $1885 dead
004D: jump_if_false £Label0F6058
0004: $188F =  1  ;; integer values

:Label0F6058
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F6081
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F6081
0004: $1890 =  1  ;; integer values

:Label0F6081
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F60AA
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F60AA
0004: $1891 =  1  ;; integer values

:Label0F60AA
00D6: if  0
0119:   car $187B wrecked
004D: jump_if_false £Label0F60C8
0004: $1892 =  1  ;; integer values
0002: jump £Label0F61CD

:Label0F60C8
02E3: $187C = car $187B speed
00D6: if  0
8442:   NOT   player $PLAYER_CHAR in_car $187B
004D: jump_if_false £Label0F60F7
020B: explode_car $187B
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!

:Label0F60F7
00D6: if  0
0038:   $1882 ==  0  ;; integer values
004D: jump_if_false £Label0F61CD
00D6: if  0
0038:   $188B ==  1  ;; integer values
004D: jump_if_false £Label0F61CD
00D6: if  0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label0F61CD
000D: $187C -=  26.0  ;; floating-point values
0015: $187C /=  15.0  ;; floating-point values
0059: $187F += $187C  ;; floating-point values
00D6: if  0
0022:    1.0 > $187F  ;; floating-point values
004D: jump_if_false £Label0F618A
00D6: if  0
8119:   NOT   car $187B wrecked
004D: jump_if_false £Label0F618A
020B: explode_car $187B
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F618A

:Label0F618A
00D6: if  0
0020:   $187F >  100.0  ;; floating-point values
004D: jump_if_false £Label0F61A9
0005: $187F =  100.0  ;; floating-point values

:Label0F61A9
0086: $2FB = $187F  ;; floating-point values only
0011: $2FB *= -1.0  ;; floating-point values
0009: $2FB +=  100.0  ;; floating-point values
008C: $187E = float_to_integer $2FB

:Label0F61CD
00D6: if  0
0038:   $1882 ==  1  ;; integer values
004D: jump_if_false £Label0F6243
00D6: if  0
0038:   $188E ==  0  ;; integer values
004D: jump_if_false £Label0F6243
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F621A
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F621A
0004: $1890 =  1  ;; integer values

:Label0F621A
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F6243
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F6243
0004: $1891 =  1  ;; integer values

:Label0F6243
0002: jump £Label0F5EF5

:Label0F624A
03D1: play_wav $1881
0051: return

:Label0F6251
00D6: if  0
83D2:   NOT   wav $1881 ended
004D: jump_if_false £Label0F65AD
0001: wait  0 ms
00D6: if  0
0038:   $1882 ==  0  ;; integer values
004D: jump_if_false £Label0F638B
00D6: if  0
0038:   $188B ==  1  ;; integer values
004D: jump_if_false £Label0F638B
00D6: if  0
0038:   $188D ==  0  ;; integer values
004D: jump_if_false £Label0F62A9
0006:  17@ =  0  ;; integer values
0004: $188D =  1  ;; integer values

:Label0F62A9
00D6: if  0
0038:   $188D ==  1  ;; integer values
004D: jump_if_false £Label0F62DF
00D6: if  0
0029:    17@ >=  5000  ;; integer values
004D: jump_if_false £Label0F62DF
03E5: text_box "RBM3_9"  ;; If you are stopped or drive slowly the detonation bar will increase.
0004: $188D =  2  ;; integer values

:Label0F62DF
00D6: if  0
0038:   $188D ==  2  ;; integer values
004D: jump_if_false £Label0F62FF
0006:  17@ =  0  ;; integer values
0004: $188D =  3  ;; integer values

:Label0F62FF
00D6: if  0
0038:   $188D ==  3  ;; integer values
004D: jump_if_false £Label0F6335
00D6: if  0
0029:    17@ >=  5000  ;; integer values
004D: jump_if_false £Label0F6335
03E5: text_box "RBM3_8"  ;; The faster you drive the lower the detonation bar will go.
0004: $188D =  4  ;; integer values

:Label0F6335
00D6: if  0
0038:   $188D ==  4  ;; integer values
004D: jump_if_false £Label0F6355
0006:  17@ =  0  ;; integer values
0004: $188D =  5  ;; integer values

:Label0F6355
00D6: if  0
0038:   $188D ==  5  ;; integer values
004D: jump_if_false £Label0F638B
00D6: if  0
0029:    17@ >=  5000  ;; integer values
004D: jump_if_false £Label0F638B
03E5: text_box "RBM3_3"  ;; If the detonation bar completely fills the bomb will explode.
0004: $188D =  6  ;; integer values

:Label0F638B
00D6: if  0
0038:   $1886 ==  0  ;; integer values
004D: jump_if_false £Label0F63B4
00D6: if  0
0118:   actor $1885 dead
004D: jump_if_false £Label0F63B4
0004: $188F =  1  ;; integer values

:Label0F63B4
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F63DD
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F63DD
0004: $1890 =  1  ;; integer values

:Label0F63DD
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F6406
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F6406
0004: $1891 =  1  ;; integer values

:Label0F6406
00D6: if  0
0119:   car $187B wrecked
004D: jump_if_false £Label0F6424
0004: $1892 =  1  ;; integer values
0002: jump £Label0F6530

:Label0F6424
02E3: $187C = car $187B speed
00D6: if  0
8442:   NOT   player $PLAYER_CHAR in_car $187B
004D: jump_if_false £Label0F645A
020B: explode_car $187B
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0004: $1883 =  1  ;; integer values

:Label0F645A
00D6: if  0
0038:   $1882 ==  0  ;; integer values
004D: jump_if_false £Label0F6530
00D6: if  0
0038:   $188B ==  1  ;; integer values
004D: jump_if_false £Label0F6530
00D6: if  0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label0F6530
000D: $187C -=  26.0  ;; floating-point values
0015: $187C /=  15.0  ;; floating-point values
0059: $187F += $187C  ;; floating-point values
00D6: if  0
0022:    1.0 > $187F  ;; floating-point values
004D: jump_if_false £Label0F64ED
00D6: if  0
8119:   NOT   car $187B wrecked
004D: jump_if_false £Label0F64ED
020B: explode_car $187B
00BC: text_highpriority "RBM3_4"  5000 ms  1  ;; ~r~You've killed Love Fist!
0002: jump £Label0F64ED

:Label0F64ED
00D6: if  0
0020:   $187F >  100.0  ;; floating-point values
004D: jump_if_false £Label0F650C
0005: $187F =  100.0  ;; floating-point values

:Label0F650C
0086: $2FB = $187F  ;; floating-point values only
0011: $2FB *= -1.0  ;; floating-point values
0009: $2FB +=  100.0  ;; floating-point values
008C: $187E = float_to_integer $2FB

:Label0F6530
00D6: if  0
0038:   $1882 ==  1  ;; integer values
004D: jump_if_false £Label0F65A6
00D6: if  0
0038:   $188E ==  0  ;; integer values
004D: jump_if_false £Label0F65A6
00D6: if  0
0038:   $1888 ==  0  ;; integer values
004D: jump_if_false £Label0F657D
00D6: if  0
0118:   actor $1887 dead
004D: jump_if_false £Label0F657D
0004: $1890 =  1  ;; integer values

:Label0F657D
00D6: if  0
0038:   $188A ==  0  ;; integer values
004D: jump_if_false £Label0F65A6
00D6: if  0
0118:   actor $1889 dead
004D: jump_if_false £Label0F65A6
0004: $1891 =  1  ;; integer values

:Label0F65A6
0002: jump £Label0F6251

:Label0F65AD
0051: return

;-------------Mission 66---------------
; Originally: (no description)


:Label0F65AF
03A4: name_thread "RANGE"
0050: gosub £Label0F65DD
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0F65D4
0050: gosub £Label0F7DB0

:Label0F65D4
0050: gosub £Label0F7E16
004E: end_thread

:Label0F65DD
0004: $ONMISSION =  1  ;; integer values
00D6: if  0
0038:   $6C ==  0  ;; integer values
004D: jump_if_false £Label0F65F8
0317: increment_mission_attempts

:Label0F65F8
0004: $F4D =  0  ;; integer values
0004: $F48 =  0  ;; integer values
0004: $F81 =  0  ;; integer values
0004: $F46 =  0  ;; integer values
0004: $F94 =  30  ;; integer values
0004: $F80 =  0  ;; integer values
0004: $F47 =  0  ;; integer values
0004: $E61 =  0  ;; integer values
0004: $E5D =  121000  ;; integer values
0004: $E5A =  0  ;; integer values
0004: $E5C =  0  ;; integer values
0004: $E60 =  0  ;; integer values
0004: $E67 =  0  ;; integer values
0004: $E68 =  0  ;; integer values
0004: $E69 =  0  ;; integer values
0004: $E6A =  0  ;; integer values
0004: $E6B =  0  ;; integer values
0004: $E6C =  0  ;; integer values
0005: $E73 =  0.0  ;; floating-point values
0005: $E74 =  0.0  ;; floating-point values
0005: $E75 =  0.0  ;; floating-point values
0004: $E66 =  0  ;; integer values
0005: $E73 = -673.29  ;; floating-point values
0005: $E74 =  1238.52  ;; floating-point values
0005: $E75 =  11.5  ;; floating-point values
0004: $E7B =  0  ;; integer values
0004: $E7C =  0  ;; integer values
0004: $E7D =  0  ;; integer values
0004: $E7E =  0  ;; integer values
0004: $E7F =  0  ;; integer values
0004: $E80 =  0  ;; integer values
0005: $E87 =  0.0  ;; floating-point values
0005: $E88 =  0.0  ;; floating-point values
0005: $E89 =  0.0  ;; floating-point values
0004: $E7A =  0  ;; integer values
0005: $E8A =  0.0  ;; floating-point values
0005: $E8B =  0.0  ;; floating-point values
0005: $E8C =  0.0  ;; floating-point values
0004: $E8D =  0  ;; integer values
0005: $E87 = -676.11  ;; floating-point values
0005: $E88 =  1227.0  ;; floating-point values
0005: $E89 =  11.5  ;; floating-point values
0004: $E8F =  0  ;; integer values
0004: $E90 =  0  ;; integer values
0004: $E91 =  0  ;; integer values
0004: $E92 =  0  ;; integer values
0004: $E93 =  0  ;; integer values
0004: $E94 =  0  ;; integer values
0005: $E9B =  0.0  ;; floating-point values
0005: $E9C =  0.0  ;; floating-point values
0005: $E9D =  0.0  ;; floating-point values
0004: $E8E =  0  ;; integer values
0005: $E9E =  0.0  ;; floating-point values
0005: $E9F =  0.0  ;; floating-point values
0005: $EA0 =  0.0  ;; floating-point values
0004: $EA1 =  0  ;; integer values
0005: $E9B = -679.04  ;; floating-point values
0005: $E9C =  1238.52  ;; floating-point values
0005: $E9D =  11.5  ;; floating-point values
0004: $F62 =  0  ;; integer values
0004: $F63 =  0  ;; integer values
0004: $F64 =  0  ;; integer values
0004: $F82 =  0  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "BANKJ2"
04E2: $PLAYER_CHAR  1
0247: request_model #COLT45
0247: request_model -132 (TAR_FRAME)
0247: request_model -133 (TAR_DOWNLEFT)
0247: request_model -134 (TAR_DOWNRIGHT)
0247: request_model -135 (TAR_TOP)
0247: request_model -136 (TAR_UPLEFT)
0247: request_model -137 (TAR_UPRIGHT)
0247: request_model -121 (FAKETARGET)
03CF: load_wav "BNK2_1" as  1
03CF: load_wav "BNK2_2" as  2

:Label0F6850
00D6: if  24
8248:   NOT   model #COLT45 available
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
8248:   NOT   model -121 (FAKETARGET) available
004D: jump_if_false £Label0F6877
0001: wait  0 ms
0002: jump £Label0F6850

:Label0F6877
00D6: if  25
8248:   NOT   model -132 (TAR_FRAME) available
8248:   NOT   model -133 (TAR_DOWNLEFT) available
8248:   NOT   model -134 (TAR_DOWNRIGHT) available
8248:   NOT   model -135 (TAR_TOP) available
8248:   NOT   model -136 (TAR_UPLEFT) available
8248:   NOT   model -137 (TAR_UPRIGHT) available
004D: jump_if_false £Label0F68AB
0001: wait  0 ms
0002: jump £Label0F6877

:Label0F68AB
029B: $F68 = init_object -121 (FAKETARGET) at -668.42  1231.65  10.08
01C7: remove_object_from_mission_cleanup_list $F68
0177: set_object $F68 z_angle_to  90.0
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  4 weapon $F62 ammo $F63 model $F64
04F4: unknown_actor $PLAYER_ACTOR mess_around_with_object $F68  0.0 -2.0  1.0  0  60.0  17
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  17
017A: set_player $PLAYER_CHAR weapon  17 ammo_to  100
0004: $F47 =  100  ;; integer values
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms

:Label0F6932
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F6990
0001: wait  0 ms
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label0F6989
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label0F7DB0

:Label0F6989
0002: jump £Label0F6932

:Label0F6990
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label0F69B5
0002: jump £Label0F6C15

:Label0F69B5
00BC: text_highpriority "BJM2_19"  8000 ms  1  ;; ~g~Hit as many targets as you can in the time limit!
0006:  16@ =  0  ;; integer values

:Label0F69CB
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label0F6A4D
0001: wait  0 ms
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label0F6A00
0002: jump £Label0F6C15

:Label0F6A00
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label0F6A46
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label0F7DB0

:Label0F6A46
0002: jump £Label0F69CB

:Label0F6A4D
00BC: text_highpriority "BJM2_20"  8000 ms  1  ;; ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
0006:  16@ =  0  ;; integer values

:Label0F6A63
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label0F6AE5
0001: wait  0 ms
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label0F6A98
0002: jump £Label0F6C15

:Label0F6A98
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label0F6ADE
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label0F7DB0

:Label0F6ADE
0002: jump £Label0F6A63

:Label0F6AE5
00BC: text_highpriority "BJM2_2"  8000 ms  1  ;; ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
0006:  16@ =  0  ;; integer values

:Label0F6AFB
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label0F6B7D
0001: wait  0 ms
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label0F6B30
0002: jump £Label0F6C15

:Label0F6B30
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label0F6B76
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label0F7DB0

:Label0F6B76
0002: jump £Label0F6AFB

:Label0F6B7D
00BC: text_highpriority "BJM2_23"  8000 ms  1  ;; ~g~If you leave the shooting range during the competition, you will fail the mission.
0006:  16@ =  0  ;; integer values

:Label0F6B93
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label0F6C15
0001: wait  0 ms
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  12
004D: jump_if_false £Label0F6BC8
0002: jump £Label0F6C15

:Label0F6BC8
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label0F6C0E
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label0F7DB0

:Label0F6C0E
0002: jump £Label0F6B93

:Label0F6C15
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BC: text_highpriority "BNK2_1"  5000 ms  1  ;; LIVE AMMUNITION
03D1: play_wav  1
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0004: $7B =  1  ;; integer values

:Label0F6C44
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0F6CA4
0001: wait  0 ms
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label0F6C9D
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label0F7DB0

:Label0F6C9D
0002: jump £Label0F6C44

:Label0F6CA4
03D5: remove_text "BNK2_1"  ;; LIVE AMMUNITION
03D1: play_wav  2
00BC: text_highpriority "BNK2_2"  5000 ms  1  ;; AIM 3-2-1 FIRE!

:Label0F6CC1
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label0F6D21
0001: wait  0 ms
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label0F6D1A
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label0F7DB0

:Label0F6D1A
0002: jump £Label0F6CC1

:Label0F6D21
03D5: remove_text "BNK2_2"  ;; AIM 3-2-1 FIRE!
014E: set_timer_to $E5D type  1
04F7: unknown_status_text $F94  0 line  2 "BJM2_18"  ;; SCORE TO BEAT:
04F7: unknown_status_text $F80  0 line  1 "BJM2_15"  ;; SCORE:
0006:  16@ =  0  ;; integer values
018D: $F7F = create_sound  11 at -679.403  1232.564  11.105

:Label0F6D71
00D6: if  0
0038:   $E5C ==  0  ;; integer values
004D: jump_if_false £Label0F7C08
0001: wait  0 ms
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label0F6DCD
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label0F7DB0

:Label0F6DCD
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £Label0F6DE5
0004: $E5C =  1  ;; integer values

:Label0F6DE5
00D6: if  0
0038:   $F67 ==  0  ;; integer values
004D: jump_if_false £Label0F6E0A
03CF: load_wav "BNK2_3" as  1
0004: $F67 =  1  ;; integer values

:Label0F6E0A
00D6: if  0
0038:   $F67 ==  1  ;; integer values
004D: jump_if_false £Label0F6E32
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0F6E32
0004: $F67 =  2  ;; integer values

:Label0F6E32
0110: clear_player $PLAYER_CHAR wanted_level
0419: $E60 = player $PLAYER_CHAR weapon  17 ammo
00D6: if  21
0038:   $E5D ==  0  ;; integer values
0038:   $E60 ==  0  ;; integer values
004D: jump_if_false £Label0F6EB5
00D6: if  0
0038:   $F82 ==  0  ;; integer values
004D: jump_if_false £Label0F6E81
0006:  16@ =  0  ;; integer values
0004: $F82 =  1  ;; integer values
0002: jump £Label0F6EB5

:Label0F6E81
00D6: if  0
0019:    16@ >  200  ;; integer values
004D: jump_if_false £Label0F6EB5
03D1: play_wav  1
00BC: text_highpriority "BNK2_3"  5000 ms  1  ;; AREA CLEAR!
0004: $F6B =  1  ;; integer values
0004: $E5C =  1  ;; integer values

:Label0F6EB5
01BD: $F8A = current_time_in_ms
00D6: if  0
0038:   $F8B ==  0  ;; integer values
004D: jump_if_false £Label0F6EE0
01BD: $F8A = current_time_in_ms
0084: $F8C = $F8A  ;; integer values and handles
0004: $F8B =  1  ;; integer values

:Label0F6EE0
00D6: if  0
0038:   $F8B ==  1  ;; integer values
004D: jump_if_false £Label0F6F02
0084: $F8D = $F8A  ;; integer values and handles
0060: $F8D -= $F8C  ;; integer values

:Label0F6F02
00D6: if  0
0028:   $F8D >=  2000  ;; integer values
004D: jump_if_false £Label0F7001
00D6: if  0
0038:   $E66 ==  0  ;; integer values
004D: jump_if_false £Label0F7001
0107: $E6D = create_object -132 (TAR_FRAME) at $E73 $E74 $E75
0177: set_object $E6D z_angle_to  90.0
0107: $E6E = create_object -133 (TAR_DOWNLEFT) at $E73 $E74 $E75
0177: set_object $E6E z_angle_to  90.0
0107: $E6F = create_object -134 (TAR_DOWNRIGHT) at $E73 $E74 $E75
0177: set_object $E6F z_angle_to  90.0
0107: $E70 = create_object -135 (TAR_TOP) at $E73 $E74 $E75
0177: set_object $E70 z_angle_to  90.0
0107: $E71 = create_object -136 (TAR_UPLEFT) at $E73 $E74 $E75
0177: set_object $E71 z_angle_to  90.0
0107: $E72 = create_object -137 (TAR_UPRIGHT) at $E73 $E74 $E75
0177: set_object $E72 z_angle_to  90.0
0004: $E67 =  0  ;; integer values
0004: $E68 =  0  ;; integer values
0004: $E69 =  0  ;; integer values
0004: $E6A =  0  ;; integer values
0004: $E6B =  0  ;; integer values
0004: $E6C =  0  ;; integer values
0004: $E79 =  0  ;; integer values
0004: $E66 =  1  ;; integer values

:Label0F7001
00D6: if  0
0038:   $E66 ==  1  ;; integer values
004D: jump_if_false £Label0F7124
00D6: if  0
0038:   $E67 ==  0  ;; integer values
004D: jump_if_false £Label0F70BD
00D6: if  0
8366:   NOT (unknown) $E6D 
004D: jump_if_false £Label0F7043
01BB: store_object $E6D position_to $E76 $E77 $E78

:Label0F7043
00D6: if  0
0038:   $E79 ==  0  ;; integer values
004D: jump_if_false £Label0F7089
00D6: if  0
0032:    1228.7 >= $E77  ;; floating-point values
004D: jump_if_false £Label0F7078
0004: $E79 =  1  ;; integer values
0002: jump £Label0F7082

:Label0F7078
007E: $E77 -= unknown_inaccurate_float_timer  .06  ;; floating-point values

:Label0F7082
0002: jump £Label0F70B6

:Label0F7089
00D6: if  0
0030:   $E77 >=  1236.5  ;; floating-point values
004D: jump_if_false £Label0F70AC
0004: $E79 =  0  ;; integer values
0002: jump £Label0F70B6

:Label0F70AC
0078: $E77 += unknown_inaccurate_float_timer  .06  ;; floating-point values

:Label0F70B6
0002: jump £Label0F7124

:Label0F70BD
00D6: if  0
8366:   NOT (unknown) $E6D 
004D: jump_if_false £Label0F7124
01BB: store_object $E6D position_to $E76 $E77 $E78
00D6: if  0
0030:   $E77 >=  1239.0  ;; floating-point values
004D: jump_if_false £Label0F711A
00D6: if  0
8366:   NOT (unknown) $E6D 
004D: jump_if_false £Label0F7105
0108: destroy_object $E6D

:Label0F7105
0004: $E66 =  0  ;; integer values
0004: $F8B =  0  ;; integer values
0002: jump £Label0F7124

:Label0F711A
0078: $E77 += unknown_inaccurate_float_timer  .06  ;; floating-point values

:Label0F7124
00D6: if  0
0038:   $E66 ==  1  ;; integer values
004D: jump_if_false £Label0F7319
01BC: put_object $E6D at $E76 $E77 $E78
00D6: if  0
0038:   $E67 ==  0  ;; integer values
004D: jump_if_false £Label0F7319
00D6: if  4
0038:   $E68 ==  1  ;; integer values
0038:   $E69 ==  1  ;; integer values
0038:   $E6A ==  1  ;; integer values
0038:   $E6B ==  1  ;; integer values
0038:   $E6C ==  1  ;; integer values
004D: jump_if_false £Label0F71A7
0008: $F95 +=  1  ;; integer values
0008: $E5A +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0004: $F8B =  0  ;; integer values
0004: $E67 =  1  ;; integer values

:Label0F71A7
00D6: if  0
0038:   $E68 ==  0  ;; integer values
004D: jump_if_false £Label0F71F1
00D6: if  0
0366: (unknown) $E6E 
004D: jump_if_false £Label0F71E3
0108: destroy_object $E6E
0008: $E61 +=  1  ;; integer values
0004: $E68 =  1  ;; integer values
0002: jump £Label0F71F1

:Label0F71E3
01BC: put_object $E6E at $E76 $E77 $E78

:Label0F71F1
00D6: if  0
0038:   $E69 ==  0  ;; integer values
004D: jump_if_false £Label0F723B
00D6: if  0
0366: (unknown) $E6F 
004D: jump_if_false £Label0F722D
0108: destroy_object $E6F
0008: $E61 +=  1  ;; integer values
0004: $E69 =  1  ;; integer values
0002: jump £Label0F723B

:Label0F722D
01BC: put_object $E6F at $E76 $E77 $E78

:Label0F723B
00D6: if  0
0038:   $E6A ==  0  ;; integer values
004D: jump_if_false £Label0F7285
00D6: if  0
0366: (unknown) $E70 
004D: jump_if_false £Label0F7277
0108: destroy_object $E70
0008: $E61 +=  1  ;; integer values
0004: $E6A =  1  ;; integer values
0002: jump £Label0F7285

:Label0F7277
01BC: put_object $E70 at $E76 $E77 $E78

:Label0F7285
00D6: if  0
0038:   $E6B ==  0  ;; integer values
004D: jump_if_false £Label0F72CF
00D6: if  0
0366: (unknown) $E71 
004D: jump_if_false £Label0F72C1
0108: destroy_object $E71
0008: $E61 +=  1  ;; integer values
0004: $E6B =  1  ;; integer values
0002: jump £Label0F72CF

:Label0F72C1
01BC: put_object $E71 at $E76 $E77 $E78

:Label0F72CF
00D6: if  0
0038:   $E6C ==  0  ;; integer values
004D: jump_if_false £Label0F7319
00D6: if  0
0366: (unknown) $E72 
004D: jump_if_false £Label0F730B
0108: destroy_object $E72
0008: $E61 +=  1  ;; integer values
0004: $E6C =  1  ;; integer values
0002: jump £Label0F7319

:Label0F730B
01BC: put_object $E72 at $E76 $E77 $E78

:Label0F7319
00D6: if  0
0038:   $F8E ==  0  ;; integer values
004D: jump_if_false £Label0F733F
01BD: $F8A = current_time_in_ms
0084: $F8F = $F8A  ;; integer values and handles
0004: $F8E =  1  ;; integer values

:Label0F733F
00D6: if  0
0038:   $F8E ==  1  ;; integer values
004D: jump_if_false £Label0F7361
0084: $F90 = $F8A  ;; integer values and handles
0060: $F90 -= $F8F  ;; integer values

:Label0F7361
00D6: if  0
0028:   $F90 >=  2000  ;; integer values
004D: jump_if_false £Label0F7460
00D6: if  0
0038:   $E7A ==  0  ;; integer values
004D: jump_if_false £Label0F7460
0107: $E81 = create_object -132 (TAR_FRAME) at $E87 $E88 $E89
0177: set_object $E81 z_angle_to  90.0
0107: $E82 = create_object -133 (TAR_DOWNLEFT) at $E87 $E88 $E89
0177: set_object $E82 z_angle_to  90.0
0107: $E83 = create_object -134 (TAR_DOWNRIGHT) at $E87 $E88 $E89
0177: set_object $E83 z_angle_to  90.0
0107: $E84 = create_object -135 (TAR_TOP) at $E87 $E88 $E89
0177: set_object $E84 z_angle_to  90.0
0107: $E85 = create_object -136 (TAR_UPLEFT) at $E87 $E88 $E89
0177: set_object $E85 z_angle_to  90.0
0107: $E86 = create_object -137 (TAR_UPRIGHT) at $E87 $E88 $E89
0177: set_object $E86 z_angle_to  90.0
0004: $E7B =  0  ;; integer values
0004: $E7C =  0  ;; integer values
0004: $E7D =  0  ;; integer values
0004: $E7E =  0  ;; integer values
0004: $E7F =  0  ;; integer values
0004: $E80 =  0  ;; integer values
0004: $E8D =  1  ;; integer values
0004: $E7A =  1  ;; integer values

:Label0F7460
00D6: if  0
0038:   $E7A ==  1  ;; integer values
004D: jump_if_false £Label0F7583
00D6: if  0
0038:   $E7B ==  0  ;; integer values
004D: jump_if_false £Label0F751C
00D6: if  0
8366:   NOT (unknown) $E81 
004D: jump_if_false £Label0F74A2
01BB: store_object $E81 position_to $E8A $E8B $E8C

:Label0F74A2
00D6: if  0
0038:   $E8D ==  0  ;; integer values
004D: jump_if_false £Label0F74E8
00D6: if  0
0032:    1228.7 >= $E8B  ;; floating-point values
004D: jump_if_false £Label0F74D7
0004: $E8D =  1  ;; integer values
0002: jump £Label0F74E1

:Label0F74D7
007E: $E8B -= unknown_inaccurate_float_timer  .04  ;; floating-point values

:Label0F74E1
0002: jump £Label0F7515

:Label0F74E8
00D6: if  0
0030:   $E8B >=  1236.5  ;; floating-point values
004D: jump_if_false £Label0F750B
0004: $E8D =  0  ;; integer values
0002: jump £Label0F7515

:Label0F750B
0078: $E8B += unknown_inaccurate_float_timer  .04  ;; floating-point values

:Label0F7515
0002: jump £Label0F7583

:Label0F751C
00D6: if  0
8366:   NOT (unknown) $E81 
004D: jump_if_false £Label0F7583
01BB: store_object $E81 position_to $E8A $E8B $E8C
00D6: if  0
0032:    1227.0 >= $E8B  ;; floating-point values
004D: jump_if_false £Label0F7579
00D6: if  0
8366:   NOT (unknown) $E81 
004D: jump_if_false £Label0F7564
0108: destroy_object $E81

:Label0F7564
0004: $E7A =  0  ;; integer values
0004: $F8E =  0  ;; integer values
0002: jump £Label0F7583

:Label0F7579
007E: $E8B -= unknown_inaccurate_float_timer  .06  ;; floating-point values

:Label0F7583
00D6: if  0
0038:   $E7A ==  1  ;; integer values
004D: jump_if_false £Label0F7786
01BC: put_object $E81 at $E8A $E8B $E8C
00D6: if  0
0038:   $E7B ==  0  ;; integer values
004D: jump_if_false £Label0F7786
00D6: if  4
0038:   $E7C ==  1  ;; integer values
0038:   $E7D ==  1  ;; integer values
0038:   $E7E ==  1  ;; integer values
0038:   $E7F ==  1  ;; integer values
0038:   $E80 ==  1  ;; integer values
004D: jump_if_false £Label0F7614
0008: $F95 +=  1  ;; integer values
0008: $E5A +=  1  ;; integer values
0008: $E5A +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0004: $F8E =  0  ;; integer values
0004: $E7B =  1  ;; integer values

:Label0F7614
00D6: if  0
0038:   $E7C ==  0  ;; integer values
004D: jump_if_false £Label0F765E
00D6: if  0
0366: (unknown) $E82 
004D: jump_if_false £Label0F7650
0108: destroy_object $E82
0008: $E61 +=  1  ;; integer values
0004: $E7C =  1  ;; integer values
0002: jump £Label0F765E

:Label0F7650
01BC: put_object $E82 at $E8A $E8B $E8C

:Label0F765E
00D6: if  0
0038:   $E7D ==  0  ;; integer values
004D: jump_if_false £Label0F76A8
00D6: if  0
0366: (unknown) $E83 
004D: jump_if_false £Label0F769A
0108: destroy_object $E83
0008: $E61 +=  1  ;; integer values
0004: $E7D =  1  ;; integer values
0002: jump £Label0F76A8

:Label0F769A
01BC: put_object $E83 at $E8A $E8B $E8C

:Label0F76A8
00D6: if  0
0038:   $E7E ==  0  ;; integer values
004D: jump_if_false £Label0F76F2
00D6: if  0
0366: (unknown) $E84 
004D: jump_if_false £Label0F76E4
0108: destroy_object $E84
0008: $E61 +=  1  ;; integer values
0004: $E7E =  1  ;; integer values
0002: jump £Label0F76F2

:Label0F76E4
01BC: put_object $E84 at $E8A $E8B $E8C

:Label0F76F2
00D6: if  0
0038:   $E7F ==  0  ;; integer values
004D: jump_if_false £Label0F773C
00D6: if  0
0366: (unknown) $E85 
004D: jump_if_false £Label0F772E
0108: destroy_object $E85
0008: $E61 +=  1  ;; integer values
0004: $E7F =  1  ;; integer values
0002: jump £Label0F773C

:Label0F772E
01BC: put_object $E85 at $E8A $E8B $E8C

:Label0F773C
00D6: if  0
0038:   $E80 ==  0  ;; integer values
004D: jump_if_false £Label0F7786
00D6: if  0
0366: (unknown) $E86 
004D: jump_if_false £Label0F7778
0108: destroy_object $E86
0008: $E61 +=  1  ;; integer values
0004: $E80 =  1  ;; integer values
0002: jump £Label0F7786

:Label0F7778
01BC: put_object $E86 at $E8A $E8B $E8C

:Label0F7786
00D6: if  0
0038:   $F91 ==  0  ;; integer values
004D: jump_if_false £Label0F77AC
01BD: $F8A = current_time_in_ms
0084: $F92 = $F8A  ;; integer values and handles
0004: $F91 =  1  ;; integer values

:Label0F77AC
00D6: if  0
0038:   $F91 ==  1  ;; integer values
004D: jump_if_false £Label0F77CE
0084: $F93 = $F8A  ;; integer values and handles
0060: $F93 -= $F92  ;; integer values

:Label0F77CE
00D6: if  0
0028:   $F93 >=  2000  ;; integer values
004D: jump_if_false £Label0F78CD
00D6: if  0
0038:   $E8E ==  0  ;; integer values
004D: jump_if_false £Label0F78CD
0107: $E95 = create_object -132 (TAR_FRAME) at $E9B $E9C $E9D
0177: set_object $E95 z_angle_to  90.0
0107: $E96 = create_object -133 (TAR_DOWNLEFT) at $E9B $E9C $E9D
0177: set_object $E96 z_angle_to  90.0
0107: $E97 = create_object -134 (TAR_DOWNRIGHT) at $E9B $E9C $E9D
0177: set_object $E97 z_angle_to  90.0
0107: $E98 = create_object -135 (TAR_TOP) at $E9B $E9C $E9D
0177: set_object $E98 z_angle_to  90.0
0107: $E99 = create_object -136 (TAR_UPLEFT) at $E9B $E9C $E9D
0177: set_object $E99 z_angle_to  90.0
0107: $E9A = create_object -137 (TAR_UPRIGHT) at $E9B $E9C $E9D
0177: set_object $E9A z_angle_to  90.0
0004: $E8F =  0  ;; integer values
0004: $E90 =  0  ;; integer values
0004: $E91 =  0  ;; integer values
0004: $E92 =  0  ;; integer values
0004: $E93 =  0  ;; integer values
0004: $E94 =  0  ;; integer values
0004: $EA1 =  0  ;; integer values
0004: $E8E =  1  ;; integer values

:Label0F78CD
00D6: if  0
0038:   $E8E ==  1  ;; integer values
004D: jump_if_false £Label0F79F0
00D6: if  0
0038:   $E8F ==  0  ;; integer values
004D: jump_if_false £Label0F7989
00D6: if  0
8366:   NOT (unknown) $E95 
004D: jump_if_false £Label0F790F
01BB: store_object $E95 position_to $E9E $E9F $EA0

:Label0F790F
00D6: if  0
0038:   $EA1 ==  0  ;; integer values
004D: jump_if_false £Label0F7955
00D6: if  0
0032:    1228.7 >= $E9F  ;; floating-point values
004D: jump_if_false £Label0F7944
0004: $EA1 =  1  ;; integer values
0002: jump £Label0F794E

:Label0F7944
007E: $E9F -= unknown_inaccurate_float_timer  .02  ;; floating-point values

:Label0F794E
0002: jump £Label0F7982

:Label0F7955
00D6: if  0
0030:   $E9F >=  1236.5  ;; floating-point values
004D: jump_if_false £Label0F7978
0004: $EA1 =  0  ;; integer values
0002: jump £Label0F7982

:Label0F7978
0078: $E9F += unknown_inaccurate_float_timer  .02  ;; floating-point values

:Label0F7982
0002: jump £Label0F79F0

:Label0F7989
00D6: if  0
8366:   NOT (unknown) $E95 
004D: jump_if_false £Label0F79F0
01BB: store_object $E95 position_to $E9E $E9F $EA0
00D6: if  0
0030:   $E9F >=  1239.0  ;; floating-point values
004D: jump_if_false £Label0F79E6
00D6: if  0
8366:   NOT (unknown) $E95 
004D: jump_if_false £Label0F79D1
0108: destroy_object $E95

:Label0F79D1
0004: $E8E =  0  ;; integer values
0004: $F93 =  0  ;; integer values
0002: jump £Label0F79F0

:Label0F79E6
0078: $E9F += unknown_inaccurate_float_timer  .06  ;; floating-point values

:Label0F79F0
00D6: if  0
0038:   $E8E ==  1  ;; integer values
004D: jump_if_false £Label0F7C01
01BC: put_object $E95 at $E9E $E9F $EA0
00D6: if  0
0038:   $E8F ==  0  ;; integer values
004D: jump_if_false £Label0F7C01
00D6: if  4
0038:   $E90 ==  1  ;; integer values
0038:   $E91 ==  1  ;; integer values
0038:   $E92 ==  1  ;; integer values
0038:   $E93 ==  1  ;; integer values
0038:   $E94 ==  1  ;; integer values
004D: jump_if_false £Label0F7A8F
0008: $F95 +=  1  ;; integer values
0008: $E5A +=  1  ;; integer values
0008: $E5A +=  1  ;; integer values
0008: $E5A +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0008: $F80 +=  1  ;; integer values
0004: $F93 =  0  ;; integer values
0004: $E8F =  1  ;; integer values

:Label0F7A8F
00D6: if  0
0038:   $E90 ==  0  ;; integer values
004D: jump_if_false £Label0F7AD9
00D6: if  0
0366: (unknown) $E96 
004D: jump_if_false £Label0F7ACB
0108: destroy_object $E96
0008: $E61 +=  1  ;; integer values
0004: $E90 =  1  ;; integer values
0002: jump £Label0F7AD9

:Label0F7ACB
01BC: put_object $E96 at $E9E $E9F $EA0

:Label0F7AD9
00D6: if  0
0038:   $E91 ==  0  ;; integer values
004D: jump_if_false £Label0F7B23
00D6: if  0
0366: (unknown) $E97 
004D: jump_if_false £Label0F7B15
0108: destroy_object $E97
0008: $E61 +=  1  ;; integer values
0004: $E91 =  1  ;; integer values
0002: jump £Label0F7B23

:Label0F7B15
01BC: put_object $E97 at $E9E $E9F $EA0

:Label0F7B23
00D6: if  0
0038:   $E92 ==  0  ;; integer values
004D: jump_if_false £Label0F7B6D
00D6: if  0
0366: (unknown) $E98 
004D: jump_if_false £Label0F7B5F
0108: destroy_object $E98
0008: $E61 +=  1  ;; integer values
0004: $E92 =  1  ;; integer values
0002: jump £Label0F7B6D

:Label0F7B5F
01BC: put_object $E98 at $E9E $E9F $EA0

:Label0F7B6D
00D6: if  0
0038:   $E93 ==  0  ;; integer values
004D: jump_if_false £Label0F7BB7
00D6: if  0
0366: (unknown) $E99 
004D: jump_if_false £Label0F7BA9
0108: destroy_object $E99
0008: $E61 +=  1  ;; integer values
0004: $E93 =  1  ;; integer values
0002: jump £Label0F7BB7

:Label0F7BA9
01BC: put_object $E99 at $E9E $E9F $EA0

:Label0F7BB7
00D6: if  0
0038:   $E94 ==  0  ;; integer values
004D: jump_if_false £Label0F7C01
00D6: if  0
0366: (unknown) $E9A 
004D: jump_if_false £Label0F7BF3
0108: destroy_object $E9A
0008: $E61 +=  1  ;; integer values
0004: $E94 =  1  ;; integer values
0002: jump £Label0F7C01

:Label0F7BF3
01BC: put_object $E9A at $E9E $E9F $EA0

:Label0F7C01
0002: jump £Label0F6D71

:Label0F7C08
018E: stop_sound $F7F
00D6: if  0
0038:   $F6B ==  1  ;; integer values
004D: jump_if_false £Label0F7C7F

:Label0F7C1F
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label0F7C7F
0001: wait  0 ms
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -667.8  1210.0  10.5 radius  3.0  3.0  3.0
004D: jump_if_false £Label0F7C78
00BC: text_highpriority "BJM2_22"  5000 ms  1  ;; ~r~You have left the shooting range!
0002: jump £Label0F7DB0

:Label0F7C78
0002: jump £Label0F7C1F

:Label0F7C7F
03D5: remove_text "BJM2_19"  ;; ~g~Hit as many targets as you can in the time limit!
03D5: remove_text "BJM2_20"  ;; ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
03D5: remove_text "BJM2_2"  ;; ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
03D5: remove_text "BNK2_3"  ;; AREA CLEAR!
0084: $F48 = $F47  ;; integer values and handles
0060: $F48 -= $E60  ;; integer values
01B8: set_player $PLAYER_CHAR armed_weapon_to  0
014F: stop_timer $E5D
01E3: text_1number_styled "RANGE_1" $E5A  4000 ms  1  ;; SCORE FOR SHOOT: ~1~
0001: wait  4000 ms
0084: $F46 = $E61  ;; integer values and handles
0010: $F46 *=  100  ;; integer values
00D6: if  0
0018:   $F48 >  0  ;; integer values
004D: jump_if_false £Label0F7D0A
0070: $F46 /= $F48  ;; integer values
0002: jump £Label0F7D11

:Label0F7D0A
0004: $F46 =  0  ;; integer values

:Label0F7D11
01E3: text_1number_styled "BJM2_3" $F46  4000 ms  1  ;; HIT RATE: ~1~%
0001: wait  4000 ms
03D6: remove_big_text "BJM2_3"  ;; HIT RATE: ~1~%
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object $F68
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0028:   $F80 >=  45  ;; integer values
004D: jump_if_false £Label0F7D88
00D6: if  0
0038:   $6C ==  0  ;; integer values
004D: jump_if_false £Label0F7D88
030C: set_mission_points +=  1
0331: unknown_player $PLAYER_CHAR set_fast_reload  1
00BC: text_highpriority "RELOAD"  5000 ms  1  ;; ~g~You have won the fast reload ability!
0004: $6C =  1  ;; integer values

:Label0F7D88
00D6: if  0
001C:   $F80 > $F94  ;; integer values
004D: jump_if_false £Label0F7DA9
0002: jump £Label0F7DC1
0002: jump £Label0F7DB0

:Label0F7DA9
0002: jump £Label0F7DB0

:Label0F7DB0
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0F7DC1
01EB: set_car_density_to  1.0
01E3: text_1number_styled "M_PASS"  500  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  500
00D6: if  0
0038:   $644 ==  0  ;; integer values
004D: jump_if_false £Label0F7DFD
0595: (unknown)
0004: $644 =  1  ;; integer values

:Label0F7DFD
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
042F: save_record  0 $F80
042F: save_record  1 $F46
0051: return

:Label0F7E16
018E: stop_sound $F7F
0108: destroy_object $E6D
0108: destroy_object $E6E
0108: destroy_object $E6F
0108: destroy_object $E70
0108: destroy_object $E71
0108: destroy_object $E72
0108: destroy_object $E81
0108: destroy_object $E82
0108: destroy_object $E83
0108: destroy_object $E84
0108: destroy_object $E85
0108: destroy_object $E86
0108: destroy_object $E95
0108: destroy_object $E96
0108: destroy_object $E97
0108: destroy_object $E98
0108: destroy_object $E99
0108: destroy_object $E9A
0465: remove_actor $PLAYER_ACTOR from_turret_mode
00D6: if  0
0018:   $F63 >  0  ;; integer values
004D: jump_if_false £Label0F7E91
0247: request_model $F64

:Label0F7E91
038B: load_requested_models
01B1: give_player $PLAYER_CHAR weapon $F62 ammo $F63  ;; Load the weapon model before using this
0249: release_model $F64
0004: $ONMISSION =  0  ;; integer values
0004: $3E3 =  0  ;; integer values
04E2: $PLAYER_CHAR  0
0108: destroy_object $F68
0151: remove_status_text $F80
0151: remove_status_text $F94
014F: stop_timer $E5D
0249: release_model #COLT45
0249: release_model -132 (TAR_FRAME)
0249: release_model -133 (TAR_DOWNLEFT)
0249: release_model -134 (TAR_DOWNRIGHT)
0249: release_model -135 (TAR_TOP)
0249: release_model -136 (TAR_UPLEFT)
0249: release_model -137 (TAR_UPRIGHT)
0249: release_model -121 (FAKETARGET)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 67---------------
; Originally: Road Kill


:Label0F7EFC
03A4: name_thread "ASSIN1"
0050: gosub £Label0F7F2A
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0F7F21
0050: gosub £Label0F861C

:Label0F7F21
0050: gosub £Label0F8670
004E: end_thread

:Label0F7F2A
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "ASSIN1"
0247: request_model #PIZZABOY
0247: request_model #HMYRI
0247: request_model -186 (PIZZABOX)
0247: request_model #CELLPHONE

:Label0F7F54
00D6: if  23
8248:   NOT   model #PIZZABOY available
8248:   NOT   model #HMYRI available
8248:   NOT   model -186 (PIZZABOX) available
8248:   NOT   model #CELLPHONE available
004D: jump_if_false £Label0F7F7D
0001: wait  0 ms
0002: jump £Label0F7F54

:Label0F7F7D
016A: fade  1 (back)  1500 ms
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0395: clear_area  0 at  37.6088 -1023.986 range  9.4108  1.0
0395: clear_area  0 at  36.86817 -1027.186 range  10.41709  1.0
042B: clear_peds_from_cube  14.0 -1034.703  5.02  69.44 -1008.664  14.0
02A3: toggle_widescreen  1 (on)
0055: put_player $PLAYER_CHAR at  36.8778 -1023.988  9.4108
0171: set_player $PLAYER_CHAR z_angle_to -.01
015F: set_camera_position  36.86817 -1027.186  10.41709  0.0  0.0  0.0
0157: camera_on_player $PLAYER_CHAR  4  2
0373: set_camera_directly_behind_player
052B: actor $PLAYER_ACTOR hold_cellphone  1
03CF: load_wav "JOB1_1B" as  1
03CF: load_wav "JOB1_1C" as  2

:Label0F804E
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0F806C
0001: wait  0 ms
0002: jump £Label0F804E

:Label0F806C
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F8084
0001: wait  0 ms
0002: jump £Label0F806C

:Label0F8084
00BC: text_highpriority "ASM1_D"  10000 ms  1  ;; Mr. Teal, your help in eradicating those out-of-towners was invaluable to business.
03D1: play_wav  1

:Label0F8097
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0F80CE
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0F80C7
0002: jump £Label0F81B2

:Label0F80C7
0002: jump £Label0F8097

:Label0F80CE
03D5: remove_text "ASM1_D"  ;; Mr. Teal, your help in eradicating those out-of-towners was invaluable to business.
040D: unload_wav  1
00BC: text_highpriority "ASM1_C"  10000 ms  1  ;; I have more work for you with a more 'hands-on' approach.
03D1: play_wav  2

:Label0F80EF
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0F8126
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0F811F
0002: jump £Label0F81B2

:Label0F811F
0002: jump £Label0F80EF

:Label0F8126
03D5: remove_text "ASM1_C"  ;; I have more work for you with a more 'hands-on' approach.
040D: unload_wav  2
03CF: load_wav "JOB1_1D" as  1

:Label0F8140
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0F815A
0001: wait  0 ms
0002: jump £Label0F8140

:Label0F815A
00BC: text_highpriority "ASM1_B"  10000 ms  1  ;; Your next job is taped under the phone.
03D1: play_wav  1

:Label0F816D
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0F81A4
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0F819D
0002: jump £Label0F81B2

:Label0F819D
0002: jump £Label0F816D

:Label0F81A4
03D5: remove_text "ASM1_B"  ;; Your next job is taped under the phone.
040D: unload_wav  1

:Label0F81B2
040D: unload_wav  1
040D: unload_wav  2
03EB: clear_small_messages_only
0001: wait  500 ms
052B: actor $PLAYER_ACTOR hold_cellphone  0
0249: release_model #CELLPHONE
016A: fade  0 ()  1500 ms
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0006:  16@ =  0  ;; integer values

:Label0F81E9
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F8201
0001: wait  0 ms
0002: jump £Label0F81E9

:Label0F8201
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1 (back)  1500 ms

:Label0F8210
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F8228
0001: wait  0 ms
0002: jump £Label0F8210

:Label0F8228
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0005: $189B =  121.0519  ;; floating-point values
0005: $189C = -1443.547  ;; floating-point values
0005: $189D =  9.845  ;; floating-point values
0005: $189E =  150.0  ;; floating-point values
0004: $189F =  0  ;; integer values
0004: $18A2 =  0  ;; integer values
0004: $18A1 =  0  ;; integer values
0004: $18A0 =  50  ;; integer values
0481:  3.0

:Label0F827A
0001: wait  0 ms
00D6: if  0
0038:   $18A2 ==  0  ;; integer values
004D: jump_if_false £Label0F8332
00BC: text_highpriority "ASM1_7"  10000 ms  2  ;; ~g~Carl Pearson, Pizza Delivery Man. Kill him before he completes his deliveries.
0004: $18A2 =  2  ;; integer values
04E3: unknown_player $PLAYER_CHAR  2  350000
03C4: set_status_text_to $18A0  0 (number) "ASM1_6"  ;; Deliveries left:
0395: clear_area  0 at $189B $189C range $189D  5.0
00A5: $1897 = create_car #PIZZABOY at $189B $189C $189D
0175: set_car $1897 z_angle_to $189E
0129: $1896 = create_actor  4 #HMYRI in_car $1897 driverseat
02A9: set_actor $1896 immune_to_nonplayer  1
035F: set_actor $1896 armour_to  50
00A8: set_car $1897 to_psycho_driver
00AD: set_car $1897 max_speed_to  32.0
00AE: unknown_set_car $1897 to_ignore_traffic_lights  2
02AA: set_car $1897 immune_to_nonplayer  1
0187: $1898 = create_marker_above_actor $1896
0004: $18A2 =  1  ;; integer values

:Label0F8332
00D6: if  0
0038:   $18A2 ==  1  ;; integer values
004D: jump_if_false £Label0F8615
00D6: if  0
0118:   actor $1896 dead
004D: jump_if_false £Label0F835B
0002: jump £Label0F862D

:Label0F835B
00D6: if  0
8118:   NOT   actor $1896 dead
004D: jump_if_false £Label0F8398
00D6: if  0
0038:   $18A0 ==  0  ;; integer values
004D: jump_if_false £Label0F8398
0151: remove_status_text $18A0
00BC: text_highpriority "ASM1_5"  5000 ms  1  ;; ~r~Your target completed his deliveries!
0002: jump £Label0F861C

:Label0F8398
00D6: if  0
8118:   NOT   actor $1896 dead
004D: jump_if_false £Label0F84E1
00D6: if  0
001A:    2 > $189F  ;; integer values
004D: jump_if_false £Label0F8410
00D6: if  0
8119:   NOT   car $1897 wrecked
004D: jump_if_false £Label0F8409
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1897
004D: jump_if_false £Label0F83FB
00D6: if  0
02BF:   car $1897 sunk
004D: jump_if_false £Label0F83F4
0004: $189F =  2  ;; integer values

:Label0F83F4
0002: jump £Label0F8402

:Label0F83FB
0004: $189F =  2  ;; integer values

:Label0F8402
0002: jump £Label0F8410

:Label0F8409
0004: $189F =  2  ;; integer values

:Label0F8410
00D6: if  0
0038:   $189F ==  0  ;; integer values
004D: jump_if_false £Label0F8448
00D6: if  0
80DF:   NOT   actor $1896 driving
004D: jump_if_false £Label0F8448
01D5: actor $1896 go_to_and_drive_car $1897
0319: set_actor $1896 wander_state_to  1 (off)
0004: $189F =  1  ;; integer values

:Label0F8448
00D6: if  0
0038:   $189F ==  1  ;; integer values
004D: jump_if_false £Label0F848A
00D6: if  0
0448:   actor $1896 in_car $1897
004D: jump_if_false £Label0F848A
00AD: set_car $1897 max_speed_to  32.0
00AE: unknown_set_car $1897 to_ignore_traffic_lights  2
00A8: set_car $1897 to_psycho_driver
0004: $189F =  0  ;; integer values

:Label0F848A
00D6: if  0
0038:   $189F ==  2  ;; integer values
004D: jump_if_false £Label0F84E1
00D6: if  21
044B: (unknown) $1896 
0119:   car $1897 wrecked
004D: jump_if_false £Label0F84CC
011C: actor $1896 clear_objective
01D0: actor $1896 avoid_player $PLAYER_CHAR
0004: $189F =  3  ;; integer values
0002: jump £Label0F84E1

:Label0F84CC
00D6: if  0
0449:   actor $1896 in_a_car
004D: jump_if_false £Label0F84E1
03E2: actor $1896 exit_car

:Label0F84E1
00D6: if  0
0038:   $18A1 ==  0  ;; integer values
004D: jump_if_false £Label0F85DD
00D6: if  0
8119:   NOT   car $1897 wrecked
004D: jump_if_false £Label0F85DD
00D6: if  0
8118:   NOT   actor $1896 dead
004D: jump_if_false £Label0F85DD
00D6: if  0
0448:   actor $1896 in_car $1897
004D: jump_if_false £Label0F85DD
02E3: $18A5 = car $1897 speed
00D6: if  0
0020:   $18A5 >  10.0  ;; floating-point values
004D: jump_if_false £Label0F85DD
029B: $18A7 = init_object -186 (PIZZABOX) at  0.0  0.0  100.0
035C: place_object $18A7 relative_to_car $1897 offset  .5  0.0  .7
0382: unknown_set_object $18A7 collision_detection  1
0392: object $18A7 toggle_in_moving_list  1
0172: $18A6 = actor $1896 z_angle
000D: $18A3 -=  90.0  ;; floating-point values
000D: $18A4 -=  90.0  ;; floating-point values
02F7: $18A3 = sinus $18A6 ;; cosine swapped with sinus
02F6: $18A4 = cosine $18A6  ;; sinus swapped with cosine
0011: $18A3 *=  11.0  ;; floating-point values
0011: $18A4 *=  11.0  ;; floating-point values
038C: object $18A7 scatter $18A3 $18A4  6.0
0004: $18A1 =  1  ;; integer values
0006:  16@ =  0  ;; integer values

:Label0F85DD
00D6: if  0
0038:   $18A1 ==  1  ;; integer values
004D: jump_if_false £Label0F8615
00D6: if  0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label0F8615
0108: destroy_object $18A7
000C: $18A0 -=  1  ;; integer values
0004: $18A1 =  0  ;; integer values

:Label0F8615
0002: jump £Label0F827A

:Label0F861C
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0F862D
0004: $12A =  1  ;; integer values
0318: set_latest_mission_passed "JOB_1"  ;; Road Kill
01E3: text_1number_styled "M_PASS"  500  5000 ms  1  ;; MISSION PASSED! $~1~
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
030C: set_mission_points +=  1
0533:  1
0109: player $PLAYER_CHAR money +=  500
0164: disable_marker $129
0051: return

:Label0F8670
0004: $ONMISSION =  0  ;; integer values
0249: release_model -186 (PIZZABOX)
0249: release_model #HMYRI
0249: release_model #PIZZABOY
0249: release_model #CELLPHONE
0151: remove_status_text $18A0
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $1898
00D8: mission_cleanup
0051: return

;-------------Mission 68---------------
; Originally: Waste the Wife


:Label0F869D
03A4: name_thread "ASSIN2"
0050: gosub £Label0F86CB
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0F86C2
0050: gosub £Label0F9684

:Label0F86C2
0050: gosub £Label0F96D8
004E: end_thread

:Label0F86CB
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "ASSIN2"
0004: $18AC =  0  ;; integer values
0005: $18AD =  394.9916  ;; floating-point values
0005: $18AE =  202.5176  ;; floating-point values
0005: $18AF =  9.763452  ;; floating-point values
0005: $18B0 =  403.978  ;; floating-point values
0005: $18B1 =  222.629  ;; floating-point values
0005: $18B2 =  10.761  ;; floating-point values
0004: $18B3 =  0  ;; integer values
0004: $18B4 =  0  ;; integer values
0004: $18B6 =  0  ;; integer values
0004: $18B7 =  0  ;; integer values
0004: $18B8 =  0  ;; integer values
0004: $18B9 =  0  ;; integer values
0004: $18BF =  0  ;; integer values
0004: $18BD =  99999  ;; integer values
0004: $18BE =  0  ;; integer values
0004: $18AC =  0  ;; integer values
0247: request_model #COMET
0247: request_model #WFYRI
0247: request_model #CELLPHONE

:Label0F877C
00D6: if  22
8248:   NOT   model #COMET available
8248:   NOT   model #WFYRI available
8248:   NOT   model #CELLPHONE available
004D: jump_if_false £Label0F87A0
0001: wait  0 ms
0002: jump £Label0F877C

:Label0F87A0
016A: fade  1 (back)  1500 ms
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0395: clear_area  0 at  482.4669  244.3981 range  10.0611  1.0
042B: clear_peds_from_cube  467.323  237.113  5.992  491.743  252.845  15.029
02A3: toggle_widescreen  1 (on)
0055: put_player $PLAYER_CHAR at  482.4622  244.5908  10.10115
0171: set_player $PLAYER_CHAR z_angle_to  359.0237
015F: set_camera_position  482.462  242.7434  12.795  0.0  0.0  0.0
0395: clear_area  0 at  482.462  242.7434 range  12.795  1.0
0157: camera_on_player $PLAYER_CHAR  4  2
0373: set_camera_directly_behind_player
052B: actor $PLAYER_ACTOR hold_cellphone  1
03CF: load_wav "JOB2_1B" as  1
03CF: load_wav "JOB1_1C" as  2

:Label0F8871
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0F888F
0001: wait  0 ms
0002: jump £Label0F8871

:Label0F888F
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F88A7
0001: wait  0 ms
0002: jump £Label0F888F

:Label0F88A7
00BC: text_highpriority "ASM2_A"  10000 ms  1  ;; My compliments on a job well done Mr. Teal. My client was very pleased.
03D1: play_wav  1

:Label0F88BA
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0F88F1
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0F88EA
0002: jump £Label0F89D5

:Label0F88EA
0002: jump £Label0F88BA

:Label0F88F1
03D5: remove_text "ASM2_A"  ;; My compliments on a job well done Mr. Teal. My client was very pleased.
040D: unload_wav  1
00BC: text_highpriority "ASM1_C"  10000 ms  1  ;; I have more work for you with a more 'hands-on' approach.
03D1: play_wav  2

:Label0F8912
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0F8949
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0F8942
0002: jump £Label0F89D5

:Label0F8942
0002: jump £Label0F8912

:Label0F8949
03D5: remove_text "ASM1_C"  ;; I have more work for you with a more 'hands-on' approach.
040D: unload_wav  2
03CF: load_wav "JOB1_1D" as  1

:Label0F8963
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0F897D
0001: wait  0 ms
0002: jump £Label0F8963

:Label0F897D
00BC: text_highpriority "ASM1_B"  10000 ms  1  ;; Your next job is taped under the phone.
03D1: play_wav  1

:Label0F8990
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0F89C7
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0F89C0
0002: jump £Label0F89D5

:Label0F89C0
0002: jump £Label0F8990

:Label0F89C7
03D5: remove_text "ASM1_B"  ;; Your next job is taped under the phone.
040D: unload_wav  1

:Label0F89D5
040D: unload_wav  1
040D: unload_wav  2
03EB: clear_small_messages_only
0001: wait  500 ms
052B: actor $PLAYER_ACTOR hold_cellphone  0
0249: release_model #CELLPHONE
016A: fade  0 ()  1500 ms
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0

:Label0F8A05
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F8A1D
0001: wait  0 ms
0002: jump £Label0F8A05

:Label0F8A1D
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1 (back)  1500 ms

:Label0F8A2C
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F8A44
0001: wait  0 ms
0002: jump £Label0F8A2C

:Label0F8A44
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:Label0F8A4B
0001: wait  0 ms
00D6: if  0
0038:   $18B3 ==  0  ;; integer values
004D: jump_if_false £Label0F8ACC
00BC: text_highpriority "ASM2_1"  10000 ms  2  ;; ~g~Mrs. Dawson will be leaving the Jewelry shop in Vice Point soon. Kill her. It must look like a car accident.
018A: $18B5 = create_checkpoint_at $18B0 $18B1 $18B2
01E8: create_forbidden_for_cars_cube  397.0  220.0 -9.71  402.61  191.618  9.89
022B: create_forbidden_for_peds_cube  306.885  179.0982 -10.0907  413.129  203.139  10.89
0006:  16@ =  0  ;; integer values
0004: $18B3 =  1  ;; integer values

:Label0F8ACC
00D6: if  0
0038:   $18B3 ==  1  ;; integer values
004D: jump_if_false £Label0F8F15
00D6: if  0
0038:   $18B4 ==  0  ;; integer values
004D: jump_if_false £Label0F8F15
00D6: if  0
00F8:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point $18B0 $18B1 $18B2 radius  2.0  2.0  3.0
004D: jump_if_false £Label0F8F15
00D6: if  0
0443:   player $PLAYER_CHAR in_a_car
004D: jump_if_false £Label0F8F06
0164: disable_marker $18B5
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0395: clear_area  1 at $18AD $18AE range $18AF  30.0
009A: $18A8 = create_actor  5 #WFYRI at  379.3426  203.4908  11.39251
0489: unknown_actor $18A8 flag  1
0173: set_actor $18A8 z_angle_to  268.9735
015F: set_camera_position  390.952  212.377  16.131  0.0  0.0  0.0
0157: camera_on_player $PLAYER_CHAR  15  2
0395: clear_area  1 at $18AD $18AE range $18AF  15.0
00A5: $18A9 = create_car #COMET at $18AD $18AE $18AF
0229: set_car $18A9 color_to  6  6
0175: set_car $18A9 z_angle_to  178.2268
00AD: set_car $18A9 max_speed_to  0.0
00AE: unknown_set_car $18A9 to_ignore_traffic_lights  0
0224: set_car $18A9 health_to  893
020A: set_car $18A9 door_status_to  3

:Label0F8BF4
00D6: if  0
8038:   NOT   $18B6 ==  5  ;; integer values
004D: jump_if_false £Label0F8ED1
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $18A9 wrecked
004D: jump_if_false £Label0F8C52
00D6: if  0
8118:   NOT   actor $18A8 dead
004D: jump_if_false £Label0F8C52
00D6: if  0
0038:   $18B6 ==  0  ;; integer values
004D: jump_if_false £Label0F8C52
01D5: actor $18A8 go_to_and_drive_car $18A9
0006:  16@ =  0  ;; integer values
0004: $18B6 =  1  ;; integer values

:Label0F8C52
00D6: if  0
8118:   NOT   actor $18A8 dead
004D: jump_if_false £Label0F8CF6
00D6: if  0
8119:   NOT   car $18A9 wrecked
004D: jump_if_false £Label0F8CF6
00D6: if  0
0038:   $18B6 ==  1  ;; integer values
004D: jump_if_false £Label0F8CF6
00D6: if  0
0019:    16@ >  1000  ;; integer values
004D: jump_if_false £Label0F8CF6
015F: set_camera_position  378.6064  203.7468  11.02881  0.0  0.0  0.0
0160: point_camera  379.5837  203.6236  11.19348  2
00BC: text_highpriority "ASM2_8"  6000 ms  2  ;; ~g~You must make Mrs. Dawson's death look like an accident. Do not use any weapons.
00BB: text_lowpriority "ASM2_10"  6000 ms  2  ;; ~g~When her car bursts into flames make your self scarce!
0006:  16@ =  0  ;; integer values
0004: $18B6 =  2  ;; integer values

:Label0F8CF6
00D6: if  0
0038:   $18B6 ==  2  ;; integer values
004D: jump_if_false £Label0F8DFF
00D6: if  0
8118:   NOT   actor $18A8 dead
004D: jump_if_false £Label0F8DFF
00D6: if  0
8119:   NOT   car $18A9 wrecked
004D: jump_if_false £Label0F8DFF
00D6: if  0
00FF:   actor $18A8  0 ()near_point_on_foot  384.3994  203.4012  10.39251 radius  1.5  1.5  1.5
004D: jump_if_false £Label0F8DC7
0395: clear_area  1 at $18AD $18AE range $18AF  50.0
015F: set_camera_position  390.022  205.2038  10.93295  0.0  0.0  0.0
00A1: put_actor $18A8 at  390.8115  202.5918  10.07062
0173: set_actor $18A8 z_angle_to  270.7903
01D5: actor $18A8 go_to_and_drive_car $18A9
0158: camera_on_vehicle $18A9  15  2
0004: $18B6 =  3  ;; integer values
0002: jump £Label0F8DFF

:Label0F8DC7
00D6: if  0
0019:    16@ >  14000  ;; integer values
004D: jump_if_false £Label0F8DFF
00A1: put_actor $18A8 at  384.3994  203.4012  10.39251
0173: set_actor $18A8 z_angle_to  270.0
0006:  16@ =  0  ;; integer values

:Label0F8DFF
00D6: if  0
0038:   $18B6 ==  3  ;; integer values
004D: jump_if_false £Label0F8E85
00D6: if  0
8118:   NOT   actor $18A8 dead
004D: jump_if_false £Label0F8E85
00D6: if  0
8119:   NOT   car $18A9 wrecked
004D: jump_if_false £Label0F8E85
00D6: if  0
0448:   actor $18A8 in_car $18A9
004D: jump_if_false £Label0F8E85
0187: $18AA = create_marker_above_actor $18A8
020A: set_car $18A9 door_status_to  2
00AD: set_car $18A9 max_speed_to  15.0
00A8: set_car $18A9 to_psycho_driver
00AE: unknown_set_car $18A9 to_ignore_traffic_lights  1
02AA: set_car $18A9 immune_to_nonplayer  1
054A: unknown_actor $18A8 flag  0
0006:  16@ =  0  ;; integer values
0004: $18B6 =  4  ;; integer values

:Label0F8E85
00D6: if  0
0038:   $18B6 ==  4  ;; integer values
004D: jump_if_false £Label0F8ECA
00D6: if  0
0019:    16@ >  4000  ;; integer values
004D: jump_if_false £Label0F8ECA
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
03D5: remove_text "ASM2_10"  ;; ~g~When her car bursts into flames make your self scarce!
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $18B6 =  5  ;; integer values

:Label0F8ECA
0002: jump £Label0F8BF4

:Label0F8ED1
0004: $18B4 =  1  ;; integer values
0004: $18B3 =  2  ;; integer values
03CC: car $18A9 add_to_stuck_car_check  .5 =  1000
0190: unknown_car $18A9
04E2: $PLAYER_CHAR  1
0006:  16@ =  0  ;; integer values
0002: jump £Label0F8F15

:Label0F8F06
00BC: text_highpriority "ASM2_9"  3000 ms  2  ;; ~g~You need some wheels for this job!

:Label0F8F15
00D6: if  0
0038:   $18B4 ==  1  ;; integer values
004D: jump_if_false £Label0F8FF4
00D6: if  0
8119:   NOT   car $18A9 wrecked
004D: jump_if_false £Label0F8FF4
00D6: if  0
82BF:   NOT   car $18A9 sunk
004D: jump_if_false £Label0F8FF4
00D6: if  0
8495:   NOT   unknown_car_check $18A9
004D: jump_if_false £Label0F8FF4
00D6: if  21
03CE:   car $18A9 stuck
018F:   unknown_car_check $18A9
004D: jump_if_false £Label0F8FF4
00D6: if  0
82CA:   NOT   car $18A9 bounding_sphere_visible
004D: jump_if_false £Label0F8FF4
00AA: store_car $18A9 position_to $18BA $18BB $18BC
02C1: set $18BA $18BB $18BC to_car_path_coords_closest_to $18BA $18BB $18BC
00D6: if  0
838A:   NOT   car_in_cube $18BA $18BB $18BC  4.0  4.0  3.0
004D: jump_if_false £Label0F8FF4
00D6: if  0
80C2:   NOT   sphere_onscreen $18BA $18BB $18BC  3.0
004D: jump_if_false £Label0F8FF4
00AD: set_car $18A9 max_speed_to  30.0
00AE: unknown_set_car $18A9 to_ignore_traffic_lights  2
00A8: set_car $18A9 to_psycho_driver

:Label0F8FF4
00D6: if  0
8119:   NOT   car $18A9 wrecked
004D: jump_if_false £Label0F9040
0227: $18AB = car $18A9 health
000C: $18AB -=  243  ;; integer values
0010: $18AB *=  10  ;; integer values
0014: $18AB /=  65  ;; integer values
00D6: if  0
002A:    0 >= $18AB  ;; integer values
004D: jump_if_false £Label0F9039
0151: remove_status_text $18AB

:Label0F9039
0002: jump £Label0F9047

:Label0F9040
0004: $18AB =  0  ;; integer values

:Label0F9047
00D6: if  0
0038:   $18B3 ==  2  ;; integer values
004D: jump_if_false £Label0F9081
00D6: if  0
0038:   $18B9 ==  0  ;; integer values
004D: jump_if_false £Label0F9081
03C4: set_status_text_to $18AB  1 (bar) "ASM2_2"  ;; health:
0004: $18B9 =  1  ;; integer values

:Label0F9081
00D6: if  0
0038:   $18B4 ==  1  ;; integer values
004D: jump_if_false £Label0F9102
00D6: if  0
0038:   $18B3 ==  2  ;; integer values
004D: jump_if_false £Label0F9102
00D6: if  0
8118:   NOT   actor $18A8 dead
004D: jump_if_false £Label0F9102
00D6: if  0
8119:   NOT   car $18A9 wrecked
004D: jump_if_false £Label0F9102
00D6: if  0
0038:   $18B7 ==  0  ;; integer values
004D: jump_if_false £Label0F9102
00D6: if  0
8185:   NOT   car $18A9 health >=  892
004D: jump_if_false £Label0F9102
00AD: set_car $18A9 max_speed_to  29.0
00AE: unknown_set_car $18A9 to_ignore_traffic_lights  2
0004: $18B7 =  1  ;; integer values

:Label0F9102
00D6: if  0
8118:   NOT   actor $18A8 dead
004D: jump_if_false £Label0F9464
00D6: if  0
0038:   $18BF ==  0  ;; integer values
004D: jump_if_false £Label0F9315
00D6: if  0
8119:   NOT   car $18A9 wrecked
004D: jump_if_false £Label0F930E
00D6: if  0
0495:   unknown_car_check $18A9
004D: jump_if_false £Label0F9177
00D6: if  0
0018:   $18BD >  1  ;; integer values
004D: jump_if_false £Label0F9170
0004: $18BE =  1  ;; integer values
0004: $18BF =  1  ;; integer values
03CF: load_wav "JOB2_9" as  1

:Label0F9170
0002: jump £Label0F930E

:Label0F9177
00D6: if  0
001A:    14 > $18AB  ;; integer values
004D: jump_if_false £Label0F91BC
00D6: if  0
0018:   $18BD >  2  ;; integer values
004D: jump_if_false £Label0F91B5
0004: $18BE =  2  ;; integer values
0004: $18BF =  1  ;; integer values
03CF: load_wav "JOB2_8" as  1

:Label0F91B5
0002: jump £Label0F930E

:Label0F91BC
00D6: if  0
001A:    28 > $18AB  ;; integer values
004D: jump_if_false £Label0F9201
00D6: if  0
0018:   $18BD >  3  ;; integer values
004D: jump_if_false £Label0F91FA
0004: $18BE =  3  ;; integer values
0004: $18BF =  1  ;; integer values
03CF: load_wav "JOB2_7" as  1

:Label0F91FA
0002: jump £Label0F930E

:Label0F9201
00D6: if  0
001A:    45 > $18AB  ;; integer values
004D: jump_if_false £Label0F9246
00D6: if  0
0018:   $18BD >  4  ;; integer values
004D: jump_if_false £Label0F923F
0004: $18BE =  4  ;; integer values
0004: $18BF =  1  ;; integer values
03CF: load_wav "JOB2_6" as  1

:Label0F923F
0002: jump £Label0F930E

:Label0F9246
00D6: if  0
001A:    59 > $18AB  ;; integer values
004D: jump_if_false £Label0F928B
00D6: if  0
0018:   $18BD >  5  ;; integer values
004D: jump_if_false £Label0F9284
0004: $18BE =  5  ;; integer values
0004: $18BF =  1  ;; integer values
03CF: load_wav "JOB2_5" as  1

:Label0F9284
0002: jump £Label0F930E

:Label0F928B
00D6: if  0
001A:    72 > $18AB  ;; integer values
004D: jump_if_false £Label0F92D0
00D6: if  0
0018:   $18BD >  6  ;; integer values
004D: jump_if_false £Label0F92C9
0004: $18BE =  6  ;; integer values
0004: $18BF =  1  ;; integer values
03CF: load_wav "JOB2_4" as  1

:Label0F92C9
0002: jump £Label0F930E

:Label0F92D0
00D6: if  0
001A:    88 > $18AB  ;; integer values
004D: jump_if_false £Label0F930E
00D6: if  0
0018:   $18BD >  7  ;; integer values
004D: jump_if_false £Label0F930E
0004: $18BE =  7  ;; integer values
0004: $18BF =  1  ;; integer values
03CF: load_wav "JOB2_3" as  1

:Label0F930E
0002: jump £Label0F945D

:Label0F9315
00D6: if  0
0038:   $18BF ==  1  ;; integer values
004D: jump_if_false £Label0F93C0
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label0F93B9
03D1: play_wav  1
00D6: if  23
0038:   $18BE ==  2  ;; integer values
0038:   $18BE ==  4  ;; integer values
0038:   $18BE ==  5  ;; integer values
0038:   $18BE ==  7  ;; integer values
004D: jump_if_false £Label0F9370
00BC: text_highpriority "ASM2_13"  3000 ms  1  ;; Oh my god!

:Label0F9370
00D6: if  0
0038:   $18BE ==  3  ;; integer values
004D: jump_if_false £Label0F9391
00BC: text_highpriority "ASM2_12"  3000 ms  1  ;; Somebody help me!

:Label0F9391
00D6: if  0
0038:   $18BE ==  6  ;; integer values
004D: jump_if_false £Label0F93B2
00BC: text_highpriority "ASM2_11"  3000 ms  1  ;; Help me!

:Label0F93B2
0004: $18BF =  2  ;; integer values

:Label0F93B9
0002: jump £Label0F945D

:Label0F93C0
00D6: if  0
0038:   $18BF ==  2  ;; integer values
004D: jump_if_false £Label0F945D
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label0F945D
0004: $18BF =  0  ;; integer values
040D: unload_wav  1
00D6: if  23
0038:   $18BE ==  2  ;; integer values
0038:   $18BE ==  4  ;; integer values
0038:   $18BE ==  5  ;; integer values
0038:   $18BE ==  7  ;; integer values
004D: jump_if_false £Label0F941D
03D5: remove_text "ASM2_13"  ;; Oh my god!

:Label0F941D
00D6: if  0
0038:   $18BE ==  3  ;; integer values
004D: jump_if_false £Label0F9439
03D5: remove_text "ASM2_12"  ;; Somebody help me!

:Label0F9439
00D6: if  0
0038:   $18BE ==  6  ;; integer values
004D: jump_if_false £Label0F9455
03D5: remove_text "ASM2_11"  ;; Help me!

:Label0F9455
0084: $18BD = $18BE  ;; integer values and handles

:Label0F945D
0002: jump £Label0F946F

:Label0F9464
0004: $18BF =  0  ;; integer values
040D: unload_wav  1

:Label0F946F
00D6: if  0
8119:   NOT   car $18A9 wrecked
004D: jump_if_false £Label0F9523
00D6: if  0
8118:   NOT   actor $18A8 dead
004D: jump_if_false £Label0F9523
00D6: if  0
0495:   unknown_car_check $18A9
004D: jump_if_false £Label0F9523
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $18A9 radius  20.0  20.0  0
004D: jump_if_false £Label0F94F4
0004: $18AC =  1  ;; integer values
00D6: if  0
0038:   $18B8 ==  0  ;; integer values
004D: jump_if_false £Label0F94ED
00BC: text_highpriority "ASM2_3"  3000 ms  2  ;; ~g~She's gonna blow! Get out of there!
0004: $18B8 =  1  ;; integer values

:Label0F94ED
0002: jump £Label0F9523

:Label0F94F4
0004: $18AC =  0  ;; integer values
00D6: if  0
0038:   $18B8 ==  0  ;; integer values
004D: jump_if_false £Label0F9523
00BC: text_highpriority "ASM2_3"  3000 ms  2  ;; ~g~She's gonna blow! Get out of there!
0004: $18B8 =  1  ;; integer values

:Label0F9523
00D6: if  0
0018:   $18B4 >  0  ;; integer values
004D: jump_if_false £Label0F9599
00D6: if  1
0119:   car $18A9 wrecked
0118:   actor $18A8 dead
004D: jump_if_false £Label0F9599
00D6: if  0
831E:   NOT   unknown_vehicle_check $18A9 unknown  47
004D: jump_if_false £Label0F9599
00D6: if  1
831D:   NOT   actor $18A8 hit_by_weapon  47
0038:   $18AC ==  0  ;; integer values
004D: jump_if_false £Label0F9583
0002: jump £Label0F9695
0002: jump £Label0F9599

:Label0F9583
00BC: text_highpriority "ASM2_6"  5000 ms  1  ;; ~r~You were too near the scene of the 'accident'!
0002: jump £Label0F9684

:Label0F9599
00D6: if  0
0018:   $18B4 >  0  ;; integer values
004D: jump_if_false £Label0F9610
00D6: if  0
8119:   NOT   car $18A9 wrecked
004D: jump_if_false £Label0F9610
00D6: if  0
8118:   NOT   actor $18A8 dead
004D: jump_if_false £Label0F9610
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $18A8 radius  250.0  250.0
004D: jump_if_false £Label0F9610
00D6: if  0
82CB:   NOT   actor $18A8 bounding_sphere_visible
004D: jump_if_false £Label0F9610
00BC: text_highpriority "ASM2_5"  5000 ms  1  ;; ~r~She got away!
0002: jump £Label0F9684

:Label0F9610
00D6: if  0
0018:   $18B4 >  0  ;; integer values
004D: jump_if_false £Label0F967D
00D6: if  0
8119:   NOT   car $18A9 wrecked
004D: jump_if_false £Label0F967D
00D6: if  0
8118:   NOT   actor $18A8 dead
004D: jump_if_false £Label0F967D
00D6: if  0
00DB:   actor $18A8 in_car $18A9
004D: jump_if_false £Label0F967D
00D6: if  0
031E:   unknown_vehicle_check $18A9 unknown  47
004D: jump_if_false £Label0F967D
00BC: text_highpriority "ASM2_7"  5000 ms  1  ;; ~r~It's supposed to look like an accident! Try ramming her off the road instead!
0002: jump £Label0F9684

:Label0F967D
0002: jump £Label0F8A4B

:Label0F9684
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0F9695
0004: $12B =  1  ;; integer values
0318: set_latest_mission_passed "JOB_2"  ;; Waste the Wife
01E3: text_1number_styled "M_PASS"  2000  5000 ms  1  ;; MISSION PASSED! $~1~
0394: play_music  1
030C: set_mission_points +=  1
0533:  1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2000
0164: disable_marker $129
0051: return

:Label0F96D8
0004: $ONMISSION =  0  ;; integer values
04E2: $PLAYER_CHAR  0
01E7: remove_forbidden_for_cars_cube  397.0  220.0 -9.71  402.61  191.618  9.89
022A: remove_forbidden_for_peds_cube  306.885  179.0982 -10.0907  413.129  203.139  10.89
0249: release_model #WFYRI
0249: release_model #COMET
0249: release_model #CELLPHONE
0164: disable_marker $18AA
0164: disable_marker $18B5
0151: remove_status_text $18AB
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 69---------------
; Originally: Autocide


:Label0F974C
03A4: name_thread "ASSIN3"
0050: gosub £Label0F977A
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0F9771
0050: gosub £Label0FB128

:Label0F9771
0050: gosub £Label0FB180
004E: end_thread

:Label0F977A
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "ASSIN3"
0247: request_model #WMYCW
0247: request_model #GDA
0247: request_model #HMYAP
0247: request_model #JMOTO
0247: request_model #BOBCAT
0247: request_model #TROPIC
0247: request_model #PCJ600
0247: request_model #SECURICA
0247: request_model #BUDDYSHOT
0247: request_model #CELLPHONE

:Label0F97BF
00D6: if  24
8248:   NOT   model #WMYCW available
8248:   NOT   model #BOBCAT available
8248:   NOT   model #TROPIC available
8248:   NOT   model #PCJ600 available
8248:   NOT   model #BUDDYSHOT available
004D: jump_if_false £Label0F97ED
0001: wait  0 ms
0002: jump £Label0F97BF

:Label0F97ED
00D6: if  24
8248:   NOT   model #GDA available
8248:   NOT   model #SECURICA available
8248:   NOT   model #HMYAP available
8248:   NOT   model #JMOTO available
8248:   NOT   model #CELLPHONE available
004D: jump_if_false £Label0F9819
0001: wait  0 ms
0002: jump £Label0F97ED

:Label0F9819
023C: load_special_actor  1 "MBB"

:Label0F9825
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false £Label0F983F
0001: wait  0 ms
0002: jump £Label0F9825

:Label0F983F
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0395: clear_area  0 at  38.39647 -1026.227 range  9.660453  4.0
042B: clear_peds_from_cube  14.0 -1034.703  5.02  69.44 -1008.664  14.0
02A3: toggle_widescreen  1 (on)
0055: put_player $PLAYER_CHAR at  38.39647 -1023.988  9.450843
0171: set_player $PLAYER_CHAR z_angle_to  9.008627
015F: set_camera_position  38.39647 -1026.227  9.660453  0.0  0.0  0.0
0157: camera_on_player $PLAYER_CHAR  4  2
0373: set_camera_directly_behind_player
052B: actor $PLAYER_ACTOR hold_cellphone  1
03CF: load_wav "JOB3_1" as  1
03CF: load_wav "JOB3_2" as  2

:Label0F98F1
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0F990F
0001: wait  0 ms
0002: jump £Label0F98F1

:Label0F990F
016A: fade  1 (back)  1000 ms

:Label0F9916
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F992E
0001: wait  0 ms
0002: jump £Label0F9916

:Label0F992E
00BC: text_highpriority "ASM3_C"  10000 ms  1  ;; A European gang plans to hit a bank in Vice City. My employers would rather this didn't happen.
03D1: play_wav  1

:Label0F9941
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0F9978
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0F9971
0002: jump £Label0F9A5C

:Label0F9971
0002: jump £Label0F9941

:Label0F9978
03D5: remove_text "ASM3_C"  ;; A European gang plans to hit a bank in Vice City. My employers would rather this didn't happen.
040D: unload_wav  1
00BC: text_highpriority "ASM3_D"  10000 ms  1  ;; Each member of the gang has a cover while they are here in Vice City. Some have menial jobs, others are on vacation.
03D1: play_wav  2

:Label0F9999
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0F99D0
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0F99C9
0002: jump £Label0F9A5C

:Label0F99C9
0002: jump £Label0F9999

:Label0F99D0
03D5: remove_text "ASM3_D"  ;; Each member of the gang has a cover while they are here in Vice City. Some have menial jobs, others are on vacation.
040D: unload_wav  2
03CF: load_wav "JOB3_3" as  1

:Label0F99EA
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0F9A04
0001: wait  0 ms
0002: jump £Label0F99EA

:Label0F9A04
00BC: text_highpriority "ASM3_E"  10000 ms  1  ;; Each target and their likely whereabouts are taped under the phone.
03D1: play_wav  1

:Label0F9A17
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0F9A4E
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0F9A47
0002: jump £Label0F9A5C

:Label0F9A47
0002: jump £Label0F9A17

:Label0F9A4E
03D5: remove_text "ASM3_E"  ;; Each target and their likely whereabouts are taped under the phone.
040D: unload_wav  1

:Label0F9A5C
040D: unload_wav  1
040D: unload_wav  2
03EB: clear_small_messages_only
0001: wait  500 ms
052B: actor $PLAYER_ACTOR hold_cellphone  0
0249: release_model #CELLPHONE
016A: fade  0 ()  1000 ms
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0006:  16@ =  0  ;; integer values

:Label0F9A93
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F9AAB
0001: wait  0 ms
0002: jump £Label0F9A93

:Label0F9AAB
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1 (back)  1000 ms

:Label0F9ABA
00D6: if  0
016B:   fading
004D: jump_if_false £Label0F9AD2
0001: wait  0 ms
0002: jump £Label0F9ABA

:Label0F9AD2
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0005: $18F3 = -42.95979  ;; floating-point values
0005: $18F4 = -1049.275  ;; floating-point values
0005: $18F5 =  10.46391  ;; floating-point values
0005: $18C1 = -52.03355  ;; floating-point values
0005: $18C2 = -885.0644  ;; floating-point values
0005: $18C3 =  26.44922  ;; floating-point values
0005: $18C4 =  278.4962  ;; floating-point values
0005: $18C8 =  353.931  ;; floating-point values
0005: $18C9 = -729.856  ;; floating-point values
0005: $18CA =  10.426  ;; floating-point values
0005: $18CB =  336.07  ;; floating-point values
0005: $18D2 =  406.6844  ;; floating-point values
0005: $18D3 =  210.52  ;; floating-point values
0005: $18D4 =  10.79  ;; floating-point values
0005: $18D5 =  52.8  ;; floating-point values
0005: $18DE =  36.2  ;; floating-point values
0005: $18DF = -668.4  ;; floating-point values
0005: $18E0 =  4.95  ;; floating-point values
0005: $18E1 =  131.2  ;; floating-point values
0005: $18E8 =  31.4084  ;; floating-point values
0005: $18E9 = -1388.646  ;; floating-point values
0005: $18EA =  9.2868  ;; floating-point values
0005: $18EB =  152.6697  ;; floating-point values
0004: $1900 =  540000  ;; integer values
0004: $18F9 =  0  ;; integer values
0004: $18FA =  0  ;; integer values
0004: $18FB =  0  ;; integer values
0004: $18FC =  0  ;; integer values
0004: $18FD =  0  ;; integer values
0004: $18FE =  0  ;; integer values
0004: $18D0 =  0  ;; integer values
0004: $18DA =  0  ;; integer values
0004: $18E6 =  0  ;; integer values
0004: $18F0 =  0  ;; integer values
0004: $18CE =  0  ;; integer values
0004: $18D8 =  0  ;; integer values
0004: $18E4 =  0  ;; integer values
0004: $18ED =  0  ;; integer values
0004: $18EE =  0  ;; integer values
0004: $18FF =  0  ;; integer values
0004: $18C6 =  0  ;; integer values
0004: $18E5 =  0  ;; integer values
0004: $1907 =  0  ;; integer values
0481:  3.5

:Label0F9C55
0001: wait  0 ms
00D6: if  0
0038:   $18F9 ==  0  ;; integer values
004D: jump_if_false £Label0F9C81
03C3: set_timer_with_text_to $1900 type  1 text "ASM3_11"  ;; TIME:
0004: $18F9 =  1  ;; integer values

:Label0F9C81
00D6: if  0
0038:   $18F9 ==  1  ;; integer values
004D: jump_if_false £Label0F9D32
032B: $18F2 = create_weapon_pickup #SNIPER  3 ammo  12 at $18F3 $18F4 $18F5
032B: $18F7 = create_weapon_pickup #UZI  3 ammo  180 at -43.07554 -1052.056  10.47165
03DC: $18F6 = create_marker_above_pickup $18F2
0165: set_marker $18F6 color_to  6
0395: clear_area  0 at -41.6449 -1039.381 range  9.4545  1.5
00A5: $18F8 = create_car #PCJ600 at -41.6449 -1039.381  9.4545
0229: set_car $18F8 color_to  1  1
0175: set_car $18F8 z_angle_to  79.1594
00BC: text_highpriority "ASM3_12"  8000 ms  2  ;; ~g~A selection of weapons have been left for you nearby if you require them. You have ~h~9 MINUTES ~g~to kill all members of the gang.
0006:  16@ =  0  ;; integer values
0004: $18F9 =  2  ;; integer values

:Label0F9D32
00D6: if  0
0038:   $18F9 ==  2  ;; integer values
004D: jump_if_false £Label0F9D77
00D6: if  21
0214:   pickup $18F2 picked_up
80E3:   NOT   player $PLAYER_CHAR  0 ()near_point $18F3 $18F4 radius  130.0  130.0
004D: jump_if_false £Label0F9D77
0164: disable_marker $18F6
0004: $18F9 =  3  ;; integer values

:Label0F9D77
00D6: if  0
0038:   $18FA ==  0  ;; integer values
004D: jump_if_false £Label0F9DAA
00D6: if  21
0019:    16@ >  9999  ;; integer values
0038:   $18F9 ==  3  ;; integer values
004D: jump_if_false £Label0F9DAA
0004: $18FA =  1  ;; integer values

:Label0F9DAA
00D6: if  0
0038:   $18FA ==  1  ;; integer values
004D: jump_if_false £Label0F9E31
0395: clear_area  0 at $18C1 $18C2 range $18C3  1.0
009A: $18C0 = create_actor  4 #WMYCW at $18C1 $18C2 $18C3
01ED: reset_actor $18C0 flags
0173: set_actor $18C0 z_angle_to $18C4
0187: $18C5 = create_marker_above_actor $18C0
0350: unknown_actor $18C0 not_scared_flag  1
00BC: text_highpriority "ASM3_13"  8000 ms  2  ;; ~g~Mike Griffin is working on an advertising board in Washington.
018C: play_sound  1 at  0.0  0.0  0.0
04E3: unknown_player $PLAYER_CHAR  2  350000
0004: $18FA =  2  ;; integer values

:Label0F9E31
00D6: if  0
8118:   NOT   actor $18C0 dead
004D: jump_if_false £Label0F9EBD
00D6: if  0
037E:   unknown_cube_checking -30.3157 -896.563  17.36755 -55.192 -880.0  37.84
004D: jump_if_false £Label0F9E9F
0004: $18C6 =  1  ;; integer values
00D6: if  0
0038:   $18C6 ==  1  ;; integer values
004D: jump_if_false £Label0F9E98
0372: set_actor $18C0 anim  14 wait_state_time  60000 ms
0004: $18C6 =  2  ;; integer values

:Label0F9E98
0002: jump £Label0F9EBD

:Label0F9E9F
00D6: if  0
0038:   $18C6 ==  0  ;; integer values
004D: jump_if_false £Label0F9EBD
0372: set_actor $18C0 anim  25 wait_state_time  60000 ms

:Label0F9EBD
00D6: if  0
0018:   $18FA >  1  ;; integer values
004D: jump_if_false £Label0F9F17
00D6: if  0
001A:    3 > $18FA  ;; integer values
004D: jump_if_false £Label0F9F17
00D6: if  0
0118:   actor $18C0 dead
004D: jump_if_false £Label0F9F17
0004: $18FA =  3  ;; integer values
0004: $18FB =  1  ;; integer values
0164: disable_marker $18C5
018C: play_sound  1 at  0.0  0.0  0.0

:Label0F9F17
00D6: if  0
0038:   $18FB ==  1  ;; integer values
004D: jump_if_false £Label0F9FC1
0249: release_model #WMYCW
01C2: remove_references_to_actor $18C0  ;; Like turning an actor into a random pedestrian
0395: clear_area  0 at $18C8 $18C9 range $18CA  3.0
00A5: $18CD = create_car #SECURICA at $18C8 $18C9 $18CA
0175: set_car $18CD z_angle_to $18CB
0129: $18C7 = create_actor  4 #GDA in_car $18CD driverseat
01ED: reset_actor $18C7 flags
00A9: set_car $18CD to_normal_driver
0187: $18CC = create_marker_above_actor $18C7
020A: set_car $18CD door_status_to  3
0224: set_car $18CD health_to  2200
02AA: set_car $18CD immune_to_nonplayer  1
01EC: make_car $18CD very_heavy  1
00BC: text_highpriority "ASM3_14"  8000 ms  2  ;; ~g~Dick Tanner is working for DBP Security in Ocean Drive.
018C: play_sound  1 at  0.0  0.0  0.0
0004: $18FB =  2  ;; integer values

:Label0F9FC1
00D6: if  0
0038:   $18FB ==  2  ;; integer values
004D: jump_if_false £Label0FA079
00D6: if  0
0038:   $18CE ==  0  ;; integer values
004D: jump_if_false £Label0FA079
00D6: if  0
0019:    16@ >  799  ;; integer values
004D: jump_if_false £Label0FA079
00D6: if  0
8118:   NOT   actor $18C7 dead
004D: jump_if_false £Label0FA079
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $18C7 radius  20.0  20.0  2.0
004D: jump_if_false £Label0FA079
00D6: if  0
8119:   NOT   car $18CD wrecked
004D: jump_if_false £Label0FA079
00D6: if  0
02CA:   car $18CD bounding_sphere_visible
004D: jump_if_false £Label0FA079
00D6: if  0
850D:   NOT $18C7
004D: jump_if_false £Label0FA079
00BC: text_highpriority "ASM3_18"  2000 ms  2  ;; ~g~Don't get too close to the target or he may spot you!
0006:  16@ =  0  ;; integer values
0008: $18D0 +=  1  ;; integer values

:Label0FA079
00D6: if  0
0038:   $18FB ==  2  ;; integer values
004D: jump_if_false £Label0FA12A
00D6: if  0
0038:   $18CE ==  0  ;; integer values
004D: jump_if_false £Label0FA12A
00D6: if  0
8118:   NOT   actor $18C7 dead
004D: jump_if_false £Label0FA12A
00D6: if  0
02CB:   actor $18C7 bounding_sphere_visible
004D: jump_if_false £Label0FA12A
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $18C7 radius  11.0  11.0  2.0
004D: jump_if_false £Label0FA12A
00D6: if  0
02D7:   player $PLAYER_CHAR currentweapon ==  47
004D: jump_if_false £Label0FA12A
00D6: if  0
8119:   NOT   car $18CD wrecked
004D: jump_if_false £Label0FA12A
00D6: if  0
02CA:   car $18CD bounding_sphere_visible
004D: jump_if_false £Label0FA12A
00D6: if  0
850D:   NOT $18C7
004D: jump_if_false £Label0FA12A
0004: $18D0 =  20  ;; integer values

:Label0FA12A
00D6: if  0
0038:   $18FB ==  2  ;; integer values
004D: jump_if_false £Label0FA177
00D6: if  0
0038:   $18CE ==  0  ;; integer values
004D: jump_if_false £Label0FA177
00D6: if  0
8119:   NOT   car $18CD wrecked
004D: jump_if_false £Label0FA177
00D6: if  0
0496:   unknown_car_check $18CD  4
004D: jump_if_false £Label0FA177
0004: $18D0 =  20  ;; integer values

:Label0FA177
00D6: if  0
0038:   $18FB ==  2  ;; integer values
004D: jump_if_false £Label0FA24E
00D6: if  0
0038:   $18CE ==  0  ;; integer values
004D: jump_if_false £Label0FA24E
00D6: if  0
8119:   NOT   car $18CD wrecked
004D: jump_if_false £Label0FA24E
0227: $18CF = car $18CD health
00D6: if  21
001A:    2200 > $18CF  ;; integer values
0018:   $18D0 >  3  ;; integer values
004D: jump_if_false £Label0FA24E
00D6: if  0
8118:   NOT   actor $18C7 dead
004D: jump_if_false £Label0FA24E
00D6: if  0
8119:   NOT   car $18CD wrecked
004D: jump_if_false £Label0FA24E
00D6: if  0
00DB:   actor $18C7 in_car $18CD
004D: jump_if_false £Label0FA24E
00D6: if  0
850D:   NOT $18C7
004D: jump_if_false £Label0FA24E
00AD: set_car $18CD max_speed_to  38.0
00A8: set_car $18CD to_psycho_driver
00AE: unknown_set_car $18CD to_ignore_traffic_lights  3
00BC: text_highpriority "ASM3_19"  5000 ms  2  ;; ~g~He's seen you! Waste him!
03CC: car $18CD add_to_stuck_car_check  .5 =  1000
0190: unknown_car $18CD
0004: $18CE =  1  ;; integer values

:Label0FA24E
00D6: if  0
0038:   $18CE ==  1  ;; integer values
004D: jump_if_false £Label0FA362
00D6: if  0
001A:    3 > $18FB  ;; integer values
004D: jump_if_false £Label0FA362
00D6: if  0
8118:   NOT   actor $18C7 dead
004D: jump_if_false £Label0FA362
00D6: if  0
8119:   NOT   car $18CD wrecked
004D: jump_if_false £Label0FA362
00D6: if  0
00DB:   actor $18C7 in_car $18CD
004D: jump_if_false £Label0FA362
00D6: if  0
82BF:   NOT   car $18CD sunk
004D: jump_if_false £Label0FA362
00D6: if  0
8495:   NOT   unknown_car_check $18CD
004D: jump_if_false £Label0FA362
00D6: if  21
03CE:   car $18CD stuck
018F:   unknown_car_check $18CD
004D: jump_if_false £Label0FA362
00D6: if  0
82CA:   NOT   car $18CD bounding_sphere_visible
004D: jump_if_false £Label0FA362
00AA: store_car $18CD position_to $1904 $1905 $1906
02C1: set $1904 $1905 $1906 to_car_path_coords_closest_to $1904 $1905 $1906
00D6: if  0
838A:   NOT   car_in_cube $1904 $1905 $1906  4.0  4.0  3.0
004D: jump_if_false £Label0FA362
00D6: if  0
80C2:   NOT   sphere_onscreen $1904 $1905 $1906  3.0
004D: jump_if_false £Label0FA362
00AD: set_car $18CD max_speed_to  38.0
00A8: set_car $18CD to_psycho_driver
00AE: unknown_set_car $18CD to_ignore_traffic_lights  3

:Label0FA362
00D6: if  0
0038:   $18CE ==  1  ;; integer values
004D: jump_if_false £Label0FA3C3
00D6: if  0
8118:   NOT   actor $18C7 dead
004D: jump_if_false £Label0FA3C3
00D6: if  0
8119:   NOT   car $18CD wrecked
004D: jump_if_false £Label0FA3C3
0227: $18CF = car $18CD health
00D6: if  0
001A:    450 > $18CF  ;; integer values
004D: jump_if_false £Label0FA3C3
00A9: set_car $18CD to_normal_driver
01D0: actor $18C7 avoid_player $PLAYER_CHAR
0004: $18CE =  2  ;; integer values

:Label0FA3C3
00D6: if  0
0018:   $18FB >  1  ;; integer values
004D: jump_if_false £Label0FA40A
00D6: if  0
001A:    3 > $18FB  ;; integer values
004D: jump_if_false £Label0FA40A
00D6: if  0
0118:   actor $18C7 dead
004D: jump_if_false £Label0FA40A
0004: $18FB =  3  ;; integer values
0004: $18FC =  1  ;; integer values
0164: disable_marker $18CC

:Label0FA40A
00D6: if  0
0038:   $18FC ==  1  ;; integer values
004D: jump_if_false £Label0FA508
0249: release_model #GDA
01C2: remove_references_to_actor $18C7  ;; Like turning an actor into a random pedestrian
0249: release_model #SECURICA
01C3: remove_references_to_car $18CD  ;; Like turning a car into any random car
0395: clear_area  0 at $18D2 $18D3 range $18D4  3.0
00A5: $18D7 = create_car #BOBCAT at $18D2 $18D3 $18D4
0229: set_car $18D7 color_to  0  15
0175: set_car $18D7 z_angle_to $18D5
0224: set_car $18D7 health_to  1000
0129: $18D1 = create_actor  4 #HMYAP in_car $18D7 driverseat
01ED: reset_actor $18D1 flags
00A9: set_car $18D7 to_normal_driver
0187: $18D6 = create_marker_above_actor $18D1
02A9: set_actor $18D1 immune_to_nonplayer  1
01C8: $18DB = create_actor  4 #HMYAP in_car $18D7 passenger_seat  0
0187: $18DC = create_marker_above_actor $18DB
01B2: give_actor $18DB weapon  21 ammo  30000  ;; Load the weapon model before using this
02E2: set_actor $18DB weapon_accuracy_to  95
01ED: reset_actor $18DB flags
011A: set_actor $18DB flags  1
0243: set_actor $18DB ped_stats_to  16
02A9: set_actor $18DB immune_to_nonplayer  1
020A: set_car $18D7 door_status_to  3
02AA: set_car $18D7 immune_to_nonplayer  1
00BC: text_highpriority "ASM3_15"  8000 ms  2  ;; ~g~Marcus Hammond and Franco Carter are located near the Jewelry shop in Vice Point.
018C: play_sound  1 at  0.0  0.0  0.0
0004: $18FC =  2  ;; integer values

:Label0FA508
00D6: if  0
0038:   $18FC ==  2  ;; integer values
004D: jump_if_false £Label0FA5D2
00D6: if  0
0038:   $18D8 ==  0  ;; integer values
004D: jump_if_false £Label0FA5D2
00D6: if  0
0019:    16@ >  799  ;; integer values
004D: jump_if_false £Label0FA5D2
00D6: if  0
8118:   NOT   actor $18D1 dead
004D: jump_if_false £Label0FA5D2
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $18D1 radius  36.0  36.0  2.0
004D: jump_if_false £Label0FA5D2
00D6: if  0
8119:   NOT   car $18D7 wrecked
004D: jump_if_false £Label0FA5D2
00D6: if  0
02CA:   car $18D7 bounding_sphere_visible
004D: jump_if_false £Label0FA5D2
00D6: if  0
8018:   NOT   $18DA >  2  ;; integer values
004D: jump_if_false £Label0FA5D2
00D6: if  0
850D:   NOT $18D1
004D: jump_if_false £Label0FA5D2
00BC: text_highpriority "ASM3_22"  2000 ms  2  ;; ~g~Don't get too close to the targets or they may spot you!
0006:  16@ =  0  ;; integer values
0008: $18DA +=  1  ;; integer values

:Label0FA5D2
00D6: if  0
0038:   $18FC ==  2  ;; integer values
004D: jump_if_false £Label0FA653
00D6: if  0
0038:   $18D8 ==  0  ;; integer values
004D: jump_if_false £Label0FA653
00D6: if  0
8118:   NOT   actor $18D1 dead
004D: jump_if_false £Label0FA653
00D6: if  0
02CB:   actor $18D1 bounding_sphere_visible
004D: jump_if_false £Label0FA653
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $18D1 radius  20.0  20.0  2.0
004D: jump_if_false £Label0FA653
00D6: if  0
02D7:   player $PLAYER_CHAR currentweapon ==  47
004D: jump_if_false £Label0FA653
0004: $18DA =  20  ;; integer values

:Label0FA653
00D6: if  0
0038:   $18FC ==  2  ;; integer values
004D: jump_if_false £Label0FA6A0
00D6: if  0
0038:   $18D8 ==  0  ;; integer values
004D: jump_if_false £Label0FA6A0
00D6: if  0
8119:   NOT   car $18D7 wrecked
004D: jump_if_false £Label0FA6A0
00D6: if  0
0496:   unknown_car_check $18D7  4
004D: jump_if_false £Label0FA6A0
0004: $18DA =  20  ;; integer values

:Label0FA6A0
00D6: if  0
0038:   $18FC ==  2  ;; integer values
004D: jump_if_false £Label0FA726
00D6: if  0
0038:   $18D8 ==  0  ;; integer values
004D: jump_if_false £Label0FA726
00D6: if  0
8119:   NOT   car $18D7 wrecked
004D: jump_if_false £Label0FA726
0227: $18D9 = car $18D7 health
00D6: if  22
001A:    1000 > $18D9  ;; integer values
0018:   $18DA >  2  ;; integer values
0118:   actor $18D1 dead
004D: jump_if_false £Label0FA726
00BC: text_highpriority "ASM3_20"  5000 ms  2  ;; ~g~They have seen you! Make sure you waste them both!
00D6: if  0
8118:   NOT   actor $18DB dead
004D: jump_if_false £Label0FA71F
03E2: actor $18DB exit_car

:Label0FA71F
0004: $18D8 =  1  ;; integer values

:Label0FA726
00D6: if  0
0038:   $18D8 ==  1  ;; integer values
004D: jump_if_false £Label0FA775
00D6: if  0
8118:   NOT   actor $18DB dead
004D: jump_if_false £Label0FA76E
00D6: if  0
80DF:   NOT   actor $18DB driving
004D: jump_if_false £Label0FA767
01CA: actor $18DB kill_player $PLAYER_CHAR
0004: $18D8 =  2  ;; integer values

:Label0FA767
0002: jump £Label0FA775

:Label0FA76E
0004: $18D8 =  2  ;; integer values

:Label0FA775
00D6: if  21
0038:   $18D8 ==  2  ;; integer values
0118:   actor $18DB dead
004D: jump_if_false £Label0FA826
00D6: if  0
8118:   NOT   actor $18D1 dead
004D: jump_if_false £Label0FA826
00D6: if  0
8119:   NOT   car $18D7 wrecked
004D: jump_if_false £Label0FA826
00D6: if  0
00DB:   actor $18D1 in_car $18D7
004D: jump_if_false £Label0FA826
00D6: if  0
850D:   NOT $18D1
004D: jump_if_false £Label0FA826
00D6: if  0
0038:   $1907 ==  0  ;; integer values
004D: jump_if_false £Label0FA826
00BC: text_highpriority "ASM3_20"  5000 ms  2  ;; ~g~They have seen you! Make sure you waste them both!
00AD: set_car $18D7 max_speed_to  34.0
00A8: set_car $18D7 to_psycho_driver
00AE: unknown_set_car $18D7 to_ignore_traffic_lights  2
03CC: car $18D7 add_to_stuck_car_check  .5 =  1000
0190: unknown_car $18D7
0004: $18D8 =  3  ;; integer values
0004: $1907 =  1  ;; integer values

:Label0FA826
00D6: if  0
0038:   $18D8 ==  3  ;; integer values
004D: jump_if_false £Label0FA8A0
00D6: if  0
8118:   NOT   actor $18D1 dead
004D: jump_if_false £Label0FA8A0
00D6: if  0
8119:   NOT   car $18D7 wrecked
004D: jump_if_false £Label0FA8A0
0227: $18D9 = car $18D7 health
00D6: if  0
001A:    500 > $18D9  ;; integer values
004D: jump_if_false £Label0FA8A0
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $18D7 radius  40.0  40.0  0
004D: jump_if_false £Label0FA8A0
00AF: set_car $18D7 driver_behaviour_to  2
0004: $18D8 =  4  ;; integer values

:Label0FA8A0
00D6: if  0
0018:   $18D8 >  2  ;; integer values
004D: jump_if_false £Label0FA9AF
00D6: if  0
001A:    3 > $18FC  ;; integer values
004D: jump_if_false £Label0FA9AF
00D6: if  0
8118:   NOT   actor $18D1 dead
004D: jump_if_false £Label0FA9AF
00D6: if  0
8119:   NOT   car $18D7 wrecked
004D: jump_if_false £Label0FA9AF
00D6: if  0
00DB:   actor $18D1 in_car $18D7
004D: jump_if_false £Label0FA9AF
00D6: if  0
82BF:   NOT   car $18D7 sunk
004D: jump_if_false £Label0FA9AF
00D6: if  0
8495:   NOT   unknown_car_check $18D7
004D: jump_if_false £Label0FA9AF
00D6: if  21
03CE:   car $18D7 stuck
018F:   unknown_car_check $18D7
004D: jump_if_false £Label0FA9AF
00D6: if  0
82CA:   NOT   car $18D7 bounding_sphere_visible
004D: jump_if_false £Label0FA9AF
00AA: store_car $18D7 position_to $1901 $1902 $1903
02C1: set $1901 $1902 $1903 to_car_path_coords_closest_to $1901 $1902 $1903
00D6: if  0
838A:   NOT   car_in_cube $1901 $1902 $1903  4.0  4.0  3.0
004D: jump_if_false £Label0FA9AF
00D6: if  0
80C2:   NOT   sphere_onscreen $1901 $1902 $1903  3.0
004D: jump_if_false £Label0FA9AF
00AF: set_car $18D7 driver_behaviour_to  2
00AD: set_car $18D7 max_speed_to  35.0

:Label0FA9AF
00D6: if  0
0018:   $18FC >  1  ;; integer values
004D: jump_if_false £Label0FA9FD
00D6: if  0
001A:    3 > $18FC  ;; integer values
004D: jump_if_false £Label0FA9FD
00D6: if  0
0118:   actor $18D1 dead
004D: jump_if_false £Label0FA9E8
0164: disable_marker $18D6

:Label0FA9E8
00D6: if  0
0118:   actor $18DB dead
004D: jump_if_false £Label0FA9FD
0164: disable_marker $18DC

:Label0FA9FD
00D6: if  0
0018:   $18FC >  1  ;; integer values
004D: jump_if_false £Label0FAA59
00D6: if  0
001A:    3 > $18FC  ;; integer values
004D: jump_if_false £Label0FAA59
00D6: if  0
0118:   actor $18D1 dead
004D: jump_if_false £Label0FAA59
00D6: if  0
0118:   actor $18DB dead
004D: jump_if_false £Label0FAA59
0004: $18FC =  3  ;; integer values
0164: disable_marker $18D6
0164: disable_marker $18DC
0004: $18FD =  1  ;; integer values

:Label0FAA59
00D6: if  0
0038:   $18FD ==  1  ;; integer values
004D: jump_if_false £Label0FAB3B
0249: release_model #HMYAP
0249: release_model #BOBCAT
0249: release_model #BUDDYSHOT
01C2: remove_references_to_actor $18D1  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $18DB  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $18D7  ;; Like turning a car into any random car
0395: clear_area  0 at $18DE $18DF range $18E0  3.0
00A5: $18E3 = create_car #TROPIC at $18DE $18DF $18E0
0175: set_car $18E3 z_angle_to $18E1
009A: $18DD = create_actor  4 #JMOTO at  50.916 -640.893  8.3173
0464: put_actor $18DD into_turret_on_car $18E3 at_car_offset  0.0 -4.0  1.2 unknown  0 angle  360.0 with_weapon  0
0187: $18E2 = create_marker_above_actor $18DD
02AA: set_car $18E3 immune_to_nonplayer  1
0350: unknown_actor $18DD not_scared_flag  1
0372: set_actor $18DD anim  13 wait_state_time  800000 ms
00BC: text_highpriority "ASM3_16"  8000 ms  2  ;; ~g~Nick Kong is cruising off Washington Beach.
018C: play_sound  1 at  0.0  0.0  0.0
01ED: reset_actor $18DD flags
0004: $18FD =  2  ;; integer values

:Label0FAB3B
00D6: if  0
0038:   $18FD ==  2  ;; integer values
004D: jump_if_false £Label0FABE3
00D6: if  0
0038:   $18E4 ==  0  ;; integer values
004D: jump_if_false £Label0FABE3
00D6: if  0
0019:    16@ >  999  ;; integer values
004D: jump_if_false £Label0FABE3
00D6: if  0
8118:   NOT   actor $18DD dead
004D: jump_if_false £Label0FABE3
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $18DD radius  30.0  30.0  5.0
004D: jump_if_false £Label0FABE3
00D6: if  0
8119:   NOT   car $18E3 wrecked
004D: jump_if_false £Label0FABE3
00D6: if  0
02CA:   car $18E3 bounding_sphere_visible
004D: jump_if_false £Label0FABE3
00BC: text_highpriority "ASM3_18"  2000 ms  2  ;; ~g~Don't get too close to the target or he may spot you!
0006:  16@ =  0  ;; integer values
0008: $18E6 +=  1  ;; integer values

:Label0FABE3
00D6: if  0
8118:   NOT   actor $18DD dead
004D: jump_if_false £Label0FAC43
00D6: if  0
037E:   unknown_cube_checking  4.66 -711.711  5.474  8.897 -684.8  11.77
004D: jump_if_false £Label0FAC43
00D6: if  0
0038:   $18E5 ==  0  ;; integer values
004D: jump_if_false £Label0FAC43
0372: set_actor $18DD anim  14 wait_state_time  600000 ms
0004: $18E5 =  2  ;; integer values

:Label0FAC43
00D6: if  0
0038:   $18FD ==  2  ;; integer values
004D: jump_if_false £Label0FACCD
00D6: if  0
0038:   $18E4 ==  0  ;; integer values
004D: jump_if_false £Label0FACCD
00D6: if  0
8119:   NOT   car $18E3 wrecked
004D: jump_if_false £Label0FACCD
00D6: if  21
0038:   $18E5 ==  2  ;; integer values
0018:   $18E6 >  10  ;; integer values
004D: jump_if_false £Label0FACCD
00D6: if  0
8118:   NOT   actor $18DD dead
004D: jump_if_false £Label0FACCD
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $18DD radius  120.0  120.0
004D: jump_if_false £Label0FACCD
0350: unknown_actor $18DD not_scared_flag  1
0004: $18E4 =  1  ;; integer values

:Label0FACCD
00D6: if  0
0018:   $18FD >  1  ;; integer values
004D: jump_if_false £Label0FAD14
00D6: if  0
001A:    3 > $18FD  ;; integer values
004D: jump_if_false £Label0FAD14
00D6: if  0
0118:   actor $18DD dead
004D: jump_if_false £Label0FAD14
0004: $18FD =  3  ;; integer values
0004: $18FE =  1  ;; integer values
0164: disable_marker $18E2

:Label0FAD14
00D6: if  0
0038:   $18FE ==  1  ;; integer values
004D: jump_if_false £Label0FADE1
0249: release_model #TROPIC
0249: release_model #JMOTO
01C2: remove_references_to_actor $18DD  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $18E3  ;; Like turning a car into any random car
0395: clear_area  0 at $18E8 $18E9 range $18EA  10.0
00A5: $18EF = create_car #PCJ600 at $18E8 $18E9 $18EA
0229: set_car $18EF color_to  7  7
0175: set_car $18EF z_angle_to $18EB
0129: $18E7 = create_actor  21 #SPECIAL01 in_car $18EF driverseat
01ED: reset_actor $18E7 flags
0187: $18EC = create_marker_above_actor $18E7
020A: set_car $18EF door_status_to  2
02AA: set_car $18EF immune_to_nonplayer  1
02A9: set_actor $18E7 immune_to_nonplayer  1
00AD: set_car $18EF max_speed_to  12.0
00A8: set_car $18EF to_psycho_driver
00AE: unknown_set_car $18EF to_ignore_traffic_lights  1
02AA: set_car $18EF immune_to_nonplayer  1
00BC: text_highpriority "ASM3_17"  8000 ms  2  ;; ~g~Charlie Dilson is riding in Washington.
018C: play_sound  1 at  0.0  0.0  0.0
0004: $18FE =  2  ;; integer values

:Label0FADE1
00D6: if  0
0038:   $18FE ==  2  ;; integer values
004D: jump_if_false £Label0FAE79
00D6: if  0
0038:   $18ED ==  0  ;; integer values
004D: jump_if_false £Label0FAE79
00D6: if  0
0019:    16@ >  999  ;; integer values
004D: jump_if_false £Label0FAE79
00D6: if  0
8118:   NOT   actor $18E7 dead
004D: jump_if_false £Label0FAE79
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $18E7 radius  90.0  90.0  5.0
004D: jump_if_false £Label0FAE79
00D6: if  0
02CB:   actor $18E7 bounding_sphere_visible
004D: jump_if_false £Label0FAE79
00BC: text_highpriority "ASM3_18"  5000 ms  2  ;; ~g~Don't get too close to the target or he may spot you!
0006:  16@ =  0  ;; integer values
0008: $18F0 +=  1  ;; integer values

:Label0FAE79
00D6: if  0
0038:   $18FE ==  2  ;; integer values
004D: jump_if_false £Label0FAEE8
00D6: if  0
0038:   $18ED ==  0  ;; integer values
004D: jump_if_false £Label0FAEE8
00D6: if  0
8118:   NOT   actor $18E7 dead
004D: jump_if_false £Label0FAEE8
00D6: if  0
02CB:   actor $18E7 bounding_sphere_visible
004D: jump_if_false £Label0FAEE8
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $18E7 radius  70.0  70.0  5.0
004D: jump_if_false £Label0FAEE8
0004: $18F0 =  20  ;; integer values

:Label0FAEE8
00D6: if  0
0038:   $18FE ==  2  ;; integer values
004D: jump_if_false £Label0FAF8F
00D6: if  0
0038:   $18ED ==  0  ;; integer values
004D: jump_if_false £Label0FAF8F
00D6: if  0
8119:   NOT   car $18EF wrecked
004D: jump_if_false £Label0FAF8F
0227: $18F1 = car $18EF health
00D6: if  21
001A:    1000 > $18F1  ;; integer values
0018:   $18F0 >  1  ;; integer values
004D: jump_if_false £Label0FAF8F
00D6: if  0
00DF:   actor $18E7 driving
004D: jump_if_false £Label0FAF72
0004: $18FF =  1  ;; integer values
0004: $18ED =  1  ;; integer values
00BC: text_highpriority "ASM3_19"  5000 ms  2  ;; ~g~He's seen you! Waste him!
0002: jump £Label0FAF8F

:Label0FAF72
0004: $18FF =  0  ;; integer values
0004: $18ED =  1  ;; integer values
00BC: text_highpriority "ASM3_19"  5000 ms  2  ;; ~g~He's seen you! Waste him!

:Label0FAF8F
00D6: if  0
0038:   $18ED ==  1  ;; integer values
004D: jump_if_false £Label0FB08B
00D6: if  0
8118:   NOT   actor $18E7 dead
004D: jump_if_false £Label0FB08B
00D6: if  0
0038:   $18FF ==  0  ;; integer values
004D: jump_if_false £Label0FB02A
00D6: if  0
80DF:   NOT   actor $18E7 driving
004D: jump_if_false £Label0FB02A
00D6: if  0
8119:   NOT   car $18EF wrecked
004D: jump_if_false £Label0FB022
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $18EF
004D: jump_if_false £Label0FB013
01D5: actor $18E7 go_to_and_drive_car $18EF
0319: set_actor $18E7 wander_state_to  1 (off)
0004: $18FF =  1  ;; integer values
0002: jump £Label0FB01B

:Label0FB013
01D0: actor $18E7 avoid_player $PLAYER_CHAR

:Label0FB01B
0002: jump £Label0FB02A

:Label0FB022
01D0: actor $18E7 avoid_player $PLAYER_CHAR

:Label0FB02A
00D6: if  0
0038:   $18FF ==  1  ;; integer values
004D: jump_if_false £Label0FB08B
00D6: if  0
8119:   NOT   car $18EF wrecked
004D: jump_if_false £Label0FB08B
00D6: if  0
00DB:   actor $18E7 in_car $18EF
004D: jump_if_false £Label0FB083
00AD: set_car $18EF max_speed_to  42.0
00AE: unknown_set_car $18EF to_ignore_traffic_lights  2
00A8: set_car $18EF to_psycho_driver
0004: $18FF =  0  ;; integer values
0002: jump £Label0FB08B

:Label0FB083
01D0: actor $18E7 avoid_player $PLAYER_CHAR

:Label0FB08B
00D6: if  0
0018:   $18FE >  1  ;; integer values
004D: jump_if_false £Label0FB0D2
00D6: if  0
001A:    3 > $18FE  ;; integer values
004D: jump_if_false £Label0FB0D2
00D6: if  0
0118:   actor $18E7 dead
004D: jump_if_false £Label0FB0D2
0004: $18FE =  3  ;; integer values
0004: $18EE =  1  ;; integer values
0164: disable_marker $18EC

:Label0FB0D2
00D6: if  1
0038:   $18EE ==  1  ;; integer values
0018:   $1900 >  0  ;; integer values
004D: jump_if_false £Label0FB0F2
0002: jump £Label0FB139

:Label0FB0F2
00D6: if  1
0038:   $18EE ==  0  ;; integer values
001A:    1 > $1900  ;; integer values
004D: jump_if_false £Label0FB121
00BC: text_highpriority "ASM3_21"  5000 ms  1  ;; ~r~You did not kill all the gang members in time!
0002: jump £Label0FB128

:Label0FB121
0002: jump £Label0F9C55

:Label0FB128
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0FB139
0004: $12C =  1  ;; integer values
0318: set_latest_mission_passed "JOB_3"  ;; Autocide
01E3: text_1number_styled "M_PASS"  4000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  4000
030C: set_mission_points +=  1
0394: play_music  1
030C: set_mission_points +=  1
0533:  1
0164: disable_marker $129
0051: return

:Label0FB180
0004: $ONMISSION =  0  ;; integer values
0215: destroy_pickup $18F2
0215: destroy_pickup $18F7
0164: disable_marker $18C5
0164: disable_marker $18CC
0164: disable_marker $18D6
0164: disable_marker $18DC
0164: disable_marker $18E2
0164: disable_marker $18EC
0164: disable_marker $18F6
034F: destroy_actor_with_fade $18E7  ;; The actor fades away like a ghost
0249: release_model #TROPIC
0249: release_model #PCJ600
0249: release_model #WMYCW
0249: release_model #GDA
0249: release_model #HMYAP
0249: release_model #JMOTO
0249: release_model #BOBCAT
0249: release_model #SECURICA
0249: release_model #CELLPHONE
0249: release_model #BUDDYSHOT
0296: unload_special_actor  1
014F: stop_timer $1900
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 70---------------
; Originally: Check Out at the Check In


:Label0FB1F9
03A4: name_thread "ASSIN4"
0050: gosub £Label0FB227
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0FB21E
0050: gosub £Label0FD22F

:Label0FB21E
0050: gosub £Label0FD283
004E: end_thread

:Label0FB227
0004: $ONMISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table "ASSIN4"
0247: request_model #WMORI
0247: request_model #HFYBU
0247: request_model #UZI
0247: request_model #CELLPHONE

:Label0FB250
00D6: if  23
8248:   NOT   model #WMORI available
8248:   NOT   model #HFYBU available
8248:   NOT   model #CELLPHONE available
8248:   NOT   model #UZI available
004D: jump_if_false £Label0FB278
0001: wait  0 ms
0002: jump £Label0FB250

:Label0FB278
023C: load_special_actor  1 "BGA"
023C: load_special_actor  2 "BGB"

:Label0FB290
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label0FB2AE
0001: wait  0 ms
0002: jump £Label0FB290

:Label0FB2AE
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
02A3: toggle_widescreen  1 (on)
0395: clear_area  0 at  38.39647 -1023.988 range  9.450843  4.0
042B: clear_peds_from_cube -1475.243 -832.872  10.164 -1489.91  819.0943  18.669
0055: put_player $PLAYER_CHAR at -1482.114 -825.2285  13.8377
0171: set_player $PLAYER_CHAR z_angle_to  100.263
015F: set_camera_position -1479.544 -825.3295  15.01768  0.0  0.0  0.0
0157: camera_on_player $PLAYER_CHAR  4  2
0373: set_camera_directly_behind_player
052B: actor $PLAYER_ACTOR hold_cellphone  1
03CF: load_wav "JOB4_1" as  1
03CF: load_wav "JOB4_2" as  2

:Label0FB360
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0FB37E
0001: wait  0 ms
0002: jump £Label0FB360

:Label0FB37E
016A: fade  1 (back)  1000 ms

:Label0FB385
00D6: if  0
016B:   fading
004D: jump_if_false £Label0FB39D
0001: wait  0 ms
0002: jump £Label0FB385

:Label0FB39D
00BC: text_highpriority "ASM4_A"  10000 ms  1  ;; Time to fry bigger fish, Mr. Teal. There's a rifle in the foliage to your right.
03D1: play_wav  1

:Label0FB3B0
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0FB3E7
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0FB3E0
0002: jump £Label0FB53F

:Label0FB3E0
0002: jump £Label0FB3B0

:Label0FB3E7
03D5: remove_text "ASM4_A"  ;; Time to fry bigger fish, Mr. Teal. There's a rifle in the foliage to your right.
040D: unload_wav  1
0395: clear_area  0 at -1474.531 -826.0056 range  15.00762  3.0
015F: set_camera_position -1475.931 -826.0056  15.00762  0.0  0.0  0.0
0160: point_camera -1476.763 -825.4517  14.99366  2
00BC: text_highpriority "ASM4_B"  10000 ms  1  ;; Watch the woman standing on the balcony above the check-in desks. She will walk through the crowd and ask someone the time.
03D1: play_wav  2

:Label0FB453
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0FB48A
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0FB483
0002: jump £Label0FB53F

:Label0FB483
0002: jump £Label0FB453

:Label0FB48A
03D5: remove_text "ASM4_B"  ;; Watch the woman standing on the balcony above the check-in desks. She will walk through the crowd and ask someone the time.
040D: unload_wav  2
03CF: load_wav "JOB4_3" as  1

:Label0FB4A4
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0FB4BE
0001: wait  0 ms
0002: jump £Label0FB4A4

:Label0FB4BE
015F: set_camera_position -1484.055 -825.312  16.72996  0.0  0.0  0.0
0157: camera_on_player $PLAYER_CHAR  15  2
00BC: text_highpriority "ASM4_C"  10000 ms  1  ;; You must kill that person, retrieve his case and take it to the location taped under the phone.
03D1: play_wav  1

:Label0FB4FA
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0FB531
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0FB52A
0002: jump £Label0FB53F

:Label0FB52A
0002: jump £Label0FB4FA

:Label0FB531
03D5: remove_text "ASM4_C"  ;; You must kill that person, retrieve his case and take it to the location taped under the phone.
040D: unload_wav  1

:Label0FB53F
040D: unload_wav  1
040D: unload_wav  2
03EB: clear_small_messages_only
0001: wait  500 ms
052B: actor $PLAYER_ACTOR hold_cellphone  0
0249: release_model #CELLPHONE
016A: fade  0 ()  1000 ms
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0006:  16@ =  0  ;; integer values

:Label0FB576
00D6: if  0
016B:   fading
004D: jump_if_false £Label0FB58E
0001: wait  0 ms
0002: jump £Label0FB576

:Label0FB58E
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1 (back)  1000 ms

:Label0FB59D
00D6: if  0
016B:   fading
004D: jump_if_false £Label0FB5B5
0001: wait  0 ms
0002: jump £Label0FB59D

:Label0FB5B5
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0005: $191D = -1493.219  ;; floating-point values
0005: $191E = -798.9757  ;; floating-point values
0005: $191F =  14.868  ;; floating-point values
0005: $1920 = -1421.181  ;; floating-point values
0005: $1921 = -874.6884  ;; floating-point values
0005: $1922 =  19.8471  ;; floating-point values
0005: $1923 =  289.025  ;; floating-point values
0005: $1924 = -1388.918  ;; floating-point values
0005: $1925 = -865.0282  ;; floating-point values
0005: $1926 =  13.87768  ;; floating-point values
0005: $1927 =  50.33542  ;; floating-point values
0005: $191A = -1360.67  ;; floating-point values
0005: $191B = -930.4258  ;; floating-point values
0005: $191C =  19.8531  ;; floating-point values
0005: $1931 = -1387.584  ;; floating-point values
0005: $1932 = -865.2448  ;; floating-point values
0005: $1933 =  13.87768  ;; floating-point values
0005: $1934 =  65.23693  ;; floating-point values
0005: $1928 = -1484.78  ;; floating-point values
0005: $1929 = -807.7946  ;; floating-point values
0005: $192A =  14.878  ;; floating-point values
0005: $192E = -676.2405  ;; floating-point values
0005: $192F =  1197.764  ;; floating-point values
0005: $1930 =  10.07  ;; floating-point values
0004: $1915 =  0  ;; integer values
0004: $1916 =  0  ;; integer values
0004: $1917 =  0  ;; integer values
0004: $1918 =  0  ;; integer values
0004: $1912 =  0  ;; integer values
0004: $1919 =  0  ;; integer values
0004: $1910 =  0  ;; integer values
0004: $1911 =  0  ;; integer values
0004: $1913 =  0  ;; integer values
0004: $1935 =  0  ;; integer values
0004: $193A =  0  ;; integer values
0004: $1938 =  0  ;; integer values
0004: $1939 =  0  ;; integer values
0004: $1936 =  0  ;; integer values
0004: $1961 =  0  ;; integer values
0006:  16@ =  0  ;; integer values
0005: $1949 = -1152.279  ;; floating-point values
0005: $194A = -939.467  ;; floating-point values
0005: $194B =  14.688  ;; floating-point values
0005: $194C =  88.806  ;; floating-point values
0004: $194D =  0  ;; integer values
0005: $1950 = -1163.086  ;; floating-point values
0005: $1951 = -948.9131  ;; floating-point values
0005: $1952 =  14.68145  ;; floating-point values
0005: $1953 =  89.2464  ;; floating-point values
0004: $1954 =  0  ;; integer values
0005: $1957 = -1139.197  ;; floating-point values
0005: $1958 = -1086.208  ;; floating-point values
0005: $1959 =  14.71668  ;; floating-point values
0005: $195A =  295.402  ;; floating-point values
0004: $195B =  0  ;; integer values
0004: $195E =  0  ;; integer values
0004: $195F =  0  ;; integer values
0004: $1960 =  0  ;; integer values
032B: $190B = create_weapon_pickup #SNIPER  3 ammo  10 at $1928 $1929 $192A
03DC: $190C = create_marker_above_pickup $190B
00BC: text_highpriority "ASM4_15"  5000 ms  2  ;; ~g~Get the sniper rifle to your right.
015C: set_zone_gang_info "TERMINL"  1 (day)  50  0  0  0  0  25  0  0  0  0  10 
015C: set_zone_gang_info "TERMINL"  0 (night)  50  0  0  0  0  25  0  0  0  0  10 
022B: create_forbidden_for_peds_cube -1424.038 -876.6656  10.8537 -1422.422 -873.6301  29.8434
022B: create_forbidden_for_peds_cube -1407.059 -869.3946 -5.8549 -1408.656 -873.5172  23.8402
022B: create_forbidden_for_peds_cube -1385.123 -855.1205  10.0263 -1383.952 -853.1511  28.5218
022B: create_forbidden_for_peds_cube -1386.247 -863.7204  8.8377 -1393.27 -859.9062  16.8377

:Label0FB8AE
0001: wait  0 ms
00D6: if  0
0038:   $1912 ==  0  ;; integer values
004D: jump_if_false £Label0FBC3D
00D6: if  0
0214:   pickup $190B picked_up
004D: jump_if_false £Label0FBC3D
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
009A: $1908 = create_actor  4 #HFYBU at $1920 $1921 $1922
02A9: set_actor $1908 immune_to_nonplayer  1
0173: set_actor $1908 z_angle_to $1923
0187: $1909 = create_marker_above_actor $1908
01ED: reset_actor $1908 flags
04F5: unknown_actor $1908 kiss_player $PLAYER_CHAR on  1
0372: set_actor $1908 anim  13 wait_state_time  15000 ms
009A: $190A = create_actor  4 #WMORI at $1924 $1925 $1926
02A9: set_actor $190A immune_to_nonplayer  1
0173: set_actor $190A z_angle_to $1927
0372: set_actor $190A anim  13 wait_state_time  50000 ms
01ED: reset_actor $190A flags
0350: unknown_actor $190A not_scared_flag  1
009A: $190F = create_actor  21 #SPECIAL01 at $1931 $1932 $1933
0173: set_actor $190F z_angle_to $1934
01B2: give_actor $190F weapon  23 ammo  300000  ;; Load the weapon model before using this
01DE: tie_actor $190F to_actor $190A
0243: set_actor $190F ped_stats_to  16
01ED: reset_actor $190F flags
0350: unknown_actor $190F not_scared_flag  1
02A9: set_actor $190F immune_to_nonplayer  1
015F: set_camera_position -1488.089 -811.8918  16.87549  0.0  0.0  0.0
0160: point_camera -1487.585 -812.7544  16.91248  2
0395: clear_area  0 at $1920 $1921 range $1922  75.0
0395: clear_area  0 at $1924 $1925 range $1926  75.0
0006:  16@ =  0  ;; integer values

:Label0FBA00
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label0FBA45
0001: wait  0 ms
00BC: text_highpriority "ASM4_16"  5000 ms  2  ;; ~g~Watch the woman on the balcony, she will walk down the escalators and ask someone the time.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0FBA3E
0002: jump £Label0FBC20

:Label0FBA3E
0002: jump £Label0FBA00

:Label0FBA45
015F: set_camera_position -1419.446 -874.2186  21.14  0.0  0.0  0.0
00D6: if  0
8118:   NOT   actor $1908 dead
004D: jump_if_false £Label0FBA7E
0159: camera_on_ped $1908  15  2

:Label0FBA7E
0006:  16@ =  0  ;; integer values

:Label0FBA85
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label0FBACA
0001: wait  0 ms
00BC: text_highpriority "ASM4_17"  5000 ms  2  ;; ~g~Once the conversation has finished kill the person she spoke to, but do not kill her.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0FBAC3
0002: jump £Label0FBC20

:Label0FBAC3
0002: jump £Label0FBA85

:Label0FBACA
015F: set_camera_position -1407.901 -847.96  19.56  0.0  0.0  0.0
00D6: if  0
8118:   NOT   actor $1908 dead
004D: jump_if_false £Label0FBB03
0159: camera_on_ped $1908  15  2

:Label0FBB03
0006:  16@ =  0  ;; integer values

:Label0FBB0A
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label0FBB4F
0001: wait  0 ms
00BC: text_highpriority "ASM4_18"  5000 ms  2  ;; ~g~Once the target is dead retrieve his briefcase and take it to Ammu-Nation in Downtown.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0FBB48
0002: jump £Label0FBC20

:Label0FBB48
0002: jump £Label0FBB0A

:Label0FBB4F
015F: set_camera_position -1443.797 -858.3729  19.361  0.0  0.0  0.0
00D6: if  0
8118:   NOT   actor $1908 dead
004D: jump_if_false £Label0FBB88
0159: camera_on_ped $1908  15  2

:Label0FBB88
0006:  16@ =  0  ;; integer values

:Label0FBB8F
00D6: if  0
001B:    6000 >  16@  ;; integer values
004D: jump_if_false £Label0FBBD4
0001: wait  0 ms
00BC: text_highpriority "ASM4_19"  6000 ms  2  ;; ~g~Keep your distance from the target! Use the distance bar in the upper right corner of the screen.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0FBBCD
0002: jump £Label0FBC20

:Label0FBBCD
0002: jump £Label0FBB8F

:Label0FBBD4
0006:  16@ =  0  ;; integer values

:Label0FBBDB
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label0FBC20
0001: wait  0 ms
00BC: text_highpriority "ASM4_20"  5000 ms  2  ;; ~g~If it gets full he will see you.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0FBC19
0002: jump £Label0FBC20

:Label0FBC19
0002: jump £Label0FBBDB

:Label0FBC20
00BE: text_clear_all
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0004: $1912 =  1  ;; integer values
0006:  16@ =  0  ;; integer values

:Label0FBC3D
00D6: if  0
0038:   $1912 ==  1  ;; integer values
004D: jump_if_false £Label0FBC98
00D6: if  0
0019:    16@ >  15000  ;; integer values
004D: jump_if_false £Label0FBC98
00D6: if  0
8118:   NOT   actor $1908 dead
004D: jump_if_false £Label0FBC98
00D6: if  0
8118:   NOT   actor $190A dead
004D: jump_if_false £Label0FBC98
04C2: $1908 $190A
0006:  16@ =  0  ;; integer values
0004: $1912 =  2  ;; integer values

:Label0FBC98
00D6: if  0
0038:   $1912 ==  2  ;; integer values
004D: jump_if_false £Label0FBD31
00D6: if  0
8118:   NOT   actor $1908 dead
004D: jump_if_false £Label0FBD31
00D6: if  0
8118:   NOT   actor $190A dead
004D: jump_if_false £Label0FBD31
00D6: if  0
8118:   NOT   actor $190F dead
004D: jump_if_false £Label0FBD31
00D6: if  21
0126:   actor $1908 walking
0019:    16@ >  120000  ;; integer values
004D: jump_if_false £Label0FBD31
011C: actor $1908 clear_objective
0372: set_actor $190A anim  0 wait_state_time  100 ms
022C: set_actor $190F to_look_at_actor $1908
03F9: make_actors $1908 $190A converse_in  5000 ms
0006:  16@ =  0  ;; integer values
0004: $1912 =  3  ;; integer values
0004: $1919 =  1  ;; integer values
0004: $1910 =  1  ;; integer values

:Label0FBD31
00D6: if  0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label0FBD79
00D6: if  0
0038:   $1910 ==  1  ;; integer values
004D: jump_if_false £Label0FBD79
00D6: if  0
8118:   NOT   actor $190F dead
004D: jump_if_false £Label0FBD79
022F: set_actor $190F stop_looking
0350: unknown_actor $190F not_scared_flag  0
0004: $1910 =  2  ;; integer values

:Label0FBD79
00D6: if  0
0019:    16@ >  5000  ;; integer values
004D: jump_if_false £Label0FBDC1
00D6: if  0
0038:   $1919 ==  1  ;; integer values
004D: jump_if_false £Label0FBDC1
00D6: if  0
8118:   NOT   actor $1908 dead
004D: jump_if_false £Label0FBDC1
009C: set_actor $1908 wander_path_to -1
0164: disable_marker $1909
0004: $1919 =  2  ;; integer values

:Label0FBDC1
00D6: if  0
0038:   $1912 ==  3  ;; integer values
004D: jump_if_false £Label0FBE13
00D6: if  0
8118:   NOT   actor $190A dead
004D: jump_if_false £Label0FBE13
00D6: if  0
0019:    16@ >  4999  ;; integer values
004D: jump_if_false £Label0FBE13
0211: actor $190A walk_to -1389.755 -859.1885
0006:  17@ =  0  ;; integer values
0004: $1912 =  4  ;; integer values

:Label0FBE13
00D6: if  0
8118:   NOT   actor $190A dead
004D: jump_if_false £Label0FC06A
00D6: if  0
0018:   $1912 >  3  ;; integer values
004D: jump_if_false £Label0FC06A
00D6: if  0
0038:   $1961 ==  0  ;; integer values
004D: jump_if_false £Label0FBE5D
0211: actor $190A walk_to -1392.829 -862.1075
0004: $1961 =  1  ;; integer values

:Label0FBE5D
00D6: if  0
0038:   $1961 ==  1  ;; integer values
004D: jump_if_false £Label0FBEAD
00D6: if  0
00F0:   actor $190A stopped  0 ()near_point_on_foot -1392.829 -862.1075 radius  1.0  1.0
004D: jump_if_false £Label0FBEAD
0372: set_actor $190A anim  3 wait_state_time  1000 ms
0006:  16@ =  0  ;; integer values
0004: $1961 =  2  ;; integer values

:Label0FBEAD
00D6: if  0
0038:   $1961 ==  2  ;; integer values
004D: jump_if_false £Label0FBEF1
00D6: if  0
0019:    16@ >  1000  ;; integer values
004D: jump_if_false £Label0FBEF1
0372: set_actor $190A anim  0 wait_state_time  100 ms
0211: actor $190A walk_to -1389.674 -859.1384
0004: $1961 =  3  ;; integer values

:Label0FBEF1
00D6: if  0
0038:   $1961 ==  3  ;; integer values
004D: jump_if_false £Label0FBF41
00D6: if  0
00F0:   actor $190A stopped  0 ()near_point_on_foot -1389.674 -859.1384 radius  1.0  1.0
004D: jump_if_false £Label0FBF41
0372: set_actor $190A anim  3 wait_state_time  2000 ms
0006:  16@ =  0  ;; integer values
0004: $1961 =  4  ;; integer values

:Label0FBF41
00D6: if  0
0038:   $1961 ==  4  ;; integer values
004D: jump_if_false £Label0FBF85
00D6: if  0
0019:    16@ >  2000  ;; integer values
004D: jump_if_false £Label0FBF85
0372: set_actor $190A anim  0 wait_state_time  100 ms
0211: actor $190A walk_to -1380.315 -850.1871
0004: $1961 =  5  ;; integer values

:Label0FBF85
00D6: if  0
0038:   $1961 ==  5  ;; integer values
004D: jump_if_false £Label0FBFC4
00D6: if  0
00F0:   actor $190A stopped  0 ()near_point_on_foot -1380.315 -850.1871 radius  1.0  1.0
004D: jump_if_false £Label0FBFC4
0004: $1961 =  6  ;; integer values

:Label0FBFC4
00D6: if  0
0038:   $193A ==  0  ;; integer values
004D: jump_if_false £Label0FC017
00D6: if  0
0038:   $1961 ==  6  ;; integer values
004D: jump_if_false £Label0FC017
00D6: if  0
0019:    17@ >  1000  ;; integer values
004D: jump_if_false £Label0FC017
009E: set_actor $190A path $191A $191B $191C unknown  2.0  0
0006:  17@ =  0  ;; integer values

:Label0FC017
00D6: if  0
0038:   $193A ==  1  ;; integer values
004D: jump_if_false £Label0FC06A
00D6: if  0
0038:   $1961 ==  6  ;; integer values
004D: jump_if_false £Label0FC06A
00D6: if  0
0019:    17@ >  1000  ;; integer values
004D: jump_if_false £Label0FC06A
009E: set_actor $190A path $191A $191B $191C unknown  2.0  1
0006:  17@ =  0  ;; integer values

:Label0FC06A
00D6: if  0
0018:   $1912 >  3  ;; integer values
004D: jump_if_false £Label0FC09A
00D6: if  0
8118:   NOT   actor $190A dead
004D: jump_if_false £Label0FC09A
00A0: store_actor $190A position_to $192B $192C $192D

:Label0FC09A
00D6: if  0
0018:   $1912 >  3  ;; integer values
004D: jump_if_false £Label0FC185
00D6: if  0
0118:   actor $190A dead
004D: jump_if_false £Label0FC185
00D6: if  0
0038:   $1911 ==  0  ;; integer values
004D: jump_if_false £Label0FC185
0213: $190D = create_pickup -120 (BRIEFCASE) type  3 at $192B $192C $192D
03DC: $190E = create_marker_above_pickup $190D
00BC: text_highpriority "ASM4_21"  5000 ms  2  ;; ~g~Get the briefcase!
0151: remove_status_text $193B
010D: set_player $PLAYER_CHAR wanted_level_to  2
04E3: unknown_player $PLAYER_CHAR  2  300000
015C: set_zone_gang_info "TERMINL"  1 (day)  13  0  0  0  0  5  0  0  0  0  5 
015C: set_zone_gang_info "TERMINL"  0 (night)  4  0  0  0  0  5  0  0  0  0  5 
00D6: if  0
8118:   NOT   actor $190F dead
004D: jump_if_false £Label0FC170
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FC170
0004: $1912 = -1  ;; integer values
0004: $1913 =  1  ;; integer values
0004: $1911 =  1  ;; integer values

:Label0FC185
00D6: if  0
0038:   $1912 ==  1  ;; integer values
004D: jump_if_false £Label0FC1D8
00D6: if  0
0038:   $1939 ==  1  ;; integer values
004D: jump_if_false £Label0FC1D8
00D6: if  0
0038:   $1938 ==  0  ;; integer values
004D: jump_if_false £Label0FC1D8
03C4: set_status_text_to $193B  1 (bar) "ASM4_12"  ;; Distance:
0004: $1939 =  2  ;; integer values
0004: $1938 =  1  ;; integer values

:Label0FC1D8
00D6: if  0
0018:   $1912 >  0  ;; integer values
004D: jump_if_false £Label0FC298
00D6: if  0
8118:   NOT   actor $190A dead
004D: jump_if_false £Label0FC298
0054: store_player $PLAYER_CHAR position_to $193E $193F $1940
00A0: store_actor $190A position_to $1941 $1942 $1943
0509: unknown $1944 = distance between point $193E $193F and point $1941 $1942
00D6: if  0
0020:   $1944 >  69.0  ;; floating-point values
004D: jump_if_false £Label0FC246
0005: $1944 =  70.0  ;; floating-point values

:Label0FC246
00D6: if  0
0022:    36.0 > $1944  ;; floating-point values
004D: jump_if_false £Label0FC265
0005: $1944 =  35.0  ;; floating-point values

:Label0FC265
0005: $193D =  70.0  ;; floating-point values
0061: $193D -= $1944  ;; floating-point values
0086: $193C = $193D  ;; floating-point values only
0015: $193C /=  .35  ;; floating-point values
008C: $193B = float_to_integer $193C
0004: $1939 =  1  ;; integer values

:Label0FC298
00D6: if  0
0018:   $1912 >  3  ;; integer values
004D: jump_if_false £Label0FC316
00D6: if  0
8118:   NOT   actor $190A dead
004D: jump_if_false £Label0FC316
00D6: if  0
0018:   $193B >  97  ;; integer values
004D: jump_if_false £Label0FC316
00D6: if  0
0038:   $193A ==  0  ;; integer values
004D: jump_if_false £Label0FC316
00BC: text_highpriority "ASM4_23"  5000 ms  2  ;; ~g~He has spotted you! Nail him and get the briefcase!
0151: remove_status_text $193B
00D6: if  0
8118:   NOT   actor $190F dead
004D: jump_if_false £Label0FC30F
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FC30F
0004: $193A =  1  ;; integer values

:Label0FC316
00D6: if  0
0018:   $1912 >  3  ;; integer values
004D: jump_if_false £Label0FC3B6
00D6: if  0
8118:   NOT   actor $190A dead
004D: jump_if_false £Label0FC3B6
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $190A radius  40.0  40.0  20.0
004D: jump_if_false £Label0FC3B6
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FC3B6
00D6: if  0
0038:   $193A ==  0  ;; integer values
004D: jump_if_false £Label0FC3B6
00BC: text_highpriority "ASM4_23"  5000 ms  2  ;; ~g~He has spotted you! Nail him and get the briefcase!
0151: remove_status_text $193B
00D6: if  0
8118:   NOT   actor $190F dead
004D: jump_if_false £Label0FC3AF
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FC3AF
0004: $193A =  1  ;; integer values

:Label0FC3B6
00D6: if  0
0018:   $1912 >  3  ;; integer values
004D: jump_if_false £Label0FC4A8
00D6: if  0
0038:   $1936 ==  0  ;; integer values
004D: jump_if_false £Label0FC4A8
00D6: if  0
051A:   unknown_actor $190F actor $PLAYER_ACTOR
004D: jump_if_false £Label0FC441
00BC: text_highpriority "ASM4_23"  5000 ms  2  ;; ~g~He has spotted you! Nail him and get the briefcase!
00D6: if  0
8118:   NOT   actor $190F dead
004D: jump_if_false £Label0FC419
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FC419
00D6: if  0
8118:   NOT   actor $190F dead
004D: jump_if_false £Label0FC42E
054E: $190F

:Label0FC42E
0151: remove_status_text $193B
0004: $193A =  1  ;; integer values
0004: $1936 =  1  ;; integer values

:Label0FC441
00D6: if  0
051A:   unknown_actor $190A actor $PLAYER_ACTOR
004D: jump_if_false £Label0FC4A8
00BC: text_highpriority "ASM4_23"  5000 ms  2  ;; ~g~He has spotted you! Nail him and get the briefcase!
00D6: if  0
8118:   NOT   actor $190F dead
004D: jump_if_false £Label0FC480
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FC480
00D6: if  0
8118:   NOT   actor $190A dead
004D: jump_if_false £Label0FC495
054E: $190A

:Label0FC495
0151: remove_status_text $193B
0004: $193A =  1  ;; integer values
0004: $1936 =  1  ;; integer values

:Label0FC4A8
00D6: if  0
0038:   $1913 ==  1  ;; integer values
004D: jump_if_false £Label0FC65B
00D6: if  0
0214:   pickup $190D picked_up
004D: jump_if_false £Label0FC65B
0249: release_model #WMORI
0249: release_model #HFYBU
01C2: remove_references_to_actor $190A  ;; Like turning an actor into a random pedestrian
0247: request_model #MAVERICK
0247: request_model #ADMIRAL

:Label0FC4E1
00D6: if  21
8248:   NOT   model #MAVERICK available
8248:   NOT   model #ADMIRAL available
004D: jump_if_false £Label0FC501
0001: wait  0 ms
0002: jump £Label0FC4E1

:Label0FC501
00A5: $1937 = create_car #MAVERICK at -1369.432 -1256.787  17.3662
0175: set_car $1937 z_angle_to  308.4397
0164: disable_marker $190E
00BC: text_highpriority "ASM4_22"  5000 ms  2  ;; ~g~Take the briefcase to Ammu-Nation in Downtown.
018A: $1914 = create_checkpoint_at $192E $192F $1930
00A5: $1945 = create_car #ADMIRAL at $1949 $194A $194B
0229: set_car $1945 color_to  0  0
0175: set_car $1945 z_angle_to $194C
0129: $194E = create_actor  4 #SPECIAL01 in_car $1945 driverseat
054A: unknown_actor $194E flag  0
01C8: $194F = create_actor  4 #SPECIAL02 in_car $1945 passenger_seat  0
00A9: set_car $1945 to_normal_driver
020A: set_car $1945 door_status_to  2
02AA: set_car $1945 immune_to_nonplayer  1
0004: $194D =  1  ;; integer values
00A5: $1946 = create_car #ADMIRAL at $1950 $1951 $1952
0229: set_car $1946 color_to  0  0
0175: set_car $1946 z_angle_to $1953
0129: $1955 = create_actor  4 #SPECIAL02 in_car $1946 driverseat
054A: unknown_actor $1955 flag  0
01C8: $1956 = create_actor  4 #SPECIAL01 in_car $1946 passenger_seat  0
00A9: set_car $1946 to_normal_driver
020A: set_car $1946 door_status_to  2
0004: $1954 =  1  ;; integer values
00A5: $1947 = create_car #ADMIRAL at $1957 $1958 $1959
0229: set_car $1947 color_to  0  0
0175: set_car $1947 z_angle_to $195A
0129: $195C = create_actor  4 #SPECIAL02 in_car $1947 driverseat
054A: unknown_actor $195C flag  0
01C8: $195D = create_actor  4 #SPECIAL01 in_car $1947 passenger_seat  0
00A9: set_car $1947 to_normal_driver
020A: set_car $1947 door_status_to  2
02AA: set_car $1947 immune_to_nonplayer  1
0004: $195B =  1  ;; integer values
0004: $1913 =  2  ;; integer values

:Label0FC65B
00D6: if  0
0038:   $1913 ==  2  ;; integer values
004D: jump_if_false £Label0FCEE7
00D6: if  0
0038:   $194D ==  1  ;; integer values
004D: jump_if_false £Label0FC729
00D6: if  0
8119:   NOT   car $1945 wrecked
004D: jump_if_false £Label0FC729
00D6: if  21
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1212.973 -828.562 -1187.989 -985.38
8185:   NOT   car $1945 health >=  998
004D: jump_if_false £Label0FC729
00D6: if  0
8118:   NOT   actor $194E dead
004D: jump_if_false £Label0FC729
00D6: if  0
8118:   NOT   actor $194F dead
004D: jump_if_false £Label0FC729
00D6: if  0
00DF:   actor $194E driving
004D: jump_if_false £Label0FC729
00D6: if  0
00DF:   actor $194F driving
004D: jump_if_false £Label0FC729
00AD: set_car $1945 max_speed_to  70.0
02C2: car $1945 drive_to_point -1202.135 -937.3721  14.65
01EC: make_car $1945 very_heavy  1
0004: $194D =  2  ;; integer values

:Label0FC729
00D6: if  0
0038:   $194D ==  2  ;; integer values
004D: jump_if_false £Label0FC7BF
00D6: if  0
8118:   NOT   actor $194E dead
004D: jump_if_false £Label0FC7BF
00D6: if  0
8118:   NOT   actor $194F dead
004D: jump_if_false £Label0FC7BF
00D6: if  0
8119:   NOT   car $1945 wrecked
004D: jump_if_false £Label0FC7BF
00D6: if  0
00DF:   actor $194E driving
004D: jump_if_false £Label0FC7BF
00D6: if  0
00DF:   actor $194F driving
004D: jump_if_false £Label0FC7BF
00D6: if  0
01AD:   car $1945  0 ()near_point -1202.135 -937.3721  7.0  7.0
004D: jump_if_false £Label0FC7BF
00AF: set_car $1945 driver_behaviour_to  4
0004: $194D =  3  ;; integer values

:Label0FC7BF
00D6: if  0
0038:   $194D ==  3  ;; integer values
004D: jump_if_false £Label0FC8B4
00D6: if  0
8118:   NOT   actor $194E dead
004D: jump_if_false £Label0FC8B4
00D6: if  0
8118:   NOT   actor $194F dead
004D: jump_if_false £Label0FC8B4
00D6: if  0
8119:   NOT   car $1945 wrecked
004D: jump_if_false £Label0FC8B4
00D6: if  0
00DF:   actor $194E driving
004D: jump_if_false £Label0FC8B4
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $1945 radius  30.0  30.0  0
004D: jump_if_false £Label0FC8B4
00AA: store_car $1945 position_to $1949 $194A $194B
009B: destroy_actor_instantly $194F
000D: $194B -=  20.0  ;; floating-point values
009A: $194F = create_actor  4 #SPECIAL01 at $1949 $194A $194B
0464: put_actor $194F into_turret_on_car $1945 at_car_offset  0.0 -.3  .8 unknown  0 angle  360.0 with_weapon  23
0114: set_actor $194F car_weapon  23 ammo_to  3000
0243: set_actor $194F ped_stats_to  16
0350: unknown_actor $194F not_scared_flag  1
01CA: actor $194F kill_player $PLAYER_CHAR
00AE: unknown_set_car $1945 to_ignore_traffic_lights  2
00AF: set_car $1945 driver_behaviour_to  4
0004: $194D =  4  ;; integer values

:Label0FC8B4
00D6: if  0
0038:   $194D ==  4  ;; integer values
004D: jump_if_false £Label0FC940
00D6: if  0
8118:   NOT   actor $194F dead
004D: jump_if_false £Label0FC940
00D6: if  0
0038:   $195E ==  0  ;; integer values
004D: jump_if_false £Label0FC90F
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0FC90F
03C1: $1948 = player $PLAYER_CHAR car
01D9: actor $194F run_away_from_car $1948
0004: $195E =  1  ;; integer values

:Label0FC90F
00D6: if  0
0038:   $195E ==  1  ;; integer values
004D: jump_if_false £Label0FC940
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0FC940
01CA: actor $194F kill_player $PLAYER_CHAR
0004: $195E =  0  ;; integer values

:Label0FC940
00D6: if  0
0038:   $1954 ==  1  ;; integer values
004D: jump_if_false £Label0FC9F5
00D6: if  0
8119:   NOT   car $1946 wrecked
004D: jump_if_false £Label0FC9F5
00D6: if  21
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1212.973 -828.562 -1187.989 -985.38
8185:   NOT   car $1946 health >=  998
004D: jump_if_false £Label0FC9F5
00D6: if  0
8118:   NOT   actor $1955 dead
004D: jump_if_false £Label0FC9F5
00D6: if  0
8118:   NOT   actor $1956 dead
004D: jump_if_false £Label0FC9F5
00D6: if  0
00DF:   actor $1955 driving
004D: jump_if_false £Label0FC9F5
00D6: if  0
00DF:   actor $1956 driving
004D: jump_if_false £Label0FC9F5
00AD: set_car $1946 max_speed_to  70.0
00A7: car $1946 drive_to -1202.935 -947.956  14.534
0004: $1954 =  2  ;; integer values

:Label0FC9F5
00D6: if  0
0038:   $1954 ==  2  ;; integer values
004D: jump_if_false £Label0FCA8B
00D6: if  0
8118:   NOT   actor $1955 dead
004D: jump_if_false £Label0FCA8B
00D6: if  0
8118:   NOT   actor $1956 dead
004D: jump_if_false £Label0FCA8B
00D6: if  0
8119:   NOT   car $1946 wrecked
004D: jump_if_false £Label0FCA8B
00D6: if  0
00DF:   actor $1955 driving
004D: jump_if_false £Label0FCA8B
00D6: if  0
00DF:   actor $1956 driving
004D: jump_if_false £Label0FCA8B
00D6: if  0
01AD:   car $1946  0 ()near_point -1202.935 -947.956  10.0  10.0
004D: jump_if_false £Label0FCA8B
00AF: set_car $1946 driver_behaviour_to  2
0004: $1954 =  3  ;; integer values

:Label0FCA8B
00D6: if  0
0038:   $1954 ==  3  ;; integer values
004D: jump_if_false £Label0FCB79
00D6: if  0
8118:   NOT   actor $1955 dead
004D: jump_if_false £Label0FCB79
00D6: if  0
8118:   NOT   actor $1956 dead
004D: jump_if_false £Label0FCB79
00D6: if  0
8119:   NOT   car $1946 wrecked
004D: jump_if_false £Label0FCB79
00D6: if  0
00DF:   actor $1955 driving
004D: jump_if_false £Label0FCB79
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $1946 radius  30.0  30.0  0
004D: jump_if_false £Label0FCB79
00AA: store_car $1946 position_to $1950 $1951 $1952
009B: destroy_actor_instantly $1956
000D: $1952 -=  20.0  ;; floating-point values
009A: $1956 = create_actor  4 #SPECIAL01 at $1950 $1951 $1952
0464: put_actor $1956 into_turret_on_car $1946 at_car_offset  0.0 -.3  .8 unknown  0 angle  360.0 with_weapon  23
0114: set_actor $1956 car_weapon  23 ammo_to  3000
0243: set_actor $1956 ped_stats_to  16
0350: unknown_actor $1956 not_scared_flag  1
01CA: actor $1956 kill_player $PLAYER_CHAR
00AF: set_car $1946 driver_behaviour_to  2
0004: $1954 =  4  ;; integer values

:Label0FCB79
00D6: if  0
0038:   $1954 ==  4  ;; integer values
004D: jump_if_false £Label0FCC05
00D6: if  0
8118:   NOT   actor $1956 dead
004D: jump_if_false £Label0FCC05
00D6: if  0
0038:   $195F ==  0  ;; integer values
004D: jump_if_false £Label0FCBD4
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0FCBD4
03C1: $1948 = player $PLAYER_CHAR car
01D9: actor $1956 run_away_from_car $1948
0004: $195F =  1  ;; integer values

:Label0FCBD4
00D6: if  0
0038:   $195F ==  1  ;; integer values
004D: jump_if_false £Label0FCC05
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0FCC05
01CA: actor $1956 kill_player $PLAYER_CHAR
0004: $195F =  0  ;; integer values

:Label0FCC05
00D6: if  0
0038:   $195B ==  1  ;; integer values
004D: jump_if_false £Label0FCC94
00D6: if  0
8118:   NOT   actor $195C dead
004D: jump_if_false £Label0FCC94
00D6: if  0
8119:   NOT   car $1947 wrecked
004D: jump_if_false £Label0FCC94
00D6: if  0
00DF:   actor $195C driving
004D: jump_if_false £Label0FCC94
00D6: if  21
01FC:   player $PLAYER_CHAR near_car $1947 radius  25.0  25.0  0
8185:   NOT   car $1947 health >=  998
004D: jump_if_false £Label0FCC94
00AD: set_car $1947 max_speed_to  70.0
00AE: unknown_set_car $1947 to_ignore_traffic_lights  2
00AF: set_car $1947 driver_behaviour_to  2
01EC: make_car $1947 very_heavy  1
0004: $195B =  2  ;; integer values

:Label0FCC94
00D6: if  0
0038:   $195B ==  2  ;; integer values
004D: jump_if_false £Label0FCD89
00D6: if  0
8118:   NOT   actor $195C dead
004D: jump_if_false £Label0FCD89
00D6: if  0
8118:   NOT   actor $195D dead
004D: jump_if_false £Label0FCD89
00D6: if  0
8119:   NOT   car $1947 wrecked
004D: jump_if_false £Label0FCD89
00D6: if  0
00DF:   actor $195C driving
004D: jump_if_false £Label0FCD89
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $1947 radius  25.0  25.0  0
004D: jump_if_false £Label0FCD89
00AA: store_car $1947 position_to $1957 $1958 $1959
009B: destroy_actor_instantly $195D
000D: $1959 -=  20.0  ;; floating-point values
009A: $195D = create_actor  4 #SPECIAL01 at $1957 $1958 $1959
0464: put_actor $195D into_turret_on_car $1947 at_car_offset  0.0 -.3  .8 unknown  0 angle  360.0 with_weapon  23
0114: set_actor $195D car_weapon  23 ammo_to  3000
0243: set_actor $195D ped_stats_to  16
0350: unknown_actor $195D not_scared_flag  1
02E2: set_actor $195D weapon_accuracy_to  90
01CA: actor $195D kill_player $PLAYER_CHAR
00AF: set_car $1947 driver_behaviour_to  4
0004: $195B =  3  ;; integer values

:Label0FCD89
00D6: if  0
0038:   $195B ==  4  ;; integer values
004D: jump_if_false £Label0FCE15
00D6: if  0
8118:   NOT   actor $195D dead
004D: jump_if_false £Label0FCE15
00D6: if  0
0038:   $1960 ==  0  ;; integer values
004D: jump_if_false £Label0FCDE4
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label0FCDE4
03C1: $1948 = player $PLAYER_CHAR car
01D9: actor $195D run_away_from_car $1948
0004: $1960 =  1  ;; integer values

:Label0FCDE4
00D6: if  0
0038:   $1960 ==  1  ;; integer values
004D: jump_if_false £Label0FCE15
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label0FCE15
01CA: actor $195D kill_player $PLAYER_CHAR
0004: $1960 =  0  ;; integer values

:Label0FCE15
00D6: if  0
0118:   actor $190F dead
004D: jump_if_false £Label0FCE2A
01C2: remove_references_to_actor $190F  ;; Like turning an actor into a random pedestrian

:Label0FCE2A
00D6: if  0
0118:   actor $194E dead
004D: jump_if_false £Label0FCE3F
01C2: remove_references_to_actor $194E  ;; Like turning an actor into a random pedestrian

:Label0FCE3F
00D6: if  0
0118:   actor $194F dead
004D: jump_if_false £Label0FCE54
01C2: remove_references_to_actor $194F  ;; Like turning an actor into a random pedestrian

:Label0FCE54
00D6: if  0
0118:   actor $1955 dead
004D: jump_if_false £Label0FCE69
01C2: remove_references_to_actor $1955  ;; Like turning an actor into a random pedestrian

:Label0FCE69
00D6: if  0
0118:   actor $1956 dead
004D: jump_if_false £Label0FCE7E
01C2: remove_references_to_actor $1956  ;; Like turning an actor into a random pedestrian

:Label0FCE7E
00D6: if  0
0118:   actor $195C dead
004D: jump_if_false £Label0FCE93
01C2: remove_references_to_actor $195C  ;; Like turning an actor into a random pedestrian

:Label0FCE93
00D6: if  0
0118:   actor $195D dead
004D: jump_if_false £Label0FCEA8
01C2: remove_references_to_actor $195D  ;; Like turning an actor into a random pedestrian

:Label0FCEA8
00D6: if  0
0119:   car $1945 wrecked
004D: jump_if_false £Label0FCEBD
01C3: remove_references_to_car $1945  ;; Like turning a car into any random car

:Label0FCEBD
00D6: if  0
0119:   car $1946 wrecked
004D: jump_if_false £Label0FCED2
01C3: remove_references_to_car $1946  ;; Like turning a car into any random car

:Label0FCED2
00D6: if  0
0119:   car $1947 wrecked
004D: jump_if_false £Label0FCEE7
01C3: remove_references_to_car $1947  ;; Like turning a car into any random car

:Label0FCEE7
00D6: if  21
0018:   $1912 >  0  ;; integer values
0038:   $1912 == -1  ;; integer values
004D: jump_if_false £Label0FCF26
00D6: if  0
0118:   actor $1908 dead
004D: jump_if_false £Label0FCF26
00BC: text_highpriority "ASM4_25"  5000 ms  1  ;; ~r~You killed the woman you fool!
0002: jump £Label0FD22F

:Label0FCF26
00D6: if  0
0018:   $1912 >  0  ;; integer values
004D: jump_if_false £Label0FCF8D
00D6: if  0
001A:    4 > $1912  ;; integer values
004D: jump_if_false £Label0FCF8D
00D6: if  0
0118:   actor $190A dead
004D: jump_if_false £Label0FCF8D
00BC: text_highpriority "ASM4_29"  5000 ms  1  ;; ~r~Itchy trigger finger? You killed him too soon!
00D6: if  0
8118:   NOT   actor $190F dead
004D: jump_if_false £Label0FCF86
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FCF86
0002: jump £Label0FD22F

:Label0FCF8D
00D6: if  1
001A:    4 > $1912  ;; integer values
0018:   $1912 >  0  ;; integer values
004D: jump_if_false £Label0FD07C
00D6: if  0
0038:   $1936 ==  0  ;; integer values
004D: jump_if_false £Label0FD07C
00D6: if  0
051A:   unknown_actor $190F actor $PLAYER_ACTOR
004D: jump_if_false £Label0FD01A
00D6: if  0
8118:   NOT   actor $190F dead
004D: jump_if_false £Label0FCFE8
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FCFE8
00D6: if  0
8118:   NOT   actor $190F dead
004D: jump_if_false £Label0FCFFD
054E: $190F

:Label0FCFFD
00BC: text_highpriority "ASM4_28"  5000 ms  1  ;; ~r~The target heard you firing your weapon!
0004: $1936 =  1  ;; integer values
0002: jump £Label0FD22F

:Label0FD01A
00D6: if  0
051A:   unknown_actor $190A actor $PLAYER_ACTOR
004D: jump_if_false £Label0FD07C
00D6: if  0
8118:   NOT   actor $190F dead
004D: jump_if_false £Label0FD04A
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FD04A
00D6: if  0
8118:   NOT   actor $190A dead
004D: jump_if_false £Label0FD05F
054E: $190A

:Label0FD05F
00BC: text_highpriority "ASM4_28"  5000 ms  1  ;; ~r~The target heard you firing your weapon!
0004: $1936 =  1  ;; integer values
0002: jump £Label0FD22F

:Label0FD07C
00D6: if  0
0018:   $1912 >  0  ;; integer values
004D: jump_if_false £Label0FD117
00D6: if  0
001A:    4 > $1912  ;; integer values
004D: jump_if_false £Label0FD117
00D6: if  0
8118:   NOT   actor $190A dead
004D: jump_if_false £Label0FD117
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor $190A radius  40.0  40.0  20.0
004D: jump_if_false £Label0FD117
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FD117
00BC: text_highpriority "ASM4_28"  5000 ms  1  ;; ~r~The target heard you firing your weapon!
00D6: if  0
8118:   NOT   actor $190F dead
004D: jump_if_false £Label0FD110
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FD110
0002: jump £Label0FD22F

:Label0FD117
00D6: if  0
0018:   $1912 >  0  ;; integer values
004D: jump_if_false £Label0FD180
00D6: if  0
001A:    4 > $1912  ;; integer values
004D: jump_if_false £Label0FD180
00D6: if  0
0018:   $193B >  97  ;; integer values
004D: jump_if_false £Label0FD180
00BC: text_highpriority "ASM4_27"  5000 ms  1  ;; ~r~The target has seen you! You should have kept your distance!
00D6: if  0
8118:   NOT   actor $190F dead
004D: jump_if_false £Label0FD179
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FD179
0002: jump £Label0FD22F

:Label0FD180
00D6: if  0
8118:   NOT   actor $190A dead
004D: jump_if_false £Label0FD1E5
00D6: if  0
00EC:   actor $190A  0 ()near_point $191A $191B radius  5.0  5.0
004D: jump_if_false £Label0FD1E5
00BC: text_highpriority "ASM4_26"  5000 ms  1  ;; ~r~The target has boarded his flight!
00D6: if  0
8118:   NOT   actor $190F dead
004D: jump_if_false £Label0FD1DE
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FD1DE
0002: jump £Label0FD22F

:Label0FD1E5
00D6: if  0
0018:   $1913 >  1  ;; integer values
004D: jump_if_false £Label0FD228
00D6: if  0
00F6:   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot $192E $192F $1930 radius  3.0  3.0  3.0
004D: jump_if_false £Label0FD228
0002: jump £Label0FD240

:Label0FD228
0002: jump £Label0FB8AE

:Label0FD22F
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label0FD240
0004: $12D =  1  ;; integer values
0318: set_latest_mission_passed "JOB_4"  ;; Check Out at the Check In
01E3: text_1number_styled "M_PASS"  8000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  8000
030C: set_mission_points +=  1
0394: play_music  1
0533:  1
0164: disable_marker $129
0051: return

:Label0FD283
0004: $ONMISSION =  0  ;; integer values
0164: disable_marker $1914
0164: disable_marker $190E
0164: disable_marker $190C
0164: disable_marker $1909
0215: destroy_pickup $190D
0215: destroy_pickup $190B
0249: release_model #WMORI
0249: release_model #HFYBU
0249: release_model #ADMIRAL
0249: release_model #MAVERICK
0249: release_model #UZI
034F: destroy_actor_with_fade $190F  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $190A  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $194E  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $194F  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1955  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1956  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $195C  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $195D  ;; The actor fades away like a ghost
0151: remove_status_text $193B
0296: unload_special_actor  1
0296: unload_special_actor  2
015C: set_zone_gang_info "TERMINL"  1 (day)  13  0  0  0  0  50  0  0  0  0  20 
015C: set_zone_gang_info "TERMINL"  0 (night)  4  0  0  0  0  50  0  0  0  0  10 
022A: remove_forbidden_for_peds_cube -1424.038 -876.6656  10.8537 -1422.422 -873.6301  29.8434
022A: remove_forbidden_for_peds_cube -1407.059 -869.3946 -5.8549 -1408.656 -873.5172  23.8402
022A: remove_forbidden_for_peds_cube -1385.123 -855.1205  10.0263 -1383.952 -853.1511  28.5218
022A: remove_forbidden_for_peds_cube -1386.247 -863.7204  8.8377 -1393.27 -859.9062  16.8377
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 71---------------
; Originally: Loose Ends


:Label0FD3C1
03A4: name_thread "ASSIN5"
0050: gosub £Label0FD3EF
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label0FD3E6
0050: gosub £Label1003DF

:Label0FD3E6
0050: gosub £Label100473
004E: end_thread

:Label0FD3EF
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "ASSIN5"
0247: request_model #SGA
0247: request_model #SGB
0247: request_model #MP5LNG
0247: request_model #CELLPHONE
0247: request_model #ADMIRAL
0247: request_model #PONY
0247: request_model #MAVERICK
0247: request_model -114 (BARREL4)

:Label0FD42B
00D6: if  23
8248:   NOT   model #SGA available
8248:   NOT   model #SGB available
8248:   NOT   model #MP5LNG available
8248:   NOT   model #CELLPHONE available
004D: jump_if_false £Label0FD453
0001: wait  0 ms
0002: jump £Label0FD42B

:Label0FD453
00D6: if  23
8248:   NOT   model #ADMIRAL available
8248:   NOT   model #PONY available
8248:   NOT   model #MAVERICK available
8248:   NOT   model -114 (BARREL4) available
004D: jump_if_false £Label0FD47C
0001: wait  0 ms
0002: jump £Label0FD453

:Label0FD47C
023C: load_special_actor  1 "BGA"
023C: load_special_actor  2 "BGB"

:Label0FD494
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false £Label0FD4B2
0001: wait  0 ms
0002: jump £Label0FD494

:Label0FD4B2
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
02A3: toggle_widescreen  1 (on)
0395: clear_area  0 at -977.4625 -530.668 range  9.9113  4.0
0395: clear_area  0 at -989.819 -524.6922 range  11.39922  3.0
042B: clear_peds_from_cube -1475.243 -832.872  10.164 -1489.91  819.0943  18.669
0055: put_player $PLAYER_CHAR at -977.4625 -530.668  9.9113
0171: set_player $PLAYER_CHAR z_angle_to  284.6051
052B: actor $PLAYER_ACTOR hold_cellphone  1
015F: set_camera_position -981.4931 -531.1837  11.49621  0.0  0.0  0.0
0157: camera_on_player $PLAYER_CHAR  4  2
0373: set_camera_directly_behind_player

:Label0FD564
00D6: if  0
834E:   NOT unknown_move_object $71A to -973.664 -516.25  10.092 unknown_angle  0.0  .1  0.0  0
004D: jump_if_false £Label0FD59F
0001: wait  0 ms
0002: jump £Label0FD564

:Label0FD59F
03CF: load_wav "JOB5_1" as  1
03CF: load_wav "JOB5_2" as  2

:Label0FD5B7
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label0FD5D5
0001: wait  0 ms
0002: jump £Label0FD5B7

:Label0FD5D5
016A: fade  1 (back)  500 ms

:Label0FD5DC
00D6: if  0
016B:   fading
004D: jump_if_false £Label0FD5F4
0001: wait  0 ms
0002: jump £Label0FD5DC

:Label0FD5F4
00BC: text_highpriority "ASM5_A"  10000 ms  1  ;; There is a valuable exchange taking place on the roof of the Cherry Popper Ice Cream Company.
03D1: play_wav  1

:Label0FD607
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0FD63E
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0FD637
0002: jump £Label0FD755

:Label0FD637
0002: jump £Label0FD607

:Label0FD63E
03D5: remove_text "ASM5_A"  ;; There is a valuable exchange taking place on the roof of the Cherry Popper Ice Cream Company.
040D: unload_wav  1
00BC: text_highpriority "ASM5_B"  10000 ms  1  ;; Kill everyone involved, steal the merchandise and take it to the helipad at the airport.
03D1: play_wav  2

:Label0FD65F
00D6: if  1
83D2:   NOT   wav  2 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0FD696
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0FD68F
0002: jump £Label0FD755

:Label0FD68F
0002: jump £Label0FD65F

:Label0FD696
03D5: remove_text "ASM5_B"  ;; Kill everyone involved, steal the merchandise and take it to the helipad at the airport.
040D: unload_wav  2
03CF: load_wav "JOB5_3" as  1

:Label0FD6B0
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label0FD6CA
0001: wait  0 ms
0002: jump £Label0FD6B0

:Label0FD6CA
015F: set_camera_position -988.1754 -532.6743  11.89331  0.0  0.0  0.0
0160: point_camera -987.3879 -532.0586  11.84551  2
00BC: text_highpriority "ASM5_C"  10000 ms  1  ;; There is a gate to your left that leads to the back of the factory.
03D1: play_wav  1

:Label0FD710
00D6: if  1
83D2:   NOT   wav  1 ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £Label0FD747
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label0FD740
0002: jump £Label0FD755

:Label0FD740
0002: jump £Label0FD710

:Label0FD747
03D5: remove_text "ASM5_C"  ;; There is a gate to your left that leads to the back of the factory.
040D: unload_wav  1

:Label0FD755
040D: unload_wav  1
040D: unload_wav  2
03EB: clear_small_messages_only
0001: wait  500 ms
052B: actor $PLAYER_ACTOR hold_cellphone  0
0249: release_model #CELLPHONE
016A: fade  0 ()  1000 ms

:Label0FD777
00D6: if  0
016B:   fading
004D: jump_if_false £Label0FD78F
0001: wait  0 ms
0002: jump £Label0FD777

:Label0FD78F
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0006:  16@ =  0  ;; integer values
0482:  2.0
03C7: unknown_maby_cops_density  .1
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $19D4 =  0  ;; integer values
0004: $19D5 =  0  ;; integer values
0004: $19D6 =  0  ;; integer values
0004: $19D7 =  0  ;; integer values
0004: $19D8 =  0  ;; integer values
0004: $19D9 =  0  ;; integer values
0004: $19DA =  0  ;; integer values
0004: $19DB =  0  ;; integer values
0004: $19DC =  0  ;; integer values
0004: $19DD =  0  ;; integer values
0004: $19DE =  0  ;; integer values
0004: $19DF =  0  ;; integer values
0004: $19E0 =  0  ;; integer values
0004: $19E1 =  0  ;; integer values
0004: $19E2 =  0  ;; integer values
0004: $19E3 =  0  ;; integer values
0004: $19E4 =  0  ;; integer values
0004: $19E5 =  0  ;; integer values
0004: $19E6 =  0  ;; integer values
0004: $19E7 =  0  ;; integer values
0004: $19E8 =  0  ;; integer values
0004: $19E9 =  0  ;; integer values
0004: $19EA =  0  ;; integer values
0004: $19EB =  0  ;; integer values
0004: $19EC =  0  ;; integer values
0004: $19ED =  0  ;; integer values
0004: $19EE =  0  ;; integer values
0004: $19F7 =  0  ;; integer values
0004: $19EF =  0  ;; integer values
0004: $19F0 =  0  ;; integer values
0004: $19F1 =  0  ;; integer values
0004: $19F2 =  0  ;; integer values
0004: $19F3 =  0  ;; integer values
0004: $19F4 =  0  ;; integer values
0004: $19F5 =  0  ;; integer values
0004: $19F6 =  0  ;; integer values
0004: $19F8 =  0  ;; integer values
0004: $19F9 =  0  ;; integer values
0004: $19FA =  0  ;; integer values
0004: $19FB =  0  ;; integer values
0004: $19FC =  0  ;; integer values
0004: $19FD =  0  ;; integer values
0004: $19FE =  0  ;; integer values
0004: $19FF =  0  ;; integer values
0004: $1A00 =  0  ;; integer values
0004: $1A01 =  0  ;; integer values
0004: $1A02 =  0  ;; integer values
0004: $1A03 =  0  ;; integer values
0004: $1A04 =  0  ;; integer values
0004: $1A05 =  0  ;; integer values
0004: $1A06 =  0  ;; integer values
0004: $1A07 =  0  ;; integer values
0004: $1A08 =  0  ;; integer values
0004: $1A09 =  0  ;; integer values
009A: $1984 = create_actor  21 #SPECIAL01 at -888.0087 -516.6854  28.1699
01B2: give_actor $1984 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1984 z_angle_to  112.8337
01ED: reset_actor $1984 flags
0243: set_actor $1984 ped_stats_to  16
011A: set_actor $1984 flags  1
02A9: set_actor $1984 immune_to_nonplayer  1
009A: $1985 = create_actor  21 #SPECIAL02 at -886.0616 -514.7507  28.1699
01B2: give_actor $1985 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1985 z_angle_to  105.293
01ED: reset_actor $1985 flags
0243: set_actor $1985 ped_stats_to  16
011A: set_actor $1985 flags  1
02A9: set_actor $1985 immune_to_nonplayer  1
009A: $1986 = create_actor  21 #SPECIAL01 at -886.1217 -518.1573  28.16999
01B2: give_actor $1986 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1986 z_angle_to  104.0362
01ED: reset_actor $1986 flags
0243: set_actor $1986 ped_stats_to  16
011A: set_actor $1986 flags  1
02A9: set_actor $1986 immune_to_nonplayer  1
009A: $1987 = create_actor  4 #SGA at -893.7256 -517.13  28.1754
01B2: give_actor $1987 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1987 z_angle_to  279.891
01ED: reset_actor $1987 flags
0243: set_actor $1987 ped_stats_to  16
011A: set_actor $1987 flags  1
02A9: set_actor $1987 immune_to_nonplayer  1
009A: $1988 = create_actor  4 #SGB at -894.7341 -515.9601  28.1754
01B2: give_actor $1988 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1988 z_angle_to  285.984
01ED: reset_actor $1988 flags
0243: set_actor $1988 ped_stats_to  16
011A: set_actor $1988 flags  1
02A9: set_actor $1988 immune_to_nonplayer  1
03F9: make_actors $1987 $1984 converse_in  800000 ms
0107: $1993 = create_object -114 (BARREL4) at -927.3963 -528.213  10.134
035D: make_object $1993 targetable
0107: $1994 = create_object -114 (BARREL4) at -904.3218 -566.7883  9.7807
00A5: $1962 = create_car #MAVERICK at -870.6392 -516.396  28.1699
0229: set_car $1962 color_to  7  1
0175: set_car $1962 z_angle_to  183.0478
00A9: set_car $1962 to_normal_driver
00A5: $1989 = create_car #ADMIRAL at -941.5502 -513.9277  9.9197
0229: set_car $1989 color_to  0  0
00A9: set_car $1989 to_normal_driver
0175: set_car $1989 z_angle_to  5.3408
009A: $1965 = create_actor  21 #SPECIAL01 at -939.6057 -512.2731  9.9113
01B2: give_actor $1965 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1965 z_angle_to  90.5315
01ED: reset_actor $1965 flags
011A: set_actor $1965 flags  1
0243: set_actor $1965 ped_stats_to  16
02A9: set_actor $1965 immune_to_nonplayer  1
0350: unknown_actor $1965 not_scared_flag  1
009A: $1966 = create_actor  21 #SPECIAL02 at -939.5907 -516.5395  9.9532
01B2: give_actor $1966 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1966 z_angle_to  90.1574
01ED: reset_actor $1966 flags
011A: set_actor $1966 flags  1
0243: set_actor $1966 ped_stats_to  16
02A9: set_actor $1966 immune_to_nonplayer  1
0350: unknown_actor $1966 not_scared_flag  1
009A: $1967 = create_actor  21 #SPECIAL02 at -905.3917 -512.3774  16.9633
01B2: give_actor $1967 weapon  25 ammo  3000  ;; Load the weapon model before using this
0173: set_actor $1967 z_angle_to  119.0373
01ED: reset_actor $1967 flags
011A: set_actor $1967 flags  1
0243: set_actor $1967 ped_stats_to  16
02A9: set_actor $1967 immune_to_nonplayer  1
009A: $1968 = create_actor  21 #SPECIAL01 at -900.4265 -545.6013  21.4256
01B2: give_actor $1968 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1968 z_angle_to  81.1633
01ED: reset_actor $1968 flags
011A: set_actor $1968 flags  1
0243: set_actor $1968 ped_stats_to  16
02A9: set_actor $1968 immune_to_nonplayer  1
009A: $1969 = create_actor  21 #SPECIAL02 at -919.222 -544.302  10.49
01B2: give_actor $1969 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1969 z_angle_to  8.94846
02A9: set_actor $1969 immune_to_nonplayer  1
0350: unknown_actor $1969 not_scared_flag  1
00A5: $198B = create_car #PONY at -925.0329 -530.9766  10.1511
0229: set_car $198B color_to  0  0
0175: set_car $198B z_angle_to  100.691
02AA: set_car $198B immune_to_nonplayer  1
0129: $196A = create_actor  21 #SPECIAL01 in_car $198B driverseat
01B2: give_actor $196A weapon  25 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $196A flags
011A: set_actor $196A flags  1
0243: set_actor $196A ped_stats_to  16
02A9: set_actor $196A immune_to_nonplayer  1
02E2: set_actor $196A weapon_accuracy_to  10
01C8: $196B = create_actor  21 #SPECIAL02 in_car $198B passenger_seat  0
01B2: give_actor $196B weapon  25 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $196B flags
011A: set_actor $196B flags  1
0243: set_actor $196B ped_stats_to  16
02A9: set_actor $196B immune_to_nonplayer  1
02E2: set_actor $196B weapon_accuracy_to  10
01C8: $196C = create_actor  21 #SPECIAL01 in_car $198B passenger_seat  1
01B2: give_actor $196C weapon  25 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $196C flags
011A: set_actor $196C flags  1
0243: set_actor $196C ped_stats_to  16
02A9: set_actor $196C immune_to_nonplayer  1
02E2: set_actor $196C weapon_accuracy_to  10
01C8: $196D = create_actor  21 #SPECIAL01 in_car $198B passenger_seat  2
01B2: give_actor $196D weapon  25 ammo  300000  ;; Load the weapon model before using this
01ED: reset_actor $196D flags
011A: set_actor $196D flags  1
0243: set_actor $196D ped_stats_to  16
02A9: set_actor $196D immune_to_nonplayer  1
02E2: set_actor $196D weapon_accuracy_to  10
00A9: set_car $198B to_normal_driver
00A5: $198A = create_car #ADMIRAL at -923.2911 -534.3985  10.1921
0175: set_car $198A z_angle_to  95.827
0229: set_car $198A color_to  0  0
02AA: set_car $198A immune_to_nonplayer  1
009A: $196E = create_actor  21 #SPECIAL02 at -910.9335 -549.9265  10.5692
01B2: give_actor $196E weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $196E z_angle_to  357.5166
01ED: reset_actor $196E flags
011A: set_actor $196E flags  1
0243: set_actor $196E ped_stats_to  16
02A9: set_actor $196E immune_to_nonplayer  1
0350: unknown_actor $196E not_scared_flag  1
009A: $196F = create_actor  21 #SPECIAL01 at -919.4705 -564.1069  10.1924
01B2: give_actor $196F weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $196F z_angle_to  11.053
01ED: reset_actor $196F flags
011A: set_actor $196F flags  1
0243: set_actor $196F ped_stats_to  16
02A9: set_actor $196F immune_to_nonplayer  1
0350: unknown_actor $196F not_scared_flag  1
009A: $1970 = create_actor  21 #SPECIAL02 at -907.8641 -562.6886  10.3168
01B2: give_actor $1970 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1970 z_angle_to  354.8635
01ED: reset_actor $1970 flags
011A: set_actor $1970 flags  1
0243: set_actor $1970 ped_stats_to  16
02A9: set_actor $1970 immune_to_nonplayer  1
0350: unknown_actor $1970 not_scared_flag  1
009A: $1971 = create_actor  21 #SPECIAL02 at -898.9297 -605.6819  11.8547
01B2: give_actor $1971 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1971 z_angle_to  182.2136
01ED: reset_actor $1971 flags
011A: set_actor $1971 flags  1
0243: set_actor $1971 ped_stats_to  16
02A9: set_actor $1971 immune_to_nonplayer  1
0350: unknown_actor $1971 not_scared_flag  1
009A: $1972 = create_actor  21 #SPECIAL01 at -909.2119 -602.8759  9.5246
01B2: give_actor $1972 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1972 z_angle_to  12.6305
01ED: reset_actor $1972 flags
011A: set_actor $1972 flags  1
0243: set_actor $1972 ped_stats_to  16
02A9: set_actor $1972 immune_to_nonplayer  1
0350: unknown_actor $1972 not_scared_flag  1
009A: $1973 = create_actor  21 #SPECIAL01 at -916.5301 -562.2043  12.0173
01B2: give_actor $1973 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1973 z_angle_to  137.803
01ED: reset_actor $1973 flags
011A: set_actor $1973 flags  1
0243: set_actor $1973 ped_stats_to  16
02A9: set_actor $1973 immune_to_nonplayer  1
0350: unknown_actor $1973 not_scared_flag  1
009A: $1974 = create_actor  21 #SPECIAL02 at -881.8743 -584.6597  18.6255
01B2: give_actor $1974 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1974 z_angle_to  192.3254
01ED: reset_actor $1974 flags
011A: set_actor $1974 flags  1
0243: set_actor $1974 ped_stats_to  16
02A9: set_actor $1974 immune_to_nonplayer  1
009A: $1975 = create_actor  21 #SPECIAL01 at -931.1354 -585.5306  9.1849
01B2: give_actor $1975 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1975 z_angle_to  18.2377
01ED: reset_actor $1975 flags
011A: set_actor $1975 flags  1
0243: set_actor $1975 ped_stats_to  16
02A9: set_actor $1975 immune_to_nonplayer  1
009A: $1976 = create_actor  21 #SPECIAL02 at -925.1932 -615.1325  12.7716
01B2: give_actor $1976 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1976 z_angle_to  18.3567
01ED: reset_actor $1976 flags
011A: set_actor $1976 flags  1
0243: set_actor $1976 ped_stats_to  16
02A9: set_actor $1976 immune_to_nonplayer  1
0350: unknown_actor $1976 not_scared_flag  1
009A: $1977 = create_actor  21 #SPECIAL02 at -929.0777 -614.6532  14.9469
01B2: give_actor $1977 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1977 z_angle_to  17.6835
01ED: reset_actor $1977 flags
011A: set_actor $1977 flags  1
0243: set_actor $1977 ped_stats_to  16
02A9: set_actor $1977 immune_to_nonplayer  1
0350: unknown_actor $1976 not_scared_flag  1
009A: $1978 = create_actor  21 #SPECIAL01 at -927.3255 -620.7064  14.9642
01B2: give_actor $1978 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1978 z_angle_to  1.3416
01ED: reset_actor $1978 flags
011A: set_actor $1978 flags  1
0243: set_actor $1978 ped_stats_to  16
02A9: set_actor $1978 immune_to_nonplayer  1
0350: unknown_actor $1978 not_scared_flag  1
009A: $1979 = create_actor  21 #SPECIAL02 at -897.9171 -632.6987  15.5191
01B2: give_actor $1979 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1979 z_angle_to  102.1576
01ED: reset_actor $1979 flags
011A: set_actor $1979 flags  1
0243: set_actor $1979 ped_stats_to  16
02A9: set_actor $1979 immune_to_nonplayer  1
0350: unknown_actor $1979 not_scared_flag  1
009A: $197A = create_actor  21 #SPECIAL01 at -878.5259 -624.2981  14.7945
01B2: give_actor $197A weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $197A z_angle_to  346.1281
01ED: reset_actor $197A flags
011A: set_actor $197A flags  1
0243: set_actor $197A ped_stats_to  16
02A9: set_actor $197A immune_to_nonplayer  1
0350: unknown_actor $197A not_scared_flag  1
009A: $197B = create_actor  21 #SPECIAL02 at -867.262 -608.2192  23.1638
01B2: give_actor $197B weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $197B z_angle_to  138.8068
01ED: reset_actor $197B flags
011A: set_actor $197B flags  1
0243: set_actor $197B ped_stats_to  16
02A9: set_actor $197B immune_to_nonplayer  1
0350: unknown_actor $197B not_scared_flag  1
009A: $197C = create_actor  21 #SPECIAL01 at -874.3932 -605.0528  14.7369
01B2: give_actor $197C weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $197C z_angle_to  101.475
01ED: reset_actor $197C flags
011A: set_actor $197C flags  1
0243: set_actor $197C ped_stats_to  16
02A9: set_actor $197C immune_to_nonplayer  1
0350: unknown_actor $197C not_scared_flag  1
009A: $197D = create_actor  21 #SPECIAL01 at -924.4441 -575.0138  9.2581
01B2: give_actor $197D weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $197D z_angle_to  1.4189
01ED: reset_actor $197D flags
011A: set_actor $197D flags  1
0243: set_actor $197D ped_stats_to  16
02A9: set_actor $197D immune_to_nonplayer  1
0350: unknown_actor $197D not_scared_flag  1
009A: $197E = create_actor  21 #SPECIAL01 at -867.9724 -601.2151  23.1638
01B2: give_actor $197E weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $197E z_angle_to  127.6761
01ED: reset_actor $197E flags
011A: set_actor $197E flags  1
0243: set_actor $197E ped_stats_to  16
02A9: set_actor $197E immune_to_nonplayer  1
0350: unknown_actor $197E not_scared_flag  1
009A: $197F = create_actor  21 #SPECIAL02 at -896.634 -565.709  12.025
01B2: give_actor $197F weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $197F z_angle_to  37.43
01ED: reset_actor $197F flags
011A: set_actor $197F flags  1
0243: set_actor $197F ped_stats_to  16
02A9: set_actor $197F immune_to_nonplayer  1
0350: unknown_actor $197F not_scared_flag  1
02E2: set_actor $197F weapon_accuracy_to  90
009A: $1980 = create_actor  21 #SPECIAL02 at -878.1485 -571.4688  18.6207
01B2: give_actor $1980 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1980 z_angle_to  138.079
01ED: reset_actor $1980 flags
011A: set_actor $1980 flags  1
0243: set_actor $1980 ped_stats_to  16
02A9: set_actor $1980 immune_to_nonplayer  1
0350: unknown_actor $1980 not_scared_flag  1
009A: $1981 = create_actor  21 #SPECIAL01 at -892.1982 -552.9963  23.8094
01B2: give_actor $1981 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1981 z_angle_to  190.8916
01ED: reset_actor $1981 flags
011A: set_actor $1981 flags  1
0243: set_actor $1981 ped_stats_to  16
02A9: set_actor $1981 immune_to_nonplayer  1
0350: unknown_actor $1981 not_scared_flag  1
009A: $1982 = create_actor  21 #SPECIAL01 at -929.842 -637.3516  14.9582
01B2: give_actor $1982 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1982 z_angle_to  10.5009
01ED: reset_actor $1982 flags
011A: set_actor $1982 flags  1
0243: set_actor $1982 ped_stats_to  16
02A9: set_actor $1982 immune_to_nonplayer  1
0350: unknown_actor $1982 not_scared_flag  1
009A: $1983 = create_actor  21 #SPECIAL01 at -914.1021 -530.2435  10.1809
01B2: give_actor $1983 weapon  25 ammo  300000  ;; Load the weapon model before using this
0173: set_actor $1983 z_angle_to  45.0281
01ED: reset_actor $1983 flags
011A: set_actor $1983 flags  1
0243: set_actor $1983 ped_stats_to  16
02A9: set_actor $1983 immune_to_nonplayer  1
0350: unknown_actor $1983 not_scared_flag  1
016A: fade  1 (back)  500 ms

:Label0FE4C2
00D6: if  0
016B:   fading
004D: jump_if_false £Label0FE4DA
0001: wait  0 ms
0002: jump £Label0FE4C2

:Label0FE4DA
0001: wait  0 ms
00D6: if  0
0038:   $19D4 ==  0  ;; integer values
004D: jump_if_false £Label0FE57E
0213: $198E = create_pickup -18 (BODYARMOUR) type  3 at -883.108 -615.856  11.134
0213: $1991 = create_pickup -86 (HEALTH) type  3 at -867.2684 -615.3924  15.7369
0213: $1963 = create_pickup -120 (BRIEFCASE) type  3 at -891.4261 -516.9407  29.1699
03DC: $1964 = create_marker_above_pickup $1963
032B: $198F = create_weapon_pickup #M4  3 ammo  130 at -973.5544 -518.9319  10.926
032B: $1990 = create_weapon_pickup #SHOTGSPA  3 ammo  50 at -898.9763 -549.0946  22.432
0004: $19D4 =  1  ;; integer values

:Label0FE57E
00D6: if  0
0038:   $19D4 ==  1  ;; integer values
004D: jump_if_false £Label0FE5A6
00BC: text_highpriority "ASM5_1"  7000 ms  2  ;; ~g~Enter the compound behind the Cherry Popper Ice Cream Company The deal is taking place on the roof.
0004: $19D4 =  2  ;; integer values

:Label0FE5A6
00D6: if  0
0038:   $19D4 ==  2  ;; integer values
004D: jump_if_false £Label1003D8
00D6: if  0
0038:   $19D5 ==  0  ;; integer values
004D: jump_if_false £Label0FE6C5
00D6: if  0
8119:   NOT   car $198A wrecked
004D: jump_if_false £Label0FE6C5
0227: $198C = car $198A health
00D6: if  0
8119:   NOT   car $198B wrecked
004D: jump_if_false £Label0FE6C5
0227: $198D = car $198B health
00D6: if  22
00E3:   player $PLAYER_CHAR  0 ()near_point -914.0022 -533.3141 radius  12.0  12.0
001A:    990 > $198C  ;; integer values
001A:    990 > $198D  ;; integer values
004D: jump_if_false £Label0FE6C5
00D6: if  0
8118:   NOT   actor $196A dead
004D: jump_if_false £Label0FE648
01CA: actor $196A kill_player $PLAYER_CHAR

:Label0FE648
00D6: if  0
8118:   NOT   actor $196B dead
004D: jump_if_false £Label0FE660
01CA: actor $196B kill_player $PLAYER_CHAR

:Label0FE660
00D6: if  0
8118:   NOT   actor $196C dead
004D: jump_if_false £Label0FE678
01CA: actor $196C kill_player $PLAYER_CHAR

:Label0FE678
00D6: if  0
8118:   NOT   actor $196D dead
004D: jump_if_false £Label0FE690
01CA: actor $196D kill_player $PLAYER_CHAR

:Label0FE690
00D6: if  0
8119:   NOT   car $198A wrecked
004D: jump_if_false £Label0FE6A7
02AA: set_car $198A immune_to_nonplayer  0

:Label0FE6A7
00D6: if  0
8119:   NOT   car $198B wrecked
004D: jump_if_false £Label0FE6BE
02AA: set_car $198B immune_to_nonplayer  0

:Label0FE6BE
0004: $19D5 =  1  ;; integer values

:Label0FE6C5
00D6: if  0
8118:   NOT   actor $1965 dead
004D: jump_if_false £Label0FE7F7
00D6: if  0
0038:   $19D6 ==  0  ;; integer values
004D: jump_if_false £Label0FE6F6
01CA: actor $1965 kill_player $PLAYER_CHAR
0004: $19D6 =  1  ;; integer values

:Label0FE6F6
00D6: if  0
0038:   $19D6 ==  1  ;; integer values
004D: jump_if_false £Label0FE7F7
00D6: if  0
0038:   $19ED ==  0  ;; integer values
004D: jump_if_false £Label0FE792
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FE761
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1965 radius  5.0  5.0
004D: jump_if_false £Label0FE75A
01BD: $1997 = current_time_in_ms
04EB: unknown_actor $1965 bank  1 account_number  300000

:Label0FE75A
0002: jump £Label0FE792

:Label0FE761
01BD: $1995 = current_time_in_ms
0084: $1996 = $1995  ;; integer values and handles
0060: $1996 -= $1997  ;; integer values
00D6: if  0
0018:   $1996 >  2500  ;; integer values
004D: jump_if_false £Label0FE792
04EB: unknown_actor $1965 bank  0 account_number  100

:Label0FE792
00D6: if  0
0038:   $19ED ==  0  ;; integer values
004D: jump_if_false £Label0FE7F7
00D6: if  23
00E9:   player $PLAYER_CHAR  0 ()near_actor $1965 radius  5.0  5.0
02D7:   player $PLAYER_CHAR currentweapon ==  30
02D7:   player $PLAYER_CHAR currentweapon ==  28
02D7:   player $PLAYER_CHAR currentweapon ==  29
004D: jump_if_false £Label0FE7F7
04EB: unknown_actor $1965 bank  0 account_number  100
0350: unknown_actor $1965 not_scared_flag  0
01CA: actor $1965 kill_player $PLAYER_CHAR
0004: $19ED =  1  ;; integer values

:Label0FE7F7
00D6: if  0
8118:   NOT   actor $1966 dead
004D: jump_if_false £Label0FE914
00D6: if  0
0038:   $19D7 ==  0  ;; integer values
004D: jump_if_false £Label0FE828
01CA: actor $1966 kill_player $PLAYER_CHAR
0004: $19D7 =  1  ;; integer values

:Label0FE828
00D6: if  0
0038:   $19D7 ==  1  ;; integer values
004D: jump_if_false £Label0FE914
00D6: if  0
0038:   $19EE ==  0  ;; integer values
004D: jump_if_false £Label0FE8C4
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FE893
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1966 radius  5.0  5.0
004D: jump_if_false £Label0FE88C
01BD: $199A = current_time_in_ms
04EB: unknown_actor $1966 bank  1 account_number  300000

:Label0FE88C
0002: jump £Label0FE8C4

:Label0FE893
01BD: $1998 = current_time_in_ms
0084: $1999 = $1998  ;; integer values and handles
0060: $1999 -= $199A  ;; integer values
00D6: if  0
0018:   $1999 >  2000  ;; integer values
004D: jump_if_false £Label0FE8C4
04EB: unknown_actor $1966 bank  0 account_number  100

:Label0FE8C4
00D6: if  0
0038:   $19EE ==  0  ;; integer values
004D: jump_if_false £Label0FE914
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1966 radius  5.0  5.0
004D: jump_if_false £Label0FE914
04EB: unknown_actor $1966 bank  0 account_number  100
0350: unknown_actor $1966 not_scared_flag  0
01CA: actor $1966 kill_player $PLAYER_CHAR
0004: $19EE =  1  ;; integer values

:Label0FE914
00D6: if  0
8118:   NOT   actor $1969 dead
004D: jump_if_false £Label0FEA31
00D6: if  0
0038:   $19D8 ==  0  ;; integer values
004D: jump_if_false £Label0FE945
01CA: actor $1969 kill_player $PLAYER_CHAR
0004: $19D8 =  1  ;; integer values

:Label0FE945
00D6: if  0
0038:   $19D8 ==  1  ;; integer values
004D: jump_if_false £Label0FEA31
00D6: if  0
0038:   $19EF ==  0  ;; integer values
004D: jump_if_false £Label0FE9E1
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FE9B0
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1969 radius  5.0  5.0
004D: jump_if_false £Label0FE9A9
01BD: $199D = current_time_in_ms
04EB: unknown_actor $1969 bank  1 account_number  300000

:Label0FE9A9
0002: jump £Label0FE9E1

:Label0FE9B0
01BD: $199B = current_time_in_ms
0084: $199C = $199B  ;; integer values and handles
0060: $199C -= $199D  ;; integer values
00D6: if  0
0018:   $199C >  2500  ;; integer values
004D: jump_if_false £Label0FE9E1
04EB: unknown_actor $1969 bank  0 account_number  100

:Label0FE9E1
00D6: if  0
0038:   $19EF ==  0  ;; integer values
004D: jump_if_false £Label0FEA31
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1969 radius  7.0  7.0
004D: jump_if_false £Label0FEA31
04EB: unknown_actor $1969 bank  0 account_number  100
0350: unknown_actor $1969 not_scared_flag  0
01CA: actor $1969 kill_player $PLAYER_CHAR
0004: $19EF =  1  ;; integer values

:Label0FEA31
00D6: if  0
8118:   NOT   actor $196E dead
004D: jump_if_false £Label0FEB73
00D6: if  0
0038:   $19D9 ==  0  ;; integer values
004D: jump_if_false £Label0FEA62
01CA: actor $196E kill_player $PLAYER_CHAR
0004: $19D9 =  1  ;; integer values

:Label0FEA62
00D6: if  0
0038:   $19D9 ==  1  ;; integer values
004D: jump_if_false £Label0FEB73
00D6: if  0
0038:   $19F0 ==  0  ;; integer values
004D: jump_if_false £Label0FEAFE
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FEACD
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $196E radius  5.0  5.0
004D: jump_if_false £Label0FEAC6
01BD: $19A0 = current_time_in_ms
04EB: unknown_actor $196E bank  1 account_number  300000

:Label0FEAC6
0002: jump £Label0FEAFE

:Label0FEACD
01BD: $199E = current_time_in_ms
0084: $199F = $199E  ;; integer values and handles
0060: $199F -= $19A0  ;; integer values
00D6: if  0
0018:   $199F >  3500  ;; integer values
004D: jump_if_false £Label0FEAFE
04EB: unknown_actor $196E bank  0 account_number  100

:Label0FEAFE
00D6: if  0
0038:   $19F0 ==  0  ;; integer values
004D: jump_if_false £Label0FEB73
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FEB73
00D6: if  23
00E9:   player $PLAYER_CHAR  0 ()near_actor $196E radius  7.0  7.0
02D7:   player $PLAYER_CHAR currentweapon ==  30
02D7:   player $PLAYER_CHAR currentweapon ==  28
02D7:   player $PLAYER_CHAR currentweapon ==  29
004D: jump_if_false £Label0FEB73
04EB: unknown_actor $196E bank  0 account_number  100
0350: unknown_actor $196E not_scared_flag  0
01CA: actor $196E kill_player $PLAYER_CHAR
0004: $19F0 =  1  ;; integer values

:Label0FEB73
00D6: if  0
8118:   NOT   actor $196F dead
004D: jump_if_false £Label0FEC94
00D6: if  0
0038:   $19DA ==  0  ;; integer values
004D: jump_if_false £Label0FEBA4
01CA: actor $196F kill_player $PLAYER_CHAR
0004: $19DA =  1  ;; integer values

:Label0FEBA4
00D6: if  0
0038:   $19DA ==  1  ;; integer values
004D: jump_if_false £Label0FEC94
00D6: if  0
0038:   $19F1 ==  0  ;; integer values
004D: jump_if_false £Label0FEC40
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FEC0F
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $196F radius  5.0  5.0
004D: jump_if_false £Label0FEC08
01BD: $19A3 = current_time_in_ms
04EB: unknown_actor $196F bank  1 account_number  300000

:Label0FEC08
0002: jump £Label0FEC40

:Label0FEC0F
01BD: $19A1 = current_time_in_ms
0084: $19A2 = $19A1  ;; integer values and handles
0060: $19A2 -= $19A3  ;; integer values
00D6: if  0
0018:   $19A2 >  2500  ;; integer values
004D: jump_if_false £Label0FEC40
04EB: unknown_actor $196F bank  0 account_number  100

:Label0FEC40
00D6: if  0
0038:   $19F1 ==  0  ;; integer values
004D: jump_if_false £Label0FEC94
00D6: if  23
00E9:   player $PLAYER_CHAR  0 ()near_actor $196F radius  7.0  7.0
02D7:   player $PLAYER_CHAR currentweapon ==  30
02D7:   player $PLAYER_CHAR currentweapon ==  28
02D7:   player $PLAYER_CHAR currentweapon ==  29
004D: jump_if_false £Label0FEC94
02E2: set_actor $196F weapon_accuracy_to  90
0004: $19F1 =  1  ;; integer values

:Label0FEC94
00D6: if  0
8118:   NOT   actor $1970 dead
004D: jump_if_false £Label0FEDB1
00D6: if  0
0038:   $19DB ==  0  ;; integer values
004D: jump_if_false £Label0FECC5
01CA: actor $1970 kill_player $PLAYER_CHAR
0004: $19DB =  1  ;; integer values

:Label0FECC5
00D6: if  0
0038:   $19DB ==  1  ;; integer values
004D: jump_if_false £Label0FEDB1
00D6: if  0
0038:   $19F2 ==  0  ;; integer values
004D: jump_if_false £Label0FED61
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FED30
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1970 radius  5.0  5.0
004D: jump_if_false £Label0FED29
01BD: $19A6 = current_time_in_ms
04EB: unknown_actor $1970 bank  1 account_number  300000

:Label0FED29
0002: jump £Label0FED61

:Label0FED30
01BD: $19A4 = current_time_in_ms
0084: $19A5 = $19A4  ;; integer values and handles
0060: $19A5 -= $19A6  ;; integer values
00D6: if  0
0018:   $19A5 >  3500  ;; integer values
004D: jump_if_false £Label0FED61
04EB: unknown_actor $1970 bank  0 account_number  100

:Label0FED61
00D6: if  0
0038:   $19F2 ==  0  ;; integer values
004D: jump_if_false £Label0FEDB1
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1970 radius  10.0  10.0
004D: jump_if_false £Label0FEDB1
04EB: unknown_actor $1970 bank  0 account_number  100
0350: unknown_actor $1970 not_scared_flag  0
01CA: actor $1970 kill_player $PLAYER_CHAR
0004: $19F2 =  1  ;; integer values

:Label0FEDB1
00D6: if  0
8118:   NOT   actor $1972 dead
004D: jump_if_false £Label0FEEDE
00D6: if  0
0038:   $19DD ==  0  ;; integer values
004D: jump_if_false £Label0FEDE2
01CA: actor $1972 kill_player $PLAYER_CHAR
0004: $19DD =  1  ;; integer values

:Label0FEDE2
00D6: if  0
0038:   $19DD ==  1  ;; integer values
004D: jump_if_false £Label0FEEDE
00D6: if  0
0038:   $19F4 ==  0  ;; integer values
004D: jump_if_false £Label0FEE7E
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FEE4D
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1972 radius  5.0  5.0
004D: jump_if_false £Label0FEE46
01BD: $19A9 = current_time_in_ms
04EB: unknown_actor $1972 bank  1 account_number  300000

:Label0FEE46
0002: jump £Label0FEE7E

:Label0FEE4D
01BD: $19A7 = current_time_in_ms
0084: $19A8 = $19A7  ;; integer values and handles
0060: $19A8 -= $19A9  ;; integer values
00D6: if  0
0018:   $19A8 >  3000  ;; integer values
004D: jump_if_false £Label0FEE7E
04EB: unknown_actor $1972 bank  0 account_number  100

:Label0FEE7E
00D6: if  0
0038:   $19F4 ==  0  ;; integer values
004D: jump_if_false £Label0FEEDE
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FEEDE
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1972 radius  10.0  10.0
004D: jump_if_false £Label0FEEDE
04EB: unknown_actor $1972 bank  0 account_number  100
0350: unknown_actor $1972 not_scared_flag  0
01CA: actor $1972 kill_player $PLAYER_CHAR
0004: $19F4 =  1  ;; integer values

:Label0FEEDE
00D6: if  0
8118:   NOT   actor $1971 dead
004D: jump_if_false £Label0FEF6B
00D6: if  0
0038:   $19DC ==  0  ;; integer values
004D: jump_if_false £Label0FEF1B
01CA: actor $1971 kill_player $PLAYER_CHAR
04EB: unknown_actor $1971 bank  1 account_number  800000
0004: $19DC =  1  ;; integer values

:Label0FEF1B
00D6: if  0
0038:   $19F3 ==  0  ;; integer values
004D: jump_if_false £Label0FEF6B
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1971 radius  5.0  5.0
004D: jump_if_false £Label0FEF6B
04EB: unknown_actor $1971 bank  0 account_number  100
0350: unknown_actor $1971 not_scared_flag  0
01CA: actor $1971 kill_player $PLAYER_CHAR
0004: $19F3 =  1  ;; integer values

:Label0FEF6B
00D6: if  0
8118:   NOT   actor $1973 dead
004D: jump_if_false £Label0FEFF8
00D6: if  0
0038:   $19DE ==  0  ;; integer values
004D: jump_if_false £Label0FEFA8
01CA: actor $1973 kill_player $PLAYER_CHAR
04EB: unknown_actor $1973 bank  1 account_number  800000
0004: $19DE =  1  ;; integer values

:Label0FEFA8
00D6: if  0
0038:   $19F5 ==  0  ;; integer values
004D: jump_if_false £Label0FEFF8
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1973 radius  5.0  5.0
004D: jump_if_false £Label0FEFF8
04EB: unknown_actor $1973 bank  0 account_number  100
0350: unknown_actor $1973 not_scared_flag  0
01CA: actor $1973 kill_player $PLAYER_CHAR
0004: $19F5 =  1  ;; integer values

:Label0FEFF8
00D6: if  0
0038:   $19F7 ==  0  ;; integer values
004D: jump_if_false £Label0FF08C
00D6: if  0
8118:   NOT   actor $1967 dead
004D: jump_if_false £Label0FF08C
00D6: if  0
02CB:   actor $1967 bounding_sphere_visible
004D: jump_if_false £Label0FF08C
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FF08C
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FF08C
00D6: if  23
00E9:   player $PLAYER_CHAR  0 ()near_actor $1967 radius  30.0  30.0
02D7:   player $PLAYER_CHAR currentweapon ==  30
02D7:   player $PLAYER_CHAR currentweapon ==  28
02D7:   player $PLAYER_CHAR currentweapon ==  29
004D: jump_if_false £Label0FF08C
02E2: set_actor $1967 weapon_accuracy_to  95
0004: $19F7 =  1  ;; integer values

:Label0FF08C
00D6: if  0
8118:   NOT   actor $1976 dead
004D: jump_if_false £Label0FF1B9
00D6: if  0
0038:   $19DF ==  0  ;; integer values
004D: jump_if_false £Label0FF0BD
01CA: actor $1976 kill_player $PLAYER_CHAR
0004: $19DF =  1  ;; integer values

:Label0FF0BD
00D6: if  0
0038:   $19DF ==  1  ;; integer values
004D: jump_if_false £Label0FF1B9
00D6: if  0
0038:   $19FA ==  0  ;; integer values
004D: jump_if_false £Label0FF159
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FF128
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1976 radius  5.0  5.0
004D: jump_if_false £Label0FF121
01BD: $19AC = current_time_in_ms
04EB: unknown_actor $1976 bank  1 account_number  300000

:Label0FF121
0002: jump £Label0FF159

:Label0FF128
01BD: $19AA = current_time_in_ms
0084: $19AB = $19AA  ;; integer values and handles
0060: $19AB -= $19AC  ;; integer values
00D6: if  0
0018:   $19AB >  2000  ;; integer values
004D: jump_if_false £Label0FF159
04EB: unknown_actor $1976 bank  0 account_number  100

:Label0FF159
00D6: if  0
0038:   $19FA ==  0  ;; integer values
004D: jump_if_false £Label0FF1B9
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FF1B9
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1976 radius  10.0  10.0
004D: jump_if_false £Label0FF1B9
04EB: unknown_actor $1976 bank  0 account_number  100
0350: unknown_actor $1976 not_scared_flag  0
01CA: actor $1976 kill_player $PLAYER_CHAR
0004: $19FA =  1  ;; integer values

:Label0FF1B9
00D6: if  0
8118:   NOT   actor $1977 dead
004D: jump_if_false £Label0FF2EA
00D6: if  0
0038:   $19E0 ==  0  ;; integer values
004D: jump_if_false £Label0FF1EA
01CA: actor $1977 kill_player $PLAYER_CHAR
0004: $19E0 =  1  ;; integer values

:Label0FF1EA
00D6: if  0
0038:   $19E0 ==  1  ;; integer values
004D: jump_if_false £Label0FF2EA
00D6: if  0
0038:   $19FB ==  0  ;; integer values
004D: jump_if_false £Label0FF286
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FF255
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1977 radius  5.0  5.0
004D: jump_if_false £Label0FF24E
01BD: $19AF = current_time_in_ms
04EB: unknown_actor $1977 bank  1 account_number  300000

:Label0FF24E
0002: jump £Label0FF286

:Label0FF255
01BD: $19AD = current_time_in_ms
0084: $19AE = $19AD  ;; integer values and handles
0060: $19AE -= $19AF  ;; integer values
00D6: if  0
0018:   $19AE >  4000  ;; integer values
004D: jump_if_false £Label0FF286
04EB: unknown_actor $1977 bank  0 account_number  100

:Label0FF286
00D6: if  0
0038:   $19FB ==  0  ;; integer values
004D: jump_if_false £Label0FF2EA
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FF2EA
00D6: if  23
00E9:   player $PLAYER_CHAR  0 ()near_actor $1977 radius  10.0  10.0
02D7:   player $PLAYER_CHAR currentweapon ==  30
02D7:   player $PLAYER_CHAR currentweapon ==  28
02D7:   player $PLAYER_CHAR currentweapon ==  29
004D: jump_if_false £Label0FF2EA
02E2: set_actor $1977 weapon_accuracy_to  90
0004: $19FB =  1  ;; integer values

:Label0FF2EA
00D6: if  0
8118:   NOT   actor $1978 dead
004D: jump_if_false £Label0FF41B
00D6: if  0
0038:   $19E1 ==  0  ;; integer values
004D: jump_if_false £Label0FF31B
01CA: actor $1978 kill_player $PLAYER_CHAR
0004: $19E1 =  1  ;; integer values

:Label0FF31B
00D6: if  0
0038:   $19E1 ==  1  ;; integer values
004D: jump_if_false £Label0FF41B
00D6: if  0
0038:   $19FC ==  0  ;; integer values
004D: jump_if_false £Label0FF3B7
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FF386
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1978 radius  5.0  5.0
004D: jump_if_false £Label0FF37F
01BD: $19B2 = current_time_in_ms
04EB: unknown_actor $1978 bank  1 account_number  300000

:Label0FF37F
0002: jump £Label0FF3B7

:Label0FF386
01BD: $19B0 = current_time_in_ms
0084: $19B1 = $19B0  ;; integer values and handles
0060: $19B1 -= $19B2  ;; integer values
00D6: if  0
0018:   $19B1 >  3500  ;; integer values
004D: jump_if_false £Label0FF3B7
04EB: unknown_actor $1978 bank  0 account_number  100

:Label0FF3B7
00D6: if  0
0038:   $19FC ==  0  ;; integer values
004D: jump_if_false £Label0FF41B
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FF41B
00D6: if  23
00E9:   player $PLAYER_CHAR  0 ()near_actor $1978 radius  7.0  7.0
02D7:   player $PLAYER_CHAR currentweapon ==  30
02D7:   player $PLAYER_CHAR currentweapon ==  28
02D7:   player $PLAYER_CHAR currentweapon ==  29
004D: jump_if_false £Label0FF41B
02E2: set_actor $1978 weapon_accuracy_to  90
0004: $19FC =  1  ;; integer values

:Label0FF41B
00D6: if  0
8118:   NOT   actor $1979 dead
004D: jump_if_false £Label0FF54C
00D6: if  0
0038:   $19E2 ==  0  ;; integer values
004D: jump_if_false £Label0FF44C
01CA: actor $1979 kill_player $PLAYER_CHAR
0004: $19E2 =  1  ;; integer values

:Label0FF44C
00D6: if  0
0038:   $19E2 ==  1  ;; integer values
004D: jump_if_false £Label0FF54C
00D6: if  0
0038:   $19FD ==  0  ;; integer values
004D: jump_if_false £Label0FF4E8
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FF4B7
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1979 radius  5.0  5.0
004D: jump_if_false £Label0FF4B0
01BD: $19B5 = current_time_in_ms
04EB: unknown_actor $1979 bank  1 account_number  300000

:Label0FF4B0
0002: jump £Label0FF4E8

:Label0FF4B7
01BD: $19B3 = current_time_in_ms
0084: $19B4 = $19B3  ;; integer values and handles
0060: $19B4 -= $19B5  ;; integer values
00D6: if  0
0018:   $19B4 >  4000  ;; integer values
004D: jump_if_false £Label0FF4E8
04EB: unknown_actor $1979 bank  0 account_number  100

:Label0FF4E8
00D6: if  0
0038:   $19FD ==  0  ;; integer values
004D: jump_if_false £Label0FF54C
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FF54C
00D6: if  23
00E9:   player $PLAYER_CHAR  0 ()near_actor $1979 radius  10.0  10.0
02D7:   player $PLAYER_CHAR currentweapon ==  30
02D7:   player $PLAYER_CHAR currentweapon ==  28
02D7:   player $PLAYER_CHAR currentweapon ==  29
004D: jump_if_false £Label0FF54C
02E2: set_actor $1979 weapon_accuracy_to  90
0004: $19FD =  1  ;; integer values

:Label0FF54C
00D6: if  0
8118:   NOT   actor $197A dead
004D: jump_if_false £Label0FF669
00D6: if  0
0038:   $19E3 ==  0  ;; integer values
004D: jump_if_false £Label0FF57D
01CA: actor $197A kill_player $PLAYER_CHAR
0004: $19E3 =  1  ;; integer values

:Label0FF57D
00D6: if  0
0038:   $19E3 ==  1  ;; integer values
004D: jump_if_false £Label0FF669
00D6: if  0
0038:   $19FE ==  0  ;; integer values
004D: jump_if_false £Label0FF619
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FF5E8
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $197A radius  5.0  5.0
004D: jump_if_false £Label0FF5E1
01BD: $19B8 = current_time_in_ms
04EB: unknown_actor $197A bank  1 account_number  300000

:Label0FF5E1
0002: jump £Label0FF619

:Label0FF5E8
01BD: $19B6 = current_time_in_ms
0084: $19B7 = $19B6  ;; integer values and handles
0060: $19B7 -= $19B8  ;; integer values
00D6: if  0
0018:   $19B7 >  4000  ;; integer values
004D: jump_if_false £Label0FF619
04EB: unknown_actor $197A bank  0 account_number  100

:Label0FF619
00D6: if  0
0038:   $19FE ==  0  ;; integer values
004D: jump_if_false £Label0FF669
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $197A radius  10.0  10.0
004D: jump_if_false £Label0FF669
04EB: unknown_actor $197A bank  0 account_number  100
0350: unknown_actor $197A not_scared_flag  0
01CA: actor $197A kill_player $PLAYER_CHAR
0004: $19FE =  1  ;; integer values

:Label0FF669
00D6: if  0
8118:   NOT   actor $197B dead
004D: jump_if_false £Label0FF786
00D6: if  0
0038:   $19E4 ==  0  ;; integer values
004D: jump_if_false £Label0FF69A
01CA: actor $197B kill_player $PLAYER_CHAR
0004: $19E4 =  1  ;; integer values

:Label0FF69A
00D6: if  0
0038:   $19E4 ==  1  ;; integer values
004D: jump_if_false £Label0FF786
00D6: if  0
0038:   $19FF ==  0  ;; integer values
004D: jump_if_false £Label0FF736
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FF705
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $197B radius  5.0  5.0
004D: jump_if_false £Label0FF6FE
01BD: $19BB = current_time_in_ms
04EB: unknown_actor $197B bank  1 account_number  300000

:Label0FF6FE
0002: jump £Label0FF736

:Label0FF705
01BD: $19B9 = current_time_in_ms
0084: $19BA = $19B9  ;; integer values and handles
0060: $19BA -= $19BB  ;; integer values
00D6: if  0
0018:   $19BA >  3000  ;; integer values
004D: jump_if_false £Label0FF736
04EB: unknown_actor $197B bank  0 account_number  100

:Label0FF736
00D6: if  0
0038:   $19FF ==  0  ;; integer values
004D: jump_if_false £Label0FF786
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $197B radius  10.0  10.0
004D: jump_if_false £Label0FF786
04EB: unknown_actor $197B bank  0 account_number  100
0350: unknown_actor $197B not_scared_flag  0
01CA: actor $197B kill_player $PLAYER_CHAR
0004: $19FF =  1  ;; integer values

:Label0FF786
00D6: if  0
8118:   NOT   actor $197C dead
004D: jump_if_false £Label0FF8C8
00D6: if  0
0038:   $19E5 ==  0  ;; integer values
004D: jump_if_false £Label0FF7B7
01CA: actor $197C kill_player $PLAYER_CHAR
0004: $19E5 =  1  ;; integer values

:Label0FF7B7
00D6: if  0
0038:   $19E5 ==  1  ;; integer values
004D: jump_if_false £Label0FF8C8
00D6: if  0
0038:   $1A00 ==  0  ;; integer values
004D: jump_if_false £Label0FF853
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FF822
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $197C radius  5.0  5.0
004D: jump_if_false £Label0FF81B
01BD: $19BE = current_time_in_ms
04EB: unknown_actor $197C bank  1 account_number  300000

:Label0FF81B
0002: jump £Label0FF853

:Label0FF822
01BD: $19BC = current_time_in_ms
0084: $19BD = $19BC  ;; integer values and handles
0060: $19BD -= $19BE  ;; integer values
00D6: if  0
0018:   $19BD >  2000  ;; integer values
004D: jump_if_false £Label0FF853
04EB: unknown_actor $197C bank  0 account_number  100

:Label0FF853
00D6: if  0
0038:   $1A00 ==  0  ;; integer values
004D: jump_if_false £Label0FF8C8
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FF8C8
00D6: if  23
00E9:   player $PLAYER_CHAR  0 ()near_actor $197C radius  2.0  2.0
02D7:   player $PLAYER_CHAR currentweapon ==  30
02D7:   player $PLAYER_CHAR currentweapon ==  28
02D7:   player $PLAYER_CHAR currentweapon ==  29
004D: jump_if_false £Label0FF8C8
04EB: unknown_actor $197C bank  0 account_number  100
0350: unknown_actor $197C not_scared_flag  0
01CA: actor $197C kill_player $PLAYER_CHAR
0004: $1A00 =  1  ;; integer values

:Label0FF8C8
00D6: if  0
8118:   NOT   actor $197D dead
004D: jump_if_false £Label0FF9E5
00D6: if  0
0038:   $19E6 ==  0  ;; integer values
004D: jump_if_false £Label0FF8F9
01CA: actor $197D kill_player $PLAYER_CHAR
0004: $19E6 =  1  ;; integer values

:Label0FF8F9
00D6: if  0
0038:   $19E6 ==  1  ;; integer values
004D: jump_if_false £Label0FF9E5
00D6: if  0
0038:   $1A01 ==  0  ;; integer values
004D: jump_if_false £Label0FF995
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FF964
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $197D radius  5.0  5.0
004D: jump_if_false £Label0FF95D
01BD: $19C1 = current_time_in_ms
04EB: unknown_actor $197D bank  1 account_number  300000

:Label0FF95D
0002: jump £Label0FF995

:Label0FF964
01BD: $19BF = current_time_in_ms
0084: $19C0 = $19BF  ;; integer values and handles
0060: $19C0 -= $19C1  ;; integer values
00D6: if  0
0018:   $19C0 >  3000  ;; integer values
004D: jump_if_false £Label0FF995
04EB: unknown_actor $197D bank  0 account_number  100

:Label0FF995
00D6: if  0
0038:   $1A01 ==  0  ;; integer values
004D: jump_if_false £Label0FF9E5
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $197D radius  3.0  3.0
004D: jump_if_false £Label0FF9E5
04EB: unknown_actor $197D bank  0 account_number  100
0350: unknown_actor $197D not_scared_flag  0
01CA: actor $197D kill_player $PLAYER_CHAR
0004: $1A01 =  1  ;; integer values

:Label0FF9E5
00D6: if  0
0038:   $19F9 ==  0  ;; integer values
004D: jump_if_false £Label0FFA69
00D6: if  0
8118:   NOT   actor $1975 dead
004D: jump_if_false £Label0FFA69
00D6: if  0
02CB:   actor $1975 bounding_sphere_visible
004D: jump_if_false £Label0FFA69
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FFA69
00D6: if  23
00E9:   player $PLAYER_CHAR  0 ()near_actor $1975 radius  20.0  20.0
02D7:   player $PLAYER_CHAR currentweapon ==  30
02D7:   player $PLAYER_CHAR currentweapon ==  28
02D7:   player $PLAYER_CHAR currentweapon ==  29
004D: jump_if_false £Label0FFA69
02E2: set_actor $1975 weapon_accuracy_to  90
0004: $19F9 =  1  ;; integer values

:Label0FFA69
00D6: if  0
8118:   NOT   actor $197E dead
004D: jump_if_false £Label0FFBAB
00D6: if  0
0038:   $19E7 ==  0  ;; integer values
004D: jump_if_false £Label0FFA9A
01CA: actor $197E kill_player $PLAYER_CHAR
0004: $19E7 =  1  ;; integer values

:Label0FFA9A
00D6: if  0
0038:   $19E7 ==  1  ;; integer values
004D: jump_if_false £Label0FFBAB
00D6: if  0
0038:   $1A02 ==  0  ;; integer values
004D: jump_if_false £Label0FFB36
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FFB05
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $197E radius  5.0  5.0
004D: jump_if_false £Label0FFAFE
01BD: $19C4 = current_time_in_ms
04EB: unknown_actor $197E bank  1 account_number  300000

:Label0FFAFE
0002: jump £Label0FFB36

:Label0FFB05
01BD: $19C2 = current_time_in_ms
0084: $19C3 = $19C2  ;; integer values and handles
0060: $19C3 -= $19C4  ;; integer values
00D6: if  0
0018:   $19C3 >  2000  ;; integer values
004D: jump_if_false £Label0FFB36
04EB: unknown_actor $197E bank  0 account_number  100

:Label0FFB36
00D6: if  0
0038:   $1A02 ==  0  ;; integer values
004D: jump_if_false £Label0FFBAB
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FFBAB
00D6: if  23
00E9:   player $PLAYER_CHAR  0 ()near_actor $197E radius  10.0  10.0
02D7:   player $PLAYER_CHAR currentweapon ==  30
02D7:   player $PLAYER_CHAR currentweapon ==  28
02D7:   player $PLAYER_CHAR currentweapon ==  29
004D: jump_if_false £Label0FFBAB
04EB: unknown_actor $197E bank  0 account_number  100
0350: unknown_actor $197E not_scared_flag  0
01CA: actor $197E kill_player $PLAYER_CHAR
0004: $1A02 =  1  ;; integer values

:Label0FFBAB
00D6: if  0
8118:   NOT   actor $197F dead
004D: jump_if_false £Label0FFCE4
00D6: if  0
0038:   $19E8 ==  0  ;; integer values
004D: jump_if_false £Label0FFBDC
01CA: actor $197F kill_player $PLAYER_CHAR
0004: $19E8 =  1  ;; integer values

:Label0FFBDC
00D6: if  0
0038:   $19E8 ==  1  ;; integer values
004D: jump_if_false £Label0FFCE4
00D6: if  0
0038:   $1A03 ==  0  ;; integer values
004D: jump_if_false £Label0FFC78
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FFC47
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $197F radius  5.0  5.0
004D: jump_if_false £Label0FFC40
01BD: $19C7 = current_time_in_ms
04EB: unknown_actor $197F bank  1 account_number  300000

:Label0FFC40
0002: jump £Label0FFC78

:Label0FFC47
01BD: $19C5 = current_time_in_ms
0084: $19C6 = $19C5  ;; integer values and handles
0060: $19C6 -= $19C7  ;; integer values
00D6: if  0
0018:   $19C6 >  2500  ;; integer values
004D: jump_if_false £Label0FFC78
04EB: unknown_actor $197F bank  0 account_number  100

:Label0FFC78
00D6: if  0
0038:   $1A03 ==  0  ;; integer values
004D: jump_if_false £Label0FFCE4
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FFCE4
00D6: if  23
00E9:   player $PLAYER_CHAR  0 ()near_actor $197F radius  5.0  5.0
02D7:   player $PLAYER_CHAR currentweapon ==  30
02D7:   player $PLAYER_CHAR currentweapon ==  28
02D7:   player $PLAYER_CHAR currentweapon ==  29
004D: jump_if_false £Label0FFCE4
01CA: actor $197F kill_player $PLAYER_CHAR
02E2: set_actor $197F weapon_accuracy_to  90
0004: $1A03 =  1  ;; integer values

:Label0FFCE4
00D6: if  0
8118:   NOT   actor $1980 dead
004D: jump_if_false £Label0FFE01
00D6: if  0
0038:   $19E9 ==  0  ;; integer values
004D: jump_if_false £Label0FFD15
01CA: actor $1980 kill_player $PLAYER_CHAR
0004: $19E9 =  1  ;; integer values

:Label0FFD15
00D6: if  0
0038:   $19E9 ==  1  ;; integer values
004D: jump_if_false £Label0FFE01
00D6: if  0
0038:   $1A04 ==  0  ;; integer values
004D: jump_if_false £Label0FFDB1
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FFD80
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1980 radius  5.0  5.0
004D: jump_if_false £Label0FFD79
01BD: $19CA = current_time_in_ms
04EB: unknown_actor $1980 bank  1 account_number  300000

:Label0FFD79
0002: jump £Label0FFDB1

:Label0FFD80
01BD: $19C8 = current_time_in_ms
0084: $19C9 = $19C8  ;; integer values and handles
0060: $19C9 -= $19CA  ;; integer values
00D6: if  0
0018:   $19C9 >  4000  ;; integer values
004D: jump_if_false £Label0FFDB1
04EB: unknown_actor $1980 bank  0 account_number  100

:Label0FFDB1
00D6: if  0
0038:   $1A04 ==  0  ;; integer values
004D: jump_if_false £Label0FFE01
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1980 radius  7.0  7.0
004D: jump_if_false £Label0FFE01
04EB: unknown_actor $1980 bank  0 account_number  100
0350: unknown_actor $1980 not_scared_flag  0
01CA: actor $1980 kill_player $PLAYER_CHAR
0004: $1A04 =  1  ;; integer values

:Label0FFE01
00D6: if  0
8118:   NOT   actor $1981 dead
004D: jump_if_false £Label0FFF1E
00D6: if  0
0038:   $19EA ==  0  ;; integer values
004D: jump_if_false £Label0FFE32
01CA: actor $1981 kill_player $PLAYER_CHAR
0004: $19EA =  1  ;; integer values

:Label0FFE32
00D6: if  0
0038:   $19EA ==  1  ;; integer values
004D: jump_if_false £Label0FFF1E
00D6: if  0
0038:   $1A05 ==  0  ;; integer values
004D: jump_if_false £Label0FFECE
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FFE9D
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1981 radius  3.0  3.0
004D: jump_if_false £Label0FFE96
01BD: $19CD = current_time_in_ms
04EB: unknown_actor $1981 bank  1 account_number  300000

:Label0FFE96
0002: jump £Label0FFECE

:Label0FFE9D
01BD: $19CB = current_time_in_ms
0084: $19CC = $19CB  ;; integer values and handles
0060: $19CC -= $19CD  ;; integer values
00D6: if  0
0018:   $19CC >  3000  ;; integer values
004D: jump_if_false £Label0FFECE
04EB: unknown_actor $1981 bank  0 account_number  100

:Label0FFECE
00D6: if  0
0038:   $1A05 ==  0  ;; integer values
004D: jump_if_false £Label0FFF1E
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1981 radius  3.0  3.0
004D: jump_if_false £Label0FFF1E
04EB: unknown_actor $1981 bank  0 account_number  100
0350: unknown_actor $1981 not_scared_flag  0
01CA: actor $1981 kill_player $PLAYER_CHAR
0004: $1A05 =  1  ;; integer values

:Label0FFF1E
00D6: if  0
8118:   NOT   actor $1982 dead
004D: jump_if_false £Label10004F
00D6: if  0
0038:   $19EB ==  0  ;; integer values
004D: jump_if_false £Label0FFF4F
01CA: actor $1982 kill_player $PLAYER_CHAR
0004: $19EB =  1  ;; integer values

:Label0FFF4F
00D6: if  0
0038:   $19EB ==  1  ;; integer values
004D: jump_if_false £Label10004F
00D6: if  0
0038:   $1A06 ==  0  ;; integer values
004D: jump_if_false £Label0FFFEB
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label0FFFBA
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1982 radius  3.0  3.0
004D: jump_if_false £Label0FFFB3
01BD: $19D0 = current_time_in_ms
04EB: unknown_actor $1982 bank  1 account_number  300000

:Label0FFFB3
0002: jump £Label0FFFEB

:Label0FFFBA
01BD: $19CE = current_time_in_ms
0084: $19CF = $19CE  ;; integer values and handles
0060: $19CF -= $19D0  ;; integer values
00D6: if  0
0018:   $19CF >  3000  ;; integer values
004D: jump_if_false £Label0FFFEB
04EB: unknown_actor $1982 bank  0 account_number  100

:Label0FFFEB
00D6: if  0
0038:   $1A06 ==  0  ;; integer values
004D: jump_if_false £Label10004F
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label10004F
00D6: if  23
00E9:   player $PLAYER_CHAR  0 ()near_actor $1982 radius  3.0  3.0
02D7:   player $PLAYER_CHAR currentweapon ==  30
02D7:   player $PLAYER_CHAR currentweapon ==  28
02D7:   player $PLAYER_CHAR currentweapon ==  29
004D: jump_if_false £Label10004F
02E2: set_actor $1982 weapon_accuracy_to  95
0004: $1A06 =  1  ;; integer values

:Label10004F
00D6: if  0
8118:   NOT   actor $1983 dead
004D: jump_if_false £Label10016C
00D6: if  0
0038:   $19EC ==  0  ;; integer values
004D: jump_if_false £Label100080
01CA: actor $1983 kill_player $PLAYER_CHAR
0004: $19EC =  1  ;; integer values

:Label100080
00D6: if  0
0038:   $19EC ==  1  ;; integer values
004D: jump_if_false £Label10016C
00D6: if  0
0038:   $1A07 ==  0  ;; integer values
004D: jump_if_false £Label10011C
00D6: if  0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false £Label1000EB
00D6: if  0
80E9:   NOT   player $PLAYER_CHAR  0 ()near_actor $1983 radius  3.0  3.0
004D: jump_if_false £Label1000E4
01BD: $19D3 = current_time_in_ms
04EB: unknown_actor $1983 bank  1 account_number  300000

:Label1000E4
0002: jump £Label10011C

:Label1000EB
01BD: $19D1 = current_time_in_ms
0084: $19D2 = $19D1  ;; integer values and handles
0060: $19D2 -= $19D3  ;; integer values
00D6: if  0
0018:   $19D2 >  3000  ;; integer values
004D: jump_if_false £Label10011C
04EB: unknown_actor $1983 bank  0 account_number  100

:Label10011C
00D6: if  0
0038:   $1A07 ==  0  ;; integer values
004D: jump_if_false £Label10016C
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1983 radius  3.0  3.0
004D: jump_if_false £Label10016C
04EB: unknown_actor $1983 bank  0 account_number  100
0350: unknown_actor $1983 not_scared_flag  0
01CA: actor $1983 kill_player $PLAYER_CHAR
0004: $1A07 =  1  ;; integer values

:Label10016C
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -896.5784 -551.9854 -879.3575 -504.746
004D: jump_if_false £Label1001BA
00D6: if  0
0038:   $1A09 ==  0  ;; integer values
004D: jump_if_false £Label1001BA
00BC: text_highpriority "ASM5_2"  7000 ms  2  ;; ~g~Get the merchandise and take it to the helipad at the airport!
0004: $1A09 =  1  ;; integer values

:Label1001BA
00D6: if  0
0038:   $1A08 ==  0  ;; integer values
004D: jump_if_false £Label10020B
00D6: if  0
0214:   pickup $1963 picked_up
004D: jump_if_false £Label10020B
0164: disable_marker $1964
00BC: text_highpriority "ASM5_3"  7000 ms  2  ;; ~g~Take the merchandise to the helipad at the airport!
018A: $1992 = create_checkpoint_at -1368.395 -1255.998  17.2
0004: $1A08 =  1  ;; integer values

:Label10020B
00D6: if  0
0038:   $1A08 ==  1  ;; integer values
004D: jump_if_false £Label100259
00D6: if  0
00F5:   player $PLAYER_CHAR  1 (in-sphere)near_point -1368.395 -1255.998  17.2 radius  5.0  5.0  4.0
004D: jump_if_false £Label100259
0164: disable_marker $1992
0002: jump £Label10042B

:Label100259
00D6: if  0
0118:   actor $1965 dead
004D: jump_if_false £Label10026E
01C2: remove_references_to_actor $1965  ;; Like turning an actor into a random pedestrian

:Label10026E
00D6: if  0
0118:   actor $1966 dead
004D: jump_if_false £Label100283
01C2: remove_references_to_actor $1966  ;; Like turning an actor into a random pedestrian

:Label100283
00D6: if  0
0118:   actor $1969 dead
004D: jump_if_false £Label100298
01C2: remove_references_to_actor $1969  ;; Like turning an actor into a random pedestrian

:Label100298
00D6: if  0
0118:   actor $196A dead
004D: jump_if_false £Label1002AD
01C2: remove_references_to_actor $196A  ;; Like turning an actor into a random pedestrian

:Label1002AD
00D6: if  0
0118:   actor $196B dead
004D: jump_if_false £Label1002C2
01C2: remove_references_to_actor $196B  ;; Like turning an actor into a random pedestrian

:Label1002C2
00D6: if  0
0118:   actor $196C dead
004D: jump_if_false £Label1002D7
01C2: remove_references_to_actor $196C  ;; Like turning an actor into a random pedestrian

:Label1002D7
00D6: if  0
0118:   actor $196D dead
004D: jump_if_false £Label1002EC
01C2: remove_references_to_actor $196D  ;; Like turning an actor into a random pedestrian

:Label1002EC
00D6: if  0
0118:   actor $196E dead
004D: jump_if_false £Label100301
01C2: remove_references_to_actor $196E  ;; Like turning an actor into a random pedestrian

:Label100301
00D6: if  0
0118:   actor $196F dead
004D: jump_if_false £Label100316
01C2: remove_references_to_actor $196F  ;; Like turning an actor into a random pedestrian

:Label100316
00D6: if  0
0118:   actor $1972 dead
004D: jump_if_false £Label10032B
01C2: remove_references_to_actor $1972  ;; Like turning an actor into a random pedestrian

:Label10032B
00D6: if  0
0118:   actor $1973 dead
004D: jump_if_false £Label100340
01C2: remove_references_to_actor $1973  ;; Like turning an actor into a random pedestrian

:Label100340
00D6: if  0
0118:   actor $1976 dead
004D: jump_if_false £Label100355
01C2: remove_references_to_actor $1976  ;; Like turning an actor into a random pedestrian

:Label100355
00D6: if  0
0118:   actor $1977 dead
004D: jump_if_false £Label10036A
01C2: remove_references_to_actor $1977  ;; Like turning an actor into a random pedestrian

:Label10036A
00D6: if  0
0118:   actor $1978 dead
004D: jump_if_false £Label10037F
01C2: remove_references_to_actor $1978  ;; Like turning an actor into a random pedestrian

:Label10037F
00D6: if  0
0118:   actor $1979 dead
004D: jump_if_false £Label100394
01C2: remove_references_to_actor $1979  ;; Like turning an actor into a random pedestrian

:Label100394
00D6: if  0
0119:   car $198B wrecked
004D: jump_if_false £Label1003AE
01C3: remove_references_to_car $198B  ;; Like turning a car into any random car
0249: release_model #PONY

:Label1003AE
00D6: if  0
0119:   car $1989 wrecked
004D: jump_if_false £Label1003C3
01C3: remove_references_to_car $1989  ;; Like turning a car into any random car

:Label1003C3
00D6: if  0
0119:   car $198A wrecked
004D: jump_if_false £Label1003D8
01C3: remove_references_to_car $198A  ;; Like turning a car into any random car

:Label1003D8
0002: jump £Label0FE4DA

:Label1003DF
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!

:Label1003EE
00D6: if  0
834E:   NOT unknown_move_object $71A to -973.664 -519.65  10.092 unknown_angle  0.0  1.0  0.0  0
004D: jump_if_false £Label100429
0001: wait  0 ms
0002: jump £Label1003EE

:Label100429
0051: return

:Label10042B
0004: $12E =  1  ;; integer values
0318: set_latest_mission_passed "JOB_5"  ;; Loose Ends
01C4: remove_references_to_object $71A  ;; This object will now disappear when the player looks away
01E3: text_1number_styled "M_PASS"  16000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  16000
0394: play_music  1
030C: set_mission_points +=  1
0533:  1
0164: disable_marker $129
0051: return

:Label100473
0004: $ONMISSION =  0  ;; integer values
0215: destroy_pickup $198E
0215: destroy_pickup $198F
0215: destroy_pickup $1990
0215: destroy_pickup $1991
0215: destroy_pickup $1963
0164: disable_marker $1964
0164: disable_marker $1992
0249: release_model #SGA
0249: release_model #SGB
0249: release_model #MP5LNG
0249: release_model #ADMIRAL
0249: release_model #PONY
0249: release_model #MAVERICK
0249: release_model -114 (BARREL4)
0296: unload_special_actor  1
0296: unload_special_actor  2
034F: destroy_actor_with_fade $1965  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1966  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1967  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1968  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1969  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $196A  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $196B  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $196C  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $196D  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $196E  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $196F  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1970  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1971  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1972  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1973  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1974  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1975  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1976  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1977  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1978  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1979  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $197A  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $197B  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $197C  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $197D  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $197E  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $197F  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1980  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1981  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1982  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1983  ;; The actor fades away like a ghost
0108: destroy_object $1993
0108: destroy_object $1994
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 72---------------
; Originally: V.I.P.


:Label100573
0050: gosub £Label100597
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label10058E
0050: gosub £Label1014B7

:Label10058E
0050: gosub £Label10150A
004E: end_thread

:Label100597
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "TAXWAR1"
0001: wait  0 ms
054C: use_GXT_table "TAXIWA1"
058E: set_restart_mission_taxi_destination -1020.8  191.1  10.5  350.0
0004: $1A16 =  0  ;; integer values
0006:  2@ =  0  ;; integer values
0006:  1@ =  0  ;; integer values
0006:  3@ =  0  ;; integer values
03CF: load_wav "TAX1_1" as  1
03CF: load_wav "TAX1_2" as  2

:Label100602
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label100620
0001: wait  0 ms
0002: jump £Label100602

:Label100620
03D1: play_wav  1
00BC: text_highpriority "TAX1_1"  4500 ms  1  ;; Ok, we got a high class fare needs picking up from Starfish island - any takers?
0001: wait  500 ms
0006:  16@ =  0  ;; integer values

:Label10063F
00D6: if  0
8019:   NOT    16@ >  4000  ;; integer values
004D: jump_if_false £Label100675
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label10066E
0002: jump £Label1006C5

:Label10066E
0002: jump £Label10063F

:Label100675
03D1: play_wav  2
00BC: text_highpriority "TAX1_2"  3000 ms  1  ;; Tommy here, I'll take it!
0006:  16@ =  0  ;; integer values

:Label10068F
00D6: if  0
8019:   NOT    16@ >  3000  ;; integer values
004D: jump_if_false £Label1006C5
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label1006BE
0002: jump £Label1006C5

:Label1006BE
0002: jump £Label10068F

:Label1006C5
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
040D: unload_wav  1
040D: unload_wav  2
0247: request_model #TAXI
0247: request_model #WMOCA
0247: request_model #WMOBU
0247: request_model #KAUFMAN

:Label1006EC
00D6: if  23
8248:   NOT   model #TAXI available
8248:   NOT   model #WMOCA available
8248:   NOT   model #WMOBU available
8248:   NOT   model #KAUFMAN available
004D: jump_if_false £Label100714
0001: wait  0 ms
0002: jump £Label1006EC

:Label100714
018A: $1A10 = create_checkpoint_at -576.7 -480.1  10.8
00BC: text_highpriority "TAXW1_1"  10000 ms  1  ;; ~g~Pick up the V.I.P. on Starfish Island.
0004: $1A1D =  61000  ;; integer values
014E: set_timer_to $1A1D type  1
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label100760
00DA: $137 = player $PLAYER_CHAR car

:Label100760
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false £Label100770

:Label100770
00D6: if  22
80F8:   NOT   player $PLAYER_CHAR stopped  1 (in-sphere)near_point -576.7 -480.1  10.5 radius  2.5  2.5  3.0
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
8122:   NOT   player $PLAYER_CHAR pressing_horn
004D: jump_if_false £Label100868
0001: wait  0 ms
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false £Label1007C1

:Label1007C1
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
004D: jump_if_false £Label1007E3
00DA: $137 = player $PLAYER_CHAR car
0002: jump £Label1007F2

:Label1007E3
00BC: text_highpriority "TAXW1_5"  1000 ms  1  ;; ~g~You need to be in a Kaufman cab!

:Label1007F2
00D6: if  0
0038:   $1A1D ==  0  ;; integer values
004D: jump_if_false £Label10081A
00BC: text_highpriority "OUTTIME"  5000 ms  1  ;; ~r~Too slow, man, too slow!
0002: jump £Label1014B7

:Label10081A
00D6: if  1
00F8:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point -576.7 -480.1  11.0 radius  2.5  2.5  3.0
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
004D: jump_if_false £Label100861
00BC: text_highpriority "HORN"  1000 ms  1  ;; ~g~Sound the horn.

:Label100861
0002: jump £Label100770

:Label100868
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false £Label10087F
020A: set_car $137 door_status_to  4

:Label10087F
0001: wait  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
014F: stop_timer $1A1D
009A:  0@ = create_actor  4 #WMOBU at -573.9 -448.1  14.1
0173: set_actor  0@ z_angle_to  270.0
01ED: reset_actor  0@ flags
0211: actor  0@ walk_to -564.3 -447.9
015F: set_camera_position -576.171 -461.122  11.516  0.0  0.0  0.0
0160: point_camera -575.533 -460.37  11.682  2
03CF: load_wav "TAX1_3" as  1
0001: wait  3000 ms
015F: set_camera_position -584.096 -471.163  12.693  0.0  0.0  0.0
0160: point_camera -583.402 -471.861  12.514  2
00A5: $1A2A = create_car #TAXI at -546.0 -474.3  10.0
03BA: clear_cars_from_cube -600.8 -487.6  0.0 -463.6 -433.6  20.0
0129: $1A17 = create_actor  4 #WMOCA in_car $1A2A driverseat
0175: set_car $1A2A z_angle_to  90.0
00AD: set_car $1A2A max_speed_to  30.0
04BA: set_car $1A2A speed_instantly  10.0
00AE: unknown_set_car $1A2A to_ignore_traffic_lights  3
02AA: set_car $1A2A immune_to_nonplayer  1
0243: set_actor $1A17 ped_stats_to  16
0164: disable_marker $1A10
04E0: unknown_car $1A2A  100
00A7: car $1A2A drive_to -578.0 -474.3  10.8
0006:  17@ =  0  ;; integer values

:Label1009DE
00D6: if  0
81AD:   NOT   car $1A2A  0 ()near_point -578.0 -474.3  6.0  4.0
004D: jump_if_false £Label100A7D
0001: wait  0 ms
00D6: if  0
0119:   car $1A2A wrecked
004D: jump_if_false £Label100A1F
0002: jump £Label1014B7

:Label100A1F
00D6: if  0
0118:   actor $1A17 dead
004D: jump_if_false £Label100A45
00BC: text_highpriority "TAXW1_3"  5000 ms  1  ;; ~r~The V.I.P. is dead!
0002: jump £Label1014B7

:Label100A45
00D6: if  0
0118:   actor $1A17 dead
004D: jump_if_false £Label100A5C
0002: jump £Label1014B7

:Label100A5C
00D6: if  0
0019:    17@ >  10000  ;; integer values
004D: jump_if_false £Label100A76
0002: jump £Label100A7D

:Label100A76
0002: jump £Label1009DE

:Label100A7D
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label100A9F
03D1: play_wav  1
00BC: text_highpriority "TAX1_3"  4000 ms  1  ;; This is my fare, back off asshole!

:Label100A9F
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label100AD3
00A1: put_actor  0@ at -576.2 -471.1  10.4
01D4: actor  0@ go_to_car $1A2A and_enter_it_as_a_passenger
0187: $1A2B = create_marker_above_actor  0@

:Label100AD3
00D6: if  0
8119:   NOT   car $1A2A wrecked
004D: jump_if_false £Label100AED
00AD: set_car $1A2A max_speed_to  0.0

:Label100AED
00D6: if  0
80DB:   NOT   actor  0@ in_car $1A2A
004D: jump_if_false £Label100B6E
0001: wait  0 ms
00D6: if  0
0119:   car $1A2A wrecked
004D: jump_if_false £Label100B2A
00BC: text_highpriority "TAXW1_3"  5000 ms  1  ;; ~r~The V.I.P. is dead!
0002: jump £Label1014B7

:Label100B2A
00D6: if  0
0118:   actor $1A17 dead
004D: jump_if_false £Label100B50
00BC: text_highpriority "TAXW1_3"  5000 ms  1  ;; ~r~The V.I.P. is dead!
0002: jump £Label1014B7

:Label100B50
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label100B67
0002: jump £Label1014B7

:Label100B67
0002: jump £Label100AED

:Label100B6E
00D6: if  0
8119:   NOT   car $1A2A wrecked
004D: jump_if_false £Label100B85
020A: set_car $1A2A door_status_to  3

:Label100B85
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
015A: restore_camera
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false £Label100BA9
020A: set_car $137 door_status_to  1

:Label100BA9
00BC: text_highpriority "TAXW1_2"  5000 ms  1  ;; ~g~Get the V.I.P back! Take the other car out!
00A7: car $1A2A drive_to -683.0 -488.6  10.6
00AD: set_car $1A2A max_speed_to  30.0
00AE: unknown_set_car $1A2A to_ignore_traffic_lights  2
02AA: set_car $1A2A immune_to_nonplayer  0
0593:  0@  1
018A: $1A10 = create_checkpoint_at -1438.1 -833.6  11.3
03CF: load_wav "TAX1_4" as  1

:Label100C0B
00D6: if  0
8101:   NOT   actor  0@ stopped_near_point -1438.1 -833.6  11.3 radius  5.0  5.0  5.0 sphere  1
004D: jump_if_false £Label101167
0001: wait  0 ms
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label100C65
00BC: text_highpriority "TAXW1_3"  5000 ms  1  ;; ~r~The V.I.P. is dead!
0002: jump £Label1014B7

:Label100C65
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false £Label100C75

:Label100C75
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label100C8D
00DA: $137 = player $PLAYER_CHAR car

:Label100C8D
00D6: if  0
8119:   NOT   car $1A2A wrecked
004D: jump_if_false £Label100E8C
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1A2A
004D: jump_if_false £Label100E8C
00D6: if  0
01AF:   car $1A2A  0 ()near_point -683.0 -488.6  10.6 radius  5.0  5.0  5.0
004D: jump_if_false £Label100CF4
00A7: car $1A2A drive_to -847.1 -516.6  10.6

:Label100CF4
00D6: if  0
01AF:   car $1A2A  0 ()near_point -847.1 -516.6  10.6 radius  5.0  5.0  5.0
004D: jump_if_false £Label100D38
00A7: car $1A2A drive_to -831.4 -639.5  10.6

:Label100D38
00D6: if  0
01AF:   car $1A2A  0 ()near_point -831.4 -639.5  10.6 radius  5.0  5.0  5.0
004D: jump_if_false £Label100D7C
00A7: car $1A2A drive_to -1131.7 -687.8  10.6

:Label100D7C
00D6: if  0
01AF:   car $1A2A  0 ()near_point -1131.7 -687.8  10.6 radius  5.0  5.0  5.0
004D: jump_if_false £Label100DC0
00A7: car $1A2A drive_to -914.3 -1067.2  10.6

:Label100DC0
00D6: if  0
01AF:   car $1A2A  0 ()near_point -914.3 -1067.2  10.6 radius  5.0  5.0  5.0
004D: jump_if_false £Label100E04
00A7: car $1A2A drive_to -1197.3 -1070.9  11.3

:Label100E04
00D6: if  0
01AF:   car $1A2A  0 ()near_point -1197.3 -1070.9  11.3 radius  5.0  5.0  5.0
004D: jump_if_false £Label100E48
00A7: car $1A2A drive_to -1407.5 -785.4  11.3

:Label100E48
00D6: if  0
01AF:   car $1A2A  0 ()near_point -1407.5 -785.4  11.3 radius  5.0  5.0  5.0
004D: jump_if_false £Label100E8C
00A7: car $1A2A drive_to -1438.1 -833.6  11.3

:Label100E8C
00D6: if  0
8119:   NOT   car $1A2A wrecked
004D: jump_if_false £Label10100F
00D6: if  21
8185:   NOT   car $1A2A health >=  500
0118:   actor $1A17 dead
004D: jump_if_false £Label10100F
00D6: if  0
0039:    1@ ==  0  ;; integer values
004D: jump_if_false £Label10100F
00D6: if  0
8119:   NOT   car $1A2A wrecked
004D: jump_if_false £Label100EDD
020A: set_car $1A2A door_status_to  1

:Label100EDD
01D3: actor  0@ leave_car $1A2A

:Label100EE5
00D6: if  0
00DB:   actor  0@ in_car $1A2A
004D: jump_if_false £Label100F98
0001: wait  0 ms
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false £Label100F0C

:Label100F0C
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label100F24
00DA: $137 = player $PLAYER_CHAR car

:Label100F24
00D6: if  0
0119:   car $1A2A wrecked
004D: jump_if_false £Label100F34

:Label100F34
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label100F5A
00BC: text_highpriority "TAXW1_3"  5000 ms  1  ;; ~r~The V.I.P. is dead!
0002: jump £Label1014B7

:Label100F5A
00D6: if  0
0101:   actor  0@ stopped_near_point -1438.1 -833.6  11.3 radius  4.0  4.0  5.0 sphere  1
004D: jump_if_false £Label100F91
0002: jump £Label101167

:Label100F91
0002: jump £Label100EE5

:Label100F98
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label100FAF
0593:  0@  0

:Label100FAF
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label100FD1
03D1: play_wav  1
00BC: text_highpriority "TAX1_4"  4000 ms  1  ;; Come on come on, Get in, quick!

:Label100FD1
0006:  17@ =  0  ;; integer values
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label101008
03CF: load_wav "TAX1_5" as  2
011C: actor  0@ clear_objective
0319: set_actor  0@ wander_state_to  1 (off)
01DE: tie_actor  0@ to_actor $PLAYER_ACTOR

:Label101008
0006:  1@ =  1  ;; integer values

:Label10100F
00D6: if  0
0039:    1@ ==  1  ;; integer values
004D: jump_if_false £Label101160
00D6: if  0
0019:    16@ >  500  ;; integer values
004D: jump_if_false £Label101068
00D6: if  1
8119:   NOT   car $1A2A wrecked
8118:   NOT   actor $1A17 dead
004D: jump_if_false £Label101068
00AD: set_car $1A2A max_speed_to  50.0
00AE: unknown_set_car $1A2A to_ignore_traffic_lights  3
00AF: set_car $1A2A driver_behaviour_to  2
0006:  16@ =  0  ;; integer values

:Label101068
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false £Label1010A4
00D6: if  0
00DB:   actor  0@ in_car $137
004D: jump_if_false £Label101097
0164: disable_marker $1A2B
0002: jump £Label1010A4

:Label101097
0164: disable_marker $1A2B
0187: $1A2B = create_marker_above_actor  0@

:Label1010A4
00D6: if  0
0039:    3@ ==  0  ;; integer values
004D: jump_if_false £Label10113A
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label10113A
00D6: if  0
00FB:   player $PLAYER_CHAR  0 ()near_actor  0@ radius  15.0  15.0  6.0
004D: jump_if_false £Label10113A
00D6: if  0
0019:    17@ >  2000  ;; integer values
004D: jump_if_false £Label10113A
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label10113A
03D1: play_wav  2
00BC: text_highpriority "TAX1_5"  4000 ms  1  ;; Ok, ok! Just don't hurt me!
0001: wait  4000 ms
00BC: text_highpriority "TAXW1_6"  8000 ms  1  ;; ~g~Take the V.I.P. to the airport!
0006:  3@ =  1  ;; integer values

:Label10113A
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label101160
00BC: text_highpriority "TAXW1_3"  5000 ms  1  ;; ~r~The V.I.P. is dead!
0002: jump £Label1014B7

:Label101160
0002: jump £Label100C0B

:Label101167
00D6: if  0
8119:   NOT   car $1A2A wrecked
004D: jump_if_false £Label1011D5
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label1011D5
00D6: if  1
00DB:   actor  0@ in_car $1A2A
01AF:   car $1A2A  1 (in-sphere)near_point -1438.1 -833.6  11.3 radius  5.0  5.0  5.0
004D: jump_if_false £Label1011D5
00BC: text_highpriority "TAXW1_4"  5000 ms  1  ;; ~r~The V.I.P. has been dropped off!
0002: jump £Label1014B7

:Label1011D5
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false £Label101260
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label101260
00D6: if  1
0101:   actor  0@ stopped_near_point -1438.1 -833.6  11.3 radius  5.0  5.0  5.0 sphere  1
80F5:   NOT   player $PLAYER_CHAR  1 (in-sphere)near_point -1438.1 -833.6  11.3 radius  5.0  5.0  5.0
004D: jump_if_false £Label101260
00BC: text_highpriority "TAXW1_4"  5000 ms  1  ;; ~r~The V.I.P. has been dropped off!
0002: jump £Label1014B7

:Label101260
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false £Label101385
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label101385
00D6: if  1
00DB:   actor  0@ in_car $137
01B0:   car $137 stopped  1 (in-sphere)near_point -1438.1 -833.6  11.3 radius  5.0  5.0  5.0
004D: jump_if_false £Label101385
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -1462.635 -791.768  15.662  0.0  0.0  0.0
0160: point_camera -1462.162 -792.641  15.783  2
0001: wait  2000 ms
015F: set_camera_position -1468.559 -834.603  16.36  0.0  0.0  0.0
0160: point_camera -1467.827 -833.977  16.091  2
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label101377
01E0: clear_leader  0@
0319: set_actor  0@ wander_state_to  0 (wander)
0362: remove_actor  0@ from_car_and_place_at -1459.6 -825.3  13.9
0173: set_actor  0@ z_angle_to  146.0
0211: actor  0@ walk_to -1465.7 -832.2

:Label101377
0001: wait  3500 ms
02EB: restore_camera_with_jumpcut
0002: jump £Label1014C8

:Label101385
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label1014B7
00D6: if  1
00FF:   actor  0@  1 (in-sphere)near_point_on_foot -1438.1 -833.6  11.3 radius  5.0  5.0  5.0
00F6:   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -1438.1 -833.6  11.3 radius  5.0  5.0  5.0
004D: jump_if_false £Label1014B7
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -1462.635 -791.768  15.662  0.0  0.0  0.0
0160: point_camera -1462.162 -792.641  15.783  2
0001: wait  2000 ms
015F: set_camera_position -1468.559 -834.603  16.36  0.0  0.0  0.0
0160: point_camera -1467.827 -833.977  16.091  2
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label1014A9
01E0: clear_leader  0@
0319: set_actor  0@ wander_state_to  0 (wander)
00A1: put_actor  0@ at -1459.6 -825.3  13.9
0173: set_actor  0@ z_angle_to  146.0
0211: actor  0@ walk_to -1465.7 -832.2

:Label1014A9
0001: wait  3500 ms
02EB: restore_camera_with_jumpcut
0002: jump £Label1014C8

:Label1014B7
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label1014C8
0004: $134 =  1  ;; integer values
0394: play_music  1
01E3: text_1number_styled "M_PASS"  1000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  1000
0318: set_latest_mission_passed "TAXI_1"  ;; V.I.P.
030C: set_mission_points +=  1
004F: create_thread ££Label00EBA1 
0051: return

:Label10150A
0004: $ONMISSION =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $1A2B
0164: disable_marker $1A10
0249: release_model #TAXI
0249: release_model #WMOCA
0249: release_model #WMOBU
0249: release_model #KAUFMAN
014F: stop_timer $1A1D
0004: $173 =  0  ;; integer values
040D: unload_wav  1
040D: unload_wav  2
00D8: mission_cleanup
0051: return

;-------------Mission 73---------------
; Originally: Friendly Rivalry


:Label10154A
0050: gosub £Label10156E
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label101565
0050: gosub £Label101B86

:Label101565
0050: gosub £Label101BD9
004E: end_thread

:Label10156E
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "TAXWAR2"
0001: wait  0 ms
054C: use_GXT_table "TAXIWA2"
058E: set_restart_mission_taxi_destination -1020.8  191.1  10.5  350.0
0004: $1A16 =  0  ;; integer values
0004: $1A24 =  0  ;; integer values
0004: $1A25 =  0  ;; integer values
0004: $1A26 =  0  ;; integer values
0004: $1A2C =  0  ;; integer values
0004: $1A2D =  0  ;; integer values
0004: $1A2E =  0  ;; integer values
0004: $1A1E =  0  ;; integer values
0004: $1A1F =  0  ;; integer values
0004: $1A20 =  0  ;; integer values
03CF: load_wav "TAX2_1" as  1
03CF: load_wav "TAX2_2" as  2

:Label101603
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label101621
0001: wait  0 ms
0002: jump £Label101603

:Label101621
03D1: play_wav  1
00BC: text_highpriority "TAX2_1"  4000 ms  1  ;; Calling all cars, we're losing fares all over town. What's with you guys?
0001: wait  500 ms
0006:  16@ =  0  ;; integer values

:Label101640
00D6: if  0
8019:   NOT    16@ >  4000  ;; integer values
004D: jump_if_false £Label101676
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label10166F
0002: jump £Label10173C

:Label10166F
0002: jump £Label101640

:Label101676
03D1: play_wav  2
00BC: text_highpriority "TAX2_2"  4000 ms  1  ;; VC Cabs keep beating us to it. They've just got too many cars - we can't compete!
0006:  16@ =  0  ;; integer values

:Label101690
00D6: if  0
8019:   NOT    16@ >  4000  ;; integer values
004D: jump_if_false £Label1016C6
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label1016BF
0002: jump £Label10173C

:Label1016BF
0002: jump £Label101690

:Label1016C6
03CF: load_wav "TAX2_3" as  1

:Label1016D2
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label1016EC
0001: wait  0 ms
0002: jump £Label1016D2

:Label1016EC
03D1: play_wav  1
00BC: text_highpriority "TAX2_3"  6000 ms  1  ;; Mr. Vercetti, if you're out there listening in, you gotta put some VC Cabs out of action before we go bust!
0006:  16@ =  0  ;; integer values

:Label101706
00D6: if  0
8019:   NOT    16@ >  6000  ;; integer values
004D: jump_if_false £Label10173C
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label101735
0002: jump £Label10173C

:Label101735
0002: jump £Label101706

:Label10173C
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
040D: unload_wav  1
040D: unload_wav  2
0247: request_model #TAXI
0247: request_model #WMOCA
0247: request_model #UZI
0247: request_model #KAUFMAN

:Label101764
00D6: if  23
8248:   NOT   model #TAXI available
8248:   NOT   model #WMOCA available
8248:   NOT   model #UZI available
8248:   NOT   model #KAUFMAN available
004D: jump_if_false £Label10178D
0001: wait  0 ms
0002: jump £Label101764

:Label10178D
0563: $PLAYER_CHAR  300  524805  1
00A5: $1A0A = create_car #TAXI at -893.3 -653.1 -100.0
0129: $1A17 = create_actor  4 #WMOCA in_car $1A0A driverseat
0186: $1A10 = create_marker_above_car $1A0A
00AD: set_car $1A0A max_speed_to  17.0
00AE: unknown_set_car $1A0A to_ignore_traffic_lights  2
02AA: set_car $1A0A immune_to_nonplayer  1
0243: set_actor $1A17 ped_stats_to  16
00A5: $1A0B = create_car #TAXI at -978.7 -606.3 -100.0
0129: $1A18 = create_actor  4 #WMOCA in_car $1A0B driverseat
0186: $1A11 = create_marker_above_car $1A0B
00AD: set_car $1A0B max_speed_to  17.0
00AE: unknown_set_car $1A0B to_ignore_traffic_lights  2
02AA: set_car $1A0B immune_to_nonplayer  1
0243: set_actor $1A18 ped_stats_to  16
00A5: $1A0C = create_car #TAXI at -1059.0 -334.8 -100.0
0129: $1A19 = create_actor  4 #WMOCA in_car $1A0C driverseat
0186: $1A12 = create_marker_above_car $1A0C
00AD: set_car $1A0C max_speed_to  17.0
00AE: unknown_set_car $1A0C to_ignore_traffic_lights  2
02AA: set_car $1A0C immune_to_nonplayer  1
0243: set_actor $1A19 ped_stats_to  16
00BC: text_highpriority "TAXW2_1"  10000 ms  1  ;; ~g~Destroy 3 of the rival taxis!

:Label101889
00D6: if  0
8038:   NOT   $1A16 ==  3  ;; integer values
004D: jump_if_false £Label101B7F
0001: wait  0 ms
00D6: if  1
0119:   car $1A0A wrecked
0038:   $1A24 ==  0  ;; integer values
004D: jump_if_false £Label1018DC
0164: disable_marker $1A10
0004: $1A24 =  1  ;; integer values
0008: $1A16 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0

:Label1018DC
00D6: if  0
8119:   NOT   car $1A0A wrecked
004D: jump_if_false £Label10195A
00D6: if  0
8185:   NOT   car $1A0A health >=  999
004D: jump_if_false £Label10195A
00D6: if  0
8118:   NOT   actor $1A17 dead
004D: jump_if_false £Label10195A
00D6: if  0
00DB:   actor $1A17 in_car $1A0A
004D: jump_if_false £Label10195A
00D6: if  0
0038:   $1A2C ==  0  ;; integer values
004D: jump_if_false £Label10195A
00AD: set_car $1A0A max_speed_to  35.0
00AE: unknown_set_car $1A0A to_ignore_traffic_lights  2
00AF: set_car $1A0A driver_behaviour_to  2
02AA: set_car $1A0A immune_to_nonplayer  0
0004: $1A2C =  1  ;; integer values

:Label10195A
00D6: if  0
8119:   NOT   car $1A0A wrecked
004D: jump_if_false £Label101992
00D6: if  1
00DC:   player $PLAYER_CHAR driving $1A0A
0038:   $1A1E ==  0  ;; integer values
004D: jump_if_false £Label101992
02AA: set_car $1A0A immune_to_nonplayer  0
0004: $1A1E =  1  ;; integer values

:Label101992
00D6: if  1
0119:   car $1A0B wrecked
0038:   $1A25 ==  0  ;; integer values
004D: jump_if_false £Label1019CF
0164: disable_marker $1A11
0004: $1A25 =  1  ;; integer values
0008: $1A16 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0

:Label1019CF
00D6: if  0
8119:   NOT   car $1A0B wrecked
004D: jump_if_false £Label101A4D
00D6: if  0
8185:   NOT   car $1A0B health >=  999
004D: jump_if_false £Label101A4D
00D6: if  0
8118:   NOT   actor $1A18 dead
004D: jump_if_false £Label101A4D
00D6: if  0
00DB:   actor $1A18 in_car $1A0B
004D: jump_if_false £Label101A4D
00D6: if  0
0038:   $1A2D ==  0  ;; integer values
004D: jump_if_false £Label101A4D
00AD: set_car $1A0B max_speed_to  35.0
00AE: unknown_set_car $1A0B to_ignore_traffic_lights  2
00AF: set_car $1A0B driver_behaviour_to  2
02AA: set_car $1A0B immune_to_nonplayer  0
0004: $1A2D =  1  ;; integer values

:Label101A4D
00D6: if  0
8119:   NOT   car $1A0B wrecked
004D: jump_if_false £Label101A85
00D6: if  1
00DC:   player $PLAYER_CHAR driving $1A0B
0038:   $1A1F ==  0  ;; integer values
004D: jump_if_false £Label101A85
02AA: set_car $1A0B immune_to_nonplayer  0
0004: $1A1F =  1  ;; integer values

:Label101A85
00D6: if  1
0119:   car $1A0C wrecked
0038:   $1A26 ==  0  ;; integer values
004D: jump_if_false £Label101AC2
0164: disable_marker $1A12
0004: $1A26 =  1  ;; integer values
0008: $1A16 +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0

:Label101AC2
00D6: if  0
8119:   NOT   car $1A0C wrecked
004D: jump_if_false £Label101B40
00D6: if  0
8185:   NOT   car $1A0C health >=  999
004D: jump_if_false £Label101B40
00D6: if  0
8118:   NOT   actor $1A19 dead
004D: jump_if_false £Label101B40
00D6: if  0
00DB:   actor $1A19 in_car $1A0C
004D: jump_if_false £Label101B40
00D6: if  0
0038:   $1A2E ==  0  ;; integer values
004D: jump_if_false £Label101B40
00AD: set_car $1A0C max_speed_to  35.0
00AE: unknown_set_car $1A0C to_ignore_traffic_lights  2
00AF: set_car $1A0C driver_behaviour_to  2
02AA: set_car $1A0C immune_to_nonplayer  0
0004: $1A2E =  1  ;; integer values

:Label101B40
00D6: if  0
8119:   NOT   car $1A0C wrecked
004D: jump_if_false £Label101B78
00D6: if  1
00DC:   player $PLAYER_CHAR driving $1A0C
0038:   $1A20 ==  0  ;; integer values
004D: jump_if_false £Label101B78
02AA: set_car $1A0C immune_to_nonplayer  0
0004: $1A20 =  1  ;; integer values

:Label101B78
0002: jump £Label101889

:Label101B7F
0002: jump £Label101B97

:Label101B86
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label101B97
0004: $135 =  1  ;; integer values
0394: play_music  1
01E3: text_1number_styled "M_PASS"  2000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2000
0318: set_latest_mission_passed "TAXI_2"  ;; Friendly Rivalry
030C: set_mission_points +=  1
004F: create_thread ££Label00ED05 
0051: return

:Label101BD9
0004: $ONMISSION =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $1A10
0164: disable_marker $1A11
0164: disable_marker $1A12
0249: release_model #TAXI
0249: release_model #WMOCA
0249: release_model #UZI
0249: release_model #KAUFMAN
0004: $173 =  0  ;; integer values
040D: unload_wav  1
040D: unload_wav  2
00D8: mission_cleanup
0051: return

;-------------Mission 74---------------
; Originally: Cabmaggedon


:Label101C1A
0050: gosub £Label101C3E
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label101C35
0050: gosub £Label103102

:Label101C35
0050: gosub £Label103184
004E: end_thread

:Label101C3E
0317: increment_mission_attempts
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "TAXWAR3"
0001: wait  0 ms
054C: use_GXT_table "TAXIWA3"
058E: set_restart_mission_taxi_destination -1020.8  191.1  10.5  350.0
0004: $1A16 =  0  ;; integer values
0004: $1A24 =  0  ;; integer values
0004: $1A25 =  0  ;; integer values
0004: $1A26 =  0  ;; integer values
0004: $1A27 =  0  ;; integer values
0004: $1A28 =  0  ;; integer values
0004: $1A29 =  0  ;; integer values
0004: $1A2C =  0  ;; integer values
0004: $1A2D =  0  ;; integer values
0004: $1A2E =  0  ;; integer values
0004: $1A2F =  0  ;; integer values
0004: $1A30 =  0  ;; integer values
0004: $1A31 =  0  ;; integer values
0006:  1@ =  0  ;; integer values
0006:  3@ =  0  ;; integer values
0006:  4@ =  0  ;; integer values
03CF: load_wav "TAX3_1" as  1
03CF: load_wav "TAX3_2" as  2

:Label101CFD
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label101D1B
0001: wait  0 ms
0002: jump £Label101CFD

:Label101D1B
03D1: play_wav  1
00BC: text_highpriority "TAX3_1"  4500 ms  1  ;; Car 13, We got a Miss Cortez, asked for you especially.
0001: wait  500 ms
0006:  16@ =  0  ;; integer values

:Label101D3A
00D6: if  0
8019:   NOT    16@ >  4000  ;; integer values
004D: jump_if_false £Label101D70
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label101D69
0002: jump £Label101DC0

:Label101D69
0002: jump £Label101D3A

:Label101D70
03D1: play_wav  2
00BC: text_highpriority "TAX3_2"  3000 ms  1  ;; Ok, I got it. Car 13 out!
0006:  16@ =  0  ;; integer values

:Label101D8A
00D6: if  0
8019:   NOT    16@ >  3000  ;; integer values
004D: jump_if_false £Label101DC0
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label101DB9
0002: jump £Label101DC0

:Label101DB9
0002: jump £Label101D8A

:Label101DC0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
040D: unload_wav  1
040D: unload_wav  2
0247: request_model #TAXI
0247: request_model #WMOCA
0247: request_model #ZEBRA
0247: request_model #KAUFMAN
0247: request_model #KATANA

:Label101DED
00D6: if  24
8248:   NOT   model #TAXI available
8248:   NOT   model #WMOCA available
8248:   NOT   model #ZEBRA available
8248:   NOT   model #KAUFMAN available
8248:   NOT   model #KATANA available
004D: jump_if_false £Label101E1B
0001: wait  0 ms
0002: jump £Label101DED

:Label101E1B
03CF: load_wav "TAX3_3" as  1
03CF: load_wav "TAX3_4" as  2
00BC: text_highpriority "TAXW3_1"  10000 ms  1  ;; ~g~Go and pick up Mercedes.
018A: $1A10 = create_checkpoint_at -1094.0 -1292.0  10.5

:Label101E56
00D6: if  22
80F8:   NOT   player $PLAYER_CHAR stopped  1 (in-sphere)near_point -1094.0 -1292.0  10.5 radius  3.0  4.0  4.0
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
8122:   NOT   player $PLAYER_CHAR pressing_horn
004D: jump_if_false £Label101F16
0001: wait  0 ms
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
004D: jump_if_false £Label101EB9
00DA: $137 = player $PLAYER_CHAR car
0002: jump £Label101EC8

:Label101EB9
00BC: text_highpriority "TAXW1_5"  1000 ms  1  ;; ~g~You need to be in a Kaufman cab!

:Label101EC8
00D6: if  1
00F8:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point -1094.0 -1292.0  10.5 radius  3.0  4.0  4.0
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
004D: jump_if_false £Label101F0F
00BC: text_highpriority "HORN"  1000 ms  1  ;; ~g~Sound the horn.

:Label101F0F
0002: jump £Label101E56

:Label101F16
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false £Label101F2D
020A: set_car $137 door_status_to  4

:Label101F2D
0164: disable_marker $1A10
0395: clear_area  1 at -989.9 -1252.2 range  10.4  50.0
00A5: $1A0A = create_car #TAXI at -983.5 -1248.9  10.5
0129: $1A17 = create_actor  4 #WMOCA in_car $1A0A driverseat
0186: $1A10 = create_marker_above_car $1A0A
0175: set_car $1A0A z_angle_to  70.0
00AD: set_car $1A0A max_speed_to  0.0
00AE: unknown_set_car $1A0A to_ignore_traffic_lights  0
0243: set_actor $1A17 ped_stats_to  16
04E0: unknown_car $1A0A  255
00A5: $1A0B = create_car #TAXI at -976.1 -1251.7  10.5
0129: $1A18 = create_actor  4 #WMOCA in_car $1A0B driverseat
0186: $1A11 = create_marker_above_car $1A0B
0175: set_car $1A0B z_angle_to  70.0
00AD: set_car $1A0B max_speed_to  0.0
00AE: unknown_set_car $1A0B to_ignore_traffic_lights  0
0243: set_actor $1A18 ped_stats_to  16
04E0: unknown_car $1A0B  255
00A5: $1A0C = create_car #TAXI at -970.5 -1253.6  10.5
0129: $1A19 = create_actor  4 #WMOCA in_car $1A0C driverseat
0186: $1A12 = create_marker_above_car $1A0C
0175: set_car $1A0C z_angle_to  70.0
00AD: set_car $1A0C max_speed_to  0.0
00AE: unknown_set_car $1A0C to_ignore_traffic_lights  0
0243: set_actor $1A19 ped_stats_to  16
04E0: unknown_car $1A0C  255
00A5: $1A0D = create_car #TAXI at -964.9 -1255.8  10.5
0129: $1A1A = create_actor  4 #WMOCA in_car $1A0D driverseat
0186: $1A13 = create_marker_above_car $1A0D
0175: set_car $1A0D z_angle_to  70.0
00AD: set_car $1A0D max_speed_to  0.0
00AE: unknown_set_car $1A0D to_ignore_traffic_lights  0
0243: set_actor $1A1A ped_stats_to  16
04E0: unknown_car $1A0D  255
00A5: $1A0E = create_car #TAXI at -959.0 -1257.9  10.5
0129: $1A1B = create_actor  4 #WMOCA in_car $1A0E driverseat
0186: $1A14 = create_marker_above_car $1A0E
0175: set_car $1A0E z_angle_to  70.0
00AD: set_car $1A0E max_speed_to  0.0
00AE: unknown_set_car $1A0E to_ignore_traffic_lights  0
0243: set_actor $1A1B ped_stats_to  16
04E0: unknown_car $1A0E  255
00A5: $1A0F = create_car #TAXI at -951.6 -1261.1  10.5
0129: $1A1C = create_actor  4 #WMOCA in_car $1A0F driverseat
0186: $1A15 = create_marker_above_car $1A0F
0175: set_car $1A0F z_angle_to  70.0
00AD: set_car $1A0F max_speed_to  0.0
00AE: unknown_set_car $1A0F to_ignore_traffic_lights  0
0243: set_actor $1A1C ped_stats_to  16
04E0: unknown_car $1A0F  255
0001: wait  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -1089.808 -1286.083  13.512  0.0  0.0  0.0
0160: point_camera -1090.248 -1286.97  13.374  2
0001: wait  2000 ms
015F: set_camera_position -1098.031 -1296.028  14.583  0.0  0.0  0.0
0160: point_camera -1097.359 -1295.294  14.484  2
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label1021E5
03D1: play_wav  1
00BC: text_highpriority "TAX3_3"  4000 ms  1  ;; Hmmmm, no sign of Mercedes...

:Label1021E5
0001: wait  2000 ms
015F: set_camera_position -989.263 -1239.276  10.429  0.0  0.0  0.0
0160: point_camera -989.007 -1240.218  10.646  2
0006:  17@ =  0  ;; integer values
00D6: if  0
8119:   NOT   car $1A0A wrecked
004D: jump_if_false £Label102252
00AD: set_car $1A0A max_speed_to  30.0
00A7: car $1A0A drive_to -1065.6 -1224.2  10.5

:Label102252
00D6: if  0
8119:   NOT   car $1A0B wrecked
004D: jump_if_false £Label102280
00AD: set_car $1A0B max_speed_to  28.0
00A7: car $1A0B drive_to -1065.6 -1224.2  10.5

:Label102280
00D6: if  0
8119:   NOT   car $1A0C wrecked
004D: jump_if_false £Label1022AE
00AD: set_car $1A0C max_speed_to  26.0
00A7: car $1A0C drive_to -1065.6 -1224.2  10.5

:Label1022AE
00D6: if  0
8119:   NOT   car $1A0D wrecked
004D: jump_if_false £Label1022DC
00AD: set_car $1A0D max_speed_to  24.0
00A7: car $1A0D drive_to -1065.6 -1224.2  10.5

:Label1022DC
00D6: if  0
8119:   NOT   car $1A0E wrecked
004D: jump_if_false £Label10230A
00AD: set_car $1A0E max_speed_to  22.0
00A7: car $1A0E drive_to -1065.6 -1224.2  10.5

:Label10230A
00D6: if  0
8119:   NOT   car $1A0F wrecked
004D: jump_if_false £Label102338
00AD: set_car $1A0F max_speed_to  19.0
00A7: car $1A0F drive_to -1065.6 -1224.2  10.5

:Label102338
00D6: if  0
8019:   NOT    17@ >  10000  ;; integer values
004D: jump_if_false £Label102594
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1A0A wrecked
004D: jump_if_false £Label1023A3
00D6: if  0
01AF:   car $1A0A  0 ()near_point -1065.6 -1224.2  10.5 radius  6.0  6.0  5.0
004D: jump_if_false £Label1023A3
00A7: car $1A0A drive_to -1096.0 -1253.0  10.5

:Label1023A3
00D6: if  0
8119:   NOT   car $1A0B wrecked
004D: jump_if_false £Label1023F7
00D6: if  0
01AF:   car $1A0B  0 ()near_point -1065.6 -1224.2  10.5 radius  6.0  6.0  5.0
004D: jump_if_false £Label1023F7
00A7: car $1A0B drive_to -1090.1 -1257.2  10.5

:Label1023F7
00D6: if  0
8119:   NOT   car $1A0C wrecked
004D: jump_if_false £Label10244B
00D6: if  0
01AF:   car $1A0C  0 ()near_point -1065.6 -1224.2  10.5 radius  6.0  6.0  5.0
004D: jump_if_false £Label10244B
00A7: car $1A0C drive_to -1083.4 -1258.8  10.5

:Label10244B
00D6: if  0
8119:   NOT   car $1A0D wrecked
004D: jump_if_false £Label10249F
00D6: if  0
01AF:   car $1A0D  0 ()near_point -1065.6 -1224.2  10.5 radius  6.0  6.0  5.0
004D: jump_if_false £Label10249F
00A7: car $1A0D drive_to -1075.7 -1261.5  10.5

:Label10249F
00D6: if  0
8119:   NOT   car $1A0E wrecked
004D: jump_if_false £Label1024F3
00D6: if  0
01AF:   car $1A0E  0 ()near_point -1065.6 -1224.2  10.5 radius  6.0  6.0  5.0
004D: jump_if_false £Label1024F3
00A7: car $1A0E drive_to -1067.4 -1264.3  10.5

:Label1024F3
00D6: if  0
8119:   NOT   car $1A0F wrecked
004D: jump_if_false £Label102547
00D6: if  0
01AF:   car $1A0F  0 ()near_point -1065.6 -1224.2  10.5 radius  6.0  6.0  5.0
004D: jump_if_false £Label102547
00A7: car $1A0F drive_to -1060.7 -1266.1  10.5

:Label102547
00D6: if  0
0019:    17@ >  2500  ;; integer values
004D: jump_if_false £Label10258D
015F: set_camera_position -1107.913 -1266.256  12.023  0.0  0.0  0.0
0160: point_camera -1107.038 -1265.79  11.892  2

:Label10258D
0002: jump £Label102338

:Label102594
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0004: $1A1D =  61000  ;; integer values
014E: set_timer_to $1A1D type  1
00BC: text_highpriority "TAXW3_2"  8000 ms  1  ;; ~g~Stay alive until the timer runs out.
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false £Label1025DA
020A: set_car $137 door_status_to  1

:Label1025DA
0001: wait  1000 ms

:Label1025DF
00D6: if  1
801A:   NOT    1 > $1A1D  ;; integer values
8038:   NOT   $1A16 ==  6  ;; integer values
004D: jump_if_false £Label102A34
0001: wait  0 ms
00D6: if  1
0119:   car $1A0A wrecked
0038:   $1A24 ==  0  ;; integer values
004D: jump_if_false £Label102626
0164: disable_marker $1A10
0004: $1A24 =  1  ;; integer values
0008: $1A16 +=  1  ;; integer values

:Label102626
00D6: if  0
8119:   NOT   car $1A0A wrecked
004D: jump_if_false £Label102691
00D6: if  0
0038:   $1A2C ==  0  ;; integer values
004D: jump_if_false £Label10268A
00D6: if  0
8118:   NOT   actor $1A17 dead
004D: jump_if_false £Label10268A
00D6: if  0
00DB:   actor $1A17 in_car $1A0A
004D: jump_if_false £Label10268A
00AD: set_car $1A0A max_speed_to  40.0
00AE: unknown_set_car $1A0A to_ignore_traffic_lights  3
00AF: set_car $1A0A driver_behaviour_to  2
0004: $1A2C =  1  ;; integer values

:Label10268A
0002: jump £Label102696

:Label102691
0164: disable_marker $1A10

:Label102696
00D6: if  1
0119:   car $1A0B wrecked
0038:   $1A25 ==  0  ;; integer values
004D: jump_if_false £Label1026C0
0164: disable_marker $1A11
0004: $1A25 =  1  ;; integer values
0008: $1A16 +=  1  ;; integer values

:Label1026C0
00D6: if  0
8119:   NOT   car $1A0B wrecked
004D: jump_if_false £Label10272B
00D6: if  0
0038:   $1A2D ==  0  ;; integer values
004D: jump_if_false £Label102724
00D6: if  0
8118:   NOT   actor $1A18 dead
004D: jump_if_false £Label102724
00D6: if  0
00DB:   actor $1A18 in_car $1A0B
004D: jump_if_false £Label102724
00AD: set_car $1A0B max_speed_to  40.0
00AE: unknown_set_car $1A0B to_ignore_traffic_lights  3
00AF: set_car $1A0B driver_behaviour_to  2
0004: $1A2D =  1  ;; integer values

:Label102724
0002: jump £Label102730

:Label10272B
0164: disable_marker $1A11

:Label102730
00D6: if  1
0119:   car $1A0C wrecked
0038:   $1A26 ==  0  ;; integer values
004D: jump_if_false £Label10275A
0164: disable_marker $1A12
0004: $1A26 =  1  ;; integer values
0008: $1A16 +=  1  ;; integer values

:Label10275A
00D6: if  0
8119:   NOT   car $1A0C wrecked
004D: jump_if_false £Label1027C5
00D6: if  0
0038:   $1A2E ==  0  ;; integer values
004D: jump_if_false £Label1027BE
00D6: if  0
8118:   NOT   actor $1A19 dead
004D: jump_if_false £Label1027BE
00D6: if  0
00DB:   actor $1A19 in_car $1A0C
004D: jump_if_false £Label1027BE
00AD: set_car $1A0C max_speed_to  40.0
00AE: unknown_set_car $1A0C to_ignore_traffic_lights  3
00AF: set_car $1A0C driver_behaviour_to  2
0004: $1A2E =  1  ;; integer values

:Label1027BE
0002: jump £Label1027CA

:Label1027C5
0164: disable_marker $1A12

:Label1027CA
00D6: if  1
0119:   car $1A0D wrecked
0038:   $1A27 ==  0  ;; integer values
004D: jump_if_false £Label1027F4
0164: disable_marker $1A13
0004: $1A27 =  1  ;; integer values
0008: $1A16 +=  1  ;; integer values

:Label1027F4
00D6: if  0
8119:   NOT   car $1A0D wrecked
004D: jump_if_false £Label10285F
00D6: if  0
0038:   $1A2F ==  0  ;; integer values
004D: jump_if_false £Label102858
00D6: if  0
8118:   NOT   actor $1A1A dead
004D: jump_if_false £Label102858
00D6: if  0
00DB:   actor $1A1A in_car $1A0D
004D: jump_if_false £Label102858
00AD: set_car $1A0D max_speed_to  40.0
00AE: unknown_set_car $1A0D to_ignore_traffic_lights  3
00AF: set_car $1A0D driver_behaviour_to  2
0004: $1A2F =  1  ;; integer values

:Label102858
0002: jump £Label102864

:Label10285F
0164: disable_marker $1A13

:Label102864
00D6: if  1
0119:   car $1A0E wrecked
0038:   $1A28 ==  0  ;; integer values
004D: jump_if_false £Label10288E
0164: disable_marker $1A14
0004: $1A28 =  1  ;; integer values
0008: $1A16 +=  1  ;; integer values

:Label10288E
00D6: if  0
8119:   NOT   car $1A0E wrecked
004D: jump_if_false £Label1028F9
00D6: if  0
0038:   $1A30 ==  0  ;; integer values
004D: jump_if_false £Label1028F2
00D6: if  0
8118:   NOT   actor $1A1B dead
004D: jump_if_false £Label1028F2
00D6: if  0
00DB:   actor $1A1B in_car $1A0E
004D: jump_if_false £Label1028F2
00AD: set_car $1A0E max_speed_to  40.0
00AE: unknown_set_car $1A0E to_ignore_traffic_lights  3
00AF: set_car $1A0E driver_behaviour_to  2
0004: $1A30 =  1  ;; integer values

:Label1028F2
0002: jump £Label1028FE

:Label1028F9
0164: disable_marker $1A14

:Label1028FE
00D6: if  1
0119:   car $1A0F wrecked
0038:   $1A29 ==  0  ;; integer values
004D: jump_if_false £Label102928
0164: disable_marker $1A15
0004: $1A29 =  1  ;; integer values
0008: $1A16 +=  1  ;; integer values

:Label102928
00D6: if  0
8119:   NOT   car $1A0F wrecked
004D: jump_if_false £Label102993
00D6: if  0
0038:   $1A31 ==  0  ;; integer values
004D: jump_if_false £Label10298C
00D6: if  0
8118:   NOT   actor $1A1C dead
004D: jump_if_false £Label10298C
00D6: if  0
00DB:   actor $1A1C in_car $1A0F
004D: jump_if_false £Label10298C
00AD: set_car $1A0F max_speed_to  30.0
00AE: unknown_set_car $1A0F to_ignore_traffic_lights  3
00AF: set_car $1A0F driver_behaviour_to  2
0004: $1A31 =  1  ;; integer values

:Label10298C
0002: jump £Label102998

:Label102993
0164: disable_marker $1A15

:Label102998
00D6: if  0
0039:    3@ ==  0  ;; integer values
004D: jump_if_false £Label102A2D
018C: play_sound  3 at -989.9 -1252.2  10.4
018D: $C = create_sound  2 at -989.9 -1252.2  10.4

:Label1029D3
00D6: if  0
834E:   NOT unknown_move_object $700 to -986.272 -1243.532  10.4 unknown_angle  .05  .12  0.0  0
004D: jump_if_false £Label102A0E
0001: wait  0 ms
0002: jump £Label1029D3

:Label102A0E
018E: stop_sound $C
018C: play_sound  3 at -986.272 -1243.532  10.4
0006:  3@ =  1  ;; integer values

:Label102A2D
0002: jump £Label1025DF

:Label102A34
00D6: if  0
8119:   NOT   car $1A0A wrecked
004D: jump_if_false £Label102A4E
00AD: set_car $1A0A max_speed_to  0.0

:Label102A4E
00D6: if  0
8119:   NOT   car $1A0B wrecked
004D: jump_if_false £Label102A68
00AD: set_car $1A0B max_speed_to  0.0

:Label102A68
00D6: if  0
8119:   NOT   car $1A0C wrecked
004D: jump_if_false £Label102A82
00AD: set_car $1A0C max_speed_to  0.0

:Label102A82
00D6: if  0
8119:   NOT   car $1A0D wrecked
004D: jump_if_false £Label102A9C
00AD: set_car $1A0D max_speed_to  0.0

:Label102A9C
00D6: if  0
8119:   NOT   car $1A0E wrecked
004D: jump_if_false £Label102AB6
00AD: set_car $1A0E max_speed_to  0.0

:Label102AB6
00D6: if  0
8119:   NOT   car $1A0F wrecked
004D: jump_if_false £Label102AD0
00AD: set_car $1A0F max_speed_to  0.0

:Label102AD0
0164: disable_marker $1A10
0164: disable_marker $1A11
0164: disable_marker $1A12
0164: disable_marker $1A13
0164: disable_marker $1A14
0164: disable_marker $1A15
01C3: remove_references_to_car $1A0A  ;; Like turning a car into any random car
01C3: remove_references_to_car $1A0B  ;; Like turning a car into any random car
01C3: remove_references_to_car $1A0C  ;; Like turning a car into any random car
01C3: remove_references_to_car $1A0D  ;; Like turning a car into any random car
01C3: remove_references_to_car $1A0E  ;; Like turning a car into any random car
01C3: remove_references_to_car $1A0F  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1A17  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1A18  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1A19  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1A1A  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1A1B  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1A1C  ;; Like turning an actor into a random pedestrian
0249: release_model #TAXI
014F: stop_timer $1A1D
00A5: $1A2A = create_car #ZEBRA at -983.5 -1248.9  10.4
0129:  0@ = create_actor  4 #WMOCA in_car $1A2A driverseat
0224: set_car $1A2A health_to  2000
020A: set_car $1A2A door_status_to  3
0223: set_actor  0@ health_to  300
0175: set_car $1A2A z_angle_to  66.0
00AD: set_car $1A2A max_speed_to  0.0
00AE: unknown_set_car $1A2A to_ignore_traffic_lights  0
0243: set_actor  0@ ped_stats_to  16
04E0: unknown_car $1A2A  255
0001: wait  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point -998.5 -1243.2  10.5 radius  10.0  10.0  4.0
004D: jump_if_false £Label102BEC
0055: put_player $PLAYER_CHAR at -1028.3 -1237.6  10.5

:Label102BEC
015F: set_camera_position -988.01 -1242.028  10.362  0.0  0.0  0.0
0160: point_camera -987.595 -1242.919  10.541  2
0395: clear_area  1 at -983.5 -1248.9 range  10.4  30.0
0001: wait  1000 ms
018C: play_sound  3 at -986.272 -1243.532  10.4
018D: $C = create_sound  2 at -986.272 -1243.532  10.4

:Label102C65
00D6: if  0
834E:   NOT unknown_move_object $700 to -989.9 -1252.2  10.4 unknown_angle  .05  .12  0.0  0
004D: jump_if_false £Label102CA0
0001: wait  0 ms
0002: jump £Label102C65

:Label102CA0
018E: stop_sound $C
018C: play_sound  3 at -989.9 -1252.2  10.4
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label102CDA
03D1: play_wav  2
00BC: text_highpriority "TAX3_4"  4000 ms  1  ;; It's time for Kaufman Cab's guardian angel to eat some fender!

:Label102CDA
0001: wait  3500 ms
00D6: if  0
8119:   NOT   car $1A2A wrecked
004D: jump_if_false £Label102D0D
00AD: set_car $1A2A max_speed_to  30.0
00A7: car $1A2A drive_to -1017.4 -1235.7  10.5

:Label102D0D
0001: wait  1000 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00BC: text_highpriority "TAXW3_3"  8000 ms  1  ;; ~g~Take out the leader cab!
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label102D48
0187: $1A2B = create_marker_above_actor  0@

:Label102D48
0006:  3@ =  0  ;; integer values

:Label102D4F
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label102F9E
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1A2A wrecked
004D: jump_if_false £Label102DC7
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label102DC7
00D6: if  0
00DB:   actor  0@ in_car $1A2A
004D: jump_if_false £Label102DC7
00D6: if  0
0039:    1@ ==  0  ;; integer values
004D: jump_if_false £Label102DC7
00AD: set_car $1A2A max_speed_to  40.0
00AE: unknown_set_car $1A2A to_ignore_traffic_lights  3
00AF: set_car $1A2A driver_behaviour_to  2
0006:  1@ =  1  ;; integer values

:Label102DC7
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label102E25
00D6: if  0
0019:    16@ >  6000  ;; integer values
004D: jump_if_false £Label102E1E
00D6: if  0
8119:   NOT   car $1A2A wrecked
004D: jump_if_false £Label102E1E
0477: unknown_car $1A2A  2  2000
00D6: if  0
0019:    16@ >  8000  ;; integer values
004D: jump_if_false £Label102E1E
0006:  16@ =  0  ;; integer values

:Label102E1E
0002: jump £Label102E2C

:Label102E25
0006:  16@ =  0  ;; integer values

:Label102E2C
00D6: if  0
0039:    3@ ==  0  ;; integer values
004D: jump_if_false £Label102EC1
018C: play_sound  3 at -989.9 -1252.2  10.4
018D: $C = create_sound  2 at -989.9 -1252.2  10.4

:Label102E67
00D6: if  0
834E:   NOT unknown_move_object $700 to -986.272 -1243.532  10.4 unknown_angle  .05  .12  0.0  0
004D: jump_if_false £Label102EA2
0001: wait  0 ms
0002: jump £Label102E67

:Label102EA2
018E: stop_sound $C
018C: play_sound  3 at -986.272 -1243.532  10.4
0006:  3@ =  1  ;; integer values

:Label102EC1
00D6: if  0
8119:   NOT   car $1A2A wrecked
004D: jump_if_false £Label102F97
00D6: if  0
0039:    4@ ==  0  ;; integer values
004D: jump_if_false £Label102F97
00D6: if  0
8185:   NOT   car $1A2A health >=  250
004D: jump_if_false £Label102F97
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label102F90
01D3: actor  0@ leave_car $1A2A
0243: set_actor  0@ ped_stats_to  30
01B2: give_actor  0@ weapon  10 ammo  0  ;; Load the weapon model before using this
01B9: set_actor  0@ armed_weapon_to  10
020A: set_car $1A2A door_status_to  1

:Label102F2C
00D6: if  0
00DB:   actor  0@ in_car $1A2A
004D: jump_if_false £Label102F78
0001: wait  0 ms
00D6: if  0
0118:   actor  0@ dead
004D: jump_if_false £Label102F5A
0002: jump £Label102F9E

:Label102F5A
00D6: if  0
0119:   car $1A2A wrecked
004D: jump_if_false £Label102F71
0002: jump £Label102F9E

:Label102F71
0002: jump £Label102F2C

:Label102F78
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label102F90
01C9: actor  0@ kill_actor $PLAYER_ACTOR

:Label102F90
0006:  4@ =  1  ;; integer values

:Label102F97
0002: jump £Label102D4F

:Label102F9E
0001: wait  2000 ms
04A6: $26E = create_asset_money_pickup_at $246 $247 $248 money $26D $26D
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
016A: fade  0 ()  500 ms

:Label102FC9
00D6: if  0
016B:   fading
004D: jump_if_false £Label102FE1
0001: wait  0 ms
0002: jump £Label102FC9

:Label102FE1
03CB: set_camera -1017.904  207.165  15.09
015F: set_camera_position -1018.54  207.931  15.185  0.0  0.0  0.0
0160: point_camera -1017.904  207.165  15.09  2
016A: fade  1 (back)  500 ms

:Label10302C
00D6: if  0
016B:   fading
004D: jump_if_false £Label103044
0001: wait  0 ms
0002: jump £Label10302C

:Label103044
0394: play_music  1
00BA: text_styled "TAX_AS1"  5000 ms  6  ;; TAXI FIRM ASSET COMPLETED
0001: wait  5000 ms
03CB: set_camera -1002.412  192.715  13.452
015F: set_camera_position -1003.2  193.281  13.694  0.0  0.0  0.0
0160: point_camera -1002.412  192.715  13.452  2
01E5: text_1number_highpriority "TAX_AS2" $26D  6000 ms  1  ;; ~g~Kaufman Cabs will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait  6000 ms
016A: fade  0 ()  500 ms

:Label1030BE
00D6: if  0
016B:   fading
004D: jump_if_false £Label1030D6
0001: wait  0 ms
0002: jump £Label1030BE

:Label1030D6
03CB: set_camera -1119.7 -1381.3  11.5
016A: fade  1 (back)  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0002: jump £Label103113

:Label103102
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label103113
0004: $136 =  1  ;; integer values
01E3: text_1number_styled "M_PASS"  5000  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  5000
0164: disable_marker $132
0164: disable_marker $26B
04CE: $132 = create_icon_marker_without_sphere $1B0 at $1E9 $1EA $1EB
014C: set_parked_car_generator $726 cars_to_generate_to  0
014C: set_parked_car_generator $793 cars_to_generate_to  101
0004: $26F =  1  ;; integer values
0008: $497 +=  1  ;; integer values
0318: set_latest_mission_passed "TAXI_3"  ;; Cabmaggedon
0551:  1
030C: set_mission_points +=  1
0051: return

:Label103184
0004: $ONMISSION =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $1A10
0164: disable_marker $1A11
0164: disable_marker $1A12
0164: disable_marker $1A13
0164: disable_marker $1A14
0164: disable_marker $1A15
0164: disable_marker $1A2B
0249: release_model #TAXI
0249: release_model #WMOCA
0249: release_model #KAUFMAN
0249: release_model #ZEBRA
0249: release_model #KATANA
014F: stop_timer $1A1D
0004: $173 =  0  ;; integer values
0108: destroy_object $700
00D6: if  0
8119:   NOT   car $1A2A wrecked
004D: jump_if_false £Label1031F3
020A: set_car $1A2A door_status_to  1

:Label1031F3
029B: $700 = init_object -33 (ELECTRICGATE) at -989.9 -1252.2  10.4
0177: set_object $700 z_angle_to  249.0
01C7: remove_object_from_mission_cleanup_list $700
040D: unload_wav  1
040D: unload_wav  2
00D8: mission_cleanup
0051: return

;-------------Mission 75---------------
; Originally: 'TAXI DRIVER'


:Label103224
0050: gosub £Label103234
0050: gosub £Label104D5C
004E: end_thread

:Label103234
03A4: name_thread "TAXI"
0111: set_wasted_busted_check_to  0 (disabled)
0004: $ONMISSION =  1  ;; integer values
0004: $13A =  1  ;; integer values
0004: $1A36 =  0  ;; integer values
0004: $1A3A =  0  ;; integer values
0004: $1A38 =  0  ;; integer values
0004: $1A3B =  0  ;; integer values
0004: $1A37 = -1  ;; integer values
0004: $1A34 =  0  ;; integer values
0004: $1A39 =  0  ;; integer values
0004: $1A44 =  5  ;; integer values
0004: $1A43 =  500  ;; integer values
054C: use_GXT_table "TAXI1"
0001: wait  0 ms
03C4: set_status_text_to $1A38  0 (number) "FARES"  ;; FARES:
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label1032C4
0002: jump £Label104BBC

:Label1032C4
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label1032E3
00DA: $1A35 = player $PLAYER_CHAR car
0002: jump £Label1032EA

:Label1032E3
0002: jump £Label104BBC

:Label1032EA
0216: set_car $1A35 taxi_available_light_to  1 (on)
00BC: text_highpriority "TAXI1"  1500 ms  1  ;; ~g~Look for a fare.
0001: wait  0 ms

:Label103304
00D6: if  0
0038:   $177 ==  0  ;; integer values
004D: jump_if_false £Label103327
03E5: text_box "TAXIH1"  ;; Stop near a highlighted pedestrian to pick them up then drive them to their destination before the time runs out.
0004: $177 =  1  ;; integer values

:Label103327
0004: $1A41 =  0  ;; integer values
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label103345
0002: jump £Label104BBC

:Label103345
00D6: if  0
0119:   car $1A35 wrecked
004D: jump_if_false £Label10335C
0002: jump £Label104BBC

:Label10335C
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1A35
004D: jump_if_false £Label103376
0002: jump £Label104BBC

:Label103376
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false £Label1033AE
00D6: if  1
00E1:   key_pressed  0  19
0038:   $ONMISSION ==  1  ;; integer values
004D: jump_if_false £Label1033A7
0002: jump £Label104AEF

:Label1033A7
0002: jump £Label1033CD

:Label1033AE
00D6: if  1
00E1:   key_pressed  0  14
0038:   $ONMISSION ==  1  ;; integer values
004D: jump_if_false £Label1033CD
0002: jump £Label104AEF

:Label1033CD
00D6: if  1
0038:   $1A36 ==  1  ;; integer values
0038:   $1A3A ==  0  ;; integer values
004D: jump_if_false £Label1033ED
0002: jump £Label104BBC

:Label1033ED
02DD: set_actor $1A37 creation_zone "VICE_C"  1  1  1
00D6: if  0
0038:   $1A37 == -1  ;; integer values
004D: jump_if_false £Label10341D
0001: wait  0 ms
0002: jump £Label103304

:Label10341D
009F: set_actor $1A37 objective_to-1
01ED: reset_actor $1A37 flags
0291: unknown_actor $1A37 unknown_behavior_flag  0
0187: $1A32 = create_marker_above_actor $1A37
0365: set_actor $1A37 objective_to-29

:Label10343B
00D6: if  21
80FD:   NOT   player $PLAYER_CHAR  0 ()near_actor $1A37 in_car radius  7.0  7.0  2.0
81C1:   NOT   car $1A35 stopped
004D: jump_if_false £Label1035B5
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label10347F
0002: jump £Label104BBC

:Label10347F
00D6: if  0
0119:   car $1A35 wrecked
004D: jump_if_false £Label103496
0002: jump £Label104BBC

:Label103496
00D6: if  0
0118:   actor $1A37 dead
004D: jump_if_false £Label1034AD
0002: jump £Label104B7A

:Label1034AD
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1A35
004D: jump_if_false £Label1034C7
0002: jump £Label104BBC

:Label1034C7
00D6: if  0
80FD:   NOT   player $PLAYER_CHAR  0 ()near_actor $1A37 in_car radius  90.0  90.0  20.0
004D: jump_if_false £Label1034F2
0002: jump £Label104B7A

:Label1034F2
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false £Label10352A
00D6: if  1
00E1:   key_pressed  0  19
0038:   $ONMISSION ==  1  ;; integer values
004D: jump_if_false £Label103523
0002: jump £Label104AEF

:Label103523
0002: jump £Label103549

:Label10352A
00D6: if  1
00E1:   key_pressed  0  14
0038:   $ONMISSION ==  1  ;; integer values
004D: jump_if_false £Label103549
0002: jump £Label104AEF

:Label103549
00D6: if  1
0038:   $1A36 ==  1  ;; integer values
0038:   $1A3A ==  0  ;; integer values
004D: jump_if_false £Label103569
0002: jump £Label104BBC

:Label103569
00D6: if  1
0185:   car $1A35 health >=  400
0038:   $1A34 ==  1  ;; integer values
004D: jump_if_false £Label103596
0164: disable_marker $176
0004: $1A34 =  0  ;; integer values
0004: $1A39 =  0  ;; integer values

:Label103596
00D6: if  0
8118:   NOT   actor $1A37 dead
004D: jump_if_false £Label1035AE
020F: actor $1A37 look_at_player $PLAYER_CHAR

:Label1035AE
0002: jump £Label10343B

:Label1035B5
00D6: if  0
8185:   NOT   car $1A35 health >=  400
004D: jump_if_false £Label103732
00BC: text_highpriority "TAXI7"  4000 ms  1  ;; ~r~Your car is trashed, get it repaired.
00D6: if  22
0121:   player $PLAYER_CHAR in_zone "BEACH1"
0121:   player $PLAYER_CHAR in_zone "BEACH2"
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false £Label103624
0164: disable_marker $176
02A8: $176 = create_marker  27 at -3.8 -1265.8  12.0

:Label103624
00D6: if  22
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0121:   player $PLAYER_CHAR in_zone "PORNI"
0121:   player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false £Label103671
0164: disable_marker $176
02A8: $176 = create_marker  27 at  319.0  441.3  12.0

:Label103671
00D6: if  21
0121:   player $PLAYER_CHAR in_zone "DOCKS"
0121:   player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false £Label1036B1
0164: disable_marker $176
02A8: $176 = create_marker  27 at -903.0 -1261.1  12.0

:Label1036B1
00D6: if  23
0121:   player $PLAYER_CHAR in_zone "HAITI"
0121:   player $PLAYER_CHAR in_zone "HAVANA"
0121:   player $PLAYER_CHAR in_zone "DTOWN"
0121:   player $PLAYER_CHAR in_zone "JUNKY"
004D: jump_if_false £Label10370B
0164: disable_marker $176
02A8: $176 = create_marker  27 at -876.2 -105.5  12.0

:Label10370B
00D6: if  0
0038:   $1A34 ==  0  ;; integer values
004D: jump_if_false £Label10372B
0004: $1A34 =  1  ;; integer values
0004: $1A39 =  1  ;; integer values

:Label10372B
0002: jump £Label104B7A

:Label103732
0319: set_actor $1A37 wander_state_to  1 (off)
01D4: actor $1A37 go_to_car $1A35 and_enter_it_as_a_passenger

:Label103741
00D6: if  0
80DB:   NOT   actor $1A37 in_car $1A35
004D: jump_if_false £Label1038B1
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label10376F
0002: jump £Label104BBC

:Label10376F
00D6: if  0
0119:   car $1A35 wrecked
004D: jump_if_false £Label103786
0002: jump £Label104BBC

:Label103786
00D6: if  0
0118:   actor $1A37 dead
004D: jump_if_false £Label10379D
0002: jump £Label104B7A

:Label10379D
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1A35
004D: jump_if_false £Label1037B7
0002: jump £Label104BBC

:Label1037B7
00D6: if  0
80FD:   NOT   player $PLAYER_CHAR  0 ()near_actor $1A37 in_car radius  90.0  90.0  20.0
004D: jump_if_false £Label1037E2
0002: jump £Label104B7A

:Label1037E2
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false £Label10381A
00D6: if  1
00E1:   key_pressed  0  19
0038:   $ONMISSION ==  1  ;; integer values
004D: jump_if_false £Label103813
0002: jump £Label104AEF

:Label103813
0002: jump £Label103839

:Label10381A
00D6: if  1
00E1:   key_pressed  0  14
0038:   $ONMISSION ==  1  ;; integer values
004D: jump_if_false £Label103839
0002: jump £Label104AEF

:Label103839
00D6: if  1
0038:   $1A36 ==  1  ;; integer values
0038:   $1A3A ==  0  ;; integer values
004D: jump_if_false £Label103859
0002: jump £Label104BBC

:Label103859
00D6: if  1
0185:   car $1A35 health >=  400
0038:   $1A34 ==  1  ;; integer values
004D: jump_if_false £Label10387F
0164: disable_marker $176
0004: $1A34 =  0  ;; integer values

:Label10387F
00D6: if  0
80FD:   NOT   player $PLAYER_CHAR  0 ()near_actor $1A37 in_car radius  7.0  7.0  2.0
004D: jump_if_false £Label1038AA
0002: jump £Label10343B

:Label1038AA
0002: jump £Label103741

:Label1038B1
00A0: store_actor $1A37 position_to $1A4B $1A4C $1A4D
0164: disable_marker $1A32
0216: set_car $1A35 taxi_available_light_to  0 (off)

:Label1038CB
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label1038E6
0002: jump £Label104BBC

:Label1038E6
0209: $174 = random_int  1  16
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label103906
0002: jump £Label104BBC

:Label103906
00D6: if  25
0121:   player $PLAYER_CHAR in_zone "DTOWN"
0121:   player $PLAYER_CHAR in_zone "A_PORT"
0121:   player $PLAYER_CHAR in_zone "JUNKY"
0121:   player $PLAYER_CHAR in_zone "DOCKS"
0121:   player $PLAYER_CHAR in_zone "HAVANA"
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label103EE8
00D6: if  0
0038:   $174 ==  1  ;; integer values
004D: jump_if_false £Label1039BD
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false £Label103990
0002: jump £Label1038CB

:Label103990
00BC: text_highpriority "MFARE1"  5000 ms  1  ;; ~g~Destination ~w~'Ammu-Nation' ~g~in Downtown.
0005: $1A45 = -679.1  ;; floating-point values
0005: $1A46 =  1193.5  ;; floating-point values
0005: $1A47 =  9.4  ;; floating-point values

:Label1039BD
00D6: if  0
0038:   $174 ==  2  ;; integer values
004D: jump_if_false £Label103A1B
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false £Label1039EE
0002: jump £Label1038CB

:Label1039EE
00BC: text_highpriority "MFARE2"  5000 ms  1  ;; ~g~Destination ~w~'the Terminal' ~g~at Escobar International Airport.
0005: $1A45 = -1457.7  ;; floating-point values
0005: $1A46 = -825.1  ;; floating-point values
0005: $1A47 =  13.1  ;; floating-point values

:Label103A1B
00D6: if  0
0038:   $174 ==  3  ;; integer values
004D: jump_if_false £Label103A79
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false £Label103A4C
0002: jump £Label1038CB

:Label103A4C
00BC: text_highpriority "WFARE3"  5000 ms  1  ;; ~g~Destination ~w~'Sunshine Autos' ~g~in Little Havana.
0005: $1A45 = -1009.0  ;; floating-point values
0005: $1A46 = -880.9  ;; floating-point values
0005: $1A47 =  11.9  ;; floating-point values

:Label103A79
00D6: if  0
0038:   $174 ==  4  ;; integer values
004D: jump_if_false £Label103AD7
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label103AAA
0002: jump £Label1038CB

:Label103AAA
00BC: text_highpriority "WFARE4"  5000 ms  1  ;; ~g~Destination ~w~'Kaufman Cabs' ~g~in Little Haiti.
0005: $1A45 = -1018.4  ;; floating-point values
0005: $1A46 =  195.9  ;; floating-point values
0005: $1A47 =  10.1  ;; floating-point values

:Label103AD7
00D6: if  0
0038:   $174 ==  5  ;; integer values
004D: jump_if_false £Label103B35
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false £Label103B08
0002: jump £Label1038CB

:Label103B08
00BC: text_highpriority "WFARE5"  5000 ms  1  ;; ~g~Destination ~w~'The Hardware store' ~g~in Little Havana.
0005: $1A45 = -971.2  ;; floating-point values
0005: $1A46 = -677.2  ;; floating-point values
0005: $1A47 =  10.4  ;; floating-point values

:Label103B35
00D6: if  0
0038:   $174 ==  6  ;; integer values
004D: jump_if_false £Label103B93
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false £Label103B66
0002: jump £Label1038CB

:Label103B66
00BC: text_highpriority "WFARE6"  5000 ms  1  ;; ~g~Destination ~w~'Howlin Petes Bike Emporium' ~g~in Downtown.
0005: $1A45 = -600.6  ;; floating-point values
0005: $1A46 =  667.3  ;; floating-point values
0005: $1A47 =  9.9  ;; floating-point values

:Label103B93
00D6: if  0
0038:   $174 ==  7  ;; integer values
004D: jump_if_false £Label103BF1
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false £Label103BC4
0002: jump £Label1038CB

:Label103BC4
00BC: text_highpriority "WFARE7"  5000 ms  1  ;; ~g~Destination ~w~'Police Station' ~g~in Little Havana.
0005: $1A45 = -865.6  ;; floating-point values
0005: $1A46 = -677.0  ;; floating-point values
0005: $1A47 =  10.0  ;; floating-point values

:Label103BF1
00D6: if  0
0038:   $174 ==  8  ;; integer values
004D: jump_if_false £Label103C4F
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false £Label103C22
0002: jump £Label1038CB

:Label103C22
00BC: text_highpriority "WFARE8"  5000 ms  1  ;; ~g~Destination ~w~'Police Station' ~g~in Downtown.
0005: $1A45 = -661.7  ;; floating-point values
0005: $1A46 =  755.7  ;; floating-point values
0005: $1A47 =  9.8  ;; floating-point values

:Label103C4F
00D6: if  0
0038:   $174 ==  9  ;; integer values
004D: jump_if_false £Label103CAD
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false £Label103C80
0002: jump £Label1038CB

:Label103C80
00BC: text_highpriority "WFARE9"  5000 ms  1  ;; ~g~Destination ~w~'Hospital' ~g~in Downtown.
0005: $1A45 = -800.4  ;; floating-point values
0005: $1A46 =  1167.8  ;; floating-point values
0005: $1A47 =  9.6  ;; floating-point values

:Label103CAD
00D6: if  0
0038:   $174 ==  10  ;; integer values
004D: jump_if_false £Label103D0B
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false £Label103CDE
0002: jump £Label1038CB

:Label103CDE
00BC: text_highpriority "WFARE10"  5000 ms  1  ;; ~g~Destination ~w~'Hospital' ~g~in Little Havana.
0005: $1A45 = -871.9  ;; floating-point values
0005: $1A46 = -467.2  ;; floating-point values
0005: $1A47 =  9.8  ;; floating-point values

:Label103D0B
00D6: if  0
0038:   $174 ==  11  ;; integer values
004D: jump_if_false £Label103D69
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false £Label103D3C
0002: jump £Label1038CB

:Label103D3C
00BC: text_highpriority "WFARE11"  5000 ms  1  ;; ~g~Destination ~w~'The Stadium' ~g~in Downtown.
0005: $1A45 = -1024.6  ;; floating-point values
0005: $1A46 =  1332.8  ;; floating-point values
0005: $1A47 =  7.4  ;; floating-point values

:Label103D69
00D6: if  0
0038:   $174 ==  12  ;; integer values
004D: jump_if_false £Label103DC7
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label103D9A
0002: jump £Label1038CB

:Label103D9A
00BC: text_highpriority "WFARE12"  5000 ms  1  ;; ~g~Destination ~w~'Pizza Restaurant' ~g~in Little Haiti.
0005: $1A45 = -1064.6  ;; floating-point values
0005: $1A46 =  84.0  ;; floating-point values
0005: $1A47 =  10.2  ;; floating-point values

:Label103DC7
00D6: if  0
0038:   $174 ==  13  ;; integer values
004D: jump_if_false £Label103E25
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false £Label103DF8
0002: jump £Label1038CB

:Label103DF8
00BC: text_highpriority "WFARE13"  5000 ms  1  ;; ~g~Destination ~w~'Pizza Restaurant' ~g~in Downtown.
0005: $1A45 = -878.6  ;; floating-point values
0005: $1A46 =  795.7  ;; floating-point values
0005: $1A47 =  10.0  ;; floating-point values

:Label103E25
00D6: if  0
0038:   $174 ==  14  ;; integer values
004D: jump_if_false £Label103E83
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false £Label103E56
0002: jump £Label1038CB

:Label103E56
00BC: text_highpriority "WFARE14"  5000 ms  1  ;; ~g~Destination ~w~'Docks' ~g~in Viceport.
0005: $1A45 = -745.0  ;; floating-point values
0005: $1A46 = -1264.0  ;; floating-point values
0005: $1A47 =  10.1  ;; floating-point values

:Label103E83
00D6: if  0
0038:   $174 ==  15  ;; integer values
004D: jump_if_false £Label103EE1
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label103EB4
0002: jump £Label1038CB

:Label103EB4
00BC: text_highpriority "WFARE15"  5000 ms  1  ;; ~g~Destination ~w~'Chemist' ~g~in Little Haiti.
0005: $1A45 = -850.6  ;; floating-point values
0005: $1A46 = -92.4  ;; floating-point values
0005: $1A47 =  10.1  ;; floating-point values

:Label103EE1
0002: jump £Label10446A

:Label103EE8
00D6: if  0
0038:   $174 ==  1  ;; integer values
004D: jump_if_false £Label103F46
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false £Label103F19
0002: jump £Label1038CB

:Label103F19
00BC: text_highpriority "FARE1"  5000 ms  1  ;; ~g~Destination ~w~'The Pole Position Club' ~g~in Ocean Beach.
0005: $1A45 =  100.7  ;; floating-point values
0005: $1A46 = -1476.8  ;; floating-point values
0005: $1A47 =  9.4  ;; floating-point values

:Label103F46
00D6: if  0
0038:   $174 ==  2  ;; integer values
004D: jump_if_false £Label103FA4
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false £Label103F77
0002: jump £Label1038CB

:Label103F77
00BC: text_highpriority "FARE2"  5000 ms  1  ;; ~g~Destination ~w~'The Malibu club' ~g~in Vice Point.
0005: $1A45 =  505.8  ;; floating-point values
0005: $1A46 = -93.9  ;; floating-point values
0005: $1A47 =  9.4  ;; floating-point values

:Label103FA4
00D6: if  0
0038:   $174 ==  3  ;; integer values
004D: jump_if_false £Label104002
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false £Label103FD5
0002: jump £Label1038CB

:Label103FD5
00BC: text_highpriority "FARE3"  5000 ms  1  ;; ~g~Destination ~w~'The Marina' ~g~in Ocean Beach.
0005: $1A45 = -244.7  ;; floating-point values
0005: $1A46 = -1301.8  ;; floating-point values
0005: $1A47 =  6.9  ;; floating-point values

:Label104002
00D6: if  0
0038:   $174 ==  4  ;; integer values
004D: jump_if_false £Label104060
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false £Label104033
0002: jump £Label1038CB

:Label104033
00BC: text_highpriority "FARE4"  5000 ms  1  ;; ~g~Destination ~w~'Ammu-Nation' ~g~in Ocean Beach.
0005: $1A45 = -53.5  ;; floating-point values
0005: $1A46 = -1481.7  ;; floating-point values
0005: $1A47 =  8.1  ;; floating-point values

:Label104060
00D6: if  0
0038:   $174 ==  5  ;; integer values
004D: jump_if_false £Label1040BE
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false £Label104091
0002: jump £Label1038CB

:Label104091
00BC: text_highpriority "FARE5"  5000 ms  1  ;; ~g~Destination ~w~'The Hardware store' ~g~in Washington Beach.
0005: $1A45 =  201.6  ;; floating-point values
0005: $1A46 = -491.7  ;; floating-point values
0005: $1A47 =  10.3  ;; floating-point values

:Label1040BE
00D6: if  0
0038:   $174 ==  6  ;; integer values
004D: jump_if_false £Label10411C
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false £Label1040EF
0002: jump £Label1038CB

:Label1040EF
00BC: text_highpriority "FARE6"  5000 ms  1  ;; ~g~Destination ~w~'The North Point Mall' ~g~in Vice Point.
0005: $1A45 =  483.3  ;; floating-point values
0005: $1A46 =  1124.3  ;; floating-point values
0005: $1A47 =  15.4  ;; floating-point values

:Label10411C
00D6: if  0
0038:   $174 ==  7  ;; integer values
004D: jump_if_false £Label10417A
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false £Label10414D
0002: jump £Label1038CB

:Label10414D
00BC: text_highpriority "FARE7"  5000 ms  1  ;; ~g~Destination ~w~'The Jewelers' ~g~in Vice Point.
0005: $1A45 =  394.8  ;; floating-point values
0005: $1A46 =  203.8  ;; floating-point values
0005: $1A47 =  9.9  ;; floating-point values

:Label10417A
00D6: if  0
0038:   $174 ==  8  ;; integer values
004D: jump_if_false £Label1041D8
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false £Label1041AB
0002: jump £Label1038CB

:Label1041AB
00BC: text_highpriority "FARE8"  5000 ms  1  ;; ~g~Destination ~w~'The Beach' ~g~in Ocean Beach.
0005: $1A45 =  482.3  ;; floating-point values
0005: $1A46 = -1218.7  ;; floating-point values
0005: $1A47 =  9.7  ;; floating-point values

:Label1041D8
00D6: if  0
0038:   $174 ==  9  ;; integer values
004D: jump_if_false £Label104236
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false £Label104209
0002: jump £Label1038CB

:Label104209
00BC: text_highpriority "FARE9"  5000 ms  1  ;; ~g~Destination ~w~'The Beach' ~g~in Washington Beach.
0005: $1A45 =  600.0  ;; floating-point values
0005: $1A46 = -618.2  ;; floating-point values
0005: $1A47 =  11.2  ;; floating-point values

:Label104236
00D6: if  0
0038:   $174 ==  10  ;; integer values
004D: jump_if_false £Label104294
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false £Label104267
0002: jump £Label1038CB

:Label104267
00BC: text_highpriority "FARE10"  5000 ms  1  ;; ~g~Destination ~w~'The Beach' ~g~in Vice Point.
0005: $1A45 =  736.2  ;; floating-point values
0005: $1A46 =  493.1  ;; floating-point values
0005: $1A47 =  10.9  ;; floating-point values

:Label104294
00D6: if  0
0038:   $174 ==  11  ;; integer values
004D: jump_if_false £Label1042F2
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false £Label1042C5
0002: jump £Label1038CB

:Label1042C5
00BC: text_highpriority "FARE11"  5000 ms  1  ;; ~g~Destination ~w~'Hospital' ~g~in Ocean Beach.
0005: $1A45 = -99.7  ;; floating-point values
0005: $1A46 = -975.7  ;; floating-point values
0005: $1A47 =  9.4  ;; floating-point values

:Label1042F2
00D6: if  0
0038:   $174 ==  12  ;; integer values
004D: jump_if_false £Label104350
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false £Label104323
0002: jump £Label1038CB

:Label104323
00BC: text_highpriority "FARE12"  5000 ms  1  ;; ~g~Destination ~w~'Hospital' ~g~in Vice Point.
0005: $1A45 =  431.1  ;; floating-point values
0005: $1A46 =  705.3  ;; floating-point values
0005: $1A47 =  10.4  ;; floating-point values

:Label104350
00D6: if  0
0038:   $174 ==  13  ;; integer values
004D: jump_if_false £Label1043AE
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false £Label104381
0002: jump £Label1038CB

:Label104381
00BC: text_highpriority "FARE13"  5000 ms  1  ;; ~g~Destination ~w~'Police Station' ~g~in Washington Beach.
0005: $1A45 =  403.9  ;; floating-point values
0005: $1A46 = -467.5  ;; floating-point values
0005: $1A47 =  9.1  ;; floating-point values

:Label1043AE
00D6: if  0
0038:   $174 ==  14  ;; integer values
004D: jump_if_false £Label10440C
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false £Label1043DF
0002: jump £Label1038CB

:Label1043DF
00BC: text_highpriority "FARE14"  5000 ms  1  ;; ~g~Destination ~w~'Police Station' ~g~in Vice Point.
0005: $1A45 =  520.7  ;; floating-point values
0005: $1A46 =  507.5  ;; floating-point values
0005: $1A47 =  10.1  ;; floating-point values

:Label10440C
00D6: if  0
0038:   $174 ==  15  ;; integer values
004D: jump_if_false £Label10446A
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false £Label10443D
0002: jump £Label1038CB

:Label10443D
00BC: text_highpriority "FARE15"  5000 ms  1  ;; ~g~Destination ~w~'Pizza Restaurant' ~g~in Vice Point.
0005: $1A45 =  433.0  ;; floating-point values
0005: $1A46 =  68.1  ;; floating-point values
0005: $1A47 =  10.0  ;; floating-point values

:Label10446A
018A: $1A33 = create_checkpoint_at $1A45 $1A46 $1A47
018B: show_on_radar $1A33  2
00D6: if  0
0119:   car $1A35 wrecked
004D: jump_if_false £Label104496
0002: jump £Label104BBC

:Label104496
0086: $1A4E = $1A4B  ;; floating-point values only
0061: $1A4E -= $1A48  ;; floating-point values
0086: $1A4F = $1A4C  ;; floating-point values only
0061: $1A4F -= $1A49  ;; floating-point values
0086: $1A50 = $1A4E  ;; floating-point values only
0069: $1A50 *= $1A4E  ;; floating-point values
0086: $1A51 = $1A4F  ;; floating-point values only
0069: $1A51 *= $1A4F  ;; floating-point values
0086: $1A52 = $1A50  ;; floating-point values only
0059: $1A52 += $1A51  ;; floating-point values
01FB: $1A53 = square_root $1A52
008C: $1A3C = float_to_integer $1A53
0084: $1A3D = $1A3C  ;; integer values and handles
00D6: if  25
0121:   player $PLAYER_CHAR in_zone "DTOWN"
0121:   player $PLAYER_CHAR in_zone "A_PORT"
0121:   player $PLAYER_CHAR in_zone "JUNKY"
0121:   player $PLAYER_CHAR in_zone "DOCKS"
0121:   player $PLAYER_CHAR in_zone "HAVANA"
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label10466D
00D6: if  0
0038:   $1A38 ==  0  ;; integer values
004D: jump_if_false £Label104570
0010: $1A3C *=  80  ;; integer values

:Label104570
00D6: if  0
0038:   $1A38 ==  1  ;; integer values
004D: jump_if_false £Label104589
0010: $1A3C *=  75  ;; integer values

:Label104589
00D6: if  0
0038:   $1A38 ==  2  ;; integer values
004D: jump_if_false £Label1045A2
0010: $1A3C *=  70  ;; integer values

:Label1045A2
00D6: if  0
0038:   $1A38 ==  3  ;; integer values
004D: jump_if_false £Label1045BB
0010: $1A3C *=  69  ;; integer values

:Label1045BB
00D6: if  0
0038:   $1A38 ==  4  ;; integer values
004D: jump_if_false £Label1045D4
0010: $1A3C *=  68  ;; integer values

:Label1045D4
00D6: if  0
0038:   $1A38 ==  5  ;; integer values
004D: jump_if_false £Label1045ED
0010: $1A3C *=  66  ;; integer values

:Label1045ED
00D6: if  1
0018:   $1A38 >  5  ;; integer values
002A:    10 >= $1A38  ;; integer values
004D: jump_if_false £Label10460D
0010: $1A3C *=  65  ;; integer values

:Label10460D
00D6: if  1
0018:   $1A38 >  11  ;; integer values
002A:    20 >= $1A38  ;; integer values
004D: jump_if_false £Label10462D
0010: $1A3C *=  60  ;; integer values

:Label10462D
00D6: if  1
0018:   $1A38 >  20  ;; integer values
002A:    50 >= $1A38  ;; integer values
004D: jump_if_false £Label10464D
0010: $1A3C *=  55  ;; integer values

:Label10464D
00D6: if  0
0018:   $1A38 >  50  ;; integer values
004D: jump_if_false £Label104666
0010: $1A3C *=  50  ;; integer values

:Label104666
0002: jump £Label10477C

:Label10466D
00D6: if  0
0038:   $1A38 ==  0  ;; integer values
004D: jump_if_false £Label104686
0010: $1A3C *=  90  ;; integer values

:Label104686
00D6: if  0
0038:   $1A38 ==  1  ;; integer values
004D: jump_if_false £Label10469F
0010: $1A3C *=  85  ;; integer values

:Label10469F
00D6: if  0
0038:   $1A38 ==  2  ;; integer values
004D: jump_if_false £Label1046B8
0010: $1A3C *=  80  ;; integer values

:Label1046B8
00D6: if  0
0038:   $1A38 ==  3  ;; integer values
004D: jump_if_false £Label1046D1
0010: $1A3C *=  79  ;; integer values

:Label1046D1
00D6: if  0
0038:   $1A38 ==  4  ;; integer values
004D: jump_if_false £Label1046EA
0010: $1A3C *=  78  ;; integer values

:Label1046EA
00D6: if  0
0038:   $1A38 ==  5  ;; integer values
004D: jump_if_false £Label104703
0010: $1A3C *=  76  ;; integer values

:Label104703
00D6: if  1
0018:   $1A38 >  5  ;; integer values
002A:    10 >= $1A38  ;; integer values
004D: jump_if_false £Label104723
0010: $1A3C *=  75  ;; integer values

:Label104723
00D6: if  1
0018:   $1A38 >  11  ;; integer values
002A:    20 >= $1A38  ;; integer values
004D: jump_if_false £Label104743
0010: $1A3C *=  70  ;; integer values

:Label104743
00D6: if  1
0018:   $1A38 >  20  ;; integer values
002A:    50 >= $1A38  ;; integer values
004D: jump_if_false £Label104763
0010: $1A3C *=  65  ;; integer values

:Label104763
00D6: if  0
0018:   $1A38 >  50  ;; integer values
004D: jump_if_false £Label10477C
0010: $1A3C *=  60  ;; integer values

:Label10477C
0058: $1A3A += $1A3C  ;; integer values
0084: $1A42 = $1A3C  ;; integer values and handles
0014: $1A42 /=  100  ;; integer values
0010: $1A42 *=  65  ;; integer values
0006:  17@ =  0  ;; integer values
00D6: if  0
0038:   $1A36 ==  0  ;; integer values
004D: jump_if_false £Label1047C9
03C3: set_timer_with_text_to $1A3A type  1 text "SEG3_1"  ;; TIME:
0004: $1A36 =  1  ;; integer values

:Label1047C9
00D6: if  0
0038:   $1A38 ==  0  ;; integer values
004D: jump_if_false £Label1047E3
0008: $1A3A +=  5000  ;; integer values

:Label1047E3
00D6: if  21
80FA:   NOT   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_in_car $1A45 $1A46 $1A47 radius  4.0  4.0  4.0
80DC:   NOT   player $PLAYER_CHAR driving $1A35
004D: jump_if_false £Label104975
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label104830
0002: jump £Label104BBC

:Label104830
00D6: if  0
0119:   car $1A35 wrecked
004D: jump_if_false £Label104847
0002: jump £Label104BBC

:Label104847
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1A35
004D: jump_if_false £Label104861
0002: jump £Label104BBC

:Label104861
0293: $12 = current_controls
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false £Label10489E
00D6: if  1
00E1:   key_pressed  0  19
0038:   $ONMISSION ==  1  ;; integer values
004D: jump_if_false £Label104897
0002: jump £Label104AEF

:Label104897
0002: jump £Label1048BD

:Label10489E
00D6: if  1
00E1:   key_pressed  0  14
0038:   $ONMISSION ==  1  ;; integer values
004D: jump_if_false £Label1048BD
0002: jump £Label104AEF

:Label1048BD
00D6: if  0
0038:   $1A3A ==  0  ;; integer values
004D: jump_if_false £Label1048D6
0002: jump £Label104AA3

:Label1048D6
00D6: if  0
8185:   NOT   car $1A35 health >=  400
004D: jump_if_false £Label104915
00D6: if  0
0038:   $1A34 ==  0  ;; integer values
004D: jump_if_false £Label104915
0164: disable_marker $176
0004: $1A34 =  1  ;; integer values
0050: gosub £Label104AB9
0002: jump £Label104B7A

:Label104915
00D6: if  0
8119:   NOT   car $1A35 wrecked
004D: jump_if_false £Label104952
00D6: if  1
0185:   car $1A35 health >=  400
0038:   $1A34 ==  1  ;; integer values
004D: jump_if_false £Label104952
0164: disable_marker $176
0004: $1A34 =  0  ;; integer values
0004: $1A39 =  0  ;; integer values

:Label104952
00D6: if  1
01F4:   car $1A35 flipped
01C1:   car $1A35 stopped
004D: jump_if_false £Label10496E
0002: jump £Label104AB9

:Label10496E
0002: jump £Label1047E3

:Label104975
00D6: if  0
001F:    17@ > $1A42  ;; integer values
004D: jump_if_false £Label1049AD
0084: $1A41 = $1A3D  ;; integer values and handles
0014: $1A41 /=  10  ;; integer values
00BA: text_styled "TAXI4"  5000 ms  5  ;; Fare complete!
0002: jump £Label1049CB

:Label1049AD
0084: $1A41 = $1A3D  ;; integer values and handles
0014: $1A41 /=  8  ;; integer values
00BA: text_styled "TAXI5"  5000 ms  5  ;; SPEED BONUS!!

:Label1049CB
0109: player $PLAYER_CHAR money += $1A41
01E3: text_1number_styled "TSCORE2" $1A41  6000 ms  6  ;; $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0058: $1A3B += $1A41  ;; integer values
0008: $171 +=  1  ;; integer values
0315: increment_taxi_dropoffs
0008: $1A38 +=  1  ;; integer values
00D6: if  1
0038:   $175 ==  0  ;; integer values
0018:   $171 >  99  ;; integer values
004D: jump_if_false £Label104A46
0317: increment_mission_attempts
0595: (unknown)
0572: set_taxi_boost_jump  1
03E5: text_box "NITRO"  ;; All taxi's now have a boost jump! Just press the horn button.
030C: set_mission_points +=  1
0004: $175 =  1  ;; integer values

:Label104A46
0008: $1A3A +=  10000  ;; integer values
0050: gosub £Label104BBC
00D6: if  0
003A:   $1A38 == $1A44  ;; integer values and handles
004D: jump_if_false £Label104A9C
036D: text_2numbers_styled "IN_ROW" $1A38 $1A43  5000 ms  6  ;; ~1~ IN A ROW bonus! $~1~
0109: player $PLAYER_CHAR money += $1A43
0058: $1A3B += $1A43  ;; integer values
0008: $1A44 +=  5  ;; integer values
0008: $1A43 +=  500  ;; integer values

:Label104A9C
0002: jump £Label104B7A

:Label104AA3
00BC: text_highpriority "TAXI2"  5000 ms  1  ;; ~r~You're out of time!
0002: jump £Label104BBC

:Label104AB9
0001: wait  0 ms
00BC: text_highpriority "TAXI3"  5000 ms  1  ;; ~r~Your passenger fled in terror!
00D6: if  0
8118:   NOT   actor $1A37 dead
004D: jump_if_false £Label104AE1
0193: set_actor $1A37 objective_to_act_like_ped

:Label104AE1
0004: $1A39 =  1  ;; integer values
0002: jump £Label104BBC

:Label104AEF
0293: $12 = current_controls
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false £Label104B40

:Label104B06
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false £Label104B39
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label104B32
0002: jump £Label104BBC

:Label104B32
0002: jump £Label104B06

:Label104B39
0002: jump £Label104B73

:Label104B40
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £Label104B73
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label104B6C
0002: jump £Label104BBC

:Label104B6C
0002: jump £Label104B40

:Label104B73
0002: jump £Label104BBC

:Label104B7A
0164: disable_marker $1A32
0164: disable_marker $1A33
01C2: remove_references_to_actor $1A37  ;; Like turning an actor into a random pedestrian
00D6: if  0
8119:   NOT   car $1A35 wrecked
004D: jump_if_false £Label104BA0
0216: set_car $1A35 taxi_available_light_to  1 (on)

:Label104BA0
0001: wait  0 ms
00BB: text_lowpriority "TAXI1"  1500 ms  1  ;; ~g~Look for a fare.
0002: jump £Label103304
0051: return

:Label104BBC
00D6: if  0
8118:   NOT   actor $1A37 dead
004D: jump_if_false £Label104CD5
00D6: if  0
8119:   NOT   car $1A35 wrecked
004D: jump_if_false £Label104CD5
00D6: if  0
00DB:   actor $1A37 in_car $1A35
004D: jump_if_false £Label104CD5
01D3: actor $1A37 leave_car $1A35
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £Label104C0E
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:Label104C0E
00D6: if  0
00DB:   actor $1A37 in_car $1A35
004D: jump_if_false £Label104CD5
0001: wait  0 ms
00D6: if  21
0118:   actor $1A37 dead
0119:   car $1A35 wrecked
004D: jump_if_false £Label104C41
0002: jump £Label104D00

:Label104C41
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £Label104C58
0002: jump £Label104D00

:Label104C58
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1A35
004D: jump_if_false £Label104C72
0002: jump £Label104D00

:Label104C72
0293: $12 = current_controls
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false £Label104CAF
00D6: if  1
00E1:   key_pressed  0  19
0038:   $ONMISSION ==  1  ;; integer values
004D: jump_if_false £Label104CA8
0002: jump £Label104D00

:Label104CA8
0002: jump £Label104CCE

:Label104CAF
00D6: if  1
00E1:   key_pressed  0  14
0038:   $ONMISSION ==  1  ;; integer values
004D: jump_if_false £Label104CCE
0002: jump £Label104D00

:Label104CCE
0002: jump £Label104C0E

:Label104CD5
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £Label104CEC
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:Label104CEC
00D6: if  0
0038:   $1A39 ==  1  ;; integer values
004D: jump_if_false £Label104D00
0051: return

:Label104D00
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $1A37 dead
004D: jump_if_false £Label104D43
00D6: if  0
8119:   NOT   car $1A35 wrecked
004D: jump_if_false £Label104D43
00D6: if  0
80DB:   NOT   actor $1A37 in_car $1A35
004D: jump_if_false £Label104D43
009C: set_actor $1A37 wander_path_to  0
01C2: remove_references_to_actor $1A37  ;; Like turning an actor into a random pedestrian

:Label104D43
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £Label104D5A
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:Label104D5A
0051: return

:Label104D5C
014F: stop_timer $1A3A
0151: remove_status_text $1A38
00D6: if  0
8119:   NOT   car $1A35 wrecked
004D: jump_if_false £Label104D7D
0216: set_car $1A35 taxi_available_light_to  0 (off)

:Label104D7D
0164: disable_marker $1A32
0164: disable_marker $1A33
0164: disable_marker $176
01C2: remove_references_to_actor $1A37  ;; Like turning an actor into a random pedestrian
00BA: text_styled "TAXI6"  5000 ms  5  ;; Taxi mission over
01E3: text_1number_styled "TSCORE" $1A3B  6000 ms  6  ;; EARNINGS: $~1~
0316: save_taxi_earnings_from $1A3B
0111: set_wasted_busted_check_to  1 (enabled)
0004: $ONMISSION =  0  ;; integer values
0004: $13A =  0  ;; integer values
0004: $173 =  0  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £Label104DE7
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:Label104DE7
03E6: remove_text_box
00D8: mission_cleanup
0051: return

;-------------Mission 76---------------
; Originally: 'PARAMEDIC'


:Label104DED
0050: gosub £Label104DFD
0050: gosub £Label106AEE
004E: end_thread

:Label104DFD
0004: $ONMISSION =  1  ;; integer values
0004: $13F =  1  ;; integer values
03A4: name_thread "AMBULAN"
00D6: if  0
0038:   $62D ==  0  ;; integer values
004D: jump_if_false £Label104E29
0317: increment_mission_attempts

:Label104E29
0001: wait  0 ms
054C: use_GXT_table "AMBULAE"
0004: $1A54 =  0  ;; integer values
0004: $1A55 =  0  ;; integer values
0004: $1A5A =  0  ;; integer values
0004: $1A5B =  0  ;; integer values
0004: $1A5C =  0  ;; integer values
0004: $1A5D =  0  ;; integer values
0004: $1A5E =  0  ;; integer values
0004: $1A58 =  1  ;; integer values
0004: $1A57 =  0  ;; integer values
0006:  2@ =  0  ;; integer values
0006:  5@ =  0  ;; integer values
0006:  8@ =  0  ;; integer values
0006:  11@ =  0  ;; integer values
0006:  14@ =  0  ;; integer values
0004: $1A6E =  0  ;; integer values
0004: $1A71 =  0  ;; integer values
0004: $1A74 =  0  ;; integer values
0004: $1A77 =  0  ;; integer values
0004: $1A7A =  0  ;; integer values
0004: $1A7D =  0  ;; integer values
0004: $1A80 =  0  ;; integer values
0004: $1A61 =  0  ;; integer values
0005: $1A9C =  10.0  ;; floating-point values
0004: $1A64 =  1  ;; integer values
0004: $1A63 =  0  ;; integer values
0004: $1A65 =  0  ;; integer values
0004: $1A5F =  0  ;; integer values
0004: $1A60 =  0  ;; integer values
0004: $1A67 =  0  ;; integer values
0004: $1A68 =  0  ;; integer values
0004: $1A69 =  0  ;; integer values
0004: $1A66 =  0  ;; integer values
0004: $1A6B =  0  ;; integer values
0004: $1A84 =  0  ;; integer values
0005: $1A8F =  0.0  ;; floating-point values
0005: $1A90 =  0.0  ;; floating-point values
0005: $1A91 =  0.0  ;; floating-point values
00BC: text_highpriority "ATUTOR2"  3000 ms  1  ;; ~g~Drive the patients to Hospital CAREFULLY. Each bump reduces their chances of survival.
03C7: unknown_maby_cops_density  .5

:Label104F5C
01E4: text_1number_lowpriority "ALEVEL" $1A64  5000 ms  4  ;; Paramedic Mission Level ~1~
014F: stop_timer $1A54
0004: $1A54 =  0  ;; integer values
00D6: if  0
00E3:   player $PLAYER_CHAR  0 ()near_point  361.298 -958.797 radius  750.0  850.0
004D: jump_if_false £Label104FD9
0005: $1A87 = -133.0288  ;; floating-point values
0005: $1A88 = -981.1411  ;; floating-point values
0005: $1A89 =  9.4084  ;; floating-point values
0005: $1A8D = -134.3  ;; floating-point values
0005: $1A8E = -982.6  ;; floating-point values
0002: jump £Label1050EF

:Label104FD9
00D6: if  0
00E3:   player $PLAYER_CHAR  0 ()near_point  574.234  641.203 radius  750.0  750.0
004D: jump_if_false £Label105038
0005: $1A87 =  479.1241  ;; floating-point values
0005: $1A88 =  710.748  ;; floating-point values
0005: $1A89 =  10.3577  ;; floating-point values
0005: $1A8D =  496.5145  ;; floating-point values
0005: $1A8E =  708.1912  ;; floating-point values
0002: jump £Label1050EF

:Label105038
00D6: if  0
00E3:   player $PLAYER_CHAR  0 ()near_point -1138.702 -902.039 radius  750.0  900.0
004D: jump_if_false £Label105097
0005: $1A87 = -871.6317  ;; floating-point values
0005: $1A88 = -477.0081  ;; floating-point values
0005: $1A89 =  10.0683  ;; floating-point values
0005: $1A8D = -887.111  ;; floating-point values
0005: $1A8E = -470.534  ;; floating-point values
0002: jump £Label1050EF

:Label105097
00D6: if  0
00E3:   player $PLAYER_CHAR  0 ()near_point -1025.766  847.961 radius  850.0  850.0
004D: jump_if_false £Label1050EF
0005: $1A87 = -823.111  ;; floating-point values
0005: $1A88 =  1167.676  ;; floating-point values
0005: $1A89 =  9.8744  ;; floating-point values
0005: $1A8D = -823.264  ;; floating-point values
0005: $1A8E =  1140.06  ;; floating-point values

:Label1050EF
00D6: if  0
001C:   $1A58 > $1A57  ;; integer values
004D: jump_if_false £Label10513E
0050: gosub £Label10570A
00D6: if  0
0038:   $1A84 ==  1  ;; integer values
004D: jump_if_false £Label105122
0002: jump £Label106AEE

:Label105122
0050: gosub £Label1051E0
0050: gosub £Label106429
0008: $1A57 +=  1  ;; integer values
0002: jump £Label1050EF

:Label10513E
00D6: if  0
0018:   $1A58 >  3  ;; integer values
004D: jump_if_false £Label10515E
0004: $1A60 =  1  ;; integer values
0002: jump £Label105165

:Label10515E
0004: $1A60 =  0  ;; integer values

:Label105165
0084: $1A63 = $1A54  ;; integer values and handles
0070: $1A63 /= $1A58  ;; integer values
0014: $1A63 /=  2  ;; integer values
0084: $1A59 = $1A58  ;; integer values and handles
0008: $1A59 +=  1  ;; integer values
0068: $1A63 *= $1A59  ;; integer values
0058: $1A54 += $1A63  ;; integer values
0070: $1A54 /= $1A58  ;; integer values
0084: $1A63 = $1A54  ;; integer values and handles
0014: $1A63 /=  2  ;; integer values
014E: set_timer_to $1A54 type  1
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label1051D9
018A: $1A62 = create_checkpoint_at $1A87 $1A88 $1A89

:Label1051D9
0002: jump £Label106455

:Label1051E0
00D6: if  1
0018:   $1A58 >  0  ;; integer values
0039:    2@ ==  0  ;; integer values
004D: jump_if_false £Label10524E
0376:  0@ = create_random_actor $1A8F $1A90 $1A91
0006:  2@ =  1  ;; integer values
0332: set_actor  0@ bleeding_to  1 (true)
02A9: set_actor  0@ immune_to_nonplayer  1
0208: $1A9B = random_float  0.0  359.9
0173: set_actor  0@ z_angle_to $1A9B
0319: set_actor  0@ wander_state_to  1 (off)
01ED: reset_actor  0@ flags
0187:  1@ = create_marker_above_actor  0@
0192: set_actor  0@ objective_to_stand_still
0051: return

:Label10524E
00D6: if  1
0018:   $1A58 >  1  ;; integer values
0039:    5@ ==  0  ;; integer values
004D: jump_if_false £Label1052BC
0376:  3@ = create_random_actor $1A8F $1A90 $1A91
0006:  5@ =  1  ;; integer values
0332: set_actor  3@ bleeding_to  1 (true)
02A9: set_actor  3@ immune_to_nonplayer  1
0208: $1A9B = random_float  0.0  359.9
0173: set_actor  3@ z_angle_to $1A9B
0319: set_actor  3@ wander_state_to  1 (off)
01ED: reset_actor  3@ flags
0187:  4@ = create_marker_above_actor  3@
0192: set_actor  3@ objective_to_stand_still
0051: return

:Label1052BC
00D6: if  1
0018:   $1A58 >  2  ;; integer values
0039:    8@ ==  0  ;; integer values
004D: jump_if_false £Label10532A
0376:  6@ = create_random_actor $1A8F $1A90 $1A91
0006:  8@ =  1  ;; integer values
0332: set_actor  6@ bleeding_to  1 (true)
02A9: set_actor  6@ immune_to_nonplayer  1
0208: $1A9B = random_float  0.0  359.9
0173: set_actor  6@ z_angle_to $1A9B
0319: set_actor  6@ wander_state_to  1 (off)
01ED: reset_actor  6@ flags
0187:  7@ = create_marker_above_actor  6@
0192: set_actor  6@ objective_to_stand_still
0051: return

:Label10532A
00D6: if  1
0018:   $1A58 >  3  ;; integer values
0039:    11@ ==  0  ;; integer values
004D: jump_if_false £Label105398
0376:  9@ = create_random_actor $1A8F $1A90 $1A91
0006:  11@ =  1  ;; integer values
0332: set_actor  9@ bleeding_to  1 (true)
02A9: set_actor  9@ immune_to_nonplayer  1
0208: $1A9B = random_float  0.0  359.9
0173: set_actor  9@ z_angle_to $1A9B
0319: set_actor  9@ wander_state_to  1 (off)
01ED: reset_actor  9@ flags
0187:  10@ = create_marker_above_actor  9@
0192: set_actor  9@ objective_to_stand_still
0051: return

:Label105398
00D6: if  1
0018:   $1A58 >  4  ;; integer values
0039:    14@ ==  0  ;; integer values
004D: jump_if_false £Label105406
0376:  12@ = create_random_actor $1A8F $1A90 $1A91
0006:  14@ =  1  ;; integer values
0332: set_actor  12@ bleeding_to  1 (true)
02A9: set_actor  12@ immune_to_nonplayer  1
0208: $1A9B = random_float  0.0  359.9
0173: set_actor  12@ z_angle_to $1A9B
0319: set_actor  12@ wander_state_to  1 (off)
01ED: reset_actor  12@ flags
0187:  13@ = create_marker_above_actor  12@
0192: set_actor  12@ objective_to_stand_still
0051: return

:Label105406
00D6: if  1
0018:   $1A58 >  5  ;; integer values
0038:   $1A6E ==  0  ;; integer values
004D: jump_if_false £Label105474
0376: $1A6C = create_random_actor $1A8F $1A90 $1A91
0004: $1A6E =  1  ;; integer values
0332: set_actor $1A6C bleeding_to  1 (true)
02A9: set_actor $1A6C immune_to_nonplayer  1
0208: $1A9B = random_float  0.0  359.9
0173: set_actor $1A6C z_angle_to $1A9B
0319: set_actor $1A6C wander_state_to  1 (off)
01ED: reset_actor $1A6C flags
0187: $1A6D = create_marker_above_actor $1A6C
0192: set_actor $1A6C objective_to_stand_still
0051: return

:Label105474
00D6: if  1
0018:   $1A58 >  6  ;; integer values
0038:   $1A71 ==  0  ;; integer values
004D: jump_if_false £Label1054E2
0376: $1A6F = create_random_actor $1A8F $1A90 $1A91
0004: $1A71 =  1  ;; integer values
0332: set_actor $1A6F bleeding_to  1 (true)
02A9: set_actor $1A6F immune_to_nonplayer  1
0208: $1A9B = random_float  0.0  359.9
0173: set_actor $1A6F z_angle_to $1A9B
0319: set_actor $1A6F wander_state_to  1 (off)
01ED: reset_actor $1A6F flags
0187: $1A70 = create_marker_above_actor $1A6F
0192: set_actor $1A6F objective_to_stand_still
0051: return

:Label1054E2
00D6: if  1
0018:   $1A58 >  7  ;; integer values
0038:   $1A74 ==  0  ;; integer values
004D: jump_if_false £Label105550
0376: $1A72 = create_random_actor $1A8F $1A90 $1A91
0004: $1A74 =  1  ;; integer values
0332: set_actor $1A72 bleeding_to  1 (true)
02A9: set_actor $1A72 immune_to_nonplayer  1
0208: $1A9B = random_float  0.0  359.9
0173: set_actor $1A72 z_angle_to $1A9B
0319: set_actor $1A72 wander_state_to  1 (off)
01ED: reset_actor $1A72 flags
0187: $1A73 = create_marker_above_actor $1A72
0192: set_actor $1A72 objective_to_stand_still
0051: return

:Label105550
00D6: if  1
0018:   $1A58 >  8  ;; integer values
0038:   $1A77 ==  0  ;; integer values
004D: jump_if_false £Label1055BE
0376: $1A75 = create_random_actor $1A8F $1A90 $1A91
0004: $1A77 =  1  ;; integer values
0332: set_actor $1A75 bleeding_to  1 (true)
02A9: set_actor $1A75 immune_to_nonplayer  1
0208: $1A9B = random_float  0.0  359.9
0173: set_actor $1A75 z_angle_to $1A9B
0319: set_actor $1A75 wander_state_to  1 (off)
01ED: reset_actor $1A75 flags
0187: $1A76 = create_marker_above_actor $1A75
0192: set_actor $1A75 objective_to_stand_still
0051: return

:Label1055BE
00D6: if  1
0018:   $1A58 >  9  ;; integer values
0038:   $1A7A ==  0  ;; integer values
004D: jump_if_false £Label10562C
0376: $1A78 = create_random_actor $1A8F $1A90 $1A91
0004: $1A7A =  1  ;; integer values
0332: set_actor $1A78 bleeding_to  1 (true)
02A9: set_actor $1A78 immune_to_nonplayer  1
0208: $1A9B = random_float  0.0  359.9
0173: set_actor $1A78 z_angle_to $1A9B
0319: set_actor $1A78 wander_state_to  1 (off)
01ED: reset_actor $1A78 flags
0187: $1A79 = create_marker_above_actor $1A78
0192: set_actor $1A78 objective_to_stand_still
0051: return

:Label10562C
00D6: if  1
0018:   $1A58 >  10  ;; integer values
0038:   $1A7D ==  0  ;; integer values
004D: jump_if_false £Label10569A
0376: $1A7B = create_random_actor $1A8F $1A90 $1A91
0004: $1A7D =  1  ;; integer values
0332: set_actor $1A7B bleeding_to  1 (true)
02A9: set_actor $1A7B immune_to_nonplayer  1
0208: $1A9B = random_float  0.0  359.9
0173: set_actor $1A7B z_angle_to $1A9B
0319: set_actor $1A7B wander_state_to  1 (off)
01ED: reset_actor $1A7B flags
0187: $1A7C = create_marker_above_actor $1A7B
0192: set_actor $1A7B objective_to_stand_still
0051: return

:Label10569A
00D6: if  1
0018:   $1A58 >  11  ;; integer values
0038:   $1A80 ==  0  ;; integer values
004D: jump_if_false £Label105708
0376: $1A7E = create_random_actor $1A8F $1A90 $1A91
0004: $1A80 =  1  ;; integer values
0332: set_actor $1A7E bleeding_to  1 (true)
02A9: set_actor $1A7E immune_to_nonplayer  1
0208: $1A9B = random_float  0.0  359.9
0173: set_actor $1A7E z_angle_to $1A9B
0319: set_actor $1A7E wander_state_to  1 (off)
01ED: reset_actor $1A7E flags
0187: $1A7F = create_marker_above_actor $1A7E
0192: set_actor $1A7E objective_to_stand_still
0051: return

:Label105708
0051: return

:Label10570A
0001: wait  0 ms
0054: store_player $PLAYER_CHAR position_to $1A8A $1A8B $1A8C
00D6: if  0
0042:   $1A87 == -133.0288  ;; floating-point values
004D: jump_if_false £Label10574F
0208: $1A85 = random_float -388.702  1111.298
0208: $1A86 = random_float -1808.797 -108.797

:Label10574F
00D6: if  0
0042:   $1A87 ==  479.1241  ;; floating-point values
004D: jump_if_false £Label105782
0208: $1A85 = random_float -175.766  1324.234
0208: $1A86 = random_float -108.797  1391.203

:Label105782
00D6: if  0
0042:   $1A87 == -871.6317  ;; floating-point values
004D: jump_if_false £Label1057B5
0208: $1A85 = random_float -1888.702 -388.702
0208: $1A86 = random_float -1802.039 -2.039

:Label1057B5
00D6: if  0
0042:   $1A87 == -823.111  ;; floating-point values
004D: jump_if_false £Label1057E8
0208: $1A85 = random_float -1875.766 -175.766
0208: $1A86 = random_float -2.039  1697.961

:Label1057E8
0293: $12 = current_controls
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false £Label10581E
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false £Label105817
0004: $1A69 =  1  ;; integer values

:Label105817
0002: jump £Label105836

:Label10581E
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £Label105836
0004: $1A69 =  1  ;; integer values

:Label105836
00D6: if  0
0038:   $1A69 ==  1  ;; integer values
004D: jump_if_false £Label1058B3
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false £Label10588A
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false £Label105883
00BC: text_highpriority "A_CANC"  3000 ms  1  ;; ~r~Paramedic mission cancelled!
0004: $1A84 =  1  ;; integer values
0051: return

:Label105883
0002: jump £Label1058B3

:Label10588A
00D6: if  0
80E1:   NOT   key_pressed  0  14
004D: jump_if_false £Label1058B3
00BC: text_highpriority "A_CANC"  3000 ms  1  ;; ~r~Paramedic mission cancelled!
0004: $1A84 =  1  ;; integer values
0051: return

:Label1058B3
00D6: if  0
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #AMBULAN
004D: jump_if_false £Label1058DE
00BC: text_highpriority "A_CANC"  3000 ms  1  ;; ~r~Paramedic mission cancelled!
0004: $1A84 =  1  ;; integer values
0051: return

:Label1058DE
02C0: set $1A8F $1A90 $1A91 to_ped_path_coords_closest_to $1A85 $1A86 $1A8C
00D6: if  0
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  0  ;; integer values
004D: jump_if_false £Label1059EC
00D6: if  3
0020:   $1A8F > -2327.212  ;; floating-point values
0022:   -261.402 > $1A8F  ;; floating-point values
0020:   $1A90 > -2027.821  ;; floating-point values
0022:    1894.426 > $1A90  ;; floating-point values
004D: jump_if_false £Label10593E
0002: jump £Label10570A

:Label10593E
00D6: if  3
0020:   $1A8F > -265.018  ;; floating-point values
0022:    170.188 > $1A8F  ;; floating-point values
0020:   $1A90 > -275.942  ;; floating-point values
0022:    1689.059 > $1A90  ;; floating-point values
004D: jump_if_false £Label105978
0002: jump £Label10570A

:Label105978
00D6: if  3
0020:   $1A8F > -265.657  ;; floating-point values
0022:    36.828 > $1A8F  ;; floating-point values
0020:   $1A90 > -729.217  ;; floating-point values
0022:   -275.488 > $1A90  ;; floating-point values
004D: jump_if_false £Label1059B2
0002: jump £Label10570A

:Label1059B2
00D6: if  3
0020:   $1A8F >  164.191  ;; floating-point values
0022:    259.713 > $1A8F  ;; floating-point values
0020:   $1A90 > -187.926  ;; floating-point values
0022:    631.97 > $1A90  ;; floating-point values
004D: jump_if_false £Label1059EC
0002: jump £Label10570A

:Label1059EC
00D6: if  3
0020:   $1A8F >  333.358  ;; floating-point values
0022:    435.544 > $1A8F  ;; floating-point values
0020:   $1A90 > -557.261  ;; floating-point values
0022:   -433.179 > $1A90  ;; floating-point values
004D: jump_if_false £Label105A26
0002: jump £Label10570A

:Label105A26
00D6: if  3
0020:   $1A8F > -64.434  ;; floating-point values
0022:    81.544 > $1A8F  ;; floating-point values
0020:   $1A90 > -995.198  ;; floating-point values
0022:   -896.662 > $1A90  ;; floating-point values
004D: jump_if_false £Label105A60
0002: jump £Label10570A

:Label105A60
00D6: if  3
0020:   $1A8F >  446.491  ;; floating-point values
0022:    599.769 > $1A8F  ;; floating-point values
0020:   $1A90 > -92.564  ;; floating-point values
0022:    53.415 > $1A90  ;; floating-point values
004D: jump_if_false £Label105A9A
0002: jump £Label10570A

:Label105A9A
00D6: if  3
0020:   $1A8F > -192.361  ;; floating-point values
0022:    234.821 > $1A8F  ;; floating-point values
0020:   $1A90 > -272.607  ;; floating-point values
0022:    406.194 > $1A90  ;; floating-point values
004D: jump_if_false £Label105AD4
0002: jump £Label10570A

:Label105AD4
00D6: if  3
0020:   $1A8F > -290.702  ;; floating-point values
0022:    282.265 > $1A8F  ;; floating-point values
0020:   $1A90 >  398.714  ;; floating-point values
0022:    661.476 > $1A90  ;; floating-point values
004D: jump_if_false £Label105B0E
0002: jump £Label10570A

:Label105B0E
00D6: if  3
0020:   $1A8F > -728.193  ;; floating-point values
0022:   -67.639 > $1A8F  ;; floating-point values
0020:   $1A90 > -20.866  ;; floating-point values
0022:    99.566 > $1A90  ;; floating-point values
004D: jump_if_false £Label105B48
0002: jump £Label10570A

:Label105B48
00D6: if  3
0020:   $1A8F > -516.97  ;; floating-point values
0022:   -188.518 > $1A8F  ;; floating-point values
0020:   $1A90 > -667.97  ;; floating-point values
0022:   -507.393 > $1A90  ;; floating-point values
004D: jump_if_false £Label105B82
0002: jump £Label10570A

:Label105B82
00D6: if  3
0020:   $1A8F > -710.393  ;; floating-point values
0022:   -579.012 > $1A8F  ;; floating-point values
0020:   $1A90 > -1416.112  ;; floating-point values
0022:   -1211.742 > $1A90  ;; floating-point values
004D: jump_if_false £Label105BBC
0002: jump £Label10570A

:Label105BBC
00D6: if  3
0020:   $1A8F >  333.358  ;; floating-point values
0022:    493.934 > $1A8F  ;; floating-point values
0020:   $1A90 >  991.328  ;; floating-point values
0022:    1261.389 > $1A90  ;; floating-point values
004D: jump_if_false £Label105BF6
0002: jump £Label10570A

:Label105BF6
00D6: if  3
0020:   $1A8F > -790.682  ;; floating-point values
0022:   -626.456 > $1A8F  ;; floating-point values
0020:   $1A90 >  1196.908  ;; floating-point values
0022:    1306.392 > $1A90  ;; floating-point values
004D: jump_if_false £Label105C30
0002: jump £Label10570A

:Label105C30
00D6: if  3
0020:   $1A8F > -1173.877  ;; floating-point values
0022:   -1027.898 > $1A8F  ;; floating-point values
0020:   $1A90 >  237.098  ;; floating-point values
0022:    415.922 > $1A90  ;; floating-point values
004D: jump_if_false £Label105C6A
0002: jump £Label10570A

:Label105C6A
00D6: if  3
0020:   $1A8F > -1389.195  ;; floating-point values
0022:   -1199.422 > $1A8F  ;; floating-point values
0020:   $1A90 > -47.561  ;; floating-point values
0022:    229.799 > $1A90  ;; floating-point values
004D: jump_if_false £Label105CA4
0002: jump £Label10570A

:Label105CA4
00D6: if  3
0020:   $1A8F > -1571.667  ;; floating-point values
0022:   -1290.658 > $1A8F  ;; floating-point values
0020:   $1A90 > -1007.371  ;; floating-point values
0022:   -784.753 > $1A90  ;; floating-point values
004D: jump_if_false £Label105CDE
0002: jump £Label10570A

:Label105CDE
00D6: if  3
0020:   $1A8F > -757.335  ;; floating-point values
0022:   -219.313 > $1A8F  ;; floating-point values
0020:   $1A90 > -979.568  ;; floating-point values
0022:   -878.689 > $1A90  ;; floating-point values
004D: jump_if_false £Label105D18
0002: jump £Label10570A

:Label105D18
00D6: if  3
0020:   $1A8F > -180.88  ;; floating-point values
0022:    64.112 > $1A8F  ;; floating-point values
0020:   $1A90 > -499.183  ;; floating-point values
0022:   -417.519 > $1A90  ;; floating-point values
004D: jump_if_false £Label105D52
0002: jump £Label10570A

:Label105D52
00D6: if  3
0020:   $1A8F >  511.112  ;; floating-point values
0022:    638.214 > $1A8F  ;; floating-point values
0020:   $1A90 > -1815.644  ;; floating-point values
0022:   -1679.04 > $1A90  ;; floating-point values
004D: jump_if_false £Label105D8C
0002: jump £Label10570A

:Label105D8C
00D6: if  3
0020:   $1A8F > -691.673  ;; floating-point values
0022:   -581.673 > $1A8F  ;; floating-point values
0020:   $1A90 > -1519.748  ;; floating-point values
0022:   -1449.748 > $1A90  ;; floating-point values
004D: jump_if_false £Label105DC6
0002: jump £Label10570A

:Label105DC6
00D6: if  3
0020:   $1A8F > -1176.038  ;; floating-point values
0022:   -1012.796 > $1A8F  ;; floating-point values
0020:   $1A90 > -266.898  ;; floating-point values
0022:   -158.26 > $1A90  ;; floating-point values
004D: jump_if_false £Label105E00
0002: jump £Label10570A

:Label105E00
00D6: if  3
0020:   $1A8F > -1031.494  ;; floating-point values
0022:   -949.479 > $1A8F  ;; floating-point values
0020:   $1A90 > -902.312  ;; floating-point values
0022:   -821.592 > $1A90  ;; floating-point values
004D: jump_if_false £Label105E3A
0002: jump £Label10570A

:Label105E3A
00D6: if  3
0020:   $1A8F > -896.098  ;; floating-point values
0022:   -855.09 > $1A8F  ;; floating-point values
0020:   $1A90 > -593.101  ;; floating-point values
0022:   -548.64 > $1A90  ;; floating-point values
004D: jump_if_false £Label105E74
0002: jump £Label10570A

:Label105E74
00D6: if  3
0020:   $1A8F > -1012.06  ;; floating-point values
0022:   -982.06 > $1A8F  ;; floating-point values
0020:   $1A90 >  181.561  ;; floating-point values
0022:    216.561 > $1A90  ;; floating-point values
004D: jump_if_false £Label105EAE
0002: jump £Label10570A

:Label105EAE
00D6: if  3
0020:   $1A8F > -112.495  ;; floating-point values
0022:    9.705 > $1A8F  ;; floating-point values
0020:   $1A90 >  920.349  ;; floating-point values
0022:    1025.694 > $1A90  ;; floating-point values
004D: jump_if_false £Label105EE8
0002: jump £Label10570A

:Label105EE8
00D6: if  3
0020:   $1A8F >  533.891  ;; floating-point values
0022:    673.891 > $1A8F  ;; floating-point values
0020:   $1A90 > -343.116  ;; floating-point values
0022:   -183.116 > $1A90  ;; floating-point values
004D: jump_if_false £Label105F22
0002: jump £Label10570A

:Label105F22
00D6: if  3
0020:   $1A8F > -1783.222  ;; floating-point values
0022:   -1586.599 > $1A8F  ;; floating-point values
0020:   $1A90 > -307.5092  ;; floating-point values
0022:   -84.3105 > $1A90  ;; floating-point values
004D: jump_if_false £Label105F5C
0002: jump £Label10570A

:Label105F5C
00D6: if  3
0020:   $1A8F > -903.6972  ;; floating-point values
0022:   -882.7946 > $1A8F  ;; floating-point values
0020:   $1A90 >  791.7817  ;; floating-point values
0022:    808.3229 > $1A90  ;; floating-point values
004D: jump_if_false £Label105F96
0002: jump £Label10570A

:Label105F96
00D6: if  3
0020:   $1A8F > -1059.234  ;; floating-point values
0022:   -1040.148 > $1A8F  ;; floating-point values
0020:   $1A90 >  73.3646  ;; floating-point values
0022:    89.7497 > $1A90  ;; floating-point values
004D: jump_if_false £Label105FD0
0002: jump £Label10570A

:Label105FD0
00D6: if  3
0020:   $1A8F > -1235.792  ;; floating-point values
0022:   -1110.932 > $1A8F  ;; floating-point values
0020:   $1A90 >  32.1217  ;; floating-point values
0022:    126.1341 > $1A90  ;; floating-point values
004D: jump_if_false £Label10600A
0002: jump £Label10570A

:Label10600A
00D6: if  0
0022:    6.0 > $1A91  ;; floating-point values
004D: jump_if_false £Label106026
0002: jump £Label10570A

:Label106026
0086: $1A95 = $1A8A  ;; floating-point values only
0061: $1A95 -= $1A8F  ;; floating-point values
0086: $1A96 = $1A8B  ;; floating-point values only
0061: $1A96 -= $1A90  ;; floating-point values
0069: $1A95 *= $1A95  ;; floating-point values
0069: $1A96 *= $1A96  ;; floating-point values
0086: $1A97 = $1A95  ;; floating-point values only
0059: $1A97 += $1A96  ;; floating-point values
01FB: $1A98 = square_root $1A97
00D6: if  0
0022:    120.0 > $1A98  ;; floating-point values
004D: jump_if_false £Label10608A
0002: jump £Label10570A

:Label10608A
0086: $1A95 = $1A87  ;; floating-point values only
0061: $1A95 -= $1A8F  ;; floating-point values
0086: $1A96 = $1A88  ;; floating-point values only
0061: $1A96 -= $1A90  ;; floating-point values
0069: $1A95 *= $1A95  ;; floating-point values
0069: $1A96 *= $1A96  ;; floating-point values
0086: $1A97 = $1A95  ;; floating-point values only
0059: $1A97 += $1A96  ;; floating-point values
01FB: $1A99 = square_root $1A97
00D6: if  0
0022:    100.0 > $1A99  ;; floating-point values
004D: jump_if_false £Label1060EE
0002: jump £Label10570A

:Label1060EE
00D6: if  0
0019:    2@ >  0  ;; integer values
004D: jump_if_false £Label106139
00D6: if  0
8118:   NOT   actor  0@ dead
004D: jump_if_false £Label106139
00D6: if  0
00EC:   actor  0@  0 ()near_point $1A8F $1A90 radius  25.0  25.0
004D: jump_if_false £Label106139
0002: jump £Label10570A

:Label106139
00D6: if  0
0019:    5@ >  0  ;; integer values
004D: jump_if_false £Label106184
00D6: if  0
8118:   NOT   actor  3@ dead
004D: jump_if_false £Label106184
00D6: if  0
00EC:   actor  3@  0 ()near_point $1A8F $1A90 radius  25.0  25.0
004D: jump_if_false £Label106184
0002: jump £Label10570A

:Label106184
00D6: if  0
0019:    8@ >  0  ;; integer values
004D: jump_if_false £Label1061CF
00D6: if  0
8118:   NOT   actor  6@ dead
004D: jump_if_false £Label1061CF
00D6: if  0
00EC:   actor  6@  0 ()near_point $1A8F $1A90 radius  25.0  25.0
004D: jump_if_false £Label1061CF
0002: jump £Label10570A

:Label1061CF
00D6: if  0
0019:    11@ >  0  ;; integer values
004D: jump_if_false £Label10621A
00D6: if  0
8118:   NOT   actor  9@ dead
004D: jump_if_false £Label10621A
00D6: if  0
00EC:   actor  9@  0 ()near_point $1A8F $1A90 radius  25.0  25.0
004D: jump_if_false £Label10621A
0002: jump £Label10570A

:Label10621A
00D6: if  0
0019:    14@ >  0  ;; integer values
004D: jump_if_false £Label106265
00D6: if  0
8118:   NOT   actor  12@ dead
004D: jump_if_false £Label106265
00D6: if  0
00EC:   actor  12@  0 ()near_point $1A8F $1A90 radius  25.0  25.0
004D: jump_if_false £Label106265
0002: jump £Label10570A

:Label106265
00D6: if  0
0018:   $1A6E >  0  ;; integer values
004D: jump_if_false £Label1062B0
00D6: if  0
8118:   NOT   actor $1A6C dead
004D: jump_if_false £Label1062B0
00D6: if  0
00EC:   actor $1A6C  0 ()near_point $1A8F $1A90 radius  25.0  25.0
004D: jump_if_false £Label1062B0
0002: jump £Label10570A

:Label1062B0
00D6: if  0
0018:   $1A71 >  0  ;; integer values
004D: jump_if_false £Label1062FB
00D6: if  0
8118:   NOT   actor $1A6F dead
004D: jump_if_false £Label1062FB
00D6: if  0
00EC:   actor $1A6F  0 ()near_point $1A8F $1A90 radius  25.0  25.0
004D: jump_if_false £Label1062FB
0002: jump £Label10570A

:Label1062FB
00D6: if  0
0018:   $1A74 >  0  ;; integer values
004D: jump_if_false £Label106346
00D6: if  0
8118:   NOT   actor $1A72 dead
004D: jump_if_false £Label106346
00D6: if  0
00EC:   actor $1A72  0 ()near_point $1A8F $1A90 radius  25.0  25.0
004D: jump_if_false £Label106346
0002: jump £Label10570A

:Label106346
00D6: if  0
0018:   $1A77 >  0  ;; integer values
004D: jump_if_false £Label106391
00D6: if  0
8118:   NOT   actor $1A75 dead
004D: jump_if_false £Label106391
00D6: if  0
00EC:   actor $1A75  0 ()near_point $1A8F $1A90 radius  25.0  25.0
004D: jump_if_false £Label106391
0002: jump £Label10570A

:Label106391
00D6: if  0
0018:   $1A7A >  0  ;; integer values
004D: jump_if_false £Label1063DC
00D6: if  0
8118:   NOT   actor $1A78 dead
004D: jump_if_false £Label1063DC
00D6: if  0
00EC:   actor $1A78  0 ()near_point $1A8F $1A90 radius  25.0  25.0
004D: jump_if_false £Label1063DC
0002: jump £Label10570A

:Label1063DC
00D6: if  0
0018:   $1A7D >  0  ;; integer values
004D: jump_if_false £Label106427
00D6: if  0
8118:   NOT   actor $1A7B dead
004D: jump_if_false £Label106427
00D6: if  0
00EC:   actor $1A7B  0 ()near_point $1A8F $1A90 radius  25.0  25.0
004D: jump_if_false £Label106427
0002: jump £Label10570A

:Label106427
0051: return

:Label106429
0086: $1A9A = $1A99  ;; floating-point values only
0071: $1A9A /= $1A9C  ;; floating-point values
0011: $1A9A *=  1000.0  ;; floating-point values
008C: $1A56 = float_to_integer $1A9A
0058: $1A54 += $1A56  ;; integer values
0051: return

:Label106455
0001: wait  0 ms
0293: $12 = current_controls
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false £Label10648F
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false £Label106488
0004: $1A69 =  1  ;; integer values

:Label106488
0002: jump £Label1064A7

:Label10648F
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £Label1064A7
0004: $1A69 =  1  ;; integer values

:Label1064A7
00D6: if  0
0038:   $1A69 ==  1  ;; integer values
004D: jump_if_false £Label106520
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false £Label1064F9
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false £Label1064F2
00BC: text_highpriority "A_CANC"  3000 ms  1  ;; ~r~Paramedic mission cancelled!
0002: jump £Label106AEE

:Label1064F2
0002: jump £Label106520

:Label1064F9
00D6: if  0
80E1:   NOT   key_pressed  0  14
004D: jump_if_false £Label106520
00BC: text_highpriority "A_CANC"  3000 ms  1  ;; ~r~Paramedic mission cancelled!
0002: jump £Label106AEE

:Label106520
00D6: if  0
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #AMBULAN
004D: jump_if_false £Label106550
00BC: text_highpriority "A_CANC"  3000 ms  1  ;; ~r~Paramedic mission cancelled!
0002: jump £Label106AEE
0002: jump £Label106558

:Label106550
00DA: $1A55 = player $PLAYER_CHAR car

:Label106558
00D6: if  2
0018:   $1A58 >  6  ;; integer values
0038:   $1A60 ==  2  ;; integer values
0038:   $1A67 ==  0  ;; integer values
004D: jump_if_false £Label106586
0004: $1A60 =  1  ;; integer values
0008: $1A67 +=  1  ;; integer values

:Label106586
00D6: if  2
0018:   $1A58 >  9  ;; integer values
0038:   $1A60 ==  2  ;; integer values
0038:   $1A67 ==  1  ;; integer values
004D: jump_if_false £Label1065B4
0004: $1A60 =  1  ;; integer values
0008: $1A67 +=  1  ;; integer values

:Label1065B4
00D6: if  2
0018:   $1A58 >  12  ;; integer values
0038:   $1A60 ==  2  ;; integer values
0038:   $1A67 ==  2  ;; integer values
004D: jump_if_false £Label1065E2
0004: $1A60 =  1  ;; integer values
0008: $1A67 +=  1  ;; integer values

:Label1065E2
00D6: if  0
0019:    2@ >  0  ;; integer values
004D: jump_if_false £Label106634
008A: $1A81 =  0@  ;; integer values and handles
008A: $1A82 =  2@  ;; integer values and handles
008A: $1A83 =  1@  ;; integer values and handles
0050: gosub £Label106BAF
00D6: if  0
0038:   $1A84 ==  1  ;; integer values
004D: jump_if_false £Label10662C
0002: jump £Label106AEE

:Label10662C
008B:  2@ = $1A82  ;; integer values and handles

:Label106634
00D6: if  0
0019:    5@ >  0  ;; integer values
004D: jump_if_false £Label106686
008A: $1A81 =  3@  ;; integer values and handles
008A: $1A82 =  5@  ;; integer values and handles
008A: $1A83 =  4@  ;; integer values and handles
0050: gosub £Label106BAF
00D6: if  0
0038:   $1A84 ==  1  ;; integer values
004D: jump_if_false £Label10667E
0002: jump £Label106AEE

:Label10667E
008B:  5@ = $1A82  ;; integer values and handles

:Label106686
00D6: if  0
0019:    8@ >  0  ;; integer values
004D: jump_if_false £Label1066D8
008A: $1A81 =  6@  ;; integer values and handles
008A: $1A82 =  8@  ;; integer values and handles
008A: $1A83 =  7@  ;; integer values and handles
0050: gosub £Label106BAF
00D6: if  0
0038:   $1A84 ==  1  ;; integer values
004D: jump_if_false £Label1066D0
0002: jump £Label106AEE

:Label1066D0
008B:  8@ = $1A82  ;; integer values and handles

:Label1066D8
00D6: if  0
0019:    11@ >  0  ;; integer values
004D: jump_if_false £Label10672A
008A: $1A81 =  9@  ;; integer values and handles
008A: $1A82 =  11@  ;; integer values and handles
008A: $1A83 =  10@  ;; integer values and handles
0050: gosub £Label106BAF
00D6: if  0
0038:   $1A84 ==  1  ;; integer values
004D: jump_if_false £Label106722
0002: jump £Label106AEE

:Label106722
008B:  11@ = $1A82  ;; integer values and handles

:Label10672A
00D6: if  0
0019:    14@ >  0  ;; integer values
004D: jump_if_false £Label10677C
008A: $1A81 =  12@  ;; integer values and handles
008A: $1A82 =  14@  ;; integer values and handles
008A: $1A83 =  13@  ;; integer values and handles
0050: gosub £Label106BAF
00D6: if  0
0038:   $1A84 ==  1  ;; integer values
004D: jump_if_false £Label106774
0002: jump £Label106AEE

:Label106774
008B:  14@ = $1A82  ;; integer values and handles

:Label10677C
00D6: if  0
0018:   $1A6E >  0  ;; integer values
004D: jump_if_false £Label1067CE
0084: $1A81 = $1A6C  ;; integer values and handles
0084: $1A82 = $1A6E  ;; integer values and handles
0084: $1A83 = $1A6D  ;; integer values and handles
0050: gosub £Label106BAF
00D6: if  0
0038:   $1A84 ==  1  ;; integer values
004D: jump_if_false £Label1067C6
0002: jump £Label106AEE

:Label1067C6
0084: $1A6E = $1A82  ;; integer values and handles

:Label1067CE
00D6: if  0
0018:   $1A71 >  0  ;; integer values
004D: jump_if_false £Label106820
0084: $1A81 = $1A6F  ;; integer values and handles
0084: $1A82 = $1A71  ;; integer values and handles
0084: $1A83 = $1A70  ;; integer values and handles
0050: gosub £Label106BAF
00D6: if  0
0038:   $1A84 ==  1  ;; integer values
004D: jump_if_false £Label106818
0002: jump £Label106AEE

:Label106818
0084: $1A71 = $1A82  ;; integer values and handles

:Label106820
00D6: if  0
0018:   $1A74 >  0  ;; integer values
004D: jump_if_false £Label106872
0084: $1A81 = $1A72  ;; integer values and handles
0084: $1A82 = $1A74  ;; integer values and handles
0084: $1A83 = $1A73  ;; integer values and handles
0050: gosub £Label106BAF
00D6: if  0
0038:   $1A84 ==  1  ;; integer values
004D: jump_if_false £Label10686A
0002: jump £Label106AEE

:Label10686A
0084: $1A74 = $1A82  ;; integer values and handles

:Label106872
00D6: if  0
0018:   $1A77 >  0  ;; integer values
004D: jump_if_false £Label1068C4
0084: $1A81 = $1A75  ;; integer values and handles
0084: $1A82 = $1A77  ;; integer values and handles
0084: $1A83 = $1A76  ;; integer values and handles
0050: gosub £Label106BAF
00D6: if  0
0038:   $1A84 ==  1  ;; integer values
004D: jump_if_false £Label1068BC
0002: jump £Label106AEE

:Label1068BC
0084: $1A77 = $1A82  ;; integer values and handles

:Label1068C4
00D6: if  0
0018:   $1A7A >  0  ;; integer values
004D: jump_if_false £Label106916
0084: $1A81 = $1A78  ;; integer values and handles
0084: $1A82 = $1A7A  ;; integer values and handles
0084: $1A83 = $1A79  ;; integer values and handles
0050: gosub £Label106BAF
00D6: if  0
0038:   $1A84 ==  1  ;; integer values
004D: jump_if_false £Label10690E
0002: jump £Label106AEE

:Label10690E
0084: $1A7A = $1A82  ;; integer values and handles

:Label106916
00D6: if  0
0018:   $1A7D >  0  ;; integer values
004D: jump_if_false £Label106968
0084: $1A81 = $1A7B  ;; integer values and handles
0084: $1A82 = $1A7D  ;; integer values and handles
0084: $1A83 = $1A7C  ;; integer values and handles
0050: gosub £Label106BAF
00D6: if  0
0038:   $1A84 ==  1  ;; integer values
004D: jump_if_false £Label106960
0002: jump £Label106AEE

:Label106960
0084: $1A7D = $1A82  ;; integer values and handles

:Label106968
00D6: if  0
0018:   $1A80 >  0  ;; integer values
004D: jump_if_false £Label1069BA
0084: $1A81 = $1A7E  ;; integer values and handles
0084: $1A82 = $1A80  ;; integer values and handles
0084: $1A83 = $1A7F  ;; integer values and handles
0050: gosub £Label106BAF
00D6: if  0
0038:   $1A84 ==  1  ;; integer values
004D: jump_if_false £Label1069B2
0002: jump £Label106AEE

:Label1069B2
0084: $1A80 = $1A82  ;; integer values and handles

:Label1069BA
00D6: if  0
003A:   $1A61 == $1A58  ;; integer values and handles
004D: jump_if_false £Label106AE7
0084: $1A5F = $1A64  ;; integer values and handles
0068: $1A5F *= $1A64  ;; integer values
0010: $1A5F *=  50  ;; integer values
01E3: text_1number_styled "REWARD" $1A5F  6000 ms  6  ;; REWARD $~1~
0058: $13C += $1A61  ;; integer values
0058: $1A6B += $1A61  ;; integer values
0008: $1A58 +=  1  ;; integer values
0004: $1A61 =  0  ;; integer values
0004: $1A57 =  0  ;; integer values
0109: player $PLAYER_CHAR money += $1A5F
0004: $1A68 =  0  ;; integer values
0164: disable_marker $1A62
0164: disable_marker  1@
0164: disable_marker  4@
0164: disable_marker  7@
0164: disable_marker  10@
0164: disable_marker  13@
0164: disable_marker $1A6D
0164: disable_marker $1A70
0164: disable_marker $1A73
0164: disable_marker $1A76
0164: disable_marker $1A79
0164: disable_marker $1A7C
0164: disable_marker $1A7F
0403: save_highest_ambulance_level $1A64
0008: $1A64 +=  1  ;; integer values
00D6: if  0
0038:   $1A64 ==  13  ;; integer values
004D: jump_if_false £Label106AE0
01E3: text_1number_styled "A_COMP1"  15000  5000 ms  5  ;; Paramedic missions complete: $~1~
0109: player $PLAYER_CHAR money +=  25000
0394: play_music  1
0330: set_player $PLAYER_CHAR infinite_run_to  1 (true)
00D6: if  0
0038:   $62D ==  0  ;; integer values
004D: jump_if_false £Label106ADE
030C: set_mission_points +=  1
03E5: text_box "A_COMP2"  ;; You will never get tired!
0330: set_player $PLAYER_CHAR infinite_run_to  1 (true)
0595: (unknown)
0004: $62D =  1  ;; integer values

:Label106ADE
0051: return

:Label106AE0
0002: jump £Label104F5C

:Label106AE7
0002: jump £Label106455

:Label106AEE
014F: stop_timer $1A54
00D6: if  0
8038:   NOT   $1A64 ==  13  ;; integer values
004D: jump_if_false £Label106B26
00BA: text_styled "A_FAIL1"  5000 ms  5  ;; Paramedic mission ended.
01E3: text_1number_styled "A_SAVES" $1A6B  6000 ms  6  ;; PEOPLE SAVED: ~1~

:Label106B26
0004: $1A68 =  0  ;; integer values
0164: disable_marker $1A62
0164: disable_marker  1@
0164: disable_marker  4@
0164: disable_marker  7@
0164: disable_marker  10@
0164: disable_marker  13@
0164: disable_marker $1A6D
0164: disable_marker $1A70
0164: disable_marker $1A73
0164: disable_marker $1A76
0164: disable_marker $1A79
0164: disable_marker $1A7C
0164: disable_marker $1A7F
03C7: unknown_maby_cops_density  1.0
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $ONMISSION =  0  ;; integer values
0004: $13F =  0  ;; integer values
00D8: mission_cleanup
00D6: if  0
0038:   $62D ==  1  ;; integer values
004D: jump_if_false £Label106BAD
03E5: text_box "A_COMP2"  ;; You will never get tired!
0004: $62D =  2  ;; integer values

:Label106BAD
0051: return

:Label106BAF
00D6: if  0
0118:   actor $1A81 dead
004D: jump_if_false £Label106BD7
00BC: text_highpriority "A_FAIL3"  3000 ms  1  ;; ~r~The patient is dead!!
0004: $1A84 =  1  ;; integer values
0051: return

:Label106BD7
00D6: if  0
0038:   $1A54 ==  0  ;; integer values
004D: jump_if_false £Label106C0B
0321: kill_actor $1A81
034F: destroy_actor_with_fade $1A81  ;; The actor fades away like a ghost
00BC: text_highpriority "A_FAIL2"  3000 ms  1  ;; ~r~Your lack of urgency has been fatal to the patient!
0004: $1A84 =  1  ;; integer values
0051: return

:Label106C0B
00D6: if  0
0038:   $1A82 ==  3  ;; integer values
004D: jump_if_false £Label106CB7
00A0: store_actor $1A81 position_to $1A92 $1A93 $1A94
0227: $1A5B = car $1A55 health
00D6: if  0
001C:   $1A5A > $1A5B  ;; integer values
004D: jump_if_false £Label106CB7
0084: $1A5C = $1A5A  ;; integer values and handles
0060: $1A5C -= $1A5B  ;; integer values
0010: $1A5C *=  50  ;; integer values
0060: $1A54 -= $1A5C  ;; integer values
00D6: if  0
03A3: (unknown) $1A81 
004D: jump_if_false £Label106C89
018C: play_sound  19 at $1A92 $1A93 $1A94
0002: jump £Label106C96

:Label106C89
018C: play_sound  20 at $1A92 $1A93 $1A94

:Label106C96
00D6: if  0
001A:    0 > $1A54  ;; integer values
004D: jump_if_false £Label106CAF
0004: $1A54 =  0  ;; integer values

:Label106CAF
0084: $1A5A = $1A5B  ;; integer values and handles

:Label106CB7
00D6: if  0
0038:   $1A82 ==  1  ;; integer values
004D: jump_if_false £Label106D5D
00D6: if  0
00FD:   player $PLAYER_CHAR  0 ()near_actor $1A81 in_car radius  10.0  10.0  2.0
004D: jump_if_false £Label106D5D
01E9: $1A5E = car $1A55 num_passengers
01EA: $1A5D = car $1A55 max_passengers
00D6: if  0
003A:   $1A5E == $1A5D  ;; integer values and handles
004D: jump_if_false £Label106D2D
00BC: text_highpriority "A_FULL"  5000 ms  1  ;; ~r~Ambulance full!!
0004: $1A66 =  1  ;; integer values
0002: jump £Label106D34

:Label106D2D
0004: $1A66 =  0  ;; integer values

:Label106D34
0227: $1A5A = car $1A55 health
00D6: if  0
0038:   $1A66 ==  0  ;; integer values
004D: jump_if_false £Label106D5D
01D4: actor $1A81 go_to_car $1A55 and_enter_it_as_a_passenger
0004: $1A82 =  2  ;; integer values

:Label106D5D
00D6: if  0
0038:   $1A82 ==  2  ;; integer values
004D: jump_if_false £Label106DBC
00D6: if  0
80EB:   NOT   player $PLAYER_CHAR  0 ()near_actor_in_car $1A81 radius  20.0  20.0
004D: jump_if_false £Label106D95
0004: $1A82 =  1  ;; integer values

:Label106D95
00D6: if  0
04FF: $1A81
004D: jump_if_false £Label106DBC
00D6: if  0
80DF:   NOT   actor $1A81 driving
004D: jump_if_false £Label106DBC
0004: $1A82 =  1  ;; integer values

:Label106DBC
00D6: if  0
0038:   $1A82 ==  2  ;; integer values
004D: jump_if_false £Label106E3B
00D6: if  0
00DF:   actor $1A81 driving
004D: jump_if_false £Label106E3B
0164: disable_marker $1A83
00D6: if  0
0038:   $1A68 ==  0  ;; integer values
004D: jump_if_false £Label106E0A
018A: $1A62 = create_checkpoint_at $1A87 $1A88 $1A89
0004: $1A68 =  1  ;; integer values

:Label106E0A
0084: $1A65 = $1A63  ;; integer values and handles
0014: $1A65 /=  1000  ;; integer values
01E3: text_1number_styled "A_TIME" $1A65  6000 ms  6  ;; +~1~ seconds
0058: $1A54 += $1A63  ;; integer values
0004: $1A82 =  3  ;; integer values

:Label106E3B
00D6: if  0
0038:   $1A82 ==  3  ;; integer values
004D: jump_if_false £Label106E89
00D6: if  0
00FA:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_in_car $1A87 $1A88 $1A89 radius  6.0  6.0  2.0
004D: jump_if_false £Label106E89
0239: actor $1A81 run_to $1A8D $1A8E
0004: $1A82 =  4  ;; integer values

:Label106E89
00D6: if  0
0038:   $1A82 ==  4  ;; integer values
004D: jump_if_false £Label106F5A
0239: actor $1A81 run_to $1A8D $1A8E
00D6: if  0
80DF:   NOT   actor $1A81 driving
004D: jump_if_false £Label106F5A
0239: actor $1A81 run_to $1A8D $1A8E
01C2: remove_references_to_actor $1A81  ;; Like turning an actor into a random pedestrian
00BA: text_styled "A_PASS"  3000 ms  5  ;; Rescued!
00D6: if  0
0038:   $1A60 ==  1  ;; integer values
004D: jump_if_false £Label106F37
0084: $1A65 = $1A63  ;; integer values and handles
0014: $1A65 /=  1000  ;; integer values
01E3: text_1number_styled "A_TIME" $1A65  6000 ms  6  ;; +~1~ seconds
00DA: $1A55 = player $PLAYER_CHAR car
0227: $1A6A = car $1A55 health
0008: $1A6A +=  110  ;; integer values
0224: set_car $1A55 health_to $1A6A
0058: $1A54 += $1A63  ;; integer values
0008: $1A60 +=  1  ;; integer values

:Label106F37
018C: play_sound  1 at  0.0  0.0  0.0
0008: $1A61 +=  1  ;; integer values
0401: increment_people_saved_in_ambulance
0004: $1A82 =  0  ;; integer values

:Label106F5A
0051: return

;-------------Mission 77---------------
; Originally: 'FIREFIGHTER'


:Label106F5C
0050: gosub £Label106F6C
0050: gosub £Label108E92
004E: end_thread

:Label106F6C
0004: $ONMISSION =  1  ;; integer values
0004: $141 =  1  ;; integer values
03A4: name_thread "FIRETRU"
0001: wait  0 ms
00D6: if  0
0038:   $62F ==  0  ;; integer values
004D: jump_if_false £Label106F9C
0317: increment_mission_attempts

:Label106F9C
054C: use_GXT_table "FIRETRK"
0004: $1AB9 =  0  ;; integer values
0004: $1ABC =  0  ;; integer values
0004: $1ABD =  0  ;; integer values
0004: $1ABF =  0  ;; integer values
0004: $1ABE =  0  ;; integer values
0004: $1AC2 =  0  ;; integer values
0004: $1AC1 =  0  ;; integer values
0005: $1AD7 =  5.5  ;; floating-point values
0004: $1AC0 =  1  ;; integer values
0004: $1ABA =  0  ;; integer values
0004: $1B17 =  0  ;; integer values
0004: $1ABB =  0  ;; integer values
0004: $1AC3 =  0  ;; integer values
0006:  1@ = -1  ;; integer values
0006:  1@ = -1  ;; integer values
0006:  1@ = -1  ;; integer values
0004: $1AC8 =  0  ;; integer values
0004: $1AA2 =  0  ;; integer values
0004: $1AA3 =  0  ;; integer values
0004: $1AA4 =  0  ;; integer values
0004: $1AA5 =  0  ;; integer values
0004: $1AA6 =  0  ;; integer values
0004: $1AA7 =  0  ;; integer values
0004: $1AA8 =  0  ;; integer values
0004: $1AA9 =  0  ;; integer values
0004: $1AAA =  0  ;; integer values
03C7: unknown_maby_cops_density  .5
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label10713C
018A: $1AAB = create_checkpoint_at $1BD $1BE $1BF
018A: $1AAC = create_checkpoint_at $1BD $1BE $1BF
018A: $1AAD = create_checkpoint_at $1BD $1BE $1BF
018A: $1AAE = create_checkpoint_at $1BD $1BE $1BF
018A: $1AAF = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB0 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB1 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB2 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB3 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB4 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB5 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB6 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB7 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB8 = create_checkpoint_at $1BD $1BE $1BF

:Label10713C
0004: $1AC7 =  0  ;; integer values
0004: $1AC5 =  0  ;; integer values
0004: $1ACA =  0  ;; integer values
0004: $1ACB =  0  ;; integer values
0004: $1ACC =  0  ;; integer values
0004: $1ACE =  0  ;; integer values
0004: $1ACF =  0  ;; integer values
0004: $1AD0 =  0  ;; integer values
0004: $1AD1 =  0  ;; integer values
0004: $1AD2 =  0  ;; integer values
0004: $1AD3 =  0  ;; integer values
0004: $1AD4 =  0  ;; integer values
0004: $1AD5 =  0  ;; integer values
0004: $1AD6 =  0  ;; integer values
0209: $101F = random_int  25  44
00D6: if  0
0038:   $101F ==  25  ;; integer values
004D: jump_if_false £Label1071C1
04AE: unknown $1B17 radar_icon_or_model  135

:Label1071C1
00D6: if  0
0038:   $101F ==  26  ;; integer values
004D: jump_if_false £Label1071DB
04AE: unknown $1B17 radar_icon_or_model  148

:Label1071DB
00D6: if  0
0038:   $101F ==  27  ;; integer values
004D: jump_if_false £Label1071F5
04AE: unknown $1B17 radar_icon_or_model  151

:Label1071F5
00D6: if  0
0038:   $101F ==  28  ;; integer values
004D: jump_if_false £Label10720F
04AE: unknown $1B17 radar_icon_or_model  130

:Label10720F
00D6: if  0
0038:   $101F ==  29  ;; integer values
004D: jump_if_false £Label107229
04AE: unknown $1B17 radar_icon_or_model  134

:Label107229
00D6: if  0
0038:   $101F ==  30  ;; integer values
004D: jump_if_false £Label107243
04AE: unknown $1B17 radar_icon_or_model  175

:Label107243
00D6: if  0
0038:   $101F ==  31  ;; integer values
004D: jump_if_false £Label10725D
04AE: unknown $1B17 radar_icon_or_model  196

:Label10725D
00D6: if  0
0038:   $101F ==  32  ;; integer values
004D: jump_if_false £Label107277
04AE: unknown $1B17 radar_icon_or_model  197

:Label107277
00D6: if  0
0038:   $101F ==  33  ;; integer values
004D: jump_if_false £Label107291
04AE: unknown $1B17 radar_icon_or_model  209

:Label107291
00D6: if  0
0038:   $101F ==  34  ;; integer values
004D: jump_if_false £Label1072AB
04AE: unknown $1B17 radar_icon_or_model  143

:Label1072AB
00D6: if  0
0038:   $101F ==  35  ;; integer values
004D: jump_if_false £Label1072C5
04AE: unknown $1B17 radar_icon_or_model  150

:Label1072C5
00D6: if  0
0038:   $101F ==  36  ;; integer values
004D: jump_if_false £Label1072DF
04AE: unknown $1B17 radar_icon_or_model  168

:Label1072DF
00D6: if  0
0038:   $101F ==  37  ;; integer values
004D: jump_if_false £Label1072F9
04AE: unknown $1B17 radar_icon_or_model  170

:Label1072F9
00D6: if  0
0038:   $101F ==  38  ;; integer values
004D: jump_if_false £Label107313
04AE: unknown $1B17 radar_icon_or_model  179

:Label107313
00D6: if  0
0038:   $101F ==  39  ;; integer values
004D: jump_if_false £Label10732D
04AE: unknown $1B17 radar_icon_or_model  200

:Label10732D
00D6: if  0
0038:   $101F ==  40  ;; integer values
004D: jump_if_false £Label107347
04AE: unknown $1B17 radar_icon_or_model  212

:Label107347
00D6: if  0
0038:   $101F ==  41  ;; integer values
004D: jump_if_false £Label107361
04AE: unknown $1B17 radar_icon_or_model  216

:Label107361
00D6: if  0
0038:   $101F ==  42  ;; integer values
004D: jump_if_false £Label10737B
04AE: unknown $1B17 radar_icon_or_model  222

:Label10737B
00D6: if  0
0038:   $101F ==  43  ;; integer values
004D: jump_if_false £Label107395
04AE: unknown $1B17 radar_icon_or_model  174

:Label107395
0247: request_model $1B17

:Label10739A
0050: gosub £Label108827
00D6: if  0
0038:   $1ABA ==  1  ;; integer values
004D: jump_if_false £Label1073BA
0002: jump £Label108E92

:Label1073BA
00D6: if  0
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  0  ;; integer values
004D: jump_if_false £Label1073F1
0208: $1B1E = random_float -247.43  683.41
0208: $1B1F = random_float -1813.62  1308.102
0002: jump £Label10745A

:Label1073F1
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1802.615 -1518.473 -270.134  1591.896
004D: jump_if_false £Label10743C
0208: $1B1E = random_float -1802.615 -270.134
0208: $1B1F = random_float -1518.473  1591.896
0002: jump £Label10745A

:Label10743C
0208: $1B1E = random_float -247.43  683.41
0208: $1B1F = random_float -1813.62  1308.102

:Label10745A
00D6: if  0
001A:    5 > $1AC0  ;; integer values
004D: jump_if_false £Label107489
02C1: set $1B1E $1B1F $1B20 to_car_path_coords_closest_to $1B1E $1B1F  10.0
0002: jump £Label107762

:Label107489
00D6: if  0
001A:    9 > $1AC0  ;; integer values
004D: jump_if_false £Label1075CA
04B9: unknown_stuff $1B1E $1B1F  10.0  12.0  500.0 $1B1E $1B1F $1B20 $1B21 $1B22 $1B23 $1BF
00D6: if  3
0042:   $1B1E ==  0.0  ;; floating-point values
0042:   $1B1F ==  0.0  ;; floating-point values
0042:   $1B21 ==  0.0  ;; floating-point values
0042:   $1B22 ==  0.0  ;; floating-point values
004D: jump_if_false £Label107505
0001: wait  0 ms
0002: jump £Label10739A

:Label107505
0086: $1B33 = $1B21  ;; floating-point values only
0061: $1B33 -= $1B1E  ;; floating-point values
0086: $1B34 = $1B22  ;; floating-point values only
0061: $1B34 -= $1B1F  ;; floating-point values
0086: $1B42 = $1B33  ;; floating-point values only
0069: $1B42 *= $1B33  ;; floating-point values
0086: $1B43 = $1B34  ;; floating-point values only
0069: $1B43 *= $1B34  ;; floating-point values
0086: $1B35 = $1B42  ;; floating-point values only
0059: $1B35 += $1B43  ;; floating-point values
01FB: $1B35 = square_root $1B35
0005: $1300 =  12.0  ;; floating-point values
0071: $1300 /= $1B35  ;; floating-point values
0086: $1B42 = $1B33  ;; floating-point values only
0069: $1B42 *= $1300  ;; floating-point values
0086: $1B21 = $1B1E  ;; floating-point values only
0059: $1B21 += $1B42  ;; floating-point values
0086: $1B43 = $1B34  ;; floating-point values only
0069: $1B43 *= $1300  ;; floating-point values
0086: $1B22 = $1B1F  ;; floating-point values only
0059: $1B22 += $1B43  ;; floating-point values
0009: $1B20 +=  .5  ;; floating-point values
0009: $1B23 +=  .5  ;; floating-point values
0002: jump £Label107762

:Label1075CA
04B9: unknown_stuff $1B1E $1B1F  10.0  18.0  500.0 $1B21 $1B22 $1B23 $1B24 $1B25 $1B26 $1BF
00D6: if  3
0042:   $1B21 ==  0.0  ;; floating-point values
0042:   $1B22 ==  0.0  ;; floating-point values
0042:   $1B24 ==  0.0  ;; floating-point values
0042:   $1B25 ==  0.0  ;; floating-point values
004D: jump_if_false £Label107634
0001: wait  0 ms
0002: jump £Label10739A

:Label107634
0086: $1B33 = $1B24  ;; floating-point values only
0061: $1B33 -= $1B21  ;; floating-point values
0086: $1B34 = $1B25  ;; floating-point values only
0061: $1B34 -= $1B22  ;; floating-point values
0086: $1B42 = $1B33  ;; floating-point values only
0069: $1B42 *= $1B33  ;; floating-point values
0086: $1B43 = $1B34  ;; floating-point values only
0069: $1B43 *= $1B34  ;; floating-point values
0086: $1B35 = $1B42  ;; floating-point values only
0059: $1B35 += $1B43  ;; floating-point values
01FB: $1B35 = square_root $1B35
0005: $1300 =  18.0  ;; floating-point values
0071: $1300 /= $1B35  ;; floating-point values
0086: $1B42 = $1B33  ;; floating-point values only
0069: $1B42 *= $1300  ;; floating-point values
0086: $1B24 = $1B21  ;; floating-point values only
0059: $1B24 += $1B42  ;; floating-point values
0086: $1B43 = $1B34  ;; floating-point values only
0069: $1B43 *= $1300  ;; floating-point values
0086: $1B25 = $1B22  ;; floating-point values only
0059: $1B25 += $1B43  ;; floating-point values
0086: $1B1E = $1B21  ;; floating-point values only
0061: $1B1E -= $1B24  ;; floating-point values
0015: $1B1E /=  2.0  ;; floating-point values
0059: $1B1E += $1B24  ;; floating-point values
0086: $1B1F = $1B22  ;; floating-point values only
0061: $1B1F -= $1B25  ;; floating-point values
0015: $1B1F /=  2.0  ;; floating-point values
0059: $1B1F += $1B25  ;; floating-point values
0086: $1B20 = $1B23  ;; floating-point values only
0061: $1B20 -= $1B26  ;; floating-point values
0015: $1B20 /=  2.0  ;; floating-point values
0059: $1B20 += $1B26  ;; floating-point values
0009: $1B23 +=  .5  ;; floating-point values
0009: $1B20 +=  .5  ;; floating-point values
0009: $1B26 +=  .5  ;; floating-point values

:Label107762
00D6: if  0
0022:    7.0 > $1B20  ;; floating-point values
004D: jump_if_false £Label107782
0001: wait  0 ms
0002: jump £Label10739A

:Label107782
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0509: unknown $1AD8 = distance between point $5F $60 and point $1B1E $1B1F
00D6: if  21
0022:    150.0 > $1AD8  ;; floating-point values
0020:   $1AD8 >  600.0  ;; floating-point values
004D: jump_if_false £Label1077CB
0001: wait  0 ms
0002: jump £Label10739A

:Label1077CB
00D6: if  3
0020:   $1B1E > -1905.785  ;; floating-point values
0022:   -1105.785 > $1B1E  ;; floating-point values
0020:   $1B1F >  745.678  ;; floating-point values
0022:    1773.513 > $1B1F  ;; floating-point values
004D: jump_if_false £Label107809
0001: wait  0 ms
0002: jump £Label10739A

:Label107809
00D6: if  3
0020:   $1B1E > -265.018  ;; floating-point values
0022:    170.188 > $1B1E  ;; floating-point values
0020:   $1B1F > -275.942  ;; floating-point values
0022:    1689.059 > $1B1F  ;; floating-point values
004D: jump_if_false £Label107847
0001: wait  0 ms
0002: jump £Label10739A

:Label107847
00D6: if  3
0020:   $1B1E >  164.191  ;; floating-point values
0022:    259.713 > $1B1E  ;; floating-point values
0020:   $1B1F > -187.926  ;; floating-point values
0022:    631.97 > $1B1F  ;; floating-point values
004D: jump_if_false £Label107885
0001: wait  0 ms
0002: jump £Label10739A

:Label107885
00D6: if  3
0020:   $1B1E > -731.729  ;; floating-point values
0022:   -263.334 > $1B1E  ;; floating-point values
0020:   $1B1F > -4.399  ;; floating-point values
0022:    62.853 > $1B1F  ;; floating-point values
004D: jump_if_false £Label1078C3
0001: wait  0 ms
0002: jump £Label10739A

:Label1078C3
00D6: if  3
0020:   $1B1E > -180.88  ;; floating-point values
0022:    64.112 > $1B1E  ;; floating-point values
0020:   $1B1F > -499.183  ;; floating-point values
0022:   -417.519 > $1B1F  ;; floating-point values
004D: jump_if_false £Label107901
0001: wait  0 ms
0002: jump £Label10739A

:Label107901
00D6: if  3
0020:   $1B1E > -762.855  ;; floating-point values
0022:   -172.566 > $1B1E  ;; floating-point values
0020:   $1B1F > -667.099  ;; floating-point values
0022:   -224.382 > $1B1F  ;; floating-point values
004D: jump_if_false £Label10793F
0001: wait  0 ms
0002: jump £Label10739A

:Label10793F
00D6: if  0
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  0  ;; integer values
004D: jump_if_false £Label107A49
00D6: if  3
0020:   $1B1E > -2327.212  ;; floating-point values
0022:   -261.402 > $1B1E  ;; floating-point values
0020:   $1B1F > -2027.821  ;; floating-point values
0022:    1894.426 > $1B1F  ;; floating-point values
004D: jump_if_false £Label10798F
0001: wait  0 ms
0002: jump £Label10739A

:Label10798F
00D6: if  3
0020:   $1B1E > -265.018  ;; floating-point values
0022:    170.188 > $1B1E  ;; floating-point values
0020:   $1B1F > -275.942  ;; floating-point values
0022:    1689.059 > $1B1F  ;; floating-point values
004D: jump_if_false £Label1079CD
0001: wait  0 ms
0002: jump £Label10739A

:Label1079CD
00D6: if  3
0020:   $1B1E > -265.657  ;; floating-point values
0022:    36.828 > $1B1E  ;; floating-point values
0020:   $1B1F > -729.217  ;; floating-point values
0022:   -275.488 > $1B1F  ;; floating-point values
004D: jump_if_false £Label107A0B
0001: wait  0 ms
0002: jump £Label10739A

:Label107A0B
00D6: if  3
0020:   $1B1E >  164.191  ;; floating-point values
0022:    259.713 > $1B1E  ;; floating-point values
0020:   $1B1F > -187.926  ;; floating-point values
0022:    631.97 > $1B1F  ;; floating-point values
004D: jump_if_false £Label107A49
0001: wait  0 ms
0002: jump £Label10739A

:Label107A49
0086: $1AD9 = $1AD8  ;; floating-point values only
0071: $1AD9 /= $1AD7  ;; floating-point values
0011: $1AD9 *=  1000.0  ;; floating-point values
008C: $1ABB = float_to_integer $1AD9
0058: $1AB9 += $1ABB  ;; integer values
00D6: if  0
0038:   $1ABF ==  0  ;; integer values
004D: jump_if_false £Label107AA4
00D6: if  0
001A:    50000 > $1AB9  ;; integer values
004D: jump_if_false £Label107AA4
0004: $1AB9 =  50000  ;; integer values

:Label107AA4
00D6: if  0
8248:   NOT   model $1B17 available
004D: jump_if_false £Label107ADF
0001: wait  0 ms
0050: gosub £Label108827
00D6: if  0
0038:   $1ABA ==  1  ;; integer values
004D: jump_if_false £Label107AD8
0002: jump £Label108E92

:Label107AD8
0002: jump £Label107AA4

:Label107ADF
00A5:  1@ = create_car $1B17 at $1B1E $1B1F $1B20
0208: $1ADA = random_float  0.0  359.9
0175: set_car  1@ z_angle_to $1ADA
0325: $1A9E = create_car  1@ fire
0186: $1AAC = create_marker_above_car  1@
018B: show_on_radar $1AAC  2
03ED: (unknown)  1@  1 
0008: $1AC7 +=  1  ;; integer values
0560:  1@  5@
02A9: set_actor  5@ immune_to_nonplayer  1
0008: $1AC7 +=  1  ;; integer values
00D6: if  0
0018:   $1AC0 >  2  ;; integer values
004D: jump_if_false £Label107B6C
0561: unknown_create_actor_handle  6@ from car  1@ passenger  0
02A9: set_actor  6@ immune_to_nonplayer  1
0008: $1AC7 +=  1  ;; integer values

:Label107B6C
00D6: if  0
0018:   $1AC0 >  3  ;; integer values
004D: jump_if_false £Label107B96
0561: unknown_create_actor_handle  7@ from car  1@ passenger  1
02A9: set_actor  7@ immune_to_nonplayer  1
0008: $1AC7 +=  1  ;; integer values

:Label107B96
00D6: if  0
0018:   $1AC0 >  4  ;; integer values
004D: jump_if_false £Label107C51
0086: $1B42 = $1B21  ;; floating-point values only
000D: $1B42 -=  5.0  ;; floating-point values
0086: $1BD = $1B42  ;; floating-point values only
0009: $1BD +=  10.0  ;; floating-point values
0208: $1B21 = random_float $1B42 $1BD
0086: $1B43 = $1B22  ;; floating-point values only
000D: $1B43 -=  5.0  ;; floating-point values
0086: $1BE = $1B43  ;; floating-point values only
0009: $1BE +=  10.0  ;; floating-point values
0208: $1B22 = random_float $1B43 $1BE
00A5:  2@ = create_car $1B17 at $1B21 $1B22 $1B23
039F: car  2@ race_to $1B1E $1B1F
0325: $1A9F = create_car  2@ fire
04BA: set_car  2@ speed_instantly  20.0
0186: $1AAD = create_marker_above_car  2@
018B: show_on_radar $1AAD  2
03ED: (unknown)  2@  1 
0008: $1AC7 +=  1  ;; integer values

:Label107C51
00D6: if  0
0018:   $1AC0 >  5  ;; integer values
004D: jump_if_false £Label107C79
0560:  2@  8@
02A9: set_actor  8@ immune_to_nonplayer  1
0008: $1AC7 +=  1  ;; integer values

:Label107C79
00D6: if  0
0018:   $1AC0 >  6  ;; integer values
004D: jump_if_false £Label107CA3
0561: unknown_create_actor_handle  9@ from car  2@ passenger  0
02A9: set_actor  9@ immune_to_nonplayer  1
0008: $1AC7 +=  1  ;; integer values

:Label107CA3
00D6: if  0
0018:   $1AC0 >  7  ;; integer values
004D: jump_if_false £Label107CCD
0561: unknown_create_actor_handle  10@ from car  2@ passenger  1
02A9: set_actor  10@ immune_to_nonplayer  1
0008: $1AC7 +=  1  ;; integer values

:Label107CCD
00D6: if  0
0018:   $1AC0 >  8  ;; integer values
004D: jump_if_false £Label107D88
0086: $1B42 = $1B24  ;; floating-point values only
000D: $1B42 -=  5.0  ;; floating-point values
0086: $1BD = $1B42  ;; floating-point values only
0009: $1BD +=  10.0  ;; floating-point values
0208: $1B24 = random_float $1B42 $1BD
0086: $1B43 = $1B25  ;; floating-point values only
000D: $1B43 -=  5.0  ;; floating-point values
0086: $1BE = $1B43  ;; floating-point values only
0009: $1BE +=  10.0  ;; floating-point values
0208: $1B25 = random_float $1B43 $1BE
00A5:  3@ = create_car $1B17 at $1B24 $1B25 $1B26
039F: car  3@ race_to $1B1E $1B1F
0325: $1AA0 = create_car  3@ fire
04BA: set_car  3@ speed_instantly  20.0
0186: $1AAE = create_marker_above_car  3@
018B: show_on_radar $1AAE  2
03ED: (unknown)  3@  1 
0008: $1AC7 +=  1  ;; integer values

:Label107D88
0249: release_model $1B17
00D6: if  0
0018:   $1AC0 >  9  ;; integer values
004D: jump_if_false £Label107DB5
0560:  3@  11@
02A9: set_actor  11@ immune_to_nonplayer  1
0008: $1AC7 +=  1  ;; integer values

:Label107DB5
00D6: if  0
0018:   $1AC0 >  10  ;; integer values
004D: jump_if_false £Label107DDF
0561: unknown_create_actor_handle  12@ from car  3@ passenger  0
02A9: set_actor  12@ immune_to_nonplayer  1
0008: $1AC7 +=  1  ;; integer values

:Label107DDF
00D6: if  0
0018:   $1AC0 >  11  ;; integer values
004D: jump_if_false £Label107E09
0561: unknown_create_actor_handle  13@ from car  3@ passenger  1
02A9: set_actor  13@ immune_to_nonplayer  1
0008: $1AC7 +=  1  ;; integer values

:Label107E09
00D6: if  0
8119:   NOT   car  1@ wrecked
004D: jump_if_false £Label107E20
00AF: set_car  1@ driver_behaviour_to  11

:Label107E20
00D6: if  0
8119:   NOT   car  2@ wrecked
004D: jump_if_false £Label107E37
00AF: set_car  2@ driver_behaviour_to  11

:Label107E37
00D6: if  0
8119:   NOT   car  3@ wrecked
004D: jump_if_false £Label107E4E
00AF: set_car  3@ driver_behaviour_to  11

:Label107E4E
00D6: if  0
8118:   NOT   actor  5@ dead
004D: jump_if_false £Label1082DF
00D6: if  0
001A:    5 > $1AC0  ;; integer values
004D: jump_if_false £Label1080AB
00D6: if  0
0154:   actor  5@ in_zone "VICE_C"
004D: jump_if_false £Label107E9F
0384: text_1string "F_START" "VICE_C"  5000 ms  1  ;; Vice City

:Label107E9F
00D6: if  0
0154:   actor  5@ in_zone "BEACH1"
004D: jump_if_false £Label107ECE
0384: text_1string "F_START" "BEACH1"  5000 ms  1  ;; Ocean Beach

:Label107ECE
00D6: if  0
0154:   actor  5@ in_zone "BEACH2"
004D: jump_if_false £Label107EFD
0384: text_1string "F_START" "BEACH2"  5000 ms  1  ;; Washington Beach

:Label107EFD
00D6: if  0
0154:   actor  5@ in_zone "BEACH3"
004D: jump_if_false £Label107F2C
0384: text_1string "F_START" "BEACH3"  5000 ms  1  ;; Vice Point

:Label107F2C
00D6: if  0
0154:   actor  5@ in_zone "GOLFC"
004D: jump_if_false £Label107F5B
0384: text_1string "F_START" "GOLFC"  5000 ms  1  ;; Leaf Links

:Label107F5B
00D6: if  0
0154:   actor  5@ in_zone "STARI"
004D: jump_if_false £Label107F8A
0384: text_1string "F_START" "STARI"  5000 ms  1  ;; Starfish Island

:Label107F8A
00D6: if  0
0154:   actor  5@ in_zone "DOCKS"
004D: jump_if_false £Label107FB9
0384: text_1string "F_START" "DOCKS"  5000 ms  1  ;; Viceport

:Label107FB9
00D6: if  0
0154:   actor  5@ in_zone "HAVANA"
004D: jump_if_false £Label107FE8
0384: text_1string "F_START" "HAVANA"  5000 ms  1  ;; Little Havana

:Label107FE8
00D6: if  0
0154:   actor  5@ in_zone "HAITI"
004D: jump_if_false £Label108017
0384: text_1string "F_START" "HAITI"  5000 ms  1  ;; Little Haiti

:Label108017
00D6: if  0
0154:   actor  5@ in_zone "PORNI"
004D: jump_if_false £Label108046
0384: text_1string "F_START" "PORNI"  5000 ms  1  ;; Prawn Island

:Label108046
00D6: if  0
0154:   actor  5@ in_zone "DTOWN"
004D: jump_if_false £Label108075
0384: text_1string "F_START" "DTOWN"  5000 ms  1  ;; Downtown

:Label108075
00D6: if  0
0154:   actor  5@ in_zone "A_PORT"
004D: jump_if_false £Label1080A4
0384: text_1string "F_START" "A_PORT"  5000 ms  1  ;; Escobar International

:Label1080A4
0002: jump £Label1082DF

:Label1080AB
00D6: if  0
0154:   actor  5@ in_zone "VICE_C"
004D: jump_if_false £Label1080DA
0384: text_1string "F_STAR1" "VICE_C"  5000 ms  1  ;; Vice City

:Label1080DA
00D6: if  0
0154:   actor  5@ in_zone "BEACH1"
004D: jump_if_false £Label108109
0384: text_1string "F_STAR1" "BEACH1"  5000 ms  1  ;; Ocean Beach

:Label108109
00D6: if  0
0154:   actor  5@ in_zone "BEACH2"
004D: jump_if_false £Label108138
0384: text_1string "F_STAR1" "BEACH2"  5000 ms  1  ;; Washington Beach

:Label108138
00D6: if  0
0154:   actor  5@ in_zone "BEACH3"
004D: jump_if_false £Label108167
0384: text_1string "F_STAR1" "BEACH3"  5000 ms  1  ;; Vice Point

:Label108167
00D6: if  0
0154:   actor  5@ in_zone "GOLFC"
004D: jump_if_false £Label108196
0384: text_1string "F_STAR1" "GOLFC"  5000 ms  1  ;; Leaf Links

:Label108196
00D6: if  0
0154:   actor  5@ in_zone "STARI"
004D: jump_if_false £Label1081C5
0384: text_1string "F_STAR1" "STARI"  5000 ms  1  ;; Starfish Island

:Label1081C5
00D6: if  0
0154:   actor  5@ in_zone "DOCKS"
004D: jump_if_false £Label1081F4
0384: text_1string "F_STAR1" "DOCKS"  5000 ms  1  ;; Viceport

:Label1081F4
00D6: if  0
0154:   actor  5@ in_zone "HAVANA"
004D: jump_if_false £Label108223
0384: text_1string "F_STAR1" "HAVANA"  5000 ms  1  ;; Little Havana

:Label108223
00D6: if  0
0154:   actor  5@ in_zone "HAITI"
004D: jump_if_false £Label108252
0384: text_1string "F_STAR1" "HAITI"  5000 ms  1  ;; Little Haiti

:Label108252
00D6: if  0
0154:   actor  5@ in_zone "PORNI"
004D: jump_if_false £Label108281
0384: text_1string "F_STAR1" "PORNI"  5000 ms  1  ;; Prawn Island

:Label108281
00D6: if  0
0154:   actor  5@ in_zone "DTOWN"
004D: jump_if_false £Label1082B0
0384: text_1string "F_STAR1" "DTOWN"  5000 ms  1  ;; Downtown

:Label1082B0
00D6: if  0
0154:   actor  5@ in_zone "A_PORT"
004D: jump_if_false £Label1082DF
0384: text_1string "F_STAR1" "A_PORT"  5000 ms  1  ;; Escobar International

:Label1082DF
01E4: text_1number_lowpriority "FIRELVL" $1AC0  3000 ms  1  ;; Fire Truck Mission level ~1~
00D6: if  0
0038:   $1AC0 ==  1  ;; integer values
004D: jump_if_false £Label10830F
000C: $1AC7 -=  1  ;; integer values
009B: destroy_actor_instantly  5@

:Label10830F
00D6: if  0
0038:   $14C ==  1  ;; integer values
004D: jump_if_false £Label108365
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  0  ;; integer values
004D: jump_if_false £Label108342
03E5: text_box "SIREN_1"  ;; To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ ~w~button.

:Label108342
00D6: if  0
0018:   $12 >  0  ;; integer values
004D: jump_if_false £Label10835E
03E5: text_box "SIREN_2"  ;; To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ ~w~button.

:Label10835E
0004: $14C =  2  ;; integer values

:Label108365
00D6: if  0
0038:   $14C ==  0  ;; integer values
004D: jump_if_false £Label1083BB
0293: $12 = current_controls
00D6: if  0
001A:    3 > $12  ;; integer values
004D: jump_if_false £Label108398
03E5: text_box "SPRAY_1"  ;; Use the ~h~~k~~PED_FIREWEAPON~ ~w~button to fire the water cannon. Aim using ~h~~k~~VEHICLE_TURRETLEFT~~w~ and ~h~~k~~VEHICLE_TURRETRIGHT~~w~.

:Label108398
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label1083B4
03E5: text_box "SPRAY_4"  ;; Use the ~h~~k~~PED_FIREWEAPON~ ~w~button to fire the water cannon. Aim using ~h~~k~~VEHICLE_TURRETLEFT~~w~ and ~h~~k~~VEHICLE_TURRETRIGHT~~w~.

:Label1083B4
0004: $14C =  1  ;; integer values

:Label1083BB
00D6: if  0
0038:   $1ABD ==  0  ;; integer values
004D: jump_if_false £Label1083E2
014E: set_timer_to $1AB9 type  1
0004: $1ABD =  1  ;; integer values
0002: jump £Label1083E6

:Label1083E2
0396:  0 (clear) useless_flag

:Label1083E6
0084: $1AC4 = $1AC0  ;; integer values and handles
000C: $1AC4 -=  4  ;; integer values
01BD: $12CB = current_time_in_ms
0084: $1AC8 = $12CB  ;; integer values and handles
0008: $1AC8 +=  3000  ;; integer values

:Label10840A
00D6: if  0
0038:   $1ABA ==  1  ;; integer values
004D: jump_if_false £Label108423
0002: jump £Label108E92

:Label108423
0001: wait  0 ms
01BD: $12CB = current_time_in_ms
0050: gosub £Label108827
00D6: if  0
0038:   $1ABA ==  1  ;; integer values
004D: jump_if_false £Label10844C
0002: jump £Label108E92

:Label10844C
0085:  0@ =  1@  ;; integer values and handles
0084: $1A9D = $1A9E  ;; integer values and handles
0084: $1AC9 = $1ACA  ;; integer values and handles
0084: $1AAB = $1AAC  ;; integer values and handles
0050: gosub £Label10895B
0084: $1A9E = $1A9D  ;; integer values and handles
0084: $1ACA = $1AC9  ;; integer values and handles
0084: $1AAC = $1AAB  ;; integer values and handles
00D6: if  0
0018:   $1AC0 >  1  ;; integer values
004D: jump_if_false £Label1084DC
0085:  4@ =  5@  ;; integer values and handles
0084: $1ACD = $1ACE  ;; integer values and handles
0084: $1AA1 = $1AA2  ;; integer values and handles
0084: $1AAF = $1AB0  ;; integer values and handles
0050: gosub £Label108B4B
0084: $1ACE = $1ACD  ;; integer values and handles
0084: $1AA2 = $1AA1  ;; integer values and handles
0084: $1AB0 = $1AAF  ;; integer values and handles

:Label1084DC
00D6: if  0
0018:   $1AC0 >  2  ;; integer values
004D: jump_if_false £Label10852D
0085:  4@ =  6@  ;; integer values and handles
0084: $1ACD = $1ACF  ;; integer values and handles
0084: $1AA1 = $1AA3  ;; integer values and handles
0084: $1AAF = $1AB1  ;; integer values and handles
0050: gosub £Label108B4B
0084: $1ACF = $1ACD  ;; integer values and handles
0084: $1AA3 = $1AA1  ;; integer values and handles
0084: $1AB1 = $1AAF  ;; integer values and handles

:Label10852D
00D6: if  0
0018:   $1AC0 >  3  ;; integer values
004D: jump_if_false £Label10857E
0085:  4@ =  7@  ;; integer values and handles
0084: $1ACD = $1AD0  ;; integer values and handles
0084: $1AA1 = $1AA4  ;; integer values and handles
0084: $1AAF = $1AB2  ;; integer values and handles
0050: gosub £Label108B4B
0084: $1AD0 = $1ACD  ;; integer values and handles
0084: $1AA4 = $1AA1  ;; integer values and handles
0084: $1AB2 = $1AAF  ;; integer values and handles

:Label10857E
00D6: if  0
0018:   $1AC0 >  4  ;; integer values
004D: jump_if_false £Label1085CF
0085:  0@ =  2@  ;; integer values and handles
0084: $1A9D = $1A9F  ;; integer values and handles
0084: $1AC9 = $1ACB  ;; integer values and handles
0084: $1AAB = $1AAD  ;; integer values and handles
0050: gosub £Label10895B
0084: $1A9F = $1A9D  ;; integer values and handles
0084: $1ACB = $1AC9  ;; integer values and handles
0084: $1AAD = $1AAB  ;; integer values and handles

:Label1085CF
00D6: if  0
0018:   $1AC0 >  5  ;; integer values
004D: jump_if_false £Label108620
0085:  4@ =  8@  ;; integer values and handles
0084: $1ACD = $1AD1  ;; integer values and handles
0084: $1AA1 = $1AA5  ;; integer values and handles
0084: $1AAF = $1AB3  ;; integer values and handles
0050: gosub £Label108B4B
0084: $1AD1 = $1ACD  ;; integer values and handles
0084: $1AA5 = $1AA1  ;; integer values and handles
0084: $1AB3 = $1AAF  ;; integer values and handles

:Label108620
00D6: if  0
0018:   $1AC0 >  6  ;; integer values
004D: jump_if_false £Label108671
0085:  4@ =  9@  ;; integer values and handles
0084: $1ACD = $1AD2  ;; integer values and handles
0084: $1AA1 = $1AA6  ;; integer values and handles
0084: $1AAF = $1AB4  ;; integer values and handles
0050: gosub £Label108B4B
0084: $1AD2 = $1ACD  ;; integer values and handles
0084: $1AA6 = $1AA1  ;; integer values and handles
0084: $1AB4 = $1AAF  ;; integer values and handles

:Label108671
00D6: if  0
0018:   $1AC0 >  7  ;; integer values
004D: jump_if_false £Label1086C2
0085:  4@ =  10@  ;; integer values and handles
0084: $1ACD = $1AD3  ;; integer values and handles
0084: $1AA1 = $1AA7  ;; integer values and handles
0084: $1AAF = $1AB5  ;; integer values and handles
0050: gosub £Label108B4B
0084: $1AD3 = $1ACD  ;; integer values and handles
0084: $1AA7 = $1AA1  ;; integer values and handles
0084: $1AB5 = $1AAF  ;; integer values and handles

:Label1086C2
00D6: if  0
0018:   $1AC0 >  8  ;; integer values
004D: jump_if_false £Label108713
0085:  0@ =  3@  ;; integer values and handles
0084: $1A9D = $1AA0  ;; integer values and handles
0084: $1AC9 = $1ACC  ;; integer values and handles
0084: $1AAB = $1AAE  ;; integer values and handles
0050: gosub £Label10895B
0084: $1AA0 = $1A9D  ;; integer values and handles
0084: $1ACC = $1AC9  ;; integer values and handles
0084: $1AAE = $1AAB  ;; integer values and handles

:Label108713
00D6: if  0
0018:   $1AC0 >  9  ;; integer values
004D: jump_if_false £Label108764
0085:  4@ =  11@  ;; integer values and handles
0084: $1ACD = $1AD4  ;; integer values and handles
0084: $1AA1 = $1AA8  ;; integer values and handles
0084: $1AAF = $1AB6  ;; integer values and handles
0050: gosub £Label108B4B
0084: $1AD4 = $1ACD  ;; integer values and handles
0084: $1AA8 = $1AA1  ;; integer values and handles
0084: $1AB6 = $1AAF  ;; integer values and handles

:Label108764
00D6: if  0
0018:   $1AC0 >  10  ;; integer values
004D: jump_if_false £Label1087B5
0085:  4@ =  12@  ;; integer values and handles
0084: $1ACD = $1AD5  ;; integer values and handles
0084: $1AA1 = $1AA9  ;; integer values and handles
0084: $1AAF = $1AB7  ;; integer values and handles
0050: gosub £Label108B4B
0084: $1AD5 = $1ACD  ;; integer values and handles
0084: $1AA9 = $1AA1  ;; integer values and handles
0084: $1AB7 = $1AAF  ;; integer values and handles

:Label1087B5
00D6: if  0
0018:   $1AC0 >  11  ;; integer values
004D: jump_if_false £Label108806
0085:  4@ =  13@  ;; integer values and handles
0084: $1ACD = $1AD6  ;; integer values and handles
0084: $1AA1 = $1AAA  ;; integer values and handles
0084: $1AAF = $1AB8  ;; integer values and handles
0050: gosub £Label108B4B
0084: $1AD6 = $1ACD  ;; integer values and handles
0084: $1AAA = $1AA1  ;; integer values and handles
0084: $1AB8 = $1AAF  ;; integer values and handles

:Label108806
00D6: if  0
003A:   $1AC5 == $1AC7  ;; integer values and handles
004D: jump_if_false £Label108820
0002: jump £Label108CF3

:Label108820
0002: jump £Label10840A

:Label108827
00D6: if  0
0038:   $1ABD ==  1  ;; integer values
004D: jump_if_false £Label108863
00D6: if  0
001A:    1 > $1AB9  ;; integer values
004D: jump_if_false £Label108863
00BC: text_highpriority "F_FAIL2"  5000 ms  1  ;; ~r~You're too late!
0004: $1ABA =  1  ;; integer values
0051: return

:Label108863
00D6: if  0
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FIRETRUK
004D: jump_if_false £Label10888E
00BC: text_highpriority "F_CANC"  3000 ms  1  ;; ~r~Fire Fighter mission cancelled!
0004: $1ABA =  1  ;; integer values
0051: return

:Label10888E
0293: $12 = current_controls
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false £Label1088C4
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false £Label1088BD
0004: $1AC1 =  1  ;; integer values

:Label1088BD
0002: jump £Label1088DC

:Label1088C4
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £Label1088DC
0004: $1AC1 =  1  ;; integer values

:Label1088DC
00D6: if  0
0038:   $1AC1 ==  1  ;; integer values
004D: jump_if_false £Label108959
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false £Label108930
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false £Label108929
00BC: text_highpriority "F_CANC"  3000 ms  1  ;; ~r~Fire Fighter mission cancelled!
0004: $1ABA =  1  ;; integer values
0051: return

:Label108929
0002: jump £Label108959

:Label108930
00D6: if  0
80E1:   NOT   key_pressed  0  14
004D: jump_if_false £Label108959
00BC: text_highpriority "F_CANC"  3000 ms  1  ;; ~r~Fire Fighter mission cancelled!
0004: $1ABA =  1  ;; integer values
0051: return

:Label108959
0051: return

:Label10895B
00D6: if  0
8038:   NOT   $1AC9 ==  10  ;; integer values
004D: jump_if_false £Label108B49
00D6: if  0
8119:   NOT   car  0@ wrecked
004D: jump_if_false £Label108AAC
00D6: if  0
82D0:   NOT   fire $1A9D extinguished
004D: jump_if_false £Label108A37
0227: $1AC6 = car  0@ health
00D6: if  0
001C:   $12CB > $1AC8  ;; integer values
004D: jump_if_false £Label1089DF
00D6: if  0
001A:    700 > $1AC6  ;; integer values
004D: jump_if_false £Label1089D8
020B: explode_car  0@
00BC: text_highpriority "F_FAIL2"  5000 ms  1  ;; ~r~You're too late!
0004: $1ABA =  1  ;; integer values
0051: return

:Label1089D8
0002: jump £Label1089E7

:Label1089DF
0224: set_car  0@ health_to  1000

:Label1089E7
00D6: if  0
0038:   $1AC9 ==  0  ;; integer values
004D: jump_if_false £Label108A30
00D6: if  0
003A:   $1AC5 == $1AC4  ;; integer values and handles
004D: jump_if_false £Label108A30
00A8: set_car  0@ to_psycho_driver
00AD: set_car  0@ max_speed_to  20.0
00AE: unknown_set_car  0@ to_ignore_traffic_lights  2
02AA: set_car  0@ immune_to_nonplayer  1
0004: $1AC9 =  1  ;; integer values

:Label108A30
0002: jump £Label108AA5

:Label108A37
00D6: if  0
8038:   NOT   $1AC9 ==  10  ;; integer values
004D: jump_if_false £Label108AA5
0164: disable_marker $1AAB
045F: unknown_car  0@  4
00D6: if  0
0038:   $1ABE ==  0  ;; integer values
004D: jump_if_false £Label108A7D
03C4: set_status_text_to $1ABF  0 (number) "F_EXTIN"  ;; FIRES:
0004: $1ABE =  1  ;; integer values

:Label108A7D
018C: play_sound  1 at  0.0  0.0  0.0
0004: $1AC9 =  10  ;; integer values
0008: $1ABF +=  1  ;; integer values
0008: $1AC5 +=  1  ;; integer values

:Label108AA5
0002: jump £Label108B49

:Label108AAC
00D6: if  0
02BF:   car  0@ sunk
004D: jump_if_false £Label108B31
00D6: if  0
8038:   NOT   $1AC9 ==  10  ;; integer values
004D: jump_if_false £Label108B2A
0164: disable_marker $1AAB
045F: unknown_car  0@  4
00D6: if  0
0038:   $1ABE ==  0  ;; integer values
004D: jump_if_false £Label108B02
03C4: set_status_text_to $1ABF  0 (number) "F_EXTIN"  ;; FIRES:
0004: $1ABE =  1  ;; integer values

:Label108B02
018C: play_sound  1 at  0.0  0.0  0.0
0004: $1AC9 =  10  ;; integer values
0008: $1ABF +=  1  ;; integer values
0008: $1AC5 +=  1  ;; integer values

:Label108B2A
0002: jump £Label108B49

:Label108B31
00BC: text_highpriority "F_FAIL2"  5000 ms  1  ;; ~r~You're too late!
0004: $1ABA =  1  ;; integer values
0051: return

:Label108B49
0051: return

:Label108B4B
00D6: if  0
001A:    2 > $1ACD  ;; integer values
004D: jump_if_false £Label108CF1
00D6: if  0
8118:   NOT   actor  4@ dead
004D: jump_if_false £Label108C35
00D6: if  0
0038:   $1ACD ==  0  ;; integer values
004D: jump_if_false £Label108BB5
00D6: if  0
80DF:   NOT   actor  4@ driving
004D: jump_if_false £Label108BB5
0326: $1AA1 = create_actor  4@ fire
01D0: actor  4@ avoid_player $PLAYER_CHAR
0187: $1AAF = create_marker_above_actor  4@
018B: show_on_radar $1AAF  2
0004: $1ACD =  1  ;; integer values

:Label108BB5
00D6: if  0
0038:   $1ACD ==  1  ;; integer values
004D: jump_if_false £Label108C2E
00D6: if  0
02D0:   fire $1AA1 extinguished
004D: jump_if_false £Label108C2E
0164: disable_marker $1AAF
0404: increment_fires_extinguished
00D6: if  0
0038:   $1ABE ==  0  ;; integer values
004D: jump_if_false £Label108C06
03C4: set_status_text_to $1ABF  0 (number) "F_EXTIN"  ;; FIRES:
0004: $1ABE =  1  ;; integer values

:Label108C06
018C: play_sound  1 at  0.0  0.0  0.0
0008: $1ABF +=  1  ;; integer values
0008: $1AC5 +=  1  ;; integer values
0004: $1ACD =  2  ;; integer values

:Label108C2E
0002: jump £Label108CF1

:Label108C35
00D6: if  0
04AD:  4@
004D: jump_if_false £Label108CD9
00D6: if  0
0038:   $1ACD ==  1  ;; integer values
004D: jump_if_false £Label108CBA
02D1: unknown_remove_fire $1AA1
0164: disable_marker $1AAF
0404: increment_fires_extinguished
00D6: if  0
0038:   $1ABE ==  0  ;; integer values
004D: jump_if_false £Label108C8B
03C4: set_status_text_to $1ABF  0 (number) "F_EXTIN"  ;; FIRES:
0004: $1ABE =  1  ;; integer values

:Label108C8B
018C: play_sound  1 at  0.0  0.0  0.0
0008: $1ABF +=  1  ;; integer values
0008: $1AC5 +=  1  ;; integer values
0004: $1ACD =  2  ;; integer values
0002: jump £Label108CD2

:Label108CBA
00BC: text_highpriority "F_FAIL2"  5000 ms  1  ;; ~r~You're too late!
0004: $1ABA =  1  ;; integer values
0051: return

:Label108CD2
0002: jump £Label108CF1

:Label108CD9
00BC: text_highpriority "F_FAIL2"  5000 ms  1  ;; ~r~You're too late!
0004: $1ABA =  1  ;; integer values
0051: return

:Label108CF1
0051: return

:Label108CF3
0396:  1 (set) useless_flag
00BA: text_styled "F_PASS1"  5000 ms  5  ;; Fire extinguished!
0084: $1ABC = $1AC0  ;; integer values and handles
0068: $1ABC *= $1AC0  ;; integer values
0010: $1ABC *=  50  ;; integer values
0058: $1AC2 += $1ABC  ;; integer values
01E3: text_1number_styled "REWARD" $1ABC  6000 ms  6  ;; REWARD $~1~
0109: player $PLAYER_CHAR money += $1ABC
00D6: if  0
0018:   $1AC0 >  11  ;; integer values
004D: jump_if_false £Label108D81
00D6: if  0
0038:   $62F ==  0  ;; integer values
004D: jump_if_false £Label108D81
055D: make_player $PLAYER_CHAR fireproof  1
03E5: text_box "FIREPRO"  ;; Fire Truck Mission level 12 complete. You are now completely fireproof!!
030C: set_mission_points +=  1
0595: (unknown)
0004: $62F =  1  ;; integer values

:Label108D81
0599: set_highest_firefighter_mission_level $1AC0
0008: $1AC0 +=  1  ;; integer values
031A: remove_all_fires
0164: disable_marker $1AAB
0164: disable_marker $1AAC
0164: disable_marker $1AAD
0164: disable_marker $1AAE
0164: disable_marker $1AAF
0164: disable_marker $1AB0
0164: disable_marker $1AB1
0164: disable_marker $1AB2
0164: disable_marker $1AB3
0164: disable_marker $1AB4
0164: disable_marker $1AB5
0164: disable_marker $1AB6
0164: disable_marker $1AB7
0164: disable_marker $1AB8
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label108E05
00DA: $12B6 = player $PLAYER_CHAR car
0227: $1AC3 = car $12B6 health
0008: $1AC3 +=  150  ;; integer values
0224: set_car $12B6 health_to $1AC3

:Label108E05
01C3: remove_references_to_car  1@  ;; Like turning a car into any random car
00D6: if  0
8119:   NOT   car  1@ wrecked
004D: jump_if_false £Label108E21
02AA: set_car  1@ immune_to_nonplayer  0

:Label108E21
01C3: remove_references_to_car  2@  ;; Like turning a car into any random car
00D6: if  0
8119:   NOT   car  2@ wrecked
004D: jump_if_false £Label108E3D
02AA: set_car  2@ immune_to_nonplayer  0

:Label108E3D
01C3: remove_references_to_car  3@  ;; Like turning a car into any random car
00D6: if  0
8119:   NOT   car  3@ wrecked
004D: jump_if_false £Label108E59
02AA: set_car  3@ immune_to_nonplayer  0

:Label108E59
01C2: remove_references_to_actor  5@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  6@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  7@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  8@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  9@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12@  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  13@  ;; Like turning an actor into a random pedestrian
0249: release_model $1B17
0002: jump £Label10713C

:Label108E92
014F: stop_timer $1AB9
0151: remove_status_text $1ABF
00BA: text_styled "F_FAIL1"  5000 ms  5  ;; Fire Fighter mission ended.
01E3: text_1number_styled "TSCORE" $1AC2  6000 ms  6  ;; EARNINGS: $~1~
031A: remove_all_fires
03C7: unknown_maby_cops_density  1.0
0164: disable_marker $1AAB
0164: disable_marker $1AAC
0164: disable_marker $1AAD
0164: disable_marker $1AAE
0164: disable_marker $1AAF
0164: disable_marker $1AB0
0164: disable_marker $1AB1
0164: disable_marker $1AB2
0164: disable_marker $1AB3
0164: disable_marker $1AB4
0164: disable_marker $1AB5
0164: disable_marker $1AB6
0164: disable_marker $1AB7
0164: disable_marker $1AB8
00D6: if  0
8118:   NOT   actor  5@ dead
004D: jump_if_false £Label108F28
02A9: set_actor  5@ immune_to_nonplayer  0
0321: kill_actor  5@

:Label108F28
00D6: if  0
8118:   NOT   actor  6@ dead
004D: jump_if_false £Label108F44
02A9: set_actor  6@ immune_to_nonplayer  0
0321: kill_actor  6@

:Label108F44
00D6: if  0
8118:   NOT   actor  7@ dead
004D: jump_if_false £Label108F60
02A9: set_actor  7@ immune_to_nonplayer  0
0321: kill_actor  7@

:Label108F60
00D6: if  0
8118:   NOT   actor  8@ dead
004D: jump_if_false £Label108F7C
02A9: set_actor  8@ immune_to_nonplayer  0
0321: kill_actor  8@

:Label108F7C
00D6: if  0
8118:   NOT   actor  9@ dead
004D: jump_if_false £Label108F98
02A9: set_actor  9@ immune_to_nonplayer  0
0321: kill_actor  9@

:Label108F98
00D6: if  0
8118:   NOT   actor  10@ dead
004D: jump_if_false £Label108FB4
02A9: set_actor  10@ immune_to_nonplayer  0
0321: kill_actor  10@

:Label108FB4
00D6: if  0
8118:   NOT   actor  11@ dead
004D: jump_if_false £Label108FD0
02A9: set_actor  11@ immune_to_nonplayer  0
0321: kill_actor  11@

:Label108FD0
00D6: if  0
8118:   NOT   actor  12@ dead
004D: jump_if_false £Label108FEC
02A9: set_actor  12@ immune_to_nonplayer  0
0321: kill_actor  12@

:Label108FEC
00D6: if  0
8118:   NOT   actor  13@ dead
004D: jump_if_false £Label109008
02A9: set_actor  13@ immune_to_nonplayer  0
0321: kill_actor  13@

:Label109008
00D6: if  0
8119:   NOT   car  1@ wrecked
004D: jump_if_false £Label109024
02AA: set_car  1@ immune_to_nonplayer  0
020B: explode_car  1@

:Label109024
00D6: if  0
8119:   NOT   car  2@ wrecked
004D: jump_if_false £Label109040
02AA: set_car  2@ immune_to_nonplayer  0
020B: explode_car  2@

:Label109040
00D6: if  0
8119:   NOT   car  3@ wrecked
004D: jump_if_false £Label10905C
02AA: set_car  3@ immune_to_nonplayer  0
020B: explode_car  3@

:Label10905C
0249: release_model $1B17
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $ONMISSION =  0  ;; integer values
0004: $141 =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 78---------------
; Originally: 'VIGILANTE'


:Label109078
0050: gosub £Label10909C
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label109093
0050: gosub £Label10BE66

:Label109093
0050: gosub £Label10BE68
004E: end_thread

:Label10909C
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "COPCAR"
0001: wait  0 ms
00D6: if  0
0038:   $62E ==  0  ;; integer values
004D: jump_if_false £Label1090C5
0317: increment_mission_attempts

:Label1090C5
054C: use_GXT_table "COPCAR"
0004: $1AEC =  0  ;; integer values
0004: $1AF4 = -100  ;; integer values
0004: $1AF6 =  0  ;; integer values
0004: $1AEF =  0  ;; integer values
0004: $1AFD =  0  ;; integer values
0004: $1AFA =  0  ;; integer values
0004: $1AEE =  0  ;; integer values
0004: $1AF0 =  0  ;; integer values
0004: $1AFC =  0  ;; integer values
0004: $1AF1 =  0  ;; integer values
0004: $1AF2 =  0  ;; integer values
0004: $1AF3 =  0  ;; integer values
0004: $1AF5 =  0  ;; integer values
0004: $1AF7 =  0  ;; integer values
0004: $1AF8 =  0  ;; integer values
0004: $1AF9 =  0  ;; integer values
0004: $1AFB =  0  ;; integer values
0004: $1B17 =  0  ;; integer values
0004: $1B18 =  0  ;; integer values
0005: $1B44 =  4.0  ;; floating-point values
0005: $1B45 =  1.0  ;; floating-point values
0004: $1B19 =  0  ;; integer values
0005: $1316 =  0.0  ;; floating-point values
0005: $1B32 =  0.0  ;; floating-point values
0005: $1B46 =  0.0  ;; floating-point values
0005: $1B47 =  0.0  ;; floating-point values
0005: $1B48 =  0.0  ;; floating-point values
0005: $1B49 =  0.0  ;; floating-point values
0007:  2@ =  0.0  ;; floating-point values
0007:  3@ =  0.0  ;; floating-point values
0007:  4@ =  0.0  ;; floating-point values
0007:  5@ =  0.0  ;; floating-point values
0007:  8@ =  0.0  ;; floating-point values
0007:  9@ =  0.0  ;; floating-point values
0007:  10@ =  0.0  ;; floating-point values
0007:  11@ =  0.0  ;; floating-point values
0247: request_model #COLT45
0247: request_model #TEC9
0247: request_model #RUGER
0247: request_model #CHROMEGUN
0247: request_model #MACHETE
0247: request_model #BAT
038B: load_requested_models

:Label10921B
00D6: if  23
8248:   NOT   model #COLT45 available
8248:   NOT   model #TEC9 available
8248:   NOT   model #RUGER available
8248:   NOT   model #CHROMEGUN available
004D: jump_if_false £Label109245
0001: wait  0 ms
0002: jump £Label10921B

:Label109245
00D6: if  21
8248:   NOT   model #MACHETE available
8248:   NOT   model #BAT available
004D: jump_if_false £Label109265
0001: wait  0 ms
0002: jump £Label109245

:Label109265
0481:  6.0
0482:  3.0
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label109292
03C1: $1ADB = player $PLAYER_CHAR car
053F: set_car $1ADB tires_vulnerable  0

:Label109292
0004: $1B06 =  0  ;; integer values
0004: $1B0F =  0  ;; integer values
0004: $1B16 =  0  ;; integer values
0004: $1AEE =  0  ;; integer values
0004: $1AFE =  0  ;; integer values
0004: $1AFF =  0  ;; integer values
0004: $1B00 =  0  ;; integer values
0004: $1B01 =  0  ;; integer values
0004: $1B02 =  0  ;; integer values
0004: $1B03 =  0  ;; integer values
0004: $1B04 =  0  ;; integer values
0004: $1B07 =  0  ;; integer values
0004: $1B08 =  0  ;; integer values
0004: $1B09 =  0  ;; integer values
0004: $1B0A =  0  ;; integer values
0004: $1B0B =  0  ;; integer values
0004: $1B0C =  0  ;; integer values
0004: $1B0D =  0  ;; integer values
0004: $1B10 =  0  ;; integer values
0006:  12@ =  0  ;; integer values
0006:  13@ =  0  ;; integer values
0004: $1B11 =  0  ;; integer values
0004: $1B12 =  0  ;; integer values
0004: $1B13 =  0  ;; integer values
0004: $1B14 =  0  ;; integer values
0005: $1B36 =  0.0  ;; floating-point values
0005: $1B37 =  0.0  ;; floating-point values
0005: $1B38 =  0.0  ;; floating-point values
0005: $1B39 =  0.0  ;; floating-point values
0004: $A05 =  0  ;; integer values
0050: gosub £Label10BEB9
0209: $1B18 = random_int  9  95
0247: request_model $1B18

:Label109385
0050: gosub £Label10D06A
00D6: if  0
0038:   $1AF6 ==  1  ;; integer values
004D: jump_if_false £Label1093A5
0002: jump £Label10BE66

:Label1093A5
0054: store_player $PLAYER_CHAR position_to $5F $60 $1BF
00D6: if  0
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  0  ;; integer values
004D: jump_if_false £Label1093EA
0208: $1B1E = random_float -247.43  683.41
0208: $1B1F = random_float -1813.62  1308.102
0002: jump £Label109453

:Label1093EA
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1802.615 -1518.473 -270.134  1591.896
004D: jump_if_false £Label109435
0208: $1B1E = random_float -1802.615 -270.134
0208: $1B1F = random_float -1518.473  1591.896
0002: jump £Label109453

:Label109435
0208: $1B1E = random_float -247.43  683.41
0208: $1B1F = random_float -1813.62  1308.102

:Label109453
0005: $1B20 =  10.0  ;; floating-point values
00D6: if  0
001A:    4 > $1AEC  ;; integer values
004D: jump_if_false £Label109490
03D3: point $1B1E $1B1F $1B20 get_nearby_vector $1B1E $1B1F $1B20 $1B27
0009: $1B20 +=  .5  ;; floating-point values

:Label109490
00D6: if  1
0018:   $1AEC >  3  ;; integer values
001A:    8 > $1AEC  ;; integer values
004D: jump_if_false £Label109611
04B9: unknown_stuff $1B1E $1B1F $1B20  8.0  500.0 $1B1E $1B1F $1B20 $1B21 $1B22 $1B23 $1B27
00D6: if  3
0042:   $1B1E ==  0.0  ;; floating-point values
0042:   $1B1F ==  0.0  ;; floating-point values
0042:   $1B21 ==  0.0  ;; floating-point values
0042:   $1B22 ==  0.0  ;; floating-point values
004D: jump_if_false £Label109511
0001: wait  0 ms
0002: jump £Label109385

:Label109511
0086: $1B33 = $1B21  ;; floating-point values only
0061: $1B33 -= $1B1E  ;; floating-point values
0086: $1B34 = $1B22  ;; floating-point values only
0061: $1B34 -= $1B1F  ;; floating-point values
0086: $1B42 = $1B33  ;; floating-point values only
0069: $1B42 *= $1B33  ;; floating-point values
0086: $1B43 = $1B34  ;; floating-point values only
0069: $1B43 *= $1B34  ;; floating-point values
0086: $1B35 = $1B42  ;; floating-point values only
0059: $1B35 += $1B43  ;; floating-point values
01FB: $1B35 = square_root $1B35
0005: $1300 =  8.0  ;; floating-point values
0071: $1300 /= $1B35  ;; floating-point values
0086: $1B42 = $1B33  ;; floating-point values only
0069: $1B42 *= $1300  ;; floating-point values
0086: $1B21 = $1B1E  ;; floating-point values only
0059: $1B21 += $1B42  ;; floating-point values
0086: $1B43 = $1B34  ;; floating-point values only
0069: $1B43 *= $1300  ;; floating-point values
0086: $1B22 = $1B1F  ;; floating-point values only
0059: $1B22 += $1B43  ;; floating-point values
0005: $1300 =  2.0  ;; floating-point values
0071: $1300 /= $1B35  ;; floating-point values
0086: $1B42 = $1B33  ;; floating-point values only
0069: $1B42 *= $1300  ;; floating-point values
0059: $1B1E += $1B42  ;; floating-point values
0086: $1B43 = $1B34  ;; floating-point values only
0069: $1B43 *= $1300  ;; floating-point values
0059: $1B1F += $1B43  ;; floating-point values
0009: $1B20 +=  .5  ;; floating-point values
0009: $1B23 +=  .5  ;; floating-point values

:Label109611
00D6: if  1
0018:   $1AEC >  7  ;; integer values
001A:    12 > $1AEC  ;; integer values
004D: jump_if_false £Label109802
04B9: unknown_stuff $1B1E $1B1F $1B20  13.0  500.0 $1B1E $1B1F $1B20 $1B24 $1B25 $1B26 $1B27
00D6: if  3
0042:   $1B1E ==  0.0  ;; floating-point values
0042:   $1B1F ==  0.0  ;; floating-point values
0042:   $1B24 ==  0.0  ;; floating-point values
0042:   $1B25 ==  0.0  ;; floating-point values
004D: jump_if_false £Label109692
0001: wait  0 ms
0002: jump £Label109385

:Label109692
0086: $1B33 = $1B24  ;; floating-point values only
0061: $1B33 -= $1B1E  ;; floating-point values
0086: $1B34 = $1B25  ;; floating-point values only
0061: $1B34 -= $1B1F  ;; floating-point values
0086: $1B42 = $1B33  ;; floating-point values only
0069: $1B42 *= $1B33  ;; floating-point values
0086: $1B43 = $1B34  ;; floating-point values only
0069: $1B43 *= $1B34  ;; floating-point values
0086: $1B35 = $1B42  ;; floating-point values only
0059: $1B35 += $1B43  ;; floating-point values
01FB: $1B35 = square_root $1B35
0005: $1300 =  13.0  ;; floating-point values
0071: $1300 /= $1B35  ;; floating-point values
0086: $1B42 = $1B33  ;; floating-point values only
0069: $1B42 *= $1300  ;; floating-point values
0086: $1B24 = $1B1E  ;; floating-point values only
0059: $1B24 += $1B42  ;; floating-point values
0086: $1B43 = $1B34  ;; floating-point values only
0069: $1B43 *= $1300  ;; floating-point values
0086: $1B25 = $1B1F  ;; floating-point values only
0059: $1B25 += $1B43  ;; floating-point values
0005: $1300 =  2.0  ;; floating-point values
0071: $1300 /= $1B35  ;; floating-point values
0086: $1B42 = $1B33  ;; floating-point values only
0069: $1B42 *= $1300  ;; floating-point values
0059: $1B1E += $1B42  ;; floating-point values
0086: $1B43 = $1B34  ;; floating-point values only
0069: $1B43 *= $1300  ;; floating-point values
0059: $1B1F += $1B43  ;; floating-point values
0086: $1B21 = $1B1E  ;; floating-point values only
0061: $1B21 -= $1B24  ;; floating-point values
0015: $1B21 /=  2.0  ;; floating-point values
0059: $1B21 += $1B24  ;; floating-point values
0086: $1B22 = $1B1F  ;; floating-point values only
0061: $1B22 -= $1B25  ;; floating-point values
0015: $1B22 /=  2.0  ;; floating-point values
0059: $1B22 += $1B25  ;; floating-point values
0086: $1B23 = $1B20  ;; floating-point values only
0061: $1B23 -= $1B26  ;; floating-point values
0015: $1B23 /=  2.0  ;; floating-point values
0059: $1B23 += $1B26  ;; floating-point values
0009: $1B20 +=  .5  ;; floating-point values
0009: $1B23 +=  .5  ;; floating-point values
0009: $1B26 +=  .5  ;; floating-point values

:Label109802
00D6: if  0
0022:    7.0 > $1B20  ;; floating-point values
004D: jump_if_false £Label109822
0001: wait  0 ms
0002: jump £Label109385

:Label109822
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0509: unknown $1B29 = distance between point $5F $60 and point $1B1E $1B1F
00D6: if  21
0022:    150.0 > $1B29  ;; floating-point values
0020:   $1B29 >  600.0  ;; floating-point values
004D: jump_if_false £Label10986B
0001: wait  0 ms
0002: jump £Label109385

:Label10986B
00D6: if  3
0020:   $1B1E > -1905.785  ;; floating-point values
0022:   -1105.785 > $1B1E  ;; floating-point values
0020:   $1B1F >  745.678  ;; floating-point values
0022:    1773.513 > $1B1F  ;; floating-point values
004D: jump_if_false £Label1098A9
0001: wait  0 ms
0002: jump £Label109385

:Label1098A9
00D6: if  3
0020:   $1B1E > -265.018  ;; floating-point values
0022:    170.188 > $1B1E  ;; floating-point values
0020:   $1B1F > -275.942  ;; floating-point values
0022:    1689.059 > $1B1F  ;; floating-point values
004D: jump_if_false £Label1098E7
0001: wait  0 ms
0002: jump £Label109385

:Label1098E7
00D6: if  3
0020:   $1B1E >  164.191  ;; floating-point values
0022:    259.713 > $1B1E  ;; floating-point values
0020:   $1B1F > -187.926  ;; floating-point values
0022:    631.97 > $1B1F  ;; floating-point values
004D: jump_if_false £Label109925
0001: wait  0 ms
0002: jump £Label109385

:Label109925
00D6: if  3
0020:   $1B1E > -731.729  ;; floating-point values
0022:   -263.334 > $1B1E  ;; floating-point values
0020:   $1B1F > -4.399  ;; floating-point values
0022:    62.853 > $1B1F  ;; floating-point values
004D: jump_if_false £Label109963
0001: wait  0 ms
0002: jump £Label109385

:Label109963
00D6: if  3
0020:   $1B1E > -180.88  ;; floating-point values
0022:    64.112 > $1B1E  ;; floating-point values
0020:   $1B1F > -499.183  ;; floating-point values
0022:   -417.519 > $1B1F  ;; floating-point values
004D: jump_if_false £Label1099A1
0001: wait  0 ms
0002: jump £Label109385

:Label1099A1
00D6: if  3
0020:   $1B1E > -762.855  ;; floating-point values
0022:   -172.566 > $1B1E  ;; floating-point values
0020:   $1B1F > -667.099  ;; floating-point values
0022:   -224.382 > $1B1F  ;; floating-point values
004D: jump_if_false £Label1099DF
0001: wait  0 ms
0002: jump £Label109385

:Label1099DF
00D6: if  0
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  0  ;; integer values
004D: jump_if_false £Label109AE9
00D6: if  3
0020:   $1B1E > -2327.212  ;; floating-point values
0022:   -261.402 > $1B1E  ;; floating-point values
0020:   $1B1F > -2027.821  ;; floating-point values
0022:    1894.426 > $1B1F  ;; floating-point values
004D: jump_if_false £Label109A2F
0001: wait  0 ms
0002: jump £Label109385

:Label109A2F
00D6: if  3
0020:   $1B1E > -265.018  ;; floating-point values
0022:    170.188 > $1B1E  ;; floating-point values
0020:   $1B1F > -275.942  ;; floating-point values
0022:    1689.059 > $1B1F  ;; floating-point values
004D: jump_if_false £Label109A6D
0001: wait  0 ms
0002: jump £Label109385

:Label109A6D
00D6: if  3
0020:   $1B1E > -265.657  ;; floating-point values
0022:    36.828 > $1B1E  ;; floating-point values
0020:   $1B1F > -729.217  ;; floating-point values
0022:   -275.488 > $1B1F  ;; floating-point values
004D: jump_if_false £Label109AAB
0001: wait  0 ms
0002: jump £Label109385

:Label109AAB
00D6: if  3
0020:   $1B1E >  164.191  ;; floating-point values
0022:    259.713 > $1B1E  ;; floating-point values
0020:   $1B1F > -187.926  ;; floating-point values
0022:    631.97 > $1B1F  ;; floating-point values
004D: jump_if_false £Label109AE9
0001: wait  0 ms
0002: jump £Label109385

:Label109AE9
0099: $1AED = random_integer_0-to-65535

:Label109AEE
00D6: if  0
0038:   $1AED ==  0  ;; integer values
004D: jump_if_false £Label109B0C
0099: $1AED = random_integer_0-to-65535
0002: jump £Label109AEE

:Label109B0C
00D6: if  21
8248:   NOT   model $1B17 available
8248:   NOT   model $1B18 available
004D: jump_if_false £Label109B4C
0001: wait  0 ms
0050: gosub £Label10D06A
00D6: if  0
0038:   $1AF6 ==  1  ;; integer values
004D: jump_if_false £Label109B45
0002: jump £Label10BE66

:Label109B45
0002: jump £Label109B0C

:Label109B4C
00A5: $1ADC = create_car $1B17 at $1B1E $1B1F $1B20
0224: set_car $1ADC health_to  800
00AE: unknown_set_car $1ADC to_ignore_traffic_lights  2
048B: unknown_car $1ADC timer $1AED
04BD: unknown_car $1ADC  1
0175: set_car $1ADC z_angle_to $1B27
0428: unknown_car $1ADC flag  1

:Label109B8A
00D6: if  0
04F1:   unknown_car_check $1ADC
004D: jump_if_false £Label109BDC
0001: wait  0 ms
00D6: if  0
0119:   car $1ADC wrecked
004D: jump_if_false £Label109BB5
0002: jump £Label10BE66

:Label109BB5
0050: gosub £Label10D06A
00D6: if  0
0038:   $1AF6 ==  1  ;; integer values
004D: jump_if_false £Label109BD5
0002: jump £Label10BE66

:Label109BD5
0002: jump £Label109B8A

:Label109BDC
0129: $1ADD = create_actor  15 $1B18 in_car $1ADC driverseat
00D6: if  0
8038:   NOT   $ONMISSION ==  1  ;; integer values
004D: jump_if_false £Label109C25
018A: $1B1B = create_checkpoint_at $1BD $1BE $1BF
018A: $1B1C = create_checkpoint_at $1BD $1BE $1BF
018A: $1B1D = create_checkpoint_at $1BD $1BE $1BF

:Label109C25
0164: disable_marker $1B1B
0187: $1B1B = create_marker_above_actor $1ADD
0084: $1AEB = $1ADD  ;; integer values and handles
0050: gosub £Label10CE2E
00D6: if  0
0018:   $1AEC >  0  ;; integer values
004D: jump_if_false £Label109C78
01C8: $1ADE = create_actor  15 $1B18 in_car $1ADC passenger_seat  0
0084: $1AEB = $1ADE  ;; integer values and handles
0050: gosub £Label10CE2E
0002: jump £Label109C7F

:Label109C78
0004: $1B02 =  1  ;; integer values

:Label109C7F
00D6: if  0
0018:   $1AEC >  1  ;; integer values
004D: jump_if_false £Label109CB6
01C8: $1ADF = create_actor  15 $1B18 in_car $1ADC passenger_seat  1
0084: $1AEB = $1ADF  ;; integer values and handles
0050: gosub £Label10CE2E
0002: jump £Label109CBD

:Label109CB6
0004: $1B03 =  1  ;; integer values

:Label109CBD
00D6: if  0
0018:   $1AEC >  2  ;; integer values
004D: jump_if_false £Label109CF4
01C8: $1AE0 = create_actor  15 $1B18 in_car $1ADC passenger_seat  2
0084: $1AEB = $1AE0  ;; integer values and handles
0050: gosub £Label10CE2E
0002: jump £Label109CFB

:Label109CF4
0004: $1B04 =  1  ;; integer values

:Label109CFB
00D6: if  0
0018:   $1AEC >  3  ;; integer values
004D: jump_if_false £Label109DCD
00A5: $1AE1 = create_car $1B17 at $1B21 $1B22 $1B23
04BD: unknown_car $1AE1  1
0175: set_car $1AE1 z_angle_to $1B27
0428: unknown_car $1AE1 flag  1
00AE: unknown_set_car $1AE1 to_ignore_traffic_lights  2
0224: set_car $1AE1 health_to  800
048B: unknown_car $1AE1 timer $1AED

:Label109D4B
00D6: if  0
04F1:   unknown_car_check $1AE1
004D: jump_if_false £Label109D9D
0001: wait  0 ms
00D6: if  0
0119:   car $1AE1 wrecked
004D: jump_if_false £Label109D76
0002: jump £Label10BE66

:Label109D76
0050: gosub £Label10D06A
00D6: if  0
0038:   $1AF6 ==  1  ;; integer values
004D: jump_if_false £Label109D96
0002: jump £Label10BE66

:Label109D96
0002: jump £Label109D4B

:Label109D9D
0129: $1AE2 = create_actor  15 $1B18 in_car $1AE1 driverseat
0084: $1AEB = $1AE2  ;; integer values and handles
0050: gosub £Label10CE2E
0164: disable_marker $1B1C
0187: $1B1C = create_marker_above_actor $1AE2
0002: jump £Label109DDB

:Label109DCD
0004: $1B0F =  1  ;; integer values
0004: $1B0A =  1  ;; integer values

:Label109DDB
00D6: if  0
0018:   $1AEC >  4  ;; integer values
004D: jump_if_false £Label109E12
01C8: $1AE3 = create_actor  15 $1B18 in_car $1AE1 passenger_seat  0
0084: $1AEB = $1AE3  ;; integer values and handles
0050: gosub £Label10CE2E
0002: jump £Label109E19

:Label109E12
0004: $1B0B =  1  ;; integer values

:Label109E19
00D6: if  0
0018:   $1AEC >  5  ;; integer values
004D: jump_if_false £Label109E50
01C8: $1AE4 = create_actor  15 $1B18 in_car $1AE1 passenger_seat  1
0084: $1AEB = $1AE4  ;; integer values and handles
0050: gosub £Label10CE2E
0002: jump £Label109E57

:Label109E50
0004: $1B0C =  1  ;; integer values

:Label109E57
00D6: if  0
0018:   $1AEC >  6  ;; integer values
004D: jump_if_false £Label109E8E
01C8: $1AE5 = create_actor  15 $1B18 in_car $1AE1 passenger_seat  2
0084: $1AEB = $1AE5  ;; integer values and handles
0050: gosub £Label10CE2E
0002: jump £Label109E95

:Label109E8E
0004: $1B0D =  1  ;; integer values

:Label109E95
00D6: if  0
0018:   $1AEC >  7  ;; integer values
004D: jump_if_false £Label109F67
00A5: $1AE6 = create_car $1B17 at $1B24 $1B25 $1B26
04BD: unknown_car $1AE6  1
0175: set_car $1AE6 z_angle_to $1B27
0428: unknown_car $1AE6 flag  1
00AE: unknown_set_car $1AE6 to_ignore_traffic_lights  2
0224: set_car $1AE6 health_to  800
048B: unknown_car $1AE6 timer $1AED

:Label109EE5
00D6: if  0
04F1:   unknown_car_check $1AE6
004D: jump_if_false £Label109F37
0001: wait  0 ms
00D6: if  0
0119:   car $1AE6 wrecked
004D: jump_if_false £Label109F10
0002: jump £Label10BE66

:Label109F10
0050: gosub £Label10D06A
00D6: if  0
0038:   $1AF6 ==  1  ;; integer values
004D: jump_if_false £Label109F30
0002: jump £Label10BE66

:Label109F30
0002: jump £Label109EE5

:Label109F37
0129: $1AE7 = create_actor  15 $1B18 in_car $1AE6 driverseat
0084: $1AEB = $1AE7  ;; integer values and handles
0050: gosub £Label10CE2E
0164: disable_marker $1B1D
0187: $1B1D = create_marker_above_actor $1AE7
0002: jump £Label109F75

:Label109F67
0004: $1B16 =  1  ;; integer values
0004: $1B11 =  1  ;; integer values

:Label109F75
00D6: if  0
0018:   $1AEC >  8  ;; integer values
004D: jump_if_false £Label109FAC
01C8: $1AE8 = create_actor  15 $1B18 in_car $1AE6 passenger_seat  0
0084: $1AEB = $1AE8  ;; integer values and handles
0050: gosub £Label10CE2E
0002: jump £Label109FB3

:Label109FAC
0004: $1B12 =  1  ;; integer values

:Label109FB3
00D6: if  0
0018:   $1AEC >  9  ;; integer values
004D: jump_if_false £Label109FEA
01C8: $1AE9 = create_actor  15 $1B18 in_car $1AE6 passenger_seat  1
0084: $1AEB = $1AE9  ;; integer values and handles
0050: gosub £Label10CE2E
0002: jump £Label109FF1

:Label109FEA
0004: $1B13 =  1  ;; integer values

:Label109FF1
00D6: if  0
0018:   $1AEC >  10  ;; integer values
004D: jump_if_false £Label10A028
01C8: $1AEA = create_actor  15 $1B18 in_car $1AE6 passenger_seat  2
0084: $1AEB = $1AEA  ;; integer values and handles
0050: gosub £Label10CE2E
0002: jump £Label10A02F

:Label10A028
0004: $1B14 =  1  ;; integer values

:Label10A02F
0249: release_model $1B17
0249: release_model $1B18
0050: gosub £Label10CBE8
00A0: store_actor $1ADD position_to $1B2A $1B2B $1BF
03AA: play_suspect_last_seen_at $1B2A $1B2B $1BF
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0086: $12FE = $5F  ;; floating-point values only
0061: $12FE -= $1B2A  ;; floating-point values
0086: $12FF = $60  ;; floating-point values only
0061: $12FF -= $1B2B  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1B28 = $12FF  ;; floating-point values only
0059: $1B28 += $12FF  ;; floating-point values
01FB: $1B28 = square_root $1B28
0071: $1B28 /= $1B44  ;; floating-point values
0011: $1B28 *=  1000.0  ;; floating-point values
008C: $1AFB = float_to_integer $1B28
00D6: if  0
001A:    40000 > $1AFB  ;; integer values
004D: jump_if_false £Label10A0E8
0004: $1AFB =  40000  ;; integer values

:Label10A0E8
0058: $1AF4 += $1AFB  ;; integer values
0014: $1AFB /=  1000  ;; integer values
00D6: if  0
0038:   $1AFD ==  1  ;; integer values
004D: jump_if_false £Label10A123
01E3: text_1number_styled "A_TIME" $1AFB  4000 ms  6  ;; +~1~ seconds
0002: jump £Label10A158

:Label10A123
00D6: if  0
001A:    45000 > $1AF4  ;; integer values
004D: jump_if_false £Label10A142
0004: $1AF4 =  45000  ;; integer values

:Label10A142
0008: $1AF4 +=  30000  ;; integer values
014E: set_timer_to $1AF4 type  1
0004: $1AFD =  1  ;; integer values

:Label10A158
01BD: $12CB = current_time_in_ms
0084: $1B05 = $12CB  ;; integer values and handles
0084: $1B0E = $12CB  ;; integer values and handles
0084: $1B15 = $12CB  ;; integer values and handles
00D6: if  0
001A:    13 > $1AEC  ;; integer values
004D: jump_if_false £Label10A191
000D: $1B44 -=  .1  ;; floating-point values

:Label10A191
0396:  0 (clear) useless_flag
0084: $1B1A = $1AEC  ;; integer values and handles
0008: $1B1A +=  1  ;; integer values
01E5: text_1number_highpriority "CLEVEL" $1B1A  5000 ms  1  ;; Vigilante Mission Level ~1~

:Label10A1B6
0001: wait  0 ms
01BD: $12CB = current_time_in_ms
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0050: gosub £Label10D06A
00D6: if  0
0038:   $1AF6 ==  1  ;; integer values
004D: jump_if_false £Label10A1ED
0002: jump £Label10BE66

:Label10A1ED
00D6: if  22
0038:   $1AFE == -1  ;; integer values
0038:   $1B07 == -1  ;; integer values
0038:   $1B10 == -1  ;; integer values
004D: jump_if_false £Label10A214
0004: $1AEE =  1  ;; integer values

:Label10A214
0008: $A05 +=  1  ;; integer values
00D6: if  0
0018:   $A05 >  2  ;; integer values
004D: jump_if_false £Label10A234
0004: $A05 =  0  ;; integer values

:Label10A234
00D6: if  0
0038:   $A05 ==  0  ;; integer values
004D: jump_if_false £Label10A971
00D6: if  0
8118:   NOT   actor $1ADD dead
004D: jump_if_false £Label10A67C
00D6: if  0
0449:   actor $1ADD in_a_car
004D: jump_if_false £Label10A4E9
01C3: remove_references_to_car $1ADC  ;; Like turning a car into any random car
03C0: $1ADC = actor $1ADD car
00D6: if  0
0038:   $1AFE == -1  ;; integer values
004D: jump_if_false £Label10A2C5
046D: $1AF2 = unknown_actor $1ADD car car_seats
00D6: if  0
0018:   $1AF2 >  0  ;; integer values
004D: jump_if_false £Label10A2B6
0084: $1B05 = $12CB  ;; integer values and handles
0008: $1B05 +=  2000  ;; integer values
0002: jump £Label10A2BE

:Label10A2B6
0084: $1B05 = $12CB  ;; integer values and handles

:Label10A2BE
0004: $1AFE =  0  ;; integer values

:Label10A2C5
00D6: if  0
0038:   $1AFE ==  0  ;; integer values
004D: jump_if_false £Label10A316
00D6: if  0
001C:   $12CB > $1B05  ;; integer values
004D: jump_if_false £Label10A316
00AD: set_car $1ADC max_speed_to  100.0
00AE: unknown_set_car $1ADC to_ignore_traffic_lights  2
00A8: set_car $1ADC to_psycho_driver
0084: $1AFF = $12CB  ;; integer values and handles
0004: $1AFE =  1  ;; integer values
0004: $1B00 =  0  ;; integer values

:Label10A316
00D6: if  0
0018:   $1AFE >  0  ;; integer values
004D: jump_if_false £Label10A4E2
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1ADC
004D: jump_if_false £Label10A343
01CA: actor $1ADD kill_player $PLAYER_CHAR

:Label10A343
0084: $1310 = $1ADC  ;; integer values and handles
0084: $1311 = $1B00  ;; integer values and handles
0084: $1312 = $1AFF  ;; integer values and handles
0086: $130D = $1B46  ;; floating-point values only
0086: $130E = $1B47  ;; floating-point values only
0086: $130F = $1B48  ;; floating-point values only
00D6: if  0
0020:   $1B49 >  0.0  ;; floating-point values
004D: jump_if_false £Label10A38F
0050: gosub £Label10C5C4

:Label10A38F
0084: $1B00 = $1311  ;; integer values and handles
0084: $1AFF = $1312  ;; integer values and handles
0086: $1B46 = $130D  ;; floating-point values only
0086: $1B47 = $130E  ;; floating-point values only
0086: $1B48 = $130F  ;; floating-point values only
00D6: if  0
0038:   $1B00 == -9  ;; integer values
004D: jump_if_false £Label10A3D8
046B: unknown_actor $1ADD car $1ADC
0004: $1B00 =  0  ;; integer values

:Label10A3D8
00D6: if  0
8185:   NOT   car $1ADC health >=  400
004D: jump_if_false £Label10A3F3
01CA: actor $1ADD kill_player $PLAYER_CHAR

:Label10A3F3
00D6: if  0
8185:   NOT   car $1ADC health >=  251
004D: jump_if_false £Label10A425
046B: unknown_actor $1ADD car $1ADC
0084: $1B05 = $12CB  ;; integer values and handles
0008: $1B05 +=  2000  ;; integer values
0002: jump £Label10A42D

:Label10A425
0084: $1B05 = $12CB  ;; integer values and handles

:Label10A42D
0050: gosub £Label10C825
00A0: store_actor $1ADD position_to $1B2A $1B2B $1BF
0086: $12FE = $5F  ;; floating-point values only
0061: $12FE -= $1B2A  ;; floating-point values
0086: $12FF = $60  ;; floating-point values only
0061: $12FF -= $1B2B  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1300 = $12FE  ;; floating-point values only
0059: $1300 += $12FF  ;; floating-point values
01FB: $1300 = square_root $1300
0005: $1B49 =  1000.0  ;; floating-point values
0071: $1B49 /= $1300  ;; floating-point values
00D6: if  0
0020:   $1B49 >  100.0  ;; floating-point values
004D: jump_if_false £Label10A4BB
0005: $1B49 =  100.0  ;; floating-point values

:Label10A4BB
00D6: if  0
0022:    15.0 > $1B49  ;; floating-point values
004D: jump_if_false £Label10A4DA
0005: $1B49 =  15.0  ;; floating-point values

:Label10A4DA
00AD: set_car $1ADC max_speed_to $1B49

:Label10A4E2
0002: jump £Label10A675

:Label10A4E9
0004: $1AFE = -1  ;; integer values
0050: gosub £Label10C825
00D6: if  0
001C:   $12CB > $1B05  ;; integer values
004D: jump_if_false £Label10A675
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1ADD radius  45.0  45.0
004D: jump_if_false £Label10A5F9
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label10A548
01CA: actor $1ADD kill_player $PLAYER_CHAR
0002: jump £Label10A5F2

:Label10A548
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1ADD radius  30.0  30.0
004D: jump_if_false £Label10A576
01CA: actor $1ADD kill_player $PLAYER_CHAR
0002: jump £Label10A5F2

:Label10A576
0084: $1305 = $1ADD  ;; integer values and handles
00D6: if  0
8119:   NOT   car $1ADC wrecked
004D: jump_if_false £Label10A5EB
00D6: if  0
0185:   car $1ADC health >=  400
004D: jump_if_false £Label10A5DD
00D6: if  0
0202:   actor $1ADD near_car $1ADC radius  40.0  40.0 unknown  0
004D: jump_if_false £Label10A5CF
01D5: actor $1ADD go_to_and_drive_car $1ADC
0002: jump £Label10A5D6

:Label10A5CF
0050: gosub £Label10C382

:Label10A5D6
0002: jump £Label10A5E4

:Label10A5DD
0050: gosub £Label10C382

:Label10A5E4
0002: jump £Label10A5F2

:Label10A5EB
0050: gosub £Label10C382

:Label10A5F2
0002: jump £Label10A675

:Label10A5F9
0084: $1305 = $1ADD  ;; integer values and handles
00D6: if  0
8119:   NOT   car $1ADC wrecked
004D: jump_if_false £Label10A66E
00D6: if  0
0185:   car $1ADC health >=  400
004D: jump_if_false £Label10A660
00D6: if  0
0202:   actor $1ADD near_car $1ADC radius  40.0  40.0 unknown  0
004D: jump_if_false £Label10A652
01D5: actor $1ADD go_to_and_drive_car $1ADC
0002: jump £Label10A659

:Label10A652
0050: gosub £Label10C382

:Label10A659
0002: jump £Label10A667

:Label10A660
0050: gosub £Label10C382

:Label10A667
0002: jump £Label10A675

:Label10A66E
0050: gosub £Label10C382

:Label10A675
0002: jump £Label10A83F

:Label10A67C
0164: disable_marker $1B1B
01C2: remove_references_to_actor $1ADD  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $1B01 ==  0  ;; integer values
004D: jump_if_false £Label10A6DC
0008: $1AEF +=  1  ;; integer values
0402: increment_criminals_stopped
018C: play_sound  1 at  0.0  0.0  0.0
00D6: if  0
0038:   $1AEF ==  1  ;; integer values
004D: jump_if_false £Label10A6D5
03C4: set_status_text_to $1AEF  0 (number) "KILLS"  ;; KILLS:

:Label10A6D5
0004: $1B01 =  1  ;; integer values

:Label10A6DC
00D6: if  0
8118:   NOT   actor $1ADE dead
004D: jump_if_false £Label10A77E
0084: $1ADD = $1ADE  ;; integer values and handles
0004: $1ADE = -1  ;; integer values
0004: $1B01 =  0  ;; integer values
0004: $1B02 =  1  ;; integer values
0187: $1B1B = create_marker_above_actor $1ADD
00D6: if  0
8118:   NOT   actor $1ADF dead
004D: jump_if_false £Label10A744
01DE: tie_actor $1ADF to_actor $1ADD
00D6: if  0
831F:   NOT   unknown_actor $1ADF unknown_actor $1ADD
004D: jump_if_false £Label10A744
01CC: actor $1ADF kill_player $PLAYER_CHAR

:Label10A744
00D6: if  0
8118:   NOT   actor $1AE0 dead
004D: jump_if_false £Label10A777
01DE: tie_actor $1AE0 to_actor $1ADD
00D6: if  0
831F:   NOT   unknown_actor $1AE0 unknown_actor $1ADD
004D: jump_if_false £Label10A777
01CC: actor $1AE0 kill_player $PLAYER_CHAR

:Label10A777
0002: jump £Label10A83F

:Label10A77E
01C2: remove_references_to_actor $1ADE  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $1ADF dead
004D: jump_if_false £Label10A7F2
0084: $1ADD = $1ADF  ;; integer values and handles
0004: $1ADF = -1  ;; integer values
0004: $1B01 =  0  ;; integer values
0004: $1B03 =  1  ;; integer values
0187: $1B1B = create_marker_above_actor $1ADD
00D6: if  0
8118:   NOT   actor $1AE0 dead
004D: jump_if_false £Label10A7EB
01DE: tie_actor $1AE0 to_actor $1ADD
00D6: if  0
831F:   NOT   unknown_actor $1AE0 unknown_actor $1ADD
004D: jump_if_false £Label10A7EB
01CC: actor $1AE0 kill_player $PLAYER_CHAR

:Label10A7EB
0002: jump £Label10A83F

:Label10A7F2
01C2: remove_references_to_actor $1ADF  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $1AE0 dead
004D: jump_if_false £Label10A833
0084: $1ADD = $1AE0  ;; integer values and handles
0004: $1AE0 = -1  ;; integer values
0004: $1B01 =  0  ;; integer values
0004: $1B04 =  1  ;; integer values
0187: $1B1B = create_marker_above_actor $1ADD
0002: jump £Label10A83F

:Label10A833
01C2: remove_references_to_actor $1AE0  ;; Like turning an actor into a random pedestrian
0004: $1B06 =  1  ;; integer values

:Label10A83F
00D6: if  0
0118:   actor $1ADE dead
004D: jump_if_false £Label10A8A5
00D6: if  0
0038:   $1B02 ==  0  ;; integer values
004D: jump_if_false £Label10A8A5
0008: $1AEF +=  1  ;; integer values
0402: increment_criminals_stopped
018C: play_sound  1 at  0.0  0.0  0.0
00D6: if  0
0038:   $1AEF ==  1  ;; integer values
004D: jump_if_false £Label10A89E
03C4: set_status_text_to $1AEF  0 (number) "KILLS"  ;; KILLS:

:Label10A89E
0004: $1B02 =  1  ;; integer values

:Label10A8A5
00D6: if  0
0118:   actor $1ADF dead
004D: jump_if_false £Label10A90B
00D6: if  0
0038:   $1B03 ==  0  ;; integer values
004D: jump_if_false £Label10A90B
0008: $1AEF +=  1  ;; integer values
0402: increment_criminals_stopped
018C: play_sound  1 at  0.0  0.0  0.0
00D6: if  0
0038:   $1AEF ==  1  ;; integer values
004D: jump_if_false £Label10A904
03C4: set_status_text_to $1AEF  0 (number) "KILLS"  ;; KILLS:

:Label10A904
0004: $1B03 =  1  ;; integer values

:Label10A90B
00D6: if  0
0118:   actor $1AE0 dead
004D: jump_if_false £Label10A971
00D6: if  0
0038:   $1B04 ==  0  ;; integer values
004D: jump_if_false £Label10A971
0008: $1AEF +=  1  ;; integer values
0402: increment_criminals_stopped
018C: play_sound  1 at  0.0  0.0  0.0
00D6: if  0
0038:   $1AEF ==  1  ;; integer values
004D: jump_if_false £Label10A96A
03C4: set_status_text_to $1AEF  0 (number) "KILLS"  ;; KILLS:

:Label10A96A
0004: $1B04 =  1  ;; integer values

:Label10A971
00D6: if  0
0038:   $A05 ==  1  ;; integer values
004D: jump_if_false £Label10B281
00D6: if  0
8118:   NOT   actor $1AE2 dead
004D: jump_if_false £Label10AF8C
00D6: if  0
0449:   actor $1AE2 in_a_car
004D: jump_if_false £Label10ADF9
01C3: remove_references_to_car $1AE1  ;; Like turning a car into any random car
03C0: $1AE1 = actor $1AE2 car
00D6: if  0
0038:   $1B07 == -1  ;; integer values
004D: jump_if_false £Label10AA02
046D: $1AF2 = unknown_actor $1AE2 car car_seats
00D6: if  0
0018:   $1AF2 >  0  ;; integer values
004D: jump_if_false £Label10A9F3
0084: $1B0E = $12CB  ;; integer values and handles
0008: $1B0E +=  2000  ;; integer values
0002: jump £Label10A9FB

:Label10A9F3
0084: $1B0E = $12CB  ;; integer values and handles

:Label10A9FB
0004: $1B07 =  0  ;; integer values

:Label10AA02
00D6: if  0
0038:   $1B07 ==  0  ;; integer values
004D: jump_if_false £Label10AAA1
00D6: if  0
001C:   $12CB > $1B0E  ;; integer values
004D: jump_if_false £Label10AAA1
00AD: set_car $1AE1 max_speed_to  100.0
00AE: unknown_set_car $1AE1 to_ignore_traffic_lights  2
00D6: if  0
0038:   $1AEE ==  0  ;; integer values
004D: jump_if_false £Label10AA6D
00D6: if  0
8119:   NOT   car $1ADC wrecked
004D: jump_if_false £Label10AA66
00A8: set_car $1AE1 to_psycho_driver
0002: jump £Label10AA6D

:Label10AA66
0004: $1AEE =  1  ;; integer values

:Label10AA6D
00D6: if  0
0038:   $1AEE ==  1  ;; integer values
004D: jump_if_false £Label10AA8B
04BD: unknown_car $1AE1  0
00A8: set_car $1AE1 to_psycho_driver

:Label10AA8B
0084: $1B08 = $12CB  ;; integer values and handles
0004: $1B07 =  1  ;; integer values
0004: $1B09 =  0  ;; integer values

:Label10AAA1
00D6: if  0
0018:   $1B07 >  0  ;; integer values
004D: jump_if_false £Label10ADF2
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1AE1
004D: jump_if_false £Label10AACE
01CA: actor $1AE2 kill_player $PLAYER_CHAR

:Label10AACE
0084: $1310 = $1AE1  ;; integer values and handles
0084: $1311 = $1B09  ;; integer values and handles
0084: $1312 = $1B08  ;; integer values and handles
0088: $130D =  2@  ;; floating-point values only
0088: $130E =  3@  ;; floating-point values only
0088: $130F =  4@  ;; floating-point values only
00D6: if  0
0021:    5@ >  0.0  ;; floating-point values
004D: jump_if_false £Label10AB1A
0050: gosub £Label10C5C4

:Label10AB1A
0084: $1B09 = $1311  ;; integer values and handles
0084: $1B08 = $1312  ;; integer values and handles
0089:  2@ = $130D  ;; floating-point values only
0089:  3@ = $130E  ;; floating-point values only
0089:  4@ = $130F  ;; floating-point values only
00D6: if  0
0038:   $1B09 == -9  ;; integer values
004D: jump_if_false £Label10AB63
046B: unknown_actor $1AE2 car $1AE1
0004: $1B09 =  0  ;; integer values

:Label10AB63
00D6: if  0
8185:   NOT   car $1AE1 health >=  400
004D: jump_if_false £Label10AB7E
01CA: actor $1AE2 kill_player $PLAYER_CHAR

:Label10AB7E
00D6: if  0
8185:   NOT   car $1AE1 health >=  251
004D: jump_if_false £Label10ABB0
046B: unknown_actor $1AE2 car $1AE1
0084: $1B0E = $12CB  ;; integer values and handles
0008: $1B0E +=  2000  ;; integer values
0002: jump £Label10ABB8

:Label10ABB0
0084: $1B0E = $12CB  ;; integer values and handles

:Label10ABB8
0050: gosub £Label10C966
00A0: store_actor $1AE2 position_to  0@  1@ $1BF
0086: $12FE = $5F  ;; floating-point values only
0067: $12FE -=  0@  ;; floating-point values
0086: $12FF = $60  ;; floating-point values only
0067: $12FF -=  1@  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1300 = $12FE  ;; floating-point values only
0059: $1300 += $12FF  ;; floating-point values
01FB: $1300 = square_root $1300
0007:  5@ =  1000.0  ;; floating-point values
0077:  5@ /= $1300  ;; floating-point values
00D6: if  0
0021:    5@ >  100.0  ;; floating-point values
004D: jump_if_false £Label10AC46
0007:  5@ =  100.0  ;; floating-point values

:Label10AC46
00D6: if  0
0023:    15.0 >  5@  ;; floating-point values
004D: jump_if_false £Label10AC65
0007:  5@ =  15.0  ;; floating-point values

:Label10AC65
00D6: if  0
0038:   $1AEE ==  0  ;; integer values
004D: jump_if_false £Label10ADC5
00D6: if  0
8119:   NOT   car $1ADC wrecked
004D: jump_if_false £Label10ADB9
0084: $1303 = $1AE1  ;; integer values and handles
0084: $1304 = $1ADC  ;; integer values and handles
0050: gosub £Label10C2AD
0089:  5@ = $1B32  ;; floating-point values only
02F8: unknown_car $1AE1 unknown_cosine $1B40
02F9: unknown_car $1AE1 unknown_sinus $1B41
00AA: store_car $1ADC position_to $1B3A $1B3B $1BF
00AA: store_car $1AE1 position_to $1B3C $1B3D $1BF
0086: $1B2E = $1B3C  ;; floating-point values only
0061: $1B2E -= $1B3A  ;; floating-point values
0069: $1B40 *= $1B2E  ;; floating-point values
0086: $1B2F = $1B3D  ;; floating-point values only
0061: $1B2F -= $1B3B  ;; floating-point values
0069: $1B41 *= $1B2F  ;; floating-point values
0086: $1B36 = $1B40  ;; floating-point values only
0059: $1B36 += $1B41  ;; floating-point values
02F8: unknown_car $1ADC unknown_cosine $1B40
02F9: unknown_car $1ADC unknown_sinus $1B41
00AA: store_car $1AE1 position_to $1B3C $1B3D $1BF
00AA: store_car $1ADC position_to $1B3A $1B3B $1BF
0086: $1B2E = $1B3A  ;; floating-point values only
0061: $1B2E -= $1B3C  ;; floating-point values
0069: $1B40 *= $1B2E  ;; floating-point values
0086: $1B2F = $1B3B  ;; floating-point values only
0061: $1B2F -= $1B3D  ;; floating-point values
0069: $1B41 *= $1B2F  ;; floating-point values
0086: $1B37 = $1B40  ;; floating-point values only
0059: $1B37 += $1B41  ;; floating-point values
00D6: if  0
0020:   $1B36 >  0.0  ;; floating-point values
004D: jump_if_false £Label10ADB2
00D6: if  0
0022:    0.0 > $1B37  ;; floating-point values
004D: jump_if_false £Label10ADB2
0007:  5@ =  0.0  ;; floating-point values

:Label10ADB2
0002: jump £Label10ADC5

:Label10ADB9
00A8: set_car $1AE1 to_psycho_driver
0004: $1AEE =  1  ;; integer values

:Label10ADC5
00D6: if  0
0043:    5@ ==  0.0  ;; floating-point values
004D: jump_if_false £Label10ADEA
0477: unknown_car $1AE1  1  17
0002: jump £Label10ADF2

:Label10ADEA
00AD: set_car $1AE1 max_speed_to  5@

:Label10ADF2
0002: jump £Label10AF85

:Label10ADF9
0004: $1B07 = -1  ;; integer values
0050: gosub £Label10C966
00D6: if  0
001C:   $12CB > $1B0E  ;; integer values
004D: jump_if_false £Label10AF85
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1AE2 radius  40.0  40.0
004D: jump_if_false £Label10AF09
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label10AE58
01CA: actor $1AE2 kill_player $PLAYER_CHAR
0002: jump £Label10AF02

:Label10AE58
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1AE2 radius  25.0  25.0
004D: jump_if_false £Label10AE86
01CA: actor $1AE2 kill_player $PLAYER_CHAR
0002: jump £Label10AF02

:Label10AE86
0084: $1305 = $1AE2  ;; integer values and handles
00D6: if  0
8119:   NOT   car $1AE1 wrecked
004D: jump_if_false £Label10AEFB
00D6: if  0
0185:   car $1AE1 health >=  400
004D: jump_if_false £Label10AEED
00D6: if  0
0202:   actor $1AE2 near_car $1AE1 radius  40.0  40.0 unknown  0
004D: jump_if_false £Label10AEDF
01D5: actor $1AE2 go_to_and_drive_car $1AE1
0002: jump £Label10AEE6

:Label10AEDF
0050: gosub £Label10C382

:Label10AEE6
0002: jump £Label10AEF4

:Label10AEED
0050: gosub £Label10C382

:Label10AEF4
0002: jump £Label10AF02

:Label10AEFB
0050: gosub £Label10C382

:Label10AF02
0002: jump £Label10AF85

:Label10AF09
0084: $1305 = $1AE2  ;; integer values and handles
00D6: if  0
8119:   NOT   car $1AE1 wrecked
004D: jump_if_false £Label10AF7E
00D6: if  0
0185:   car $1AE1 health >=  400
004D: jump_if_false £Label10AF70
00D6: if  0
0202:   actor $1AE2 near_car $1AE1 radius  40.0  40.0 unknown  0
004D: jump_if_false £Label10AF62
01D5: actor $1AE2 go_to_and_drive_car $1AE1
0002: jump £Label10AF69

:Label10AF62
0050: gosub £Label10C382

:Label10AF69
0002: jump £Label10AF77

:Label10AF70
0050: gosub £Label10C382

:Label10AF77
0002: jump £Label10AF85

:Label10AF7E
0050: gosub £Label10C382

:Label10AF85
0002: jump £Label10B14F

:Label10AF8C
0164: disable_marker $1B1C
01C2: remove_references_to_actor $1AE2  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $1B0A ==  0  ;; integer values
004D: jump_if_false £Label10AFEC
0008: $1AEF +=  1  ;; integer values
0402: increment_criminals_stopped
018C: play_sound  1 at  0.0  0.0  0.0
00D6: if  0
0038:   $1AEF ==  1  ;; integer values
004D: jump_if_false £Label10AFE5
03C4: set_status_text_to $1AEF  0 (number) "KILLS"  ;; KILLS:

:Label10AFE5
0004: $1B0A =  1  ;; integer values

:Label10AFEC
00D6: if  0
8118:   NOT   actor $1AE3 dead
004D: jump_if_false £Label10B08E
0084: $1AE2 = $1AE3  ;; integer values and handles
0004: $1AE3 = -1  ;; integer values
0004: $1B0A =  0  ;; integer values
0004: $1B0B =  1  ;; integer values
0187: $1B1C = create_marker_above_actor $1AE2
00D6: if  0
8118:   NOT   actor $1AE4 dead
004D: jump_if_false £Label10B054
01DE: tie_actor $1AE4 to_actor $1AE2
00D6: if  0
831F:   NOT   unknown_actor $1AE4 unknown_actor $1AE2
004D: jump_if_false £Label10B054
01CC: actor $1AE4 kill_player $PLAYER_CHAR

:Label10B054
00D6: if  0
8118:   NOT   actor $1AE5 dead
004D: jump_if_false £Label10B087
01DE: tie_actor $1AE5 to_actor $1AE2
00D6: if  0
831F:   NOT   unknown_actor $1AE5 unknown_actor $1AE2
004D: jump_if_false £Label10B087
01CC: actor $1AE5 kill_player $PLAYER_CHAR

:Label10B087
0002: jump £Label10B14F

:Label10B08E
01C2: remove_references_to_actor $1AE3  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $1AE4 dead
004D: jump_if_false £Label10B102
0084: $1AE2 = $1AE4  ;; integer values and handles
0004: $1AE4 = -1  ;; integer values
0004: $1B0A =  0  ;; integer values
0004: $1B0C =  1  ;; integer values
0187: $1B1C = create_marker_above_actor $1AE2
00D6: if  0
8118:   NOT   actor $1AE5 dead
004D: jump_if_false £Label10B0FB
01DE: tie_actor $1AE5 to_actor $1AE2
00D6: if  0
831F:   NOT   unknown_actor $1AE5 unknown_actor $1AE2
004D: jump_if_false £Label10B0FB
01CC: actor $1AE5 kill_player $PLAYER_CHAR

:Label10B0FB
0002: jump £Label10B14F

:Label10B102
01C2: remove_references_to_actor $1AE4  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $1AE5 dead
004D: jump_if_false £Label10B143
0084: $1AE2 = $1AE5  ;; integer values and handles
0004: $1AE5 = -1  ;; integer values
0004: $1B0A =  0  ;; integer values
0004: $1B0D =  1  ;; integer values
0187: $1B1C = create_marker_above_actor $1AE2
0002: jump £Label10B14F

:Label10B143
01C2: remove_references_to_actor $1AE5  ;; Like turning an actor into a random pedestrian
0004: $1B0F =  1  ;; integer values

:Label10B14F
00D6: if  0
0118:   actor $1AE3 dead
004D: jump_if_false £Label10B1B5
00D6: if  0
0038:   $1B0B ==  0  ;; integer values
004D: jump_if_false £Label10B1B5
0008: $1AEF +=  1  ;; integer values
0402: increment_criminals_stopped
018C: play_sound  1 at  0.0  0.0  0.0
00D6: if  0
0038:   $1AEF ==  1  ;; integer values
004D: jump_if_false £Label10B1AE
03C4: set_status_text_to $1AEF  0 (number) "KILLS"  ;; KILLS:

:Label10B1AE
0004: $1B0B =  1  ;; integer values

:Label10B1B5
00D6: if  0
0118:   actor $1AE4 dead
004D: jump_if_false £Label10B21B
00D6: if  0
0038:   $1B0C ==  0  ;; integer values
004D: jump_if_false £Label10B21B
0008: $1AEF +=  1  ;; integer values
0402: increment_criminals_stopped
018C: play_sound  1 at  0.0  0.0  0.0
00D6: if  0
0038:   $1AEF ==  1  ;; integer values
004D: jump_if_false £Label10B214
03C4: set_status_text_to $1AEF  0 (number) "KILLS"  ;; KILLS:

:Label10B214
0004: $1B0C =  1  ;; integer values

:Label10B21B
00D6: if  0
0118:   actor $1AE5 dead
004D: jump_if_false £Label10B281
00D6: if  0
0038:   $1B0D ==  0  ;; integer values
004D: jump_if_false £Label10B281
0008: $1AEF +=  1  ;; integer values
0402: increment_criminals_stopped
018C: play_sound  1 at  0.0  0.0  0.0
00D6: if  0
0038:   $1AEF ==  1  ;; integer values
004D: jump_if_false £Label10B27A
03C4: set_status_text_to $1AEF  0 (number) "KILLS"  ;; KILLS:

:Label10B27A
0004: $1B0D =  1  ;; integer values

:Label10B281
00D6: if  0
0038:   $A05 ==  2  ;; integer values
004D: jump_if_false £Label10BB91
00D6: if  0
8118:   NOT   actor $1AE7 dead
004D: jump_if_false £Label10B89C
00D6: if  0
0449:   actor $1AE7 in_a_car
004D: jump_if_false £Label10B709
01C3: remove_references_to_car $1AE6  ;; Like turning a car into any random car
03C0: $1AE6 = actor $1AE7 car
00D6: if  0
0038:   $1B10 == -1  ;; integer values
004D: jump_if_false £Label10B312
046D: $1AF2 = unknown_actor $1AE7 car car_seats
00D6: if  0
0018:   $1AF2 >  0  ;; integer values
004D: jump_if_false £Label10B303
0084: $1B15 = $12CB  ;; integer values and handles
0008: $1B15 +=  2000  ;; integer values
0002: jump £Label10B30B

:Label10B303
0084: $1B15 = $12CB  ;; integer values and handles

:Label10B30B
0004: $1B10 =  0  ;; integer values

:Label10B312
00D6: if  0
0038:   $1B10 ==  0  ;; integer values
004D: jump_if_false £Label10B3B1
00D6: if  0
001C:   $12CB > $1B15  ;; integer values
004D: jump_if_false £Label10B3B1
00AD: set_car $1AE6 max_speed_to  100.0
00AE: unknown_set_car $1AE6 to_ignore_traffic_lights  2
00D6: if  0
0038:   $1AEE ==  0  ;; integer values
004D: jump_if_false £Label10B37D
00D6: if  0
8119:   NOT   car $1AE1 wrecked
004D: jump_if_false £Label10B376
00A8: set_car $1AE6 to_psycho_driver
0002: jump £Label10B37D

:Label10B376
0004: $1AEE =  1  ;; integer values

:Label10B37D
00D6: if  0
0038:   $1AEE ==  1  ;; integer values
004D: jump_if_false £Label10B39B
04BD: unknown_car $1AE6  0
00A8: set_car $1AE6 to_psycho_driver

:Label10B39B
008B:  12@ = $12CB  ;; integer values and handles
0004: $1B10 =  1  ;; integer values
0006:  13@ =  0  ;; integer values

:Label10B3B1
00D6: if  0
0018:   $1B10 >  0  ;; integer values
004D: jump_if_false £Label10B702
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1AE6
004D: jump_if_false £Label10B3DE
01CA: actor $1AE7 kill_player $PLAYER_CHAR

:Label10B3DE
0084: $1310 = $1AE6  ;; integer values and handles
008A: $1311 =  13@  ;; integer values and handles
008A: $1312 =  12@  ;; integer values and handles
0088: $130D =  8@  ;; floating-point values only
0088: $130E =  9@  ;; floating-point values only
0088: $130F =  10@  ;; floating-point values only
00D6: if  0
0021:    11@ >  0.0  ;; floating-point values
004D: jump_if_false £Label10B42A
0050: gosub £Label10C5C4

:Label10B42A
008B:  13@ = $1311  ;; integer values and handles
008B:  12@ = $1312  ;; integer values and handles
0089:  8@ = $130D  ;; floating-point values only
0089:  9@ = $130E  ;; floating-point values only
0089:  10@ = $130F  ;; floating-point values only
00D6: if  0
0039:    13@ == -9  ;; integer values
004D: jump_if_false £Label10B473
046B: unknown_actor $1AE7 car $1AE6
0006:  13@ =  0  ;; integer values

:Label10B473
00D6: if  0
8185:   NOT   car $1AE6 health >=  400
004D: jump_if_false £Label10B48E
01CA: actor $1AE7 kill_player $PLAYER_CHAR

:Label10B48E
00D6: if  0
8185:   NOT   car $1AE6 health >=  251
004D: jump_if_false £Label10B4C0
046B: unknown_actor $1AE7 car $1AE6
0084: $1B15 = $12CB  ;; integer values and handles
0008: $1B15 +=  2000  ;; integer values
0002: jump £Label10B4C8

:Label10B4C0
0084: $1B15 = $12CB  ;; integer values and handles

:Label10B4C8
0050: gosub £Label10CAA7
00A0: store_actor $1AE7 position_to  6@  7@ $1BF
0086: $12FE = $5F  ;; floating-point values only
0067: $12FE -=  6@  ;; floating-point values
0086: $12FF = $60  ;; floating-point values only
0067: $12FF -=  7@  ;; floating-point values
0069: $12FE *= $12FE  ;; floating-point values
0069: $12FF *= $12FF  ;; floating-point values
0086: $1300 = $12FE  ;; floating-point values only
0059: $1300 += $12FF  ;; floating-point values
01FB: $1300 = square_root $1300
0007:  11@ =  1000.0  ;; floating-point values
0077:  11@ /= $1300  ;; floating-point values
00D6: if  0
0021:    11@ >  100.0  ;; floating-point values
004D: jump_if_false £Label10B556
0007:  11@ =  100.0  ;; floating-point values

:Label10B556
00D6: if  0
0023:    15.0 >  11@  ;; floating-point values
004D: jump_if_false £Label10B575
0007:  11@ =  15.0  ;; floating-point values

:Label10B575
00D6: if  0
0038:   $1AEE ==  0  ;; integer values
004D: jump_if_false £Label10B6D5
00D6: if  0
8119:   NOT   car $1AE1 wrecked
004D: jump_if_false £Label10B6C9
0084: $1303 = $1AE6  ;; integer values and handles
0084: $1304 = $1AE1  ;; integer values and handles
0050: gosub £Label10C2AD
0089:  11@ = $1B32  ;; floating-point values only
02F8: unknown_car $1AE6 unknown_cosine $1B40
02F9: unknown_car $1AE6 unknown_sinus $1B41
00AA: store_car $1AE1 position_to $1B3C $1B3D $1BF
00AA: store_car $1AE6 position_to $1B3E $1B3F $1BF
0086: $1B2E = $1B3E  ;; floating-point values only
0061: $1B2E -= $1B3C  ;; floating-point values
0069: $1B40 *= $1B2E  ;; floating-point values
0086: $1B2F = $1B3F  ;; floating-point values only
0061: $1B2F -= $1B3D  ;; floating-point values
0069: $1B41 *= $1B2F  ;; floating-point values
0086: $1B38 = $1B40  ;; floating-point values only
0059: $1B38 += $1B41  ;; floating-point values
02F8: unknown_car $1AE1 unknown_cosine $1B40
02F9: unknown_car $1AE1 unknown_sinus $1B41
00AA: store_car $1AE6 position_to $1B3E $1B3F $1BF
00AA: store_car $1AE1 position_to $1B3C $1B3D $1BF
0086: $1B2E = $1B3C  ;; floating-point values only
0061: $1B2E -= $1B3E  ;; floating-point values
0069: $1B40 *= $1B2E  ;; floating-point values
0086: $1B2F = $1B3D  ;; floating-point values only
0061: $1B2F -= $1B3F  ;; floating-point values
0069: $1B41 *= $1B2F  ;; floating-point values
0086: $1B39 = $1B40  ;; floating-point values only
0059: $1B39 += $1B41  ;; floating-point values
00D6: if  0
0020:   $1B38 >  0.0  ;; floating-point values
004D: jump_if_false £Label10B6C2
00D6: if  0
0022:    0.0 > $1B39  ;; floating-point values
004D: jump_if_false £Label10B6C2
0007:  11@ =  0.0  ;; floating-point values

:Label10B6C2
0002: jump £Label10B6D5

:Label10B6C9
00A8: set_car $1AE6 to_psycho_driver
0004: $1AEE =  1  ;; integer values

:Label10B6D5
00D6: if  0
0043:    11@ ==  0.0  ;; floating-point values
004D: jump_if_false £Label10B6FA
0477: unknown_car $1AE6  1  17
0002: jump £Label10B702

:Label10B6FA
00AD: set_car $1AE6 max_speed_to  11@

:Label10B702
0002: jump £Label10B895

:Label10B709
0004: $1B10 = -1  ;; integer values
0050: gosub £Label10CAA7
00D6: if  0
001C:   $12CB > $1B15  ;; integer values
004D: jump_if_false £Label10B895
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1AE7 radius  40.0  40.0
004D: jump_if_false £Label10B819
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label10B768
01CA: actor $1AE7 kill_player $PLAYER_CHAR
0002: jump £Label10B812

:Label10B768
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1AE7 radius  25.0  25.0
004D: jump_if_false £Label10B796
01CA: actor $1AE7 kill_player $PLAYER_CHAR
0002: jump £Label10B812

:Label10B796
0084: $1305 = $1AE7  ;; integer values and handles
00D6: if  0
8119:   NOT   car $1AE6 wrecked
004D: jump_if_false £Label10B80B
00D6: if  0
0185:   car $1AE6 health >=  400
004D: jump_if_false £Label10B7FD
00D6: if  0
0202:   actor $1AE7 near_car $1AE6 radius  40.0  40.0 unknown  0
004D: jump_if_false £Label10B7EF
01D5: actor $1AE7 go_to_and_drive_car $1AE6
0002: jump £Label10B7F6

:Label10B7EF
0050: gosub £Label10C382

:Label10B7F6
0002: jump £Label10B804

:Label10B7FD
0050: gosub £Label10C382

:Label10B804
0002: jump £Label10B812

:Label10B80B
0050: gosub £Label10C382

:Label10B812
0002: jump £Label10B895

:Label10B819
0084: $1305 = $1AE7  ;; integer values and handles
00D6: if  0
8119:   NOT   car $1AE6 wrecked
004D: jump_if_false £Label10B88E
00D6: if  0
0185:   car $1AE6 health >=  400
004D: jump_if_false £Label10B880
00D6: if  0
0202:   actor $1AE7 near_car $1AE6 radius  40.0  40.0 unknown  0
004D: jump_if_false £Label10B872
01D5: actor $1AE7 go_to_and_drive_car $1AE6
0002: jump £Label10B879

:Label10B872
0050: gosub £Label10C382

:Label10B879
0002: jump £Label10B887

:Label10B880
0050: gosub £Label10C382

:Label10B887
0002: jump £Label10B895

:Label10B88E
0050: gosub £Label10C382

:Label10B895
0002: jump £Label10BA5F

:Label10B89C
0164: disable_marker $1B1D
01C2: remove_references_to_actor $1AE7  ;; Like turning an actor into a random pedestrian
00D6: if  0
0038:   $1B11 ==  0  ;; integer values
004D: jump_if_false £Label10B8FC
0008: $1AEF +=  1  ;; integer values
0402: increment_criminals_stopped
018C: play_sound  1 at  0.0  0.0  0.0
00D6: if  0
0038:   $1AEF ==  1  ;; integer values
004D: jump_if_false £Label10B8F5
03C4: set_status_text_to $1AEF  0 (number) "KILLS"  ;; KILLS:

:Label10B8F5
0004: $1B11 =  1  ;; integer values

:Label10B8FC
00D6: if  0
8118:   NOT   actor $1AE8 dead
004D: jump_if_false £Label10B99E
0084: $1AE7 = $1AE8  ;; integer values and handles
0004: $1AE8 = -1  ;; integer values
0004: $1B11 =  0  ;; integer values
0004: $1B12 =  1  ;; integer values
0187: $1B1D = create_marker_above_actor $1AE7
00D6: if  0
8118:   NOT   actor $1AE9 dead
004D: jump_if_false £Label10B964
01DE: tie_actor $1AE9 to_actor $1AE7
00D6: if  0
831F:   NOT   unknown_actor $1AE9 unknown_actor $1AE7
004D: jump_if_false £Label10B964
01CC: actor $1AE9 kill_player $PLAYER_CHAR

:Label10B964
00D6: if  0
8118:   NOT   actor $1AEA dead
004D: jump_if_false £Label10B997
01DE: tie_actor $1AEA to_actor $1AE7
00D6: if  0
831F:   NOT   unknown_actor $1AEA unknown_actor $1AE7
004D: jump_if_false £Label10B997
01CC: actor $1AEA kill_player $PLAYER_CHAR

:Label10B997
0002: jump £Label10BA5F

:Label10B99E
01C2: remove_references_to_actor $1AE8  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $1AE9 dead
004D: jump_if_false £Label10BA12
0084: $1AE7 = $1AE9  ;; integer values and handles
0004: $1AE9 = -1  ;; integer values
0004: $1B11 =  0  ;; integer values
0004: $1B13 =  1  ;; integer values
0187: $1B1D = create_marker_above_actor $1AE7
00D6: if  0
8118:   NOT   actor $1AEA dead
004D: jump_if_false £Label10BA0B
01DE: tie_actor $1AEA to_actor $1AE7
00D6: if  0
831F:   NOT   unknown_actor $1AEA unknown_actor $1AE7
004D: jump_if_false £Label10BA0B
01CC: actor $1AEA kill_player $PLAYER_CHAR

:Label10BA0B
0002: jump £Label10BA5F

:Label10BA12
01C2: remove_references_to_actor $1AE9  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $1AEA dead
004D: jump_if_false £Label10BA53
0084: $1AE7 = $1AEA  ;; integer values and handles
0004: $1AEA = -1  ;; integer values
0004: $1B11 =  0  ;; integer values
0004: $1B14 =  1  ;; integer values
0187: $1B1D = create_marker_above_actor $1AE7
0002: jump £Label10BA5F

:Label10BA53
01C2: remove_references_to_actor $1AEA  ;; Like turning an actor into a random pedestrian
0004: $1B16 =  1  ;; integer values

:Label10BA5F
00D6: if  0
0118:   actor $1AE8 dead
004D: jump_if_false £Label10BAC5
00D6: if  0
0038:   $1B12 ==  0  ;; integer values
004D: jump_if_false £Label10BAC5
0008: $1AEF +=  1  ;; integer values
0402: increment_criminals_stopped
018C: play_sound  1 at  0.0  0.0  0.0
00D6: if  0
0038:   $1AEF ==  1  ;; integer values
004D: jump_if_false £Label10BABE
03C4: set_status_text_to $1AEF  0 (number) "KILLS"  ;; KILLS:

:Label10BABE
0004: $1B12 =  1  ;; integer values

:Label10BAC5
00D6: if  0
0118:   actor $1AE9 dead
004D: jump_if_false £Label10BB2B
00D6: if  0
0038:   $1B13 ==  0  ;; integer values
004D: jump_if_false £Label10BB2B
0008: $1AEF +=  1  ;; integer values
0402: increment_criminals_stopped
018C: play_sound  1 at  0.0  0.0  0.0
00D6: if  0
0038:   $1AEF ==  1  ;; integer values
004D: jump_if_false £Label10BB24
03C4: set_status_text_to $1AEF  0 (number) "KILLS"  ;; KILLS:

:Label10BB24
0004: $1B13 =  1  ;; integer values

:Label10BB2B
00D6: if  0
0118:   actor $1AEA dead
004D: jump_if_false £Label10BB91
00D6: if  0
0038:   $1B14 ==  0  ;; integer values
004D: jump_if_false £Label10BB91
0008: $1AEF +=  1  ;; integer values
0402: increment_criminals_stopped
018C: play_sound  1 at  0.0  0.0  0.0
00D6: if  0
0038:   $1AEF ==  1  ;; integer values
004D: jump_if_false £Label10BB8A
03C4: set_status_text_to $1AEF  0 (number) "KILLS"  ;; KILLS:

:Label10BB8A
0004: $1B14 =  1  ;; integer values

:Label10BB91
00D6: if  2
0038:   $1B06 ==  1  ;; integer values
0038:   $1B0F ==  1  ;; integer values
0038:   $1B16 ==  1  ;; integer values
004D: jump_if_false £Label10BBB8
0002: jump £Label10BBBF

:Label10BBB8
0002: jump £Label10A1B6

:Label10BBBF
0578: $1B1A
0008: $1AEC +=  1  ;; integer values
00D6: if  22
056C: $PLAYER_ACTOR
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false £Label10BC11
03C1: $1ADB = player $PLAYER_CHAR car
053F: set_car $1ADB tires_vulnerable  0
0227: $1AFC = car $1ADB health
0008: $1AFC +=  100  ;; integer values
0224: set_car $1ADB health_to $1AFC

:Label10BC11
01C3: remove_references_to_car $1ADC  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1ADD  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1ADE  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1ADF  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1AE0  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $1AE1  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1AE2  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1AE3  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1AE4  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1AE5  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $1AE6  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1AE7  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1AE8  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1AE9  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1AEA  ;; Like turning an actor into a random pedestrian
0164: disable_marker $1B1B
0164: disable_marker $1B1C
0164: disable_marker $1B1D
0084: $1AF1 = $1AEC  ;; integer values and handles
0068: $1AF1 *= $1AEC  ;; integer values
0010: $1AF1 *=  50  ;; integer values
01E3: text_1number_styled "C_PASS" $1AF1  5000 ms  5  ;; THREAT ELIMINATED: $ ~1~
0109: player $PLAYER_CHAR money += $1AF1
00D6: if  0
0038:   $62E ==  0  ;; integer values
004D: jump_if_false £Label10BCE6
00D6: if  0
0038:   $1AEC ==  12  ;; integer values
004D: jump_if_false £Label10BCE6
03E5: text_box "C_COMP1"  ;; Vigilante mission level 12 complete: Your max Body Armor increased to 150
030C: set_mission_points +=  1
055F: set_player $PLAYER_CHAR max_armour +=  50
035F: set_actor $PLAYER_ACTOR armour_to  150
0595: (unknown)
0004: $62E =  1  ;; integer values

:Label10BCE6
00D6: if  2
856C:   NOT $PLAYER_ACTOR
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #HUNTER
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false £Label10BE04
00D6: if  0
0038:   $1AF5 ==  0  ;; integer values
004D: jump_if_false £Label10BD52
01BD: $1AF0 = current_time_in_ms
00D6: if  0
0018:   $1AF4 >  60000  ;; integer values
004D: jump_if_false £Label10BD43
0004: $1AF3 =  60000  ;; integer values
0002: jump £Label10BD4B

:Label10BD43
0084: $1AF3 = $1AF4  ;; integer values and handles

:Label10BD4B
0004: $1AF5 =  1  ;; integer values

:Label10BD52
01BD: $1AF7 = current_time_in_ms
0084: $1AF8 = $1AF7  ;; integer values and handles
0060: $1AF8 -= $1AF0  ;; integer values
0060: $1AF3 -= $1AF8  ;; integer values
0084: $1AF0 = $1AF7  ;; integer values and handles
0084: $1AF9 = $1AF3  ;; integer values and handles
0014: $1AF9 /=  1000  ;; integer values
00D6: if  0
001A:    1 > $1AF9  ;; integer values
004D: jump_if_false £Label10BDD7
0004: $1AF9 =  0  ;; integer values
00D6: if  0
001C:   $1AF7 > $1B19  ;; integer values
004D: jump_if_false £Label10BDD0
00BC: text_highpriority "C_TIME"  3000 ms  1  ;; ~r~Your time as a law enforcer is over!
0004: $1AF6 =  1  ;; integer values
0002: jump £Label10BE66

:Label10BDD0
0002: jump £Label10BDE7

:Label10BDD7
0084: $1B19 = $1AF7  ;; integer values and handles
0008: $1B19 +=  1000  ;; integer values

:Label10BDE7
01E5: text_1number_highpriority "COPCART" $1AF9  200 ms  1  ;; ~g~You have ~1~ seconds to return to a police vehicle before the mission ends.
0001: wait  0 ms
0002: jump £Label10BCE6

:Label10BE04
0396:  1 (set) useless_flag
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label10BE3E
03C1: $1ADB = player $PLAYER_CHAR car
053F: set_car $1ADB tires_vulnerable  0
0227: $1AFC = car $1ADB health
0008: $1AFC +=  100  ;; integer values
0224: set_car $1ADB health_to $1AFC

:Label10BE3E
00D6: if  0
001A:    13 > $1AEC  ;; integer values
004D: jump_if_false £Label10BE5F
000D: $1B45 -=  .05  ;; floating-point values
03C7: unknown_maby_cops_density $1B45

:Label10BE5F
0002: jump £Label109292

:Label10BE66
0051: return

:Label10BE68
0004: $ONMISSION =  0  ;; integer values
0164: disable_marker $1B1B
0164: disable_marker $1B1C
0164: disable_marker $1B1D
014F: stop_timer $1AF4
0151: remove_status_text $1AEF
0249: release_model $1B17
0249: release_model $1B18
0249: release_model #COLT45
0249: release_model #TEC9
0249: release_model #RUGER
0249: release_model #CHROMEGUN
0249: release_model #MACHETE
0249: release_model #BAT
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label10BEB9
00D6: if  0
0018:   $1AEC >  1  ;; integer values
004D: jump_if_false £Label10BEDB
0209: $101F = random_int  26  37
0002: jump £Label10BEE4

:Label10BEDB
0209: $101F = random_int  0  37

:Label10BEE4
00D6: if  0
0038:   $101F ==  0  ;; integer values
004D: jump_if_false £Label10BEFE
04AE: unknown $1B17 radar_icon_or_model  191

:Label10BEFE
00D6: if  0
0038:   $101F ==  1  ;; integer values
004D: jump_if_false £Label10BF18
04AE: unknown $1B17 radar_icon_or_model  192

:Label10BF18
00D6: if  0
0038:   $101F ==  2  ;; integer values
004D: jump_if_false £Label10BF32
04AE: unknown $1B17 radar_icon_or_model  193

:Label10BF32
00D6: if  0
0038:   $101F ==  3  ;; integer values
004D: jump_if_false £Label10BF4C
04AE: unknown $1B17 radar_icon_or_model  198

:Label10BF4C
00D6: if  0
0038:   $101F ==  4  ;; integer values
004D: jump_if_false £Label10BF66
04AE: unknown $1B17 radar_icon_or_model  210

:Label10BF66
00D6: if  0
0038:   $101F ==  5  ;; integer values
004D: jump_if_false £Label10BF80
04AE: unknown $1B17 radar_icon_or_model  132

:Label10BF80
00D6: if  0
0038:   $101F ==  6  ;; integer values
004D: jump_if_false £Label10BF9A
04AE: unknown $1B17 radar_icon_or_model  141

:Label10BF9A
00D6: if  0
0038:   $101F ==  7  ;; integer values
004D: jump_if_false £Label10BFB4
04AE: unknown $1B17 radar_icon_or_model  145

:Label10BFB4
00D6: if  0
0038:   $101F ==  8  ;; integer values
004D: jump_if_false £Label10BFCE
04AE: unknown $1B17 radar_icon_or_model  159

:Label10BFCE
00D6: if  0
0038:   $101F ==  9  ;; integer values
004D: jump_if_false £Label10BFE8
04AE: unknown $1B17 radar_icon_or_model  207

:Label10BFE8
00D6: if  0
0038:   $101F ==  10  ;; integer values
004D: jump_if_false £Label10C002
04AE: unknown $1B17 radar_icon_or_model  154

:Label10C002
00D6: if  0
0038:   $101F ==  11  ;; integer values
004D: jump_if_false £Label10C01C
04AE: unknown $1B17 radar_icon_or_model  131

:Label10C01C
00D6: if  0
0038:   $101F ==  12  ;; integer values
004D: jump_if_false £Label10C036
04AE: unknown $1B17 radar_icon_or_model  133

:Label10C036
00D6: if  0
0038:   $101F ==  13  ;; integer values
004D: jump_if_false £Label10C050
04AE: unknown $1B17 radar_icon_or_model  140

:Label10C050
00D6: if  0
0038:   $101F ==  14  ;; integer values
004D: jump_if_false £Label10C06A
04AE: unknown $1B17 radar_icon_or_model  143

:Label10C06A
00D6: if  0
0038:   $101F ==  15  ;; integer values
004D: jump_if_false £Label10C084
04AE: unknown $1B17 radar_icon_or_model  144

:Label10C084
00D6: if  0
0038:   $101F ==  16  ;; integer values
004D: jump_if_false £Label10C09E
04AE: unknown $1B17 radar_icon_or_model  152

:Label10C09E
00D6: if  0
0038:   $101F ==  17  ;; integer values
004D: jump_if_false £Label10C0B8
04AE: unknown $1B17 radar_icon_or_model  149

:Label10C0B8
00D6: if  0
0038:   $101F ==  18  ;; integer values
004D: jump_if_false £Label10C0D2
04AE: unknown $1B17 radar_icon_or_model  153

:Label10C0D2
00D6: if  0
0038:   $101F ==  19  ;; integer values
004D: jump_if_false £Label10C0EC
04AE: unknown $1B17 radar_icon_or_model  169

:Label10C0EC
00D6: if  0
0038:   $101F ==  20  ;; integer values
004D: jump_if_false £Label10C106
04AE: unknown $1B17 radar_icon_or_model  186

:Label10C106
00D6: if  0
0038:   $101F ==  21  ;; integer values
004D: jump_if_false £Label10C120
04AE: unknown $1B17 radar_icon_or_model  205

:Label10C120
00D6: if  0
0038:   $101F ==  22  ;; integer values
004D: jump_if_false £Label10C13A
04AE: unknown $1B17 radar_icon_or_model  212

:Label10C13A
00D6: if  0
0038:   $101F ==  23  ;; integer values
004D: jump_if_false £Label10C154
04AE: unknown $1B17 radar_icon_or_model  208

:Label10C154
00D6: if  0
0038:   $101F ==  24  ;; integer values
004D: jump_if_false £Label10C16E
04AE: unknown $1B17 radar_icon_or_model  204

:Label10C16E
00D6: if  0
0038:   $101F ==  25  ;; integer values
004D: jump_if_false £Label10C188
04AE: unknown $1B17 radar_icon_or_model  170

:Label10C188
00D6: if  0
0038:   $101F ==  26  ;; integer values
004D: jump_if_false £Label10C1A2
04AE: unknown $1B17 radar_icon_or_model  135

:Label10C1A2
00D6: if  0
0038:   $101F ==  27  ;; integer values
004D: jump_if_false £Label10C1BC
04AE: unknown $1B17 radar_icon_or_model  148

:Label10C1BC
00D6: if  0
0038:   $101F ==  28  ;; integer values
004D: jump_if_false £Label10C1D6
04AE: unknown $1B17 radar_icon_or_model  151

:Label10C1D6
00D6: if  0
0038:   $101F ==  29  ;; integer values
004D: jump_if_false £Label10C1F0
04AE: unknown $1B17 radar_icon_or_model  130

:Label10C1F0
00D6: if  0
0038:   $101F ==  30  ;; integer values
004D: jump_if_false £Label10C20A
04AE: unknown $1B17 radar_icon_or_model  134

:Label10C20A
00D6: if  0
0038:   $101F ==  31  ;; integer values
004D: jump_if_false £Label10C224
04AE: unknown $1B17 radar_icon_or_model  175

:Label10C224
00D6: if  0
0038:   $101F ==  32  ;; integer values
004D: jump_if_false £Label10C23E
04AE: unknown $1B17 radar_icon_or_model  196

:Label10C23E
00D6: if  0
0038:   $101F ==  33  ;; integer values
004D: jump_if_false £Label10C258
04AE: unknown $1B17 radar_icon_or_model  197

:Label10C258
00D6: if  0
0038:   $101F ==  34  ;; integer values
004D: jump_if_false £Label10C272
04AE: unknown $1B17 radar_icon_or_model  222

:Label10C272
00D6: if  0
0038:   $101F ==  35  ;; integer values
004D: jump_if_false £Label10C28C
04AE: unknown $1B17 radar_icon_or_model  209

:Label10C28C
00D6: if  0
0038:   $101F ==  36  ;; integer values
004D: jump_if_false £Label10C2A6
04AE: unknown $1B17 radar_icon_or_model  174

:Label10C2A6
0247: request_model $1B17
0051: return

:Label10C2AD
00D6: if  0
0038:   $1304 == -1  ;; integer values
004D: jump_if_false £Label10C2D4
0054: store_player $PLAYER_CHAR position_to $1B30 $1B31 $1B2E
0002: jump £Label10C2E2

:Label10C2D4
00AA: store_car $1304 position_to $1B30 $1B31 $1B2E

:Label10C2E2
00AA: store_car $1303 position_to $1B2C $1B2D $1B2E
0086: $1B2E = $1B2C  ;; floating-point values only
0061: $1B2E -= $1B30  ;; floating-point values
0086: $1B2F = $1B2D  ;; floating-point values only
0061: $1B2F -= $1B31  ;; floating-point values
0069: $1B2E *= $1B2E  ;; floating-point values
0069: $1B2F *= $1B2F  ;; floating-point values
0059: $1B2E += $1B2F  ;; floating-point values
01FB: $1B2E = square_root $1B2E
0086: $1B32 = $1B2E  ;; floating-point values only
0009: $1B32 +=  3.0  ;; floating-point values
00D6: if  0
0020:   $1B32 >  100.0  ;; floating-point values
004D: jump_if_false £Label10C361
0005: $1B32 =  100.0  ;; floating-point values

:Label10C361
00D6: if  0
0022:    0.0 > $1B32  ;; floating-point values
004D: jump_if_false £Label10C380
0005: $1B32 =  0.0  ;; floating-point values

:Label10C380
0051: return

:Label10C382
00D6: if  0
8118:   NOT   actor $1305 dead
004D: jump_if_false £Label10C5C2
00A0: store_actor $1305 position_to $1308 $1309 $130A
00D6: if  0
0042:   $1316 ==  919.9  ;; floating-point values
004D: jump_if_false £Label10C3C6
00A5: $1C3 = create_car $1B17 at $1308 $1309 $130A

:Label10C3C6
00D6: if  0
00E9:   player $PLAYER_CHAR  0 ()near_actor $1305 radius  40.0  40.0
004D: jump_if_false £Label10C4E5
0086: $130B = $1308  ;; floating-point values only
0009: $130B +=  40.0  ;; floating-point values
0086: $130C = $1309  ;; floating-point values only
0009: $130C +=  40.0  ;; floating-point values
000D: $1308 -=  40.0  ;; floating-point values
000D: $1309 -=  40.0  ;; floating-point values
01C3: remove_references_to_car $1C3  ;; Like turning a car into any random car
0004: $1C3 = -1  ;; integer values
0327: $1C3 = create_random_car_with_actors -1 in_area $1308 $1309 $130B $130C
00D6: if  21
0038:   $1C3 == -1  ;; integer values
003A:   $1ADC == $1C3  ;; integer values and handles
004D: jump_if_false £Label10C465
01CA: actor $1305 kill_player $PLAYER_CHAR
0002: jump £Label10C4DE

:Label10C465
00D6: if  0
0185:   car $1C3 health >=  400
004D: jump_if_false £Label10C4CA
046D: $1AF2 = unknown_actor $1305 car car_seats
01EA: $134B = car $1C3 max_passengers
00D6: if  0
801C:   NOT   $1AF2 > $134B  ;; integer values
004D: jump_if_false £Label10C4BB
020A: set_car $1C3 door_status_to  1
00AD: set_car $1C3 max_speed_to  0.0
01D5: actor $1305 go_to_and_drive_car $1C3
0002: jump £Label10C4C3

:Label10C4BB
01CA: actor $1305 kill_player $PLAYER_CHAR

:Label10C4C3
0002: jump £Label10C4DE

:Label10C4CA
01CA: actor $1305 kill_player $PLAYER_CHAR
01C3: remove_references_to_car $1C3  ;; Like turning a car into any random car
0004: $1C3 = -1  ;; integer values

:Label10C4DE
0002: jump £Label10C5C2

:Label10C4E5
03D3: point $1308 $1309 $130A get_nearby_vector $1308 $1309 $130A $1316
00D6: if  0
80C2:   NOT   sphere_onscreen $1308 $1309 $130A  3.0
004D: jump_if_false £Label10C5C2
00D6: if  0
838A:   NOT   car_in_cube $1308 $1309 $130A  3.0  3.0  2.0
004D: jump_if_false £Label10C579
00D6: if  0
0248:   model $1B17 available
004D: jump_if_false £Label10C572
01C3: remove_references_to_car $1C3  ;; Like turning a car into any random car
00A5: $1C3 = create_car $1B17 at $1308 $1309 $130A
0175: set_car $1C3 z_angle_to $1316
01D5: actor $1305 go_to_and_drive_car $1C3

:Label10C572
0002: jump £Label10C5C2

:Label10C579
00D6: if  0
00FF:   actor $1305  0 ()near_point_on_foot $1308 $1309 $130A radius  3.0  3.0  2.0
004D: jump_if_false £Label10C5C2
02C0: set $1308 $1309 $130A to_ped_path_coords_closest_to $1308 $1309 $130A
0239: actor $1305 run_to $1308 $1309

:Label10C5C2
0051: return

:Label10C5C4
01BD: $1317 = current_time_in_ms
00D6: if  0
8119:   NOT   car $1310 wrecked
004D: jump_if_false £Label10C823
00D6: if  1
01F4:   car $1310 flipped
01C1:   car $1310 stopped
004D: jump_if_false £Label10C68F
0004: $1AEE =  1  ;; integer values
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $1310 radius  90.0  90.0  0
004D: jump_if_false £Label10C629
03ED: (unknown) $1310  0 
0004: $1311 = -9  ;; integer values
0002: jump £Label10C68F

:Label10C629
00D6: if  0
82CA:   NOT   car $1310 bounding_sphere_visible
004D: jump_if_false £Label10C68F
00AA: store_car $1310 position_to $1313 $1314 $1315
03D3: point $1313 $1314 $1315 get_nearby_vector $1313 $1314 $1315 $1316
00D6: if  0
80C2:   NOT   sphere_onscreen $1313 $1314 $1315  4.0
004D: jump_if_false £Label10C68F
00AB: put_car $1310 at $1313 $1314 $1315
0175: set_car $1310 z_angle_to $1316

:Label10C68F
00D6: if  0
01AF:   car $1310  0 ()near_point $130D $130E $130F radius  4.0  4.0  4.0
004D: jump_if_false £Label10C7E4
00D6: if  0
0038:   $1311 ==  0  ;; integer values
004D: jump_if_false £Label10C6DA
0084: $1312 = $1317  ;; integer values and handles
0004: $1311 =  1  ;; integer values

:Label10C6DA
0060: $1317 -= $1312  ;; integer values
00D6: if  0
0038:   $1311 ==  1  ;; integer values
004D: jump_if_false £Label10C7E4
00D6: if  0
0018:   $1317 >  8000  ;; integer values
004D: jump_if_false £Label10C7E4
00D6: if  0
01FC:   player $PLAYER_CHAR near_car $1310 radius  90.0  90.0  0
004D: jump_if_false £Label10C743
03ED: (unknown) $1310  0 
0084: $1312 = $1317  ;; integer values and handles
0004: $1311 = -9  ;; integer values
0002: jump £Label10C7E4

:Label10C743
00D6: if  0
82CA:   NOT   car $1310 bounding_sphere_visible
004D: jump_if_false £Label10C7E4
00AA: store_car $1310 position_to $1313 $1314 $1315
03D3: point $1313 $1314 $1315 get_nearby_vector $1313 $1314 $1315 $1316
00D6: if  0
838A:   NOT   car_in_cube $1313 $1314 $1315  4.0  4.0  4.0
004D: jump_if_false £Label10C7E4
00D6: if  0
80C2:   NOT   sphere_onscreen $1313 $1314 $1315  4.0
004D: jump_if_false £Label10C7E4
00AB: put_car $1310 at $1313 $1314 $1315
0175: set_car $1310 z_angle_to $1316
0084: $1312 = $1317  ;; integer values and handles
0004: $1311 =  0  ;; integer values
0004: $1AEE =  1  ;; integer values

:Label10C7E4
00D6: if  0
81AF:   NOT   car $1310  0 ()near_point $130D $130E $130F radius  4.0  4.0  4.0
004D: jump_if_false £Label10C823
00AA: store_car $1310 position_to $130D $130E $130F
0004: $1311 =  0  ;; integer values

:Label10C823
0051: return

:Label10C825
00D6: if  0
8118:   NOT   actor $1ADD dead
004D: jump_if_false £Label10C964
00D6: if  0
8118:   NOT   actor $1ADE dead
004D: jump_if_false £Label10C895
00D6: if  0
831F:   NOT   unknown_actor $1ADE unknown_actor $1ADD
004D: jump_if_false £Label10C88E
00D6: if  0
00F2:   actor $1ADE near_actor $1ADD radius  30.0  30.0  0
004D: jump_if_false £Label10C886
01DE: tie_actor $1ADE to_actor $1ADD
0002: jump £Label10C88E

:Label10C886
01CC: actor $1ADE kill_player $PLAYER_CHAR

:Label10C88E
0002: jump £Label10C89A

:Label10C895
01C2: remove_references_to_actor $1ADE  ;; Like turning an actor into a random pedestrian

:Label10C89A
00D6: if  0
8118:   NOT   actor $1ADF dead
004D: jump_if_false £Label10C8FA
00D6: if  0
831F:   NOT   unknown_actor $1ADF unknown_actor $1ADD
004D: jump_if_false £Label10C8F3
00D6: if  0
00F2:   actor $1ADF near_actor $1ADD radius  30.0  30.0  0
004D: jump_if_false £Label10C8EB
01DE: tie_actor $1ADF to_actor $1ADD
0002: jump £Label10C8F3

:Label10C8EB
01CC: actor $1ADF kill_player $PLAYER_CHAR

:Label10C8F3
0002: jump £Label10C8FF

:Label10C8FA
01C2: remove_references_to_actor $1ADF  ;; Like turning an actor into a random pedestrian

:Label10C8FF
00D6: if  0
8118:   NOT   actor $1AE0 dead
004D: jump_if_false £Label10C95F
00D6: if  0
831F:   NOT   unknown_actor $1AE0 unknown_actor $1ADD
004D: jump_if_false £Label10C958
00D6: if  0
00F2:   actor $1AE0 near_actor $1ADD radius  30.0  30.0  0
004D: jump_if_false £Label10C950
01DE: tie_actor $1AE0 to_actor $1ADD
0002: jump £Label10C958

:Label10C950
01CC: actor $1AE0 kill_player $PLAYER_CHAR

:Label10C958
0002: jump £Label10C964

:Label10C95F
01C2: remove_references_to_actor $1AE0  ;; Like turning an actor into a random pedestrian

:Label10C964
0051: return

:Label10C966
00D6: if  0
8118:   NOT   actor $1AE2 dead
004D: jump_if_false £Label10CAA5
00D6: if  0
8118:   NOT   actor $1AE3 dead
004D: jump_if_false £Label10C9D6
00D6: if  0
831F:   NOT   unknown_actor $1AE3 unknown_actor $1AE2
004D: jump_if_false £Label10C9CF
00D6: if  0
00F2:   actor $1AE3 near_actor $1AE2 radius  30.0  30.0  0
004D: jump_if_false £Label10C9C7
01DE: tie_actor $1AE3 to_actor $1AE2
0002: jump £Label10C9CF

:Label10C9C7
01CC: actor $1AE3 kill_player $PLAYER_CHAR

:Label10C9CF
0002: jump £Label10C9DB

:Label10C9D6
01C2: remove_references_to_actor $1AE3  ;; Like turning an actor into a random pedestrian

:Label10C9DB
00D6: if  0
8118:   NOT   actor $1AE4 dead
004D: jump_if_false £Label10CA3B
00D6: if  0
831F:   NOT   unknown_actor $1AE4 unknown_actor $1AE2
004D: jump_if_false £Label10CA34
00D6: if  0
00F2:   actor $1AE4 near_actor $1AE2 radius  30.0  30.0  0
004D: jump_if_false £Label10CA2C
01DE: tie_actor $1AE4 to_actor $1AE2
0002: jump £Label10CA34

:Label10CA2C
01CC: actor $1AE4 kill_player $PLAYER_CHAR

:Label10CA34
0002: jump £Label10CA40

:Label10CA3B
01C2: remove_references_to_actor $1AE4  ;; Like turning an actor into a random pedestrian

:Label10CA40
00D6: if  0
8118:   NOT   actor $1AE5 dead
004D: jump_if_false £Label10CAA0
00D6: if  0
831F:   NOT   unknown_actor $1AE5 unknown_actor $1AE2
004D: jump_if_false £Label10CA99
00D6: if  0
00F2:   actor $1AE5 near_actor $1AE2 radius  30.0  30.0  0
004D: jump_if_false £Label10CA91
01DE: tie_actor $1AE5 to_actor $1AE2
0002: jump £Label10CA99

:Label10CA91
01CC: actor $1AE5 kill_player $PLAYER_CHAR

:Label10CA99
0002: jump £Label10CAA5

:Label10CAA0
01C2: remove_references_to_actor $1AE5  ;; Like turning an actor into a random pedestrian

:Label10CAA5
0051: return

:Label10CAA7
00D6: if  0
8118:   NOT   actor $1AE7 dead
004D: jump_if_false £Label10CBE6
00D6: if  0
8118:   NOT   actor $1AE8 dead
004D: jump_if_false £Label10CB17
00D6: if  0
831F:   NOT   unknown_actor $1AE8 unknown_actor $1AE7
004D: jump_if_false £Label10CB10
00D6: if  0
00F2:   actor $1AE8 near_actor $1AE7 radius  30.0  30.0  0
004D: jump_if_false £Label10CB08
01DE: tie_actor $1AE8 to_actor $1AE7
0002: jump £Label10CB10

:Label10CB08
01CC: actor $1AE8 kill_player $PLAYER_CHAR

:Label10CB10
0002: jump £Label10CB1C

:Label10CB17
01C2: remove_references_to_actor $1AE8  ;; Like turning an actor into a random pedestrian

:Label10CB1C
00D6: if  0
8118:   NOT   actor $1AE9 dead
004D: jump_if_false £Label10CB7C
00D6: if  0
831F:   NOT   unknown_actor $1AE9 unknown_actor $1AE7
004D: jump_if_false £Label10CB75
00D6: if  0
00F2:   actor $1AE9 near_actor $1AE7 radius  30.0  30.0  0
004D: jump_if_false £Label10CB6D
01DE: tie_actor $1AE9 to_actor $1AE7
0002: jump £Label10CB75

:Label10CB6D
01CC: actor $1AE9 kill_player $PLAYER_CHAR

:Label10CB75
0002: jump £Label10CB81

:Label10CB7C
01C2: remove_references_to_actor $1AE9  ;; Like turning an actor into a random pedestrian

:Label10CB81
00D6: if  0
8118:   NOT   actor $1AEA dead
004D: jump_if_false £Label10CBE1
00D6: if  0
831F:   NOT   unknown_actor $1AEA unknown_actor $1AE7
004D: jump_if_false £Label10CBDA
00D6: if  0
00F2:   actor $1AEA near_actor $1AE7 radius  30.0  30.0  0
004D: jump_if_false £Label10CBD2
01DE: tie_actor $1AEA to_actor $1AE7
0002: jump £Label10CBDA

:Label10CBD2
01CC: actor $1AEA kill_player $PLAYER_CHAR

:Label10CBDA
0002: jump £Label10CBE6

:Label10CBE1
01C2: remove_references_to_actor $1AEA  ;; Like turning an actor into a random pedestrian

:Label10CBE6
0051: return

:Label10CBE8
00D6: if  0
8118:   NOT   actor $1ADD dead
004D: jump_if_false £Label10CE2C
00D6: if  0
0154:   actor $1ADD in_zone "VICE_C"
004D: jump_if_false £Label10CC27
0384: text_1string "C_BREIF" "VICE_C"  5000 ms  1  ;; Vice City

:Label10CC27
00D6: if  0
0154:   actor $1ADD in_zone "BEACH1"
004D: jump_if_false £Label10CC56
0384: text_1string "C_BREIF" "BEACH1"  5000 ms  1  ;; Ocean Beach

:Label10CC56
00D6: if  0
0154:   actor $1ADD in_zone "BEACH2"
004D: jump_if_false £Label10CC85
0384: text_1string "C_BREIF" "BEACH2"  5000 ms  1  ;; Washington Beach

:Label10CC85
00D6: if  0
0154:   actor $1ADD in_zone "BEACH3"
004D: jump_if_false £Label10CCB4
0384: text_1string "C_BREIF" "BEACH3"  5000 ms  1  ;; Vice Point

:Label10CCB4
00D6: if  0
0154:   actor $1ADD in_zone "GOLFC"
004D: jump_if_false £Label10CCE3
0384: text_1string "C_BREIF" "GOLFC"  5000 ms  1  ;; Leaf Links

:Label10CCE3
00D6: if  0
0154:   actor $1ADD in_zone "STARI"
004D: jump_if_false £Label10CD12
0384: text_1string "C_BREIF" "STARI"  5000 ms  1  ;; Starfish Island

:Label10CD12
00D6: if  0
0154:   actor $1ADD in_zone "DOCKS"
004D: jump_if_false £Label10CD41
0384: text_1string "C_BREIF" "DOCKS"  5000 ms  1  ;; Viceport

:Label10CD41
00D6: if  0
0154:   actor $1ADD in_zone "HAVANA"
004D: jump_if_false £Label10CD70
0384: text_1string "C_BREIF" "HAVANA"  5000 ms  1  ;; Little Havana

:Label10CD70
00D6: if  0
0154:   actor $1ADD in_zone "HAITI"
004D: jump_if_false £Label10CD9F
0384: text_1string "C_BREIF" "HAITI"  5000 ms  1  ;; Little Haiti

:Label10CD9F
00D6: if  0
0154:   actor $1ADD in_zone "PORNI"
004D: jump_if_false £Label10CDCE
0384: text_1string "C_BREIF" "PORNI"  5000 ms  1  ;; Prawn Island

:Label10CDCE
00D6: if  0
0154:   actor $1ADD in_zone "DTOWN"
004D: jump_if_false £Label10CDFD
0384: text_1string "C_BREIF" "DTOWN"  5000 ms  1  ;; Downtown

:Label10CDFD
00D6: if  0
0154:   actor $1ADD in_zone "A_PORT"
004D: jump_if_false £Label10CE2C
0384: text_1string "C_BREIF" "A_PORT"  5000 ms  1  ;; Escobar International

:Label10CE2C
0051: return

:Label10CE2E
0433: (unknown) $1AEB  1 
0319: set_actor $1AEB wander_state_to  1 (off)
02A9: set_actor $1AEB immune_to_nonplayer  1
01ED: reset_actor $1AEB flags
0243: set_actor $1AEB ped_stats_to  16
011A: set_actor $1AEB flags  1
011A: set_actor $1AEB flags  2
011A: set_actor $1AEB flags  4
011A: set_actor $1AEB flags  8
011A: set_actor $1AEB flags  16
011A: set_actor $1AEB flags  32
011A: set_actor $1AEB flags  64
011A: set_actor $1AEB flags  128
011A: set_actor $1AEB flags  256
011A: set_actor $1AEB flags  512
011A: set_actor $1AEB flags  1024
011A: set_actor $1AEB flags  2048
011A: set_actor $1AEB flags  4096
011A: set_actor $1AEB flags  8192
011A: set_actor $1AEB flags  16384
011A: set_actor $1AEB flags  65536
011A: set_actor $1AEB flags  131072
011A: set_actor $1AEB flags  262144
011A: set_actor $1AEB flags  524288
011A: set_actor $1AEB flags  1048576
011A: set_actor $1AEB flags  2097152
011A: set_actor $1AEB flags  4194304
011A: set_actor $1AEB flags  16777216
0291: unknown_actor $1AEB unknown_behavior_flag  1
00D6: if  0
0038:   $1AEC ==  0  ;; integer values
004D: jump_if_false £Label10CF32
0209: $101F = random_int  0  2

:Label10CF32
00D6: if  0
0018:   $1AEC >  1  ;; integer values
004D: jump_if_false £Label10CF4D
0209: $101F = random_int  0  3

:Label10CF4D
00D6: if  0
0018:   $1AEC >  3  ;; integer values
004D: jump_if_false £Label10CF68
0209: $101F = random_int  0  4

:Label10CF68
00D6: if  0
0018:   $1AEC >  5  ;; integer values
004D: jump_if_false £Label10CF83
0209: $101F = random_int  0  5

:Label10CF83
00D6: if  0
0018:   $1AEC >  7  ;; integer values
004D: jump_if_false £Label10CF9E
0209: $101F = random_int  0  6

:Label10CF9E
00D6: if  0
0038:   $101F ==  0  ;; integer values
004D: jump_if_false £Label10CFF1
0209: $101F = random_int  10  13
00D6: if  0
0038:   $101F ==  10  ;; integer values
004D: jump_if_false £Label10CFD5
01B2: give_actor $1AEB weapon  9 ammo  9999  ;; Load the weapon model before using this

:Label10CFD5
00D6: if  0
0038:   $101F ==  11  ;; integer values
004D: jump_if_false £Label10CFF1
01B2: give_actor $1AEB weapon  6 ammo  9999  ;; Load the weapon model before using this

:Label10CFF1
00D6: if  0
0038:   $101F ==  1  ;; integer values
004D: jump_if_false £Label10D00D
01B2: give_actor $1AEB weapon  17 ammo  9999  ;; Load the weapon model before using this

:Label10D00D
00D6: if  0
0038:   $101F ==  2  ;; integer values
004D: jump_if_false £Label10D029
01B2: give_actor $1AEB weapon  22 ammo  9999  ;; Load the weapon model before using this

:Label10D029
00D6: if  0
0038:   $101F ==  3  ;; integer values
004D: jump_if_false £Label10D045
01B2: give_actor $1AEB weapon  27 ammo  9999  ;; Load the weapon model before using this

:Label10D045
00D6: if  21
0038:   $101F ==  4  ;; integer values
0038:   $101F ==  5  ;; integer values
004D: jump_if_false £Label10D068
01B2: give_actor $1AEB weapon  19 ammo  9999  ;; Load the weapon model before using this

:Label10D068
0051: return

:Label10D06A
00D6: if  0
8038:   NOT   $1AF4 == -100  ;; integer values
004D: jump_if_false £Label10D0A6
00D6: if  0
001A:    1 > $1AF4  ;; integer values
004D: jump_if_false £Label10D0A6
0004: $1AF6 =  1  ;; integer values
00BC: text_highpriority "C_TIME"  3000 ms  1  ;; ~r~Your time as a law enforcer is over!
0051: return

:Label10D0A6
00D6: if  2
856C:   NOT $PLAYER_ACTOR
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #HUNTER
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false £Label10D1B8
0396:  0 (clear) useless_flag
00D6: if  0
0038:   $1AF5 ==  0  ;; integer values
004D: jump_if_false £Label10D116
01BD: $1AF0 = current_time_in_ms
00D6: if  0
0018:   $1AF4 >  60000  ;; integer values
004D: jump_if_false £Label10D107
0004: $1AF3 =  60000  ;; integer values
0002: jump £Label10D10F

:Label10D107
0084: $1AF3 = $1AF4  ;; integer values and handles

:Label10D10F
0004: $1AF5 =  1  ;; integer values

:Label10D116
01BD: $1AF7 = current_time_in_ms
0084: $1AF8 = $1AF7  ;; integer values and handles
0060: $1AF8 -= $1AF0  ;; integer values
0060: $1AF3 -= $1AF8  ;; integer values
0084: $1AF0 = $1AF7  ;; integer values and handles
0084: $1AF9 = $1AF3  ;; integer values and handles
0014: $1AF9 /=  1000  ;; integer values
00D6: if  0
001A:    1 > $1AF9  ;; integer values
004D: jump_if_false £Label10D196
0004: $1AF9 =  0  ;; integer values
00D6: if  0
001C:   $1AF7 > $1B19  ;; integer values
004D: jump_if_false £Label10D18F
00BC: text_highpriority "C_TIME"  3000 ms  1  ;; ~r~Your time as a law enforcer is over!
0004: $1AF6 =  1  ;; integer values
0051: return

:Label10D18F
0002: jump £Label10D1A6

:Label10D196
0084: $1B19 = $1AF7  ;; integer values and handles
0008: $1B19 +=  1000  ;; integer values

:Label10D1A6
01E5: text_1number_highpriority "COPCART" $1AF9  200 ms  1  ;; ~g~You have ~1~ seconds to return to a police vehicle before the mission ends.

:Label10D1B8
0293: $12 = current_controls
00D6: if  22
056C: $PLAYER_ACTOR
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false £Label10D2A0
03C1: $1ADB = player $PLAYER_CHAR car
053F: set_car $1ADB tires_vulnerable  0
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false £Label10D24F
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false £Label10D22F
00D6: if  0
0038:   $1AFA ==  1  ;; integer values
004D: jump_if_false £Label10D228
0004: $1AFA =  2  ;; integer values

:Label10D228
0002: jump £Label10D248

:Label10D22F
00D6: if  0
0038:   $1AFA ==  0  ;; integer values
004D: jump_if_false £Label10D248
0004: $1AFA =  1  ;; integer values

:Label10D248
0002: jump £Label10D299

:Label10D24F
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £Label10D280
00D6: if  0
0038:   $1AFA ==  1  ;; integer values
004D: jump_if_false £Label10D279
0004: $1AFA =  2  ;; integer values

:Label10D279
0002: jump £Label10D299

:Label10D280
00D6: if  0
0038:   $1AFA ==  0  ;; integer values
004D: jump_if_false £Label10D299
0004: $1AFA =  1  ;; integer values

:Label10D299
0004: $1AF5 =  0  ;; integer values

:Label10D2A0
00D6: if  0
0038:   $1AFA ==  2  ;; integer values
004D: jump_if_false £Label10D31D
00D6: if  0
8038:   NOT   $12 ==  3  ;; integer values
004D: jump_if_false £Label10D2F4
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false £Label10D2ED
00BC: text_highpriority "C_CANC"  3000 ms  1  ;; ~r~Vigilante mission cancelled!
0004: $1AF6 =  1  ;; integer values
0051: return

:Label10D2ED
0002: jump £Label10D31D

:Label10D2F4
00D6: if  0
80E1:   NOT   key_pressed  0  14
004D: jump_if_false £Label10D31D
00BC: text_highpriority "C_CANC"  3000 ms  1  ;; ~r~Vigilante mission cancelled!
0004: $1AF6 =  1  ;; integer values
0051: return

:Label10D31D
0051: return

;-------------Mission 79---------------
; Originally: HOTRING


:Label10D31F
0050: gosub £Label10D343
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label10D33A
0050: gosub £Label11189D

:Label10D33A
0050: gosub £Label111A1C
004E: end_thread

:Label10D343
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "OVALRNG"
0001: wait  0 ms
00D6: if  0
0038:   $63D ==  0  ;; integer values
004D: jump_if_false £Label10D36C
0317: increment_mission_attempts

:Label10D36C
054C: use_GXT_table "OVALRIG"
0004: $1D10 =  0  ;; integer values
0004: $1D0C =  0  ;; integer values
0004: $1D0D =  0  ;; integer values
0004: $1D0E =  0  ;; integer values
0004: $1D0F =  0  ;; integer values
0004: $1B6D =  0  ;; integer values
0004: $1B73 =  0  ;; integer values
0004: $1B79 =  0  ;; integer values
0004: $1B7F =  0  ;; integer values
0004: $1B85 =  0  ;; integer values
0004: $1B8B =  0  ;; integer values
0004: $1B91 =  0  ;; integer values
0004: $1B97 =  0  ;; integer values
0004: $1B9D =  0  ;; integer values
0004: $1B91 =  0  ;; integer values
0004: $1BA9 =  0  ;; integer values
0004: $1BAF =  0  ;; integer values
0004: $1B60 =  0  ;; integer values
0004: $1B64 =  0  ;; integer values
0004: $1B68 =  0  ;; integer values
0004: $1B6E =  0  ;; integer values
0004: $1B74 =  0  ;; integer values
0004: $1B7A =  0  ;; integer values
0004: $1B80 =  0  ;; integer values
0004: $1B86 =  0  ;; integer values
0004: $1B8C =  0  ;; integer values
0004: $1B92 =  0  ;; integer values
0004: $1B98 =  0  ;; integer values
0004: $1B9E =  0  ;; integer values
0004: $1BA4 =  0  ;; integer values
0004: $1BAA =  0  ;; integer values
0004: $1BB0 =  0  ;; integer values
0004: $1D13 =  0  ;; integer values
0004: $1D14 =  0  ;; integer values
0004: $1D15 =  0  ;; integer values
0004: $1BB3 =  0  ;; integer values
0004: $1BB4 =  0  ;; integer values
0004: $1BB5 =  0  ;; integer values
0004: $1BB6 =  0  ;; integer values
0004: $1BB7 =  0  ;; integer values
0004: $1BB8 =  0  ;; integer values
0004: $1BB9 =  0  ;; integer values
0004: $1BBA =  0  ;; integer values
0004: $1BBB =  0  ;; integer values
0004: $1BBC =  0  ;; integer values
0004: $1BBD =  0  ;; integer values
0004: $1BBE =  0  ;; integer values
0004: $1B62 =  0  ;; integer values
0004: $1B66 =  0  ;; integer values
0004: $1B6A =  0  ;; integer values
0004: $1B70 =  0  ;; integer values
0004: $1B76 =  0  ;; integer values
0004: $1B7C =  0  ;; integer values
0004: $1B82 =  0  ;; integer values
0004: $1B88 =  0  ;; integer values
0004: $1B8E =  0  ;; integer values
0004: $1B94 =  0  ;; integer values
0004: $1B9A =  0  ;; integer values
0004: $1BA0 =  0  ;; integer values
0004: $1BA6 =  0  ;; integer values
0004: $1BAC =  0  ;; integer values
0004: $1BB2 =  0  ;; integer values
0004: $1B57 =  0  ;; integer values
0004: $1B4A = -1  ;; integer values
0004: $1B4B =  0  ;; integer values
0004: $1B4C =  0  ;; integer values
0004: $1B4D =  0  ;; integer values
0004: $1B4E =  0  ;; integer values
0004: $1B4F =  0  ;; integer values
0004: $1B50 = -1  ;; integer values
0004: $1B51 = -1  ;; integer values
0004: $1B53 =  0  ;; integer values
0004: $1B55 =  0  ;; integer values
0004: $1B5C =  0  ;; integer values
0004: $1D11 =  0  ;; integer values
0004: $1B5A =  0  ;; integer values
0004: $1B5D =  0  ;; integer values
0004: $1B56 =  0  ;; integer values
0004: $1B59 =  100  ;; integer values
0005: $1D4A =  0.0  ;; floating-point values
0005: $1D4B =  0.0  ;; floating-point values
0005: $1D4C =  0.0  ;; floating-point values
0005: $1D53 = -1288.976  ;; floating-point values
0005: $1D54 =  1190.669  ;; floating-point values
0005: $1D55 =  264.291  ;; floating-point values
0005: $1D56 = -1257.085  ;; floating-point values
0005: $1D57 =  1245.841  ;; floating-point values
0005: $1D58 =  264.296  ;; floating-point values
0005: $1D59 = -1296.749  ;; floating-point values
0005: $1D5A =  1306.123  ;; floating-point values
0005: $1D5B =  264.296  ;; floating-point values
0005: $1D5C = -1366.372  ;; floating-point values
0005: $1D5D =  1326.72  ;; floating-point values
0005: $1D5E =  264.296  ;; floating-point values
0005: $1D5F = -1419.235  ;; floating-point values
0005: $1D60 =  1327.06  ;; floating-point values
0005: $1D61 =  264.296  ;; floating-point values
0005: $1D62 = -1500.381  ;; floating-point values
0005: $1D63 =  1306.066  ;; floating-point values
0005: $1D64 =  264.296  ;; floating-point values
0005: $1D65 = -1540.008  ;; floating-point values
0005: $1D66 =  1245.841  ;; floating-point values
0005: $1D67 =  264.296  ;; floating-point values
0005: $1D68 = -1500.446  ;; floating-point values
0005: $1D69 =  1185.51  ;; floating-point values
0005: $1D6A =  264.296  ;; floating-point values
0005: $1D6B = -1419.234  ;; floating-point values
0005: $1D6C =  1164.33  ;; floating-point values
0005: $1D6D =  264.296  ;; floating-point values
0005: $1D6E = -1355.087  ;; floating-point values
0005: $1D6F =  1165.782  ;; floating-point values
0005: $1D70 =  264.296  ;; floating-point values
04BB: select_interiour  16  ;; select render area
057E: make_radar_grey  1
0581:  0
04F9: interiour_colors  11  0
0055: put_player $PLAYER_CHAR at -1420.856  1245.843  251.379
0247: request_model #WMYCR
0247: request_model #HOTRINA
0247: request_model #HOTRINB
0247: request_model #HOTRING
03CB: set_camera -1343.743  1151.814  275.7988
038B: load_requested_models

:Label10D735
00D6: if  23
8248:   NOT   model #WMYCR available
8248:   NOT   model #HOTRINA available
8248:   NOT   model #HOTRINB available
8248:   NOT   model #HOTRING available
004D: jump_if_false £Label10D75E
0001: wait  0 ms
0002: jump £Label10D735

:Label10D75E
015F: set_camera_position -1318.205  1163.39  273.7596  0.0  0.0  0.0
0160: point_camera -1319.118  1163.731  273.5374  2
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)
03F4:  0 (clear) cars_can_be_damaged
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label10D939
009A: $1B51 = create_actor  4 #MALE01 at  0.0  0.0  0.0
009A: $1CFE = create_actor  4 #MALE01 at  0.0  0.0  0.0
009A: $1CFF = create_actor  4 #MALE01 at  0.0  0.0  0.0
009A: $1D00 = create_actor  4 #MALE01 at  0.0  0.0  0.0
009A: $1B6C = create_actor  4 #MALE01 at  0.0  0.0  0.0
009A: $1B72 = create_actor  4 #MALE01 at  0.0  0.0  0.0
009A: $1B78 = create_actor  4 #MALE01 at  0.0  0.0  0.0
009A: $1B7E = create_actor  4 #MALE01 at  0.0  0.0  0.0
009A: $1B84 = create_actor  4 #MALE01 at  0.0  0.0  0.0
009A: $1B8A = create_actor  4 #MALE01 at  0.0  0.0  0.0
009A: $1B90 = create_actor  4 #MALE01 at  0.0  0.0  0.0
009A: $1B96 = create_actor  4 #MALE01 at  0.0  0.0  0.0
009A: $1B9C = create_actor  4 #MALE01 at  0.0  0.0  0.0
009A: $1BA2 = create_actor  4 #MALE01 at  0.0  0.0  0.0
009A: $1BA8 = create_actor  4 #MALE01 at  0.0  0.0  0.0
009A: $1BAE = create_actor  4 #MALE01 at  0.0  0.0  0.0

:Label10D939
00A5: $1B5F = create_car #HOTRINA at -1344.487  1172.733  263.8694
0175: set_car $1B5F z_angle_to  284.8876
00AA: store_car $1B5F position_to $1D41 $1D42 $1D43
0084: $1B50 = $1B5F  ;; integer values and handles
0050: gosub £Label111C19
0084: $1CFE = $1B51  ;; integer values and handles
0506: unknown  232  0 -1
00A5: $1B63 = create_car #HOTRINA at -1343.438  1167.836  264.6195
0175: set_car $1B63 z_angle_to  281.5068
00AA: store_car $1B63 position_to $1D44 $1D45 $1D46
0084: $1B50 = $1B63  ;; integer values and handles
0050: gosub £Label111C19
0084: $1CFF = $1B51  ;; integer values and handles
0506: unknown  232  1 -1
00A5: $1B67 = create_car #HOTRINA at -1354.296  1170.289  263.9862
0175: set_car $1B67 z_angle_to  282.7367
00AA: store_car $1B67 position_to $1D47 $1D48 $1D49
0084: $1B50 = $1B67  ;; integer values and handles
0050: gosub £Label111C19
0084: $1D00 = $1B51  ;; integer values and handles
0506: unknown  232  2 -1
00A5: $1B6B = create_car #HOTRINA at -1352.847  1165.527  264.7497
0175: set_car $1B6B z_angle_to  284.2442
00AA: store_car $1B6B position_to  0@  1@  2@
0084: $1B50 = $1B6B  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B6C = $1B51  ;; integer values and handles
0506: unknown  232  3 -1
00A5: $1B71 = create_car #HOTRINA at -1363.758  1169.078  264.0151
0175: set_car $1B71 z_angle_to  276.4275
00AA: store_car $1B71 position_to  3@  4@  5@
0084: $1B50 = $1B71  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B72 = $1B51  ;; integer values and handles
0506: unknown  232  4 -1
00A5: $1B77 = create_car #HOTRINA at -1363.67  1164.15  264.7848
0175: set_car $1B77 z_angle_to  277.8466
00AA: store_car $1B77 position_to  6@  7@  8@
0084: $1B50 = $1B77  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B78 = $1B51  ;; integer values and handles
0506: unknown  232  5 -1
00A5: $1B7D = create_car #HOTRINA at -1373.879  1168.654  264.0179
0175: set_car $1B7D z_angle_to  273.302
00AA: store_car $1B7D position_to  9@  10@  11@
0084: $1B50 = $1B7D  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B7E = $1B51  ;; integer values and handles
0506: unknown  233  0 -1
00A5: $1B83 = create_car #HOTRINB at -1374.561  1163.055  264.9375
0175: set_car $1B83 z_angle_to  272.9799
00AA: store_car $1B83 position_to  12@  13@  14@
0084: $1B50 = $1B83  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B84 = $1B51  ;; integer values and handles
0506: unknown  233  1 -1
00A5: $1B89 = create_car #HOTRINB at -1383.668  1167.947  264.1144
0175: set_car $1B89 z_angle_to  273.0015
00AA: store_car $1B89 position_to $1BBF $1BC0 $1BC1
0084: $1B50 = $1B89  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B8A = $1B51  ;; integer values and handles
0506: unknown  233  2 -1
00A5: $1B8F = create_car #HOTRINB at -1383.582  1162.903  264.9546
0175: set_car $1B8F z_angle_to  269.9305
00AA: store_car $1B8F position_to $1BC2 $1BC3 $1BC4
0084: $1B50 = $1B8F  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B90 = $1B51  ;; integer values and handles
0506: unknown  233  3 -1
00A5: $1B95 = create_car #HOTRINB at -1393.223  1167.712  264.1403
0175: set_car $1B95 z_angle_to  270.1651
00AA: store_car $1B95 position_to $1BC5 $1BC6 $1BC7
0084: $1B50 = $1B95  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B96 = $1B51  ;; integer values and handles
0506: unknown  233  4 -1
00A5: $1B9B = create_car #HOTRINB at -1393.104  1163.053  264.914
0175: set_car $1B9B z_angle_to  270.334
00AA: store_car $1B9B position_to $1BC8 $1BC9 $1BCA
0084: $1B50 = $1B9B  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B9C = $1B51  ;; integer values and handles
0506: unknown  233  5 -1
00A5: $1BA1 = create_car #HOTRINB at -1402.184  1167.193  264.2093
0175: set_car $1BA1 z_angle_to  271.0722
00AA: store_car $1BA1 position_to $1BCB $1BCC $1BCD
0084: $1B50 = $1BA1  ;; integer values and handles
0050: gosub £Label111C19
0084: $1BA2 = $1B51  ;; integer values and handles
00A5: $1BA7 = create_car #HOTRINA at -1402.375  1163.057  264.9016
0175: set_car $1BA7 z_angle_to  266.2549
00AA: store_car $1BA7 position_to $1BCE $1BCF $1BD0
0084: $1B50 = $1BA7  ;; integer values and handles
0050: gosub £Label111C19
0084: $1BA8 = $1B51  ;; integer values and handles
00A5: $1BAD = create_car #HOTRINB at -1412.111  1167.211  264.2081
0175: set_car $1BAD z_angle_to  273.8779
00AA: store_car $1BAD position_to $1BD1 $1BD2 $1BD3
0084: $1B50 = $1BAD  ;; integer values and handles
0050: gosub £Label111C19
0084: $1BAE = $1B51  ;; integer values and handles
00A5: $1B58 = create_car #HOTRING at -1411.949  1162.92  264.916
0175: set_car $1B58 z_angle_to  271.2772
0224: set_car $1B58 health_to  1250
02AC: set_car $1B58 immunities  0  1  1  0  0
00AA: store_car $1B58 position_to $1D3B $1D3C $1D3D
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms
0001: wait  250 ms
0004: $1B52 =  1  ;; integer values
0050: gosub £Label111C97
00D6: if  0
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label10DE56
00D6: if  0
8119:   NOT   car $1B58 wrecked
004D: jump_if_false £Label10DE4F
0369: put_player $PLAYER_CHAR in_car $1B58

:Label10DE4F
0002: jump £Label10DE86

:Label10DE56
012A: put_player $PLAYER_CHAR at -1504.198  1314.846  265.2744 and_remove_from_car
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1B58 wrecked
004D: jump_if_false £Label10DE86
0369: put_player $PLAYER_CHAR in_car $1B58

:Label10DE86
00BC: text_highpriority "HOTR_01"  8000 ms  1  ;; ~g~The Race lasts for 12 laps. Only 1st, 2nd and 3rd places qualify for winnings.
01BD: $12CB = current_time_in_ms
0004: $1B4F =  1  ;; integer values
03F0: (unknown)  1 
0006:  16@ =  0  ;; integer values

:Label10DEAC
0001: wait  0 ms
01BD: $12CB = current_time_in_ms
00D6: if  0
00F6:   player $PLAYER_CHAR  1 (in-sphere)near_point_on_foot -1414.753  1155.434  266.3521 radius  1.5  2.0  1.5
004D: jump_if_false £Label10DEFB
00BC: text_highpriority "HOTR_14"  2500 ms  1  ;; ~r~You have been disqualified!
0002: jump £Label11189D

:Label10DEFB
00D6: if  0
001A:    5 > $1B4A  ;; integer values
004D: jump_if_false £Label10DF7A
00D6: if  0
0018:   $1B4A > -1  ;; integer values
004D: jump_if_false £Label10DF7A
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label10DF61
00D6: if  0
0038:   $1B5A ==  1  ;; integer values
004D: jump_if_false £Label10DF5A
03EB: clear_small_messages_only
0084: $1B4B = $12CB  ;; integer values and handles
000C: $1B4B -=  100  ;; integer values
0004: $1B4A =  5  ;; integer values

:Label10DF5A
0002: jump £Label10DF7A

:Label10DF61
00D6: if  0
0038:   $1B5A ==  0  ;; integer values
004D: jump_if_false £Label10DF7A
0004: $1B5A =  1  ;; integer values

:Label10DF7A
00D6: if  0
0038:   $1B4A == -1  ;; integer values
004D: jump_if_false £Label10DFB7
0004: $1B57 =  2  ;; integer values
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £Label10DFB7
0084: $1B4B = $12CB  ;; integer values and handles
0008: $1B4B +=  3000  ;; integer values
0004: $1B4A =  0  ;; integer values

:Label10DFB7
00D6: if  0
0038:   $1B4A ==  0  ;; integer values
004D: jump_if_false £Label10E026
00D6: if  0
001C:   $12CB > $1B4B  ;; integer values
004D: jump_if_false £Label10E026
015F: set_camera_position -1334.666  1172.511  266.2422  0.0  0.0  0.0
0160: point_camera -1335.628  1172.264  266.1259  2
0084: $1B4B = $12CB  ;; integer values and handles
0008: $1B4B +=  3000  ;; integer values
0004: $1B4A =  1  ;; integer values

:Label10E026
00D6: if  0
0038:   $1B4A ==  1  ;; integer values
004D: jump_if_false £Label10E0A4
00D6: if  0
001C:   $12CB > $1B4B  ;; integer values
004D: jump_if_false £Label10E0A4
015F: set_camera_position -1323.005  1328.07  270.0141  0.0  0.0  0.0
0160: point_camera -1323.981  1328.235  269.8705  2
00BC: text_highpriority "HOTR_02"  3500 ms  1  ;; ~g~If your car is destroyed you will be disqualified.
0084: $1B4B = $12CB  ;; integer values and handles
0008: $1B4B +=  3500  ;; integer values
0004: $1B4A =  2  ;; integer values

:Label10E0A4
00D6: if  0
0038:   $1B4A ==  2  ;; integer values
004D: jump_if_false £Label10E122
00D6: if  0
001C:   $12CB > $1B4B  ;; integer values
004D: jump_if_false £Label10E122
015F: set_camera_position -1378.53  1355.834  271.5822  0.0  0.0  0.0
0160: point_camera -1379.45  1355.702  271.2112  2
00BB: text_lowpriority "HOTR_03"  4500 ms  1  ;; ~g~When your car is damaged you can get it repaired at the pitstop.
0084: $1B4B = $12CB  ;; integer values and handles
0008: $1B4B +=  4500  ;; integer values
0004: $1B4A =  3  ;; integer values

:Label10E122
00D6: if  0
0038:   $1B4A ==  3  ;; integer values
004D: jump_if_false £Label10E1A0
00D6: if  0
001C:   $12CB > $1B4B  ;; integer values
004D: jump_if_false £Label10E1A0
015F: set_camera_position -1394.764  1175.184  269.201  0.0  0.0  0.0
0160: point_camera -1395.474  1174.495  269.0483  2
00BC: text_highpriority "HOTR_04"  4500 ms  1  ;; ~g~This is the way to leave the stadium.
0084: $1B4B = $12CB  ;; integer values and handles
0008: $1B4B +=  2500  ;; integer values
0004: $1B4A =  4  ;; integer values

:Label10E1A0
00D6: if  0
0038:   $1B4A ==  4  ;; integer values
004D: jump_if_false £Label10E20F
00D6: if  0
001C:   $12CB > $1B4B  ;; integer values
004D: jump_if_false £Label10E20F
015F: set_camera_position -1405.329  1161.493  270.4964  0.0  0.0  0.0
0160: point_camera -1406.134  1160.961  270.2356  1
0084: $1B4B = $12CB  ;; integer values and handles
0008: $1B4B +=  2000  ;; integer values
0004: $1B4A =  5  ;; integer values

:Label10E20F
00D6: if  0
0038:   $1B4A ==  5  ;; integer values
004D: jump_if_false £Label10E280
00D6: if  0
001C:   $12CB > $1B4B  ;; integer values
004D: jump_if_false £Label10E280
03F0: (unknown)  0 
0004: $1B57 =  0  ;; integer values
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
00BA: text_styled "RACES_4"  1100 ms  4  ;; 3
018C: play_sound  7 at  0.0  0.0  0.0
0084: $1B4B = $12CB  ;; integer values and handles
0008: $1B4B +=  1000  ;; integer values
0004: $1B4A =  6  ;; integer values

:Label10E280
00D6: if  0
0038:   $1B4A ==  6  ;; integer values
004D: jump_if_false £Label10E2DE
00D6: if  0
001C:   $12CB > $1B4B  ;; integer values
004D: jump_if_false £Label10E2DE
00BA: text_styled "RACES_5"  1100 ms  4  ;; 2
018C: play_sound  8 at  0.0  0.0  0.0
0084: $1B4B = $12CB  ;; integer values and handles
0008: $1B4B +=  1000  ;; integer values
0004: $1B4A =  7  ;; integer values

:Label10E2DE
00D6: if  0
0038:   $1B4A ==  7  ;; integer values
004D: jump_if_false £Label10E33C
00D6: if  0
001C:   $12CB > $1B4B  ;; integer values
004D: jump_if_false £Label10E33C
00BA: text_styled "RACES_6"  1100 ms  4  ;; 1
018C: play_sound  9 at  0.0  0.0  0.0
0084: $1B4B = $12CB  ;; integer values and handles
0008: $1B4B +=  1000  ;; integer values
0004: $1B4A =  8  ;; integer values

:Label10E33C
00D6: if  0
0038:   $1B4A ==  8  ;; integer values
004D: jump_if_false £Label10E433
00D6: if  0
001C:   $12CB > $1B4B  ;; integer values
004D: jump_if_false £Label10E433
00D6: if  0
8119:   NOT   car $1B58 wrecked
004D: jump_if_false £Label10E433
0004: $1B52 =  0  ;; integer values
0050: gosub £Label111C97
00BA: text_styled "RACES_7"  800 ms  4  ;; GO!
018C: play_sound  10 at  0.0  0.0  0.0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
04F7: unknown_status_text $1B59  1 line  1 "HOTR_05"  ;; Car Health:
0084: $1D10 = $1D0C  ;; integer values and handles
0050: gosub £Label111A65
0086: $1D3B = $1D4A  ;; floating-point values only
0086: $1D3C = $1D4B  ;; floating-point values only
0086: $1D3D = $1D4C  ;; floating-point values only
0084: $1D0C = $1D10  ;; integer values and handles
04F7: unknown_status_text $1B4C  0 line  2 "HOTR_06"  ;; Laps:
04F7: unknown_status_text $1D11  0 line  3 "HOTR_09"  ;; Position:
03C3: set_timer_with_text_to $1B55 type  0 text "HOTR_10"  ;; Race Time:
0084: $1B56 = $12CB  ;; integer values and handles
0004: $1B4A =  9  ;; integer values

:Label10E433
00D6: if  0
0038:   $1B4A ==  9  ;; integer values
004D: jump_if_false £Label110AD4
0004: $1D11 =  1  ;; integer values
00D6: if  0
0119:   car $1B58 wrecked
004D: jump_if_false £Label10E479
00BC: text_highpriority "HOTR_12"  2000 ms  1  ;; ~r~Your car has been destroyed!
0002: jump £Label11189D
0002: jump £Label10E51E

:Label10E479
00D6: if  0
01B0:   car $1B58 stopped  1 (in-sphere)near_point -1396.369  1354.573  265.0766 radius  9.0  4.0  5.0
004D: jump_if_false £Label10E4EE
00D6: if  0
0442:   player $PLAYER_CHAR in_car $1B58
004D: jump_if_false £Label10E4EE
0227: $1B59 = car $1B58 health
0008: $1B59 +=  5  ;; integer values
00D6: if  0
0018:   $1B59 >  1250  ;; integer values
004D: jump_if_false £Label10E4E6
0004: $1B59 =  1250  ;; integer values

:Label10E4E6
0224: set_car $1B58 health_to $1B59

:Label10E4EE
0227: $1B59 = car $1B58 health
000C: $1B59 -=  250  ;; integer values
0014: $1B59 /=  10  ;; integer values
00D6: if  0
001A:    0 > $1B59  ;; integer values
004D: jump_if_false £Label10E51E
0004: $1B59 =  0  ;; integer values

:Label10E51E
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1D3B $1D3C $1D3D radius  24.0  24.0  24.0
004D: jump_if_false £Label10E65F
0084: $1D10 = $1D0C  ;; integer values and handles
0050: gosub £Label111A65
0086: $1D3B = $1D4A  ;; floating-point values only
0086: $1D3C = $1D4B  ;; floating-point values only
0086: $1D3D = $1D4C  ;; floating-point values only
0084: $1D0C = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1D0C ==  0  ;; integer values
004D: jump_if_false £Label10E65F
0008: $1B4C +=  1  ;; integer values
0084: $1B54 = $12CB  ;; integer values and handles
0060: $1B54 -= $1B56  ;; integer values
0084: $1D22 = $1B54  ;; integer values and handles
0014: $1D22 /=  1000  ;; integer values
0084: $1B5B = $1D22  ;; integer values and handles
0010: $1B5B *=  1000  ;; integer values
0084: $1D1B = $1B54  ;; integer values and handles
0060: $1D1B -= $1B5B  ;; integer values
0084: $1B5B = $1D1B  ;; integer values and handles
0014: $1B5B /=  10  ;; integer values
00D6: if  0
001C:   $63A > $1B54  ;; integer values
004D: jump_if_false £Label10E644
0084: $63A = $1B54  ;; integer values and handles
042E:  21 $63A
00D6: if  0
0018:   $1B5B >  9  ;; integer values
004D: jump_if_false £Label10E62F
02FD: text_2numbers_lowpriority "HOTR_11" $1D22 $1B5B  5000 ms  1  ;; New best lap time: ~1~.~1~ seconds
0002: jump £Label10E644

:Label10E62F
02FD: text_2numbers_lowpriority "HOTR_34" $1D22 $1B5B  5000 ms  1  ;; New best lap time: ~1~.0~1~ seconds

:Label10E644
0084: $1B56 = $12CB  ;; integer values and handles
018C: play_sound  1 at  0.0  0.0  0.0

:Label10E65F
0084: $1B4D = $1B4C  ;; integer values and handles
0010: $1B4D *=  100  ;; integer values
0058: $1B4D += $1D0C  ;; integer values
00D6: if  0
0119:   car $1B5F wrecked
004D: jump_if_false £Label10E751
01C3: remove_references_to_car $1B5F  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1CFE  ;; Like turning an actor into a random pedestrian
00D6: if  0
838A:   NOT   car_in_cube -1409.717  1144.97  266.3857  4.0  4.0  2.0
004D: jump_if_false £Label10E74A
00A5: $1B5F = create_car #HOTRINA at -1409.717  1144.97  266.3857
0084: $1B50 = $1B5F  ;; integer values and handles
0050: gosub £Label111C19
0084: $1CFE = $1B51  ;; integer values and handles
00D6: if  0
001C:   $1B4C > $1B60  ;; integer values
004D: jump_if_false £Label10E704
0084: $1B60 = $1B4C  ;; integer values and handles

:Label10E704
0004: $1D0D =  0  ;; integer values
0084: $1D10 = $1D0D  ;; integer values and handles
0050: gosub £Label111A65
0086: $1D41 = $1D4A  ;; floating-point values only
0086: $1D42 = $1D4B  ;; floating-point values only
0086: $1D43 = $1D4C  ;; floating-point values only
00A7: car $1B5F drive_to $1D41 $1D42 $1D43
04BA: set_car $1B5F speed_instantly  30.0

:Label10E74A
0002: jump £Label10E8C4

:Label10E751
00D6: if  0
01AF:   car $1B5F  0 ()near_point $1D41 $1D42 $1D43 radius  24.0  24.0  24.0
004D: jump_if_false £Label10E7E8
0084: $1D10 = $1D0D  ;; integer values and handles
0050: gosub £Label111A65
0086: $1D41 = $1D4A  ;; floating-point values only
0086: $1D42 = $1D4B  ;; floating-point values only
0086: $1D43 = $1D4C  ;; floating-point values only
0084: $1D0D = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1D0D ==  0  ;; integer values
004D: jump_if_false £Label10E7C3
0008: $1B60 +=  1  ;; integer values

:Label10E7C3
00A7: car $1B5F drive_to $1D41 $1D42 $1D43
0084: $1B61 = $1B60  ;; integer values and handles
0010: $1B61 *=  100  ;; integer values
0058: $1B61 += $1D0D  ;; integer values

:Label10E7E8
00D6: if  0
01AF:   car $1B5F  0 ()near_point $12F5 $12F6 $12F7 radius  3.0  3.0  3.0
004D: jump_if_false £Label10E834
00D6: if  0
001C:   $12CB > $1D13  ;; integer values
004D: jump_if_false £Label10E82D
0224: set_car $1B5F health_to  230

:Label10E82D
0002: jump £Label10E852

:Label10E834
00AA: store_car $1B5F position_to $12F5 $12F6 $12F7
0084: $1D13 = $12CB  ;; integer values and handles
0008: $1D13 +=  5000  ;; integer values

:Label10E852
00D6: if  0
01AF:   car $1B5F  0 ()near_point -1409.717  1144.97  266.3857 radius  5.0  5.0  3.0
004D: jump_if_false £Label10E8B4
00D6: if  0
001C:   $12CB > $1B62  ;; integer values
004D: jump_if_false £Label10E8AD
0224: set_car $1B5F health_to  100
01C3: remove_references_to_car $1B5F  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1CFE  ;; Like turning an actor into a random pedestrian
0004: $1B5F = -1  ;; integer values

:Label10E8AD
0002: jump £Label10E8C4

:Label10E8B4
0084: $1B62 = $12CB  ;; integer values and handles
0008: $1B62 +=  3000  ;; integer values

:Label10E8C4
0084: $1B4E = $1B61  ;; integer values and handles
0084: $1C3 = $1B5F  ;; integer values and handles
0050: gosub £Label111806
00D6: if  0
0119:   car $1B63 wrecked
004D: jump_if_false £Label10E9BF
01C3: remove_references_to_car $1B63  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1CFF  ;; Like turning an actor into a random pedestrian
00D6: if  0
838A:   NOT   car_in_cube -1409.717  1144.97  266.3857  4.0  4.0  2.0
004D: jump_if_false £Label10E9B8
0506: unknown  232  0 -1
00A5: $1B63 = create_car #HOTRINA at -1409.717  1144.97  266.3857
0084: $1B50 = $1B63  ;; integer values and handles
0050: gosub £Label111C19
0084: $1CFF = $1B51  ;; integer values and handles
00D6: if  0
001C:   $1B4C > $1B64  ;; integer values
004D: jump_if_false £Label10E972
0084: $1B64 = $1B4C  ;; integer values and handles

:Label10E972
0004: $1D0E =  0  ;; integer values
0084: $1D10 = $1D0E  ;; integer values and handles
0050: gosub £Label111A65
0086: $1D44 = $1D4A  ;; floating-point values only
0086: $1D45 = $1D4B  ;; floating-point values only
0086: $1D46 = $1D4C  ;; floating-point values only
00A7: car $1B63 drive_to $1D44 $1D45 $1D46
04BA: set_car $1B63 speed_instantly  30.0

:Label10E9B8
0002: jump £Label10EB32

:Label10E9BF
00D6: if  0
01AF:   car $1B63  0 ()near_point $1D44 $1D45 $1D46 radius  24.0  24.0  24.0
004D: jump_if_false £Label10EA56
0084: $1D10 = $1D0E  ;; integer values and handles
0050: gosub £Label111A65
0086: $1D44 = $1D4A  ;; floating-point values only
0086: $1D45 = $1D4B  ;; floating-point values only
0086: $1D46 = $1D4C  ;; floating-point values only
0084: $1D0E = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1D0E ==  0  ;; integer values
004D: jump_if_false £Label10EA31
0008: $1B64 +=  1  ;; integer values

:Label10EA31
00A7: car $1B63 drive_to $1D44 $1D45 $1D46
0084: $1B65 = $1B64  ;; integer values and handles
0010: $1B65 *=  100  ;; integer values
0058: $1B65 += $1D0E  ;; integer values

:Label10EA56
00D6: if  0
01AF:   car $1B63  0 ()near_point $12F8 $12F9 $12FA radius  3.0  3.0  3.0
004D: jump_if_false £Label10EAA2
00D6: if  0
001C:   $12CB > $1D14  ;; integer values
004D: jump_if_false £Label10EA9B
0224: set_car $1B63 health_to  230

:Label10EA9B
0002: jump £Label10EAC0

:Label10EAA2
00AA: store_car $1B63 position_to $12F8 $12F9 $12FA
0084: $1D14 = $12CB  ;; integer values and handles
0008: $1D14 +=  5000  ;; integer values

:Label10EAC0
00D6: if  0
01AF:   car $1B63  0 ()near_point -1409.717  1144.97  266.3857 radius  5.0  5.0  3.0
004D: jump_if_false £Label10EB22
00D6: if  0
001C:   $12CB > $1B66  ;; integer values
004D: jump_if_false £Label10EB1B
0224: set_car $1B63 health_to  100
01C3: remove_references_to_car $1B63  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1CFF  ;; Like turning an actor into a random pedestrian
0004: $1B63 = -1  ;; integer values

:Label10EB1B
0002: jump £Label10EB32

:Label10EB22
0084: $1B66 = $12CB  ;; integer values and handles
0008: $1B66 +=  3000  ;; integer values

:Label10EB32
0084: $1B4E = $1B65  ;; integer values and handles
0084: $1C3 = $1B63  ;; integer values and handles
0050: gosub £Label111806
00D6: if  0
0119:   car $1B67 wrecked
004D: jump_if_false £Label10EC2D
01C3: remove_references_to_car $1B67  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1D00  ;; Like turning an actor into a random pedestrian
00D6: if  0
838A:   NOT   car_in_cube -1409.717  1144.97  266.3857  4.0  4.0  2.0
004D: jump_if_false £Label10EC26
0506: unknown  232  1 -1
00A5: $1B67 = create_car #HOTRINA at -1409.717  1144.97  266.3857
0084: $1B50 = $1B67  ;; integer values and handles
0050: gosub £Label111C19
0084: $1D00 = $1B51  ;; integer values and handles
00D6: if  0
001C:   $1B4C > $1B68  ;; integer values
004D: jump_if_false £Label10EBE0
0084: $1B68 = $1B4C  ;; integer values and handles

:Label10EBE0
0004: $1D0F =  0  ;; integer values
0084: $1D10 = $1D0F  ;; integer values and handles
0050: gosub £Label111A65
0086: $1D47 = $1D4A  ;; floating-point values only
0086: $1D48 = $1D4B  ;; floating-point values only
0086: $1D49 = $1D4C  ;; floating-point values only
00A7: car $1B67 drive_to $1D47 $1D48 $1D49
04BA: set_car $1B67 speed_instantly  30.0

:Label10EC26
0002: jump £Label10EDA0

:Label10EC2D
00D6: if  0
01AF:   car $1B67  0 ()near_point $1D47 $1D48 $1D49 radius  24.0  24.0  24.0
004D: jump_if_false £Label10ECC4
0084: $1D10 = $1D0F  ;; integer values and handles
0050: gosub £Label111A65
0086: $1D47 = $1D4A  ;; floating-point values only
0086: $1D48 = $1D4B  ;; floating-point values only
0086: $1D49 = $1D4C  ;; floating-point values only
0084: $1D0F = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1D0F ==  0  ;; integer values
004D: jump_if_false £Label10EC9F
0008: $1B68 +=  1  ;; integer values

:Label10EC9F
00A7: car $1B67 drive_to $1D47 $1D48 $1D49
0084: $1B69 = $1B68  ;; integer values and handles
0010: $1B69 *=  100  ;; integer values
0058: $1B69 += $1D0F  ;; integer values

:Label10ECC4
00D6: if  0
01AF:   car $1B67  0 ()near_point $12FB $12FC $12FD radius  3.0  3.0  3.0
004D: jump_if_false £Label10ED10
00D6: if  0
001C:   $12CB > $1D15  ;; integer values
004D: jump_if_false £Label10ED09
0224: set_car $1B67 health_to  230

:Label10ED09
0002: jump £Label10ED2E

:Label10ED10
00AA: store_car $1B67 position_to $12FB $12FC $12FD
0084: $1D15 = $12CB  ;; integer values and handles
0008: $1D15 +=  5000  ;; integer values

:Label10ED2E
00D6: if  0
01AF:   car $1B67  0 ()near_point -1409.717  1144.97  266.3857 radius  5.0  5.0  3.0
004D: jump_if_false £Label10ED90
00D6: if  0
001C:   $12CB > $1B6A  ;; integer values
004D: jump_if_false £Label10ED89
0224: set_car $1B67 health_to  100
01C3: remove_references_to_car $1B67  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1D00  ;; Like turning an actor into a random pedestrian
0004: $1B67 = -1  ;; integer values

:Label10ED89
0002: jump £Label10EDA0

:Label10ED90
0084: $1B6A = $12CB  ;; integer values and handles
0008: $1B6A +=  3000  ;; integer values

:Label10EDA0
0084: $1B4E = $1B69  ;; integer values and handles
0084: $1C3 = $1B67  ;; integer values and handles
0050: gosub £Label111806
00D6: if  0
0119:   car $1B6B wrecked
004D: jump_if_false £Label10EE9B
01C3: remove_references_to_car $1B6B  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B6C  ;; Like turning an actor into a random pedestrian
00D6: if  0
838A:   NOT   car_in_cube -1409.717  1144.97  266.3857  4.0  4.0  2.0
004D: jump_if_false £Label10EE94
0506: unknown  232  2 -1
00A5: $1B6B = create_car #HOTRINA at -1409.717  1144.97  266.3857
0084: $1B50 = $1B6B  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B6C = $1B51  ;; integer values and handles
00D6: if  0
001C:   $1B4C > $1B6E  ;; integer values
004D: jump_if_false £Label10EE4E
0084: $1B6E = $1B4C  ;; integer values and handles

:Label10EE4E
0004: $1B6D =  0  ;; integer values
0084: $1D10 = $1B6D  ;; integer values and handles
0050: gosub £Label111A65
0089:  0@ = $1D4A  ;; floating-point values only
0089:  1@ = $1D4B  ;; floating-point values only
0089:  2@ = $1D4C  ;; floating-point values only
00A7: car $1B6B drive_to  0@  1@  2@
04BA: set_car $1B6B speed_instantly  30.0

:Label10EE94
0002: jump £Label10F00E

:Label10EE9B
00D6: if  0
01AF:   car $1B6B  0 ()near_point  0@  1@  2@ radius  24.0  24.0  24.0
004D: jump_if_false £Label10EF32
0084: $1D10 = $1B6D  ;; integer values and handles
0050: gosub £Label111A65
0089:  0@ = $1D4A  ;; floating-point values only
0089:  1@ = $1D4B  ;; floating-point values only
0089:  2@ = $1D4C  ;; floating-point values only
0084: $1B6D = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1B6D ==  0  ;; integer values
004D: jump_if_false £Label10EF0D
0008: $1B6E +=  1  ;; integer values

:Label10EF0D
00A7: car $1B6B drive_to  0@  1@  2@
0084: $1B6F = $1B6E  ;; integer values and handles
0010: $1B6F *=  100  ;; integer values
0058: $1B6F += $1B6D  ;; integer values

:Label10EF32
00D6: if  0
01AF:   car $1B6B  0 ()near_point $1BD4 $1BD5 $1BD6 radius  3.0  3.0  3.0
004D: jump_if_false £Label10EF7E
00D6: if  0
001C:   $12CB > $1BB3  ;; integer values
004D: jump_if_false £Label10EF77
0224: set_car $1B6B health_to  230

:Label10EF77
0002: jump £Label10EF9C

:Label10EF7E
00AA: store_car $1B6B position_to $1BD4 $1BD5 $1BD6
0084: $1BB3 = $12CB  ;; integer values and handles
0008: $1BB3 +=  5000  ;; integer values

:Label10EF9C
00D6: if  0
01AF:   car $1B6B  0 ()near_point -1409.717  1144.97  266.3857 radius  5.0  5.0  3.0
004D: jump_if_false £Label10EFFE
00D6: if  0
001C:   $12CB > $1B70  ;; integer values
004D: jump_if_false £Label10EFF7
0224: set_car $1B6B health_to  100
01C3: remove_references_to_car $1B6B  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B6C  ;; Like turning an actor into a random pedestrian
0004: $1B6B = -1  ;; integer values

:Label10EFF7
0002: jump £Label10F00E

:Label10EFFE
0084: $1B70 = $12CB  ;; integer values and handles
0008: $1B70 +=  3000  ;; integer values

:Label10F00E
0084: $1B4E = $1B6F  ;; integer values and handles
0084: $1C3 = $1B6B  ;; integer values and handles
0050: gosub £Label111806
00D6: if  0
0119:   car $1B71 wrecked
004D: jump_if_false £Label10F109
01C3: remove_references_to_car $1B71  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B72  ;; Like turning an actor into a random pedestrian
00D6: if  0
838A:   NOT   car_in_cube -1409.717  1144.97  266.3857  4.0  4.0  2.0
004D: jump_if_false £Label10F102
0506: unknown  232  3 -1
00A5: $1B71 = create_car #HOTRINA at -1409.717  1144.97  266.3857
0084: $1B50 = $1B71  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B72 = $1B51  ;; integer values and handles
00D6: if  0
001C:   $1B4C > $1B74  ;; integer values
004D: jump_if_false £Label10F0BC
0084: $1B74 = $1B4C  ;; integer values and handles

:Label10F0BC
0004: $1B73 =  0  ;; integer values
0084: $1D10 = $1B73  ;; integer values and handles
0050: gosub £Label111A65
0089:  3@ = $1D4A  ;; floating-point values only
0089:  4@ = $1D4B  ;; floating-point values only
0089:  5@ = $1D4C  ;; floating-point values only
00A7: car $1B71 drive_to  3@  4@  5@
04BA: set_car $1B71 speed_instantly  30.0

:Label10F102
0002: jump £Label10F27C

:Label10F109
00D6: if  0
01AF:   car $1B71  0 ()near_point  3@  4@  5@ radius  24.0  24.0  24.0
004D: jump_if_false £Label10F1A0
0084: $1D10 = $1B73  ;; integer values and handles
0050: gosub £Label111A65
0089:  3@ = $1D4A  ;; floating-point values only
0089:  4@ = $1D4B  ;; floating-point values only
0089:  5@ = $1D4C  ;; floating-point values only
0084: $1B73 = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1B73 ==  0  ;; integer values
004D: jump_if_false £Label10F17B
0008: $1B74 +=  1  ;; integer values

:Label10F17B
00A7: car $1B71 drive_to  3@  4@  5@
0084: $1B75 = $1B74  ;; integer values and handles
0010: $1B75 *=  100  ;; integer values
0058: $1B75 += $1B73  ;; integer values

:Label10F1A0
00D6: if  0
01AF:   car $1B71  0 ()near_point $1BD7 $1BD8 $1BD9 radius  3.0  3.0  3.0
004D: jump_if_false £Label10F1EC
00D6: if  0
001C:   $12CB > $1BB4  ;; integer values
004D: jump_if_false £Label10F1E5
0224: set_car $1B71 health_to  230

:Label10F1E5
0002: jump £Label10F20A

:Label10F1EC
00AA: store_car $1B71 position_to $1BD7 $1BD8 $1BD9
0084: $1BB4 = $12CB  ;; integer values and handles
0008: $1BB4 +=  5000  ;; integer values

:Label10F20A
00D6: if  0
01AF:   car $1B71  0 ()near_point -1409.717  1144.97  266.3857 radius  5.0  5.0  3.0
004D: jump_if_false £Label10F26C
00D6: if  0
001C:   $12CB > $1B76  ;; integer values
004D: jump_if_false £Label10F265
0224: set_car $1B71 health_to  100
01C3: remove_references_to_car $1B71  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B72  ;; Like turning an actor into a random pedestrian
0004: $1B71 = -1  ;; integer values

:Label10F265
0002: jump £Label10F27C

:Label10F26C
0084: $1B76 = $12CB  ;; integer values and handles
0008: $1B76 +=  3000  ;; integer values

:Label10F27C
0084: $1B4E = $1B75  ;; integer values and handles
0084: $1C3 = $1B71  ;; integer values and handles
0050: gosub £Label111806
00D6: if  0
0119:   car $1B77 wrecked
004D: jump_if_false £Label10F377
01C3: remove_references_to_car $1B77  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B78  ;; Like turning an actor into a random pedestrian
00D6: if  0
838A:   NOT   car_in_cube -1409.717  1144.97  266.3857  4.0  4.0  2.0
004D: jump_if_false £Label10F370
0506: unknown  232  4 -1
00A5: $1B77 = create_car #HOTRINA at -1409.717  1144.97  266.3857
0084: $1B50 = $1B77  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B78 = $1B51  ;; integer values and handles
00D6: if  0
001C:   $1B4C > $1B7A  ;; integer values
004D: jump_if_false £Label10F32A
0084: $1B7A = $1B4C  ;; integer values and handles

:Label10F32A
0004: $1B79 =  0  ;; integer values
0084: $1D10 = $1B79  ;; integer values and handles
0050: gosub £Label111A65
0089:  6@ = $1D4A  ;; floating-point values only
0089:  7@ = $1D4B  ;; floating-point values only
0089:  8@ = $1D4C  ;; floating-point values only
00A7: car $1B77 drive_to  6@  7@  8@
04BA: set_car $1B77 speed_instantly  30.0

:Label10F370
0002: jump £Label10F4EA

:Label10F377
00D6: if  0
01AF:   car $1B77  0 ()near_point  6@  7@  8@ radius  24.0  24.0  24.0
004D: jump_if_false £Label10F40E
0084: $1D10 = $1B79  ;; integer values and handles
0050: gosub £Label111A65
0089:  6@ = $1D4A  ;; floating-point values only
0089:  7@ = $1D4B  ;; floating-point values only
0089:  8@ = $1D4C  ;; floating-point values only
0084: $1B79 = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1B79 ==  0  ;; integer values
004D: jump_if_false £Label10F3E9
0008: $1B7A +=  1  ;; integer values

:Label10F3E9
00A7: car $1B77 drive_to  6@  7@  8@
0084: $1B7B = $1B7A  ;; integer values and handles
0010: $1B7B *=  100  ;; integer values
0058: $1B7B += $1B79  ;; integer values

:Label10F40E
00D6: if  0
01AF:   car $1B77  0 ()near_point $1BDA $1BDB $1BDC radius  3.0  3.0  3.0
004D: jump_if_false £Label10F45A
00D6: if  0
001C:   $12CB > $1BB5  ;; integer values
004D: jump_if_false £Label10F453
0224: set_car $1B77 health_to  230

:Label10F453
0002: jump £Label10F478

:Label10F45A
00AA: store_car $1B77 position_to $1BDA $1BDB $1BDC
0084: $1BB5 = $12CB  ;; integer values and handles
0008: $1BB5 +=  5000  ;; integer values

:Label10F478
00D6: if  0
01AF:   car $1B77  0 ()near_point -1409.717  1144.97  266.3857 radius  5.0  5.0  3.0
004D: jump_if_false £Label10F4DA
00D6: if  0
001C:   $12CB > $1B7C  ;; integer values
004D: jump_if_false £Label10F4D3
0224: set_car $1B77 health_to  100
01C3: remove_references_to_car $1B77  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B78  ;; Like turning an actor into a random pedestrian
0004: $1B77 = -1  ;; integer values

:Label10F4D3
0002: jump £Label10F4EA

:Label10F4DA
0084: $1B7C = $12CB  ;; integer values and handles
0008: $1B7C +=  3000  ;; integer values

:Label10F4EA
0084: $1B4E = $1B7B  ;; integer values and handles
0084: $1C3 = $1B77  ;; integer values and handles
0050: gosub £Label111806
00D6: if  0
0119:   car $1B7D wrecked
004D: jump_if_false £Label10F5DC
01C3: remove_references_to_car $1B7D  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B7E  ;; Like turning an actor into a random pedestrian
00D6: if  0
838A:   NOT   car_in_cube -1409.717  1144.97  266.3857  4.0  4.0  2.0
004D: jump_if_false £Label10F5D5
00A5: $1B7D = create_car #HOTRINA at -1409.717  1144.97  266.3857
0084: $1B50 = $1B7D  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B7E = $1B51  ;; integer values and handles
00D6: if  0
001C:   $1B4C > $1B80  ;; integer values
004D: jump_if_false £Label10F58F
0084: $1B80 = $1B4C  ;; integer values and handles

:Label10F58F
0004: $1B7F =  0  ;; integer values
0084: $1D10 = $1B7F  ;; integer values and handles
0050: gosub £Label111A65
0089:  9@ = $1D4A  ;; floating-point values only
0089:  10@ = $1D4B  ;; floating-point values only
0089:  11@ = $1D4C  ;; floating-point values only
00A7: car $1B7D drive_to  9@  10@  11@
04BA: set_car $1B7D speed_instantly  30.0

:Label10F5D5
0002: jump £Label10F74F

:Label10F5DC
00D6: if  0
01AF:   car $1B7D  0 ()near_point  9@  10@  11@ radius  24.0  24.0  24.0
004D: jump_if_false £Label10F673
0084: $1D10 = $1B7F  ;; integer values and handles
0050: gosub £Label111A65
0089:  9@ = $1D4A  ;; floating-point values only
0089:  10@ = $1D4B  ;; floating-point values only
0089:  11@ = $1D4C  ;; floating-point values only
0084: $1B7F = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1B7F ==  0  ;; integer values
004D: jump_if_false £Label10F64E
0008: $1B80 +=  1  ;; integer values

:Label10F64E
00A7: car $1B7D drive_to  9@  10@  11@
0084: $1B81 = $1B80  ;; integer values and handles
0010: $1B81 *=  100  ;; integer values
0058: $1B81 += $1B7F  ;; integer values

:Label10F673
00D6: if  0
01AF:   car $1B7D  0 ()near_point $1BDD $1BDE $1BDF radius  3.0  3.0  3.0
004D: jump_if_false £Label10F6BF
00D6: if  0
001C:   $12CB > $1BB6  ;; integer values
004D: jump_if_false £Label10F6B8
0224: set_car $1B7D health_to  230

:Label10F6B8
0002: jump £Label10F6DD

:Label10F6BF
00AA: store_car $1B7D position_to $1BDD $1BDE $1BDF
0084: $1BB6 = $12CB  ;; integer values and handles
0008: $1BB6 +=  5000  ;; integer values

:Label10F6DD
00D6: if  0
01AF:   car $1B7D  0 ()near_point -1409.717  1144.97  266.3857 radius  5.0  5.0  3.0
004D: jump_if_false £Label10F73F
00D6: if  0
001C:   $12CB > $1B82  ;; integer values
004D: jump_if_false £Label10F738
0224: set_car $1B7D health_to  100
01C3: remove_references_to_car $1B7D  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B7E  ;; Like turning an actor into a random pedestrian
0004: $1B7D = -1  ;; integer values

:Label10F738
0002: jump £Label10F74F

:Label10F73F
0084: $1B82 = $12CB  ;; integer values and handles
0008: $1B82 +=  3000  ;; integer values

:Label10F74F
0084: $1B4E = $1B81  ;; integer values and handles
0084: $1C3 = $1B7D  ;; integer values and handles
0050: gosub £Label111806
00D6: if  0
0119:   car $1B83 wrecked
004D: jump_if_false £Label10F84A
01C3: remove_references_to_car $1B83  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B84  ;; Like turning an actor into a random pedestrian
00D6: if  0
838A:   NOT   car_in_cube -1409.717  1144.97  266.3857  4.0  4.0  2.0
004D: jump_if_false £Label10F843
0506: unknown  233  0 -1
00A5: $1B83 = create_car #HOTRINB at -1409.717  1144.97  266.3857
0084: $1B50 = $1B83  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B84 = $1B51  ;; integer values and handles
00D6: if  0
001C:   $1B4C > $1B86  ;; integer values
004D: jump_if_false £Label10F7FD
0084: $1B86 = $1B4C  ;; integer values and handles

:Label10F7FD
0004: $1B85 =  0  ;; integer values
0084: $1D10 = $1B85  ;; integer values and handles
0050: gosub £Label111A65
0089:  12@ = $1D4A  ;; floating-point values only
0089:  13@ = $1D4B  ;; floating-point values only
0089:  14@ = $1D4C  ;; floating-point values only
00A7: car $1B83 drive_to  12@  13@  14@
04BA: set_car $1B83 speed_instantly  30.0

:Label10F843
0002: jump £Label10F9BD

:Label10F84A
00D6: if  0
01AF:   car $1B83  0 ()near_point  12@  13@  14@ radius  24.0  24.0  24.0
004D: jump_if_false £Label10F8E1
0084: $1D10 = $1B85  ;; integer values and handles
0050: gosub £Label111A65
0089:  12@ = $1D4A  ;; floating-point values only
0089:  13@ = $1D4B  ;; floating-point values only
0089:  14@ = $1D4C  ;; floating-point values only
0084: $1B85 = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1B85 ==  0  ;; integer values
004D: jump_if_false £Label10F8BC
0008: $1B86 +=  1  ;; integer values

:Label10F8BC
00A7: car $1B83 drive_to  12@  13@  14@
0084: $1B87 = $1B86  ;; integer values and handles
0010: $1B87 *=  100  ;; integer values
0058: $1B87 += $1B85  ;; integer values

:Label10F8E1
00D6: if  0
01AF:   car $1B83  0 ()near_point $1BE0 $1BE1 $1BE2 radius  3.0  3.0  3.0
004D: jump_if_false £Label10F92D
00D6: if  0
001C:   $12CB > $1BB7  ;; integer values
004D: jump_if_false £Label10F926
0224: set_car $1B83 health_to  230

:Label10F926
0002: jump £Label10F94B

:Label10F92D
00AA: store_car $1B83 position_to $1BE0 $1BE1 $1BE2
0084: $1BB7 = $12CB  ;; integer values and handles
0008: $1BB7 +=  5000  ;; integer values

:Label10F94B
00D6: if  0
01AF:   car $1B83  0 ()near_point -1409.717  1144.97  266.3857 radius  5.0  5.0  3.0
004D: jump_if_false £Label10F9AD
00D6: if  0
001C:   $12CB > $1B88  ;; integer values
004D: jump_if_false £Label10F9A6
0224: set_car $1B83 health_to  100
01C3: remove_references_to_car $1B83  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B84  ;; Like turning an actor into a random pedestrian
0004: $1B83 = -1  ;; integer values

:Label10F9A6
0002: jump £Label10F9BD

:Label10F9AD
0084: $1B88 = $12CB  ;; integer values and handles
0008: $1B88 +=  3000  ;; integer values

:Label10F9BD
0084: $1B4E = $1B87  ;; integer values and handles
0084: $1C3 = $1B83  ;; integer values and handles
0050: gosub £Label111806
00D6: if  0
0119:   car $1B89 wrecked
004D: jump_if_false £Label10FAB8
01C3: remove_references_to_car $1B89  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B8A  ;; Like turning an actor into a random pedestrian
00D6: if  0
838A:   NOT   car_in_cube -1409.717  1144.97  266.3857  4.0  4.0  2.0
004D: jump_if_false £Label10FAB1
0506: unknown  233  1 -1
00A5: $1B89 = create_car #HOTRINB at -1409.717  1144.97  266.3857
0084: $1B50 = $1B89  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B8A = $1B51  ;; integer values and handles
00D6: if  0
001C:   $1B4C > $1B8C  ;; integer values
004D: jump_if_false £Label10FA6B
0084: $1B8C = $1B4C  ;; integer values and handles

:Label10FA6B
0004: $1B8B =  0  ;; integer values
0084: $1D10 = $1B8B  ;; integer values and handles
0050: gosub £Label111A65
0086: $1BBF = $1D4A  ;; floating-point values only
0086: $1BC0 = $1D4B  ;; floating-point values only
0086: $1BC1 = $1D4C  ;; floating-point values only
00A7: car $1B89 drive_to $1BBF $1BC0 $1BC1
04BA: set_car $1B89 speed_instantly  30.0

:Label10FAB1
0002: jump £Label10FC2B

:Label10FAB8
00D6: if  0
01AF:   car $1B89  0 ()near_point $1BBF $1BC0 $1BC1 radius  24.0  24.0  24.0
004D: jump_if_false £Label10FB4F
0084: $1D10 = $1B8B  ;; integer values and handles
0050: gosub £Label111A65
0086: $1BBF = $1D4A  ;; floating-point values only
0086: $1BC0 = $1D4B  ;; floating-point values only
0086: $1BC1 = $1D4C  ;; floating-point values only
0084: $1B8B = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1B8B ==  0  ;; integer values
004D: jump_if_false £Label10FB2A
0008: $1B8C +=  1  ;; integer values

:Label10FB2A
00A7: car $1B89 drive_to $1BBF $1BC0 $1BC1
0084: $1B8D = $1B8C  ;; integer values and handles
0010: $1B8D *=  100  ;; integer values
0058: $1B8D += $1B8B  ;; integer values

:Label10FB4F
00D6: if  0
01AF:   car $1B89  0 ()near_point $1BE3 $1BE4 $1BE5 radius  3.0  3.0  3.0
004D: jump_if_false £Label10FB9B
00D6: if  0
001C:   $12CB > $1BB8  ;; integer values
004D: jump_if_false £Label10FB94
0224: set_car $1B89 health_to  230

:Label10FB94
0002: jump £Label10FBB9

:Label10FB9B
00AA: store_car $1B89 position_to $1BE3 $1BE4 $1BE5
0084: $1BB8 = $12CB  ;; integer values and handles
0008: $1BB8 +=  5000  ;; integer values

:Label10FBB9
00D6: if  0
01AF:   car $1B89  0 ()near_point -1409.717  1144.97  266.3857 radius  5.0  5.0  3.0
004D: jump_if_false £Label10FC1B
00D6: if  0
001C:   $12CB > $1B8E  ;; integer values
004D: jump_if_false £Label10FC14
0224: set_car $1B89 health_to  100
01C3: remove_references_to_car $1B89  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B8A  ;; Like turning an actor into a random pedestrian
0004: $1B89 = -1  ;; integer values

:Label10FC14
0002: jump £Label10FC2B

:Label10FC1B
0084: $1B8E = $12CB  ;; integer values and handles
0008: $1B8E +=  3000  ;; integer values

:Label10FC2B
0084: $1B4E = $1B8D  ;; integer values and handles
0084: $1C3 = $1B89  ;; integer values and handles
0050: gosub £Label111806
00D6: if  0
0119:   car $1B8F wrecked
004D: jump_if_false £Label10FD26
01C3: remove_references_to_car $1B8F  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B90  ;; Like turning an actor into a random pedestrian
00D6: if  0
838A:   NOT   car_in_cube -1409.717  1144.97  266.3857  4.0  4.0  2.0
004D: jump_if_false £Label10FD1F
0506: unknown  233  2 -1
00A5: $1B8F = create_car #HOTRINB at -1409.717  1144.97  266.3857
0084: $1B50 = $1B8F  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B90 = $1B51  ;; integer values and handles
00D6: if  0
001C:   $1B4C > $1B92  ;; integer values
004D: jump_if_false £Label10FCD9
0084: $1B92 = $1B4C  ;; integer values and handles

:Label10FCD9
0004: $1B91 =  0  ;; integer values
0084: $1D10 = $1B91  ;; integer values and handles
0050: gosub £Label111A65
0086: $1BC2 = $1D4A  ;; floating-point values only
0086: $1BC3 = $1D4B  ;; floating-point values only
0086: $1BC4 = $1D4C  ;; floating-point values only
00A7: car $1B8F drive_to $1BC2 $1BC3 $1BC4
04BA: set_car $1B8F speed_instantly  30.0

:Label10FD1F
0002: jump £Label10FE99

:Label10FD26
00D6: if  0
01AF:   car $1B8F  0 ()near_point $1BC2 $1BC3 $1BC4 radius  24.0  24.0  24.0
004D: jump_if_false £Label10FDBD
0084: $1D10 = $1B91  ;; integer values and handles
0050: gosub £Label111A65
0086: $1BC2 = $1D4A  ;; floating-point values only
0086: $1BC3 = $1D4B  ;; floating-point values only
0086: $1BC4 = $1D4C  ;; floating-point values only
0084: $1B91 = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1B91 ==  0  ;; integer values
004D: jump_if_false £Label10FD98
0008: $1B92 +=  1  ;; integer values

:Label10FD98
00A7: car $1B8F drive_to $1BC2 $1BC3 $1BC4
0084: $1B93 = $1B92  ;; integer values and handles
0010: $1B93 *=  100  ;; integer values
0058: $1B93 += $1B91  ;; integer values

:Label10FDBD
00D6: if  0
01AF:   car $1B8F  0 ()near_point $1BE6 $1BE7 $1BE8 radius  3.0  3.0  3.0
004D: jump_if_false £Label10FE09
00D6: if  0
001C:   $12CB > $1BB9  ;; integer values
004D: jump_if_false £Label10FE02
0224: set_car $1B8F health_to  230

:Label10FE02
0002: jump £Label10FE27

:Label10FE09
00AA: store_car $1B8F position_to $1BE6 $1BE7 $1BE8
0084: $1BB9 = $12CB  ;; integer values and handles
0008: $1BB9 +=  5000  ;; integer values

:Label10FE27
00D6: if  0
01AF:   car $1B8F  0 ()near_point -1409.717  1144.97  266.3857 radius  5.0  5.0  3.0
004D: jump_if_false £Label10FE89
00D6: if  0
001C:   $12CB > $1B94  ;; integer values
004D: jump_if_false £Label10FE82
0224: set_car $1B8F health_to  100
01C3: remove_references_to_car $1B8F  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B90  ;; Like turning an actor into a random pedestrian
0004: $1B8F = -1  ;; integer values

:Label10FE82
0002: jump £Label10FE99

:Label10FE89
0084: $1B94 = $12CB  ;; integer values and handles
0008: $1B94 +=  3000  ;; integer values

:Label10FE99
0084: $1B4E = $1B93  ;; integer values and handles
0084: $1C3 = $1B8F  ;; integer values and handles
0050: gosub £Label111806
00D6: if  0
0119:   car $1B95 wrecked
004D: jump_if_false £Label10FF94
01C3: remove_references_to_car $1B95  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B96  ;; Like turning an actor into a random pedestrian
00D6: if  0
838A:   NOT   car_in_cube -1409.717  1144.97  266.3857  4.0  4.0  2.0
004D: jump_if_false £Label10FF8D
0506: unknown  233  3 -1
00A5: $1B95 = create_car #HOTRINB at -1409.717  1144.97  266.3857
0084: $1B50 = $1B95  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B96 = $1B51  ;; integer values and handles
00D6: if  0
001C:   $1B4C > $1B98  ;; integer values
004D: jump_if_false £Label10FF47
0084: $1B98 = $1B4C  ;; integer values and handles

:Label10FF47
0004: $1B97 =  0  ;; integer values
0084: $1D10 = $1B97  ;; integer values and handles
0050: gosub £Label111A65
0086: $1BC5 = $1D4A  ;; floating-point values only
0086: $1BC6 = $1D4B  ;; floating-point values only
0086: $1BC7 = $1D4C  ;; floating-point values only
00A7: car $1B95 drive_to $1BC5 $1BC6 $1BC7
04BA: set_car $1B95 speed_instantly  30.0

:Label10FF8D
0002: jump £Label110107

:Label10FF94
00D6: if  0
01AF:   car $1B95  0 ()near_point $1BC5 $1BC6 $1BC7 radius  24.0  24.0  24.0
004D: jump_if_false £Label11002B
0084: $1D10 = $1B97  ;; integer values and handles
0050: gosub £Label111A65
0086: $1BC5 = $1D4A  ;; floating-point values only
0086: $1BC6 = $1D4B  ;; floating-point values only
0086: $1BC7 = $1D4C  ;; floating-point values only
0084: $1B97 = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1B97 ==  0  ;; integer values
004D: jump_if_false £Label110006
0008: $1B98 +=  1  ;; integer values

:Label110006
00A7: car $1B95 drive_to $1BC5 $1BC6 $1BC7
0084: $1B99 = $1B98  ;; integer values and handles
0010: $1B99 *=  100  ;; integer values
0058: $1B99 += $1B97  ;; integer values

:Label11002B
00D6: if  0
01AF:   car $1B95  0 ()near_point $1BE9 $1BEA $1BEB radius  3.0  3.0  3.0
004D: jump_if_false £Label110077
00D6: if  0
001C:   $12CB > $1BBA  ;; integer values
004D: jump_if_false £Label110070
0224: set_car $1B95 health_to  230

:Label110070
0002: jump £Label110095

:Label110077
00AA: store_car $1B95 position_to $1BE9 $1BEA $1BEB
0084: $1BBA = $12CB  ;; integer values and handles
0008: $1BBA +=  5000  ;; integer values

:Label110095
00D6: if  0
01AF:   car $1B95  0 ()near_point -1409.717  1144.97  266.3857 radius  5.0  5.0  3.0
004D: jump_if_false £Label1100F7
00D6: if  0
001C:   $12CB > $1B9A  ;; integer values
004D: jump_if_false £Label1100F0
0224: set_car $1B95 health_to  100
01C3: remove_references_to_car $1B95  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B96  ;; Like turning an actor into a random pedestrian
0004: $1B95 = -1  ;; integer values

:Label1100F0
0002: jump £Label110107

:Label1100F7
0084: $1B9A = $12CB  ;; integer values and handles
0008: $1B9A +=  3000  ;; integer values

:Label110107
0084: $1B4E = $1B99  ;; integer values and handles
0084: $1C3 = $1B95  ;; integer values and handles
0050: gosub £Label111806
00D6: if  0
0119:   car $1B9B wrecked
004D: jump_if_false £Label110202
01C3: remove_references_to_car $1B9B  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B9C  ;; Like turning an actor into a random pedestrian
00D6: if  0
838A:   NOT   car_in_cube -1409.717  1144.97  266.3857  4.0  4.0  2.0
004D: jump_if_false £Label1101FB
0506: unknown  233  4 -1
00A5: $1B9B = create_car #HOTRINB at -1409.717  1144.97  266.3857
0084: $1B50 = $1B9B  ;; integer values and handles
0050: gosub £Label111C19
0084: $1B9C = $1B51  ;; integer values and handles
00D6: if  0
001C:   $1B4C > $1B9E  ;; integer values
004D: jump_if_false £Label1101B5
0084: $1B9E = $1B4C  ;; integer values and handles

:Label1101B5
0004: $1B9D =  0  ;; integer values
0084: $1D10 = $1B9D  ;; integer values and handles
0050: gosub £Label111A65
0086: $1BC8 = $1D4A  ;; floating-point values only
0086: $1BC9 = $1D4B  ;; floating-point values only
0086: $1BCA = $1D4C  ;; floating-point values only
00A7: car $1B9B drive_to $1BC8 $1BC9 $1BCA
04BA: set_car $1B9B speed_instantly  30.0

:Label1101FB
0002: jump £Label110375

:Label110202
00D6: if  0
01AF:   car $1B9B  0 ()near_point $1BC8 $1BC9 $1BCA radius  24.0  24.0  24.0
004D: jump_if_false £Label110299
0084: $1D10 = $1B9D  ;; integer values and handles
0050: gosub £Label111A65
0086: $1BC8 = $1D4A  ;; floating-point values only
0086: $1BC9 = $1D4B  ;; floating-point values only
0086: $1BCA = $1D4C  ;; floating-point values only
0084: $1B9D = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1B9D ==  0  ;; integer values
004D: jump_if_false £Label110274
0008: $1B9E +=  1  ;; integer values

:Label110274
00A7: car $1B9B drive_to $1BC8 $1BC9 $1BCA
0084: $1B9F = $1B9E  ;; integer values and handles
0010: $1B9F *=  100  ;; integer values
0058: $1B9F += $1B9D  ;; integer values

:Label110299
00D6: if  0
01AF:   car $1B9B  0 ()near_point $1BEC $1BED $1BEE radius  3.0  3.0  3.0
004D: jump_if_false £Label1102E5
00D6: if  0
001C:   $12CB > $1BBB  ;; integer values
004D: jump_if_false £Label1102DE
0224: set_car $1B9B health_to  230

:Label1102DE
0002: jump £Label110303

:Label1102E5
00AA: store_car $1B9B position_to $1BEC $1BED $1BEE
0084: $1BBB = $12CB  ;; integer values and handles
0008: $1BBB +=  5000  ;; integer values

:Label110303
00D6: if  0
01AF:   car $1B9B  0 ()near_point -1409.717  1144.97  266.3857 radius  5.0  5.0  3.0
004D: jump_if_false £Label110365
00D6: if  0
001C:   $12CB > $1BA0  ;; integer values
004D: jump_if_false £Label11035E
0224: set_car $1B9B health_to  100
01C3: remove_references_to_car $1B9B  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B9C  ;; Like turning an actor into a random pedestrian
0004: $1B9B = -1  ;; integer values

:Label11035E
0002: jump £Label110375

:Label110365
0084: $1BA0 = $12CB  ;; integer values and handles
0008: $1BA0 +=  3000  ;; integer values

:Label110375
0084: $1B4E = $1B9F  ;; integer values and handles
0084: $1C3 = $1B9B  ;; integer values and handles
0050: gosub £Label111806
00D6: if  0
0119:   car $1BA1 wrecked
004D: jump_if_false £Label110467
01C3: remove_references_to_car $1BA1  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1BA2  ;; Like turning an actor into a random pedestrian
00D6: if  0
838A:   NOT   car_in_cube -1409.717  1144.97  266.3857  4.0  4.0  2.0
004D: jump_if_false £Label110460
00A5: $1BA1 = create_car #HOTRINB at -1409.717  1144.97  266.3857
0084: $1B50 = $1BA1  ;; integer values and handles
0050: gosub £Label111C19
0084: $1BA2 = $1B51  ;; integer values and handles
00D6: if  0
001C:   $1B4C > $1BA4  ;; integer values
004D: jump_if_false £Label11041A
0084: $1BA4 = $1B4C  ;; integer values and handles

:Label11041A
0004: $1BA3 =  0  ;; integer values
0084: $1D10 = $1BA3  ;; integer values and handles
0050: gosub £Label111A65
0086: $1BCB = $1D4A  ;; floating-point values only
0086: $1BCC = $1D4B  ;; floating-point values only
0086: $1BCD = $1D4C  ;; floating-point values only
00A7: car $1BA1 drive_to $1BCB $1BCC $1BCD
04BA: set_car $1BA1 speed_instantly  30.0

:Label110460
0002: jump £Label1105DA

:Label110467
00D6: if  0
01AF:   car $1BA1  0 ()near_point $1BCB $1BCC $1BCD radius  24.0  24.0  24.0
004D: jump_if_false £Label1104FE
0084: $1D10 = $1BA3  ;; integer values and handles
0050: gosub £Label111A65
0086: $1BCB = $1D4A  ;; floating-point values only
0086: $1BCC = $1D4B  ;; floating-point values only
0086: $1BCD = $1D4C  ;; floating-point values only
0084: $1BA3 = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1BA3 ==  0  ;; integer values
004D: jump_if_false £Label1104D9
0008: $1BA4 +=  1  ;; integer values

:Label1104D9
00A7: car $1BA1 drive_to $1BCB $1BCC $1BCD
0084: $1BA5 = $1BA4  ;; integer values and handles
0010: $1BA5 *=  100  ;; integer values
0058: $1BA5 += $1BA3  ;; integer values

:Label1104FE
00D6: if  0
01AF:   car $1BA1  0 ()near_point $1BEF $1BF0 $1BF1 radius  3.0  3.0  3.0
004D: jump_if_false £Label11054A
00D6: if  0
001C:   $12CB > $1BBC  ;; integer values
004D: jump_if_false £Label110543
0224: set_car $1BA1 health_to  230

:Label110543
0002: jump £Label110568

:Label11054A
00AA: store_car $1BA1 position_to $1BEF $1BF0 $1BF1
0084: $1BBC = $12CB  ;; integer values and handles
0008: $1BBC +=  5000  ;; integer values

:Label110568
00D6: if  0
01AF:   car $1BA1  0 ()near_point -1409.717  1144.97  266.3857 radius  5.0  5.0  3.0
004D: jump_if_false £Label1105CA
00D6: if  0
001C:   $12CB > $1BA6  ;; integer values
004D: jump_if_false £Label1105C3
0224: set_car $1BA1 health_to  100
01C3: remove_references_to_car $1BA1  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1BA2  ;; Like turning an actor into a random pedestrian
0004: $1BA1 = -1  ;; integer values

:Label1105C3
0002: jump £Label1105DA

:Label1105CA
0084: $1BA6 = $12CB  ;; integer values and handles
0008: $1BA6 +=  3000  ;; integer values

:Label1105DA
0084: $1B4E = $1BA5  ;; integer values and handles
0084: $1C3 = $1BA1  ;; integer values and handles
0050: gosub £Label111806
00D6: if  0
0119:   car $1BA7 wrecked
004D: jump_if_false £Label1106D5
01C3: remove_references_to_car $1BA7  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1BA8  ;; Like turning an actor into a random pedestrian
00D6: if  0
838A:   NOT   car_in_cube -1409.717  1144.97  266.3857  4.0  4.0  2.0
004D: jump_if_false £Label1106CE
0506: unknown  232  0 -1
00A5: $1BA7 = create_car #HOTRINA at -1409.717  1144.97  266.3857
0084: $1B50 = $1BA7  ;; integer values and handles
0050: gosub £Label111C19
0084: $1BA8 = $1B51  ;; integer values and handles
00D6: if  0
001C:   $1B4C > $1BAA  ;; integer values
004D: jump_if_false £Label110688
0084: $1BAA = $1B4C  ;; integer values and handles

:Label110688
0004: $1BA9 =  0  ;; integer values
0084: $1D10 = $1BA9  ;; integer values and handles
0050: gosub £Label111A65
0086: $1BCE = $1D4A  ;; floating-point values only
0086: $1BCF = $1D4B  ;; floating-point values only
0086: $1BD0 = $1D4C  ;; floating-point values only
00A7: car $1BA7 drive_to $1BCE $1BCF $1BD0
04BA: set_car $1BA7 speed_instantly  30.0

:Label1106CE
0002: jump £Label110848

:Label1106D5
00D6: if  0
01AF:   car $1BA7  0 ()near_point $1BCE $1BCF $1BD0 radius  24.0  24.0  24.0
004D: jump_if_false £Label11076C
0084: $1D10 = $1BA9  ;; integer values and handles
0050: gosub £Label111A65
0086: $1BCE = $1D4A  ;; floating-point values only
0086: $1BCF = $1D4B  ;; floating-point values only
0086: $1BD0 = $1D4C  ;; floating-point values only
0084: $1BA9 = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1BA9 ==  0  ;; integer values
004D: jump_if_false £Label110747
0008: $1BAA +=  1  ;; integer values

:Label110747
00A7: car $1BA7 drive_to $1BCE $1BCF $1BD0
0084: $1BAB = $1BAA  ;; integer values and handles
0010: $1BAB *=  100  ;; integer values
0058: $1BAB += $1BA9  ;; integer values

:Label11076C
00D6: if  0
01AF:   car $1BA7  0 ()near_point $1BF2 $1BF3 $1BF4 radius  3.0  3.0  3.0
004D: jump_if_false £Label1107B8
00D6: if  0
001C:   $12CB > $1BBD  ;; integer values
004D: jump_if_false £Label1107B1
0224: set_car $1BA7 health_to  230

:Label1107B1
0002: jump £Label1107D6

:Label1107B8
00AA: store_car $1BA7 position_to $1BF2 $1BF3 $1BF4
0084: $1BBD = $12CB  ;; integer values and handles
0008: $1BBD +=  5000  ;; integer values

:Label1107D6
00D6: if  0
01AF:   car $1BA7  0 ()near_point -1409.717  1144.97  266.3857 radius  5.0  5.0  3.0
004D: jump_if_false £Label110838
00D6: if  0
001C:   $12CB > $1BAC  ;; integer values
004D: jump_if_false £Label110831
0224: set_car $1BA7 health_to  100
01C3: remove_references_to_car $1BA7  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1BA8  ;; Like turning an actor into a random pedestrian
0004: $1BA7 = -1  ;; integer values

:Label110831
0002: jump £Label110848

:Label110838
0084: $1BAC = $12CB  ;; integer values and handles
0008: $1BAC +=  3000  ;; integer values

:Label110848
0084: $1B4E = $1BAB  ;; integer values and handles
0084: $1C3 = $1BA7  ;; integer values and handles
0050: gosub £Label111806
00D6: if  0
0119:   car $1BAD wrecked
004D: jump_if_false £Label110943
01C3: remove_references_to_car $1BAD  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1BAE  ;; Like turning an actor into a random pedestrian
00D6: if  0
838A:   NOT   car_in_cube -1409.717  1144.97  266.3857  4.0  4.0  2.0
004D: jump_if_false £Label11093C
0506: unknown  233  0 -1
00A5: $1BAD = create_car #HOTRINB at -1409.717  1144.97  266.3857
0084: $1B50 = $1BAD  ;; integer values and handles
0050: gosub £Label111C19
0084: $1BAE = $1B51  ;; integer values and handles
00D6: if  0
001C:   $1B4C > $1BB0  ;; integer values
004D: jump_if_false £Label1108F6
0084: $1BB0 = $1B4C  ;; integer values and handles

:Label1108F6
0004: $1BAF =  0  ;; integer values
0084: $1D10 = $1BAF  ;; integer values and handles
0050: gosub £Label111A65
0086: $1BD1 = $1D4A  ;; floating-point values only
0086: $1BD2 = $1D4B  ;; floating-point values only
0086: $1BD3 = $1D4C  ;; floating-point values only
00A7: car $1BAD drive_to $1BD1 $1BD2 $1BD3
04BA: set_car $1BAD speed_instantly  30.0

:Label11093C
0002: jump £Label110AB6

:Label110943
00D6: if  0
01AF:   car $1BAD  0 ()near_point $1BD1 $1BD2 $1BD3 radius  24.0  24.0  24.0
004D: jump_if_false £Label1109DA
0084: $1D10 = $1BAF  ;; integer values and handles
0050: gosub £Label111A65
0086: $1BD1 = $1D4A  ;; floating-point values only
0086: $1BD2 = $1D4B  ;; floating-point values only
0086: $1BD3 = $1D4C  ;; floating-point values only
0084: $1BAF = $1D10  ;; integer values and handles
00D6: if  0
0038:   $1BAF ==  0  ;; integer values
004D: jump_if_false £Label1109B5
0008: $1BB0 +=  1  ;; integer values

:Label1109B5
00A7: car $1BAD drive_to $1BD1 $1BD2 $1BD3
0084: $1BB1 = $1BB0  ;; integer values and handles
0010: $1BB1 *=  100  ;; integer values
0058: $1BB1 += $1BAF  ;; integer values

:Label1109DA
00D6: if  0
01AF:   car $1BAD  0 ()near_point $1BF5 $1BF6 $1BF7 radius  3.0  3.0  3.0
004D: jump_if_false £Label110A26
00D6: if  0
001C:   $12CB > $1BBE  ;; integer values
004D: jump_if_false £Label110A1F
0224: set_car $1BAD health_to  230

:Label110A1F
0002: jump £Label110A44

:Label110A26
00AA: store_car $1BAD position_to $1BF5 $1BF6 $1BF7
0084: $1BBE = $12CB  ;; integer values and handles
0008: $1BBE +=  5000  ;; integer values

:Label110A44
00D6: if  0
01AF:   car $1BAD  0 ()near_point -1409.717  1144.97  266.3857 radius  5.0  5.0  3.0
004D: jump_if_false £Label110AA6
00D6: if  0
001C:   $12CB > $1BB2  ;; integer values
004D: jump_if_false £Label110A9F
0224: set_car $1BAD health_to  100
01C3: remove_references_to_car $1BAD  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1BAE  ;; Like turning an actor into a random pedestrian
0004: $1BAD = -1  ;; integer values

:Label110A9F
0002: jump £Label110AB6

:Label110AA6
0084: $1BB2 = $12CB  ;; integer values and handles
0008: $1BB2 +=  3000  ;; integer values

:Label110AB6
0084: $1B4E = $1BB1  ;; integer values and handles
0084: $1C3 = $1BAD  ;; integer values and handles
0050: gosub £Label111806
0002: jump £Label110C5A

:Label110AD4
00D6: if  0
8119:   NOT   car $1B5F wrecked
004D: jump_if_false £Label110AEE
0477: unknown_car $1B5F  1  200

:Label110AEE
00D6: if  0
8119:   NOT   car $1B63 wrecked
004D: jump_if_false £Label110B08
0477: unknown_car $1B63  1  200

:Label110B08
00D6: if  0
8119:   NOT   car $1B67 wrecked
004D: jump_if_false £Label110B22
0477: unknown_car $1B67  1  200

:Label110B22
00D6: if  0
8119:   NOT   car $1B6B wrecked
004D: jump_if_false £Label110B3C
0477: unknown_car $1B6B  1  200

:Label110B3C
00D6: if  0
8119:   NOT   car $1B71 wrecked
004D: jump_if_false £Label110B56
0477: unknown_car $1B71  1  200

:Label110B56
00D6: if  0
8119:   NOT   car $1B77 wrecked
004D: jump_if_false £Label110B70
0477: unknown_car $1B77  1  200

:Label110B70
00D6: if  0
8119:   NOT   car $1B7D wrecked
004D: jump_if_false £Label110B8A
0477: unknown_car $1B7D  1  200

:Label110B8A
00D6: if  0
8119:   NOT   car $1B83 wrecked
004D: jump_if_false £Label110BA4
0477: unknown_car $1B83  1  200

:Label110BA4
00D6: if  0
8119:   NOT   car $1B89 wrecked
004D: jump_if_false £Label110BBE
0477: unknown_car $1B89  1  200

:Label110BBE
00D6: if  0
8119:   NOT   car $1B8F wrecked
004D: jump_if_false £Label110BD8
0477: unknown_car $1B8F  1  200

:Label110BD8
00D6: if  0
8119:   NOT   car $1B95 wrecked
004D: jump_if_false £Label110BF2
0477: unknown_car $1B95  1  200

:Label110BF2
00D6: if  0
8119:   NOT   car $1B9B wrecked
004D: jump_if_false £Label110C0C
0477: unknown_car $1B9B  1  200

:Label110C0C
00D6: if  0
8119:   NOT   car $1BA1 wrecked
004D: jump_if_false £Label110C26
0477: unknown_car $1BA1  1  200

:Label110C26
00D6: if  0
8119:   NOT   car $1BA7 wrecked
004D: jump_if_false £Label110C40
0477: unknown_car $1BA7  1  200

:Label110C40
00D6: if  0
8119:   NOT   car $1BAD wrecked
004D: jump_if_false £Label110C5A
0477: unknown_car $1BAD  1  200

:Label110C5A
00D6: if  0
0038:   $1B57 ==  1  ;; integer values
004D: jump_if_false £Label110C87
03F0: (unknown)  1 
0084: $1B5E = $12CB  ;; integer values and handles
0008: $1B5E +=  5000  ;; integer values
0004: $1B57 =  3  ;; integer values

:Label110C87
00D6: if  0
0038:   $1B57 ==  0  ;; integer values
004D: jump_if_false £Label110E55
00D6: if  0
0038:   $1B4C ==  12  ;; integer values
004D: jump_if_false £Label110E55
0151: remove_status_text $1B59
0151: remove_status_text $1B4C
0151: remove_status_text $1D11
014F: stop_timer $1B55
00D6: if  0
001C:   $63C > $1D11  ;; integer values
004D: jump_if_false £Label110CDA
0084: $63C = $1D11  ;; integer values and handles

:Label110CDA
0014: $1B55 /=  1000  ;; integer values
0084: $1B53 = $63B  ;; integer values and handles
00D6: if  0
001C:   $63B > $1B55  ;; integer values
004D: jump_if_false £Label110D0C
0084: $63B = $1B55  ;; integer values and handles
042E:  20 $63B

:Label110D0C
0004: $1B57 =  1  ;; integer values
00D6: if  0
0038:   $1D11 ==  1  ;; integer values
004D: jump_if_false £Label110D74
00BA: text_styled "HOTR_30"  6000 ms  5  ;; 1ST PLACE
01E3: text_1number_styled "HOTR_29"  5000  6000 ms  6  ;; $~1~
0582:  0 $1D11
0109: player $PLAYER_CHAR money +=  5000
00D6: if  0
0038:   $63D ==  0  ;; integer values
004D: jump_if_false £Label110D74
030C: set_mission_points +=  1
0595: (unknown)
0004: $63D =  1  ;; integer values

:Label110D74
00D6: if  0
0038:   $1D11 ==  2  ;; integer values
004D: jump_if_false £Label110DB6
00BA: text_styled "HOTR_31"  6000 ms  5  ;; 2ND PLACE
01E3: text_1number_styled "HOTR_29"  1500  6000 ms  6  ;; $~1~
0582:  0 $1D11
0109: player $PLAYER_CHAR money +=  1500

:Label110DB6
00D6: if  0
0038:   $1D11 ==  3  ;; integer values
004D: jump_if_false £Label110DF8
00BA: text_styled "HOTR_32"  6000 ms  5  ;; 3RD PLACE
01E3: text_1number_styled "HOTR_29"  500  6000 ms  6  ;; $~1~
0582:  0 $1D11
0109: player $PLAYER_CHAR money +=  500

:Label110DF8
00D6: if  0
0018:   $1D11 >  3  ;; integer values
004D: jump_if_false £Label110E55
0582:  0 $1D11
0004: $1B57 =  0  ;; integer values
00BC: text_highpriority "HOTR_13"  2000 ms  1  ;; ~r~You didn't win the race!
0169: set_fade_color  0  0  1
016A: fade  0 ()  1500 ms

:Label110E36
00D6: if  0
016B:   fading
004D: jump_if_false £Label110E4E
0001: wait  0 ms
0002: jump £Label110E36

:Label110E4E
0002: jump £Label111970

:Label110E55
00D6: if  0
0018:   $1B57 >  1  ;; integer values
004D: jump_if_false £Label111467
00D6: if  0
0038:   $1B57 ==  4  ;; integer values
004D: jump_if_false £Label110E8D
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £Label110E8D
0002: jump £Label111970

:Label110E8D
00D6: if  0
0038:   $1B57 ==  3  ;; integer values
004D: jump_if_false £Label110EC0
00D6: if  0
001C:   $12CB > $1B5E  ;; integer values
004D: jump_if_false £Label110EC0
016A: fade  0 ()  1500 ms
0004: $1B57 =  4  ;; integer values

:Label110EC0
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label110EE8
03C1: $12B6 = player $PLAYER_CHAR car
0227: $1B59 = car $12B6 health
0224: set_car $12B6 health_to $1B59

:Label110EE8
00D6: if  0
0018:   $1B57 >  2  ;; integer values
004D: jump_if_false £Label110FF8
0050: gosub £Label1117CF
033F: set_text_draw_letter_width_height  .8  2.0
0084: $1D21 = $1B55  ;; integer values and handles
0014: $1D21 /=  60  ;; integer values
0084: $1D1B = $1D21  ;; integer values and handles
0010: $1D1B *=  60  ;; integer values
0084: $1D22 = $1B55  ;; integer values and handles
0060: $1D22 -= $1D1B  ;; integer values
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label110FA6
0340: set_text_draw_color  0  0  0  255
045B: text_draw_2numbers  32.0  232.0 "HOTR_15" $1D21 $1D22  ;; Time: ~1~:~1~
0050: gosub £Label1117CF
033F: set_text_draw_letter_width_height  .8  2.0
045B: text_draw_2numbers  30.0  230.0 "HOTR_15" $1D21 $1D22  ;; Time: ~1~:~1~
0002: jump £Label110FF8

:Label110FA6
0340: set_text_draw_color  0  0  0  255
045B: text_draw_2numbers  32.0  232.0 "HOTR_16" $1D21 $1D22  ;; Time: ~1~:0~1~
0050: gosub £Label1117CF
033F: set_text_draw_letter_width_height  .8  2.0
045B: text_draw_2numbers  30.0  230.0 "HOTR_16" $1D21 $1D22  ;; Time: ~1~:0~1~

:Label110FF8
0050: gosub £Label1117CF
0340: set_text_draw_color  0  0  0  255
00D6: if  0
0038:   $63B ==  999999  ;; integer values
004D: jump_if_false £Label111055
033E: text_draw  32.0  302.0 "HOTR_19"  ;; Best Time: NA
0050: gosub £Label1117CF
033E: text_draw  30.0  300.0 "HOTR_19"  ;; Best Time: NA
0002: jump £Label1111D5

:Label111055
0084: $1D21 = $63B  ;; integer values and handles
0014: $1D21 /=  60  ;; integer values
0084: $1D1B = $1D21  ;; integer values and handles
0010: $1D1B *=  60  ;; integer values
0084: $1D22 = $63B  ;; integer values and handles
0060: $1D22 -= $1D1B  ;; integer values
00D6: if  0
001C:   $63B > $1B53  ;; integer values
004D: jump_if_false £Label11112C
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label1110EA
045B: text_draw_2numbers  32.0  302.0 "HOTR_17" $1D21 $1D22  ;; Best Time: ~1~:~1~
0050: gosub £Label1117CF
045B: text_draw_2numbers  30.0  300.0 "HOTR_17" $1D21 $1D22  ;; Best Time: ~1~:~1~
0002: jump £Label111125

:Label1110EA
045B: text_draw_2numbers  32.0  302.0 "HOTR_18" $1D21 $1D22  ;; Best Time: ~1~:0~1~
0050: gosub £Label1117CF
045B: text_draw_2numbers  30.0  300.0 "HOTR_18" $1D21 $1D22  ;; Best Time: ~1~:0~1~

:Label111125
0002: jump £Label1111D5

:Label11112C
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11118D
045B: text_draw_2numbers  32.0  302.0 "HOTR_20" $1D21 $1D22  ;; New Best Time: ~1~:~1~
0050: gosub £Label1117CF
0340: set_text_draw_color  255  128  0  255
045B: text_draw_2numbers  30.0  300.0 "HOTR_20" $1D21 $1D22  ;; New Best Time: ~1~:~1~
0002: jump £Label1111D5

:Label11118D
045B: text_draw_2numbers  32.0  302.0 "HOTR_21" $1D21 $1D22  ;; New Best Time: ~1~:0~1~
0050: gosub £Label1117CF
0340: set_text_draw_color  255  128  0  255
045B: text_draw_2numbers  30.0  300.0 "HOTR_21" $1D21 $1D22  ;; New Best Time: ~1~:0~1~

:Label1111D5
0050: gosub £Label1117CF
0340: set_text_draw_color  0  0  0  255
00D6: if  0
0038:   $63C ==  999999  ;; integer values
004D: jump_if_false £Label11122B
033E: text_draw  32.0  317.0 "HOTR_22"  ;; Best Result: NA
0050: gosub £Label1117CF
033E: text_draw  30.0  315.0 "HOTR_22"  ;; Best Result: NA

:Label11122B
00D6: if  0
0038:   $63C ==  1  ;; integer values
004D: jump_if_false £Label11126C
033E: text_draw  32.0  317.0 "HOTR_23"  ;; Best Result: 1st
0050: gosub £Label1117CF
033E: text_draw  30.0  315.0 "HOTR_23"  ;; Best Result: 1st

:Label11126C
00D6: if  0
0038:   $63C ==  2  ;; integer values
004D: jump_if_false £Label1112AD
033E: text_draw  32.0  317.0 "HOTR_24"  ;; Best Result: 2nd
0050: gosub £Label1117CF
033E: text_draw  30.0  315.0 "HOTR_24"  ;; Best Result: 2nd

:Label1112AD
00D6: if  0
0038:   $63C ==  3  ;; integer values
004D: jump_if_false £Label1112EE
033E: text_draw  32.0  317.0 "HOTR_25"  ;; Best Result: 3rd
0050: gosub £Label1117CF
033E: text_draw  30.0  315.0 "HOTR_25"  ;; Best Result: 3rd

:Label1112EE
00D6: if  1
0018:   $63C >  3  ;; integer values
001A:    17 > $63C  ;; integer values
004D: jump_if_false £Label11133C
045A: text_draw_1number  32.0  317.0 "HOTR_26" $63C  ;; Best Result: ~1~th
0050: gosub £Label1117CF
045A: text_draw_1number  30.0  315.0 "HOTR_26" $63C  ;; Best Result: ~1~th

:Label11133C
0050: gosub £Label1117CF
0340: set_text_draw_color  0  0  0  255
00D6: if  0
0038:   $63A ==  999999  ;; integer values
004D: jump_if_false £Label111399
033E: text_draw  32.0  332.0 "HOTR_33"  ;; Best Lap Time: NA
0050: gosub £Label1117CF
033E: text_draw  30.0  330.0 "HOTR_33"  ;; Best Lap Time: NA
0002: jump £Label111467

:Label111399
0084: $1D22 = $63A  ;; integer values and handles
0014: $1D22 /=  1000  ;; integer values
0084: $1B5B = $1D22  ;; integer values and handles
0010: $1B5B *=  1000  ;; integer values
0084: $1D1B = $63A  ;; integer values and handles
0060: $1D1B -= $1B5B  ;; integer values
0084: $1B5B = $1D1B  ;; integer values and handles
0014: $1B5B /=  10  ;; integer values
00D6: if  0
0018:   $1B5B >  9  ;; integer values
004D: jump_if_false £Label11142C
045B: text_draw_2numbers  32.0  332.0 "HOTR_27" $1D22 $1B5B  ;; Best Lap Time: ~1~.~1~ seconds
0050: gosub £Label1117CF
045B: text_draw_2numbers  30.0  330.0 "HOTR_27" $1D22 $1B5B  ;; Best Lap Time: ~1~.~1~ seconds
0002: jump £Label111467

:Label11142C
045B: text_draw_2numbers  32.0  332.0 "HOTR_28" $1D22 $1B5B  ;; Best Lap Time: ~1~.0~1~ seconds
0050: gosub £Label1117CF
045B: text_draw_2numbers  30.0  330.0 "HOTR_28" $1D22 $1B5B  ;; Best Lap Time: ~1~.0~1~ seconds

:Label111467
00D6: if  0
0019:    16@ >  2500  ;; integer values
004D: jump_if_false £Label11149A
0006:  16@ =  0  ;; integer values
00D6: if  0
0038:   $1B5C ==  0  ;; integer values
004D: jump_if_false £Label11149A
0004: $1B5C =  1  ;; integer values

:Label11149A
00D6: if  0
0038:   $1B5C ==  3  ;; integer values
004D: jump_if_false £Label1114C2
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label1114C2
0004: $1B5C =  0  ;; integer values

:Label1114C2
00D6: if  0
0038:   $1B5C ==  2  ;; integer values
004D: jump_if_false £Label1114EE
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label1114EE
03D1: play_wav  1
0004: $1B5C =  3  ;; integer values

:Label1114EE
00D6: if  0
0038:   $1B5C ==  1  ;; integer values
004D: jump_if_false £Label1117C8
0209: $1D1B = random_int  1  23
00D6: if  0
003A:   $1B5D == $1D1B  ;; integer values and handles
004D: jump_if_false £Label11153C
0008: $1D1B +=  1  ;; integer values
00D6: if  0
0018:   $1D1B >  22  ;; integer values
004D: jump_if_false £Label11153C
0004: $1D1B =  1  ;; integer values

:Label11153C
00D6: if  0
0038:   $1D1B ==  1  ;; integer values
004D: jump_if_false £Label11155A
03CF: load_wav "HOT1" as  1

:Label11155A
00D6: if  0
0038:   $1D1B ==  2  ;; integer values
004D: jump_if_false £Label111578
03CF: load_wav "HOT2" as  1

:Label111578
00D6: if  0
0038:   $1D1B ==  3  ;; integer values
004D: jump_if_false £Label111596
03CF: load_wav "HOT3" as  1

:Label111596
00D6: if  0
0038:   $1D1B ==  4  ;; integer values
004D: jump_if_false £Label1115B4
03CF: load_wav "HOT4" as  1

:Label1115B4
00D6: if  0
0038:   $1D1B ==  5  ;; integer values
004D: jump_if_false £Label1115D2
03CF: load_wav "HOT5" as  1

:Label1115D2
00D6: if  0
0038:   $1D1B ==  6  ;; integer values
004D: jump_if_false £Label1115F0
03CF: load_wav "HOT6" as  1

:Label1115F0
00D6: if  0
0038:   $1D1B ==  7  ;; integer values
004D: jump_if_false £Label11160E
03CF: load_wav "HOT7" as  1

:Label11160E
00D6: if  0
0038:   $1D1B ==  8  ;; integer values
004D: jump_if_false £Label11162C
03CF: load_wav "HOT8" as  1

:Label11162C
00D6: if  0
0038:   $1D1B ==  9  ;; integer values
004D: jump_if_false £Label11164A
03CF: load_wav "HOT9" as  1

:Label11164A
00D6: if  0
0038:   $1D1B ==  10  ;; integer values
004D: jump_if_false £Label111668
03CF: load_wav "HOT10" as  1

:Label111668
00D6: if  0
0038:   $1D1B ==  11  ;; integer values
004D: jump_if_false £Label111686
03CF: load_wav "HOT11" as  1

:Label111686
00D6: if  0
0038:   $1D1B ==  12  ;; integer values
004D: jump_if_false £Label1116A4
03CF: load_wav "HOT12" as  1

:Label1116A4
00D6: if  0
0038:   $1D1B ==  13  ;; integer values
004D: jump_if_false £Label1116C2
03CF: load_wav "HOT13" as  1

:Label1116C2
00D6: if  0
0038:   $1D1B ==  14  ;; integer values
004D: jump_if_false £Label1116E0
03CF: load_wav "HOT14" as  1

:Label1116E0
00D6: if  0
0038:   $1D1B ==  15  ;; integer values
004D: jump_if_false £Label1116FE
03CF: load_wav "HOT15" as  1

:Label1116FE
00D6: if  21
0038:   $1D1B ==  16  ;; integer values
0038:   $1D1B ==  22  ;; integer values
004D: jump_if_false £Label111723
03CF: load_wav "CHEER1" as  1

:Label111723
00D6: if  0
0038:   $1D1B ==  17  ;; integer values
004D: jump_if_false £Label111741
03CF: load_wav "CHEER2" as  1

:Label111741
00D6: if  0
0038:   $1D1B ==  18  ;; integer values
004D: jump_if_false £Label11175F
03CF: load_wav "CHEER3" as  1

:Label11175F
00D6: if  0
0038:   $1D1B ==  19  ;; integer values
004D: jump_if_false £Label11177D
03CF: load_wav "CHEER4" as  1

:Label11177D
00D6: if  0
0038:   $1D1B ==  20  ;; integer values
004D: jump_if_false £Label11179B
03CF: load_wav "OOH1" as  1

:Label11179B
00D6: if  0
0038:   $1D1B ==  21  ;; integer values
004D: jump_if_false £Label1117B9
03CF: load_wav "OOH2" as  1

:Label1117B9
0084: $1B5D = $1D1B  ;; integer values and handles
0004: $1B5C =  2  ;; integer values

:Label1117C8
0002: jump £Label10DEAC

:Label1117CF
0340: set_text_draw_color  180  180  180  255
0341: unknown_text_stuff  1
03E4: unknown_text_stuff  0
0343: set_text_linewidth  500.0
0348: (unknown)  1 
0342: (unknown)  0 
0345: (unknown)  0 
033F: set_text_draw_letter_width_height  .6  1.6
0051: return

:Label111806
00D6: if  0
003A:   $1B4D == $1B4E  ;; integer values and handles
004D: jump_if_false £Label111881
00D6: if  0
8119:   NOT   car $1C3 wrecked
004D: jump_if_false £Label111881
00AA: store_car $1C3 position_to $1D29 $1D2A $1BF
0509: unknown $1D33 = distance between point $1D29 $1D2A and point $1D3B $1D3C
0054: store_player $PLAYER_CHAR position_to $1D29 $1D2A $1BF
0509: unknown $1D34 = distance between point $1D29 $1D2A and point $1D3B $1D3C
00D6: if  0
0024:   $1D34 > $1D33  ;; floating-point values only
004D: jump_if_false £Label111881
0008: $1D11 +=  1  ;; integer values

:Label111881
00D6: if  0
001C:   $1B4E > $1B4D  ;; integer values
004D: jump_if_false £Label11189B
0008: $1D11 +=  1  ;; integer values

:Label11189B
0051: return

:Label11189D
00D6: if  0
8112:   NOT   wasted_or_busted
004D: jump_if_false £Label11196E
0169: set_fade_color  0  0  1
016A: fade  0 ()  1000 ms

:Label1118B9
00D6: if  0
016B:   fading
004D: jump_if_false £Label1118D1
0001: wait  0 ms
0002: jump £Label1118B9

:Label1118D1
04BB: select_interiour  0  ;; select render area
04FA: reset_interior_colors  0
057E: make_radar_grey  0
0581:  1

:Label1118E1
00D6: if  1
80E0:   NOT   player $PLAYER_CHAR driving
844A:   NOT (unknown) $PLAYER_CHAR 
004D: jump_if_false £Label111901
0001: wait  0 ms
0002: jump £Label1118E1

:Label111901
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label11192C
012A: put_player $PLAYER_CHAR at -1102.723  1330.958  19.029 and_remove_from_car
0002: jump £Label111940

:Label11192C
0055: put_player $PLAYER_CHAR at -1102.723  1330.958  19.029

:Label111940
0171: set_player $PLAYER_CHAR z_angle_to  274.1051
03CB: set_camera -1102.723  1330.958  19.029
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1000 ms

:Label11196E
0051: return

:Label111970
00D6: if  0
8112:   NOT   wasted_or_busted
004D: jump_if_false £Label111A1A
04BB: select_interiour  0  ;; select render area
04FA: reset_interior_colors  0
057E: make_radar_grey  0
0581:  1

:Label11198D
00D6: if  1
80E0:   NOT   player $PLAYER_CHAR driving
844A:   NOT (unknown) $PLAYER_CHAR 
004D: jump_if_false £Label1119AD
0001: wait  0 ms
0002: jump £Label11198D

:Label1119AD
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label1119D8
012A: put_player $PLAYER_CHAR at -1102.723  1330.958  19.029 and_remove_from_car
0002: jump £Label1119EC

:Label1119D8
0055: put_player $PLAYER_CHAR at -1102.723  1330.958  19.029

:Label1119EC
0171: set_player $PLAYER_CHAR z_angle_to  274.1051
03CB: set_camera -1102.723  1330.958  19.029
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0169: set_fade_color  0  0  1
016A: fade  1 (back)  1500 ms

:Label111A1A
0051: return

:Label111A1C
0249: release_model #WMYCR
0249: release_model #HOTRINA
0249: release_model #HOTRINB
0249: release_model #HOTRING
0151: remove_status_text $1B59
0151: remove_status_text $1B4C
0151: remove_status_text $1D11
014F: stop_timer $1B55
03F0: (unknown)  0 
057E: make_radar_grey  0
0581:  1
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0581:  1
03E6: remove_text_box
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:Label111A65
00D6: if  0
0038:   $1D10 ==  0  ;; integer values
004D: jump_if_false £Label111A8F
0086: $1D4A = $1D53  ;; floating-point values only
0086: $1D4B = $1D54  ;; floating-point values only
0086: $1D4C = $1D55  ;; floating-point values only

:Label111A8F
00D6: if  0
0038:   $1D10 ==  1  ;; integer values
004D: jump_if_false £Label111AB9
0086: $1D4A = $1D56  ;; floating-point values only
0086: $1D4B = $1D57  ;; floating-point values only
0086: $1D4C = $1D58  ;; floating-point values only

:Label111AB9
00D6: if  0
0038:   $1D10 ==  2  ;; integer values
004D: jump_if_false £Label111AE3
0086: $1D4A = $1D59  ;; floating-point values only
0086: $1D4B = $1D5A  ;; floating-point values only
0086: $1D4C = $1D5B  ;; floating-point values only

:Label111AE3
00D6: if  0
0038:   $1D10 ==  3  ;; integer values
004D: jump_if_false £Label111B0D
0086: $1D4A = $1D5C  ;; floating-point values only
0086: $1D4B = $1D5D  ;; floating-point values only
0086: $1D4C = $1D5E  ;; floating-point values only

:Label111B0D
00D6: if  0
0038:   $1D10 ==  4  ;; integer values
004D: jump_if_false £Label111B37
0086: $1D4A = $1D5F  ;; floating-point values only
0086: $1D4B = $1D60  ;; floating-point values only
0086: $1D4C = $1D61  ;; floating-point values only

:Label111B37
00D6: if  0
0038:   $1D10 ==  5  ;; integer values
004D: jump_if_false £Label111B61
0086: $1D4A = $1D62  ;; floating-point values only
0086: $1D4B = $1D63  ;; floating-point values only
0086: $1D4C = $1D64  ;; floating-point values only

:Label111B61
00D6: if  0
0038:   $1D10 ==  6  ;; integer values
004D: jump_if_false £Label111B8B
0086: $1D4A = $1D65  ;; floating-point values only
0086: $1D4B = $1D66  ;; floating-point values only
0086: $1D4C = $1D67  ;; floating-point values only

:Label111B8B
00D6: if  0
0038:   $1D10 ==  7  ;; integer values
004D: jump_if_false £Label111BB5
0086: $1D4A = $1D68  ;; floating-point values only
0086: $1D4B = $1D69  ;; floating-point values only
0086: $1D4C = $1D6A  ;; floating-point values only

:Label111BB5
00D6: if  0
0038:   $1D10 ==  8  ;; integer values
004D: jump_if_false £Label111BDF
0086: $1D4A = $1D6B  ;; floating-point values only
0086: $1D4B = $1D6C  ;; floating-point values only
0086: $1D4C = $1D6D  ;; floating-point values only

:Label111BDF
00D6: if  0
0038:   $1D10 ==  9  ;; integer values
004D: jump_if_false £Label111C10
0086: $1D4A = $1D6E  ;; floating-point values only
0086: $1D4B = $1D6F  ;; floating-point values only
0086: $1D4C = $1D70  ;; floating-point values only
0004: $1D10 = -1  ;; integer values

:Label111C10
0008: $1D10 +=  1  ;; integer values
0051: return

:Label111C19
00D6: if  0
0038:   $1B4F ==  1  ;; integer values
004D: jump_if_false £Label111C35
0175: set_car $1B50 z_angle_to  301.748

:Label111C35
020A: set_car $1B50 door_status_to  2
02AC: set_car $1B50 immunities  0  1  1  0  0
04E0: unknown_car $1B50  5
00A9: set_car $1B50 to_normal_driver
00AE: unknown_set_car $1B50 to_ignore_traffic_lights  2
00AD: set_car $1B50 max_speed_to  100.0
046C: $1B51 = unknown_car $1B50 driver
00D6: if  0
0038:   $1B51 == -1  ;; integer values
004D: jump_if_false £Label111C95
0129: $1B51 = create_actor  4 #WMYCR in_car $1B50 driverseat
039E: (unknown) $1B51  1 

:Label111C95
0051: return

:Label111C97
00D6: if  0
8119:   NOT   car $1B5F wrecked
004D: jump_if_false £Label111CAF
0519: unknown_car $1B5F flag $1B52

:Label111CAF
00D6: if  0
8119:   NOT   car $1B63 wrecked
004D: jump_if_false £Label111CC7
0519: unknown_car $1B63 flag $1B52

:Label111CC7
00D6: if  0
8119:   NOT   car $1B67 wrecked
004D: jump_if_false £Label111CDF
0519: unknown_car $1B67 flag $1B52

:Label111CDF
00D6: if  0
8119:   NOT   car $1B6B wrecked
004D: jump_if_false £Label111CF7
0519: unknown_car $1B6B flag $1B52

:Label111CF7
00D6: if  0
8119:   NOT   car $1B71 wrecked
004D: jump_if_false £Label111D0F
0519: unknown_car $1B71 flag $1B52

:Label111D0F
00D6: if  0
8119:   NOT   car $1B77 wrecked
004D: jump_if_false £Label111D27
0519: unknown_car $1B77 flag $1B52

:Label111D27
00D6: if  0
8119:   NOT   car $1B7D wrecked
004D: jump_if_false £Label111D3F
0519: unknown_car $1B7D flag $1B52

:Label111D3F
00D6: if  0
8119:   NOT   car $1B83 wrecked
004D: jump_if_false £Label111D57
0519: unknown_car $1B83 flag $1B52

:Label111D57
00D6: if  0
8119:   NOT   car $1B89 wrecked
004D: jump_if_false £Label111D6F
0519: unknown_car $1B89 flag $1B52

:Label111D6F
00D6: if  0
8119:   NOT   car $1B8F wrecked
004D: jump_if_false £Label111D87
0519: unknown_car $1B8F flag $1B52

:Label111D87
00D6: if  0
8119:   NOT   car $1B95 wrecked
004D: jump_if_false £Label111D9F
0519: unknown_car $1B95 flag $1B52

:Label111D9F
00D6: if  0
8119:   NOT   car $1B9B wrecked
004D: jump_if_false £Label111DB7
0519: unknown_car $1B9B flag $1B52

:Label111DB7
00D6: if  0
8119:   NOT   car $1BA1 wrecked
004D: jump_if_false £Label111DCF
0519: unknown_car $1BA1 flag $1B52

:Label111DCF
00D6: if  0
8119:   NOT   car $1BA7 wrecked
004D: jump_if_false £Label111DE7
0519: unknown_car $1BA7 flag $1B52

:Label111DE7
00D6: if  0
8119:   NOT   car $1BAD wrecked
004D: jump_if_false £Label111DFF
0519: unknown_car $1BAD flag $1B52

:Label111DFF
00D6: if  0
8119:   NOT   car $1B58 wrecked
004D: jump_if_false £Label111E17
0519: unknown_car $1B58 flag $1B52

:Label111E17
0051: return

;-------------Mission 80---------------
; Originally: BLOODRING


:Label111E19
03A4: name_thread "MM"
0050: gosub £Label111E47
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label111E3E
0050: gosub £Label114350

:Label111E3E
0050: gosub £Label1146ED
004E: end_thread

:Label111E47
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0004: $ONMISSION =  1  ;; integer values
00D6: if  0
0038:   $63E ==  0  ;; integer values
004D: jump_if_false £Label111E6C
0317: increment_mission_attempts

:Label111E6C
00C0: set_current_time  10  0
01B6: set_weather  4
057E: make_radar_grey  1
0414: (unknown) $PLAYER_CHAR  1 
0001: wait  0 ms
054C: use_GXT_table "MM"
0004: $1C19 =  0  ;; integer values
0004: $1C1A =  16  ;; integer values
0004: $1C1B =  0  ;; integer values
00D6: if  0
0038:   $1C1D ==  0  ;; integer values
004D: jump_if_false £Label111ECE
0004: $1C1E =  1  ;; integer values
0004: $1C1F =  60  ;; integer values
0004: $1C28 =  60000  ;; integer values

:Label111ECE
0004: $1C1C =  30000  ;; integer values
0004: $1C20 =  0  ;; integer values
0004: $1C21 =  0  ;; integer values
0004: $1C22 =  0  ;; integer values
0004: $1C23 =  0  ;; integer values
0004: $1C24 =  0  ;; integer values
0004: $1C25 =  0  ;; integer values
0004: $1C26 =  0  ;; integer values
0004: $1C27 =  0  ;; integer values
0004: $1C29 =  0  ;; integer values
0004: $1C2A =  0  ;; integer values
0004: $1C2B =  0  ;; integer values
0004: $1C2C =  0  ;; integer values
0004: $1C2D =  0  ;; integer values
0004: $1C2E =  0  ;; integer values
0005: $1C2F =  0.0  ;; floating-point values
0005: $1C30 =  0.0  ;; floating-point values
0005: $1C31 =  0.0  ;; floating-point values
0005: $1C32 =  0.0  ;; floating-point values
0005: $5F =  0.0  ;; floating-point values
0005: $60 =  0.0  ;; floating-point values
0005: $61 =  0.0  ;; floating-point values
0005: $1C3B =  0.0  ;; floating-point values
0005: $1C3C =  0.0  ;; floating-point values
0005: $1C3D =  0.0  ;; floating-point values
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label111FBC
018A: $1C3E = create_checkpoint_at $1C3B $1C3C $1C3D

:Label111FBC
0247: request_model #BLOODRB
0247: request_model #BLOODRA
0247: request_model #WMYCR

:Label111FCA
00D6: if  22
8248:   NOT   model #BLOODRB available
8248:   NOT   model #BLOODRA available
8248:   NOT   model #WMYCR available
004D: jump_if_false £Label111FEE
0001: wait  0 ms
0002: jump £Label111FCA

:Label111FEE
016E: override_restart at -1102.4  1331.2  19.0  271.2
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0110: clear_player $PLAYER_CHAR wanted_level
04BB: select_interiour  15  ;; select render area
03AD: set_rubbish  0 (invisible)
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
04E2: $PLAYER_CHAR  1
03CB: set_camera -1379.3  1000.0  251.5
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label112070
012A: put_player $PLAYER_CHAR at -1280.96  994.86  261.8 and_remove_from_car
0002: jump £Label112084

:Label112070
0055: put_player $PLAYER_CHAR at -1280.96  994.86  261.8

:Label112084
00A5: $1C18 = create_car #BLOODRA at -1280.96  994.86  261.8
020A: set_car $1C18 door_status_to  4
0369: put_player $PLAYER_CHAR in_car $1C18
03AB: (unknown) $1C18  1 
0175: set_car $1C18 z_angle_to  90.0
0171: set_player $PLAYER_CHAR z_angle_to  80.0
04F9: interiour_colors  10  0
03ED: (unknown) $1C18  1 
0224: set_car $1C18 health_to  1249
0005: $1C2F = -1285.77  ;; floating-point values
0005: $1C30 =  1014.54  ;; floating-point values
0005: $1C31 =  263.0  ;; floating-point values
0005: $1C32 =  104.4  ;; floating-point values
00A5: $1BF8 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BF8 z_angle_to $1C32
04E0: unknown_car $1BF8  255
0129: $1C08 = create_actor  4 #WMYCR in_car $1BF8 driverseat
0489: unknown_actor $1C08 flag  1
03CC: car $1BF8 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BF8 to_ignore_traffic_lights  3
03ED: (unknown) $1BF8  1 
0005: $1C2F = -1299.5  ;; floating-point values
0005: $1C30 =  1030.74  ;; floating-point values
0005: $1C31 =  263.0  ;; floating-point values
0005: $1C32 =  132.6  ;; floating-point values
00A5: $1BF9 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BF9 z_angle_to $1C32
04E0: unknown_car $1BF9  255
0129: $1C09 = create_actor  4 #WMYCR in_car $1BF9 driverseat
0489: unknown_actor $1C09 flag  1
03CC: car $1BF9 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BF9 to_ignore_traffic_lights  3
00AF: set_car $1BF9 driver_behaviour_to  2
03ED: (unknown) $1BF9  1 
0005: $1C2F = -1319.3  ;; floating-point values
0005: $1C30 =  1042.82  ;; floating-point values
0005: $1C31 =  263.0  ;; floating-point values
0005: $1C32 =  135.4  ;; floating-point values
00A5: $1BFA = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BFA z_angle_to $1C32
04E0: unknown_car $1BFA  255
0129: $1C0A = create_actor  4 #WMYCR in_car $1BFA driverseat
0489: unknown_actor $1C0A flag  1
03CC: car $1BFA add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BFA to_ignore_traffic_lights  3
03ED: (unknown) $1BFA  1 
0005: $1C2F = -1349.33  ;; floating-point values
0005: $1C30 =  1054.47  ;; floating-point values
0005: $1C31 =  263.0  ;; floating-point values
0005: $1C32 =  155.4  ;; floating-point values
00A5: $1BFB = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BFB z_angle_to $1C32
04E0: unknown_car $1BFB  255
0129: $1C0B = create_actor  4 #WMYCR in_car $1BFB driverseat
0489: unknown_actor $1C0B flag  1
03CC: car $1BFB add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BFB to_ignore_traffic_lights  3
03ED: (unknown) $1BFB  1 
0005: $1C2F = -1384.33  ;; floating-point values
0005: $1C30 =  1058.55  ;; floating-point values
0005: $1C31 =  263.0  ;; floating-point values
0005: $1C32 =  173.2  ;; floating-point values
00A5: $1BFC = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BFC z_angle_to $1C32
04E0: unknown_car $1BFC  255
0129: $1C0C = create_actor  4 #WMYCR in_car $1BFC driverseat
0489: unknown_actor $1C0C flag  1
03CC: car $1BFC add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BFC to_ignore_traffic_lights  3
03ED: (unknown) $1BFC  1 
0005: $1C2F = -1293.77  ;; floating-point values
0005: $1C30 =  958.96  ;; floating-point values
0005: $1C31 =  263.0  ;; floating-point values
0005: $1C32 =  60.5  ;; floating-point values
00A5: $1BFD = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BFD z_angle_to $1C32
04E0: unknown_car $1BFD  255
0129: $1C0D = create_actor  4 #WMYCR in_car $1BFD driverseat
0489: unknown_actor $1C0D flag  1
03CC: car $1BFD add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BFD to_ignore_traffic_lights  3
00AF: set_car $1BFD driver_behaviour_to  2
03ED: (unknown) $1BFD  1 
0005: $1C2F = -1418.77  ;; floating-point values
0005: $1C30 =  1057.54  ;; floating-point values
0005: $1C31 =  263.0  ;; floating-point values
0005: $1C32 =  180.4  ;; floating-point values
00A5: $1BFE = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BFE z_angle_to $1C32
04E0: unknown_car $1BFE  255
0129: $1C0E = create_actor  4 #WMYCR in_car $1BFE driverseat
0489: unknown_actor $1C0E flag  1
03CC: car $1BFE add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BFE to_ignore_traffic_lights  3
03ED: (unknown) $1BFE  1 
0005: $1C2F = -1460.3  ;; floating-point values
0005: $1C30 =  1050.3  ;; floating-point values
0005: $1C31 =  263.0  ;; floating-point values
0005: $1C32 =  242.9  ;; floating-point values
00A5: $1BFF = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BFF z_angle_to $1C32
04E0: unknown_car $1BFF  255
0129: $1C0F = create_actor  4 #WMYCR in_car $1BFF driverseat
0489: unknown_actor $1C0F flag  1
03CC: car $1BFF add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BFF to_ignore_traffic_lights  3
03ED: (unknown) $1BFF  1 
0005: $1C2F = -1499.77  ;; floating-point values
0005: $1C30 =  1029.54  ;; floating-point values
0005: $1C31 =  263.0  ;; floating-point values
0005: $1C32 =  242.4  ;; floating-point values
00A5: $1C00 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C00 z_angle_to $1C32
04E0: unknown_car $1C00  255
0129: $1C10 = create_actor  4 #WMYCR in_car $1C00 driverseat
0489: unknown_actor $1C10 flag  1
03CC: car $1C00 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C00 to_ignore_traffic_lights  3
03ED: (unknown) $1C00  1 
0005: $1C2F = -1513.77  ;; floating-point values
0005: $1C30 =  986.54  ;; floating-point values
0005: $1C31 =  263.0  ;; floating-point values
0005: $1C32 =  271.4  ;; floating-point values
00A5: $1C01 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C01 z_angle_to $1C32
04E0: unknown_car $1C01  255
0129: $1C11 = create_actor  4 #WMYCR in_car $1C01 driverseat
0489: unknown_actor $1C11 flag  1
03CC: car $1C01 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C01 to_ignore_traffic_lights  3
03ED: (unknown) $1C01  1 
0005: $1C2F = -1496.77  ;; floating-point values
0005: $1C30 =  959.54  ;; floating-point values
0005: $1C31 =  263.0  ;; floating-point values
0005: $1C32 =  293.4  ;; floating-point values
00A5: $1C02 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C02 z_angle_to $1C32
04E0: unknown_car $1C02  255
0129: $1C12 = create_actor  4 #WMYCR in_car $1C02 driverseat
0489: unknown_actor $1C12 flag  1
03CC: car $1C02 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C02 to_ignore_traffic_lights  3
03ED: (unknown) $1C02  1 
0005: $1C2F = -1461.84  ;; floating-point values
0005: $1C30 =  938.32  ;; floating-point values
0005: $1C31 =  261.0  ;; floating-point values
0005: $1C32 =  345.6  ;; floating-point values
00A5: $1C03 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C03 z_angle_to $1C32
04E0: unknown_car $1C03  255
0129: $1C13 = create_actor  4 #WMYCR in_car $1C03 driverseat
0489: unknown_actor $1C13 flag  1
03CC: car $1C03 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C03 to_ignore_traffic_lights  3
03ED: (unknown) $1C03  1 
0005: $1C2F = -1424.36  ;; floating-point values
0005: $1C30 =  931.29  ;; floating-point values
0005: $1C31 =  261.0  ;; floating-point values
0005: $1C32 =  0.0  ;; floating-point values
00A5: $1C04 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C04 z_angle_to $1C32
04E0: unknown_car $1C04  255
0129: $1C14 = create_actor  4 #WMYCR in_car $1C04 driverseat
0489: unknown_actor $1C14 flag  1
03CC: car $1C04 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C04 to_ignore_traffic_lights  3
03ED: (unknown) $1C04  1 
0005: $1C2F = -1363.77  ;; floating-point values
0005: $1C30 =  932.44  ;; floating-point values
0005: $1C31 =  261.0  ;; floating-point values
0005: $1C32 =  17.85  ;; floating-point values
00A5: $1C05 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C05 z_angle_to $1C32
04E0: unknown_car $1C05  255
0129: $1C15 = create_actor  4 #WMYCR in_car $1C05 driverseat
0489: unknown_actor $1C15 flag  1
03CC: car $1C05 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C05 to_ignore_traffic_lights  3
03ED: (unknown) $1C05  1 
0005: $1C2F = -1332.77  ;; floating-point values
0005: $1C30 =  940.3  ;; floating-point values
0005: $1C31 =  263.0  ;; floating-point values
0005: $1C32 =  39.98  ;; floating-point values
00A5: $1C06 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C06 z_angle_to $1C32
04E0: unknown_car $1C06  255
0129: $1C16 = create_actor  4 #WMYCR in_car $1C06 driverseat
0489: unknown_actor $1C16 flag  1
03CC: car $1C06 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C06 to_ignore_traffic_lights  3
03ED: (unknown) $1C06  1 
0005: $1C2F = -1443.29  ;; floating-point values
0005: $1C30 =  933.86  ;; floating-point values
0005: $1C31 =  261.0  ;; floating-point values
0005: $1C32 =  351.4  ;; floating-point values
00A5: $1C07 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C07 z_angle_to $1C32
04E0: unknown_car $1C07  255
0129: $1C17 = create_actor  4 #WMYCR in_car $1C07 driverseat
0489: unknown_actor $1C17 flag  1
03CC: car $1C07 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C07 to_ignore_traffic_lights  3
03ED: (unknown) $1C07  1 
00AD: set_car $1BF8 max_speed_to  0.0
00AD: set_car $1BF9 max_speed_to  0.0
00AD: set_car $1BFA max_speed_to  0.0
00AD: set_car $1BFB max_speed_to  0.0
00AD: set_car $1BFC max_speed_to  0.0
00AD: set_car $1BFD max_speed_to  0.0
00AD: set_car $1BFE max_speed_to  0.0
00AD: set_car $1BFF max_speed_to  0.0
00AD: set_car $1C00 max_speed_to  0.0
00AD: set_car $1C01 max_speed_to  0.0
00AD: set_car $1C02 max_speed_to  0.0
00AD: set_car $1C03 max_speed_to  0.0
00AD: set_car $1C04 max_speed_to  0.0
00AD: set_car $1C05 max_speed_to  0.0
00AD: set_car $1C06 max_speed_to  0.0
00AD: set_car $1C07 max_speed_to  0.0
02A3: toggle_widescreen  1 (on)
015F: set_camera_position -1266.5  1042.8  278.3  0.0  0.0  0.0
0160: point_camera -1339.9  1009.8  252.0  2
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms

:Label112943
00D6: if  0
016B:   fading
004D: jump_if_false £Label11295B
0001: wait  0 ms
0002: jump £Label112943

:Label11295B
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £Label112972
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)

:Label112972
0006:  16@ =  0  ;; integer values
00BC: text_highpriority "BLOD_01"  5000 ms  1  ;; Drive through the checkpoints to increase your overall time.

:Label112988
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label1129F7
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label1129D7
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label1129D0
0004: $3D =  0  ;; integer values
0002: jump £Label112B6E

:Label1129D0
0002: jump £Label1129F0

:Label1129D7
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label1129F0
0004: $3D =  1  ;; integer values

:Label1129F0
0002: jump £Label112988

:Label1129F7
0006:  16@ =  0  ;; integer values
015F: set_camera_position -1468.7  948.8  262.9  0.0  0.0  0.0
0160: point_camera -1459.5  942.2  261.6  2
00BC: text_highpriority "BLOD_02"  5000 ms  1  ;; You will fail if your overall time reaches zero.

:Label112A40
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label112AAF
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label112A8F
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label112A88
0004: $3D =  0  ;; integer values
0002: jump £Label112B6E

:Label112A88
0002: jump £Label112AA8

:Label112A8F
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label112AA8
0004: $3D =  1  ;; integer values

:Label112AA8
0002: jump £Label112A40

:Label112AAF
0006:  16@ =  0  ;; integer values
015F: set_camera_position -1262.7  997.2  266.8  0.0  0.0  0.0
0160: point_camera -1277.6  996.0  263.6  2
00BC: text_highpriority "BLOD_03"  5000 ms  1  ;; Get your overall time above the Target Time to win!

:Label112AF8
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label112B67
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label112B47
00D6: if  0
0038:   $3D ==  1  ;; integer values
004D: jump_if_false £Label112B40
0004: $3D =  0  ;; integer values
0002: jump £Label112B6E

:Label112B40
0002: jump £Label112B60

:Label112B47
00D6: if  0
0038:   $3D ==  0  ;; integer values
004D: jump_if_false £Label112B60
0004: $3D =  1  ;; integer values

:Label112B60
0002: jump £Label112AF8

:Label112B67
0006:  16@ =  0  ;; integer values

:Label112B6E
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
00BA: text_styled "RACE2"  1100 ms  4  ;; ~g~3
018C: play_sound  7 at  0.0  0.0  0.0
0001: wait  1000 ms
00BA: text_styled "RACE3"  1100 ms  4  ;; ~g~2
018C: play_sound  8 at  0.0  0.0  0.0
0001: wait  1000 ms
00BA: text_styled "RACE4"  1100 ms  4  ;; ~g~1
018C: play_sound  9 at  0.0  0.0  0.0
0001: wait  1000 ms
00BA: text_styled "RACE5"  800 ms  4  ;; ~g~GO!
018C: play_sound  10 at  0.0  0.0  0.0
0001: wait  800 ms
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8119:   NOT   car $1BF8 wrecked
004D: jump_if_false £Label112C59
00AD: set_car $1BF8 max_speed_to  100.0
0477: unknown_car $1BF8  8  5000
00D6: if  0
8119:   NOT   car $1BF9 wrecked
004D: jump_if_false £Label112C59
032C: car $1BF8 ram $1BF9

:Label112C59
00D6: if  0
8119:   NOT   car $1BF9 wrecked
004D: jump_if_false £Label112C84
00AD: set_car $1BF9 max_speed_to  100.0
0477: unknown_car $1BF9  8  5000
00AF: set_car $1BF9 driver_behaviour_to  2

:Label112C84
00D6: if  0
8119:   NOT   car $1BFA wrecked
004D: jump_if_false £Label112CA8
00AD: set_car $1BFA max_speed_to  100.0
0477: unknown_car $1BFA  8  5000

:Label112CA8
00D6: if  0
8119:   NOT   car $1BFB wrecked
004D: jump_if_false £Label112CE4
00AD: set_car $1BFB max_speed_to  100.0
0477: unknown_car $1BFB  8  5000
00D6: if  0
8119:   NOT   car $1BFC wrecked
004D: jump_if_false £Label112CE4
032C: car $1BFB ram $1BFC

:Label112CE4
00D6: if  0
8119:   NOT   car $1BFC wrecked
004D: jump_if_false £Label112D20
00AD: set_car $1BFC max_speed_to  100.0
0477: unknown_car $1BFC  8  5000
00D6: if  0
8119:   NOT   car $1BFD wrecked
004D: jump_if_false £Label112D20
032C: car $1BFC ram $1BFD

:Label112D20
00D6: if  0
8119:   NOT   car $1BFD wrecked
004D: jump_if_false £Label112D4B
00AD: set_car $1BFD max_speed_to  100.0
0477: unknown_car $1BFD  8  5000
00AF: set_car $1BFD driver_behaviour_to  2

:Label112D4B
00D6: if  0
8119:   NOT   car $1BFE wrecked
004D: jump_if_false £Label112D87
00AD: set_car $1BFE max_speed_to  100.0
0477: unknown_car $1BFE  8  5000
00D6: if  0
8119:   NOT   car $1BFF wrecked
004D: jump_if_false £Label112D87
032C: car $1BFE ram $1BFF

:Label112D87
00D6: if  0
8119:   NOT   car $1BFF wrecked
004D: jump_if_false £Label112DC3
00AD: set_car $1BFF max_speed_to  100.0
0477: unknown_car $1BFF  8  5000
00D6: if  0
8119:   NOT   car $1C00 wrecked
004D: jump_if_false £Label112DC3
032C: car $1BFF ram $1C00

:Label112DC3
00D6: if  0
8119:   NOT   car $1C00 wrecked
004D: jump_if_false £Label112DFF
00AD: set_car $1C00 max_speed_to  100.0
0477: unknown_car $1C00  8  5000
00D6: if  0
8119:   NOT   car $1C01 wrecked
004D: jump_if_false £Label112DFF
032C: car $1C00 ram $1C01

:Label112DFF
00D6: if  0
8119:   NOT   car $1C01 wrecked
004D: jump_if_false £Label112E23
00AD: set_car $1C01 max_speed_to  100.0
0477: unknown_car $1C01  8  5000

:Label112E23
00D6: if  0
8119:   NOT   car $1C02 wrecked
004D: jump_if_false £Label112E5F
00AD: set_car $1C02 max_speed_to  100.0
0477: unknown_car $1C02  8  5000
00D6: if  0
8119:   NOT   car $1C03 wrecked
004D: jump_if_false £Label112E5F
032C: car $1C02 ram $1C03

:Label112E5F
00D6: if  0
8119:   NOT   car $1C03 wrecked
004D: jump_if_false £Label112E9B
00AD: set_car $1C03 max_speed_to  100.0
0477: unknown_car $1C03  8  5000
00D6: if  0
8119:   NOT   car $1C04 wrecked
004D: jump_if_false £Label112E9B
032C: car $1C03 ram $1C04

:Label112E9B
00D6: if  0
8119:   NOT   car $1C04 wrecked
004D: jump_if_false £Label112ED7
00AD: set_car $1C04 max_speed_to  100.0
0477: unknown_car $1C04  8  5000
00D6: if  0
8119:   NOT   car $1C05 wrecked
004D: jump_if_false £Label112ED7
032C: car $1C04 ram $1C05

:Label112ED7
00D6: if  0
8119:   NOT   car $1C05 wrecked
004D: jump_if_false £Label112F13
00AD: set_car $1C05 max_speed_to  100.0
0477: unknown_car $1C05  8  5000
00D6: if  0
8119:   NOT   car $1C06 wrecked
004D: jump_if_false £Label112F13
032C: car $1C05 ram $1C06

:Label112F13
00D6: if  0
8119:   NOT   car $1C06 wrecked
004D: jump_if_false £Label112F4F
00AD: set_car $1C06 max_speed_to  100.0
0477: unknown_car $1C06  8  5000
00D6: if  0
8119:   NOT   car $1C07 wrecked
004D: jump_if_false £Label112F4F
032C: car $1C06 ram $1C07

:Label112F4F
00D6: if  0
8119:   NOT   car $1C07 wrecked
004D: jump_if_false £Label112F8B
00AD: set_car $1C07 max_speed_to  100.0
0477: unknown_car $1C07  8  5000
00D6: if  0
8119:   NOT   car $1BF8 wrecked
004D: jump_if_false £Label112F8B
032C: car $1C07 ram $1BF8

:Label112F8B
014E: set_timer_to $1C1C type  1
04F7: unknown_status_text $1C21  1 line  1 "BLOD_04"  ;; CAR HEALTH:
0208: $1C33 = random_float -1530.0 -1384.0
0208: $1C34 = random_float  995.0  923.0
0208: $1C35 = random_float -1530.0 -1384.0
0208: $1C36 = random_float  995.0  1056.0
0208: $1C37 = random_float -1265.0 -1384.0
0208: $1C38 = random_float  995.0  923.0
0208: $1C39 = random_float -1265.0 -1384.0
0208: $1C3A = random_float  995.0  1056.0
0050: gosub £Label11578D
0006:  16@ =  0  ;; integer values
0006:  17@ =  0  ;; integer values

:Label113030
00D6: if  0
0018:   $1C1C >  0  ;; integer values
004D: jump_if_false £Label11430C
0001: wait  0 ms
00D6: if  0
0038:   $1C1D ==  0  ;; integer values
004D: jump_if_false £Label113071
01E4: text_1number_lowpriority "BLOD_05" $1C1E $1C28 ms  1  ;; ~g~TARGET TIME: ~1~ Minute
0002: jump £Label113083

:Label113071
01E4: text_1number_lowpriority "BLOD_06" $1C1E $1C28 ms  1  ;; ~g~TARGET TIME: ~1~ Minutes

:Label113083
00D6: if  0
001C:   $1C1C > $1C28  ;; integer values
004D: jump_if_false £Label11309D
0002: jump £Label114361

:Label11309D
00D6: if  0
0038:   $1C2C ==  1  ;; integer values
004D: jump_if_false £Label1130B6
0050: gosub £Label11580F

:Label1130B6
024F: create_corona  5.0  6  0 with_color  150  150  0 at_point $1C3B $1C3C $1C3D
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C3B $1C3C $1C3D radius  7.0  7.0  7.0
004D: jump_if_false £Label11316F
00D6: if  0
8119:   NOT   car $1C18 wrecked
004D: jump_if_false £Label11314D
0227: $1C2E = car $1C18 health
00D6: if  0
001A:    1234 > $1C2E  ;; integer values
004D: jump_if_false £Label11313D
0008: $1C2E +=  15  ;; integer values
0224: set_car $1C18 health_to $1C2E
0002: jump £Label11314D

:Label11313D
0004: $1C2E =  1249  ;; integer values
0224: set_car $1C18 health_to $1C2E

:Label11314D
0008: $1C1C +=  15000  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0050: gosub £Label11578D

:Label11316F
00D6: if  0
8119:   NOT   car $1BFA wrecked
004D: jump_if_false £Label1131B0
00D6: if  0
01AF:   car $1BFA  0 ()near_point $1C3B $1C3C $1C3D radius  7.0  7.0  7.0
004D: jump_if_false £Label1131B0
0050: gosub £Label11578D

:Label1131B0
00D6: if  0
8119:   NOT   car $1C01 wrecked
004D: jump_if_false £Label1131F1
00D6: if  0
01AF:   car $1C01  0 ()near_point $1C3B $1C3C $1C3D radius  7.0  7.0  7.0
004D: jump_if_false £Label1131F1
0050: gosub £Label11578D

:Label1131F1
00D6: if  0
001A:    0 > $1C1B  ;; integer values
004D: jump_if_false £Label11320A
0004: $1C1B =  0  ;; integer values

:Label11320A
00D6: if  0
8119:   NOT   car $1C18 wrecked
004D: jump_if_false £Label1132B7
0227: $1C20 = car $1C18 health
000C: $1C20 -=  249  ;; integer values
00D6: if  0
001A:    0 > $1C20  ;; integer values
004D: jump_if_false £Label113243
0004: $1C20 =  0  ;; integer values

:Label113243
0084: $1C21 = $1C20  ;; integer values and handles
0014: $1C21 /=  10  ;; integer values
00D6: if  0
001A:    0 > $1C21  ;; integer values
004D: jump_if_false £Label11326B
0004: $1C21 =  0  ;; integer values

:Label11326B
00D6: if  0
01F4:   car $1C18 flipped
004D: jump_if_false £Label1132B7
00D6: if  0
01C1:   car $1C18 stopped
004D: jump_if_false £Label1132B7
00AA: store_car $1C18 position_to $5F $60 $61
0174: $1C32 = car $1C18 z_angle
00AB: put_car $1C18 at $5F $60 $61
0175: set_car $1C18 z_angle_to $1C32

:Label1132B7
00D6: if  0
0019:    17@ >  5000  ;; integer values
004D: jump_if_false £Label11410C
00D6: if  0
0038:   $1C29 ==  0  ;; integer values
004D: jump_if_false £Label113323
00D6: if  0
8119:   NOT   car $1BFA wrecked
004D: jump_if_false £Label1132FC
02C2: car $1BFA drive_to_point $1C3B $1C3C -100.0

:Label1132FC
00D6: if  0
8119:   NOT   car $1C01 wrecked
004D: jump_if_false £Label11331C
02C2: car $1C01 drive_to_point $1C3B $1C3C -100.0

:Label11331C
0004: $1C29 =  1  ;; integer values

:Label113323
00D6: if  0
0038:   $1C23 ==  1  ;; integer values
004D: jump_if_false £Label113384
00D6: if  0
8119:   NOT   car $1BF8 wrecked
004D: jump_if_false £Label11337D
00D6: if  0
8119:   NOT   car $1BFA wrecked
004D: jump_if_false £Label113365
02C2: car $1BFA drive_to_point $1C3B $1C3C -100.0

:Label113365
00D6: if  0
8119:   NOT   car $1BFB wrecked
004D: jump_if_false £Label11337D
032C: car $1BFB ram $1BF8

:Label11337D
0004: $1C23 =  5  ;; integer values

:Label113384
00D6: if  0
0038:   $1C22 ==  0  ;; integer values
004D: jump_if_false £Label1133E6
00D6: if  0
0038:   $1C23 ==  5  ;; integer values
004D: jump_if_false £Label1133E6
00D6: if  0
8119:   NOT   car $1BF8 wrecked
004D: jump_if_false £Label1133E6
0208: $1C33 = random_float -1530.0 -1384.0
0208: $1C34 = random_float  995.0  923.0
02C2: car $1BF8 drive_to_point $1C33 $1C34 -100.0

:Label1133E6
00D6: if  0
0038:   $1C23 ==  11  ;; integer values
004D: jump_if_false £Label11342D
00D6: if  0
8119:   NOT   car $1BF8 wrecked
004D: jump_if_false £Label11340F
00AF: set_car $1BF8 driver_behaviour_to  2

:Label11340F
00D6: if  0
8119:   NOT   car $1BFB wrecked
004D: jump_if_false £Label113426
00AF: set_car $1BFB driver_behaviour_to  2

:Label113426
0004: $1C23 =  6  ;; integer values

:Label11342D
00D6: if  0
0038:   $1C23 ==  2  ;; integer values
004D: jump_if_false £Label113486
00D6: if  0
8119:   NOT   car $1BFC wrecked
004D: jump_if_false £Label11347F
00D6: if  0
8119:   NOT   car $1BFE wrecked
004D: jump_if_false £Label113467
032C: car $1BFE ram $1BFC

:Label113467
00D6: if  0
8119:   NOT   car $1BFF wrecked
004D: jump_if_false £Label11347F
032C: car $1BFF ram $1BFC

:Label11347F
0004: $1C23 =  5  ;; integer values

:Label113486
00D6: if  0
0038:   $1C22 ==  0  ;; integer values
004D: jump_if_false £Label1134E8
00D6: if  0
0038:   $1C23 ==  5  ;; integer values
004D: jump_if_false £Label1134E8
00D6: if  0
8119:   NOT   car $1BFC wrecked
004D: jump_if_false £Label1134E8
0208: $1C35 = random_float -1530.0 -1384.0
0208: $1C36 = random_float  995.0  1056.0
02C2: car $1BFC drive_to_point $1C35 $1C36 -100.0

:Label1134E8
00D6: if  0
0038:   $1C23 ==  12  ;; integer values
004D: jump_if_false £Label113546
00D6: if  0
8119:   NOT   car $1BFC wrecked
004D: jump_if_false £Label113511
00AF: set_car $1BFC driver_behaviour_to  2

:Label113511
00D6: if  0
8119:   NOT   car $1BFE wrecked
004D: jump_if_false £Label113528
00AF: set_car $1BFE driver_behaviour_to  2

:Label113528
00D6: if  0
8119:   NOT   car $1BFF wrecked
004D: jump_if_false £Label11353F
00AF: set_car $1BFF driver_behaviour_to  2

:Label11353F
0004: $1C23 =  6  ;; integer values

:Label113546
00D6: if  0
0038:   $1C23 ==  3  ;; integer values
004D: jump_if_false £Label1135BF
00D6: if  0
8119:   NOT   car $1C00 wrecked
004D: jump_if_false £Label1135B8
00D6: if  0
8119:   NOT   car $1C01 wrecked
004D: jump_if_false £Label113588
02C2: car $1C01 drive_to_point $1C3B $1C3C -100.0

:Label113588
00D6: if  0
8119:   NOT   car $1C02 wrecked
004D: jump_if_false £Label1135A0
032C: car $1C02 ram $1C00

:Label1135A0
00D6: if  0
8119:   NOT   car $1C03 wrecked
004D: jump_if_false £Label1135B8
032C: car $1C03 ram $1C00

:Label1135B8
0004: $1C23 =  5  ;; integer values

:Label1135BF
00D6: if  0
0038:   $1C22 ==  0  ;; integer values
004D: jump_if_false £Label113621
00D6: if  0
0038:   $1C23 ==  5  ;; integer values
004D: jump_if_false £Label113621
00D6: if  0
8119:   NOT   car $1C00 wrecked
004D: jump_if_false £Label113621
0208: $1C37 = random_float -1265.0 -1384.0
0208: $1C38 = random_float  995.0  923.0
02C2: car $1C00 drive_to_point $1C37 $1C38 -100.0

:Label113621
00D6: if  0
0038:   $1C23 ==  13  ;; integer values
004D: jump_if_false £Label11367F
00D6: if  0
8119:   NOT   car $1C00 wrecked
004D: jump_if_false £Label11364A
00AF: set_car $1C00 driver_behaviour_to  2

:Label11364A
00D6: if  0
8119:   NOT   car $1C02 wrecked
004D: jump_if_false £Label113661
00AF: set_car $1C02 driver_behaviour_to  2

:Label113661
00D6: if  0
8119:   NOT   car $1C03 wrecked
004D: jump_if_false £Label113678
00AF: set_car $1C03 driver_behaviour_to  2

:Label113678
0004: $1C23 =  6  ;; integer values

:Label11367F
00D6: if  0
0038:   $1C23 ==  4  ;; integer values
004D: jump_if_false £Label1136F0
00D6: if  0
8119:   NOT   car $1C04 wrecked
004D: jump_if_false £Label1136E9
00D6: if  0
8119:   NOT   car $1C05 wrecked
004D: jump_if_false £Label1136B9
032C: car $1C05 ram $1C04

:Label1136B9
00D6: if  0
8119:   NOT   car $1C06 wrecked
004D: jump_if_false £Label1136D1
032C: car $1C06 ram $1C04

:Label1136D1
00D6: if  0
8119:   NOT   car $1C07 wrecked
004D: jump_if_false £Label1136E9
032C: car $1C07 ram $1C04

:Label1136E9
0004: $1C23 =  5  ;; integer values

:Label1136F0
00D6: if  0
0038:   $1C22 ==  0  ;; integer values
004D: jump_if_false £Label113759
00D6: if  0
0038:   $1C23 ==  5  ;; integer values
004D: jump_if_false £Label113752
00D6: if  0
8119:   NOT   car $1C04 wrecked
004D: jump_if_false £Label113752
0208: $1C39 = random_float -1265.0 -1384.0
0208: $1C3A = random_float  995.0  1056.0
02C2: car $1C04 drive_to_point $1C39 $1C3A -100.0

:Label113752
0004: $1C22 =  1  ;; integer values

:Label113759
00D6: if  0
0038:   $1C23 ==  14  ;; integer values
004D: jump_if_false £Label1137CE
00D6: if  0
8119:   NOT   car $1C04 wrecked
004D: jump_if_false £Label113782
00AF: set_car $1C04 driver_behaviour_to  2

:Label113782
00D6: if  0
8119:   NOT   car $1C05 wrecked
004D: jump_if_false £Label113799
00AF: set_car $1C05 driver_behaviour_to  2

:Label113799
00D6: if  0
8119:   NOT   car $1C06 wrecked
004D: jump_if_false £Label1137B0
00AF: set_car $1C06 driver_behaviour_to  2

:Label1137B0
00D6: if  0
8119:   NOT   car $1C07 wrecked
004D: jump_if_false £Label1137C7
00AF: set_car $1C07 driver_behaviour_to  2

:Label1137C7
0004: $1C23 =  6  ;; integer values

:Label1137CE
00D6: if  0
8119:   NOT   car $1BF8 wrecked
004D: jump_if_false £Label113843
00D6: if  0
01F4:   car $1BF8 flipped
004D: jump_if_false £Label113829
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1BF8 radius  7.0  7.0  0
004D: jump_if_false £Label113829
00AA: store_car $1BF8 position_to $5F $60 $61
00AB: put_car $1BF8 at $5F $60 $61

:Label113829
00D6: if  0
03CE:   car $1BF8 stuck
004D: jump_if_false £Label113843
0477: unknown_car $1BF8  2  3000

:Label113843
00D6: if  0
8119:   NOT   car $1BF9 wrecked
004D: jump_if_false £Label1138B8
00D6: if  0
01F4:   car $1BF9 flipped
004D: jump_if_false £Label11389E
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1BF9 radius  7.0  7.0  0
004D: jump_if_false £Label11389E
00AA: store_car $1BF9 position_to $5F $60 $61
00AB: put_car $1BF9 at $5F $60 $61

:Label11389E
00D6: if  0
03CE:   car $1BF9 stuck
004D: jump_if_false £Label1138B8
0477: unknown_car $1BF9  2  3000

:Label1138B8
00D6: if  0
8119:   NOT   car $1BFA wrecked
004D: jump_if_false £Label11392D
00D6: if  0
01F4:   car $1BFA flipped
004D: jump_if_false £Label113913
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1BFA radius  7.0  7.0  0
004D: jump_if_false £Label113913
00AA: store_car $1BFA position_to $5F $60 $61
00AB: put_car $1BFA at $5F $60 $61

:Label113913
00D6: if  0
03CE:   car $1BFA stuck
004D: jump_if_false £Label11392D
0477: unknown_car $1BFA  2  3000

:Label11392D
00D6: if  0
8119:   NOT   car $1BFB wrecked
004D: jump_if_false £Label1139A2
00D6: if  0
01F4:   car $1BFB flipped
004D: jump_if_false £Label113988
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1BFB radius  7.0  7.0  0
004D: jump_if_false £Label113988
00AA: store_car $1BFB position_to $5F $60 $61
00AB: put_car $1BFB at $5F $60 $61

:Label113988
00D6: if  0
03CE:   car $1BFB stuck
004D: jump_if_false £Label1139A2
0477: unknown_car $1BFB  2  3000

:Label1139A2
00D6: if  0
8119:   NOT   car $1BFC wrecked
004D: jump_if_false £Label113A17
00D6: if  0
01F4:   car $1BFC flipped
004D: jump_if_false £Label1139FD
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1BFC radius  7.0  7.0  0
004D: jump_if_false £Label1139FD
00AA: store_car $1BFC position_to $5F $60 $61
00AB: put_car $1BFC at $5F $60 $61

:Label1139FD
00D6: if  0
03CE:   car $1BFC stuck
004D: jump_if_false £Label113A17
0477: unknown_car $1BFC  2  3000

:Label113A17
00D6: if  0
8119:   NOT   car $1BFD wrecked
004D: jump_if_false £Label113A8C
00D6: if  0
01F4:   car $1BFD flipped
004D: jump_if_false £Label113A72
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1BFD radius  7.0  7.0  0
004D: jump_if_false £Label113A72
00AA: store_car $1BFD position_to $5F $60 $61
00AB: put_car $1BFD at $5F $60 $61

:Label113A72
00D6: if  0
03CE:   car $1BFD stuck
004D: jump_if_false £Label113A8C
0477: unknown_car $1BFD  2  3000

:Label113A8C
00D6: if  0
8119:   NOT   car $1BFE wrecked
004D: jump_if_false £Label113B01
00D6: if  0
01F4:   car $1BFE flipped
004D: jump_if_false £Label113AE7
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1BFE radius  7.0  7.0  0
004D: jump_if_false £Label113AE7
00AA: store_car $1BFE position_to $5F $60 $61
00AB: put_car $1BFE at $5F $60 $61

:Label113AE7
00D6: if  0
03CE:   car $1BFE stuck
004D: jump_if_false £Label113B01
0477: unknown_car $1BFE  2  3000

:Label113B01
00D6: if  0
8119:   NOT   car $1BFF wrecked
004D: jump_if_false £Label113B76
00D6: if  0
01F4:   car $1BFF flipped
004D: jump_if_false £Label113B5C
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1BFF radius  7.0  7.0  0
004D: jump_if_false £Label113B5C
00AA: store_car $1BFF position_to $5F $60 $61
00AB: put_car $1BFF at $5F $60 $61

:Label113B5C
00D6: if  0
03CE:   car $1BFF stuck
004D: jump_if_false £Label113B76
0477: unknown_car $1BFF  2  3000

:Label113B76
00D6: if  0
8119:   NOT   car $1C00 wrecked
004D: jump_if_false £Label113BEB
00D6: if  0
01F4:   car $1C00 flipped
004D: jump_if_false £Label113BD1
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1C00 radius  7.0  7.0  0
004D: jump_if_false £Label113BD1
00AA: store_car $1C00 position_to $5F $60 $61
00AB: put_car $1C00 at $5F $60 $61

:Label113BD1
00D6: if  0
03CE:   car $1C00 stuck
004D: jump_if_false £Label113BEB
0477: unknown_car $1C00  2  3000

:Label113BEB
00D6: if  0
8119:   NOT   car $1C01 wrecked
004D: jump_if_false £Label113C60
00D6: if  0
01F4:   car $1C01 flipped
004D: jump_if_false £Label113C46
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1C01 radius  7.0  7.0  0
004D: jump_if_false £Label113C46
00AA: store_car $1C01 position_to $5F $60 $61
00AB: put_car $1C01 at $5F $60 $61

:Label113C46
00D6: if  0
03CE:   car $1C01 stuck
004D: jump_if_false £Label113C60
0477: unknown_car $1C01  2  3000

:Label113C60
00D6: if  0
8119:   NOT   car $1C02 wrecked
004D: jump_if_false £Label113CD5
00D6: if  0
01F4:   car $1C02 flipped
004D: jump_if_false £Label113CBB
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1C02 radius  7.0  7.0  0
004D: jump_if_false £Label113CBB
00AA: store_car $1C02 position_to $5F $60 $61
00AB: put_car $1C02 at $5F $60 $61

:Label113CBB
00D6: if  0
03CE:   car $1C02 stuck
004D: jump_if_false £Label113CD5
0477: unknown_car $1C02  2  3000

:Label113CD5
00D6: if  0
8119:   NOT   car $1C03 wrecked
004D: jump_if_false £Label113D4A
00D6: if  0
01F4:   car $1C03 flipped
004D: jump_if_false £Label113D30
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1C03 radius  7.0  7.0  0
004D: jump_if_false £Label113D30
00AA: store_car $1C03 position_to $5F $60 $61
00AB: put_car $1C03 at $5F $60 $61

:Label113D30
00D6: if  0
03CE:   car $1C03 stuck
004D: jump_if_false £Label113D4A
0477: unknown_car $1C03  2  3000

:Label113D4A
00D6: if  0
8119:   NOT   car $1C04 wrecked
004D: jump_if_false £Label113DBF
00D6: if  0
01F4:   car $1C04 flipped
004D: jump_if_false £Label113DA5
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1C04 radius  7.0  7.0  0
004D: jump_if_false £Label113DA5
00AA: store_car $1C04 position_to $5F $60 $61
00AB: put_car $1C04 at $5F $60 $61

:Label113DA5
00D6: if  0
03CE:   car $1C04 stuck
004D: jump_if_false £Label113DBF
0477: unknown_car $1C04  2  3000

:Label113DBF
00D6: if  0
8119:   NOT   car $1C05 wrecked
004D: jump_if_false £Label113E34
00D6: if  0
01F4:   car $1C05 flipped
004D: jump_if_false £Label113E1A
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1C05 radius  7.0  7.0  0
004D: jump_if_false £Label113E1A
00AA: store_car $1C05 position_to $5F $60 $61
00AB: put_car $1C05 at $5F $60 $61

:Label113E1A
00D6: if  0
03CE:   car $1C05 stuck
004D: jump_if_false £Label113E34
0477: unknown_car $1C05  2  3000

:Label113E34
00D6: if  0
8119:   NOT   car $1C06 wrecked
004D: jump_if_false £Label113EA9
00D6: if  0
01F4:   car $1C06 flipped
004D: jump_if_false £Label113E8F
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1C06 radius  7.0  7.0  0
004D: jump_if_false £Label113E8F
00AA: store_car $1C06 position_to $5F $60 $61
00AB: put_car $1C06 at $5F $60 $61

:Label113E8F
00D6: if  0
03CE:   car $1C06 stuck
004D: jump_if_false £Label113EA9
0477: unknown_car $1C06  2  3000

:Label113EA9
00D6: if  0
8119:   NOT   car $1C07 wrecked
004D: jump_if_false £Label113F1E
00D6: if  0
01F4:   car $1C07 flipped
004D: jump_if_false £Label113F04
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1C07 radius  7.0  7.0  0
004D: jump_if_false £Label113F04
00AA: store_car $1C07 position_to $5F $60 $61
00AB: put_car $1C07 at $5F $60 $61

:Label113F04
00D6: if  0
03CE:   car $1C07 stuck
004D: jump_if_false £Label113F1E
0477: unknown_car $1C07  2  3000

:Label113F1E
00D6: if  0
0019:    16@ >  1500  ;; integer values
004D: jump_if_false £Label113F58
0004: $1C22 =  0  ;; integer values
0006:  16@ =  0  ;; integer values
00D6: if  0
0038:   $1C2C ==  0  ;; integer values
004D: jump_if_false £Label113F58
0004: $1C2C =  1  ;; integer values

:Label113F58
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1530.0  995.0 -1384.0  923.0
004D: jump_if_false £Label113FA5
00D6: if  0
0038:   $1C24 ==  0  ;; integer values
004D: jump_if_false £Label113F9E
0004: $1C23 =  11  ;; integer values
0004: $1C24 =  1  ;; integer values

:Label113F9E
0002: jump £Label113FC5

:Label113FA5
00D6: if  0
0038:   $1C24 ==  1  ;; integer values
004D: jump_if_false £Label113FC5
0004: $1C23 =  1  ;; integer values
0004: $1C24 =  0  ;; integer values

:Label113FC5
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1530.0  995.0 -1384.0  1076.0
004D: jump_if_false £Label114012
00D6: if  0
0038:   $1C25 ==  0  ;; integer values
004D: jump_if_false £Label11400B
0004: $1C23 =  12  ;; integer values
0004: $1C25 =  1  ;; integer values

:Label11400B
0002: jump £Label114032

:Label114012
00D6: if  0
0038:   $1C25 ==  1  ;; integer values
004D: jump_if_false £Label114032
0004: $1C23 =  2  ;; integer values
0004: $1C25 =  0  ;; integer values

:Label114032
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1265.0  995.0 -1384.0  923.0
004D: jump_if_false £Label11407F
00D6: if  0
0038:   $1C26 ==  0  ;; integer values
004D: jump_if_false £Label114078
0004: $1C23 =  13  ;; integer values
0004: $1C26 =  1  ;; integer values

:Label114078
0002: jump £Label11409F

:Label11407F
00D6: if  0
0038:   $1C26 ==  1  ;; integer values
004D: jump_if_false £Label11409F
0004: $1C23 =  3  ;; integer values
0004: $1C26 =  0  ;; integer values

:Label11409F
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1265.0  995.0 -1384.0  1076.0
004D: jump_if_false £Label1140EC
00D6: if  0
0038:   $1C27 ==  0  ;; integer values
004D: jump_if_false £Label1140E5
0004: $1C23 =  14  ;; integer values
0004: $1C27 =  1  ;; integer values

:Label1140E5
0002: jump £Label11410C

:Label1140EC
00D6: if  0
0038:   $1C27 ==  1  ;; integer values
004D: jump_if_false £Label11410C
0004: $1C23 =  4  ;; integer values
0004: $1C27 =  0  ;; integer values

:Label11410C
00D6: if  0
0119:   car $1BF8 wrecked
004D: jump_if_false £Label11412A
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label11412A
00D6: if  0
0119:   car $1BF9 wrecked
004D: jump_if_false £Label114148
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label114148
00D6: if  0
0119:   car $1BFA wrecked
004D: jump_if_false £Label114166
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label114166
00D6: if  0
0119:   car $1BFB wrecked
004D: jump_if_false £Label114184
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label114184
00D6: if  0
0119:   car $1BFC wrecked
004D: jump_if_false £Label1141A2
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label1141A2
00D6: if  0
0119:   car $1BFD wrecked
004D: jump_if_false £Label1141C0
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label1141C0
00D6: if  0
0119:   car $1BFE wrecked
004D: jump_if_false £Label1141DE
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label1141DE
00D6: if  0
0119:   car $1BFF wrecked
004D: jump_if_false £Label1141FC
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label1141FC
00D6: if  0
0119:   car $1C00 wrecked
004D: jump_if_false £Label11421A
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label11421A
00D6: if  0
0119:   car $1C01 wrecked
004D: jump_if_false £Label114238
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label114238
00D6: if  0
0119:   car $1C02 wrecked
004D: jump_if_false £Label114256
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label114256
00D6: if  0
0119:   car $1C03 wrecked
004D: jump_if_false £Label114274
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label114274
00D6: if  0
0119:   car $1C04 wrecked
004D: jump_if_false £Label114292
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label114292
00D6: if  0
0119:   car $1C05 wrecked
004D: jump_if_false £Label1142B0
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label1142B0
00D6: if  0
0119:   car $1C06 wrecked
004D: jump_if_false £Label1142CE
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label1142CE
00D6: if  0
0119:   car $1C07 wrecked
004D: jump_if_false £Label1142EC
000C: $1C1A -=  1  ;; integer values
0008: $1C1B +=  1  ;; integer values

:Label1142EC
00D6: if  0
001A:    16 > $1C1A  ;; integer values
004D: jump_if_false £Label114305
0050: gosub £Label1147F1

:Label114305
0002: jump £Label113030

:Label11430C
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label114322
00D6: if  0
016B:   fading
004D: jump_if_false £Label11433A
0001: wait  0 ms
0002: jump £Label114322

:Label11433A
00BC: text_highpriority "TAXI2"  5000 ms  1  ;; ~r~You're out of time!
0002: jump £Label114350

:Label114350
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label114361
03CF: load_wav "AIRHRNL" as  1

:Label11436D
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label114387
0001: wait  0 ms
0002: jump £Label11436D

:Label114387
03CF: load_wav "AIRHRNR" as  2

:Label114393
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false £Label1143AD
0001: wait  0 ms
0002: jump £Label114393

:Label1143AD
03D1: play_wav  1
03D1: play_wav  2

:Label1143B5
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false £Label1143CF
0001: wait  0 ms
0002: jump £Label1143B5

:Label1143CF
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0394: play_music  1
00D6: if  0
8119:   NOT   car $1BF8 wrecked
004D: jump_if_false £Label1143F5
0519: unknown_car $1BF8 flag  1

:Label1143F5
00D6: if  0
8119:   NOT   car $1BF9 wrecked
004D: jump_if_false £Label11440C
0519: unknown_car $1BF9 flag  1

:Label11440C
00D6: if  0
8119:   NOT   car $1BFA wrecked
004D: jump_if_false £Label114423
0519: unknown_car $1BFA flag  1

:Label114423
00D6: if  0
8119:   NOT   car $1BFB wrecked
004D: jump_if_false £Label11443A
0519: unknown_car $1BFB flag  1

:Label11443A
00D6: if  0
8119:   NOT   car $1BFC wrecked
004D: jump_if_false £Label114451
0519: unknown_car $1BFC flag  1

:Label114451
00D6: if  0
8119:   NOT   car $1BFD wrecked
004D: jump_if_false £Label114468
0519: unknown_car $1BFD flag  1

:Label114468
00D6: if  0
8119:   NOT   car $1BFE wrecked
004D: jump_if_false £Label11447F
0519: unknown_car $1BFE flag  1

:Label11447F
00D6: if  0
8119:   NOT   car $1BFF wrecked
004D: jump_if_false £Label114496
0519: unknown_car $1BFF flag  1

:Label114496
00D6: if  0
8119:   NOT   car $1C00 wrecked
004D: jump_if_false £Label1144AD
0519: unknown_car $1C00 flag  1

:Label1144AD
00D6: if  0
8119:   NOT   car $1C01 wrecked
004D: jump_if_false £Label1144C4
0519: unknown_car $1C01 flag  1

:Label1144C4
00D6: if  0
8119:   NOT   car $1C02 wrecked
004D: jump_if_false £Label1144DB
0519: unknown_car $1C02 flag  1

:Label1144DB
00D6: if  0
8119:   NOT   car $1C03 wrecked
004D: jump_if_false £Label1144F2
0519: unknown_car $1C03 flag  1

:Label1144F2
00D6: if  0
8119:   NOT   car $1C04 wrecked
004D: jump_if_false £Label114509
0519: unknown_car $1C04 flag  1

:Label114509
00D6: if  0
8119:   NOT   car $1C05 wrecked
004D: jump_if_false £Label114520
0519: unknown_car $1C05 flag  1

:Label114520
00D6: if  0
8119:   NOT   car $1C06 wrecked
004D: jump_if_false £Label114537
0519: unknown_car $1C06 flag  1

:Label114537
00D6: if  0
8119:   NOT   car $1C07 wrecked
004D: jump_if_false £Label11454E
0519: unknown_car $1C07 flag  1

:Label11454E
00BA: text_styled "BLOD_10"  6000 ms  5  ;; WINNER!!
01E3: text_1number_styled "BLOD_09"  1000  6000 ms  6  ;; $~1~
0109: player $PLAYER_CHAR money +=  1000
0084: $1C1F = $1C28  ;; integer values and handles
0014: $1C1F /=  1000  ;; integer values
0008: $1C1D +=  1  ;; integer values
0008: $1C1E +=  1  ;; integer values
0544: unknown_bloodring_stuff $1C1F
0006:  16@ =  0  ;; integer values
03F0: (unknown)  1 

:Label1145A5
0001: wait  0 ms
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label11466B
0050: gosub £Label115BFD
0340: set_text_draw_color  0  0  0  255
045A: text_draw_1number  32.0  302.0 "BLOD_07" $1C1F  ;; NEW Best Time: ~1~ Seconds
0050: gosub £Label115BFD
0340: set_text_draw_color  255  128  0  255
045A: text_draw_1number  30.0  300.0 "BLOD_07" $1C1F  ;; NEW Best Time: ~1~ Seconds
0050: gosub £Label115BFD
0340: set_text_draw_color  0  0  0  255
045A: text_draw_1number  32.0  317.0 "BLOD_08" $1C1B  ;; Cars Destroyed: ~1~
0050: gosub £Label115BFD
0340: set_text_draw_color  255  128  0  255
045A: text_draw_1number  30.0  315.0 "BLOD_08" $1C1B  ;; Cars Destroyed: ~1~
0002: jump £Label114672

:Label11466B
0002: jump £Label114679

:Label114672
0002: jump £Label1145A5

:Label114679
0008: $1C28 +=  60000  ;; integer values
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label114692
00D6: if  0
016B:   fading
004D: jump_if_false £Label1146AA
0001: wait  0 ms
0002: jump £Label114692

:Label1146AA
02A3: toggle_widescreen  0 (off)
01F6: cancel_override_restart
0414: (unknown) $PLAYER_CHAR  0 
00BE: text_clear_all
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
0038:   $63E ==  0  ;; integer values
004D: jump_if_false £Label1146EB
014C: set_parked_car_generator $7A2 cars_to_generate_to  101
014C: set_parked_car_generator $7A3 cars_to_generate_to  101
030C: set_mission_points +=  1
0595: (unknown)
0004: $63E =  1  ;; integer values

:Label1146EB
0051: return

:Label1146ED
0004: $ONMISSION =  0  ;; integer values
03F0: (unknown)  0 
04FA: reset_interior_colors  0
0164: disable_marker $1C3E
03CB: set_camera -1101.0  1331.0  19.1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01B7: release_weather
0543: $1C1B
0151: remove_status_text $1C1B
014F: stop_timer $1C1C
0151: remove_status_text $1C21
03D5: remove_text "BLOD_05"  ;; ~g~TARGET TIME: ~1~ Minute
03D5: remove_text "BLOD_06"  ;; ~g~TARGET TIME: ~1~ Minutes
0249: release_model #BLOODRB
0249: release_model #BLOODRA
0249: release_model #WMYCR
0004: $188 =  1  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
04E2: $PLAYER_CHAR  0
057E: make_radar_grey  0
00D6: if  0
8112:   NOT   wasted_or_busted
004D: jump_if_false £Label1147ED
04BB: select_interiour  0  ;; select render area
03CB: set_camera -1101.0  1331.0  19.1
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label1147B5
012A: put_player $PLAYER_CHAR at -1101.0  1331.0  19.1 and_remove_from_car
0002: jump £Label1147C9

:Label1147B5
0055: put_player $PLAYER_CHAR at -1101.0  1331.0  19.1

:Label1147C9
0171: set_player $PLAYER_CHAR z_angle_to  278.65
02EB: restore_camera_with_jumpcut
03C8: rotate_player-180-degrees
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1500 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:Label1147ED
00D8: mission_cleanup
0051: return

:Label1147F1
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1BF8 wrecked
004D: jump_if_false £Label1148D1
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1530.0  995.0 -1384.0  923.0
004D: jump_if_false £Label114859
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label114859
03CD: car $1BF8 remove_from_stuck_car_check
01C3: remove_references_to_car $1BF8  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C08  ;; Like turning an actor into a random pedestrian
00A5: $1BF8 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C08 = create_actor  4 #WMYCR in_car $1BF8 driverseat
0489: unknown_actor $1C08 flag  1
04E0: unknown_car $1BF8  255
02AA: set_car $1BF8 immune_to_nonplayer  1
00AD: set_car $1BF8 max_speed_to  100.0
03CC: car $1BF8 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BF8 to_ignore_traffic_lights  3
04BA: set_car $1BF8 speed_instantly  25.0
00AF: set_car $1BF8 driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label1148D1
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1BF9 wrecked
004D: jump_if_false £Label1149B1
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1530.0  995.0 -1384.0  923.0
004D: jump_if_false £Label114939
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label114939
03CD: car $1BF9 remove_from_stuck_car_check
01C3: remove_references_to_car $1BF9  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C09  ;; Like turning an actor into a random pedestrian
00A5: $1BF9 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C09 = create_actor  4 #WMYCR in_car $1BF9 driverseat
0489: unknown_actor $1C09 flag  1
04E0: unknown_car $1BF9  255
02AA: set_car $1BF9 immune_to_nonplayer  1
00AD: set_car $1BF9 max_speed_to  100.0
03CC: car $1BF9 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BF9 to_ignore_traffic_lights  3
04BA: set_car $1BF9 speed_instantly  25.0
00AF: set_car $1BF9 driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label1149B1
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1BFA wrecked
004D: jump_if_false £Label114A91
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1530.0  995.0 -1384.0  923.0
004D: jump_if_false £Label114A19
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label114A19
03CD: car $1BFA remove_from_stuck_car_check
01C3: remove_references_to_car $1BFA  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C0A  ;; Like turning an actor into a random pedestrian
00A5: $1BFA = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C0A = create_actor  4 #WMYCR in_car $1BFA driverseat
0489: unknown_actor $1C0A flag  1
04E0: unknown_car $1BFA  255
02AA: set_car $1BFA immune_to_nonplayer  1
00AD: set_car $1BFA max_speed_to  100.0
03CC: car $1BFA add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BFA to_ignore_traffic_lights  3
04BA: set_car $1BFA speed_instantly  25.0
00AF: set_car $1BFA driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label114A91
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1BFB wrecked
004D: jump_if_false £Label114B71
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1530.0  995.0 -1384.0  923.0
004D: jump_if_false £Label114AF9
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label114AF9
03CD: car $1BFB remove_from_stuck_car_check
01C3: remove_references_to_car $1BFB  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C0B  ;; Like turning an actor into a random pedestrian
00A5: $1BFB = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C0B = create_actor  4 #WMYCR in_car $1BFB driverseat
0489: unknown_actor $1C0B flag  1
04E0: unknown_car $1BFB  255
02AA: set_car $1BFB immune_to_nonplayer  1
00AD: set_car $1BFB max_speed_to  100.0
03CC: car $1BFB add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BFB to_ignore_traffic_lights  3
04BA: set_car $1BFB speed_instantly  25.0
00AF: set_car $1BFB driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label114B71
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1BFC wrecked
004D: jump_if_false £Label114C51
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1530.0  995.0 -1384.0  1076.0
004D: jump_if_false £Label114BD9
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label114BD9
03CD: car $1BFC remove_from_stuck_car_check
01C3: remove_references_to_car $1BFC  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C0C  ;; Like turning an actor into a random pedestrian
00A5: $1BFC = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C0C = create_actor  4 #WMYCR in_car $1BFC driverseat
0489: unknown_actor $1C0C flag  1
04E0: unknown_car $1BFC  255
02AA: set_car $1BFC immune_to_nonplayer  1
00AD: set_car $1BFC max_speed_to  100.0
03CC: car $1BFC add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BFC to_ignore_traffic_lights  3
04BA: set_car $1BFC speed_instantly  25.0
00AF: set_car $1BFC driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label114C51
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1BFD wrecked
004D: jump_if_false £Label114D38
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1530.0  995.0 -1384.0  1076.0
004D: jump_if_false £Label114CB9
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label114CB9
03CD: car $1BFD remove_from_stuck_car_check
01C3: remove_references_to_car $1BFD  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C0D  ;; Like turning an actor into a random pedestrian
00A5: $1BFD = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C0D = create_actor  4 #WMYCR in_car $1BFD driverseat
0489: unknown_actor $1C0D flag  1
04E0: unknown_car $1BFD  255
02AA: set_car $1BFD immune_to_nonplayer  1
00AD: set_car $1BFD max_speed_to  100.0
03CC: car $1BFD add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BFD to_ignore_traffic_lights  3
04BA: set_car $1BFD speed_instantly  25.0
00AF: set_car $1BFD driver_behaviour_to  2
00AF: set_car $1BFD driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label114D38
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1BFE wrecked
004D: jump_if_false £Label114E18
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1530.0  995.0 -1384.0  1076.0
004D: jump_if_false £Label114DA0
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label114DA0
03CD: car $1BFE remove_from_stuck_car_check
01C3: remove_references_to_car $1BFE  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C0E  ;; Like turning an actor into a random pedestrian
00A5: $1BFE = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C0E = create_actor  4 #WMYCR in_car $1BFE driverseat
0489: unknown_actor $1C0E flag  1
04E0: unknown_car $1BFE  255
02AA: set_car $1BFE immune_to_nonplayer  1
00AD: set_car $1BFE max_speed_to  100.0
03CC: car $1BFE add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BFE to_ignore_traffic_lights  3
04BA: set_car $1BFE speed_instantly  25.0
00AF: set_car $1BFE driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label114E18
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1BFF wrecked
004D: jump_if_false £Label114EF8
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1530.0  995.0 -1384.0  1076.0
004D: jump_if_false £Label114E80
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label114E80
03CD: car $1BFF remove_from_stuck_car_check
01C3: remove_references_to_car $1BFF  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C0F  ;; Like turning an actor into a random pedestrian
00A5: $1BFF = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C0F = create_actor  4 #WMYCR in_car $1BFF driverseat
0489: unknown_actor $1C0F flag  1
04E0: unknown_car $1BFF  255
02AA: set_car $1BFF immune_to_nonplayer  1
00AD: set_car $1BFF max_speed_to  100.0
03CC: car $1BFF add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1BFF to_ignore_traffic_lights  3
04BA: set_car $1BFF speed_instantly  25.0
00AF: set_car $1BFF driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label114EF8
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1C00 wrecked
004D: jump_if_false £Label114FD8
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1265.0  995.0 -1384.0  923.0
004D: jump_if_false £Label114F60
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label114F60
03CD: car $1C00 remove_from_stuck_car_check
01C3: remove_references_to_car $1C00  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C10  ;; Like turning an actor into a random pedestrian
00A5: $1C00 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C10 = create_actor  4 #WMYCR in_car $1C00 driverseat
0489: unknown_actor $1C10 flag  1
04E0: unknown_car $1C00  255
02AA: set_car $1C00 immune_to_nonplayer  1
00AD: set_car $1C00 max_speed_to  100.0
03CC: car $1C00 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C00 to_ignore_traffic_lights  3
04BA: set_car $1C00 speed_instantly  25.0
00AF: set_car $1C00 driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label114FD8
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1C01 wrecked
004D: jump_if_false £Label1150B8
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1265.0  995.0 -1384.0  923.0
004D: jump_if_false £Label115040
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label115040
03CD: car $1C01 remove_from_stuck_car_check
01C3: remove_references_to_car $1C01  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C11  ;; Like turning an actor into a random pedestrian
00A5: $1C01 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C11 = create_actor  4 #WMYCR in_car $1C01 driverseat
0489: unknown_actor $1C11 flag  1
04E0: unknown_car $1C01  255
02AA: set_car $1C01 immune_to_nonplayer  1
00AD: set_car $1C01 max_speed_to  100.0
03CC: car $1C01 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C01 to_ignore_traffic_lights  3
04BA: set_car $1C01 speed_instantly  25.0
00AF: set_car $1C01 driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label1150B8
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1C02 wrecked
004D: jump_if_false £Label115198
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1265.0  995.0 -1384.0  923.0
004D: jump_if_false £Label115120
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label115120
03CD: car $1C02 remove_from_stuck_car_check
01C3: remove_references_to_car $1C02  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C12  ;; Like turning an actor into a random pedestrian
00A5: $1C02 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C12 = create_actor  4 #WMYCR in_car $1C02 driverseat
0489: unknown_actor $1C12 flag  1
04E0: unknown_car $1C02  255
02AA: set_car $1C02 immune_to_nonplayer  1
00AD: set_car $1C02 max_speed_to  100.0
03CC: car $1C02 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C02 to_ignore_traffic_lights  3
04BA: set_car $1C02 speed_instantly  25.0
00AF: set_car $1C02 driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label115198
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1C03 wrecked
004D: jump_if_false £Label115278
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1265.0  995.0 -1384.0  923.0
004D: jump_if_false £Label115200
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label115200
03CD: car $1C03 remove_from_stuck_car_check
01C3: remove_references_to_car $1C03  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C13  ;; Like turning an actor into a random pedestrian
00A5: $1C03 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C13 = create_actor  4 #WMYCR in_car $1C03 driverseat
0489: unknown_actor $1C13 flag  1
04E0: unknown_car $1C03  255
02AA: set_car $1C03 immune_to_nonplayer  1
00AD: set_car $1C03 max_speed_to  100.0
03CC: car $1C03 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C03 to_ignore_traffic_lights  3
04BA: set_car $1C03 speed_instantly  25.0
00AF: set_car $1C03 driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label115278
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1C04 wrecked
004D: jump_if_false £Label115358
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1265.0  995.0 -1384.0  1076.0
004D: jump_if_false £Label1152E0
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label1152E0
03CD: car $1C04 remove_from_stuck_car_check
01C3: remove_references_to_car $1C04  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C14  ;; Like turning an actor into a random pedestrian
00A5: $1C04 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C14 = create_actor  4 #WMYCR in_car $1C04 driverseat
0489: unknown_actor $1C14 flag  1
04E0: unknown_car $1C04  255
02AA: set_car $1C04 immune_to_nonplayer  1
00AD: set_car $1C04 max_speed_to  100.0
03CC: car $1C04 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C04 to_ignore_traffic_lights  3
04BA: set_car $1C04 speed_instantly  25.0
00AF: set_car $1C04 driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label115358
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1C05 wrecked
004D: jump_if_false £Label115438
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1265.0  995.0 -1384.0  1076.0
004D: jump_if_false £Label1153C0
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label1153C0
03CD: car $1C05 remove_from_stuck_car_check
01C3: remove_references_to_car $1C05  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C15  ;; Like turning an actor into a random pedestrian
00A5: $1C05 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C15 = create_actor  4 #WMYCR in_car $1C05 driverseat
0489: unknown_actor $1C15 flag  1
04E0: unknown_car $1C05  255
02AA: set_car $1C05 immune_to_nonplayer  1
00AD: set_car $1C05 max_speed_to  100.0
03CC: car $1C05 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C05 to_ignore_traffic_lights  3
04BA: set_car $1C05 speed_instantly  25.0
00AF: set_car $1C05 driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label115438
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1C06 wrecked
004D: jump_if_false £Label115518
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1265.0  995.0 -1384.0  1076.0
004D: jump_if_false £Label1154A0
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label1154A0
03CD: car $1C06 remove_from_stuck_car_check
01C3: remove_references_to_car $1C06  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C16  ;; Like turning an actor into a random pedestrian
00A5: $1C06 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C16 = create_actor  4 #WMYCR in_car $1C06 driverseat
0489: unknown_actor $1C16 flag  1
04E0: unknown_car $1C06  255
02AA: set_car $1C06 immune_to_nonplayer  1
00AD: set_car $1C06 max_speed_to  100.0
03CC: car $1C06 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C06 to_ignore_traffic_lights  3
04BA: set_car $1C06 speed_instantly  25.0
00AF: set_car $1C06 driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label115518
0050: gosub £Label1155FA
00D6: if  0
0119:   car $1C07 wrecked
004D: jump_if_false £Label1155F8
00D6: if  0
0056:   player $PLAYER_CHAR  0 ()in_rectangle -1265.0  995.0 -1384.0  1076.0
004D: jump_if_false £Label115580
01E3: text_1number_styled "BONUS"  100  1000 ms  1  ;; ~g~BONUS $~1~
018C: play_sound  1 at  0.0  0.0  0.0
0109: player $PLAYER_CHAR money +=  100

:Label115580
03CD: car $1C07 remove_from_stuck_car_check
01C3: remove_references_to_car $1C07  ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C17  ;; Like turning an actor into a random pedestrian
00A5: $1C07 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C17 = create_actor  4 #WMYCR in_car $1C07 driverseat
0489: unknown_actor $1C17 flag  1
04E0: unknown_car $1C07  255
02AA: set_car $1C07 immune_to_nonplayer  1
00AD: set_car $1C07 max_speed_to  100.0
03CC: car $1C07 add_to_stuck_car_check  1.5 =  4000
00AE: unknown_set_car $1C07 to_ignore_traffic_lights  3
04BA: set_car $1C07 speed_instantly  25.0
00AF: set_car $1C07 driver_behaviour_to  2
0008: $1C1A +=  1  ;; integer values

:Label1155F8
0051: return

:Label1155FA
0209: $1C19 = random_int  1  4
0001: wait  0 ms
024F: create_corona  5.0  6  0 with_color  150  150  0 at_point $1C3B $1C3C $1C3D
00D6: if  0
0038:   $1C2C ==  1  ;; integer values
004D: jump_if_false £Label11563C
0050: gosub £Label11580F

:Label11563C
00D6: if  0
0038:   $1C19 ==  1  ;; integer values
004D: jump_if_false £Label1156AF
00D6: if  0
838A:   NOT   car_in_cube -1461.84  938.32  261.0  5.0  5.0  5.0
004D: jump_if_false £Label1156A8
0005: $1C2F = -1461.84  ;; floating-point values
0005: $1C30 =  938.32  ;; floating-point values
0005: $1C31 =  261.0  ;; floating-point values
0005: $1C32 =  345.6  ;; floating-point values
0002: jump £Label1156AF

:Label1156A8
0002: jump £Label1155FA

:Label1156AF
00D6: if  0
0038:   $1C19 ==  2  ;; integer values
004D: jump_if_false £Label115718
00D6: if  0
838A:   NOT   car_in_cube -1424.36  933.86  261.0  5.0  5.0  5.0
004D: jump_if_false £Label115711
0005: $1C2F = -1424.36  ;; floating-point values
0005: $1C30 =  933.86  ;; floating-point values
0005: $1C31 =  261.0  ;; floating-point values
0002: jump £Label115718

:Label115711
0002: jump £Label1155FA

:Label115718
00D6: if  0
0038:   $1C19 ==  3  ;; integer values
004D: jump_if_false £Label11578B
00D6: if  0
838A:   NOT   car_in_cube -1443.29  931.29  261.0  5.0  5.0  5.0
004D: jump_if_false £Label115784
0005: $1C2F = -1443.29  ;; floating-point values
0005: $1C30 =  931.29  ;; floating-point values
0005: $1C31 =  261.0  ;; floating-point values
0005: $1C32 =  351.4  ;; floating-point values
0002: jump £Label11578B

:Label115784
0002: jump £Label1155FA

:Label11578B
0051: return

:Label11578D
0208: $1C3B = random_float -1290.0 -1508.0
0208: $1C3C = random_float  939.0  1052.0
02CE: $1C3D = ground_z $1C3B $1C3C  275.8
00D6: if  0
0020:   $1C3D >  260.2  ;; floating-point values
004D: jump_if_false £Label1157D7
0002: jump £Label11578D

:Label1157D7
00D6: if  0
0022:    249.0 > $1C3D  ;; floating-point values
004D: jump_if_false £Label1157F3
0002: jump £Label11578D

:Label1157F3
0164: disable_marker $1C3E
018A: $1C3E = create_checkpoint_at $1C3B $1C3C $1C3D
0165: set_marker $1C3E color_to  4
0051: return

:Label11580F
0209: $1C2B = random_int  1  22
00D6: if  0
0038:   $1C2A ==  0  ;; integer values
004D: jump_if_false £Label115B6E
00D6: if  0
003A:   $1C2D == $1C2B  ;; integer values and handles
004D: jump_if_false £Label11585D
0008: $1C2B +=  1  ;; integer values
00D6: if  0
0018:   $1C2B >  21  ;; integer values
004D: jump_if_false £Label11585D
0004: $1C2B =  1  ;; integer values

:Label11585D
00D6: if  0
0038:   $1C2B ==  1  ;; integer values
004D: jump_if_false £Label115882
03CF: load_wav "RACE1" as  1
0004: $1C2A =  1  ;; integer values

:Label115882
00D6: if  0
0038:   $1C2B ==  2  ;; integer values
004D: jump_if_false £Label1158A7
03CF: load_wav "RACE2" as  1
0004: $1C2A =  1  ;; integer values

:Label1158A7
00D6: if  0
0038:   $1C2B ==  3  ;; integer values
004D: jump_if_false £Label1158CC
03CF: load_wav "RACE3" as  1
0004: $1C2A =  1  ;; integer values

:Label1158CC
00D6: if  0
0038:   $1C2B ==  4  ;; integer values
004D: jump_if_false £Label1158F1
03CF: load_wav "RACE4" as  1
0004: $1C2A =  1  ;; integer values

:Label1158F1
00D6: if  0
0038:   $1C2B ==  5  ;; integer values
004D: jump_if_false £Label115916
03CF: load_wav "RACE5" as  1
0004: $1C2A =  1  ;; integer values

:Label115916
00D6: if  0
0038:   $1C2B ==  6  ;; integer values
004D: jump_if_false £Label11593B
03CF: load_wav "RACE6" as  1
0004: $1C2A =  1  ;; integer values

:Label11593B
00D6: if  0
0038:   $1C2B ==  7  ;; integer values
004D: jump_if_false £Label115960
03CF: load_wav "RACE7" as  1
0004: $1C2A =  1  ;; integer values

:Label115960
00D6: if  0
0038:   $1C2B ==  8  ;; integer values
004D: jump_if_false £Label115985
03CF: load_wav "RACE8" as  1
0004: $1C2A =  1  ;; integer values

:Label115985
00D6: if  0
0038:   $1C2B ==  9  ;; integer values
004D: jump_if_false £Label1159AA
03CF: load_wav "RACE9" as  1
0004: $1C2A =  1  ;; integer values

:Label1159AA
00D6: if  0
0038:   $1C2B ==  10  ;; integer values
004D: jump_if_false £Label1159CF
03CF: load_wav "RACE10" as  1
0004: $1C2A =  1  ;; integer values

:Label1159CF
00D6: if  0
0038:   $1C2B ==  11  ;; integer values
004D: jump_if_false £Label1159F4
03CF: load_wav "RACE11" as  1
0004: $1C2A =  1  ;; integer values

:Label1159F4
00D6: if  0
0038:   $1C2B ==  12  ;; integer values
004D: jump_if_false £Label115A19
03CF: load_wav "RACE12" as  1
0004: $1C2A =  1  ;; integer values

:Label115A19
00D6: if  0
0038:   $1C2B ==  13  ;; integer values
004D: jump_if_false £Label115A3E
03CF: load_wav "RACE13" as  1
0004: $1C2A =  1  ;; integer values

:Label115A3E
00D6: if  0
0038:   $1C2B ==  14  ;; integer values
004D: jump_if_false £Label115A63
03CF: load_wav "RACE14" as  1
0004: $1C2A =  1  ;; integer values

:Label115A63
00D6: if  0
0038:   $1C2B ==  15  ;; integer values
004D: jump_if_false £Label115A88
03CF: load_wav "RACE15" as  1
0004: $1C2A =  1  ;; integer values

:Label115A88
00D6: if  0
0038:   $1C2B ==  16  ;; integer values
004D: jump_if_false £Label115AAD
03CF: load_wav "CHEER1" as  1
0004: $1C2A =  1  ;; integer values

:Label115AAD
00D6: if  0
0038:   $1C2B ==  17  ;; integer values
004D: jump_if_false £Label115AD2
03CF: load_wav "CHEER2" as  1
0004: $1C2A =  1  ;; integer values

:Label115AD2
00D6: if  0
0038:   $1C2B ==  18  ;; integer values
004D: jump_if_false £Label115AF7
03CF: load_wav "CHEER3" as  1
0004: $1C2A =  1  ;; integer values

:Label115AF7
00D6: if  0
0038:   $1C2B ==  19  ;; integer values
004D: jump_if_false £Label115B1C
03CF: load_wav "CHEER4" as  1
0004: $1C2A =  1  ;; integer values

:Label115B1C
00D6: if  0
0038:   $1C2B ==  20  ;; integer values
004D: jump_if_false £Label115B41
03CF: load_wav "OOH1" as  1
0004: $1C2A =  1  ;; integer values

:Label115B41
00D6: if  0
0038:   $1C2B ==  21  ;; integer values
004D: jump_if_false £Label115B66
03CF: load_wav "OOH2" as  1
0004: $1C2A =  1  ;; integer values

:Label115B66
0084: $1C2D = $1C2B  ;; integer values and handles

:Label115B6E
00D6: if  0
0038:   $1C2A ==  1  ;; integer values
004D: jump_if_false £Label115B96
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label115B96
0004: $1C2A =  2  ;; integer values

:Label115B96
00D6: if  0
0038:   $1C2A ==  2  ;; integer values
004D: jump_if_false £Label115BB3
03D1: play_wav  1
0004: $1C2A =  3  ;; integer values

:Label115BB3
00D6: if  0
0038:   $1C2A ==  3  ;; integer values
004D: jump_if_false £Label115BDB
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label115BDB
0004: $1C2A =  4  ;; integer values

:Label115BDB
00D6: if  0
0038:   $1C2A ==  4  ;; integer values
004D: jump_if_false £Label115BFB
0004: $1C2A =  0  ;; integer values
0004: $1C2C =  0  ;; integer values

:Label115BFB
0051: return

:Label115BFD
0341: unknown_text_stuff  1
03E4: unknown_text_stuff  0
0343: set_text_linewidth  500.0
0348: (unknown)  1 
0342: (unknown)  0 
0345: (unknown)  0 
033F: set_text_draw_letter_width_height  .6  1.6
0051: return

;-------------Mission 81---------------
; Originally: DIRTRING


:Label115C26
03A4: name_thread "KICKST"
0050: gosub £Label115C5B
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label115C4B
0050: gosub £Label118321

:Label115C4B
0050: gosub £Label1184F3
004E: end_thread
0004: $1CF9 =  0  ;; integer values

:Label115C5B
0004: $ONMISSION =  1  ;; integer values
00D6: if  0
0038:   $37 ==  0  ;; integer values
004D: jump_if_false £Label115C76
0317: increment_mission_attempts

:Label115C76
0004: $1C3F =  0  ;; integer values
0004: $1C45 =  0  ;; integer values
0004: $1C43 =  30000  ;; integer values
0005: $1C46 = -1484.643  ;; floating-point values
0005: $1C47 =  1488.02  ;; floating-point values
0005: $1C48 =  302.654  ;; floating-point values
0004: $1C49 =  0  ;; integer values
0005: $1C4B = -1333.7  ;; floating-point values
0005: $1C4C =  1478.77  ;; floating-point values
0005: $1C4D =  302.5  ;; floating-point values
0004: $1C4E =  0  ;; integer values
0005: $1C50 = -1335.735  ;; floating-point values
0005: $1C51 =  1519.111  ;; floating-point values
0005: $1C52 =  300.748  ;; floating-point values
0004: $1C53 =  0  ;; integer values
0005: $1C55 = -1304.975  ;; floating-point values
0005: $1C56 =  1494.277  ;; floating-point values
0005: $1C57 =  302.124  ;; floating-point values
0004: $1C58 =  0  ;; integer values
0005: $1C5A = -1302.957  ;; floating-point values
0005: $1C5B =  1514.426  ;; floating-point values
0005: $1C5C =  302.18  ;; floating-point values
0004: $1C5D =  0  ;; integer values
0005: $1C5F = -1388.63  ;; floating-point values
0005: $1C60 =  1486.478  ;; floating-point values
0005: $1C61 =  305.919  ;; floating-point values
0004: $1C62 =  0  ;; integer values
0005: $1C64 = -1437.116  ;; floating-point values
0005: $1C65 =  1434.815  ;; floating-point values
0005: $1C66 =  315.836  ;; floating-point values
0004: $1C67 =  0  ;; integer values
0005: $1C69 = -1417.707  ;; floating-point values
0005: $1C6A =  1544.8  ;; floating-point values
0005: $1C6B =  302.693  ;; floating-point values
0004: $1C6C =  0  ;; integer values
0005: $1C6E = -1313.301  ;; floating-point values
0005: $1C6F =  1502.544  ;; floating-point values
0005: $1C70 =  301.162  ;; floating-point values
0004: $1C71 =  0  ;; integer values
0005: $1C73 = -1312.47  ;; floating-point values
0005: $1C74 =  1512.856  ;; floating-point values
0005: $1C75 =  302.067  ;; floating-point values
0004: $1C76 =  0  ;; integer values
0005: $1C78 = -1323.204  ;; floating-point values
0005: $1C79 =  1492.103  ;; floating-point values
0005: $1C7A =  303.936  ;; floating-point values
0004: $1C7B =  0  ;; integer values
0005: $1C7D = -1323.245  ;; floating-point values
0005: $1C7E =  1477.574  ;; floating-point values
0005: $1C7F =  305.774  ;; floating-point values
0004: $1C80 =  0  ;; integer values
0005: $1C82 = -1344.384  ;; floating-point values
0005: $1C83 =  1533.452  ;; floating-point values
0005: $1C84 =  303.0  ;; floating-point values
0004: $1C85 =  0  ;; integer values
0005: $1C87 = -1348.278  ;; floating-point values
0005: $1C88 =  1511.859  ;; floating-point values
0005: $1C89 =  298.644  ;; floating-point values
0004: $1C8A =  0  ;; integer values
0005: $1C8C = -1378.509  ;; floating-point values
0005: $1C8D =  1509.739  ;; floating-point values
0005: $1C8E =  300.0  ;; floating-point values
0004: $1C8F =  0  ;; integer values
0005: $1C91 = -1388.155  ;; floating-point values
0005: $1C92 =  1527.837  ;; floating-point values
0005: $1C93 =  300.929  ;; floating-point values
0004: $1C94 =  0  ;; integer values
0005: $1C96 = -1409.253  ;; floating-point values
0005: $1C97 =  1522.967  ;; floating-point values
0005: $1C98 =  298.37  ;; floating-point values
0004: $1C99 =  0  ;; integer values
0005: $1C9B = -1426.424  ;; floating-point values
0005: $1C9C =  1520.959  ;; floating-point values
0005: $1C9D =  303.545  ;; floating-point values
0004: $1C9E =  0  ;; integer values
0005: $1CA0 = -1460.186  ;; floating-point values
0005: $1CA1 =  1510.866  ;; floating-point values
0005: $1CA2 =  298.952  ;; floating-point values
0004: $1CA3 =  0  ;; integer values
0005: $1CA5 = -1460.878  ;; floating-point values
0005: $1CA6 =  1471.218  ;; floating-point values
0005: $1CA7 =  298.564  ;; floating-point values
0004: $1CA8 =  0  ;; integer values
0005: $1CAA = -1429.784  ;; floating-point values
0005: $1CAB =  1451.61  ;; floating-point values
0005: $1CAC =  298.27  ;; floating-point values
0004: $1CAD =  0  ;; integer values
0005: $1CAF = -1400.634  ;; floating-point values
0005: $1CB0 =  1461.061  ;; floating-point values
0005: $1CB1 =  298.286  ;; floating-point values
0004: $1CB2 =  0  ;; integer values
0005: $1CB4 = -1425.175  ;; floating-point values
0005: $1CB5 =  1478.428  ;; floating-point values
0005: $1CB6 =  301.445  ;; floating-point values
0004: $1CB7 =  0  ;; integer values
0005: $1CB9 = -1414.86  ;; floating-point values
0005: $1CBA =  1497.479  ;; floating-point values
0005: $1CBB =  302.988  ;; floating-point values
0004: $1CBC =  0  ;; integer values
0005: $1CBE = -1379.127  ;; floating-point values
0005: $1CBF =  1492.167  ;; floating-point values
0005: $1CC0 =  302.758  ;; floating-point values
0004: $1CC1 =  0  ;; integer values
0005: $1CC3 = -1366.536  ;; floating-point values
0005: $1CC4 =  1450.439  ;; floating-point values
0005: $1CC5 =  299.945  ;; floating-point values
0004: $1CC6 =  0  ;; integer values
0005: $1CC8 = -1346.842  ;; floating-point values
0005: $1CC9 =  1484.873  ;; floating-point values
0005: $1CCA =  299.035  ;; floating-point values
0004: $1CCB =  0  ;; integer values
0005: $1CCD = -1513.362  ;; floating-point values
0005: $1CCE =  1508.387  ;; floating-point values
0005: $1CCF =  302.0  ;; floating-point values
0004: $1CD0 =  0  ;; integer values
0005: $1CD2 = -1493.339  ;; floating-point values
0005: $1CD3 =  1462.965  ;; floating-point values
0005: $1CD4 =  302.345  ;; floating-point values
0004: $1CD5 =  0  ;; integer values
0005: $1CD7 = -1509.219  ;; floating-point values
0005: $1CD8 =  1479.257  ;; floating-point values
0005: $1CD9 =  301.356  ;; floating-point values
0004: $1CDA =  0  ;; integer values
0005: $1CDC = -1484.417  ;; floating-point values
0005: $1CDD =  1454.364  ;; floating-point values
0005: $1CDE =  303.049  ;; floating-point values
0004: $1CDF =  0  ;; integer values
0005: $1CE1 = -1496.913  ;; floating-point values
0005: $1CE2 =  1517.326  ;; floating-point values
0005: $1CE3 =  301.5  ;; floating-point values
0004: $1CE4 =  0  ;; integer values
0004: $1CE6 =  0  ;; integer values
0004: $1CE8 =  0  ;; integer values
0004: $1CE7 =  0  ;; integer values
0004: $1CEB =  0  ;; integer values
0004: $1CE9 =  0  ;; integer values
0004: $1CED =  32  ;; integer values
0005: $1CEE =  0.0  ;; floating-point values
0005: $1CEF =  0.0  ;; floating-point values
0005: $1CF0 =  0.0  ;; floating-point values
0005: $1CF1 =  0.0  ;; floating-point values
0005: $1CF2 =  0.0  ;; floating-point values
0005: $1CF3 =  0.0  ;; floating-point values
0004: $1CF4 =  0  ;; integer values
0004: $1CF6 =  0  ;; integer values
0004: $1CF7 =  0  ;; integer values
0004: $1CF8 =  0  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "KICKSTT"
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
057E: make_radar_grey  1
04BB: select_interiour  14  ;; select render area
04F9: interiour_colors  9  0
03CB: set_camera -1331.889  1498.615  298.14
0247: request_model #SANCHEZ

:Label1161E7
00D6: if  0
8248:   NOT   model #SANCHEZ available
004D: jump_if_false £Label116202
0001: wait  0 ms
0002: jump £Label1161E7

:Label116202
015F: set_camera_position -1339.475  1448.583  299.939  0.0  0.0  0.0
0160: point_camera -1338.617  1449.095  299.894  2
0055: put_player $PLAYER_CHAR at -1333.326  1451.837  298.161
0171: set_player $PLAYER_CHAR z_angle_to  0.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00A5: $1CEA = create_car #SANCHEZ at -1331.994  1454.152  298.15
02AC: set_car $1CEA immunities  1  1  1  1  1
0186: $1CEC = create_marker_above_car $1CEA
03AB: (unknown) $1CEA  1 
03BC: $1CF5 = create_sphere -1445.728  1531.963  301.721  3.0
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C46 $1C47 $1C48
0167: $1C4A = create_marker_at $1C46 $1C47 $1C48  0  3
0168: show_on_radar $1C4A  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C4B $1C4C $1C4D
0167: $1C4F = create_marker_at $1C4B $1C4C $1C4D  0  3
0168: show_on_radar $1C4F  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C50 $1C51 $1C52
0167: $1C54 = create_marker_at $1C50 $1C51 $1C52  0  3
0168: show_on_radar $1C54  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C55 $1C56 $1C57
0167: $1C59 = create_marker_at $1C55 $1C56 $1C57  0  3
0168: show_on_radar $1C59  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C5A $1C5B $1C5C
0167: $1C5E = create_marker_at $1C5A $1C5B $1C5C  0  3
0168: show_on_radar $1C5E  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C5F $1C60 $1C61
0167: $1C63 = create_marker_at $1C5F $1C60 $1C61  0  3
0168: show_on_radar $1C63  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C64 $1C65 $1C66
0167: $1C68 = create_marker_at $1C64 $1C65 $1C66  0  3
0168: show_on_radar $1C68  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C69 $1C6A $1C6B
0167: $1C6D = create_marker_at $1C69 $1C6A $1C6B  0  3
0168: show_on_radar $1C6D  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C6E $1C6F $1C70
0167: $1C72 = create_marker_at $1C6E $1C6F $1C70  0  3
0168: show_on_radar $1C72  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C73 $1C74 $1C75
0167: $1C77 = create_marker_at $1C73 $1C74 $1C75  0  3
0168: show_on_radar $1C77  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C78 $1C79 $1C7A
0167: $1C7C = create_marker_at $1C78 $1C79 $1C7A  0  3
0168: show_on_radar $1C7C  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C7D $1C7E $1C7F
0167: $1C81 = create_marker_at $1C7D $1C7E $1C7F  0  3
0168: show_on_radar $1C81  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C82 $1C83 $1C84
0167: $1C86 = create_marker_at $1C82 $1C83 $1C84  0  3
0168: show_on_radar $1C86  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C87 $1C88 $1C89
0167: $1C8B = create_marker_at $1C87 $1C88 $1C89  0  3
0168: show_on_radar $1C8B  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C8C $1C8D $1C8E
0167: $1C90 = create_marker_at $1C8C $1C8D $1C8E  0  3
0168: show_on_radar $1C90  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C91 $1C92 $1C93
0167: $1C95 = create_marker_at $1C91 $1C92 $1C93  0  3
0168: show_on_radar $1C95  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C96 $1C97 $1C98
0167: $1C9A = create_marker_at $1C96 $1C97 $1C98  0  3
0168: show_on_radar $1C9A  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C9B $1C9C $1C9D
0167: $1C9F = create_marker_at $1C9B $1C9C $1C9D  0  3
0168: show_on_radar $1C9F  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CA0 $1CA1 $1CA2
0167: $1CA4 = create_marker_at $1CA0 $1CA1 $1CA2  0  3
0168: show_on_radar $1CA4  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CA5 $1CA6 $1CA7
0167: $1CA9 = create_marker_at $1CA5 $1CA6 $1CA7  0  3
0168: show_on_radar $1CA9  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CAA $1CAB $1CAC
0167: $1CAE = create_marker_at $1CAA $1CAB $1CAC  0  3
0168: show_on_radar $1CAE  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CAF $1CB0 $1CB1
0167: $1CB3 = create_marker_at $1CAF $1CB0 $1CB1  0  3
0168: show_on_radar $1CB3  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CB4 $1CB5 $1CB6
0167: $1CB8 = create_marker_at $1CB4 $1CB5 $1CB6  0  3
0168: show_on_radar $1CB8  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CB9 $1CBA $1CBB
0167: $1CBD = create_marker_at $1CB9 $1CBA $1CBB  0  3
0168: show_on_radar $1CBD  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CBE $1CBF $1CC0
0167: $1CC2 = create_marker_at $1CBE $1CBF $1CC0  0  3
0168: show_on_radar $1CC2  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CC3 $1CC4 $1CC5
0167: $1CC7 = create_marker_at $1CC3 $1CC4 $1CC5  0  3
0168: show_on_radar $1CC7  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CC8 $1CC9 $1CCA
0167: $1CCC = create_marker_at $1CC8 $1CC9 $1CCA  0  3
0168: show_on_radar $1CCC  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CCD $1CCE $1CCF
0167: $1CD1 = create_marker_at $1CCD $1CCE $1CCF  0  3
0168: show_on_radar $1CD1  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CD2 $1CD3 $1CD4
0167: $1CD6 = create_marker_at $1CD2 $1CD3 $1CD4  0  3
0168: show_on_radar $1CD6  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CD7 $1CD8 $1CD9
0167: $1CDB = create_marker_at $1CD7 $1CD8 $1CD9  0  3
0168: show_on_radar $1CDB  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CDC $1CDD $1CDE
0167: $1CE0 = create_marker_at $1CDC $1CDD $1CDE  0  3
0168: show_on_radar $1CE0  1
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CE1 $1CE2 $1CE3
0167: $1CE5 = create_marker_at $1CE1 $1CE2 $1CE3  0  3
0168: show_on_radar $1CE5  1
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
015F: set_camera_position -1332.843  1459.14  299.987  0.0  0.0  0.0
0160: point_camera -1332.882  1460.137  300.053  2

:Label1169BA
00D6: if  0
016B:   fading
004D: jump_if_false £Label116A4B
0001: wait  0 ms
00D6: if  0
0119:   car $1CEA wrecked
004D: jump_if_false £Label116A35
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority "KICK1_7"  5000 ms  1  ;; ~r~You have wrecked the bike!
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label116A0F
00D6: if  0
016B:   fading
004D: jump_if_false £Label116A27
0001: wait  0 ms
0002: jump £Label116A0F

:Label116A27
0002: jump £Label118321
0002: jump £Label116A3D

:Label116A35
0224: set_car $1CEA health_to  1000

:Label116A3D
0050: gosub £Label118667
0002: jump £Label1169BA

:Label116A4B
00BC: text_highpriority "KICK_10"  10000 ms  1  ;; ~g~Use the Sanchez to complete the course by passing through all of the checkpoints.
0006:  16@ =  0  ;; integer values

:Label116A61
00D6: if  0
001B:    7000 >  16@  ;; integer values
004D: jump_if_false £Label116AF8
0001: wait  0 ms
00D6: if  0
0119:   car $1CEA wrecked
004D: jump_if_false £Label116AE2
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority "KICK1_7"  5000 ms  1  ;; ~r~You have wrecked the bike!
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label116ABC
00D6: if  0
016B:   fading
004D: jump_if_false £Label116AD4
0001: wait  0 ms
0002: jump £Label116ABC

:Label116AD4
0002: jump £Label118321
0002: jump £Label116AEA

:Label116AE2
0224: set_car $1CEA health_to  1000

:Label116AEA
0050: gosub £Label118667
0002: jump £Label116A61

:Label116AF8
03D5: remove_text "KICK_10"  ;; ~g~Use the Sanchez to complete the course by passing through all of the checkpoints.
0055: put_player $PLAYER_CHAR at -1459.98  1532.382  301.478
015F: set_camera_position -1454.861  1526.978  305.908  0.0  0.0  0.0
0160: point_camera -1453.956  1527.388  305.79  2
00BC: text_highpriority "KICK_11"  10000 ms  1  ;; ~g~To leave the mission stand in the ~q~pink marker~g~ on foot.
0006:  16@ =  0  ;; integer values

:Label116B5F
00D6: if  0
001B:    7000 >  16@  ;; integer values
004D: jump_if_false £Label116BF6
0001: wait  0 ms
00D6: if  0
0119:   car $1CEA wrecked
004D: jump_if_false £Label116BE0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority "KICK1_7"  5000 ms  1  ;; ~r~You have wrecked the bike!
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label116BBA
00D6: if  0
016B:   fading
004D: jump_if_false £Label116BD2
0001: wait  0 ms
0002: jump £Label116BBA

:Label116BD2
0002: jump £Label118321
0002: jump £Label116BE8

:Label116BE0
0224: set_car $1CEA health_to  1000

:Label116BE8
0050: gosub £Label118667
0002: jump £Label116B5F

:Label116BF6
03D5: remove_text "KICK_11"  ;; ~g~To leave the mission stand in the ~q~pink marker~g~ on foot.
0055: put_player $PLAYER_CHAR at -1333.326  1451.837  298.161
0171: set_player $PLAYER_CHAR z_angle_to  0.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
00BC: text_highpriority "KICK1_8"  5000 ms  1  ;; ~g~Get on the bike!

:Label116C4E
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1CEA
004D: jump_if_false £Label116DE3
0001: wait  0 ms
00D6: if  0
0119:   car $1CEA wrecked
004D: jump_if_false £Label116CCF
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority "KICK1_7"  5000 ms  1  ;; ~r~You have wrecked the bike!
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label116CA9
00D6: if  0
016B:   fading
004D: jump_if_false £Label116CC1
0001: wait  0 ms
0002: jump £Label116CA9

:Label116CC1
0002: jump £Label118321
0002: jump £Label116CD7

:Label116CCF
0224: set_car $1CEA health_to  1000

:Label116CD7
00D6: if  21
0028:   $1C45 >=  3600000  ;; integer values
0038:   $1CE9 ==  1  ;; integer values
004D: jump_if_false £Label116D46
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
00BC: text_highpriority "KICK_13"  5000 ms  1  ;; ~r~You have taken too long!
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label116D27
00D6: if  0
016B:   fading
004D: jump_if_false £Label116D3F
0001: wait  0 ms
0002: jump £Label116D27

:Label116D3F
0002: jump £Label118321

:Label116D46
00D6: if  21
00F9:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot -1445.728  1531.96  301.721 radius  3.0  3.0  3.0
0038:   $1CF4 ==  1  ;; integer values
004D: jump_if_false £Label116DD5
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
00BC: text_highpriority "KICK_12"  5000 ms  1  ;; ~r~You bottled it!
03BD: destroy_sphere $1CF5
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label116DB6
00D6: if  0
016B:   fading
004D: jump_if_false £Label116DCE
0001: wait  0 ms
0002: jump £Label116DB6

:Label116DCE
0002: jump £Label118321

:Label116DD5
0050: gosub £Label118667
0002: jump £Label116C4E

:Label116DE3
0164: disable_marker $1CEC
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BC: text_highpriority "KICK1_1"  5000 ms  1  ;; ~g~Complete the course as quickly as possible.
03C4: set_status_text_to $1CED  0 (number) "KICK1_9"  ;; CHECKPOINTS:
03C3: set_timer_with_text_to $1C45 type  0 text "KICK1_T"  ;; TIME TAKEN:
0006:  16@ =  0  ;; integer values

:Label116E23
00D6: if  0
8038:   NOT   $1C3F ==  32  ;; integer values
004D: jump_if_false £Label118310
0001: wait  0 ms
00D6: if  0
0038:   $1CF7 ==  0  ;; integer values
004D: jump_if_false £Label116EF4
00D6: if  0
001A:    8 > $1C3F  ;; integer values
004D: jump_if_false £Label116E70
03CF: load_wav "CHEER1" as  1
0004: $1CF7 =  1  ;; integer values

:Label116E70
00D6: if  1
0018:   $1C3F >  8  ;; integer values
001A:    16 > $1C3F  ;; integer values
004D: jump_if_false £Label116E9C
03CF: load_wav "CHEER2" as  1
0004: $1CF7 =  1  ;; integer values

:Label116E9C
00D6: if  1
0018:   $1C3F >  16  ;; integer values
001A:    24 > $1C3F  ;; integer values
004D: jump_if_false £Label116EC8
03CF: load_wav "CHEER3" as  1
0004: $1CF7 =  1  ;; integer values

:Label116EC8
00D6: if  1
0018:   $1C3F >  24  ;; integer values
001A:    32 > $1C3F  ;; integer values
004D: jump_if_false £Label116EF4
03CF: load_wav "CHEER4" as  1
0004: $1CF7 =  1  ;; integer values

:Label116EF4
00D6: if  0
0038:   $1CF7 ==  1  ;; integer values
004D: jump_if_false £Label116F1C
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label116F1C
0004: $1CF7 =  2  ;; integer values

:Label116F1C
00D6: if  0
0038:   $1CF7 ==  2  ;; integer values
004D: jump_if_false £Label116FA2
00D6: if  0
0038:   $1C3F ==  8  ;; integer values
004D: jump_if_false £Label116F4B
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label116F4B
00D6: if  0
0038:   $1C3F ==  16  ;; integer values
004D: jump_if_false £Label116F68
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label116F68
00D6: if  0
0038:   $1C3F ==  24  ;; integer values
004D: jump_if_false £Label116F85
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label116F85
00D6: if  0
0038:   $1C3F ==  32  ;; integer values
004D: jump_if_false £Label116FA2
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label116FA2
00D6: if  0
0038:   $1CF7 ==  3  ;; integer values
004D: jump_if_false £Label116FCA
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label116FCA
0004: $1CF7 =  4  ;; integer values

:Label116FCA
00D6: if  0
0038:   $1CF7 ==  4  ;; integer values
004D: jump_if_false £Label116FE3
0004: $1CF7 =  0  ;; integer values

:Label116FE3
00D6: if  0
0038:   $1CF8 ==  0  ;; integer values
004D: jump_if_false £Label117008
03CF: load_wav "OOH1" as  2
0004: $1CF8 =  1  ;; integer values

:Label117008
00D6: if  0
0038:   $1CF8 ==  1  ;; integer values
004D: jump_if_false £Label117030
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label117030
0004: $1CF8 =  2  ;; integer values

:Label117030
00D6: if  0
0038:   $1CF8 ==  3  ;; integer values
004D: jump_if_false £Label11704D
03D2:   wav  2 ended
0004: $1CF8 =  4  ;; integer values

:Label11704D
00D6: if  0
0038:   $1CF8 ==  4  ;; integer values
004D: jump_if_false £Label117066
0004: $1CF8 =  0  ;; integer values

:Label117066
00D6: if  21
0028:   $1C45 >=  3600000  ;; integer values
0038:   $1CE9 ==  1  ;; integer values
004D: jump_if_false £Label1170D5
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
00BC: text_highpriority "KICK_13"  5000 ms  1  ;; ~r~You have taken too long!
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label1170B6
00D6: if  0
016B:   fading
004D: jump_if_false £Label1170CE
0001: wait  0 ms
0002: jump £Label1170B6

:Label1170CE
0002: jump £Label118321

:Label1170D5
00D6: if  21
00F9:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot -1445.728  1531.96  301.721 radius  3.0  3.0  3.0
0038:   $1CF4 ==  1  ;; integer values
004D: jump_if_false £Label117164
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
00BC: text_highpriority "KICK_12"  5000 ms  1  ;; ~r~You bottled it!
03BD: destroy_sphere $1CF5
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label117145
00D6: if  0
016B:   fading
004D: jump_if_false £Label11715D
0001: wait  0 ms
0002: jump £Label117145

:Label11715D
0002: jump £Label118321

:Label117164
0054: store_player $PLAYER_CHAR position_to $1CEE $1CEF $1CF0
00D6: if  0
0022:    290.0 > $1CF0  ;; floating-point values
004D: jump_if_false £Label1171A5
0055: put_player $PLAYER_CHAR at -1333.326  1451.837  298.161
0171: set_player $PLAYER_CHAR z_angle_to  0.0

:Label1171A5
00D6: if  21
0119:   car $1CEA wrecked
0038:   $1CF9 ==  1  ;; integer values
004D: jump_if_false £Label117216
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority "KICK1_7"  5000 ms  1  ;; ~r~You have wrecked the bike!
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label1171F0
00D6: if  0
016B:   fading
004D: jump_if_false £Label117208
0001: wait  0 ms
0002: jump £Label1171F0

:Label117208
0002: jump £Label118321
0002: jump £Label11725F

:Label117216
0224: set_car $1CEA health_to  1000
00AA: store_car $1CEA position_to $1CF1 $1CF2 $1CF3
00D6: if  0
0022:    290.0 > $1CF3  ;; floating-point values
004D: jump_if_false £Label11725F
00AB: put_car $1CEA at -1331.994  1454.152  298.15
0175: set_car $1CEA z_angle_to  0.0

:Label11725F
0050: gosub £Label118667
00D6: if  0
0038:   $1C49 ==  0  ;; integer values
004D: jump_if_false £Label117295
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C46 $1C47 $1C48

:Label117295
00D6: if  0
0038:   $1C4E ==  0  ;; integer values
004D: jump_if_false £Label1172C4
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C4B $1C4C $1C4D

:Label1172C4
00D6: if  0
0038:   $1C53 ==  0  ;; integer values
004D: jump_if_false £Label1172F3
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C50 $1C51 $1C52

:Label1172F3
00D6: if  0
0038:   $1C58 ==  0  ;; integer values
004D: jump_if_false £Label117322
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C55 $1C56 $1C57

:Label117322
00D6: if  0
0038:   $1C5D ==  0  ;; integer values
004D: jump_if_false £Label117351
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C5A $1C5B $1C5C

:Label117351
00D6: if  0
0038:   $1C62 ==  0  ;; integer values
004D: jump_if_false £Label117380
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C5F $1C60 $1C61

:Label117380
00D6: if  0
0038:   $1C67 ==  0  ;; integer values
004D: jump_if_false £Label1173AF
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C64 $1C65 $1C66

:Label1173AF
00D6: if  0
0038:   $1C6C ==  0  ;; integer values
004D: jump_if_false £Label1173DE
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C69 $1C6A $1C6B

:Label1173DE
00D6: if  0
0038:   $1C71 ==  0  ;; integer values
004D: jump_if_false £Label11740D
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C6E $1C6F $1C70

:Label11740D
00D6: if  0
0038:   $1C76 ==  0  ;; integer values
004D: jump_if_false £Label11743C
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C73 $1C74 $1C75

:Label11743C
00D6: if  0
0038:   $1C7B ==  0  ;; integer values
004D: jump_if_false £Label11746B
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C78 $1C79 $1C7A

:Label11746B
00D6: if  0
0038:   $1C80 ==  0  ;; integer values
004D: jump_if_false £Label11749A
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C7D $1C7E $1C7F

:Label11749A
00D6: if  0
0038:   $1C85 ==  0  ;; integer values
004D: jump_if_false £Label1174C9
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C82 $1C83 $1C84

:Label1174C9
00D6: if  0
0038:   $1C8A ==  0  ;; integer values
004D: jump_if_false £Label1174F8
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C87 $1C88 $1C89

:Label1174F8
00D6: if  0
0038:   $1C8F ==  0  ;; integer values
004D: jump_if_false £Label117527
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C8C $1C8D $1C8E

:Label117527
00D6: if  0
0038:   $1C94 ==  0  ;; integer values
004D: jump_if_false £Label117556
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C91 $1C92 $1C93

:Label117556
00D6: if  0
0038:   $1C99 ==  0  ;; integer values
004D: jump_if_false £Label117585
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C96 $1C97 $1C98

:Label117585
00D6: if  0
0038:   $1C9E ==  0  ;; integer values
004D: jump_if_false £Label1175B4
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C9B $1C9C $1C9D

:Label1175B4
00D6: if  0
0038:   $1CA3 ==  0  ;; integer values
004D: jump_if_false £Label1175E3
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CA0 $1CA1 $1CA2

:Label1175E3
00D6: if  0
0038:   $1CA8 ==  0  ;; integer values
004D: jump_if_false £Label117612
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CA5 $1CA6 $1CA7

:Label117612
00D6: if  0
0038:   $1CAD ==  0  ;; integer values
004D: jump_if_false £Label117641
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CAA $1CAB $1CAC

:Label117641
00D6: if  0
0038:   $1CB2 ==  0  ;; integer values
004D: jump_if_false £Label117670
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CAF $1CB0 $1CB1

:Label117670
00D6: if  0
0038:   $1CB7 ==  0  ;; integer values
004D: jump_if_false £Label11769F
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CB4 $1CB5 $1CB6

:Label11769F
00D6: if  0
0038:   $1CBC ==  0  ;; integer values
004D: jump_if_false £Label1176CE
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CB9 $1CBA $1CBB

:Label1176CE
00D6: if  0
0038:   $1CC1 ==  0  ;; integer values
004D: jump_if_false £Label1176FD
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CBE $1CBF $1CC0

:Label1176FD
00D6: if  0
0038:   $1CC6 ==  0  ;; integer values
004D: jump_if_false £Label11772C
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CC3 $1CC4 $1CC5

:Label11772C
00D6: if  0
0038:   $1CCB ==  0  ;; integer values
004D: jump_if_false £Label11775B
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CC8 $1CC9 $1CCA

:Label11775B
00D6: if  0
0038:   $1CD0 ==  0  ;; integer values
004D: jump_if_false £Label11778A
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CCD $1CCE $1CCF

:Label11778A
00D6: if  0
0038:   $1CD5 ==  0  ;; integer values
004D: jump_if_false £Label1177B9
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CD2 $1CD3 $1CD4

:Label1177B9
00D6: if  0
0038:   $1CDA ==  0  ;; integer values
004D: jump_if_false £Label1177E8
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CD7 $1CD8 $1CD9

:Label1177E8
00D6: if  0
0038:   $1CDF ==  0  ;; integer values
004D: jump_if_false £Label117817
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CDC $1CDD $1CDE

:Label117817
00D6: if  0
0038:   $1CE4 ==  0  ;; integer values
004D: jump_if_false £Label117846
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CE1 $1CE2 $1CE3

:Label117846
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot -1445.728  1531.96  301.721 radius  3.0  3.0  3.0
004D: jump_if_false £Label11787D
0004: $1CF4 =  1  ;; integer values

:Label11787D
00D6: if  0
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label1182E1
00D6: if  0
0038:   $1CEB ==  0  ;; integer values
004D: jump_if_false £Label1178CE
0186: $1CEC = create_marker_above_car $1CEA
00D6: if  0
0038:   $1CF8 ==  2  ;; integer values
004D: jump_if_false £Label1178C7
03D1: play_wav  2
0004: $1CF8 =  3  ;; integer values

:Label1178C7
0004: $1CEB =  1  ;; integer values

:Label1178CE
01BD: $1C42 = current_time_in_ms
0004: $1C43 =  30000  ;; integer values

:Label1178DB
00D6: if  0
0018:   $1C43 >  0  ;; integer values
004D: jump_if_false £Label118275
0001: wait  0 ms
00D6: if  0
0038:   $1CF7 ==  0  ;; integer values
004D: jump_if_false £Label1179AC
00D6: if  0
001A:    8 > $1C3F  ;; integer values
004D: jump_if_false £Label117928
03CF: load_wav "CHEER1" as  1
0004: $1CF7 =  1  ;; integer values

:Label117928
00D6: if  1
0018:   $1C3F >  8  ;; integer values
001A:    16 > $1C3F  ;; integer values
004D: jump_if_false £Label117954
03CF: load_wav "CHEER2" as  1
0004: $1CF7 =  1  ;; integer values

:Label117954
00D6: if  1
0018:   $1C3F >  16  ;; integer values
001A:    24 > $1C3F  ;; integer values
004D: jump_if_false £Label117980
03CF: load_wav "CHEER3" as  1
0004: $1CF7 =  1  ;; integer values

:Label117980
00D6: if  1
0018:   $1C3F >  24  ;; integer values
001A:    32 > $1C3F  ;; integer values
004D: jump_if_false £Label1179AC
03CF: load_wav "CHEER4" as  1
0004: $1CF7 =  1  ;; integer values

:Label1179AC
00D6: if  0
0038:   $1CF7 ==  1  ;; integer values
004D: jump_if_false £Label1179D4
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label1179D4
0004: $1CF7 =  2  ;; integer values

:Label1179D4
00D6: if  0
0038:   $1CF7 ==  2  ;; integer values
004D: jump_if_false £Label117A5A
00D6: if  0
0038:   $1C3F ==  8  ;; integer values
004D: jump_if_false £Label117A03
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label117A03
00D6: if  0
0038:   $1C3F ==  16  ;; integer values
004D: jump_if_false £Label117A20
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label117A20
00D6: if  0
0038:   $1C3F ==  24  ;; integer values
004D: jump_if_false £Label117A3D
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label117A3D
00D6: if  0
0038:   $1C3F ==  32  ;; integer values
004D: jump_if_false £Label117A5A
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label117A5A
00D6: if  0
0038:   $1CF7 ==  3  ;; integer values
004D: jump_if_false £Label117A82
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label117A82
0004: $1CF7 =  4  ;; integer values

:Label117A82
00D6: if  0
0038:   $1CF7 ==  4  ;; integer values
004D: jump_if_false £Label117A9B
0004: $1CF7 =  0  ;; integer values

:Label117A9B
00D6: if  0
0038:   $1CF8 ==  0  ;; integer values
004D: jump_if_false £Label117AC0
03CF: load_wav "OOH1" as  2
0004: $1CF8 =  1  ;; integer values

:Label117AC0
00D6: if  0
0038:   $1CF8 ==  1  ;; integer values
004D: jump_if_false £Label117AE8
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label117AE8
0004: $1CF8 =  2  ;; integer values

:Label117AE8
00D6: if  0
0038:   $1CF8 ==  3  ;; integer values
004D: jump_if_false £Label117B05
03D2:   wav  2 ended
0004: $1CF8 =  4  ;; integer values

:Label117B05
00D6: if  0
0038:   $1CF8 ==  4  ;; integer values
004D: jump_if_false £Label117B1E
0004: $1CF8 =  0  ;; integer values

:Label117B1E
00D6: if  21
0028:   $1C45 >=  3600000  ;; integer values
0038:   $1CE9 ==  1  ;; integer values
004D: jump_if_false £Label117B8D
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
00BC: text_highpriority "KICK_13"  5000 ms  1  ;; ~r~You have taken too long!
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label117B6E
00D6: if  0
016B:   fading
004D: jump_if_false £Label117B86
0001: wait  0 ms
0002: jump £Label117B6E

:Label117B86
0002: jump £Label118321

:Label117B8D
00D6: if  21
00F9:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot -1445.728  1531.96  301.721 radius  3.0  3.0  3.0
0038:   $1CF4 ==  1  ;; integer values
004D: jump_if_false £Label117C1C
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
00BC: text_highpriority "KICK_12"  5000 ms  1  ;; ~r~You bottled it!
03BD: destroy_sphere $1CF5
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label117BFD
00D6: if  0
016B:   fading
004D: jump_if_false £Label117C15
0001: wait  0 ms
0002: jump £Label117BFD

:Label117C15
0002: jump £Label118321

:Label117C1C
00D6: if  0
0038:   $1C49 ==  0  ;; integer values
004D: jump_if_false £Label117C4B
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C46 $1C47 $1C48

:Label117C4B
00D6: if  0
0038:   $1C4E ==  0  ;; integer values
004D: jump_if_false £Label117C7A
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C4B $1C4C $1C4D

:Label117C7A
00D6: if  0
0038:   $1C53 ==  0  ;; integer values
004D: jump_if_false £Label117CA9
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C50 $1C51 $1C52

:Label117CA9
00D6: if  0
0038:   $1C58 ==  0  ;; integer values
004D: jump_if_false £Label117CD8
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C55 $1C56 $1C57

:Label117CD8
00D6: if  0
0038:   $1C5D ==  0  ;; integer values
004D: jump_if_false £Label117D07
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C5A $1C5B $1C5C

:Label117D07
00D6: if  0
0038:   $1C62 ==  0  ;; integer values
004D: jump_if_false £Label117D36
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C5F $1C60 $1C61

:Label117D36
00D6: if  0
0038:   $1C67 ==  0  ;; integer values
004D: jump_if_false £Label117D65
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C64 $1C65 $1C66

:Label117D65
00D6: if  0
0038:   $1C6C ==  0  ;; integer values
004D: jump_if_false £Label117D94
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C69 $1C6A $1C6B

:Label117D94
00D6: if  0
0038:   $1C71 ==  0  ;; integer values
004D: jump_if_false £Label117DC3
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C6E $1C6F $1C70

:Label117DC3
00D6: if  0
0038:   $1C76 ==  0  ;; integer values
004D: jump_if_false £Label117DF2
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C73 $1C74 $1C75

:Label117DF2
00D6: if  0
0038:   $1C7B ==  0  ;; integer values
004D: jump_if_false £Label117E21
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C78 $1C79 $1C7A

:Label117E21
00D6: if  0
0038:   $1C80 ==  0  ;; integer values
004D: jump_if_false £Label117E50
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C7D $1C7E $1C7F

:Label117E50
00D6: if  0
0038:   $1C85 ==  0  ;; integer values
004D: jump_if_false £Label117E7F
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C82 $1C83 $1C84

:Label117E7F
00D6: if  0
0038:   $1C8A ==  0  ;; integer values
004D: jump_if_false £Label117EAE
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C87 $1C88 $1C89

:Label117EAE
00D6: if  0
0038:   $1C8F ==  0  ;; integer values
004D: jump_if_false £Label117EDD
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C8C $1C8D $1C8E

:Label117EDD
00D6: if  0
0038:   $1C94 ==  0  ;; integer values
004D: jump_if_false £Label117F0C
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C91 $1C92 $1C93

:Label117F0C
00D6: if  0
0038:   $1C99 ==  0  ;; integer values
004D: jump_if_false £Label117F3B
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C96 $1C97 $1C98

:Label117F3B
00D6: if  0
0038:   $1C9E ==  0  ;; integer values
004D: jump_if_false £Label117F6A
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C9B $1C9C $1C9D

:Label117F6A
00D6: if  0
0038:   $1CA3 ==  0  ;; integer values
004D: jump_if_false £Label117F99
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CA0 $1CA1 $1CA2

:Label117F99
00D6: if  0
0038:   $1CA8 ==  0  ;; integer values
004D: jump_if_false £Label117FC8
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CA5 $1CA6 $1CA7

:Label117FC8
00D6: if  0
0038:   $1CAD ==  0  ;; integer values
004D: jump_if_false £Label117FF7
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CAA $1CAB $1CAC

:Label117FF7
00D6: if  0
0038:   $1CB2 ==  0  ;; integer values
004D: jump_if_false £Label118026
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CAF $1CB0 $1CB1

:Label118026
00D6: if  0
0038:   $1CB7 ==  0  ;; integer values
004D: jump_if_false £Label118055
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CB4 $1CB5 $1CB6

:Label118055
00D6: if  0
0038:   $1CBC ==  0  ;; integer values
004D: jump_if_false £Label118084
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CB9 $1CBA $1CBB

:Label118084
00D6: if  0
0038:   $1CC1 ==  0  ;; integer values
004D: jump_if_false £Label1180B3
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CBE $1CBF $1CC0

:Label1180B3
00D6: if  0
0038:   $1CC6 ==  0  ;; integer values
004D: jump_if_false £Label1180E2
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CC3 $1CC4 $1CC5

:Label1180E2
00D6: if  0
0038:   $1CCB ==  0  ;; integer values
004D: jump_if_false £Label118111
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CC8 $1CC9 $1CCA

:Label118111
00D6: if  0
0038:   $1CD0 ==  0  ;; integer values
004D: jump_if_false £Label118140
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CCD $1CCE $1CCF

:Label118140
00D6: if  0
0038:   $1CD5 ==  0  ;; integer values
004D: jump_if_false £Label11816F
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CD2 $1CD3 $1CD4

:Label11816F
00D6: if  0
0038:   $1CDA ==  0  ;; integer values
004D: jump_if_false £Label11819E
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CD7 $1CD8 $1CD9

:Label11819E
00D6: if  0
0038:   $1CDF ==  0  ;; integer values
004D: jump_if_false £Label1181CD
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CDC $1CDD $1CDE

:Label1181CD
00D6: if  0
0038:   $1CE4 ==  0  ;; integer values
004D: jump_if_false £Label1181FC
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CE1 $1CE2 $1CE3

:Label1181FC
01BD: $1C40 = current_time_in_ms
0084: $1C41 = $1C40  ;; integer values and handles
0060: $1C41 -= $1C42  ;; integer values
0084: $1C42 = $1C40  ;; integer values and handles
0060: $1C43 -= $1C41  ;; integer values
0084: $1C44 = $1C43  ;; integer values and handles
0014: $1C44 /=  1000  ;; integer values
01E5: text_1number_highpriority "GETBIKE" $1C44  1000 ms  1  ;; ~g~You have ~1~ seconds to return to a dirtbike before the mission ends.
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label11826E
03D5: remove_text "GETBIKE"  ;; ~g~You have ~1~ seconds to return to a dirtbike before the mission ends.
0004: $1C43 =  1  ;; integer values
0002: jump £Label117846

:Label11826E
0002: jump £Label1178DB

:Label118275
00D6: if  0
002A:    0 >= $1C43  ;; integer values
004D: jump_if_false £Label1182DA
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
00BC: text_highpriority "KICK1_2"  5000 ms  1  ;; ~r~You did not get back to the bike quickly enough!
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label1182BB
00D6: if  0
016B:   fading
004D: jump_if_false £Label1182D3
0001: wait  0 ms
0002: jump £Label1182BB

:Label1182D3
0002: jump £Label118321

:Label1182DA
0002: jump £Label118309

:Label1182E1
03D5: remove_text "GETBIKE"  ;; ~g~You have ~1~ seconds to return to a dirtbike before the mission ends.
00D6: if  0
0038:   $1CEB ==  1  ;; integer values
004D: jump_if_false £Label118309
0164: disable_marker $1CEC
0004: $1CEB =  0  ;; integer values

:Label118309
0002: jump £Label116E23

:Label118310
014F: stop_timer $1C45
0151: remove_status_text $1CED
0002: jump £Label118332

:Label118321
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label118332
00D6: if  0
0038:   $37 ==  0  ;; integer values
004D: jump_if_false £Label118351
0595: (unknown)
030C: set_mission_points +=  1
0004: $37 =  1  ;; integer values

:Label118351
0394: play_music  1
043C: unknown_set_game_sounds  0
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
0038:   $1CF6 ==  0  ;; integer values
004D: jump_if_false £Label1183AA
00D6: if  0
002A:    300000 >= $1C45  ;; integer values
004D: jump_if_false £Label1183AA
01E3: text_1number_styled "M_PASS"  50000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  50000
0004: $1CF6 =  1  ;; integer values

:Label1183AA
00D6: if  0
0038:   $1CF6 ==  0  ;; integer values
004D: jump_if_false £Label1183F2
00D6: if  0
002A:    600000 >= $1C45  ;; integer values
004D: jump_if_false £Label1183F2
01E3: text_1number_styled "M_PASS"  10000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  10000
0004: $1CF6 =  1  ;; integer values

:Label1183F2
00D6: if  0
0038:   $1CF6 ==  0  ;; integer values
004D: jump_if_false £Label11843A
00D6: if  0
002A:    3600000 >= $1C45  ;; integer values
004D: jump_if_false £Label11843A
01E3: text_1number_styled "M_PASS"  5000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  5000
0004: $1CF6 =  1  ;; integer values

:Label11843A
0084: $1CE6 = $1C45  ;; integer values and handles
0014: $1CE6 /=  1000  ;; integer values
042E:  2 $1CE6
0084: $1CE7 = $1CE6  ;; integer values and handles
0014: $1CE7 /=  60  ;; integer values
0084: $1CE8 = $1CE7  ;; integer values and handles
0010: $1CE8 *=  60  ;; integer values
0060: $1CE6 -= $1CE8  ;; integer values
00D6: if  0
0028:   $1CE6 >=  10  ;; integer values
004D: jump_if_false £Label1184A5
02FD: text_2numbers_lowpriority "KICKTM" $1CE7 $1CE6  5000 ms  1  ;; ~b~EVENT TIME: ~1~:~1~
0002: jump £Label1184BA

:Label1184A5
02FD: text_2numbers_lowpriority "KICKTM2" $1CE7 $1CE6  5000 ms  1  ;; ~b~EVENT TIME: ~1~:0~1~

:Label1184BA
0001: wait  3000 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label1184D5
00D6: if  0
016B:   fading
004D: jump_if_false £Label1184ED
0001: wait  0 ms
0002: jump £Label1184D5

:Label1184ED
043C: unknown_set_game_sounds  1
0051: return

:Label1184F3
0004: $ONMISSION =  0  ;; integer values
00BE: text_clear_all
04FA: reset_interior_colors  0
043C: unknown_set_game_sounds  1
03BD: destroy_sphere $1CF5
0164: disable_marker $1C4A
0164: disable_marker $1C4F
0164: disable_marker $1C54
0164: disable_marker $1C59
0164: disable_marker $1C5E
0164: disable_marker $1C63
0164: disable_marker $1C68
0164: disable_marker $1C6D
0164: disable_marker $1C72
0164: disable_marker $1C77
0164: disable_marker $1C7C
0164: disable_marker $1C81
0164: disable_marker $1C86
0164: disable_marker $1C8B
0164: disable_marker $1C90
0164: disable_marker $1C95
0164: disable_marker $1C9A
0164: disable_marker $1C9F
0164: disable_marker $1CA4
0164: disable_marker $1CA9
0164: disable_marker $1CAE
0164: disable_marker $1CB3
0164: disable_marker $1CB8
0164: disable_marker $1CBD
0164: disable_marker $1CC2
0164: disable_marker $1CC7
0164: disable_marker $1CCC
0164: disable_marker $1CD1
0164: disable_marker $1CD6
0164: disable_marker $1CDB
0164: disable_marker $1CE0
0164: disable_marker $1CE5
0164: disable_marker $1CEC
0249: release_model #SANCHEZ
014F: stop_timer $1C45
0151: remove_status_text $1CED
03CB: set_camera -1101.0  1331.0  19.1
00D6: if  21
8112:   NOT   wasted_or_busted
0038:   $169 ==  1  ;; integer values
004D: jump_if_false £Label11865A
04BB: select_interiour  0  ;; select render area
03CB: set_camera -1101.0  1331.0  19.1
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label118622
012A: put_player $PLAYER_CHAR at -1101.0  1331.0  19.1 and_remove_from_car
0002: jump £Label118636

:Label118622
0055: put_player $PLAYER_CHAR at -1101.0  1331.0  19.1

:Label118636
0171: set_player $PLAYER_CHAR z_angle_to  278.65
02EB: restore_camera_with_jumpcut
03C8: rotate_player-180-degrees
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1500 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:Label11865A
057E: make_radar_grey  0
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label118667
00D6: if  0
0038:   $1CF7 ==  0  ;; integer values
004D: jump_if_false £Label118722
00D6: if  0
001A:    8 > $1C3F  ;; integer values
004D: jump_if_false £Label11869E
03CF: load_wav "CHEER1" as  1
0004: $1CF7 =  1  ;; integer values

:Label11869E
00D6: if  1
0018:   $1C3F >  8  ;; integer values
001A:    16 > $1C3F  ;; integer values
004D: jump_if_false £Label1186CA
03CF: load_wav "CHEER2" as  1
0004: $1CF7 =  1  ;; integer values

:Label1186CA
00D6: if  1
0018:   $1C3F >  16  ;; integer values
001A:    24 > $1C3F  ;; integer values
004D: jump_if_false £Label1186F6
03CF: load_wav "CHEER3" as  1
0004: $1CF7 =  1  ;; integer values

:Label1186F6
00D6: if  1
0018:   $1C3F >  24  ;; integer values
001A:    32 > $1C3F  ;; integer values
004D: jump_if_false £Label118722
03CF: load_wav "CHEER4" as  1
0004: $1CF7 =  1  ;; integer values

:Label118722
00D6: if  0
0038:   $1CF7 ==  1  ;; integer values
004D: jump_if_false £Label11874A
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false £Label11874A
0004: $1CF7 =  2  ;; integer values

:Label11874A
00D6: if  0
0038:   $1CF7 ==  2  ;; integer values
004D: jump_if_false £Label1187D0
00D6: if  0
0038:   $1C3F ==  8  ;; integer values
004D: jump_if_false £Label118779
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label118779
00D6: if  0
0038:   $1C3F ==  16  ;; integer values
004D: jump_if_false £Label118796
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label118796
00D6: if  0
0038:   $1C3F ==  24  ;; integer values
004D: jump_if_false £Label1187B3
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label1187B3
00D6: if  0
0038:   $1C3F ==  32  ;; integer values
004D: jump_if_false £Label1187D0
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label1187D0
00D6: if  0
0038:   $1CF7 ==  3  ;; integer values
004D: jump_if_false £Label1187F8
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false £Label1187F8
0004: $1CF7 =  4  ;; integer values

:Label1187F8
00D6: if  0
0038:   $1CF7 ==  4  ;; integer values
004D: jump_if_false £Label118811
0004: $1CF7 =  0  ;; integer values

:Label118811
00D6: if  0
0038:   $1CF8 ==  0  ;; integer values
004D: jump_if_false £Label118836
03CF: load_wav "OOH1" as  2
0004: $1CF8 =  1  ;; integer values

:Label118836
00D6: if  0
0038:   $1CF8 ==  1  ;; integer values
004D: jump_if_false £Label11885E
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false £Label11885E
0004: $1CF8 =  2  ;; integer values

:Label11885E
00D6: if  0
0038:   $1CF8 ==  3  ;; integer values
004D: jump_if_false £Label11887B
03D2:   wav  2 ended
0004: $1CF8 =  4  ;; integer values

:Label11887B
00D6: if  0
0038:   $1CF8 ==  4  ;; integer values
004D: jump_if_false £Label118894
0004: $1CF8 =  0  ;; integer values

:Label118894
00D6: if  0
0028:   $1C45 >=  3600000  ;; integer values
004D: jump_if_false £Label1188B0
0004: $1CE9 =  1  ;; integer values

:Label1188B0
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  0 ()near_point_on_foot -1445.728  1531.96  301.721 radius  3.0  3.0  3.0
004D: jump_if_false £Label1188E7
0004: $1CF4 =  1  ;; integer values

:Label1188E7
0054: store_player $PLAYER_CHAR position_to $1CEE $1CEF $1CF0
00D6: if  0
0022:    290.0 > $1CF0  ;; floating-point values
004D: jump_if_false £Label118928
0055: put_player $PLAYER_CHAR at -1333.326  1451.837  298.161
0171: set_player $PLAYER_CHAR z_angle_to  0.0

:Label118928
00D6: if  0
0119:   car $1CEA wrecked
004D: jump_if_false £Label118955
00BC: text_highpriority "KICK1_7"  5000 ms  1  ;; ~r~You have wrecked the bike!
0004: $1CF9 =  1  ;; integer values
0002: jump £Label11899E

:Label118955
0224: set_car $1CEA health_to  1000
00AA: store_car $1CEA position_to $1CF1 $1CF2 $1CF3
00D6: if  0
0022:    290.0 > $1CF3  ;; floating-point values
004D: jump_if_false £Label11899E
00AB: put_car $1CEA at -1331.994  1454.152  298.15
0175: set_car $1CEA z_angle_to  0.0

:Label11899E
00D6: if  0
0038:   $1C49 ==  0  ;; integer values
004D: jump_if_false £Label118A40
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C46 $1C47 $1C48
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C46 $1C47 $1C48 radius  1.5  1.5  1.5
004D: jump_if_false £Label118A40
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label118A40
018C: play_sound  1 at $1C46 $1C47 $1C48
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C4A
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C49 =  1  ;; integer values

:Label118A40
00D6: if  0
0038:   $1C4E ==  0  ;; integer values
004D: jump_if_false £Label118B26
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C4B $1C4C $1C4D
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C4B $1C4C $1C4D radius  1.5  1.5  1.5
004D: jump_if_false £Label118B26
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label118B26
00D6: if  0
0038:   $1CF7 ==  2  ;; integer values
004D: jump_if_false £Label118AF0
00D6: if  3
8038:   NOT   $1C3F ==  7  ;; integer values
8038:   NOT   $1C3F ==  15  ;; integer values
8038:   NOT   $1C3F ==  23  ;; integer values
8038:   NOT   $1C3F ==  31  ;; integer values
004D: jump_if_false £Label118AF0
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label118AF0
018C: play_sound  1 at $1C4B $1C4C $1C4D
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C4F
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C4E =  1  ;; integer values

:Label118B26
00D6: if  0
0038:   $1C53 ==  0  ;; integer values
004D: jump_if_false £Label118BC8
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C50 $1C51 $1C52
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C50 $1C51 $1C52 radius  1.5  1.5  1.5
004D: jump_if_false £Label118BC8
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label118BC8
018C: play_sound  1 at $1C50 $1C51 $1C52
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C54
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C53 =  1  ;; integer values

:Label118BC8
00D6: if  0
0038:   $1C58 ==  0  ;; integer values
004D: jump_if_false £Label118C6A
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C55 $1C56 $1C57
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C55 $1C56 $1C57 radius  1.5  1.5  1.5
004D: jump_if_false £Label118C6A
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label118C6A
018C: play_sound  1 at $1C55 $1C56 $1C57
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C59
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C58 =  1  ;; integer values

:Label118C6A
00D6: if  0
0038:   $1C5D ==  0  ;; integer values
004D: jump_if_false £Label118D0C
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C5A $1C5B $1C5C
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C5A $1C5B $1C5C radius  1.5  1.5  1.5
004D: jump_if_false £Label118D0C
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label118D0C
018C: play_sound  1 at $1C5A $1C5B $1C5C
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C5E
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C5D =  1  ;; integer values

:Label118D0C
00D6: if  0
0038:   $1C62 ==  0  ;; integer values
004D: jump_if_false £Label118DF2
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C5F $1C60 $1C61
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C5F $1C60 $1C61 radius  1.5  1.5  1.5
004D: jump_if_false £Label118DF2
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label118DF2
00D6: if  0
0038:   $1CF7 ==  2  ;; integer values
004D: jump_if_false £Label118DBC
00D6: if  3
8038:   NOT   $1C3F ==  7  ;; integer values
8038:   NOT   $1C3F ==  15  ;; integer values
8038:   NOT   $1C3F ==  23  ;; integer values
8038:   NOT   $1C3F ==  31  ;; integer values
004D: jump_if_false £Label118DBC
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label118DBC
018C: play_sound  1 at $1C5F $1C60 $1C61
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C63
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C62 =  1  ;; integer values

:Label118DF2
00D6: if  0
0038:   $1C67 ==  0  ;; integer values
004D: jump_if_false £Label118ED8
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C64 $1C65 $1C66
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C64 $1C65 $1C66 radius  2.0  2.0  2.0
004D: jump_if_false £Label118ED8
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label118ED8
00D6: if  0
0038:   $1CF7 ==  2  ;; integer values
004D: jump_if_false £Label118EA2
00D6: if  3
8038:   NOT   $1C3F ==  7  ;; integer values
8038:   NOT   $1C3F ==  15  ;; integer values
8038:   NOT   $1C3F ==  23  ;; integer values
8038:   NOT   $1C3F ==  31  ;; integer values
004D: jump_if_false £Label118EA2
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label118EA2
018C: play_sound  1 at $1C64 $1C65 $1C66
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C68
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C67 =  1  ;; integer values

:Label118ED8
00D6: if  0
0038:   $1C6C ==  0  ;; integer values
004D: jump_if_false £Label118FBE
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C69 $1C6A $1C6B
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C69 $1C6A $1C6B radius  2.0  2.0  2.0
004D: jump_if_false £Label118FBE
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label118FBE
00D6: if  0
0038:   $1CF7 ==  2  ;; integer values
004D: jump_if_false £Label118F88
00D6: if  3
8038:   NOT   $1C3F ==  7  ;; integer values
8038:   NOT   $1C3F ==  15  ;; integer values
8038:   NOT   $1C3F ==  23  ;; integer values
8038:   NOT   $1C3F ==  31  ;; integer values
004D: jump_if_false £Label118F88
03D1: play_wav  1
0004: $1CF7 =  3  ;; integer values

:Label118F88
018C: play_sound  1 at $1C69 $1C6A $1C6B
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C6D
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C6C =  1  ;; integer values

:Label118FBE
00D6: if  0
0038:   $1C71 ==  0  ;; integer values
004D: jump_if_false £Label119060
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C6E $1C6F $1C70
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C6E $1C6F $1C70 radius  1.5  1.5  1.5
004D: jump_if_false £Label119060
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label119060
018C: play_sound  1 at $1C6E $1C6F $1C70
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C72
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C71 =  1  ;; integer values

:Label119060
00D6: if  0
0038:   $1C76 ==  0  ;; integer values
004D: jump_if_false £Label119102
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C73 $1C74 $1C75
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C73 $1C74 $1C75 radius  1.5  1.5  1.5
004D: jump_if_false £Label119102
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label119102
018C: play_sound  1 at $1C73 $1C74 $1C75
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C77
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C76 =  1  ;; integer values

:Label119102
00D6: if  0
0038:   $1C7B ==  0  ;; integer values
004D: jump_if_false £Label1191A4
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C78 $1C79 $1C7A
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C78 $1C79 $1C7A radius  1.5  1.5  1.5
004D: jump_if_false £Label1191A4
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label1191A4
018C: play_sound  1 at $1C78 $1C79 $1C7A
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C7C
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C7B =  1  ;; integer values

:Label1191A4
00D6: if  0
0038:   $1C80 ==  0  ;; integer values
004D: jump_if_false £Label119246
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C7D $1C7E $1C7F
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C7D $1C7E $1C7F radius  1.5  1.5  1.5
004D: jump_if_false £Label119246
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label119246
018C: play_sound  1 at $1C7D $1C7E $1C7F
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C81
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C80 =  1  ;; integer values

:Label119246
00D6: if  0
0038:   $1C85 ==  0  ;; integer values
004D: jump_if_false £Label1192E8
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C82 $1C83 $1C84
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C82 $1C83 $1C84 radius  1.5  1.5  1.5
004D: jump_if_false £Label1192E8
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label1192E8
018C: play_sound  1 at $1C82 $1C83 $1C84
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C86
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C85 =  1  ;; integer values

:Label1192E8
00D6: if  0
0038:   $1C8A ==  0  ;; integer values
004D: jump_if_false £Label11938A
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C87 $1C88 $1C89
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C87 $1C88 $1C89 radius  1.5  1.5  1.5
004D: jump_if_false £Label11938A
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label11938A
018C: play_sound  1 at $1C87 $1C88 $1C89
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C8B
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C8A =  1  ;; integer values

:Label11938A
00D6: if  0
0038:   $1C8F ==  0  ;; integer values
004D: jump_if_false £Label11942C
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C8C $1C8D $1C8E
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C8C $1C8D $1C8E radius  1.5  1.5  1.5
004D: jump_if_false £Label11942C
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label11942C
018C: play_sound  1 at $1C8C $1C8D $1C8E
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C90
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C8F =  1  ;; integer values

:Label11942C
00D6: if  0
0038:   $1C94 ==  0  ;; integer values
004D: jump_if_false £Label1194CE
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C91 $1C92 $1C93
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C91 $1C92 $1C93 radius  1.5  1.5  1.5
004D: jump_if_false £Label1194CE
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label1194CE
018C: play_sound  1 at $1C91 $1C92 $1C93
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C95
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C94 =  1  ;; integer values

:Label1194CE
00D6: if  0
0038:   $1C99 ==  0  ;; integer values
004D: jump_if_false £Label119570
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C96 $1C97 $1C98
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C96 $1C97 $1C98 radius  1.5  1.5  1.5
004D: jump_if_false £Label119570
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label119570
018C: play_sound  1 at $1C96 $1C97 $1C98
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C9A
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C99 =  1  ;; integer values

:Label119570
00D6: if  0
0038:   $1C9E ==  0  ;; integer values
004D: jump_if_false £Label119612
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1C9B $1C9C $1C9D
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1C9B $1C9C $1C9D radius  1.5  1.5  1.5
004D: jump_if_false £Label119612
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label119612
018C: play_sound  1 at $1C9B $1C9C $1C9D
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1C9F
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1C9E =  1  ;; integer values

:Label119612
00D6: if  0
0038:   $1CA3 ==  0  ;; integer values
004D: jump_if_false £Label1196B4
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CA0 $1CA1 $1CA2
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1CA0 $1CA1 $1CA2 radius  1.5  1.5  1.5
004D: jump_if_false £Label1196B4
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label1196B4
018C: play_sound  1 at $1CA0 $1CA1 $1CA2
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1CA4
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1CA3 =  1  ;; integer values

:Label1196B4
00D6: if  0
0038:   $1CA8 ==  0  ;; integer values
004D: jump_if_false £Label119756
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CA5 $1CA6 $1CA7
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1CA5 $1CA6 $1CA7 radius  1.5  1.5  1.5
004D: jump_if_false £Label119756
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label119756
018C: play_sound  1 at $1CA5 $1CA6 $1CA7
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1CA9
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1CA8 =  1  ;; integer values

:Label119756
00D6: if  0
0038:   $1CAD ==  0  ;; integer values
004D: jump_if_false £Label1197F8
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CAA $1CAB $1CAC
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1CAA $1CAB $1CAC radius  1.5  1.5  1.5
004D: jump_if_false £Label1197F8
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label1197F8
018C: play_sound  1 at $1CAA $1CAB $1CAC
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1CAE
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1CAD =  1  ;; integer values

:Label1197F8
00D6: if  0
0038:   $1CB2 ==  0  ;; integer values
004D: jump_if_false £Label11989A
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CAF $1CB0 $1CB1
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1CAF $1CB0 $1CB1 radius  1.5  1.5  1.5
004D: jump_if_false £Label11989A
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label11989A
018C: play_sound  1 at $1CAF $1CB0 $1CB1
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1CB3
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1CB2 =  1  ;; integer values

:Label11989A
00D6: if  0
0038:   $1CB7 ==  0  ;; integer values
004D: jump_if_false £Label11993C
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CB4 $1CB5 $1CB6
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1CB4 $1CB5 $1CB6 radius  1.5  1.5  1.5
004D: jump_if_false £Label11993C
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label11993C
018C: play_sound  1 at $1CB4 $1CB5 $1CB6
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1CB8
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1CB7 =  1  ;; integer values

:Label11993C
00D6: if  0
0038:   $1CBC ==  0  ;; integer values
004D: jump_if_false £Label1199DE
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CB9 $1CBA $1CBB
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1CB9 $1CBA $1CBB radius  1.5  1.5  1.5
004D: jump_if_false £Label1199DE
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label1199DE
018C: play_sound  1 at $1CB9 $1CBA $1CBB
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1CBD
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1CBC =  1  ;; integer values

:Label1199DE
00D6: if  0
0038:   $1CC1 ==  0  ;; integer values
004D: jump_if_false £Label119A80
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CBE $1CBF $1CC0
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1CBE $1CBF $1CC0 radius  1.5  1.5  1.5
004D: jump_if_false £Label119A80
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label119A80
018C: play_sound  1 at $1CBE $1CBF $1CC0
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1CC2
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1CC1 =  1  ;; integer values

:Label119A80
00D6: if  0
0038:   $1CC6 ==  0  ;; integer values
004D: jump_if_false £Label119B22
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CC3 $1CC4 $1CC5
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1CC3 $1CC4 $1CC5 radius  1.5  1.5  1.5
004D: jump_if_false £Label119B22
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label119B22
018C: play_sound  1 at $1CC3 $1CC4 $1CC5
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1CC7
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1CC6 =  1  ;; integer values

:Label119B22
00D6: if  0
0038:   $1CCB ==  0  ;; integer values
004D: jump_if_false £Label119BC4
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CC8 $1CC9 $1CCA
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1CC8 $1CC9 $1CCA radius  1.5  1.5  1.5
004D: jump_if_false £Label119BC4
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label119BC4
018C: play_sound  1 at $1CC8 $1CC9 $1CCA
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1CCC
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1CCB =  1  ;; integer values

:Label119BC4
00D6: if  0
0038:   $1CD0 ==  0  ;; integer values
004D: jump_if_false £Label119C66
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CCD $1CCE $1CCF
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1CCD $1CCE $1CCF radius  1.5  1.5  1.5
004D: jump_if_false £Label119C66
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label119C66
018C: play_sound  1 at $1CCD $1CCE $1CCF
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1CD1
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1CD0 =  1  ;; integer values

:Label119C66
00D6: if  0
0038:   $1CD5 ==  0  ;; integer values
004D: jump_if_false £Label119D08
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CD2 $1CD3 $1CD4
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1CD2 $1CD3 $1CD4 radius  1.5  1.5  1.5
004D: jump_if_false £Label119D08
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label119D08
018C: play_sound  1 at $1CD2 $1CD3 $1CD4
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1CD6
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1CD5 =  1  ;; integer values

:Label119D08
00D6: if  0
0038:   $1CDA ==  0  ;; integer values
004D: jump_if_false £Label119DAA
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CD7 $1CD8 $1CD9
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1CD7 $1CD8 $1CD9 radius  1.5  1.5  1.5
004D: jump_if_false £Label119DAA
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label119DAA
018C: play_sound  1 at $1CD7 $1CD8 $1CD9
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1CDB
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1CDA =  1  ;; integer values

:Label119DAA
00D6: if  0
0038:   $1CDF ==  0  ;; integer values
004D: jump_if_false £Label119E4C
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CDC $1CDD $1CDE
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1CDC $1CDD $1CDE radius  1.5  1.5  1.5
004D: jump_if_false £Label119E4C
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label119E4C
018C: play_sound  1 at $1CDC $1CDD $1CDE
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1CE0
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1CDF =  1  ;; integer values

:Label119E4C
00D6: if  0
0038:   $1CE4 ==  0  ;; integer values
004D: jump_if_false £Label119EEE
024F: create_corona  1.0  6  0 with_color  255  137  205 at_point $1CE1 $1CE2 $1CE3
00D6: if  0
00F5:   player $PLAYER_CHAR  0 ()near_point $1CE1 $1CE2 $1CE3 radius  1.5  1.5  1.5
004D: jump_if_false £Label119EEE
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label119EEE
018C: play_sound  1 at $1CE1 $1CE2 $1CE3
00BC: text_highpriority "KICK1_6"  1000 ms  1  ;; ~g~Well done!
0164: disable_marker $1CE5
0008: $1C3F +=  1  ;; integer values
000C: $1CED -=  1  ;; integer values
0004: $1CE4 =  1  ;; integer values

:Label119EEE
0051: return

;-------------Mission 82---------------
; Originally: (no description)


:Label119EF0
0050: gosub £Label119F14
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label119F0B
0050: gosub £Label11F114

:Label119F0B
0050: gosub £Label11F7CD
004E: end_thread

:Label119F14
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "RACE"
0001: wait  0 ms
054C: use_GXT_table "RACES"
0004: $1D10 =  0  ;; integer values
0004: $1D0C =  0  ;; integer values
0004: $1D0D =  0  ;; integer values
0004: $1D0E =  0  ;; integer values
0004: $1D0F =  0  ;; integer values
0005: $1D30 =  7.0  ;; floating-point values
0005: $1D31 =  7.0  ;; floating-point values
0005: $1D32 =  7.0  ;; floating-point values
0004: $1D1E =  1  ;; integer values
0004: $1D11 =  0  ;; integer values
0004: $1D12 =  0  ;; integer values
0004: $1D13 =  0  ;; integer values
0004: $1D14 =  0  ;; integer values
0004: $1D15 =  0  ;; integer values
0004: $1D16 =  0  ;; integer values
0004: $1D17 =  0  ;; integer values
0004: $1D19 =  0  ;; integer values
0004: $1D1A =  0  ;; integer values
0004: $1D18 =  0  ;; integer values
0004: $1D1C =  0  ;; integer values
0004: $1D1D =  0  ;; integer values
0004: $1D1F =  0  ;; integer values
0004: $1D20 =  0  ;; integer values
0004: $1D23 =  0  ;; integer values
0004: $1D24 =  0  ;; integer values
0004: $1D25 =  0  ;; integer values
0005: $1D4A =  0.0  ;; floating-point values
0005: $1D4B =  0.0  ;; floating-point values
0005: $1D4C =  0.0  ;; floating-point values
0005: $1D4D =  0.0  ;; floating-point values
0005: $1D4E =  0.0  ;; floating-point values
0005: $1D4F =  0.0  ;; floating-point values
0247: request_model -187 (LH_RACE01)
0247: request_model -188 (LH_RACE02)
0247: request_model -189 (LH_RACE03)
0247: request_model -190 (LH_RACE04)
0247: request_model -191 (LH_RACE05)
0247: request_model -192 (LH_RACE06)
038B: load_requested_models
03F0: (unknown)  1 

:Label11A052
00D6: if  25
8248:   NOT   model -187 (LH_RACE01) available
8248:   NOT   model -188 (LH_RACE02) available
8248:   NOT   model -189 (LH_RACE03) available
8248:   NOT   model -190 (LH_RACE04) available
8248:   NOT   model -191 (LH_RACE05) available
8248:   NOT   model -192 (LH_RACE06) available
004D: jump_if_false £Label11A086
0001: wait  0 ms
0002: jump £Label11A052

:Label11A086
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
02A3: toggle_widescreen  1 (on)
0395: clear_area  0 at -967.705 -827.3005 range  2.0  2.0
0395: clear_area  0 at -970.2131 -828.717 range  1.0  1.0
0055: put_player $PLAYER_CHAR at -970.2131 -828.717  5.7702
0171: set_player $PLAYER_CHAR z_angle_to  90.0
0373: set_camera_directly_behind_player
015F: set_camera_position -971.9697 -825.7239  8.5712  0.0  0.0  0.0
0160: point_camera -970.9708 -825.7308  8.6162  2
0512: "RACEHLP"
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label11A1AE
029B: $1D02 = init_object -188 (LH_RACE02) at -965.584 -827.217  8.631
029B: $1D03 = init_object -189 (LH_RACE03) at -965.584 -827.217  8.631
029B: $1D04 = init_object -190 (LH_RACE04) at -965.584 -827.217  8.631
029B: $1D05 = init_object -191 (LH_RACE05) at -965.584 -827.217  8.631
029B: $1D06 = init_object -192 (LH_RACE06) at -965.584 -827.217  8.631

:Label11A1AE
029B: $1D01 = init_object -187 (LH_RACE01) at -965.584 -827.217  8.631

:Label11A1C5
0001: wait  0 ms
0494: unknown  0 $370 $371 $372 $373
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £Label11A217
00D6: if  0
0038:   $1D1C ==  1  ;; integer values
004D: jump_if_false £Label11A210
0004: $1D1C =  0  ;; integer values
03E6: remove_text_box
03F0: (unknown)  0 
0002: jump £Label11F114

:Label11A210
0002: jump £Label11A230

:Label11A217
00D6: if  0
0038:   $1D1C ==  0  ;; integer values
004D: jump_if_false £Label11A230
0004: $1D1C =  1  ;; integer values

:Label11A230
00D6: if  21
00E1:   key_pressed  0  10
001A:   -100 > $370  ;; integer values
004D: jump_if_false £Label11A3C1
00D6: if  0
0038:   $1D1F ==  1  ;; integer values
004D: jump_if_false £Label11A3BA
0004: $1D1F =  0  ;; integer values
03D5: remove_text "RACES19"  ;; You cannot afford to enter this race.
00D6: if  0
0038:   $1D1E ==  1  ;; integer values
004D: jump_if_false £Label11A2A7
0108: destroy_object $1D01
029B: $1D06 = init_object -192 (LH_RACE06) at -965.584 -827.217  8.631
0004: $1D1E =  6  ;; integer values
0002: jump £Label11A3BA

:Label11A2A7
00D6: if  0
0038:   $1D1E ==  2  ;; integer values
004D: jump_if_false £Label11A2E3
0108: destroy_object $1D02
029B: $1D01 = init_object -187 (LH_RACE01) at -965.584 -827.217  8.631
0004: $1D1E =  1  ;; integer values
0002: jump £Label11A3BA

:Label11A2E3
00D6: if  0
0038:   $1D1E ==  3  ;; integer values
004D: jump_if_false £Label11A31F
0108: destroy_object $1D03
029B: $1D02 = init_object -188 (LH_RACE02) at -965.584 -827.217  8.631
0004: $1D1E =  2  ;; integer values
0002: jump £Label11A3BA

:Label11A31F
00D6: if  0
0038:   $1D1E ==  4  ;; integer values
004D: jump_if_false £Label11A35B
0108: destroy_object $1D04
029B: $1D03 = init_object -189 (LH_RACE03) at -965.584 -827.217  8.631
0004: $1D1E =  3  ;; integer values
0002: jump £Label11A3BA

:Label11A35B
00D6: if  0
0038:   $1D1E ==  5  ;; integer values
004D: jump_if_false £Label11A397
0108: destroy_object $1D05
029B: $1D04 = init_object -190 (LH_RACE04) at -965.584 -827.217  8.631
0004: $1D1E =  4  ;; integer values
0002: jump £Label11A3BA

:Label11A397
0108: destroy_object $1D06
029B: $1D05 = init_object -191 (LH_RACE05) at -965.584 -827.217  8.631
0004: $1D1E =  5  ;; integer values

:Label11A3BA
0002: jump £Label11A3DA

:Label11A3C1
00D6: if  0
0038:   $1D1F ==  0  ;; integer values
004D: jump_if_false £Label11A3DA
0004: $1D1F =  1  ;; integer values

:Label11A3DA
00D6: if  21
00E1:   key_pressed  0  11
0018:   $370 >  100  ;; integer values
004D: jump_if_false £Label11A56B
00D6: if  0
0038:   $1D20 ==  1  ;; integer values
004D: jump_if_false £Label11A564
0004: $1D20 =  0  ;; integer values
03D5: remove_text "RACES19"  ;; You cannot afford to enter this race.
00D6: if  0
0038:   $1D1E ==  1  ;; integer values
004D: jump_if_false £Label11A451
0108: destroy_object $1D01
029B: $1D02 = init_object -188 (LH_RACE02) at -965.584 -827.217  8.631
0004: $1D1E =  2  ;; integer values
0002: jump £Label11A564

:Label11A451
00D6: if  0
0038:   $1D1E ==  2  ;; integer values
004D: jump_if_false £Label11A48D
0108: destroy_object $1D02
029B: $1D03 = init_object -189 (LH_RACE03) at -965.584 -827.217  8.631
0004: $1D1E =  3  ;; integer values
0002: jump £Label11A564

:Label11A48D
00D6: if  0
0038:   $1D1E ==  3  ;; integer values
004D: jump_if_false £Label11A4C9
0108: destroy_object $1D03
029B: $1D04 = init_object -190 (LH_RACE04) at -965.584 -827.217  8.631
0004: $1D1E =  4  ;; integer values
0002: jump £Label11A564

:Label11A4C9
00D6: if  0
0038:   $1D1E ==  4  ;; integer values
004D: jump_if_false £Label11A505
0108: destroy_object $1D04
029B: $1D05 = init_object -191 (LH_RACE05) at -965.584 -827.217  8.631
0004: $1D1E =  5  ;; integer values
0002: jump £Label11A564

:Label11A505
00D6: if  0
0038:   $1D1E ==  5  ;; integer values
004D: jump_if_false £Label11A541
0108: destroy_object $1D05
029B: $1D06 = init_object -192 (LH_RACE06) at -965.584 -827.217  8.631
0004: $1D1E =  6  ;; integer values
0002: jump £Label11A564

:Label11A541
0108: destroy_object $1D06
029B: $1D01 = init_object -187 (LH_RACE01) at -965.584 -827.217  8.631
0004: $1D1E =  1  ;; integer values

:Label11A564
0002: jump £Label11A584

:Label11A56B
00D6: if  0
0038:   $1D20 ==  0  ;; integer values
004D: jump_if_false £Label11A584
0004: $1D20 =  1  ;; integer values

:Label11A584
00D6: if  0
0038:   $1D1E ==  1  ;; integer values
004D: jump_if_false £Label11A7FA
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .8  2.0
045A: text_draw_1number  30.0  145.0 "RACES00" $1D1E  ;; Race ~1~:
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .8  2.0
033E: text_draw  30.0  165.0 "RACES01"  ;; Terminal Velocity
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0424:   metric
004D: jump_if_false £Label11A627
045B: text_draw_2numbers  30.0  190.0 "RACES13"  1  748  ;; Track Length: ~1~.~1~ km
0002: jump £Label11A63F

:Label11A627
045B: text_draw_2numbers  30.0  190.0 "RACES23"  1  1  ;; Track Length: ~1~.~1~ miles

:Label11A63F
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .65  1.7
045A: text_draw_1number  30.0  220.0 "RACES07"  100  ;; Entrance Fee: $~1~
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0038:   $192 ==  99999999  ;; integer values
004D: jump_if_false £Label11A6AB
033E: text_draw  30.0  310.0 "RACES15"  ;; Best Time: NA
0002: jump £Label11A726

:Label11A6AB
0084: $1D21 = $192  ;; integer values and handles
0014: $1D21 /=  60  ;; integer values
0084: $1D1B = $1D21  ;; integer values and handles
0010: $1D1B *=  60  ;; integer values
0084: $1D22 = $192  ;; integer values and handles
0060: $1D22 -= $1D1B  ;; integer values
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11A70C
045B: text_draw_2numbers  30.0  310.0 "RACES08" $1D21 $1D22  ;; Best Time: ~1~:~1~
0002: jump £Label11A726

:Label11A70C
045B: text_draw_2numbers  30.0  310.0 "RACES22" $1D21 $1D22  ;; Best Time: ~1~:0~1~

:Label11A726
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0038:   $191 ==  99999999  ;; integer values
004D: jump_if_false £Label11A762
033E: text_draw  30.0  325.0 "RACES16"  ;; Best Result: NA

:Label11A762
00D6: if  0
0038:   $191 ==  0  ;; integer values
004D: jump_if_false £Label11A788
033E: text_draw  30.0  325.0 "RACES09"  ;; Best Result: 1st

:Label11A788
00D6: if  0
0038:   $191 ==  1  ;; integer values
004D: jump_if_false £Label11A7AE
033E: text_draw  30.0  325.0 "RACES10"  ;; Best Result: 2nd

:Label11A7AE
00D6: if  0
0038:   $191 ==  2  ;; integer values
004D: jump_if_false £Label11A7D4
033E: text_draw  30.0  325.0 "RACES11"  ;; Best Result: 3rd

:Label11A7D4
00D6: if  0
0038:   $191 ==  3  ;; integer values
004D: jump_if_false £Label11A7FA
033E: text_draw  30.0  325.0 "RACES12"  ;; Best Result: 4th

:Label11A7FA
00D6: if  0
0038:   $1D1E ==  2  ;; integer values
004D: jump_if_false £Label11AA72
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .8  2.0
045A: text_draw_1number  30.0  145.0 "RACES00" $1D1E  ;; Race ~1~:
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .8  2.0
033E: text_draw  30.0  165.0 "RACES02"  ;; Ocean Drive
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0424:   metric
004D: jump_if_false £Label11A89D
045B: text_draw_2numbers  30.0  190.0 "RACES13"  2  659  ;; Track Length: ~1~.~1~ km
0002: jump £Label11A8B6

:Label11A89D
045B: text_draw_2numbers  30.0  190.0 "RACES23"  1  652  ;; Track Length: ~1~.~1~ miles

:Label11A8B6
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .65  1.7
045A: text_draw_1number  30.0  220.0 "RACES07"  500  ;; Entrance Fee: $~1~
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0038:   $194 ==  99999999  ;; integer values
004D: jump_if_false £Label11A923
033E: text_draw  30.0  310.0 "RACES15"  ;; Best Time: NA
0002: jump £Label11A99E

:Label11A923
0084: $1D21 = $194  ;; integer values and handles
0014: $1D21 /=  60  ;; integer values
0084: $1D1B = $1D21  ;; integer values and handles
0010: $1D1B *=  60  ;; integer values
0084: $1D22 = $194  ;; integer values and handles
0060: $1D22 -= $1D1B  ;; integer values
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11A984
045B: text_draw_2numbers  30.0  310.0 "RACES08" $1D21 $1D22  ;; Best Time: ~1~:~1~
0002: jump £Label11A99E

:Label11A984
045B: text_draw_2numbers  30.0  310.0 "RACES22" $1D21 $1D22  ;; Best Time: ~1~:0~1~

:Label11A99E
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0038:   $193 ==  99999999  ;; integer values
004D: jump_if_false £Label11A9DA
033E: text_draw  30.0  325.0 "RACES16"  ;; Best Result: NA

:Label11A9DA
00D6: if  0
0038:   $193 ==  0  ;; integer values
004D: jump_if_false £Label11AA00
033E: text_draw  30.0  325.0 "RACES09"  ;; Best Result: 1st

:Label11AA00
00D6: if  0
0038:   $193 ==  1  ;; integer values
004D: jump_if_false £Label11AA26
033E: text_draw  30.0  325.0 "RACES10"  ;; Best Result: 2nd

:Label11AA26
00D6: if  0
0038:   $193 ==  2  ;; integer values
004D: jump_if_false £Label11AA4C
033E: text_draw  30.0  325.0 "RACES11"  ;; Best Result: 3rd

:Label11AA4C
00D6: if  0
0038:   $193 ==  3  ;; integer values
004D: jump_if_false £Label11AA72
033E: text_draw  30.0  325.0 "RACES12"  ;; Best Result: 4th

:Label11AA72
00D6: if  0
0038:   $1D1E ==  3  ;; integer values
004D: jump_if_false £Label11ACE9
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .8  2.0
045A: text_draw_1number  30.0  145.0 "RACES00" $1D1E  ;; Race ~1~:
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .8  2.0
033E: text_draw  30.0  165.0 "RACES03"  ;; Border Run
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0424:   metric
004D: jump_if_false £Label11AB14
045B: text_draw_2numbers  30.0  190.0 "RACES13"  3  1  ;; Track Length: ~1~.~1~ km
0002: jump £Label11AB2D

:Label11AB14
045B: text_draw_2numbers  30.0  190.0 "RACES23"  1  926  ;; Track Length: ~1~.~1~ miles

:Label11AB2D
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .65  1.7
045A: text_draw_1number  30.0  220.0 "RACES07"  1000  ;; Entrance Fee: $~1~
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0038:   $196 ==  99999999  ;; integer values
004D: jump_if_false £Label11AB9A
033E: text_draw  30.0  310.0 "RACES15"  ;; Best Time: NA
0002: jump £Label11AC15

:Label11AB9A
0084: $1D21 = $196  ;; integer values and handles
0014: $1D21 /=  60  ;; integer values
0084: $1D1B = $1D21  ;; integer values and handles
0010: $1D1B *=  60  ;; integer values
0084: $1D22 = $196  ;; integer values and handles
0060: $1D22 -= $1D1B  ;; integer values
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11ABFB
045B: text_draw_2numbers  30.0  310.0 "RACES08" $1D21 $1D22  ;; Best Time: ~1~:~1~
0002: jump £Label11AC15

:Label11ABFB
045B: text_draw_2numbers  30.0  310.0 "RACES22" $1D21 $1D22  ;; Best Time: ~1~:0~1~

:Label11AC15
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0038:   $195 ==  99999999  ;; integer values
004D: jump_if_false £Label11AC51
033E: text_draw  30.0  325.0 "RACES16"  ;; Best Result: NA

:Label11AC51
00D6: if  0
0038:   $195 ==  0  ;; integer values
004D: jump_if_false £Label11AC77
033E: text_draw  30.0  325.0 "RACES09"  ;; Best Result: 1st

:Label11AC77
00D6: if  0
0038:   $195 ==  1  ;; integer values
004D: jump_if_false £Label11AC9D
033E: text_draw  30.0  325.0 "RACES10"  ;; Best Result: 2nd

:Label11AC9D
00D6: if  0
0038:   $195 ==  2  ;; integer values
004D: jump_if_false £Label11ACC3
033E: text_draw  30.0  325.0 "RACES11"  ;; Best Result: 3rd

:Label11ACC3
00D6: if  0
0038:   $195 ==  3  ;; integer values
004D: jump_if_false £Label11ACE9
033E: text_draw  30.0  325.0 "RACES12"  ;; Best Result: 4th

:Label11ACE9
00D6: if  0
0038:   $1D1E ==  4  ;; integer values
004D: jump_if_false £Label11AF61
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .8  2.0
045A: text_draw_1number  30.0  145.0 "RACES00" $1D1E  ;; Race ~1~:
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .8  2.0
033E: text_draw  30.0  165.0 "RACES04"  ;; Capital Cruise
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0424:   metric
004D: jump_if_false £Label11AD8C
045B: text_draw_2numbers  30.0  190.0 "RACES13"  3  924  ;; Track Length: ~1~.~1~ km
0002: jump £Label11ADA5

:Label11AD8C
045B: text_draw_2numbers  30.0  190.0 "RACES23"  2  438  ;; Track Length: ~1~.~1~ miles

:Label11ADA5
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .65  1.7
045A: text_draw_1number  30.0  220.0 "RACES07"  2000  ;; Entrance Fee: $~1~
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0038:   $198 ==  99999999  ;; integer values
004D: jump_if_false £Label11AE12
033E: text_draw  30.0  310.0 "RACES15"  ;; Best Time: NA
0002: jump £Label11AE8D

:Label11AE12
0084: $1D21 = $198  ;; integer values and handles
0014: $1D21 /=  60  ;; integer values
0084: $1D1B = $1D21  ;; integer values and handles
0010: $1D1B *=  60  ;; integer values
0084: $1D22 = $198  ;; integer values and handles
0060: $1D22 -= $1D1B  ;; integer values
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11AE73
045B: text_draw_2numbers  30.0  310.0 "RACES08" $1D21 $1D22  ;; Best Time: ~1~:~1~
0002: jump £Label11AE8D

:Label11AE73
045B: text_draw_2numbers  30.0  310.0 "RACES22" $1D21 $1D22  ;; Best Time: ~1~:0~1~

:Label11AE8D
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0038:   $197 ==  99999999  ;; integer values
004D: jump_if_false £Label11AEC9
033E: text_draw  30.0  325.0 "RACES16"  ;; Best Result: NA

:Label11AEC9
00D6: if  0
0038:   $197 ==  0  ;; integer values
004D: jump_if_false £Label11AEEF
033E: text_draw  30.0  325.0 "RACES09"  ;; Best Result: 1st

:Label11AEEF
00D6: if  0
0038:   $197 ==  1  ;; integer values
004D: jump_if_false £Label11AF15
033E: text_draw  30.0  325.0 "RACES10"  ;; Best Result: 2nd

:Label11AF15
00D6: if  0
0038:   $197 ==  2  ;; integer values
004D: jump_if_false £Label11AF3B
033E: text_draw  30.0  325.0 "RACES11"  ;; Best Result: 3rd

:Label11AF3B
00D6: if  0
0038:   $197 ==  3  ;; integer values
004D: jump_if_false £Label11AF61
033E: text_draw  30.0  325.0 "RACES12"  ;; Best Result: 4th

:Label11AF61
00D6: if  0
0038:   $1D1E ==  5  ;; integer values
004D: jump_if_false £Label11B1D8
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .8  2.0
045A: text_draw_1number  30.0  145.0 "RACES00" $1D1E  ;; Race ~1~:
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .8  2.0
033E: text_draw  30.0  165.0 "RACES05"  ;; Tour!
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0424:   metric
004D: jump_if_false £Label11B004
045B: text_draw_2numbers  30.0  190.0 "RACES13"  4  603  ;; Track Length: ~1~.~1~ km
0002: jump £Label11B01C

:Label11B004
045B: text_draw_2numbers  30.0  190.0 "RACES23"  2  86  ;; Track Length: ~1~.~1~ miles

:Label11B01C
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .65  1.7
045A: text_draw_1number  30.0  220.0 "RACES07"  5000  ;; Entrance Fee: $~1~
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0038:   $19A ==  99999999  ;; integer values
004D: jump_if_false £Label11B089
033E: text_draw  30.0  310.0 "RACES15"  ;; Best Time: NA
0002: jump £Label11B104

:Label11B089
0084: $1D21 = $19A  ;; integer values and handles
0014: $1D21 /=  60  ;; integer values
0084: $1D1B = $1D21  ;; integer values and handles
0010: $1D1B *=  60  ;; integer values
0084: $1D22 = $19A  ;; integer values and handles
0060: $1D22 -= $1D1B  ;; integer values
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11B0EA
045B: text_draw_2numbers  30.0  310.0 "RACES08" $1D21 $1D22  ;; Best Time: ~1~:~1~
0002: jump £Label11B104

:Label11B0EA
045B: text_draw_2numbers  30.0  310.0 "RACES22" $1D21 $1D22  ;; Best Time: ~1~:0~1~

:Label11B104
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0038:   $199 ==  99999999  ;; integer values
004D: jump_if_false £Label11B140
033E: text_draw  30.0  325.0 "RACES16"  ;; Best Result: NA

:Label11B140
00D6: if  0
0038:   $199 ==  0  ;; integer values
004D: jump_if_false £Label11B166
033E: text_draw  30.0  325.0 "RACES09"  ;; Best Result: 1st

:Label11B166
00D6: if  0
0038:   $199 ==  1  ;; integer values
004D: jump_if_false £Label11B18C
033E: text_draw  30.0  325.0 "RACES10"  ;; Best Result: 2nd

:Label11B18C
00D6: if  0
0038:   $199 ==  2  ;; integer values
004D: jump_if_false £Label11B1B2
033E: text_draw  30.0  325.0 "RACES11"  ;; Best Result: 3rd

:Label11B1B2
00D6: if  0
0038:   $199 ==  3  ;; integer values
004D: jump_if_false £Label11B1D8
033E: text_draw  30.0  325.0 "RACES12"  ;; Best Result: 4th

:Label11B1D8
00D6: if  0
0038:   $1D1E ==  6  ;; integer values
004D: jump_if_false £Label11B44F
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .8  2.0
045A: text_draw_1number  30.0  145.0 "RACES00" $1D1E  ;; Race ~1~:
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .8  2.0
033E: text_draw  30.0  165.0 "RACES06"  ;; V.C. Endurance
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0424:   metric
004D: jump_if_false £Label11B27B
045B: text_draw_2numbers  30.0  190.0 "RACES13"  9  721  ;; Track Length: ~1~.~1~ km
0002: jump £Label11B293

:Label11B27B
045B: text_draw_2numbers  30.0  190.0 "RACES23"  6  1  ;; Track Length: ~1~.~1~ miles

:Label11B293
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .65  1.7
045A: text_draw_1number  30.0  220.0 "RACES07"  10000  ;; Entrance Fee: $~1~
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0038:   $19C ==  99999999  ;; integer values
004D: jump_if_false £Label11B300
033E: text_draw  30.0  310.0 "RACES15"  ;; Best Time: NA
0002: jump £Label11B37B

:Label11B300
0084: $1D21 = $19C  ;; integer values and handles
0014: $1D21 /=  60  ;; integer values
0084: $1D1B = $1D21  ;; integer values and handles
0010: $1D1B *=  60  ;; integer values
0084: $1D22 = $19C  ;; integer values and handles
0060: $1D22 -= $1D1B  ;; integer values
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11B361
045B: text_draw_2numbers  30.0  310.0 "RACES08" $1D21 $1D22  ;; Best Time: ~1~:~1~
0002: jump £Label11B37B

:Label11B361
045B: text_draw_2numbers  30.0  310.0 "RACES22" $1D21 $1D22  ;; Best Time: ~1~:0~1~

:Label11B37B
0050: gosub £Label11B69C
033F: set_text_draw_letter_width_height  .6  1.6
00D6: if  0
0038:   $19B ==  99999999  ;; integer values
004D: jump_if_false £Label11B3B7
033E: text_draw  30.0  325.0 "RACES16"  ;; Best Result: NA

:Label11B3B7
00D6: if  0
0038:   $19B ==  0  ;; integer values
004D: jump_if_false £Label11B3DD
033E: text_draw  30.0  325.0 "RACES09"  ;; Best Result: 1st

:Label11B3DD
00D6: if  0
0038:   $19B ==  1  ;; integer values
004D: jump_if_false £Label11B403
033E: text_draw  30.0  325.0 "RACES10"  ;; Best Result: 2nd

:Label11B403
00D6: if  0
0038:   $19B ==  2  ;; integer values
004D: jump_if_false £Label11B429
033E: text_draw  30.0  325.0 "RACES11"  ;; Best Result: 3rd

:Label11B429
00D6: if  0
0038:   $19B ==  3  ;; integer values
004D: jump_if_false £Label11B44F
033E: text_draw  30.0  325.0 "RACES12"  ;; Best Result: 4th

:Label11B44F
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label11B67C
00D6: if  0
0038:   $1D1D ==  1  ;; integer values
004D: jump_if_false £Label11B675
0004: $1D1D =  0  ;; integer values
00D6: if  0
0038:   $1D1E ==  1  ;; integer values
004D: jump_if_false £Label11B4CC
00D6: if  0
010A:   player $PLAYER_CHAR money >  99
004D: jump_if_false £Label11B4BD
0109: player $PLAYER_CHAR money += -100
0108: destroy_object $1D01
03E6: remove_text_box
03F0: (unknown)  0 
0002: jump £Label11B6C7
0002: jump £Label11B4CC

:Label11B4BD
00BC: text_highpriority "RACES19"  3000 ms  1  ;; You cannot afford to enter this race.

:Label11B4CC
00D6: if  0
0038:   $1D1E ==  2  ;; integer values
004D: jump_if_false £Label11B521
00D6: if  0
010A:   player $PLAYER_CHAR money >  499
004D: jump_if_false £Label11B512
0109: player $PLAYER_CHAR money += -500
0108: destroy_object $1D02
03E6: remove_text_box
03F0: (unknown)  0 
0002: jump £Label11BA59
0002: jump £Label11B521

:Label11B512
00BC: text_highpriority "RACES19"  3000 ms  1  ;; You cannot afford to enter this race.

:Label11B521
00D6: if  0
0038:   $1D1E ==  3  ;; integer values
004D: jump_if_false £Label11B576
00D6: if  0
010A:   player $PLAYER_CHAR money >  999
004D: jump_if_false £Label11B567
0109: player $PLAYER_CHAR money += -1000
0108: destroy_object $1D03
03E6: remove_text_box
03F0: (unknown)  0 
0002: jump £Label11BE27
0002: jump £Label11B576

:Label11B567
00BC: text_highpriority "RACES19"  3000 ms  1  ;; You cannot afford to enter this race.

:Label11B576
00D6: if  0
0038:   $1D1E ==  4  ;; integer values
004D: jump_if_false £Label11B5CB
00D6: if  0
010A:   player $PLAYER_CHAR money >  1999
004D: jump_if_false £Label11B5BC
0109: player $PLAYER_CHAR money += -2000
0108: destroy_object $1D04
03E6: remove_text_box
03F0: (unknown)  0 
0002: jump £Label11C26D
0002: jump £Label11B5CB

:Label11B5BC
00BC: text_highpriority "RACES19"  3000 ms  1  ;; You cannot afford to enter this race.

:Label11B5CB
00D6: if  0
0038:   $1D1E ==  5  ;; integer values
004D: jump_if_false £Label11B620
00D6: if  0
010A:   player $PLAYER_CHAR money >  4999
004D: jump_if_false £Label11B611
0109: player $PLAYER_CHAR money += -5000
0108: destroy_object $1D05
03E6: remove_text_box
03F0: (unknown)  0 
0002: jump £Label11C8CF
0002: jump £Label11B620

:Label11B611
00BC: text_highpriority "RACES19"  3000 ms  1  ;; You cannot afford to enter this race.

:Label11B620
00D6: if  0
0038:   $1D1E ==  6  ;; integer values
004D: jump_if_false £Label11B675
00D6: if  0
010A:   player $PLAYER_CHAR money >  9999
004D: jump_if_false £Label11B666
0109: player $PLAYER_CHAR money += -10000
0108: destroy_object $1D06
03E6: remove_text_box
03F0: (unknown)  0 
0002: jump £Label11CF6D
0002: jump £Label11B675

:Label11B666
00BC: text_highpriority "RACES19"  3000 ms  1  ;; You cannot afford to enter this race.

:Label11B675
0002: jump £Label11B695

:Label11B67C
00D6: if  0
0038:   $1D1D ==  0  ;; integer values
004D: jump_if_false £Label11B695
0004: $1D1D =  1  ;; integer values

:Label11B695
0002: jump £Label11A1C5

:Label11B69C
0340: set_text_draw_color  180  180  180  255
0341: unknown_text_stuff  1
03E4: unknown_text_stuff  0
0343: set_text_linewidth  500.0
0348: (unknown)  1 
0342: (unknown)  0 
0345: (unknown)  0 
0051: return

:Label11B6C7
00D6: if  0
0038:   $634 ==  0  ;; integer values
004D: jump_if_false £Label11B6DB
0317: increment_mission_attempts

:Label11B6DB
0004: $1D19 =  23  ;; integer values
0005: $1D50 = -1381.918  ;; floating-point values
0005: $1D51 = -781.2508  ;; floating-point values
0005: $1D52 =  13.6582  ;; floating-point values
0005: $1D53 = -1336.543  ;; floating-point values
0005: $1D54 = -783.221  ;; floating-point values
0005: $1D55 =  13.6582  ;; floating-point values
0005: $1D56 = -1278.385  ;; floating-point values
0005: $1D57 = -783.2156  ;; floating-point values
0005: $1D58 =  13.6582  ;; floating-point values
0005: $1D59 = -1258.049  ;; floating-point values
0005: $1D5A = -762.8456  ;; floating-point values
0005: $1D5B =  13.6582  ;; floating-point values
0005: $1D5C = -1258.104  ;; floating-point values
0005: $1D5D = -695.624  ;; floating-point values
0005: $1D5E =  13.6582  ;; floating-point values
0005: $1D5F = -1261.048  ;; floating-point values
0005: $1D60 = -569.8616  ;; floating-point values
0005: $1D61 =  9.6582  ;; floating-point values
0005: $1D62 = -1320.283  ;; floating-point values
0005: $1D63 = -558.813  ;; floating-point values
0005: $1D64 =  7.4568  ;; floating-point values
0005: $1D65 = -1425.424  ;; floating-point values
0005: $1D66 = -558.7655  ;; floating-point values
0005: $1D67 =  6.7282  ;; floating-point values
0005: $1D68 = -1514.076  ;; floating-point values
0005: $1D69 = -558.7275  ;; floating-point values
0005: $1D6A =  6.7207  ;; floating-point values
0005: $1D6B = -1657.351  ;; floating-point values
0005: $1D6C = -558.9381  ;; floating-point values
0005: $1D6D =  6.7207  ;; floating-point values
0005: $1D6E = -1779.238  ;; floating-point values
0005: $1D6F = -561.8121  ;; floating-point values
0005: $1D70 =  6.7207  ;; floating-point values
0005: $1D71 = -1791.55  ;; floating-point values
0005: $1D72 = -638.3821  ;; floating-point values
0005: $1D73 =  10.4712  ;; floating-point values
0005: $1D74 = -1771.568  ;; floating-point values
0005: $1D75 = -690.8166  ;; floating-point values
0005: $1D76 =  13.6582  ;; floating-point values
0005: $1D77 = -1748.326  ;; floating-point values
0005: $1D78 = -664.5505  ;; floating-point values
0005: $1D79 =  13.6509  ;; floating-point values
0005: $1D7A = -1743.892  ;; floating-point values
0005: $1D7B = -557.9755  ;; floating-point values
0005: $1D7C =  13.651  ;; floating-point values
0005: $1D7D = -1650.822  ;; floating-point values
0005: $1D7E = -548.6134  ;; floating-point values
0005: $1D7F =  13.651  ;; floating-point values
0005: $1D80 = -1553.458  ;; floating-point values
0005: $1D81 = -548.5882  ;; floating-point values
0005: $1D82 =  13.651  ;; floating-point values
0005: $1D83 = -1530.331  ;; floating-point values
0005: $1D84 = -620.5998  ;; floating-point values
0005: $1D85 =  13.651  ;; floating-point values
0005: $1D86 = -1530.394  ;; floating-point values
0005: $1D87 = -690.6783  ;; floating-point values
0005: $1D88 =  13.6582  ;; floating-point values
0005: $1D89 = -1527.139  ;; floating-point values
0005: $1D8A = -772.0657  ;; floating-point values
0005: $1D8B =  13.6582  ;; floating-point values
0005: $1D8C = -1480.242  ;; floating-point values
0005: $1D8D = -782.8588  ;; floating-point values
0005: $1D8E =  13.6591  ;; floating-point values
0005: $1D8F = -1437.349  ;; floating-point values
0005: $1D90 = -830.7875  ;; floating-point values
0005: $1D91 =  13.6  ;; floating-point values
0005: $1D92 = -1402.194  ;; floating-point values
0005: $1D93 = -783.8462  ;; floating-point values
0005: $1D94 =  13.6583  ;; floating-point values
0005: $1D95 = -1363.599  ;; floating-point values
0005: $1D96 = -783.2463  ;; floating-point values
0005: $1D97 =  13.6728  ;; floating-point values
0005: $12F5 = -1376.668  ;; floating-point values
0005: $12F6 = -785.4619  ;; floating-point values
0005: $12F7 =  13.6583  ;; floating-point values
0005: $12F8 = -1381.918  ;; floating-point values
0005: $12F9 = -785.4619  ;; floating-point values
0005: $12FA =  13.6583  ;; floating-point values
0005: $12FB = -1376.668  ;; floating-point values
0005: $12FC = -781.2508  ;; floating-point values
0005: $12FD =  13.6582  ;; floating-point values
0005: $1D2C =  270.0  ;; floating-point values
0005: $1D35 = -1400.423  ;; floating-point values
0005: $1D36 = -788.7123  ;; floating-point values
0005: $1D37 =  12.2184  ;; floating-point values
0005: $1D38 = -1284.43  ;; floating-point values
0005: $1D39 = -778.7008  ;; floating-point values
0005: $1D3A =  27.3309  ;; floating-point values
0002: jump £Label11DD8B

:Label11BA59
00D6: if  0
0038:   $635 ==  0  ;; integer values
004D: jump_if_false £Label11BA6D
0317: increment_mission_attempts

:Label11BA6D
0004: $1D19 =  25  ;; integer values
0005: $1D50 =  467.1591  ;; floating-point values
0005: $1D51 = -364.1488  ;; floating-point values
0005: $1D52 =  9.3083  ;; floating-point values
0005: $1D53 =  501.4334  ;; floating-point values
0005: $1D54 = -376.6612  ;; floating-point values
0005: $1D55 =  9.8585  ;; floating-point values
0005: $1D56 =  499.6485  ;; floating-point values
0005: $1D57 = -453.183  ;; floating-point values
0005: $1D58 =  9.8615  ;; floating-point values
0005: $1D59 =  476.2756  ;; floating-point values
0005: $1D5A = -575.4393  ;; floating-point values
0005: $1D5B =  9.8615  ;; floating-point values
0005: $1D5C =  427.9059  ;; floating-point values
0005: $1D5D = -681.8521  ;; floating-point values
0005: $1D5E =  9.8615  ;; floating-point values
0005: $1D5F =  362.8138  ;; floating-point values
0005: $1D60 = -824.1959  ;; floating-point values
0005: $1D61 =  9.8616  ;; floating-point values
0005: $1D62 =  307.6837  ;; floating-point values
0005: $1D63 = -946.3491  ;; floating-point values
0005: $1D64 =  9.8615  ;; floating-point values
0005: $1D65 =  278.2833  ;; floating-point values
0005: $1D66 = -1126.979  ;; floating-point values
0005: $1D67 =  9.8615  ;; floating-point values
0005: $1D68 =  241.8716  ;; floating-point values
0005: $1D69 = -1314.508  ;; floating-point values
0005: $1D6A =  9.8616  ;; floating-point values
0005: $1D6B =  219.7843  ;; floating-point values
0005: $1D6C = -1418.322  ;; floating-point values
0005: $1D6D =  9.8615  ;; floating-point values
0005: $1D6E =  189.6915  ;; floating-point values
0005: $1D6F = -1494.735  ;; floating-point values
0005: $1D70 =  9.8616  ;; floating-point values
0005: $1D71 =  147.4525  ;; floating-point values
0005: $1D72 = -1571.244  ;; floating-point values
0005: $1D73 =  9.8616  ;; floating-point values
0005: $1D74 =  99.1483  ;; floating-point values
0005: $1D75 = -1588.395  ;; floating-point values
0005: $1D76 =  9.2481  ;; floating-point values
0005: $1D77 =  97.8935  ;; floating-point values
0005: $1D78 = -1519.795  ;; floating-point values
0005: $1D79 =  9.2418  ;; floating-point values
0005: $1D7A =  124.2335  ;; floating-point values
0005: $1D7B = -1445.51  ;; floating-point values
0005: $1D7C =  9.2418  ;; floating-point values
0005: $1D7D =  162.9207  ;; floating-point values
0005: $1D7E = -1334.057  ;; floating-point values
0005: $1D7F =  9.2418  ;; floating-point values
0005: $1D80 =  174.8059  ;; floating-point values
0005: $1D81 = -1231.018  ;; floating-point values
0005: $1D82 =  9.2418  ;; floating-point values
0005: $1D83 =  186.8894  ;; floating-point values
0005: $1D84 = -1129.81  ;; floating-point values
0005: $1D85 =  9.2418  ;; floating-point values
0005: $1D86 =  211.3841  ;; floating-point values
0005: $1D87 = -1017.686  ;; floating-point values
0005: $1D88 =  9.2418  ;; floating-point values
0005: $1D89 =  228.4807  ;; floating-point values
0005: $1D8A = -932.9751  ;; floating-point values
0005: $1D8B =  8.9034  ;; floating-point values
0005: $1D8C =  270.2189  ;; floating-point values
0005: $1D8D = -851.367  ;; floating-point values
0005: $1D8E =  8.9777  ;; floating-point values
0005: $1D8F =  327.7973  ;; floating-point values
0005: $1D90 = -732.2568  ;; floating-point values
0005: $1D91 =  8.9778  ;; floating-point values
0005: $1D92 =  372.8638  ;; floating-point values
0005: $1D93 = -623.2525  ;; floating-point values
0005: $1D94 =  8.9778  ;; floating-point values
0005: $1D95 =  419.3767  ;; floating-point values
0005: $1D96 = -525.2839  ;; floating-point values
0005: $1D97 =  8.9778  ;; floating-point values
0005: $1D98 =  448.2071  ;; floating-point values
0005: $1D99 = -373.7212  ;; floating-point values
0005: $1D9A =  8.9777  ;; floating-point values
0005: $1D9B =  484.4896  ;; floating-point values
0005: $1D9C = -370.8366  ;; floating-point values
0005: $1D9D =  9.7451  ;; floating-point values
0005: $12F5 =  473.6366  ;; floating-point values
0005: $12F6 = -372.6079  ;; floating-point values
0005: $12F7 =  9.461  ;; floating-point values
0005: $12F8 =  467.1591  ;; floating-point values
0005: $12F9 = -370.8961  ;; floating-point values
0005: $12FA =  9.2859  ;; floating-point values
0005: $12FB =  473.6366  ;; floating-point values
0005: $12FC = -364.1488  ;; floating-point values
0005: $12FD =  9.3083  ;; floating-point values
0005: $1D2C =  255.0  ;; floating-point values
0005: $1D35 =  461.5594  ;; floating-point values
0005: $1D36 = -374.7564  ;; floating-point values
0005: $1D37 =  9.0675  ;; floating-point values
0005: $1D38 =  512.8641  ;; floating-point values
0005: $1D39 = -368.6559  ;; floating-point values
0005: $1D3A =  27.1193  ;; floating-point values
0002: jump £Label11DD8B

:Label11BE27
00D6: if  0
0038:   $636 ==  0  ;; integer values
004D: jump_if_false £Label11BE3B
0317: increment_mission_attempts

:Label11BE3B
0004: $1D19 =  28  ;; integer values
0005: $1D50 = -1181.32  ;; floating-point values
0005: $1D51 = -665.8813  ;; floating-point values
0005: $1D52 =  10.4318  ;; floating-point values
0005: $1D53 = -1186.549  ;; floating-point values
0005: $1D54 = -614.5401  ;; floating-point values
0005: $1D55 =  10.4318  ;; floating-point values
0005: $1D56 = -1142.018  ;; floating-point values
0005: $1D57 = -592.1671  ;; floating-point values
0005: $1D58 =  10.4322  ;; floating-point values
0005: $1D59 = -1081.837  ;; floating-point values
0005: $1D5A = -570.2073  ;; floating-point values
0005: $1D5B =  9.9434  ;; floating-point values
0005: $1D5C = -1109.015  ;; floating-point values
0005: $1D5D = -492.9245  ;; floating-point values
0005: $1D5E =  9.7679  ;; floating-point values
0005: $1D5F = -1167.683  ;; floating-point values
0005: $1D60 = -501.2699  ;; floating-point values
0005: $1D61 =  9.7679  ;; floating-point values
0005: $1D62 = -1199.678  ;; floating-point values
0005: $1D63 = -445.729  ;; floating-point values
0005: $1D64 =  9.7359  ;; floating-point values
0005: $1D65 = -1207.559  ;; floating-point values
0005: $1D66 = -373.1393  ;; floating-point values
0005: $1D67 =  9.7359  ;; floating-point values
0005: $1D68 = -1175.821  ;; floating-point values
0005: $1D69 = -331.3841  ;; floating-point values
0005: $1D6A =  9.674  ;; floating-point values
0005: $1D6B = -1187.148  ;; floating-point values
0005: $1D6C = -225.0972  ;; floating-point values
0005: $1D6D =  10.4116  ;; floating-point values
0005: $1D6E = -1167.117  ;; floating-point values
0005: $1D6F = -94.6856  ;; floating-point values
0005: $1D70 =  10.4133  ;; floating-point values
0005: $1D71 = -1068.153  ;; floating-point values
0005: $1D72 = -51.3555  ;; floating-point values
0005: $1D73 =  10.23  ;; floating-point values
0005: $1D74 = -1070.626  ;; floating-point values
0005: $1D75 =  46.5132  ;; floating-point values
0005: $1D76 =  10.2301  ;; floating-point values
0005: $1D77 = -1068.507  ;; floating-point values
0005: $1D78 =  122.7926  ;; floating-point values
0005: $1D79 =  10.2288  ;; floating-point values
0005: $1D7A = -1023.862  ;; floating-point values
0005: $1D7B =  183.5805  ;; floating-point values
0005: $1D7C =  10.2292  ;; floating-point values
0005: $1D7D = -1005.554  ;; floating-point values
0005: $1D7E =  303.4343  ;; floating-point values
0005: $1D7F =  10.227  ;; floating-point values
0005: $1D80 = -932.2478  ;; floating-point values
0005: $1D81 =  321.5445  ;; floating-point values
0005: $1D82 =  10.2287  ;; floating-point values
0005: $1D83 = -810.822  ;; floating-point values
0005: $1D84 =  308.4724  ;; floating-point values
0005: $1D85 =  10.2199  ;; floating-point values
0005: $1D86 = -722.9102  ;; floating-point values
0005: $1D87 =  266.282  ;; floating-point values
0005: $1D88 =  9.8848  ;; floating-point values
0005: $1D89 = -747.9127  ;; floating-point values
0005: $1D8A =  138.419  ;; floating-point values
0005: $1D8B =  9.8853  ;; floating-point values
0005: $1D8C = -814.0344  ;; floating-point values
0005: $1D8D =  1.5536  ;; floating-point values
0005: $1D8E =  10.0634  ;; floating-point values
0005: $1D8F = -969.6165  ;; floating-point values
0005: $1D90 =  31.9538  ;; floating-point values
0005: $1D91 =  9.5014  ;; floating-point values
0005: $1D92 = -983.0366  ;; floating-point values
0005: $1D93 = -94.5914  ;; floating-point values
0005: $1D94 =  9.5016  ;; floating-point values
0005: $1D95 = -978.7145  ;; floating-point values
0005: $1D96 = -271.9747  ;; floating-point values
0005: $1D97 =  9.5334  ;; floating-point values
0005: $1D98 = -862.6591  ;; floating-point values
0005: $1D99 = -306.7586  ;; floating-point values
0005: $1D9A =  9.8785  ;; floating-point values
0005: $1D9B = -865.6099  ;; floating-point values
0005: $1D9C = -410.9057  ;; floating-point values
0005: $1D9D =  9.8857  ;; floating-point values
0005: $1D9E = -845.0103  ;; floating-point values
0005: $1D9F = -553.1681  ;; floating-point values
0005: $1DA0 =  9.8859  ;; floating-point values
0005: $1DA1 = -852.1738  ;; floating-point values
0005: $1DA2 = -650.9092  ;; floating-point values
0005: $1DA3 =  10.0679  ;; floating-point values
0005: $1DA4 = -987.7121  ;; floating-point values
0005: $1DA5 = -667.091  ;; floating-point values
0005: $1DA6 =  10.5813  ;; floating-point values
0005: $1DA7 = -1165.868  ;; floating-point values
0005: $1DA8 = -688.9201  ;; floating-point values
0005: $1DA9 =  10.4362  ;; floating-point values
0005: $12F5 = -1178.164  ;; floating-point values
0005: $12F6 = -659.4622  ;; floating-point values
0005: $12F7 =  10.4318  ;; floating-point values
0005: $12F8 = -1177.322  ;; floating-point values
0005: $12F9 = -665.8813  ;; floating-point values
0005: $12FA =  10.4318  ;; floating-point values
0005: $12FB = -1182.12  ;; floating-point values
0005: $12FC = -659.4622  ;; floating-point values
0005: $12FD =  10.4318  ;; floating-point values
0005: $1D2C =  7.5  ;; floating-point values
0005: $1D35 = -1182.284  ;; floating-point values
0005: $1D36 = -682.7609  ;; floating-point values
0005: $1D37 =  8.6995  ;; floating-point values
0005: $1D38 = -1181.638  ;; floating-point values
0005: $1D39 = -612.6847  ;; floating-point values
0005: $1D3A =  18.658  ;; floating-point values
0002: jump £Label11DD8B

:Label11C26D
00D6: if  0
0038:   $637 ==  0  ;; integer values
004D: jump_if_false £Label11C281
0317: increment_mission_attempts

:Label11C281
0004: $1D19 =  46  ;; integer values
0005: $1D50 =  199.3  ;; floating-point values
0005: $1D51 = -349.2  ;; floating-point values
0005: $1D52 =  9.4879  ;; floating-point values
0005: $1D53 =  185.792  ;; floating-point values
0005: $1D54 = -435.777  ;; floating-point values
0005: $1D55 =  9.8329  ;; floating-point values
0005: $1D56 =  182.935  ;; floating-point values
0005: $1D57 = -512.916  ;; floating-point values
0005: $1D58 =  10.0699  ;; floating-point values
0005: $1D59 =  178.174  ;; floating-point values
0005: $1D5A = -595.769  ;; floating-point values
0005: $1D5B =  15.5328  ;; floating-point values
0005: $1D5C =  164.841  ;; floating-point values
0005: $1D5D = -703.383  ;; floating-point values
0005: $1D5E =  9.4007  ;; floating-point values
0005: $1D5F =  125.795  ;; floating-point values
0005: $1D60 = -797.664  ;; floating-point values
0005: $1D61 =  9.278  ;; floating-point values
0005: $1D62 =  53.418  ;; floating-point values
0005: $1D63 = -863.375  ;; floating-point values
0005: $1D64 =  9.278  ;; floating-point values
0005: $1D65 = -41.8154  ;; floating-point values
0005: $1D66 = -872.898  ;; floating-point values
0005: $1D67 =  9.2782  ;; floating-point values
0005: $1D68 = -103.717  ;; floating-point values
0005: $1D69 = -920.515  ;; floating-point values
0005: $1D6A =  9.2839  ;; floating-point values
0005: $1D6B = -84.6704  ;; floating-point values
0005: $1D6C = -1012.89  ;; floating-point values
0005: $1D6D =  9.2761  ;; floating-point values
0005: $1D6E = -89.4321  ;; floating-point values
0005: $1D6F = -1080.51  ;; floating-point values
0005: $1D70 =  9.2859  ;; floating-point values
0005: $1D71 = -170.38  ;; floating-point values
0005: $1D72 = -1099.55  ;; floating-point values
0005: $1D73 =  9.2781  ;; floating-point values
0005: $1D74 = -196.093  ;; floating-point values
0005: $1D75 = -1126.22  ;; floating-point values
0005: $1D76 =  9.2858  ;; floating-point values
0005: $1D77 = -201.807  ;; floating-point values
0005: $1D78 = -1206.21  ;; floating-point values
0005: $1D79 =  9.278  ;; floating-point values
0005: $1D7A = -200.855  ;; floating-point values
0005: $1D7B = -1281.45  ;; floating-point values
0005: $1D7C =  9.278  ;; floating-point values
0005: $1D7D = -186.57  ;; floating-point values
0005: $1D7E = -1360.49  ;; floating-point values
0005: $1D7F =  9.2858  ;; floating-point values
0005: $1D80 = -153.238  ;; floating-point values
0005: $1D81 = -1454.77  ;; floating-point values
0005: $1D82 =  9.2858  ;; floating-point values
0005: $1D83 = -102.765  ;; floating-point values
0005: $1D84 = -1546.2  ;; floating-point values
0005: $1D85 =  9.2858  ;; floating-point values
0005: $1D86 = -44.6724  ;; floating-point values
0005: $1D87 = -1577.62  ;; floating-point values
0005: $1D88 =  9.2464  ;; floating-point values
0005: $1D89 = -8.48371  ;; floating-point values
0005: $1D8A = -1550.96  ;; floating-point values
0005: $1D8B =  9.278  ;; floating-point values
0005: $1D8C =  .0873  ;; floating-point values
0005: $1D8D = -1465.25  ;; floating-point values
0005: $1D8E =  9.2779  ;; floating-point values
0005: $1D8F =  41.0376  ;; floating-point values
0005: $1D90 = -1381.44  ;; floating-point values
0005: $1D91 =  9.278  ;; floating-point values
0005: $1D92 =  68.6553  ;; floating-point values
0005: $1D93 = -1302.4  ;; floating-point values
0005: $1D94 =  9.278  ;; floating-point values
0005: $1D95 =  80.0833  ;; floating-point values
0005: $1D96 = -1209.07  ;; floating-point values
0005: $1D97 =  9.278  ;; floating-point values
0005: $1D98 =  83.8926  ;; floating-point values
0005: $1D99 = -1133.84  ;; floating-point values
0005: $1D9A =  9.2858  ;; floating-point values
0005: $1D9B =  78.1786  ;; floating-point values
0005: $1D9C = -1047.17  ;; floating-point values
0005: $1D9D =  9.278  ;; floating-point values
0005: $1D9E =  82.9403  ;; floating-point values
0005: $1D9F = -956.703  ;; floating-point values
0005: $1DA0 =  9.2613  ;; floating-point values
0005: $1DA1 =  125.795  ;; floating-point values
0005: $1DA2 = -885.278  ;; floating-point values
0005: $1DA3 =  9.2465  ;; floating-point values
0005: $1DA4 =  175.317  ;; floating-point values
0005: $1DA5 = -813.853  ;; floating-point values
0005: $1DA6 =  9.2465  ;; floating-point values
0005: $1DA7 =  217.219  ;; floating-point values
0005: $1DA8 = -750.047  ;; floating-point values
0005: $1DA9 =  9.2465  ;; floating-point values
0005: $1DAA =  237.218  ;; floating-point values
0005: $1DAB = -685.288  ;; floating-point values
0005: $1DAC =  9.2372  ;; floating-point values
0005: $1DAD =  261.979  ;; floating-point values
0005: $1DAE = -594.816  ;; floating-point values
0005: $1DAF =  8.8297  ;; floating-point values
0005: $1DB0 =  302.929  ;; floating-point values
0005: $1DB1 = -525.296  ;; floating-point values
0005: $1DB2 =  8.8297  ;; floating-point values
0005: $1DB3 =  365.783  ;; floating-point values
0005: $1DB4 = -448.157  ;; floating-point values
0005: $1DB5 =  8.8482  ;; floating-point values
0005: $1DB6 =  418.162  ;; floating-point values
0005: $1DB7 = -403.397  ;; floating-point values
0005: $1DB8 =  8.8482  ;; floating-point values
0005: $1DB9 =  454.35  ;; floating-point values
0005: $1DBA = -352.924  ;; floating-point values
0005: $1DBB =  8.9641  ;; floating-point values
0005: $1DBC =  478.159  ;; floating-point values
0005: $1DBD = -243.405  ;; floating-point values
0005: $1DBE =  11.3418  ;; floating-point values
0005: $1DBF =  482.92  ;; floating-point values
0005: $1DC0 = -139.601  ;; floating-point values
0005: $1DC1 =  9.1372  ;; floating-point values
0005: $1DC2 =  519.109  ;; floating-point values
0005: $1DC3 = -68.1758  ;; floating-point values
0005: $1DC4 =  9.5878  ;; floating-point values
0005: $1DC5 =  502.919  ;; floating-point values
0005: $1DC6 = -1.51244  ;; floating-point values
0005: $1DC7 =  10.0202  ;; floating-point values
0005: $1DC8 =  483.873  ;; floating-point values
0005: $1DC9 =  97.5303  ;; floating-point values
0005: $1DCA =  10.304  ;; floating-point values
0005: $1DCB =  431.494  ;; floating-point values
0005: $1DCC =  56.5799  ;; floating-point values
0005: $1DCD =  10.1727  ;; floating-point values
0005: $1DCE =  370.545  ;; floating-point values
0005: $1DCF =  9.91558  ;; floating-point values
0005: $1DD0 =  10.3602  ;; floating-point values
0005: $1DD1 =  326.738  ;; floating-point values
0005: $1DD2 = -26.2731  ;; floating-point values
0005: $1DD3 =  9.9985  ;; floating-point values
0005: $1DD4 =  310.548  ;; floating-point values
0005: $1DD5 = -109.126  ;; floating-point values
0005: $1DD6 =  10.2687  ;; floating-point values
0005: $1DD7 =  273.407  ;; floating-point values
0005: $1DD8 = -185.313  ;; floating-point values
0005: $1DD9 =  9.8572  ;; floating-point values
0005: $1DDA =  230.552  ;; floating-point values
0005: $1DDB = -266.261  ;; floating-point values
0005: $1DDC =  10.962  ;; floating-point values
0005: $1DDD =  200.295  ;; floating-point values
0005: $1DDE = -367.055  ;; floating-point values
0005: $1DDF =  9.6223  ;; floating-point values
0005: $12F5 =  204.1  ;; floating-point values
0005: $12F6 = -349.2  ;; floating-point values
0005: $12F7 =  9.4879  ;; floating-point values
0005: $12F8 =  197.8  ;; floating-point values
0005: $12F9 = -356.3  ;; floating-point values
0005: $12FA =  9.4879  ;; floating-point values
0005: $12FB =  202.6  ;; floating-point values
0005: $12FC = -356.3  ;; floating-point values
0005: $12FD =  9.4879  ;; floating-point values
0005: $1D2C =  165.3  ;; floating-point values
0005: $1D35 =  168.896  ;; floating-point values
0005: $1D36 = -416.393  ;; floating-point values
0005: $1D37 =  0.0  ;; floating-point values
0005: $1D38 =  221.475  ;; floating-point values
0005: $1D39 = -347.636  ;; floating-point values
0005: $1D3A =  30.0  ;; floating-point values
0002: jump £Label11DD8B

:Label11C8CF
00D6: if  0
0038:   $638 ==  0  ;; integer values
004D: jump_if_false £Label11C8E3
0317: increment_mission_attempts

:Label11C8E3
0004: $1D19 =  48  ;; integer values
0005: $1D50 =  192.0803  ;; floating-point values
0005: $1D51 = -379.4206  ;; floating-point values
0005: $1D52 =  9.6766  ;; floating-point values
0005: $1D53 =  221.582  ;; floating-point values
0005: $1D54 = -289.187  ;; floating-point values
0005: $1D55 =  11.361  ;; floating-point values
0005: $1D56 =  253.71  ;; floating-point values
0005: $1D57 = -223.936  ;; floating-point values
0005: $1D58 =  9.8523  ;; floating-point values
0005: $1D59 =  295.899  ;; floating-point values
0005: $1D5A = -134.766  ;; floating-point values
0005: $1D5B =  11.1339  ;; floating-point values
0005: $1D5C =  329.479  ;; floating-point values
0005: $1D5D = -17.6297  ;; floating-point values
0005: $1D5E =  10.3388  ;; floating-point values
0005: $1D5F =  388.747  ;; floating-point values
0005: $1D60 =  20.8195  ;; floating-point values
0005: $1D61 =  14.1745  ;; floating-point values
0005: $1D62 =  444.209  ;; floating-point values
0005: $1D63 =  89.5439  ;; floating-point values
0005: $1D64 =  9.9166  ;; floating-point values
0005: $1D65 =  399.599  ;; floating-point values
0005: $1D66 =  201.673  ;; floating-point values
0005: $1D67 =  9.85  ;; floating-point values
0005: $1D68 =  427.329  ;; floating-point values
0005: $1D69 =  305.363  ;; floating-point values
0005: $1D6A =  10.4397  ;; floating-point values
0005: $1D6B =  444.635  ;; floating-point values
0005: $1D6C =  408.029  ;; floating-point values
0005: $1D6D =  10.4397  ;; floating-point values
0005: $1D6E =  470.734  ;; floating-point values
0005: $1D6F =  504.302  ;; floating-point values
0005: $1D70 =  10.483  ;; floating-point values
0005: $1D71 =  496.054  ;; floating-point values
0005: $1D72 =  656.219  ;; floating-point values
0005: $1D73 =  9.8803  ;; floating-point values
0005: $1D74 =  547.899  ;; floating-point values
0005: $1D75 =  751.469  ;; floating-point values
0005: $1D76 =  10.1808  ;; floating-point values
0005: $1D77 =  556.338  ;; floating-point values
0005: $1D78 =  891.329  ;; floating-point values
0005: $1D79 =  13.5641  ;; floating-point values
0005: $1D7A =  512.934  ;; floating-point values
0005: $1D7B =  1004.66  ;; floating-point values
0005: $1D7C =  16.9283  ;; floating-point values
0005: $1D7D =  500.877  ;; floating-point values
0005: $1D7E =  1121.62  ;; floating-point values
0005: $1D7F =  15.2929  ;; floating-point values
0005: $1D80 =  522.579  ;; floating-point values
0005: $1D81 =  1232.54  ;; floating-point values
0005: $1D82 =  15.2502  ;; floating-point values
0005: $1D83 =  432.152  ;; floating-point values
0005: $1D84 =  1281.97  ;; floating-point values
0005: $1D85 =  16.0003  ;; floating-point values
0005: $1D86 =  316.406  ;; floating-point values
0005: $1D87 =  1281.97  ;; floating-point values
0005: $1D88 =  16.1761  ;; floating-point values
0005: $1D89 =  219.951  ;; floating-point values
0005: $1D8A =  1243.39  ;; floating-point values
0005: $1D8B =  16.18  ;; floating-point values
0005: $1D8C =  283.852  ;; floating-point values
0005: $1D8D =  1198.78  ;; floating-point values
0005: $1D8E =  16.7968  ;; floating-point values
0005: $1D8F =  270.59  ;; floating-point values
0005: $1D90 =  1121.62  ;; floating-point values
0005: $1D91 =  18.3989  ;; floating-point values
0005: $1D92 =  307.966  ;; floating-point values
0005: $1D93 =  1023.95  ;; floating-point values
0005: $1D94 =  11.9725  ;; floating-point values
0005: $1D95 =  320.023  ;; floating-point values
0005: $1D96 =  913.031  ;; floating-point values
0005: $1D97 =  9.8582  ;; floating-point values
0005: $1D98 =  294.703  ;; floating-point values
0005: $1D99 =  800.902  ;; floating-point values
0005: $1D9A =  9.849  ;; floating-point values
0005: $1D9B =  219.951  ;; floating-point values
0005: $1D9C =  721.326  ;; floating-point values
0005: $1D9D =  9.849  ;; floating-point values
0005: $1D9E =  177.751  ;; floating-point values
0005: $1D9F =  671.893  ;; floating-point values
0005: $1DA0 =  9.849  ;; floating-point values
0005: $1DA1 =  246.476  ;; floating-point values
0005: $1DA2 =  667.07  ;; floating-point values
0005: $1DA3 =  9.8548  ;; floating-point values
0005: $1DA4 =  334.491  ;; floating-point values
0005: $1DA5 =  670.687  ;; floating-point values
0005: $1DA6 =  9.8524  ;; floating-point values
0005: $1DA7 =  380.307  ;; floating-point values
0005: $1DA8 =  644.162  ;; floating-point values
0005: $1DA9 =  10.0442  ;; floating-point values
0005: $1DAA =  383.925  ;; floating-point values
0005: $1DAB =  557.352  ;; floating-point values
0005: $1DAC =  10.3795  ;; floating-point values
0005: $1DAD =  380.307  ;; floating-point values
0005: $1DAE =  487.422  ;; floating-point values
0005: $1DAF =  10.6054  ;; floating-point values
0005: $1DB0 =  486.408  ;; floating-point values
0005: $1DB1 =  480.188  ;; floating-point values
0005: $1DB2 =  10.4553  ;; floating-point values
0005: $1DB3 =  534.636  ;; floating-point values
0005: $1DB4 =  457.28  ;; floating-point values
0005: $1DB5 =  9.8644  ;; floating-point values
0005: $1DB6 =  515.345  ;; floating-point values
0005: $1DB7 =  352.385  ;; floating-point values
0005: $1DB8 =  9.8673  ;; floating-point values
0005: $1DB9 =  500.877  ;; floating-point values
0005: $1DBA =  245.078  ;; floating-point values
0005: $1DBB =  9.9013  ;; floating-point values
0005: $1DBC =  504.494  ;; floating-point values
0005: $1DBD =  138.977  ;; floating-point values
0005: $1DBE =  9.866  ;; floating-point values
0005: $1DBF =  477.969  ;; floating-point values
0005: $1DC0 =  94.3666  ;; floating-point values
0005: $1DC1 =  10.1941  ;; floating-point values
0005: $1DC2 =  394.776  ;; floating-point values
0005: $1DC3 =  25.6422  ;; floating-point values
0005: $1DC4 =  14.5354  ;; floating-point values
0005: $1DC5 =  328.463  ;; floating-point values
0005: $1DC6 = -33.4368  ;; floating-point values
0005: $1DC7 =  9.8861  ;; floating-point values
0005: $1DC8 =  300.732  ;; floating-point values
0005: $1DC9 = -127.481  ;; floating-point values
0005: $1DCA =  10.776  ;; floating-point values
0005: $1DCB =  289.881  ;; floating-point values
0005: $1DCC = -182.943  ;; floating-point values
0005: $1DCD =  10.4278  ;; floating-point values
0005: $1DCE =  368.251  ;; floating-point values
0005: $1DCF = -222.73  ;; floating-point values
0005: $1DD0 =  10.7668  ;; floating-point values
0005: $1DD1 =  359.811  ;; floating-point values
0005: $1DD2 = -303.512  ;; floating-point values
0005: $1DD3 =  10.8559  ;; floating-point values
0005: $1DD4 =  283.852  ;; floating-point values
0005: $1DD5 = -363.796  ;; floating-point values
0005: $1DD6 =  10.7751  ;; floating-point values
0005: $1DD7 =  233.213  ;; floating-point values
0005: $1DD8 = -425.287  ;; floating-point values
0005: $1DD9 =  10.7829  ;; floating-point values
0005: $1DDA =  217.539  ;; floating-point values
0005: $1DDB = -518.125  ;; floating-point values
0005: $1DDC =  10.7829  ;; floating-point values
0005: $1DDD =  181.368  ;; floating-point values
0005: $1DDE = -526.565  ;; floating-point values
0005: $1DDF =  10.5379  ;; floating-point values
0005: $1DE0 =  185.061  ;; floating-point values
0005: $1DE1 = -443.34  ;; floating-point values
0005: $1DE2 =  9.8402  ;; floating-point values
0005: $1DE3 =  198.248  ;; floating-point values
0005: $1DE4 = -371.03  ;; floating-point values
0005: $1DE5 =  9.5263  ;; floating-point values
0005: $12F5 =  198.214  ;; floating-point values
0005: $12F6 = -373.8071  ;; floating-point values
0005: $12F7 =  9.5658  ;; floating-point values
0005: $12F8 =  196.4444  ;; floating-point values
0005: $12F9 = -380.2955  ;; floating-point values
0005: $12FA =  9.6676  ;; floating-point values
0005: $12FB =  193.9106  ;; floating-point values
0005: $12FC = -372.1646  ;; floating-point values
0005: $12FD =  9.5608  ;; floating-point values
0005: $1D2C =  345.0  ;; floating-point values
0005: $1D35 =  181.057  ;; floating-point values
0005: $1D36 = -418.878  ;; floating-point values
0005: $1D37 =  0.0  ;; floating-point values
0005: $1D38 =  216.057  ;; floating-point values
0005: $1D39 = -328.878  ;; floating-point values
0005: $1D3A =  30.0  ;; floating-point values
0002: jump £Label11DD8B

:Label11CF6D
00D6: if  0
0038:   $639 ==  0  ;; integer values
004D: jump_if_false £Label11CF81
0317: increment_mission_attempts

:Label11CF81
0004: $1D19 =  112  ;; integer values
0005: $1D50 = -999.8854  ;; floating-point values
0005: $1D51 = -945.692  ;; floating-point values
0005: $1D52 =  13.6685  ;; floating-point values
0005: $1D53 = -929.153  ;; floating-point values
0005: $1D54 = -1029.48  ;; floating-point values
0005: $1D55 =  13.6592  ;; floating-point values
0005: $1D56 = -887.966  ;; floating-point values
0005: $1D57 = -1073.35  ;; floating-point values
0005: $1D58 =  13.6478  ;; floating-point values
0005: $1D59 = -824.396  ;; floating-point values
0005: $1D5A = -1040.23  ;; floating-point values
0005: $1D5B =  9.8895  ;; floating-point values
0005: $1D5C = -823.5  ;; floating-point values
0005: $1D5D = -946.213  ;; floating-point values
0005: $1D5E =  9.8871  ;; floating-point values
0005: $1D5F = -764.407  ;; floating-point values
0005: $1D60 = -925.62  ;; floating-point values
0005: $1D61 =  9.4575  ;; floating-point values
0005: $1D62 = -677.557  ;; floating-point values
0005: $1D63 = -930.992  ;; floating-point values
0005: $1D64 =  13.6473  ;; floating-point values
0005: $1D65 = -588.022  ;; floating-point values
0005: $1D66 = -932.782  ;; floating-point values
0005: $1D67 =  20.4283  ;; floating-point values
0005: $1D68 = -492.219  ;; floating-point values
0005: $1D69 = -932.782  ;; floating-point values
0005: $1D6A =  25.0643  ;; floating-point values
0005: $1D6B = -396.415  ;; floating-point values
0005: $1D6C = -935.468  ;; floating-point values
0005: $1D6D =  22.5963  ;; floating-point values
0005: $1D6E = -295.24  ;; floating-point values
0005: $1D6F = -939.05  ;; floating-point values
0005: $1D70 =  16.4214  ;; floating-point values
0005: $1D71 = -189.588  ;; floating-point values
0005: $1D72 = -930.096  ;; floating-point values
0005: $1D73 =  11.0187  ;; floating-point values
0005: $1D74 = -104.529  ;; floating-point values
0005: $1D75 = -895.177  ;; floating-point values
0005: $1D76 =  9.2782  ;; floating-point values
0005: $1D77 = -22.1561  ;; floating-point values
0005: $1D78 = -870.107  ;; floating-point values
0005: $1D79 =  9.2782  ;; floating-point values
0005: $1D7A =  73.6471  ;; floating-point values
0005: $1D7B = -858.468  ;; floating-point values
0005: $1D7C =  9.278  ;; floating-point values
0005: $1D7D =  131.845  ;; floating-point values
0005: $1D7E = -787.734  ;; floating-point values
0005: $1D7F =  9.278  ;; floating-point values
0005: $1D80 =  163.183  ;; floating-point values
0005: $1D81 = -706.257  ;; floating-point values
0005: $1D82 =  9.278  ;; floating-point values
0005: $1D83 =  173.032  ;; floating-point values
0005: $1D84 = -646.268  ;; floating-point values
0005: $1D85 =  15.1956  ;; floating-point values
0005: $1D86 =  178.404  ;; floating-point values
0005: $1D87 = -549.57  ;; floating-point values
0005: $1D88 =  10.69  ;; floating-point values
0005: $1D89 =  184.671  ;; floating-point values
0005: $1D8A = -452.871  ;; floating-point values
0005: $1D8B =  9.8402  ;; floating-point values
0005: $1D8C =  199.892  ;; floating-point values
0005: $1D8D = -365.126  ;; floating-point values
0005: $1D8E =  9.465  ;; floating-point values
0005: $1D8F =  224.962  ;; floating-point values
0005: $1D90 = -275.59  ;; floating-point values
0005: $1D91 =  10.9105  ;; floating-point values
0005: $1D92 =  268.835  ;; floating-point values
0005: $1D93 = -198.59  ;; floating-point values
0005: $1D94 =  9.8572  ;; floating-point values
0005: $1D95 =  308.231  ;; floating-point values
0005: $1D96 = -115.322  ;; floating-point values
0005: $1D97 =  9.8605  ;; floating-point values
0005: $1D98 =  327.928  ;; floating-point values
0005: $1D99 = -30.2626  ;; floating-point values
0005: $1D9A =  9.9096  ;; floating-point values
0005: $1D9B =  389.708  ;; floating-point values
0005: $1D9C =  20.7727  ;; floating-point values
0005: $1D9D =  14.2094  ;; floating-point values
0005: $1D9E =  447.011  ;; floating-point values
0005: $1D9F =  86.1337  ;; floating-point values
0005: $1DA0 =  9.8733  ;; floating-point values
0005: $1DA1 =  399.557  ;; floating-point values
0005: $1DA2 =  172.983  ;; floating-point values
0005: $1DA3 =  9.847  ;; floating-point values
0005: $1DA4 =  391.499  ;; floating-point values
0005: $1DA5 =  237.449  ;; floating-point values
0005: $1DA6 =  9.3895  ;; floating-point values
0005: $1DA7 =  340.463  ;; floating-point values
0005: $1DA8 =  253.565  ;; floating-point values
0005: $1DA9 =  10.1255  ;; floating-point values
0005: $1DAA =  334.196  ;; floating-point values
0005: $1DAB =  352.055  ;; floating-point values
0005: $1DAC =  10.4291  ;; floating-point values
0005: $1DAD =  349.417  ;; floating-point values
0005: $1DAE =  444.276  ;; floating-point values
0005: $1DAF =  10.4235  ;; floating-point values
0005: $1DB0 =  378.068  ;; floating-point values
0005: $1DB1 =  531.126  ;; floating-point values
0005: $1DB2 =  10.4235  ;; floating-point values
0005: $1DB3 =  382.545  ;; floating-point values
0005: $1DB4 =  607.231  ;; floating-point values
0005: $1DB5 =  10.4235  ;; floating-point values
0005: $1DB6 =  362.847  ;; floating-point values
0005: $1DB7 =  668.116  ;; floating-point values
0005: $1DB8 =  9.894  ;; floating-point values
0005: $1DB9 =  264.358  ;; floating-point values
0005: $1DBA =  669.906  ;; floating-point values
0005: $1DBB =  9.8524  ;; floating-point values
0005: $1DBC =  207.055  ;; floating-point values
0005: $1DBD =  657.371  ;; floating-point values
0005: $1DBE =  9.849  ;; floating-point values
0005: $1DBF =  178.404  ;; floating-point values
0005: $1DC0 =  670.802  ;; floating-point values
0005: $1DC1 =  9.849  ;; floating-point values
0005: $1DC2 =  196.311  ;; floating-point values
0005: $1DC3 =  707.511  ;; floating-point values
0005: $1DC4 =  9.849  ;; floating-point values
0005: $1DC5 =  272.416  ;; floating-point values
0005: $1DC6 =  765.71  ;; floating-point values
0005: $1DC7 =  9.8514  ;; floating-point values
0005: $1DC8 =  311.812  ;; floating-point values
0005: $1DC9 =  857.036  ;; floating-point values
0005: $1DCA =  9.8551  ;; floating-point values
0005: $1DCB =  318.975  ;; floating-point values
0005: $1DCC =  974.328  ;; floating-point values
0005: $1DCD =  10.6569  ;; floating-point values
0005: $1DCE =  293.905  ;; floating-point values
0005: $1DCF =  1067.44  ;; floating-point values
0005: $1DD0 =  12.0802  ;; floating-point values
0005: $1DD1 =  273.312  ;; floating-point values
0005: $1DD2 =  1139.07  ;; floating-point values
0005: $1DD3 =  20.0402  ;; floating-point values
0005: $1DD4 =  283.161  ;; floating-point values
0005: $1DD5 =  1200.85  ;; floating-point values
0005: $1DD6 =  16.7887  ;; floating-point values
0005: $1DD7 =  222.276  ;; floating-point values
0005: $1DD8 =  1234.88  ;; floating-point values
0005: $1DD9 =  16.18  ;; floating-point values
0005: $1DDA =  283.161  ;; floating-point values
0005: $1DDB =  1281.44  ;; floating-point values
0005: $1DDC =  16.1801  ;; floating-point values
0005: $1DDD =  383.441  ;; floating-point values
0005: $1DDE =  1281.44  ;; floating-point values
0005: $1DDF =  16.1761  ;; floating-point values
0005: $1DE0 =  472.976  ;; floating-point values
0005: $1DE1 =  1278.75  ;; floating-point values
0005: $1DE2 =  16.5197  ;; floating-point values
0005: $1DE3 =  518.639  ;; floating-point values
0005: $1DE4 =  1258.16  ;; floating-point values
0005: $1DE5 =  15.5517  ;; floating-point values
0005: $1DE6 =  508.79  ;; floating-point values
0005: $1DE7 =  1164.14  ;; floating-point values
0005: $1DE8 =  16.0812  ;; floating-point values
0005: $1DE9 =  499.837  ;; floating-point values
0005: $1DEA =  1074.61  ;; floating-point values
0005: $1DEB =  16.7323  ;; floating-point values
0005: $1DEC =  519.535  ;; floating-point values
0005: $1DED =  982.386  ;; floating-point values
0005: $1DEE =  16.9283  ;; floating-point values
0005: $1DEF =  552.878  ;; floating-point values
0005: $1DF0 =  901.804  ;; floating-point values
0005: $1DF1 =  13.8502  ;; floating-point values
0005: $1DF2 =  559.826  ;; floating-point values
0005: $1DF3 =  820.326  ;; floating-point values
0005: $1DF4 =  11.2706  ;; floating-point values
0005: $1DF5 =  544.605  ;; floating-point values
0005: $1DF6 =  726.314  ;; floating-point values
0005: $1DF7 =  9.9648  ;; floating-point values
0005: $1DF8 =  522.221  ;; floating-point values
0005: $1DF9 =  655.581  ;; floating-point values
0005: $1DFA =  9.9354  ;; floating-point values
0005: $1DFB =  419.255  ;; floating-point values
0005: $1DFC =  680.651  ;; floating-point values
0005: $1DFD =  10.2006  ;; floating-point values
0005: $1DFE =  421.045  ;; floating-point values
0005: $1DFF =  783.617  ;; floating-point values
0005: $1E00 =  10.2006  ;; floating-point values
0005: $1E01 =  424.627  ;; floating-point values
0005: $1E02 =  871.362  ;; floating-point values
0005: $1E03 =  10.1785  ;; floating-point values
0005: $1E04 =  404.929  ;; floating-point values
0005: $1E05 =  941.2  ;; floating-point values
0005: $1E06 =  11.4493  ;; floating-point values
0005: $1E07 =  303.754  ;; floating-point values
0005: $1E08 =  950.153  ;; floating-point values
0005: $1E09 =  20.4129  ;; floating-point values
0005: $1E0A =  190.939  ;; floating-point values
0005: $1E0B =  975.223  ;; floating-point values
0005: $1E0C =  23.2634  ;; floating-point values
0005: $1E0D =  94.2402  ;; floating-point values
0005: $1E0E =  987.758  ;; floating-point values
0005: $1E0F =  9.8228  ;; floating-point values
0005: $1E10 =  96.268  ;; floating-point values
0005: $1E11 =  908.967  ;; floating-point values
0005: $1E12 =  9.7065  ;; floating-point values
0005: $1E13 =  53.9491  ;; floating-point values
0005: $1E14 =  863.303  ;; floating-point values
0005: $1E15 =  9.7037  ;; floating-point values
0005: $1E16 =  10.972  ;; floating-point values
0005: $1E17 =  895.536  ;; floating-point values
0005: $1E18 =  9.7136  ;; floating-point values
0005: $1E19 =  32.4606  ;; floating-point values
0005: $1E1A =  986.863  ;; floating-point values
0005: $1E1B =  9.7345  ;; floating-point values
0005: $1E1C =  33.3559  ;; floating-point values
0005: $1E1D =  1057.6  ;; floating-point values
0005: $1E1E =  9.8576  ;; floating-point values
0005: $1E1F =  15.4488  ;; floating-point values
0005: $1E20 =  1107.74  ;; floating-point values
0005: $1E21 =  15.5335  ;; floating-point values
0005: $1E22 = -46.3308  ;; floating-point values
0005: $1E23 =  1051.33  ;; floating-point values
0005: $1E24 =  9.8058  ;; floating-point values
0005: $1E25 = -138.553  ;; floating-point values
0005: $1E26 =  1075.5  ;; floating-point values
0005: $1E27 =  11.1801  ;; floating-point values
0005: $1E28 = -227.193  ;; floating-point values
0005: $1E29 =  1083.56  ;; floating-point values
0005: $1E2A =  19.3942  ;; floating-point values
0005: $1E2B = -314.938  ;; floating-point values
0005: $1E2C =  1084.46  ;; floating-point values
0005: $1E2D =  21.0711  ;; floating-point values
0005: $1E2E = -414.322  ;; floating-point values
0005: $1E2F =  1085.35  ;; floating-point values
0005: $1E30 =  10.4061  ;; floating-point values
0005: $1E31 = -505.649  ;; floating-point values
0005: $1E32 =  1099.68  ;; floating-point values
0005: $1E33 =  9.8647  ;; floating-point values
0005: $1E34 = -588.022  ;; floating-point values
0005: $1E35 =  1145.34  ;; floating-point values
0005: $1E36 =  9.8725  ;; floating-point values
0005: $1E37 = -671.29  ;; floating-point values
0005: $1E38 =  1181.16  ;; floating-point values
0005: $1E39 =  9.8725  ;; floating-point values
0005: $1E3A = -772.465  ;; floating-point values
0005: $1E3B =  1176.68  ;; floating-point values
0005: $1E3C =  9.8647  ;; floating-point values
0005: $1E3D = -856.629  ;; floating-point values
0005: $1E3E =  1153.4  ;; floating-point values
0005: $1E3F =  9.7009  ;; floating-point values
0005: $1E40 = -865.582  ;; floating-point values
0005: $1E41 =  1063.86  ;; floating-point values
0005: $1E42 =  9.8699  ;; floating-point values
0005: $1E43 = -868.268  ;; floating-point values
0005: $1E44 =  962.688  ;; floating-point values
0005: $1E45 =  9.8699  ;; floating-point values
0005: $1E46 = -870.059  ;; floating-point values
0005: $1E47 =  857.931  ;; floating-point values
0005: $1E48 =  9.8816  ;; floating-point values
0005: $1E49 = -859.315  ;; floating-point values
0005: $1E4A =  762.128  ;; floating-point values
0005: $1E4B =  9.8816  ;; floating-point values
0005: $1E4C = -755.453  ;; floating-point values
0005: $1E4D =  752.279  ;; floating-point values
0005: $1E4E =  9.8816  ;; floating-point values
0005: $1E4F = -672.185  ;; floating-point values
0005: $1E50 =  734.372  ;; floating-point values
0005: $1E51 =  9.9913  ;; floating-point values
0005: $1E52 = -676.662  ;; floating-point values
0005: $1E53 =  634.987  ;; floating-point values
0005: $1E54 =  9.8813  ;; floating-point values
0005: $1E55 = -685.616  ;; floating-point values
0005: $1E56 =  539.184  ;; floating-point values
0005: $1E57 =  9.8847  ;; floating-point values
0005: $1E58 = -695.465  ;; floating-point values
0005: $1E59 =  448.753  ;; floating-point values
0005: $1E5A =  9.8925  ;; floating-point values
0005: $1E5B = -704.418  ;; floating-point values
0005: $1E5C =  356.531  ;; floating-point values
0005: $1E5D =  9.8679  ;; floating-point values
0005: $1E5E = -728.593  ;; floating-point values
0005: $1E5F =  291.17  ;; floating-point values
0005: $1E60 =  9.9507  ;; floating-point values
0005: $1E61 = -798.431  ;; floating-point values
0005: $1E62 =  306.391  ;; floating-point values
0005: $1E63 =  10.2203  ;; floating-point values
0005: $1E64 = -891.548  ;; floating-point values
0005: $1E65 =  317.136  ;; floating-point values
0005: $1E66 =  10.2165  ;; floating-point values
0005: $1E67 = -976.607  ;; floating-point values
0005: $1E68 =  323.403  ;; floating-point values
0005: $1E69 =  10.1999  ;; floating-point values
0005: $1E6A = -1014.21  ;; floating-point values
0005: $1E6B =  243.716  ;; floating-point values
0005: $1E6C =  10.1766  ;; floating-point values
0005: $1E6D = -1053.61  ;; floating-point values
0005: $1E6E =  150.599  ;; floating-point values
0005: $1E6F =  10.2094  ;; floating-point values
0005: $1E70 = -1069.72  ;; floating-point values
0005: $1E71 =  48.5286  ;; floating-point values
0005: $1E72 =  10.2116  ;; floating-point values
0005: $1E73 = -1067.93  ;; floating-point values
0005: $1E74 = -15.9371  ;; floating-point values
0005: $1E75 =  10.2118  ;; floating-point values
0005: $1E76 = -1080.47  ;; floating-point values
0005: $1E77 = -69.6585  ;; floating-point values
0005: $1E78 =  10.3946  ;; floating-point values
0005: $1E79 = -1149.41  ;; floating-point values
0005: $1E7A = -77.7167  ;; floating-point values
0005: $1E7B =  10.3912  ;; floating-point values
0005: $1E7C = -1182.54  ;; floating-point values
0005: $1E7D = -149.345  ;; floating-point values
0005: $1E7E =  10.3799  ;; floating-point values
0005: $1E7F = -1183.43  ;; floating-point values
0005: $1E80 = -251.416  ;; floating-point values
0005: $1E81 =  10.3807  ;; floating-point values
0005: $1E82 = -1181.64  ;; floating-point values
0005: $1E83 = -352.591  ;; floating-point values
0005: $1E84 =  9.7105  ;; floating-point values
0005: $1E85 = -1196.86  ;; floating-point values
0005: $1E86 = -449.29  ;; floating-point values
0005: $1E87 =  9.7421  ;; floating-point values
0005: $1E88 = -1171.79  ;; floating-point values
0005: $1E89 = -503.011  ;; floating-point values
0005: $1E8A =  9.7692  ;; floating-point values
0005: $1E8B = -1089.42  ;; floating-point values
0005: $1E8C = -504.802  ;; floating-point values
0005: $1E8D =  10.1038  ;; floating-point values
0005: $1E8E = -1065.25  ;; floating-point values
0005: $1E8F = -583.593  ;; floating-point values
0005: $1E90 =  9.9241  ;; floating-point values
0005: $1E91 = -984.665  ;; floating-point values
0005: $1E92 = -583.593  ;; floating-point values
0005: $1E93 =  10.2854  ;; floating-point values
0005: $1E94 = -982.874  ;; floating-point values
0005: $1E95 = -668.652  ;; floating-point values
0005: $1E96 =  10.5705  ;; floating-point values
0007:  0@ = -1058.98  ;; floating-point values
0007:  1@ = -679.396  ;; floating-point values
0007:  2@ =  10.5966  ;; floating-point values
0007:  3@ = -1135.98  ;; floating-point values
0007:  4@ = -699.094  ;; floating-point values
0007:  5@ =  10.5742  ;; floating-point values
0007:  6@ = -1111.81  ;; floating-point values
0007:  7@ = -789.525  ;; floating-point values
0007:  8@ =  10.6719  ;; floating-point values
0007:  9@ = -1071.51  ;; floating-point values
0007:  10@ = -865.631  ;; floating-point values
0007:  11@ =  11.3928  ;; floating-point values
0007:  12@ = -995.409  ;; floating-point values
0007:  13@ = -946.213  ;; floating-point values
0007:  14@ =  13.6582  ;; floating-point values
0005: $12F5 = -996.9311  ;; floating-point values
0005: $12F6 = -942.3224  ;; floating-point values
0005: $12F7 =  13.6511  ;; floating-point values
0005: $12F8 = -991.6809  ;; floating-point values
0005: $12F9 = -947.7771  ;; floating-point values
0005: $12FA =  13.6504  ;; floating-point values
0005: $12FB = -995.0892  ;; floating-point values
0005: $12FC = -950.5623  ;; floating-point values
0005: $12FD =  13.6674  ;; floating-point values
0005: $1D2C =  223.0  ;; floating-point values
0005: $1D35 = -1041.856  ;; floating-point values
0005: $1D36 = -1004.363  ;; floating-point values
0005: $1D37 =  0.0  ;; floating-point values
0005: $1D38 = -941.856  ;; floating-point values
0005: $1D39 = -904.363  ;; floating-point values
0005: $1D3A =  30.0  ;; floating-point values
0002: jump £Label11DD8B

:Label11DD8B
0084: $1D1A = $1D19  ;; integer values and handles
000C: $1D1A -=  1  ;; integer values
0247: request_model #WMYCR
0247: request_model #WFYPR
0247: request_model #BMYPI
0247: request_model #CHEETAH
0247: request_model #INFERNUS
0247: request_model #BANSHEE
018A: $1D07 = create_checkpoint_at $1D50 $1D51 $1D52

:Label11DDC3
00D6: if  25
8248:   NOT   model #WMYCR available
8248:   NOT   model #WFYPR available
8248:   NOT   model #BMYPI available
8248:   NOT   model #CHEETAH available
8248:   NOT   model #INFERNUS available
8248:   NOT   model #BANSHEE available
004D: jump_if_false £Label11DDF4
0001: wait  0 ms
0002: jump £Label11DDC3

:Label11DDF4
01E8: create_forbidden_for_cars_cube $1D35 $1D36 $1D37 $1D38 $1D39 $1D3A
00A5: $1CFA = create_car #CHEETAH at $12F5 $12F6 $12F7
020A: set_car $1CFA door_status_to  2
02AC: set_car $1CFA immunities  0  1  0  0  0
039C: (unknown) $1CFA  1 
03AB: (unknown) $1CFA  1 
03ED: (unknown) $1CFA  1 
04E0: unknown_car $1CFA  5
053F: set_car $1CFA tires_vulnerable  0
0175: set_car $1CFA z_angle_to $1D2C
00A5: $1CFB = create_car #INFERNUS at $12F8 $12F9 $12FA
020A: set_car $1CFB door_status_to  2
02AC: set_car $1CFB immunities  0  1  0  0  0
039C: (unknown) $1CFB  1 
03AB: (unknown) $1CFB  1 
03ED: (unknown) $1CFB  1 
04E0: unknown_car $1CFB  5
053F: set_car $1CFB tires_vulnerable  0
0175: set_car $1CFB z_angle_to $1D2C
00A5: $1CFC = create_car #BANSHEE at $12FB $12FC $12FD
020A: set_car $1CFC door_status_to  2
02AC: set_car $1CFC immunities  0  1  0  0  0
039C: (unknown) $1CFC  1 
03AB: (unknown) $1CFC  1 
03ED: (unknown) $1CFC  1 
04E0: unknown_car $1CFC  5
053F: set_car $1CFC tires_vulnerable  0
0175: set_car $1CFC z_angle_to $1D2C
0129: $1CFE = create_actor  4 #BMYPI in_car $1CFA driverseat
039E: (unknown) $1CFE  1 
054A: unknown_actor $1CFE flag  0
0129: $1CFF = create_actor  4 #WFYPR in_car $1CFB driverseat
039E: (unknown) $1CFF  1 
054A: unknown_actor $1CFF flag  0
0129: $1D00 = create_actor  4 #WMYCR in_car $1CFC driverseat
039E: (unknown) $1D00  1 
054A: unknown_actor $1D00 flag  0
00A9: set_car $1CFA to_normal_driver
00A9: set_car $1CFB to_normal_driver
00A9: set_car $1CFC to_normal_driver
00AE: unknown_set_car $1CFA to_ignore_traffic_lights  2
00AD: set_car $1CFA max_speed_to  50.0
00AE: unknown_set_car $1CFB to_ignore_traffic_lights  2
00AD: set_car $1CFB max_speed_to  50.0
00AE: unknown_set_car $1CFC to_ignore_traffic_lights  2
00AD: set_car $1CFC max_speed_to  50.0
02AA: set_car $1CFA immune_to_nonplayer  1
02AA: set_car $1CFB immune_to_nonplayer  1
02AA: set_car $1CFC immune_to_nonplayer  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
0336: (unknown) $PLAYER_CHAR  1 
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0001: wait  0 ms
0001: wait  0 ms
00BC: text_highpriority "RACES_1"  5000 ms  1  ;; ~g~Get a fast vehicle and get to the starting grid.

:Label11DFD9
00D6: if  0
80FA:   NOT   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_in_car $1D50 $1D51 $1D52 radius  2.0  2.0  2.0
004D: jump_if_false £Label11E107
0001: wait  0 ms
00D6: if  0
00F9:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot $1D50 $1D51 $1D52 radius  2.0  2.0  2.0
004D: jump_if_false £Label11E040
00BC: text_highpriority "RACES_2"  5000 ms  1  ;; ~g~You need a vehicle to race, this is not a foot race!

:Label11E040
00D6: if  0
0119:   car $1CFA wrecked
004D: jump_if_false £Label11E057
0002: jump £Label11F114

:Label11E057
00D6: if  0
0119:   car $1CFB wrecked
004D: jump_if_false £Label11E06E
0002: jump £Label11F114

:Label11E06E
00D6: if  0
0119:   car $1CFC wrecked
004D: jump_if_false £Label11E085
0002: jump £Label11F114

:Label11E085
0227: $1307 = car $1CFA health
00D6: if  0
001A:    1000 > $1307  ;; integer values
004D: jump_if_false £Label11E0AE
0004: $1307 =  9  ;; integer values
0002: jump £Label11E107

:Label11E0AE
0227: $1307 = car $1CFB health
00D6: if  0
001A:    1000 > $1307  ;; integer values
004D: jump_if_false £Label11E0D7
0004: $1307 =  9  ;; integer values
0002: jump £Label11E107

:Label11E0D7
0227: $1307 = car $1CFC health
00D6: if  0
001A:    1000 > $1307  ;; integer values
004D: jump_if_false £Label11E100
0004: $1307 =  9  ;; integer values
0002: jump £Label11E107

:Label11E100
0002: jump £Label11DFD9

:Label11E107
02AA: set_car $1CFA immune_to_nonplayer  0
02AA: set_car $1CFB immune_to_nonplayer  0
02AA: set_car $1CFC immune_to_nonplayer  0
00D6: if  0
0038:   $1307 ==  9  ;; integer values
004D: jump_if_false £Label11E144
00BA: text_styled "RACES_3"  1200 ms  4  ;; 3..2..1.. GO GO GO!
0002: jump £Label11E1FF

:Label11E144
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
00BA: text_styled "RACES_4"  1100 ms  4  ;; 3
018C: play_sound  7 at  0.0  0.0  0.0
0001: wait  1000 ms
00BA: text_styled "RACES_5"  1100 ms  4  ;; 2
018C: play_sound  8 at  0.0  0.0  0.0
0001: wait  1000 ms
00BA: text_styled "RACES_6"  1100 ms  4  ;; 1
018C: play_sound  9 at  0.0  0.0  0.0
0001: wait  1000 ms
00BA: text_styled "RACES_7"  800 ms  4  ;; GO!
018C: play_sound  10 at  0.0  0.0  0.0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged

:Label11E1FF
00D6: if  0
0119:   car $1CFA wrecked
004D: jump_if_false £Label11E216
0002: jump £Label11F114

:Label11E216
00D6: if  0
0119:   car $1CFB wrecked
004D: jump_if_false £Label11E22D
0002: jump £Label11F114

:Label11E22D
00D6: if  0
0119:   car $1CFC wrecked
004D: jump_if_false £Label11E244
0002: jump £Label11F114

:Label11E244
0164: disable_marker $1D07
0186: $1D09 = create_marker_above_car $1CFA
018B: show_on_radar $1D09  1
0186: $1D0A = create_marker_above_car $1CFB
018B: show_on_radar $1D0A  1
0186: $1D0B = create_marker_above_car $1CFC
018B: show_on_radar $1D0B  1
0050: gosub £Label11F86C
0086: $1D3B = $1D4A  ;; floating-point values only
0086: $1D3C = $1D4B  ;; floating-point values only
0086: $1D3D = $1D4C  ;; floating-point values only
0086: $1D3E = $1D4D  ;; floating-point values only
0086: $1D3F = $1D4E  ;; floating-point values only
0086: $1D40 = $1D4F  ;; floating-point values only
0086: $1D41 = $1D4A  ;; floating-point values only
0086: $1D42 = $1D4B  ;; floating-point values only
0086: $1D43 = $1D4C  ;; floating-point values only
0086: $1D44 = $1D4A  ;; floating-point values only
0086: $1D45 = $1D4B  ;; floating-point values only
0086: $1D46 = $1D4C  ;; floating-point values only
0086: $1D47 = $1D4A  ;; floating-point values only
0086: $1D48 = $1D4B  ;; floating-point values only
0086: $1D49 = $1D4C  ;; floating-point values only
018A: $1D07 = create_checkpoint_at $1D3B $1D3C $1D3D
0165: set_marker $1D07 color_to  4
0168: show_on_radar $1D07  3
018A: $1D08 = create_checkpoint_at $1D3E $1D3F $1D40
0165: set_marker $1D08 color_to  4
0168: show_on_radar $1D08  2
00A7: car $1CFA drive_to $1D41 $1D42 $1D43
00A7: car $1CFB drive_to $1D44 $1D45 $1D46
00A7: car $1CFC drive_to $1D47 $1D48 $1D49
0004: $1D12 =  0  ;; integer values
03C3: set_timer_with_text_to $1D12 type  0 text "RACES"  ;; TIME:

:Label11E36D
00D6: if  0
001C:   $1D19 > $1D0C  ;; integer values
004D: jump_if_false £Label11F10D
0001: wait  0 ms
01BD: $12CB = current_time_in_ms
0004: $1D11 =  0  ;; integer values
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1D3B $1D3C $1D3D radius  6.0  6.0  6.0
004D: jump_if_false £Label11E4A5
018C: play_sound  1 at  0.0  0.0  0.0
0008: $1D0C +=  1  ;; integer values
0164: disable_marker $1D07
0164: disable_marker $1D08
0084: $1D10 = $1D0C  ;; integer values and handles
0050: gosub £Label11F86C
0086: $1D3B = $1D4A  ;; floating-point values only
0086: $1D3C = $1D4B  ;; floating-point values only
0086: $1D3D = $1D4C  ;; floating-point values only
0086: $1D3E = $1D4D  ;; floating-point values only
0086: $1D3F = $1D4E  ;; floating-point values only
0086: $1D40 = $1D4F  ;; floating-point values only
00D6: if  0
003A:   $1D0C == $1D19  ;; integer values and handles
004D: jump_if_false £Label11E437
0002: jump £Label11F116

:Label11E437
00D6: if  0
001C:   $1D1A > $1D0C  ;; integer values
004D: jump_if_false £Label11E489
018A: $1D07 = create_checkpoint_at $1D3B $1D3C $1D3D
0165: set_marker $1D07 color_to  4
0168: show_on_radar $1D07  3
018A: $1D08 = create_checkpoint_at $1D3E $1D3F $1D40
0165: set_marker $1D08 color_to  4
0168: show_on_radar $1D08  2
0002: jump £Label11E4A5

:Label11E489
018A: $1D07 = create_checkpoint_at $1D3B $1D3C $1D3D
0165: set_marker $1D07 color_to  0
0168: show_on_radar $1D07  3

:Label11E4A5
00D6: if  0
8119:   NOT   car $1CFA wrecked
004D: jump_if_false £Label11E7CB
0224: set_car $1CFA health_to  1000
0084: $1CFD = $1CFA  ;; integer values and handles
0084: $1D10 = $1D0D  ;; integer values and handles
0086: $1D26 = $12F5  ;; floating-point values only
0086: $1D27 = $12F6  ;; floating-point values only
0086: $1D28 = $12F7  ;; floating-point values only
0084: $1D16 = $1D13  ;; integer values and handles
0050: gosub £Label1215D2
0086: $12F5 = $1D26  ;; floating-point values only
0086: $12F6 = $1D27  ;; floating-point values only
0086: $12F7 = $1D28  ;; floating-point values only
0084: $1D13 = $1D16  ;; integer values and handles
00D6: if  0
0018:   $1D1E >  4  ;; integer values
004D: jump_if_false £Label11E5E7
0084: $1D25 = $1D0F  ;; integer values and handles
000C: $1D25 -=  4  ;; integer values
0084: $1D24 = $1D0E  ;; integer values and handles
000C: $1D24 -=  4  ;; integer values
00D6: if  21
001C:   $1D25 > $1D0D  ;; integer values
001C:   $1D24 > $1D0D  ;; integer values
004D: jump_if_false £Label11E5E7
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1CFA radius  200.0  200.0  0
004D: jump_if_false £Label11E5E7
00D6: if  0
82CA:   NOT   car $1CFA bounding_sphere_visible
004D: jump_if_false £Label11E5E7
00D6: if  0
838A:   NOT   car_in_cube $1D41 $1D42 $1D43  4.0  4.0  3.0
004D: jump_if_false £Label11E5E7
00D6: if  0
80C2:   NOT   sphere_onscreen $1D41 $1D42 $1D43  4.0
004D: jump_if_false £Label11E5E7
00AB: put_car $1CFA at $1D41 $1D42 $1D43
039F: car $1CFA race_to $1D3B $1D3C

:Label11E5E7
00D6: if  0
01AF:   car $1CFA  0 ()near_point $1D41 $1D42 $1D43 radius $1D30 $1D30 $1D30
004D: jump_if_false £Label11E7C4
0008: $1D0D +=  1  ;; integer values
0084: $1D10 = $1D0D  ;; integer values and handles
0050: gosub £Label11F86C
0086: $1D41 = $1D4A  ;; floating-point values only
0086: $1D42 = $1D4B  ;; floating-point values only
0086: $1D43 = $1D4C  ;; floating-point values only
00D6: if  0
0038:   $1D0D ==  17  ;; integer values
004D: jump_if_false £Label11E655
0005: $1D30 =  6.0  ;; floating-point values

:Label11E655
00D6: if  0
003A:   $1D0D == $1D19  ;; integer values and handles
004D: jump_if_false £Label11E78C
00BC: text_highpriority "RACES_8"  5000 ms  1  ;; ~r~You didn't win the race!
00D6: if  0
0038:   $1D1E ==  1  ;; integer values
004D: jump_if_false £Label11E6A4
00D6: if  0
001C:   $191 > $1D18  ;; integer values
004D: jump_if_false £Label11E6A4
0084: $191 = $1D18  ;; integer values and handles

:Label11E6A4
00D6: if  0
0038:   $1D1E ==  2  ;; integer values
004D: jump_if_false £Label11E6D1
00D6: if  0
001C:   $193 > $1D18  ;; integer values
004D: jump_if_false £Label11E6D1
0084: $193 = $1D18  ;; integer values and handles

:Label11E6D1
00D6: if  0
0038:   $1D1E ==  3  ;; integer values
004D: jump_if_false £Label11E6FE
00D6: if  0
001C:   $195 > $1D18  ;; integer values
004D: jump_if_false £Label11E6FE
0084: $195 = $1D18  ;; integer values and handles

:Label11E6FE
00D6: if  0
0038:   $1D1E ==  4  ;; integer values
004D: jump_if_false £Label11E72B
00D6: if  0
001C:   $197 > $1D18  ;; integer values
004D: jump_if_false £Label11E72B
0084: $197 = $1D18  ;; integer values and handles

:Label11E72B
00D6: if  0
0038:   $1D1E ==  5  ;; integer values
004D: jump_if_false £Label11E758
00D6: if  0
001C:   $199 > $1D18  ;; integer values
004D: jump_if_false £Label11E758
0084: $199 = $1D18  ;; integer values and handles

:Label11E758
00D6: if  0
0038:   $1D1E ==  6  ;; integer values
004D: jump_if_false £Label11E785
00D6: if  0
001C:   $19B > $1D18  ;; integer values
004D: jump_if_false £Label11E785
0084: $19B = $1D18  ;; integer values and handles

:Label11E785
0002: jump £Label11F114

:Label11E78C
00D6: if  0
0042:   $1D30 ==  7.0  ;; floating-point values
004D: jump_if_false £Label11E7B6
00A7: car $1CFA drive_to $1D41 $1D42 $1D43
0002: jump £Label11E7C4

:Label11E7B6
02C2: car $1CFA drive_to_point $1D41 $1D42 $1D43

:Label11E7C4
0002: jump £Label11E87D

:Label11E7CB
00D6: if  0
82BF:   NOT   car $1CFA sunk
004D: jump_if_false £Label11E7E2
0004: $1D0D =  0  ;; integer values

:Label11E7E2
00D6: if  0
02BF:   car $1CFA sunk
004D: jump_if_false £Label11E87D
00D6: if  0
82CA:   NOT   car $1CFA bounding_sphere_visible
004D: jump_if_false £Label11E87D
00AA: store_car $1CFA position_to $1D29 $1D2A $1D2B
02C1: set $1D29 $1D2A $1D2B to_car_path_coords_closest_to $1D29 $1D2A $1D2B
00D6: if  0
838A:   NOT   car_in_cube $1D29 $1D2A $1D2B  4.0  4.0  4.0
004D: jump_if_false £Label11E87D
00D6: if  0
80C2:   NOT   sphere_onscreen $1D29 $1D2A $1D2B  3.0
004D: jump_if_false £Label11E87D
00AB: put_car $1CFA at $1D29 $1D2A $1D2B
039F: car $1CFA race_to $1D41 $1D42

:Label11E87D
00D6: if  0
8119:   NOT   car $1CFB wrecked
004D: jump_if_false £Label11EBA3
0224: set_car $1CFB health_to  1000
0084: $1CFD = $1CFB  ;; integer values and handles
0084: $1D10 = $1D0E  ;; integer values and handles
0086: $1D26 = $12F8  ;; floating-point values only
0086: $1D27 = $12F9  ;; floating-point values only
0086: $1D28 = $12FA  ;; floating-point values only
0084: $1D16 = $1D14  ;; integer values and handles
0050: gosub £Label1215D2
0086: $12F8 = $1D26  ;; floating-point values only
0086: $12F9 = $1D27  ;; floating-point values only
0086: $12FA = $1D28  ;; floating-point values only
0084: $1D14 = $1D16  ;; integer values and handles
00D6: if  0
0018:   $1D1E >  4  ;; integer values
004D: jump_if_false £Label11E9BF
0084: $1D23 = $1D0D  ;; integer values and handles
000C: $1D23 -=  4  ;; integer values
0084: $1D25 = $1D0F  ;; integer values and handles
000C: $1D25 -=  4  ;; integer values
00D6: if  21
001C:   $1D23 > $1D0E  ;; integer values
001C:   $1D25 > $1D0E  ;; integer values
004D: jump_if_false £Label11E9BF
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1CFB radius  200.0  200.0  0
004D: jump_if_false £Label11E9BF
00D6: if  0
82CA:   NOT   car $1CFB bounding_sphere_visible
004D: jump_if_false £Label11E9BF
00D6: if  0
838A:   NOT   car_in_cube $1D44 $1D45 $1D46  4.0  4.0  3.0
004D: jump_if_false £Label11E9BF
00D6: if  0
80C2:   NOT   sphere_onscreen $1D44 $1D45 $1D46  4.0
004D: jump_if_false £Label11E9BF
00AB: put_car $1CFB at $1D44 $1D45 $1D46
039F: car $1CFB race_to $1D3B $1D3C

:Label11E9BF
00D6: if  0
01AF:   car $1CFB  0 ()near_point $1D44 $1D45 $1D46 radius $1D31 $1D31 $1D31
004D: jump_if_false £Label11EB9C
0008: $1D0E +=  1  ;; integer values
0084: $1D10 = $1D0E  ;; integer values and handles
0050: gosub £Label11F86C
0086: $1D44 = $1D4A  ;; floating-point values only
0086: $1D45 = $1D4B  ;; floating-point values only
0086: $1D46 = $1D4C  ;; floating-point values only
00D6: if  0
0038:   $1D0E ==  17  ;; integer values
004D: jump_if_false £Label11EA2D
0005: $1D31 =  6.0  ;; floating-point values

:Label11EA2D
00D6: if  0
003A:   $1D0E == $1D19  ;; integer values and handles
004D: jump_if_false £Label11EB64
00BC: text_highpriority "RACES_8"  5000 ms  1  ;; ~r~You didn't win the race!
00D6: if  0
0038:   $1D1E ==  1  ;; integer values
004D: jump_if_false £Label11EA7C
00D6: if  0
001C:   $191 > $1D18  ;; integer values
004D: jump_if_false £Label11EA7C
0084: $191 = $1D18  ;; integer values and handles

:Label11EA7C
00D6: if  0
0038:   $1D1E ==  2  ;; integer values
004D: jump_if_false £Label11EAA9
00D6: if  0
001C:   $193 > $1D18  ;; integer values
004D: jump_if_false £Label11EAA9
0084: $193 = $1D18  ;; integer values and handles

:Label11EAA9
00D6: if  0
0038:   $1D1E ==  3  ;; integer values
004D: jump_if_false £Label11EAD6
00D6: if  0
001C:   $195 > $1D18  ;; integer values
004D: jump_if_false £Label11EAD6
0084: $195 = $1D18  ;; integer values and handles

:Label11EAD6
00D6: if  0
0038:   $1D1E ==  4  ;; integer values
004D: jump_if_false £Label11EB03
00D6: if  0
001C:   $197 > $1D18  ;; integer values
004D: jump_if_false £Label11EB03
0084: $197 = $1D18  ;; integer values and handles

:Label11EB03
00D6: if  0
0038:   $1D1E ==  5  ;; integer values
004D: jump_if_false £Label11EB30
00D6: if  0
001C:   $199 > $1D18  ;; integer values
004D: jump_if_false £Label11EB30
0084: $199 = $1D18  ;; integer values and handles

:Label11EB30
00D6: if  0
0038:   $1D1E ==  6  ;; integer values
004D: jump_if_false £Label11EB5D
00D6: if  0
001C:   $19B > $1D18  ;; integer values
004D: jump_if_false £Label11EB5D
0084: $19B = $1D18  ;; integer values and handles

:Label11EB5D
0002: jump £Label11F114

:Label11EB64
00D6: if  0
0042:   $1D31 ==  7.0  ;; floating-point values
004D: jump_if_false £Label11EB8E
00A7: car $1CFB drive_to $1D44 $1D45 $1D46
0002: jump £Label11EB9C

:Label11EB8E
02C2: car $1CFB drive_to_point $1D44 $1D45 $1D46

:Label11EB9C
0002: jump £Label11EC55

:Label11EBA3
00D6: if  0
82BF:   NOT   car $1CFB sunk
004D: jump_if_false £Label11EBBA
0004: $1D0E =  0  ;; integer values

:Label11EBBA
00D6: if  0
02BF:   car $1CFB sunk
004D: jump_if_false £Label11EC55
00D6: if  0
82CA:   NOT   car $1CFB bounding_sphere_visible
004D: jump_if_false £Label11EC55
00AA: store_car $1CFB position_to $1D29 $1D2A $1D2B
02C1: set $1D29 $1D2A $1D2B to_car_path_coords_closest_to $1D29 $1D2A $1D2B
00D6: if  0
838A:   NOT   car_in_cube $1D29 $1D2A $1D2B  4.0  4.0  4.0
004D: jump_if_false £Label11EC55
00D6: if  0
80C2:   NOT   sphere_onscreen $1D29 $1D2A $1D2B  3.0
004D: jump_if_false £Label11EC55
00AB: put_car $1CFB at $1D29 $1D2A $1D2B
039F: car $1CFB race_to $1D44 $1D45

:Label11EC55
00D6: if  0
8119:   NOT   car $1CFC wrecked
004D: jump_if_false £Label11EF7B
0224: set_car $1CFC health_to  1000
0084: $1CFD = $1CFC  ;; integer values and handles
0084: $1D10 = $1D0F  ;; integer values and handles
0086: $1D26 = $12FB  ;; floating-point values only
0086: $1D27 = $12FC  ;; floating-point values only
0086: $1D28 = $12FD  ;; floating-point values only
0084: $1D16 = $1D15  ;; integer values and handles
0050: gosub £Label1215D2
0086: $12FB = $1D26  ;; floating-point values only
0086: $12FC = $1D27  ;; floating-point values only
0086: $12FD = $1D28  ;; floating-point values only
0084: $1D15 = $1D16  ;; integer values and handles
00D6: if  0
0018:   $1D1E >  4  ;; integer values
004D: jump_if_false £Label11ED97
0084: $1D23 = $1D0D  ;; integer values and handles
000C: $1D23 -=  4  ;; integer values
0084: $1D24 = $1D0E  ;; integer values and handles
000C: $1D24 -=  4  ;; integer values
00D6: if  21
001C:   $1D23 > $1D0F  ;; integer values
001C:   $1D24 > $1D0F  ;; integer values
004D: jump_if_false £Label11ED97
00D6: if  0
81FC:   NOT   player $PLAYER_CHAR near_car $1CFC radius  200.0  200.0  0
004D: jump_if_false £Label11ED97
00D6: if  0
82CA:   NOT   car $1CFC bounding_sphere_visible
004D: jump_if_false £Label11ED97
00D6: if  0
838A:   NOT   car_in_cube $1D47 $1D48 $1D49  4.0  4.0  3.0
004D: jump_if_false £Label11ED97
00D6: if  0
80C2:   NOT   sphere_onscreen $1D47 $1D48 $1D49  4.0
004D: jump_if_false £Label11ED97
00AB: put_car $1CFC at $1D47 $1D48 $1D49
039F: car $1CFC race_to $1D3B $1D3C

:Label11ED97
00D6: if  0
01AF:   car $1CFC  0 ()near_point $1D47 $1D48 $1D49 radius $1D32 $1D32 $1D32
004D: jump_if_false £Label11EF74
0008: $1D0F +=  1  ;; integer values
0084: $1D10 = $1D0F  ;; integer values and handles
0050: gosub £Label11F86C
0086: $1D47 = $1D4A  ;; floating-point values only
0086: $1D48 = $1D4B  ;; floating-point values only
0086: $1D49 = $1D4C  ;; floating-point values only
00D6: if  0
0038:   $1D0F ==  17  ;; integer values
004D: jump_if_false £Label11EE05
0005: $1D32 =  6.0  ;; floating-point values

:Label11EE05
00D6: if  0
003A:   $1D0F == $1D19  ;; integer values and handles
004D: jump_if_false £Label11EF3C
00BC: text_highpriority "RACES_8"  5000 ms  1  ;; ~r~You didn't win the race!
00D6: if  0
0038:   $1D1E ==  1  ;; integer values
004D: jump_if_false £Label11EE54
00D6: if  0
001C:   $191 > $1D18  ;; integer values
004D: jump_if_false £Label11EE54
0084: $191 = $1D18  ;; integer values and handles

:Label11EE54
00D6: if  0
0038:   $1D1E ==  2  ;; integer values
004D: jump_if_false £Label11EE81
00D6: if  0
001C:   $193 > $1D18  ;; integer values
004D: jump_if_false £Label11EE81
0084: $193 = $1D18  ;; integer values and handles

:Label11EE81
00D6: if  0
0038:   $1D1E ==  3  ;; integer values
004D: jump_if_false £Label11EEAE
00D6: if  0
001C:   $195 > $1D18  ;; integer values
004D: jump_if_false £Label11EEAE
0084: $195 = $1D18  ;; integer values and handles

:Label11EEAE
00D6: if  0
0038:   $1D1E ==  4  ;; integer values
004D: jump_if_false £Label11EEDB
00D6: if  0
001C:   $197 > $1D18  ;; integer values
004D: jump_if_false £Label11EEDB
0084: $197 = $1D18  ;; integer values and handles

:Label11EEDB
00D6: if  0
0038:   $1D1E ==  5  ;; integer values
004D: jump_if_false £Label11EF08
00D6: if  0
001C:   $199 > $1D18  ;; integer values
004D: jump_if_false £Label11EF08
0084: $199 = $1D18  ;; integer values and handles

:Label11EF08
00D6: if  0
0038:   $1D1E ==  6  ;; integer values
004D: jump_if_false £Label11EF35
00D6: if  0
001C:   $19B > $1D18  ;; integer values
004D: jump_if_false £Label11EF35
0084: $19B = $1D18  ;; integer values and handles

:Label11EF35
0002: jump £Label11F114

:Label11EF3C
00D6: if  0
0042:   $1D32 ==  7.0  ;; floating-point values
004D: jump_if_false £Label11EF66
00A7: car $1CFC drive_to $1D47 $1D48 $1D49
0002: jump £Label11EF74

:Label11EF66
02C2: car $1CFC drive_to_point $1D47 $1D48 $1D49

:Label11EF74
0002: jump £Label11F02D

:Label11EF7B
00D6: if  0
82BF:   NOT   car $1CFC sunk
004D: jump_if_false £Label11EF92
0004: $1D0F =  0  ;; integer values

:Label11EF92
00D6: if  0
02BF:   car $1CFC sunk
004D: jump_if_false £Label11F02D
00D6: if  0
82CA:   NOT   car $1CFC bounding_sphere_visible
004D: jump_if_false £Label11F02D
00AA: store_car $1CFC position_to $1D29 $1D2A $1D2B
02C1: set $1D29 $1D2A $1D2B to_car_path_coords_closest_to $1D29 $1D2A $1D2B
00D6: if  0
838A:   NOT   car_in_cube $1D29 $1D2A $1D2B  4.0  4.0  4.0
004D: jump_if_false £Label11F02D
00D6: if  0
80C2:   NOT   sphere_onscreen $1D29 $1D2A $1D2B  3.0
004D: jump_if_false £Label11F02D
00AB: put_car $1CFC at $1D29 $1D2A $1D2B
039F: car $1CFC race_to $1D47 $1D48

:Label11F02D
00D6: if  0
0038:   $1D11 ==  0  ;; integer values
004D: jump_if_false £Label11F04D
00BC: text_highpriority "FIRST"  100 ms  1  ;; ~b~1st

:Label11F04D
00D6: if  0
0038:   $1D11 ==  1  ;; integer values
004D: jump_if_false £Label11F06D
00BC: text_highpriority "SECOND"  100 ms  1  ;; ~b~2nd

:Label11F06D
00D6: if  0
0038:   $1D11 ==  2  ;; integer values
004D: jump_if_false £Label11F08D
00BC: text_highpriority "THIRD"  100 ms  1  ;; ~b~3rd

:Label11F08D
00D6: if  0
0038:   $1D11 ==  3  ;; integer values
004D: jump_if_false £Label11F0AD
00BC: text_highpriority "FOURTH"  100 ms  1  ;; ~b~4th

:Label11F0AD
0084: $1D18 = $1D11  ;; integer values and handles
00D6: if  0
003A:   $1D0C == $1D1A  ;; integer values and handles
004D: jump_if_false £Label11F0EA
04D5: create_corona_at $1D3B $1D3C $1D3D radius  5.5 type  6 flare  0 RGB  150  0  0
0002: jump £Label11F106

:Label11F0EA
04D5: create_corona_at $1D3B $1D3C $1D3D radius  5.5 type  6 flare  0 RGB  150  150  0

:Label11F106
0002: jump £Label11E36D

:Label11F10D
0002: jump £Label11F116

:Label11F114
0051: return

:Label11F116
0014: $1D12 /=  1000  ;; integer values
00D6: if  0
0038:   $1D1E ==  1  ;; integer values
004D: jump_if_false £Label11F156
042E:  6 $1D12
00D6: if  0
0038:   $634 ==  0  ;; integer values
004D: jump_if_false £Label11F156
030C: set_mission_points +=  1
0595: (unknown)
0004: $634 =  1  ;; integer values

:Label11F156
00D6: if  0
0038:   $1D1E ==  2  ;; integer values
004D: jump_if_false £Label11F18E
042E:  7 $1D12
00D6: if  0
0038:   $635 ==  0  ;; integer values
004D: jump_if_false £Label11F18E
030C: set_mission_points +=  1
0595: (unknown)
0004: $635 =  1  ;; integer values

:Label11F18E
00D6: if  0
0038:   $1D1E ==  3  ;; integer values
004D: jump_if_false £Label11F1C6
042E:  8 $1D12
00D6: if  0
0038:   $636 ==  0  ;; integer values
004D: jump_if_false £Label11F1C6
030C: set_mission_points +=  1
0595: (unknown)
0004: $636 =  1  ;; integer values

:Label11F1C6
00D6: if  0
0038:   $1D1E ==  4  ;; integer values
004D: jump_if_false £Label11F1FE
042E:  9 $1D12
00D6: if  0
0038:   $637 ==  0  ;; integer values
004D: jump_if_false £Label11F1FE
030C: set_mission_points +=  1
0595: (unknown)
0004: $637 =  1  ;; integer values

:Label11F1FE
00D6: if  0
0038:   $1D1E ==  5  ;; integer values
004D: jump_if_false £Label11F236
042E:  10 $1D12
00D6: if  0
0038:   $638 ==  0  ;; integer values
004D: jump_if_false £Label11F236
030C: set_mission_points +=  1
0595: (unknown)
0004: $638 =  1  ;; integer values

:Label11F236
00D6: if  0
0038:   $1D1E ==  6  ;; integer values
004D: jump_if_false £Label11F26E
042E:  11 $1D12
00D6: if  0
0038:   $639 ==  0  ;; integer values
004D: jump_if_false £Label11F26E
030C: set_mission_points +=  1
0595: (unknown)
0004: $639 =  1  ;; integer values

:Label11F26E
0084: $1D21 = $1D12  ;; integer values and handles
0014: $1D21 /=  60  ;; integer values
0084: $1D1B = $1D21  ;; integer values and handles
0010: $1D1B *=  60  ;; integer values
0084: $1D22 = $1D12  ;; integer values and handles
0060: $1D22 -= $1D1B  ;; integer values
00D6: if  0
0038:   $1D1E ==  1  ;; integer values
004D: jump_if_false £Label11F377
00D6: if  0
001C:   $192 > $1D12  ;; integer values
004D: jump_if_false £Label11F313
0084: $192 = $1D12  ;; integer values and handles
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11F2F7
02FD: text_2numbers_lowpriority "RACES17" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:~1~
0002: jump £Label11F30C

:Label11F2F7
02FD: text_2numbers_lowpriority "RACES20" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:0~1~

:Label11F30C
0002: jump £Label11F356

:Label11F313
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11F341
02FD: text_2numbers_lowpriority "RACES_9" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:~1~
0002: jump £Label11F356

:Label11F341
02FD: text_2numbers_lowpriority "RACES21" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:0~1~

:Label11F356
0004: $191 =  0  ;; integer values
0109: player $PLAYER_CHAR money +=  400
01E3: text_1number_styled "RACES18"  400  5000 ms  1  ;; YOU HAVE WON: $~1~

:Label11F377
00D6: if  0
0038:   $1D1E ==  2  ;; integer values
004D: jump_if_false £Label11F452
00D6: if  0
001C:   $194 > $1D12  ;; integer values
004D: jump_if_false £Label11F3EE
0084: $194 = $1D12  ;; integer values and handles
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11F3D2
02FD: text_2numbers_lowpriority "RACES17" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:~1~
0002: jump £Label11F3E7

:Label11F3D2
02FD: text_2numbers_lowpriority "RACES20" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:0~1~

:Label11F3E7
0002: jump £Label11F431

:Label11F3EE
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11F41C
02FD: text_2numbers_lowpriority "RACES_9" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:~1~
0002: jump £Label11F431

:Label11F41C
02FD: text_2numbers_lowpriority "RACES21" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:0~1~

:Label11F431
0004: $193 =  0  ;; integer values
0109: player $PLAYER_CHAR money +=  2000
01E3: text_1number_styled "RACES18"  2000  5000 ms  1  ;; YOU HAVE WON: $~1~

:Label11F452
00D6: if  0
0038:   $1D1E ==  3  ;; integer values
004D: jump_if_false £Label11F52D
00D6: if  0
001C:   $196 > $1D12  ;; integer values
004D: jump_if_false £Label11F4C9
0084: $196 = $1D12  ;; integer values and handles
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11F4AD
02FD: text_2numbers_lowpriority "RACES17" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:~1~
0002: jump £Label11F4C2

:Label11F4AD
02FD: text_2numbers_lowpriority "RACES20" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:0~1~

:Label11F4C2
0002: jump £Label11F50C

:Label11F4C9
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11F4F7
02FD: text_2numbers_lowpriority "RACES_9" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:~1~
0002: jump £Label11F50C

:Label11F4F7
02FD: text_2numbers_lowpriority "RACES21" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:0~1~

:Label11F50C
0004: $195 =  0  ;; integer values
0109: player $PLAYER_CHAR money +=  4000
01E3: text_1number_styled "RACES18"  4000  5000 ms  1  ;; YOU HAVE WON: $~1~

:Label11F52D
00D6: if  0
0038:   $1D1E ==  4  ;; integer values
004D: jump_if_false £Label11F608
00D6: if  0
001C:   $198 > $1D12  ;; integer values
004D: jump_if_false £Label11F5A4
0084: $198 = $1D12  ;; integer values and handles
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11F588
02FD: text_2numbers_lowpriority "RACES17" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:~1~
0002: jump £Label11F59D

:Label11F588
02FD: text_2numbers_lowpriority "RACES20" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:0~1~

:Label11F59D
0002: jump £Label11F5E7

:Label11F5A4
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11F5D2
02FD: text_2numbers_lowpriority "RACES_9" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:~1~
0002: jump £Label11F5E7

:Label11F5D2
02FD: text_2numbers_lowpriority "RACES21" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:0~1~

:Label11F5E7
0004: $197 =  0  ;; integer values
0109: player $PLAYER_CHAR money +=  8000
01E3: text_1number_styled "RACES18"  8000  5000 ms  1  ;; YOU HAVE WON: $~1~

:Label11F608
00D6: if  0
0038:   $1D1E ==  5  ;; integer values
004D: jump_if_false £Label11F6E3
00D6: if  0
001C:   $19A > $1D12  ;; integer values
004D: jump_if_false £Label11F67F
0084: $19A = $1D12  ;; integer values and handles
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11F663
02FD: text_2numbers_lowpriority "RACES17" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:~1~
0002: jump £Label11F678

:Label11F663
02FD: text_2numbers_lowpriority "RACES20" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:0~1~

:Label11F678
0002: jump £Label11F6C2

:Label11F67F
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11F6AD
02FD: text_2numbers_lowpriority "RACES_9" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:~1~
0002: jump £Label11F6C2

:Label11F6AD
02FD: text_2numbers_lowpriority "RACES21" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:0~1~

:Label11F6C2
0004: $199 =  0  ;; integer values
0109: player $PLAYER_CHAR money +=  20000
01E3: text_1number_styled "RACES18"  20000  5000 ms  1  ;; YOU HAVE WON: $~1~

:Label11F6E3
00D6: if  0
0038:   $1D1E ==  6  ;; integer values
004D: jump_if_false £Label11F7C2
00D6: if  0
001C:   $19C > $1D12  ;; integer values
004D: jump_if_false £Label11F75A
0084: $19C = $1D12  ;; integer values and handles
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11F73E
02FD: text_2numbers_lowpriority "RACES17" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:~1~
0002: jump £Label11F753

:Label11F73E
02FD: text_2numbers_lowpriority "RACES20" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:0~1~

:Label11F753
0002: jump £Label11F79D

:Label11F75A
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label11F788
02FD: text_2numbers_lowpriority "RACES_9" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:~1~
0002: jump £Label11F79D

:Label11F788
02FD: text_2numbers_lowpriority "RACES21" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:0~1~

:Label11F79D
0004: $19B =  0  ;; integer values
0109: player $PLAYER_CHAR money +=  40000
01E3: text_1number_styled "RACES18"  40000  5000 ms  1  ;; YOU HAVE WON: $~1~

:Label11F7C2
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0051: return

:Label11F7CD
01E7: remove_forbidden_for_cars_cube $1D35 $1D36 $1D37 $1D38 $1D39 $1D3A
0164: disable_marker $1D09
0164: disable_marker $1D0A
0164: disable_marker $1D0B
0164: disable_marker $1D07
0164: disable_marker $1D08
0108: destroy_object $1D01
0108: destroy_object $1D02
0108: destroy_object $1D03
0108: destroy_object $1D04
0108: destroy_object $1D05
0108: destroy_object $1D06
0249: release_model #WMYCR
0249: release_model #WFYPR
0249: release_model #BMYPI
0249: release_model #CHEETAH
0249: release_model #INFERNUS
0249: release_model #BANSHEE
0249: release_model -187 (LH_RACE01)
0249: release_model -188 (LH_RACE02)
0249: release_model -189 (LH_RACE03)
0249: release_model -190 (LH_RACE04)
0249: release_model -191 (LH_RACE05)
0249: release_model -192 (LH_RACE06)
014F: stop_timer $1D12
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
03F0: (unknown)  0 
03E6: remove_text_box
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:Label11F86C
00D6: if  0
0038:   $1D10 == -1  ;; integer values
004D: jump_if_false £Label11F8AE
0086: $1D4A = $1D50  ;; floating-point values only
0086: $1D4B = $1D51  ;; floating-point values only
0086: $1D4C = $1D52  ;; floating-point values only
0086: $1D4D = $1D53  ;; floating-point values only
0086: $1D4E = $1D54  ;; floating-point values only
0086: $1D4F = $1D55  ;; floating-point values only

:Label11F8AE
00D6: if  0
0038:   $1D10 ==  0  ;; integer values
004D: jump_if_false £Label11F8F0
0086: $1D4A = $1D53  ;; floating-point values only
0086: $1D4B = $1D54  ;; floating-point values only
0086: $1D4C = $1D55  ;; floating-point values only
0086: $1D4D = $1D56  ;; floating-point values only
0086: $1D4E = $1D57  ;; floating-point values only
0086: $1D4F = $1D58  ;; floating-point values only

:Label11F8F0
00D6: if  0
0038:   $1D10 ==  1  ;; integer values
004D: jump_if_false £Label11F932
0086: $1D4A = $1D56  ;; floating-point values only
0086: $1D4B = $1D57  ;; floating-point values only
0086: $1D4C = $1D58  ;; floating-point values only
0086: $1D4D = $1D59  ;; floating-point values only
0086: $1D4E = $1D5A  ;; floating-point values only
0086: $1D4F = $1D5B  ;; floating-point values only

:Label11F932
00D6: if  0
0038:   $1D10 ==  2  ;; integer values
004D: jump_if_false £Label11F974
0086: $1D4A = $1D59  ;; floating-point values only
0086: $1D4B = $1D5A  ;; floating-point values only
0086: $1D4C = $1D5B  ;; floating-point values only
0086: $1D4D = $1D5C  ;; floating-point values only
0086: $1D4E = $1D5D  ;; floating-point values only
0086: $1D4F = $1D5E  ;; floating-point values only

:Label11F974
00D6: if  0
0038:   $1D10 ==  3  ;; integer values
004D: jump_if_false £Label11F9B6
0086: $1D4A = $1D5C  ;; floating-point values only
0086: $1D4B = $1D5D  ;; floating-point values only
0086: $1D4C = $1D5E  ;; floating-point values only
0086: $1D4D = $1D5F  ;; floating-point values only
0086: $1D4E = $1D60  ;; floating-point values only
0086: $1D4F = $1D61  ;; floating-point values only

:Label11F9B6
00D6: if  0
0038:   $1D10 ==  4  ;; integer values
004D: jump_if_false £Label11F9F8
0086: $1D4A = $1D5F  ;; floating-point values only
0086: $1D4B = $1D60  ;; floating-point values only
0086: $1D4C = $1D61  ;; floating-point values only
0086: $1D4D = $1D62  ;; floating-point values only
0086: $1D4E = $1D63  ;; floating-point values only
0086: $1D4F = $1D64  ;; floating-point values only

:Label11F9F8
00D6: if  0
0038:   $1D10 ==  5  ;; integer values
004D: jump_if_false £Label11FA3A
0086: $1D4A = $1D62  ;; floating-point values only
0086: $1D4B = $1D63  ;; floating-point values only
0086: $1D4C = $1D64  ;; floating-point values only
0086: $1D4D = $1D65  ;; floating-point values only
0086: $1D4E = $1D66  ;; floating-point values only
0086: $1D4F = $1D67  ;; floating-point values only

:Label11FA3A
00D6: if  0
0038:   $1D10 ==  6  ;; integer values
004D: jump_if_false £Label11FA7C
0086: $1D4A = $1D65  ;; floating-point values only
0086: $1D4B = $1D66  ;; floating-point values only
0086: $1D4C = $1D67  ;; floating-point values only
0086: $1D4D = $1D68  ;; floating-point values only
0086: $1D4E = $1D69  ;; floating-point values only
0086: $1D4F = $1D6A  ;; floating-point values only

:Label11FA7C
00D6: if  0
0038:   $1D10 ==  7  ;; integer values
004D: jump_if_false £Label11FABE
0086: $1D4A = $1D68  ;; floating-point values only
0086: $1D4B = $1D69  ;; floating-point values only
0086: $1D4C = $1D6A  ;; floating-point values only
0086: $1D4D = $1D6B  ;; floating-point values only
0086: $1D4E = $1D6C  ;; floating-point values only
0086: $1D4F = $1D6D  ;; floating-point values only

:Label11FABE
00D6: if  0
0038:   $1D10 ==  8  ;; integer values
004D: jump_if_false £Label11FB00
0086: $1D4A = $1D6B  ;; floating-point values only
0086: $1D4B = $1D6C  ;; floating-point values only
0086: $1D4C = $1D6D  ;; floating-point values only
0086: $1D4D = $1D6E  ;; floating-point values only
0086: $1D4E = $1D6F  ;; floating-point values only
0086: $1D4F = $1D70  ;; floating-point values only

:Label11FB00
00D6: if  0
0038:   $1D10 ==  9  ;; integer values
004D: jump_if_false £Label11FB42
0086: $1D4A = $1D6E  ;; floating-point values only
0086: $1D4B = $1D6F  ;; floating-point values only
0086: $1D4C = $1D70  ;; floating-point values only
0086: $1D4D = $1D71  ;; floating-point values only
0086: $1D4E = $1D72  ;; floating-point values only
0086: $1D4F = $1D73  ;; floating-point values only

:Label11FB42
00D6: if  0
0038:   $1D10 ==  10  ;; integer values
004D: jump_if_false £Label11FB84
0086: $1D4A = $1D71  ;; floating-point values only
0086: $1D4B = $1D72  ;; floating-point values only
0086: $1D4C = $1D73  ;; floating-point values only
0086: $1D4D = $1D74  ;; floating-point values only
0086: $1D4E = $1D75  ;; floating-point values only
0086: $1D4F = $1D76  ;; floating-point values only

:Label11FB84
00D6: if  0
0038:   $1D10 ==  11  ;; integer values
004D: jump_if_false £Label11FBC6
0086: $1D4A = $1D74  ;; floating-point values only
0086: $1D4B = $1D75  ;; floating-point values only
0086: $1D4C = $1D76  ;; floating-point values only
0086: $1D4D = $1D77  ;; floating-point values only
0086: $1D4E = $1D78  ;; floating-point values only
0086: $1D4F = $1D79  ;; floating-point values only

:Label11FBC6
00D6: if  0
0038:   $1D10 ==  12  ;; integer values
004D: jump_if_false £Label11FC08
0086: $1D4A = $1D77  ;; floating-point values only
0086: $1D4B = $1D78  ;; floating-point values only
0086: $1D4C = $1D79  ;; floating-point values only
0086: $1D4D = $1D7A  ;; floating-point values only
0086: $1D4E = $1D7B  ;; floating-point values only
0086: $1D4F = $1D7C  ;; floating-point values only

:Label11FC08
00D6: if  0
0038:   $1D10 ==  13  ;; integer values
004D: jump_if_false £Label11FC4A
0086: $1D4A = $1D7A  ;; floating-point values only
0086: $1D4B = $1D7B  ;; floating-point values only
0086: $1D4C = $1D7C  ;; floating-point values only
0086: $1D4D = $1D7D  ;; floating-point values only
0086: $1D4E = $1D7E  ;; floating-point values only
0086: $1D4F = $1D7F  ;; floating-point values only

:Label11FC4A
00D6: if  0
0038:   $1D10 ==  14  ;; integer values
004D: jump_if_false £Label11FC8C
0086: $1D4A = $1D7D  ;; floating-point values only
0086: $1D4B = $1D7E  ;; floating-point values only
0086: $1D4C = $1D7F  ;; floating-point values only
0086: $1D4D = $1D80  ;; floating-point values only
0086: $1D4E = $1D81  ;; floating-point values only
0086: $1D4F = $1D82  ;; floating-point values only

:Label11FC8C
00D6: if  0
0038:   $1D10 ==  15  ;; integer values
004D: jump_if_false £Label11FCCE
0086: $1D4A = $1D80  ;; floating-point values only
0086: $1D4B = $1D81  ;; floating-point values only
0086: $1D4C = $1D82  ;; floating-point values only
0086: $1D4D = $1D83  ;; floating-point values only
0086: $1D4E = $1D84  ;; floating-point values only
0086: $1D4F = $1D85  ;; floating-point values only

:Label11FCCE
00D6: if  0
0038:   $1D10 ==  16  ;; integer values
004D: jump_if_false £Label11FD10
0086: $1D4A = $1D83  ;; floating-point values only
0086: $1D4B = $1D84  ;; floating-point values only
0086: $1D4C = $1D85  ;; floating-point values only
0086: $1D4D = $1D86  ;; floating-point values only
0086: $1D4E = $1D87  ;; floating-point values only
0086: $1D4F = $1D88  ;; floating-point values only

:Label11FD10
00D6: if  0
0038:   $1D10 ==  17  ;; integer values
004D: jump_if_false £Label11FD52
0086: $1D4A = $1D86  ;; floating-point values only
0086: $1D4B = $1D87  ;; floating-point values only
0086: $1D4C = $1D88  ;; floating-point values only
0086: $1D4D = $1D89  ;; floating-point values only
0086: $1D4E = $1D8A  ;; floating-point values only
0086: $1D4F = $1D8B  ;; floating-point values only

:Label11FD52
00D6: if  0
0038:   $1D10 ==  18  ;; integer values
004D: jump_if_false £Label11FD94
0086: $1D4A = $1D89  ;; floating-point values only
0086: $1D4B = $1D8A  ;; floating-point values only
0086: $1D4C = $1D8B  ;; floating-point values only
0086: $1D4D = $1D8C  ;; floating-point values only
0086: $1D4E = $1D8D  ;; floating-point values only
0086: $1D4F = $1D8E  ;; floating-point values only

:Label11FD94
00D6: if  0
0038:   $1D10 ==  19  ;; integer values
004D: jump_if_false £Label11FDD6
0086: $1D4A = $1D8C  ;; floating-point values only
0086: $1D4B = $1D8D  ;; floating-point values only
0086: $1D4C = $1D8E  ;; floating-point values only
0086: $1D4D = $1D8F  ;; floating-point values only
0086: $1D4E = $1D90  ;; floating-point values only
0086: $1D4F = $1D91  ;; floating-point values only

:Label11FDD6
00D6: if  0
0038:   $1D10 ==  20  ;; integer values
004D: jump_if_false £Label11FE18
0086: $1D4A = $1D8F  ;; floating-point values only
0086: $1D4B = $1D90  ;; floating-point values only
0086: $1D4C = $1D91  ;; floating-point values only
0086: $1D4D = $1D92  ;; floating-point values only
0086: $1D4E = $1D93  ;; floating-point values only
0086: $1D4F = $1D94  ;; floating-point values only

:Label11FE18
00D6: if  0
0038:   $1D10 ==  21  ;; integer values
004D: jump_if_false £Label11FE5A
0086: $1D4A = $1D92  ;; floating-point values only
0086: $1D4B = $1D93  ;; floating-point values only
0086: $1D4C = $1D94  ;; floating-point values only
0086: $1D4D = $1D95  ;; floating-point values only
0086: $1D4E = $1D96  ;; floating-point values only
0086: $1D4F = $1D97  ;; floating-point values only

:Label11FE5A
00D6: if  0
0038:   $1D10 ==  22  ;; integer values
004D: jump_if_false £Label11FE9C
0086: $1D4A = $1D95  ;; floating-point values only
0086: $1D4B = $1D96  ;; floating-point values only
0086: $1D4C = $1D97  ;; floating-point values only
0086: $1D4D = $1D98  ;; floating-point values only
0086: $1D4E = $1D99  ;; floating-point values only
0086: $1D4F = $1D9A  ;; floating-point values only

:Label11FE9C
00D6: if  0
0038:   $1D10 ==  23  ;; integer values
004D: jump_if_false £Label11FEDE
0086: $1D4A = $1D98  ;; floating-point values only
0086: $1D4B = $1D99  ;; floating-point values only
0086: $1D4C = $1D9A  ;; floating-point values only
0086: $1D4D = $1D9B  ;; floating-point values only
0086: $1D4E = $1D9C  ;; floating-point values only
0086: $1D4F = $1D9D  ;; floating-point values only

:Label11FEDE
00D6: if  0
0038:   $1D10 ==  24  ;; integer values
004D: jump_if_false £Label11FF20
0086: $1D4A = $1D9B  ;; floating-point values only
0086: $1D4B = $1D9C  ;; floating-point values only
0086: $1D4C = $1D9D  ;; floating-point values only
0086: $1D4D = $1D9E  ;; floating-point values only
0086: $1D4E = $1D9F  ;; floating-point values only
0086: $1D4F = $1DA0  ;; floating-point values only

:Label11FF20
00D6: if  0
0038:   $1D10 ==  25  ;; integer values
004D: jump_if_false £Label11FF62
0086: $1D4A = $1D9E  ;; floating-point values only
0086: $1D4B = $1D9F  ;; floating-point values only
0086: $1D4C = $1DA0  ;; floating-point values only
0086: $1D4D = $1DA1  ;; floating-point values only
0086: $1D4E = $1DA2  ;; floating-point values only
0086: $1D4F = $1DA3  ;; floating-point values only

:Label11FF62
00D6: if  0
0038:   $1D10 ==  26  ;; integer values
004D: jump_if_false £Label11FFA4
0086: $1D4A = $1DA1  ;; floating-point values only
0086: $1D4B = $1DA2  ;; floating-point values only
0086: $1D4C = $1DA3  ;; floating-point values only
0086: $1D4D = $1DA4  ;; floating-point values only
0086: $1D4E = $1DA5  ;; floating-point values only
0086: $1D4F = $1DA6  ;; floating-point values only

:Label11FFA4
00D6: if  0
0038:   $1D10 ==  27  ;; integer values
004D: jump_if_false £Label11FFE6
0086: $1D4A = $1DA4  ;; floating-point values only
0086: $1D4B = $1DA5  ;; floating-point values only
0086: $1D4C = $1DA6  ;; floating-point values only
0086: $1D4D = $1DA7  ;; floating-point values only
0086: $1D4E = $1DA8  ;; floating-point values only
0086: $1D4F = $1DA9  ;; floating-point values only

:Label11FFE6
00D6: if  0
0038:   $1D10 ==  28  ;; integer values
004D: jump_if_false £Label120028
0086: $1D4A = $1DA7  ;; floating-point values only
0086: $1D4B = $1DA8  ;; floating-point values only
0086: $1D4C = $1DA9  ;; floating-point values only
0086: $1D4D = $1DAA  ;; floating-point values only
0086: $1D4E = $1DAB  ;; floating-point values only
0086: $1D4F = $1DAC  ;; floating-point values only

:Label120028
00D6: if  0
0038:   $1D10 ==  29  ;; integer values
004D: jump_if_false £Label12006A
0086: $1D4A = $1DAA  ;; floating-point values only
0086: $1D4B = $1DAB  ;; floating-point values only
0086: $1D4C = $1DAC  ;; floating-point values only
0086: $1D4D = $1DAD  ;; floating-point values only
0086: $1D4E = $1DAE  ;; floating-point values only
0086: $1D4F = $1DAF  ;; floating-point values only

:Label12006A
00D6: if  0
0038:   $1D10 ==  30  ;; integer values
004D: jump_if_false £Label1200AC
0086: $1D4A = $1DAD  ;; floating-point values only
0086: $1D4B = $1DAE  ;; floating-point values only
0086: $1D4C = $1DAF  ;; floating-point values only
0086: $1D4D = $1DB0  ;; floating-point values only
0086: $1D4E = $1DB1  ;; floating-point values only
0086: $1D4F = $1DB2  ;; floating-point values only

:Label1200AC
00D6: if  0
0038:   $1D10 ==  31  ;; integer values
004D: jump_if_false £Label1200EE
0086: $1D4A = $1DB0  ;; floating-point values only
0086: $1D4B = $1DB1  ;; floating-point values only
0086: $1D4C = $1DB2  ;; floating-point values only
0086: $1D4D = $1DB3  ;; floating-point values only
0086: $1D4E = $1DB4  ;; floating-point values only
0086: $1D4F = $1DB5  ;; floating-point values only

:Label1200EE
00D6: if  0
0038:   $1D10 ==  32  ;; integer values
004D: jump_if_false £Label120130
0086: $1D4A = $1DB3  ;; floating-point values only
0086: $1D4B = $1DB4  ;; floating-point values only
0086: $1D4C = $1DB5  ;; floating-point values only
0086: $1D4D = $1DB6  ;; floating-point values only
0086: $1D4E = $1DB7  ;; floating-point values only
0086: $1D4F = $1DB8  ;; floating-point values only

:Label120130
00D6: if  0
0038:   $1D10 ==  33  ;; integer values
004D: jump_if_false £Label120172
0086: $1D4A = $1DB6  ;; floating-point values only
0086: $1D4B = $1DB7  ;; floating-point values only
0086: $1D4C = $1DB8  ;; floating-point values only
0086: $1D4D = $1DB9  ;; floating-point values only
0086: $1D4E = $1DBA  ;; floating-point values only
0086: $1D4F = $1DBB  ;; floating-point values only

:Label120172
00D6: if  0
0038:   $1D10 ==  34  ;; integer values
004D: jump_if_false £Label1201B4
0086: $1D4A = $1DB9  ;; floating-point values only
0086: $1D4B = $1DBA  ;; floating-point values only
0086: $1D4C = $1DBB  ;; floating-point values only
0086: $1D4D = $1DBC  ;; floating-point values only
0086: $1D4E = $1DBD  ;; floating-point values only
0086: $1D4F = $1DBE  ;; floating-point values only

:Label1201B4
00D6: if  0
0038:   $1D10 ==  35  ;; integer values
004D: jump_if_false £Label1201F6
0086: $1D4A = $1DBC  ;; floating-point values only
0086: $1D4B = $1DBD  ;; floating-point values only
0086: $1D4C = $1DBE  ;; floating-point values only
0086: $1D4D = $1DBF  ;; floating-point values only
0086: $1D4E = $1DC0  ;; floating-point values only
0086: $1D4F = $1DC1  ;; floating-point values only

:Label1201F6
00D6: if  0
0038:   $1D10 ==  36  ;; integer values
004D: jump_if_false £Label120238
0086: $1D4A = $1DBF  ;; floating-point values only
0086: $1D4B = $1DC0  ;; floating-point values only
0086: $1D4C = $1DC1  ;; floating-point values only
0086: $1D4D = $1DC2  ;; floating-point values only
0086: $1D4E = $1DC3  ;; floating-point values only
0086: $1D4F = $1DC4  ;; floating-point values only

:Label120238
00D6: if  0
0038:   $1D10 ==  37  ;; integer values
004D: jump_if_false £Label12027A
0086: $1D4A = $1DC2  ;; floating-point values only
0086: $1D4B = $1DC3  ;; floating-point values only
0086: $1D4C = $1DC4  ;; floating-point values only
0086: $1D4D = $1DC5  ;; floating-point values only
0086: $1D4E = $1DC6  ;; floating-point values only
0086: $1D4F = $1DC7  ;; floating-point values only

:Label12027A
00D6: if  0
0038:   $1D10 ==  38  ;; integer values
004D: jump_if_false £Label1202BC
0086: $1D4A = $1DC5  ;; floating-point values only
0086: $1D4B = $1DC6  ;; floating-point values only
0086: $1D4C = $1DC7  ;; floating-point values only
0086: $1D4D = $1DC8  ;; floating-point values only
0086: $1D4E = $1DC9  ;; floating-point values only
0086: $1D4F = $1DCA  ;; floating-point values only

:Label1202BC
00D6: if  0
0038:   $1D10 ==  39  ;; integer values
004D: jump_if_false £Label1202FE
0086: $1D4A = $1DC8  ;; floating-point values only
0086: $1D4B = $1DC9  ;; floating-point values only
0086: $1D4C = $1DCA  ;; floating-point values only
0086: $1D4D = $1DCB  ;; floating-point values only
0086: $1D4E = $1DCC  ;; floating-point values only
0086: $1D4F = $1DCD  ;; floating-point values only

:Label1202FE
00D6: if  0
0038:   $1D10 ==  40  ;; integer values
004D: jump_if_false £Label120340
0086: $1D4A = $1DCB  ;; floating-point values only
0086: $1D4B = $1DCC  ;; floating-point values only
0086: $1D4C = $1DCD  ;; floating-point values only
0086: $1D4D = $1DCE  ;; floating-point values only
0086: $1D4E = $1DCF  ;; floating-point values only
0086: $1D4F = $1DD0  ;; floating-point values only

:Label120340
00D6: if  0
0038:   $1D10 ==  41  ;; integer values
004D: jump_if_false £Label120382
0086: $1D4A = $1DCE  ;; floating-point values only
0086: $1D4B = $1DCF  ;; floating-point values only
0086: $1D4C = $1DD0  ;; floating-point values only
0086: $1D4D = $1DD1  ;; floating-point values only
0086: $1D4E = $1DD2  ;; floating-point values only
0086: $1D4F = $1DD3  ;; floating-point values only

:Label120382
00D6: if  0
0038:   $1D10 ==  42  ;; integer values
004D: jump_if_false £Label1203C4
0086: $1D4A = $1DD1  ;; floating-point values only
0086: $1D4B = $1DD2  ;; floating-point values only
0086: $1D4C = $1DD3  ;; floating-point values only
0086: $1D4D = $1DD4  ;; floating-point values only
0086: $1D4E = $1DD5  ;; floating-point values only
0086: $1D4F = $1DD6  ;; floating-point values only

:Label1203C4
00D6: if  0
0038:   $1D10 ==  43  ;; integer values
004D: jump_if_false £Label120406
0086: $1D4A = $1DD4  ;; floating-point values only
0086: $1D4B = $1DD5  ;; floating-point values only
0086: $1D4C = $1DD6  ;; floating-point values only
0086: $1D4D = $1DD7  ;; floating-point values only
0086: $1D4E = $1DD8  ;; floating-point values only
0086: $1D4F = $1DD9  ;; floating-point values only

:Label120406
00D6: if  0
0038:   $1D10 ==  44  ;; integer values
004D: jump_if_false £Label120448
0086: $1D4A = $1DD7  ;; floating-point values only
0086: $1D4B = $1DD8  ;; floating-point values only
0086: $1D4C = $1DD9  ;; floating-point values only
0086: $1D4D = $1DDA  ;; floating-point values only
0086: $1D4E = $1DDB  ;; floating-point values only
0086: $1D4F = $1DDC  ;; floating-point values only

:Label120448
00D6: if  0
0038:   $1D10 ==  45  ;; integer values
004D: jump_if_false £Label12048A
0086: $1D4A = $1DDA  ;; floating-point values only
0086: $1D4B = $1DDB  ;; floating-point values only
0086: $1D4C = $1DDC  ;; floating-point values only
0086: $1D4D = $1DDD  ;; floating-point values only
0086: $1D4E = $1DDE  ;; floating-point values only
0086: $1D4F = $1DDF  ;; floating-point values only

:Label12048A
00D6: if  0
0038:   $1D10 ==  46  ;; integer values
004D: jump_if_false £Label1204CC
0086: $1D4A = $1DDD  ;; floating-point values only
0086: $1D4B = $1DDE  ;; floating-point values only
0086: $1D4C = $1DDF  ;; floating-point values only
0086: $1D4D = $1DE0  ;; floating-point values only
0086: $1D4E = $1DE1  ;; floating-point values only
0086: $1D4F = $1DE2  ;; floating-point values only

:Label1204CC
00D6: if  0
0038:   $1D10 ==  47  ;; integer values
004D: jump_if_false £Label12050E
0086: $1D4A = $1DE0  ;; floating-point values only
0086: $1D4B = $1DE1  ;; floating-point values only
0086: $1D4C = $1DE2  ;; floating-point values only
0086: $1D4D = $1DE3  ;; floating-point values only
0086: $1D4E = $1DE4  ;; floating-point values only
0086: $1D4F = $1DE5  ;; floating-point values only

:Label12050E
00D6: if  0
0038:   $1D10 ==  48  ;; integer values
004D: jump_if_false £Label120550
0086: $1D4A = $1DE3  ;; floating-point values only
0086: $1D4B = $1DE4  ;; floating-point values only
0086: $1D4C = $1DE5  ;; floating-point values only
0086: $1D4D = $1DE6  ;; floating-point values only
0086: $1D4E = $1DE7  ;; floating-point values only
0086: $1D4F = $1DE8  ;; floating-point values only

:Label120550
00D6: if  0
0038:   $1D10 ==  49  ;; integer values
004D: jump_if_false £Label120592
0086: $1D4A = $1DE6  ;; floating-point values only
0086: $1D4B = $1DE7  ;; floating-point values only
0086: $1D4C = $1DE8  ;; floating-point values only
0086: $1D4D = $1DE9  ;; floating-point values only
0086: $1D4E = $1DEA  ;; floating-point values only
0086: $1D4F = $1DEB  ;; floating-point values only

:Label120592
00D6: if  0
0038:   $1D10 ==  50  ;; integer values
004D: jump_if_false £Label1205D4
0086: $1D4A = $1DE9  ;; floating-point values only
0086: $1D4B = $1DEA  ;; floating-point values only
0086: $1D4C = $1DEB  ;; floating-point values only
0086: $1D4D = $1DEC  ;; floating-point values only
0086: $1D4E = $1DED  ;; floating-point values only
0086: $1D4F = $1DEE  ;; floating-point values only

:Label1205D4
00D6: if  0
0038:   $1D10 ==  51  ;; integer values
004D: jump_if_false £Label120616
0086: $1D4A = $1DEC  ;; floating-point values only
0086: $1D4B = $1DED  ;; floating-point values only
0086: $1D4C = $1DEE  ;; floating-point values only
0086: $1D4D = $1DEF  ;; floating-point values only
0086: $1D4E = $1DF0  ;; floating-point values only
0086: $1D4F = $1DF1  ;; floating-point values only

:Label120616
00D6: if  0
0038:   $1D10 ==  52  ;; integer values
004D: jump_if_false £Label120658
0086: $1D4A = $1DEF  ;; floating-point values only
0086: $1D4B = $1DF0  ;; floating-point values only
0086: $1D4C = $1DF1  ;; floating-point values only
0086: $1D4D = $1DF2  ;; floating-point values only
0086: $1D4E = $1DF3  ;; floating-point values only
0086: $1D4F = $1DF4  ;; floating-point values only

:Label120658
00D6: if  0
0038:   $1D10 ==  53  ;; integer values
004D: jump_if_false £Label12069A
0086: $1D4A = $1DF2  ;; floating-point values only
0086: $1D4B = $1DF3  ;; floating-point values only
0086: $1D4C = $1DF4  ;; floating-point values only
0086: $1D4D = $1DF5  ;; floating-point values only
0086: $1D4E = $1DF6  ;; floating-point values only
0086: $1D4F = $1DF7  ;; floating-point values only

:Label12069A
00D6: if  0
0038:   $1D10 ==  54  ;; integer values
004D: jump_if_false £Label1206DC
0086: $1D4A = $1DF5  ;; floating-point values only
0086: $1D4B = $1DF6  ;; floating-point values only
0086: $1D4C = $1DF7  ;; floating-point values only
0086: $1D4D = $1DF8  ;; floating-point values only
0086: $1D4E = $1DF9  ;; floating-point values only
0086: $1D4F = $1DFA  ;; floating-point values only

:Label1206DC
00D6: if  0
0038:   $1D10 ==  55  ;; integer values
004D: jump_if_false £Label12071E
0086: $1D4A = $1DF8  ;; floating-point values only
0086: $1D4B = $1DF9  ;; floating-point values only
0086: $1D4C = $1DFA  ;; floating-point values only
0086: $1D4D = $1DFB  ;; floating-point values only
0086: $1D4E = $1DFC  ;; floating-point values only
0086: $1D4F = $1DFD  ;; floating-point values only

:Label12071E
00D6: if  0
0038:   $1D10 ==  56  ;; integer values
004D: jump_if_false £Label120760
0086: $1D4A = $1DFB  ;; floating-point values only
0086: $1D4B = $1DFC  ;; floating-point values only
0086: $1D4C = $1DFD  ;; floating-point values only
0086: $1D4D = $1DFE  ;; floating-point values only
0086: $1D4E = $1DFF  ;; floating-point values only
0086: $1D4F = $1E00  ;; floating-point values only

:Label120760
00D6: if  0
0038:   $1D10 ==  57  ;; integer values
004D: jump_if_false £Label1207A2
0086: $1D4A = $1DFE  ;; floating-point values only
0086: $1D4B = $1DFF  ;; floating-point values only
0086: $1D4C = $1E00  ;; floating-point values only
0086: $1D4D = $1E01  ;; floating-point values only
0086: $1D4E = $1E02  ;; floating-point values only
0086: $1D4F = $1E03  ;; floating-point values only

:Label1207A2
00D6: if  0
0038:   $1D10 ==  58  ;; integer values
004D: jump_if_false £Label1207E4
0086: $1D4A = $1E01  ;; floating-point values only
0086: $1D4B = $1E02  ;; floating-point values only
0086: $1D4C = $1E03  ;; floating-point values only
0086: $1D4D = $1E04  ;; floating-point values only
0086: $1D4E = $1E05  ;; floating-point values only
0086: $1D4F = $1E06  ;; floating-point values only

:Label1207E4
00D6: if  0
0038:   $1D10 ==  59  ;; integer values
004D: jump_if_false £Label120826
0086: $1D4A = $1E04  ;; floating-point values only
0086: $1D4B = $1E05  ;; floating-point values only
0086: $1D4C = $1E06  ;; floating-point values only
0086: $1D4D = $1E07  ;; floating-point values only
0086: $1D4E = $1E08  ;; floating-point values only
0086: $1D4F = $1E09  ;; floating-point values only

:Label120826
00D6: if  0
0038:   $1D10 ==  60  ;; integer values
004D: jump_if_false £Label120868
0086: $1D4A = $1E07  ;; floating-point values only
0086: $1D4B = $1E08  ;; floating-point values only
0086: $1D4C = $1E09  ;; floating-point values only
0086: $1D4D = $1E0A  ;; floating-point values only
0086: $1D4E = $1E0B  ;; floating-point values only
0086: $1D4F = $1E0C  ;; floating-point values only

:Label120868
00D6: if  0
0038:   $1D10 ==  61  ;; integer values
004D: jump_if_false £Label1208AA
0086: $1D4A = $1E0A  ;; floating-point values only
0086: $1D4B = $1E0B  ;; floating-point values only
0086: $1D4C = $1E0C  ;; floating-point values only
0086: $1D4D = $1E0D  ;; floating-point values only
0086: $1D4E = $1E0E  ;; floating-point values only
0086: $1D4F = $1E0F  ;; floating-point values only

:Label1208AA
00D6: if  0
0038:   $1D10 ==  62  ;; integer values
004D: jump_if_false £Label1208EC
0086: $1D4A = $1E0D  ;; floating-point values only
0086: $1D4B = $1E0E  ;; floating-point values only
0086: $1D4C = $1E0F  ;; floating-point values only
0086: $1D4D = $1E10  ;; floating-point values only
0086: $1D4E = $1E11  ;; floating-point values only
0086: $1D4F = $1E12  ;; floating-point values only

:Label1208EC
00D6: if  0
0038:   $1D10 ==  63  ;; integer values
004D: jump_if_false £Label12092E
0086: $1D4A = $1E10  ;; floating-point values only
0086: $1D4B = $1E11  ;; floating-point values only
0086: $1D4C = $1E12  ;; floating-point values only
0086: $1D4D = $1E13  ;; floating-point values only
0086: $1D4E = $1E14  ;; floating-point values only
0086: $1D4F = $1E15  ;; floating-point values only

:Label12092E
00D6: if  0
0038:   $1D10 ==  64  ;; integer values
004D: jump_if_false £Label120970
0086: $1D4A = $1E13  ;; floating-point values only
0086: $1D4B = $1E14  ;; floating-point values only
0086: $1D4C = $1E15  ;; floating-point values only
0086: $1D4D = $1E16  ;; floating-point values only
0086: $1D4E = $1E17  ;; floating-point values only
0086: $1D4F = $1E18  ;; floating-point values only

:Label120970
00D6: if  0
0038:   $1D10 ==  65  ;; integer values
004D: jump_if_false £Label1209B2
0086: $1D4A = $1E16  ;; floating-point values only
0086: $1D4B = $1E17  ;; floating-point values only
0086: $1D4C = $1E18  ;; floating-point values only
0086: $1D4D = $1E19  ;; floating-point values only
0086: $1D4E = $1E1A  ;; floating-point values only
0086: $1D4F = $1E1B  ;; floating-point values only

:Label1209B2
00D6: if  0
0038:   $1D10 ==  66  ;; integer values
004D: jump_if_false £Label1209F4
0086: $1D4A = $1E19  ;; floating-point values only
0086: $1D4B = $1E1A  ;; floating-point values only
0086: $1D4C = $1E1B  ;; floating-point values only
0086: $1D4D = $1E1C  ;; floating-point values only
0086: $1D4E = $1E1D  ;; floating-point values only
0086: $1D4F = $1E1E  ;; floating-point values only

:Label1209F4
00D6: if  0
0038:   $1D10 ==  67  ;; integer values
004D: jump_if_false £Label120A36
0086: $1D4A = $1E1C  ;; floating-point values only
0086: $1D4B = $1E1D  ;; floating-point values only
0086: $1D4C = $1E1E  ;; floating-point values only
0086: $1D4D = $1E1F  ;; floating-point values only
0086: $1D4E = $1E20  ;; floating-point values only
0086: $1D4F = $1E21  ;; floating-point values only

:Label120A36
00D6: if  0
0038:   $1D10 ==  68  ;; integer values
004D: jump_if_false £Label120A78
0086: $1D4A = $1E1F  ;; floating-point values only
0086: $1D4B = $1E20  ;; floating-point values only
0086: $1D4C = $1E21  ;; floating-point values only
0086: $1D4D = $1E22  ;; floating-point values only
0086: $1D4E = $1E23  ;; floating-point values only
0086: $1D4F = $1E24  ;; floating-point values only

:Label120A78
00D6: if  0
0038:   $1D10 ==  69  ;; integer values
004D: jump_if_false £Label120ABA
0086: $1D4A = $1E22  ;; floating-point values only
0086: $1D4B = $1E23  ;; floating-point values only
0086: $1D4C = $1E24  ;; floating-point values only
0086: $1D4D = $1E25  ;; floating-point values only
0086: $1D4E = $1E26  ;; floating-point values only
0086: $1D4F = $1E27  ;; floating-point values only

:Label120ABA
00D6: if  0
0038:   $1D10 ==  70  ;; integer values
004D: jump_if_false £Label120AFC
0086: $1D4A = $1E25  ;; floating-point values only
0086: $1D4B = $1E26  ;; floating-point values only
0086: $1D4C = $1E27  ;; floating-point values only
0086: $1D4D = $1E28  ;; floating-point values only
0086: $1D4E = $1E29  ;; floating-point values only
0086: $1D4F = $1E2A  ;; floating-point values only

:Label120AFC
00D6: if  0
0038:   $1D10 ==  71  ;; integer values
004D: jump_if_false £Label120B3E
0086: $1D4A = $1E28  ;; floating-point values only
0086: $1D4B = $1E29  ;; floating-point values only
0086: $1D4C = $1E2A  ;; floating-point values only
0086: $1D4D = $1E2B  ;; floating-point values only
0086: $1D4E = $1E2C  ;; floating-point values only
0086: $1D4F = $1E2D  ;; floating-point values only

:Label120B3E
00D6: if  0
0038:   $1D10 ==  72  ;; integer values
004D: jump_if_false £Label120B80
0086: $1D4A = $1E2B  ;; floating-point values only
0086: $1D4B = $1E2C  ;; floating-point values only
0086: $1D4C = $1E2D  ;; floating-point values only
0086: $1D4D = $1E2E  ;; floating-point values only
0086: $1D4E = $1E2F  ;; floating-point values only
0086: $1D4F = $1E30  ;; floating-point values only

:Label120B80
00D6: if  0
0038:   $1D10 ==  73  ;; integer values
004D: jump_if_false £Label120BC2
0086: $1D4A = $1E2E  ;; floating-point values only
0086: $1D4B = $1E2F  ;; floating-point values only
0086: $1D4C = $1E30  ;; floating-point values only
0086: $1D4D = $1E31  ;; floating-point values only
0086: $1D4E = $1E32  ;; floating-point values only
0086: $1D4F = $1E33  ;; floating-point values only

:Label120BC2
00D6: if  0
0038:   $1D10 ==  74  ;; integer values
004D: jump_if_false £Label120C04
0086: $1D4A = $1E31  ;; floating-point values only
0086: $1D4B = $1E32  ;; floating-point values only
0086: $1D4C = $1E33  ;; floating-point values only
0086: $1D4D = $1E34  ;; floating-point values only
0086: $1D4E = $1E35  ;; floating-point values only
0086: $1D4F = $1E36  ;; floating-point values only

:Label120C04
00D6: if  0
0038:   $1D10 ==  75  ;; integer values
004D: jump_if_false £Label120C46
0086: $1D4A = $1E34  ;; floating-point values only
0086: $1D4B = $1E35  ;; floating-point values only
0086: $1D4C = $1E36  ;; floating-point values only
0086: $1D4D = $1E37  ;; floating-point values only
0086: $1D4E = $1E38  ;; floating-point values only
0086: $1D4F = $1E39  ;; floating-point values only

:Label120C46
00D6: if  0
0038:   $1D10 ==  76  ;; integer values
004D: jump_if_false £Label120C88
0086: $1D4A = $1E37  ;; floating-point values only
0086: $1D4B = $1E38  ;; floating-point values only
0086: $1D4C = $1E39  ;; floating-point values only
0086: $1D4D = $1E3A  ;; floating-point values only
0086: $1D4E = $1E3B  ;; floating-point values only
0086: $1D4F = $1E3C  ;; floating-point values only

:Label120C88
00D6: if  0
0038:   $1D10 ==  77  ;; integer values
004D: jump_if_false £Label120CCA
0086: $1D4A = $1E3A  ;; floating-point values only
0086: $1D4B = $1E3B  ;; floating-point values only
0086: $1D4C = $1E3C  ;; floating-point values only
0086: $1D4D = $1E3D  ;; floating-point values only
0086: $1D4E = $1E3E  ;; floating-point values only
0086: $1D4F = $1E3F  ;; floating-point values only

:Label120CCA
00D6: if  0
0038:   $1D10 ==  78  ;; integer values
004D: jump_if_false £Label120D0C
0086: $1D4A = $1E3D  ;; floating-point values only
0086: $1D4B = $1E3E  ;; floating-point values only
0086: $1D4C = $1E3F  ;; floating-point values only
0086: $1D4D = $1E40  ;; floating-point values only
0086: $1D4E = $1E41  ;; floating-point values only
0086: $1D4F = $1E42  ;; floating-point values only

:Label120D0C
00D6: if  0
0038:   $1D10 ==  79  ;; integer values
004D: jump_if_false £Label120D4E
0086: $1D4A = $1E40  ;; floating-point values only
0086: $1D4B = $1E41  ;; floating-point values only
0086: $1D4C = $1E42  ;; floating-point values only
0086: $1D4D = $1E43  ;; floating-point values only
0086: $1D4E = $1E44  ;; floating-point values only
0086: $1D4F = $1E45  ;; floating-point values only

:Label120D4E
00D6: if  0
0038:   $1D10 ==  80  ;; integer values
004D: jump_if_false £Label120D90
0086: $1D4A = $1E43  ;; floating-point values only
0086: $1D4B = $1E44  ;; floating-point values only
0086: $1D4C = $1E45  ;; floating-point values only
0086: $1D4D = $1E46  ;; floating-point values only
0086: $1D4E = $1E47  ;; floating-point values only
0086: $1D4F = $1E48  ;; floating-point values only

:Label120D90
00D6: if  0
0038:   $1D10 ==  81  ;; integer values
004D: jump_if_false £Label120DD2
0086: $1D4A = $1E46  ;; floating-point values only
0086: $1D4B = $1E47  ;; floating-point values only
0086: $1D4C = $1E48  ;; floating-point values only
0086: $1D4D = $1E49  ;; floating-point values only
0086: $1D4E = $1E4A  ;; floating-point values only
0086: $1D4F = $1E4B  ;; floating-point values only

:Label120DD2
00D6: if  0
0038:   $1D10 ==  82  ;; integer values
004D: jump_if_false £Label120E14
0086: $1D4A = $1E49  ;; floating-point values only
0086: $1D4B = $1E4A  ;; floating-point values only
0086: $1D4C = $1E4B  ;; floating-point values only
0086: $1D4D = $1E4C  ;; floating-point values only
0086: $1D4E = $1E4D  ;; floating-point values only
0086: $1D4F = $1E4E  ;; floating-point values only

:Label120E14
00D6: if  0
0038:   $1D10 ==  83  ;; integer values
004D: jump_if_false £Label120E56
0086: $1D4A = $1E4C  ;; floating-point values only
0086: $1D4B = $1E4D  ;; floating-point values only
0086: $1D4C = $1E4E  ;; floating-point values only
0086: $1D4D = $1E4F  ;; floating-point values only
0086: $1D4E = $1E50  ;; floating-point values only
0086: $1D4F = $1E51  ;; floating-point values only

:Label120E56
00D6: if  0
0038:   $1D10 ==  84  ;; integer values
004D: jump_if_false £Label120E98
0086: $1D4A = $1E4F  ;; floating-point values only
0086: $1D4B = $1E50  ;; floating-point values only
0086: $1D4C = $1E51  ;; floating-point values only
0086: $1D4D = $1E52  ;; floating-point values only
0086: $1D4E = $1E53  ;; floating-point values only
0086: $1D4F = $1E54  ;; floating-point values only

:Label120E98
00D6: if  0
0038:   $1D10 ==  85  ;; integer values
004D: jump_if_false £Label120EDA
0086: $1D4A = $1E52  ;; floating-point values only
0086: $1D4B = $1E53  ;; floating-point values only
0086: $1D4C = $1E54  ;; floating-point values only
0086: $1D4D = $1E55  ;; floating-point values only
0086: $1D4E = $1E56  ;; floating-point values only
0086: $1D4F = $1E57  ;; floating-point values only

:Label120EDA
00D6: if  0
0038:   $1D10 ==  86  ;; integer values
004D: jump_if_false £Label120F1C
0086: $1D4A = $1E55  ;; floating-point values only
0086: $1D4B = $1E56  ;; floating-point values only
0086: $1D4C = $1E57  ;; floating-point values only
0086: $1D4D = $1E58  ;; floating-point values only
0086: $1D4E = $1E59  ;; floating-point values only
0086: $1D4F = $1E5A  ;; floating-point values only

:Label120F1C
00D6: if  0
0038:   $1D10 ==  87  ;; integer values
004D: jump_if_false £Label120F5E
0086: $1D4A = $1E58  ;; floating-point values only
0086: $1D4B = $1E59  ;; floating-point values only
0086: $1D4C = $1E5A  ;; floating-point values only
0086: $1D4D = $1E5B  ;; floating-point values only
0086: $1D4E = $1E5C  ;; floating-point values only
0086: $1D4F = $1E5D  ;; floating-point values only

:Label120F5E
00D6: if  0
0038:   $1D10 ==  88  ;; integer values
004D: jump_if_false £Label120FA0
0086: $1D4A = $1E5B  ;; floating-point values only
0086: $1D4B = $1E5C  ;; floating-point values only
0086: $1D4C = $1E5D  ;; floating-point values only
0086: $1D4D = $1E5E  ;; floating-point values only
0086: $1D4E = $1E5F  ;; floating-point values only
0086: $1D4F = $1E60  ;; floating-point values only

:Label120FA0
00D6: if  0
0038:   $1D10 ==  89  ;; integer values
004D: jump_if_false £Label120FE2
0086: $1D4A = $1E5E  ;; floating-point values only
0086: $1D4B = $1E5F  ;; floating-point values only
0086: $1D4C = $1E60  ;; floating-point values only
0086: $1D4D = $1E61  ;; floating-point values only
0086: $1D4E = $1E62  ;; floating-point values only
0086: $1D4F = $1E63  ;; floating-point values only

:Label120FE2
00D6: if  0
0038:   $1D10 ==  90  ;; integer values
004D: jump_if_false £Label121024
0086: $1D4A = $1E61  ;; floating-point values only
0086: $1D4B = $1E62  ;; floating-point values only
0086: $1D4C = $1E63  ;; floating-point values only
0086: $1D4D = $1E64  ;; floating-point values only
0086: $1D4E = $1E65  ;; floating-point values only
0086: $1D4F = $1E66  ;; floating-point values only

:Label121024
00D6: if  0
0038:   $1D10 ==  91  ;; integer values
004D: jump_if_false £Label121066
0086: $1D4A = $1E64  ;; floating-point values only
0086: $1D4B = $1E65  ;; floating-point values only
0086: $1D4C = $1E66  ;; floating-point values only
0086: $1D4D = $1E67  ;; floating-point values only
0086: $1D4E = $1E68  ;; floating-point values only
0086: $1D4F = $1E69  ;; floating-point values only

:Label121066
00D6: if  0
0038:   $1D10 ==  92  ;; integer values
004D: jump_if_false £Label1210A8
0086: $1D4A = $1E67  ;; floating-point values only
0086: $1D4B = $1E68  ;; floating-point values only
0086: $1D4C = $1E69  ;; floating-point values only
0086: $1D4D = $1E6A  ;; floating-point values only
0086: $1D4E = $1E6B  ;; floating-point values only
0086: $1D4F = $1E6C  ;; floating-point values only

:Label1210A8
00D6: if  0
0038:   $1D10 ==  93  ;; integer values
004D: jump_if_false £Label1210EA
0086: $1D4A = $1E6A  ;; floating-point values only
0086: $1D4B = $1E6B  ;; floating-point values only
0086: $1D4C = $1E6C  ;; floating-point values only
0086: $1D4D = $1E6D  ;; floating-point values only
0086: $1D4E = $1E6E  ;; floating-point values only
0086: $1D4F = $1E6F  ;; floating-point values only

:Label1210EA
00D6: if  0
0038:   $1D10 ==  94  ;; integer values
004D: jump_if_false £Label12112C
0086: $1D4A = $1E6D  ;; floating-point values only
0086: $1D4B = $1E6E  ;; floating-point values only
0086: $1D4C = $1E6F  ;; floating-point values only
0086: $1D4D = $1E70  ;; floating-point values only
0086: $1D4E = $1E71  ;; floating-point values only
0086: $1D4F = $1E72  ;; floating-point values only

:Label12112C
00D6: if  0
0038:   $1D10 ==  95  ;; integer values
004D: jump_if_false £Label12116E
0086: $1D4A = $1E70  ;; floating-point values only
0086: $1D4B = $1E71  ;; floating-point values only
0086: $1D4C = $1E72  ;; floating-point values only
0086: $1D4D = $1E73  ;; floating-point values only
0086: $1D4E = $1E74  ;; floating-point values only
0086: $1D4F = $1E75  ;; floating-point values only

:Label12116E
00D6: if  0
0038:   $1D10 ==  96  ;; integer values
004D: jump_if_false £Label1211B0
0086: $1D4A = $1E73  ;; floating-point values only
0086: $1D4B = $1E74  ;; floating-point values only
0086: $1D4C = $1E75  ;; floating-point values only
0086: $1D4D = $1E76  ;; floating-point values only
0086: $1D4E = $1E77  ;; floating-point values only
0086: $1D4F = $1E78  ;; floating-point values only

:Label1211B0
00D6: if  0
0038:   $1D10 ==  97  ;; integer values
004D: jump_if_false £Label1211F2
0086: $1D4A = $1E76  ;; floating-point values only
0086: $1D4B = $1E77  ;; floating-point values only
0086: $1D4C = $1E78  ;; floating-point values only
0086: $1D4D = $1E79  ;; floating-point values only
0086: $1D4E = $1E7A  ;; floating-point values only
0086: $1D4F = $1E7B  ;; floating-point values only

:Label1211F2
00D6: if  0
0038:   $1D10 ==  98  ;; integer values
004D: jump_if_false £Label121234
0086: $1D4A = $1E79  ;; floating-point values only
0086: $1D4B = $1E7A  ;; floating-point values only
0086: $1D4C = $1E7B  ;; floating-point values only
0086: $1D4D = $1E7C  ;; floating-point values only
0086: $1D4E = $1E7D  ;; floating-point values only
0086: $1D4F = $1E7E  ;; floating-point values only

:Label121234
00D6: if  0
0038:   $1D10 ==  99  ;; integer values
004D: jump_if_false £Label121276
0086: $1D4A = $1E7C  ;; floating-point values only
0086: $1D4B = $1E7D  ;; floating-point values only
0086: $1D4C = $1E7E  ;; floating-point values only
0086: $1D4D = $1E7F  ;; floating-point values only
0086: $1D4E = $1E80  ;; floating-point values only
0086: $1D4F = $1E81  ;; floating-point values only

:Label121276
00D6: if  0
0038:   $1D10 ==  100  ;; integer values
004D: jump_if_false £Label1212B8
0086: $1D4A = $1E7F  ;; floating-point values only
0086: $1D4B = $1E80  ;; floating-point values only
0086: $1D4C = $1E81  ;; floating-point values only
0086: $1D4D = $1E82  ;; floating-point values only
0086: $1D4E = $1E83  ;; floating-point values only
0086: $1D4F = $1E84  ;; floating-point values only

:Label1212B8
00D6: if  0
0038:   $1D10 ==  101  ;; integer values
004D: jump_if_false £Label1212FA
0086: $1D4A = $1E82  ;; floating-point values only
0086: $1D4B = $1E83  ;; floating-point values only
0086: $1D4C = $1E84  ;; floating-point values only
0086: $1D4D = $1E85  ;; floating-point values only
0086: $1D4E = $1E86  ;; floating-point values only
0086: $1D4F = $1E87  ;; floating-point values only

:Label1212FA
00D6: if  0
0038:   $1D10 ==  102  ;; integer values
004D: jump_if_false £Label12133C
0086: $1D4A = $1E85  ;; floating-point values only
0086: $1D4B = $1E86  ;; floating-point values only
0086: $1D4C = $1E87  ;; floating-point values only
0086: $1D4D = $1E88  ;; floating-point values only
0086: $1D4E = $1E89  ;; floating-point values only
0086: $1D4F = $1E8A  ;; floating-point values only

:Label12133C
00D6: if  0
0038:   $1D10 ==  103  ;; integer values
004D: jump_if_false £Label12137E
0086: $1D4A = $1E88  ;; floating-point values only
0086: $1D4B = $1E89  ;; floating-point values only
0086: $1D4C = $1E8A  ;; floating-point values only
0086: $1D4D = $1E8B  ;; floating-point values only
0086: $1D4E = $1E8C  ;; floating-point values only
0086: $1D4F = $1E8D  ;; floating-point values only

:Label12137E
00D6: if  0
0038:   $1D10 ==  104  ;; integer values
004D: jump_if_false £Label1213C0
0086: $1D4A = $1E8B  ;; floating-point values only
0086: $1D4B = $1E8C  ;; floating-point values only
0086: $1D4C = $1E8D  ;; floating-point values only
0086: $1D4D = $1E8E  ;; floating-point values only
0086: $1D4E = $1E8F  ;; floating-point values only
0086: $1D4F = $1E90  ;; floating-point values only

:Label1213C0
00D6: if  0
0038:   $1D10 ==  105  ;; integer values
004D: jump_if_false £Label121402
0086: $1D4A = $1E8E  ;; floating-point values only
0086: $1D4B = $1E8F  ;; floating-point values only
0086: $1D4C = $1E90  ;; floating-point values only
0086: $1D4D = $1E91  ;; floating-point values only
0086: $1D4E = $1E92  ;; floating-point values only
0086: $1D4F = $1E93  ;; floating-point values only

:Label121402
00D6: if  0
0038:   $1D10 ==  106  ;; integer values
004D: jump_if_false £Label121444
0086: $1D4A = $1E91  ;; floating-point values only
0086: $1D4B = $1E92  ;; floating-point values only
0086: $1D4C = $1E93  ;; floating-point values only
0086: $1D4D = $1E94  ;; floating-point values only
0086: $1D4E = $1E95  ;; floating-point values only
0086: $1D4F = $1E96  ;; floating-point values only

:Label121444
00D6: if  0
0038:   $1D10 ==  107  ;; integer values
004D: jump_if_false £Label121486
0086: $1D4A = $1E94  ;; floating-point values only
0086: $1D4B = $1E95  ;; floating-point values only
0086: $1D4C = $1E96  ;; floating-point values only
0088: $1D4D =  0@  ;; floating-point values only
0088: $1D4E =  1@  ;; floating-point values only
0088: $1D4F =  2@  ;; floating-point values only

:Label121486
00D6: if  0
0038:   $1D10 ==  108  ;; integer values
004D: jump_if_false £Label1214C8
0088: $1D4A =  0@  ;; floating-point values only
0088: $1D4B =  1@  ;; floating-point values only
0088: $1D4C =  2@  ;; floating-point values only
0088: $1D4D =  3@  ;; floating-point values only
0088: $1D4E =  4@  ;; floating-point values only
0088: $1D4F =  5@  ;; floating-point values only

:Label1214C8
00D6: if  0
0038:   $1D10 ==  109  ;; integer values
004D: jump_if_false £Label12150A
0088: $1D4A =  3@  ;; floating-point values only
0088: $1D4B =  4@  ;; floating-point values only
0088: $1D4C =  5@  ;; floating-point values only
0088: $1D4D =  6@  ;; floating-point values only
0088: $1D4E =  7@  ;; floating-point values only
0088: $1D4F =  8@  ;; floating-point values only

:Label12150A
00D6: if  0
0038:   $1D10 ==  110  ;; integer values
004D: jump_if_false £Label12154C
0088: $1D4A =  6@  ;; floating-point values only
0088: $1D4B =  7@  ;; floating-point values only
0088: $1D4C =  8@  ;; floating-point values only
0088: $1D4D =  9@  ;; floating-point values only
0088: $1D4E =  10@  ;; floating-point values only
0088: $1D4F =  11@  ;; floating-point values only

:Label12154C
00D6: if  0
0038:   $1D10 ==  111  ;; integer values
004D: jump_if_false £Label12158E
0088: $1D4A =  9@  ;; floating-point values only
0088: $1D4B =  10@  ;; floating-point values only
0088: $1D4C =  11@  ;; floating-point values only
0088: $1D4D =  12@  ;; floating-point values only
0088: $1D4E =  13@  ;; floating-point values only
0088: $1D4F =  14@  ;; floating-point values only

:Label12158E
00D6: if  0
0038:   $1D10 ==  112  ;; integer values
004D: jump_if_false £Label1215D0
0088: $1D4A =  12@  ;; floating-point values only
0088: $1D4B =  13@  ;; floating-point values only
0088: $1D4C =  14@  ;; floating-point values only
0088: $1D4D =  12@  ;; floating-point values only
0088: $1D4E =  13@  ;; floating-point values only
0088: $1D4F =  14@  ;; floating-point values only

:Label1215D0
0051: return

:Label1215D2
0227: $1307 = car $1CFD health
00D6: if  0
001A:    500 > $1307  ;; integer values
004D: jump_if_false £Label1215F5
0224: set_car $1CFD health_to  1000

:Label1215F5
00D6: if  0
003A:   $1D0C == $1D10  ;; integer values and handles
004D: jump_if_false £Label1216D5
00AA: store_car $1CFD position_to $1D29 $1D2A $1D2B
0086: $1D2D = $1D29  ;; floating-point values only
0061: $1D2D -= $1D3B  ;; floating-point values
0086: $1D2E = $1D2A  ;; floating-point values only
0061: $1D2E -= $1D3C  ;; floating-point values
0069: $1D2D *= $1D2D  ;; floating-point values
0069: $1D2E *= $1D2E  ;; floating-point values
0086: $1D2F = $1D2D  ;; floating-point values only
0059: $1D2F += $1D2E  ;; floating-point values
01FB: $1D33 = square_root $1D2F
0054: store_player $PLAYER_CHAR position_to $1D29 $1D2A $1D2B
0086: $1D2D = $1D29  ;; floating-point values only
0061: $1D2D -= $1D3B  ;; floating-point values
0086: $1D2E = $1D2A  ;; floating-point values only
0061: $1D2E -= $1D3C  ;; floating-point values
0069: $1D2D *= $1D2D  ;; floating-point values
0069: $1D2E *= $1D2E  ;; floating-point values
0086: $1D2F = $1D2D  ;; floating-point values only
0059: $1D2F += $1D2E  ;; floating-point values
01FB: $1D34 = square_root $1D2F
00D6: if  0
0024:   $1D34 > $1D33  ;; floating-point values only
004D: jump_if_false £Label1216CE
0008: $1D11 +=  1  ;; integer values

:Label1216CE
0002: jump £Label1216EF

:Label1216D5
00D6: if  0
001C:   $1D10 > $1D0C  ;; integer values
004D: jump_if_false £Label1216EF
0008: $1D11 +=  1  ;; integer values

:Label1216EF
00D6: if  0
81AF:   NOT   car $1CFD  0 ()near_point $1D26 $1D27 $1D28 radius  3.0  3.0  2.0
004D: jump_if_false £Label12172F
00AA: store_car $1CFD position_to $1D26 $1D27 $1D28
0084: $1D16 = $12CB  ;; integer values and handles

:Label12172F
00D6: if  0
01AF:   car $1CFD  0 ()near_point $1D26 $1D27 $1D28 radius  3.0  3.0  2.0
004D: jump_if_false £Label121807
0084: $1D17 = $12CB  ;; integer values and handles
0060: $1D17 -= $1D16  ;; integer values
00D6: if  0
0018:   $1D17 >  4000  ;; integer values
004D: jump_if_false £Label121807
00D6: if  0
82CA:   NOT   car $1CFD bounding_sphere_visible
004D: jump_if_false £Label121807
00AA: store_car $1CFD position_to $1D29 $1D2A $1D2B
02C1: set $1D29 $1D2A $1D2B to_car_path_coords_closest_to $1D29 $1D2A $1D2B
00D6: if  0
838A:   NOT   car_in_cube $1D29 $1D2A $1D2B  4.0  4.0  3.0
004D: jump_if_false £Label121807
00D6: if  0
80C2:   NOT   sphere_onscreen $1D29 $1D2A $1D2B  4.0
004D: jump_if_false £Label121807
00AB: put_car $1CFD at $1D29 $1D2A $1D2B
039F: car $1CFD race_to $1D47 $1D48

:Label121807
0084: $1D1B = $1D0C  ;; integer values and handles
000C: $1D1B -=  4  ;; integer values
00D6: if  0
001C:   $1D1B > $1D10  ;; integer values
004D: jump_if_false £Label12199D
00D6: if  0
003A:   $1CFD == $1CFA  ;; integer values and handles
004D: jump_if_false £Label1218A5
00D6: if  0
82CA:   NOT   car $1CFA bounding_sphere_visible
004D: jump_if_false £Label1218A5
00D6: if  0
838A:   NOT   car_in_cube $1D41 $1D42 $1D43  4.0  4.0  3.0
004D: jump_if_false £Label1218A5
00D6: if  0
80C2:   NOT   sphere_onscreen $1D41 $1D42 $1D43  4.0
004D: jump_if_false £Label1218A5
00AB: put_car $1CFD at $1D41 $1D42 $1D43
039F: car $1CFD race_to $1D3B $1D3C

:Label1218A5
00D6: if  0
003A:   $1CFD == $1CFB  ;; integer values and handles
004D: jump_if_false £Label121921
00D6: if  0
82CA:   NOT   car $1CFB bounding_sphere_visible
004D: jump_if_false £Label121921
00D6: if  0
838A:   NOT   car_in_cube $1D44 $1D45 $1D46  4.0  4.0  3.0
004D: jump_if_false £Label121921
00D6: if  0
80C2:   NOT   sphere_onscreen $1D44 $1D45 $1D46  4.0
004D: jump_if_false £Label121921
00AB: put_car $1CFD at $1D44 $1D45 $1D46
039F: car $1CFD race_to $1D3B $1D3C

:Label121921
00D6: if  0
003A:   $1CFD == $1CFC  ;; integer values and handles
004D: jump_if_false £Label12199D
00D6: if  0
82CA:   NOT   car $1CFC bounding_sphere_visible
004D: jump_if_false £Label12199D
00D6: if  0
838A:   NOT   car_in_cube $1D47 $1D48 $1D49  4.0  4.0  3.0
004D: jump_if_false £Label12199D
00D6: if  0
80C2:   NOT   sphere_onscreen $1D47 $1D48 $1D49  4.0
004D: jump_if_false £Label12199D
00AB: put_car $1CFD at $1D47 $1D48 $1D49
039F: car $1CFD race_to $1D3B $1D3C

:Label12199D
0084: $1D1B = $1D0C  ;; integer values and handles
0008: $1D1B +=  5  ;; integer values
00D6: if  0
001C:   $1D10 > $1D1B  ;; integer values
004D: jump_if_false £Label1219D0
00AD: set_car $1CFD max_speed_to  25.0
0002: jump £Label1219DA

:Label1219D0
00AD: set_car $1CFD max_speed_to  50.0

:Label1219DA
0051: return

;-------------Mission 83---------------
; Originally: Distribution


:Label1219DC
0050: gosub £Label121A00
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label1219F7
0050: gosub £Label12285E

:Label1219F7
0050: gosub £Label1229F5
004E: end_thread

:Label121A00
0004: $ONMISSION =  1  ;; integer values
00D6: if  0
0038:   $1EAE ==  0  ;; integer values
004D: jump_if_false £Label121A1B
0317: increment_mission_attempts

:Label121A1B
03A4: name_thread "ICECRE1"
0001: wait  0 ms
054C: use_GXT_table "ICECRE1"
0004: $1EA8 =  0  ;; integer values
0004: $1EA9 =  0  ;; integer values
0004: $1EAA =  0  ;; integer values
0004: $1EAB =  0  ;; integer values
0004: $1EAC =  0  ;; integer values
0004: $1EAD =  0  ;; integer values
0004: $1EAF =  0  ;; integer values
0004: $1EB0 =  0  ;; integer values
0004: $1EB1 =  0  ;; integer values
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label121A91
03C1: $1E97 = player $PLAYER_CHAR car
0002: jump £Label121A98

:Label121A91
0002: jump £Label12285E

:Label121A98
0395: clear_area  0 at -868.1 -572.153 range  10.11  3.0
0395: clear_area  0 at -859.7491 -571.028 range  11.11207  1.0
015F: set_camera_position -859.7491 -571.028  14.11207  0.0  0.0  0.0
0160: point_camera -860.6732 -571.1432  13.74751  2
0006:  16@ =  0  ;; integer values

:Label121B02
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label121B4F
0001: wait  0 ms
00BC: text_highpriority "ICC1_16"  5000 ms  2  ;; ~g~Use your Mr. Whoopee van to distribute Cherry Poppers product around Vice City.
00D6: if  1
00E1:   key_pressed  0  16
0019:    16@ >  1000  ;; integer values
004D: jump_if_false £Label121B48
0002: jump £Label121C33

:Label121B48
0002: jump £Label121B02

:Label121B4F
0006:  16@ =  0  ;; integer values

:Label121B56
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label121B9B
0001: wait  0 ms
00BC: text_highpriority "ICC1_7"  5000 ms  2  ;; ~g~You receive money for each transaction you make, but the more transactions you make the more police attention you get.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label121B94
0002: jump £Label121C33

:Label121B94
0002: jump £Label121B56

:Label121B9B
0006:  16@ =  0  ;; integer values

:Label121BA2
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label121BE7
0001: wait  0 ms
00BC: text_highpriority "ICC1_8"  5000 ms  2  ;; ~g~To make a transaction, ~h~park your van ~g~and press the ~h~~k~~VEHICLE_HORN~ ~g~button to play the ice cream jingle to attract customers.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label121BE0
0002: jump £Label121C33

:Label121BE0
0002: jump £Label121BA2

:Label121BE7
0006:  16@ =  0  ;; integer values

:Label121BEE
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label121C33
0001: wait  0 ms
00BC: text_highpriority "ICC1_9"  5000 ms  2  ;; ~g~Local gangs will not appreciate you doing business on their turf so expect hostility if you do so.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label121C2C
0002: jump £Label121C33

:Label121C2C
0002: jump £Label121BEE

:Label121C33
00BE: text_clear_all
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0006:  17@ =  0  ;; integer values

:Label121C49
0001: wait  0 ms
00D6: if  0
0038:   $1EA9 ==  0  ;; integer values
004D: jump_if_false £Label121C9C
00D6: if  0
8119:   NOT   car $1E97 wrecked
004D: jump_if_false £Label121C9C
00D6: if  0
0383:   player $1E97 car_horn_activated == true
004D: jump_if_false £Label121C9C
03C4: set_status_text_to $1EAF  0 (number) "ICC1_5"  ;; Deals done:
0004: $1EA8 =  1  ;; integer values
0004: $1EA9 =  1  ;; integer values

:Label121C9C
00D6: if  0
0038:   $1EA8 ==  1  ;; integer values
004D: jump_if_false £Label121CD9
03F1: pedtype  8 add_threat  1
03F1: pedtype  7 add_threat  1
03F1: pedtype  9 add_threat  1
03F1: pedtype  11 add_threat  1
03F1: pedtype  12 add_threat  1
03F1: pedtype  14 add_threat  1
0004: $1EA8 =  2  ;; integer values

:Label121CD9
00D6: if  0
8119:   NOT   car $1E97 wrecked
004D: jump_if_false £Label121D03
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1E97
004D: jump_if_false £Label121D03
0002: jump £Label122860

:Label121D03
00D6: if  0
0119:   car $1E97 wrecked
004D: jump_if_false £Label121D1A
0002: jump £Label122860

:Label121D1A
00D6: if  0
8119:   NOT   car $1E97 wrecked
004D: jump_if_false £Label122017
00D6: if  0
029F:   player $PLAYER_CHAR stopped
004D: jump_if_false £Label122017
00D6: if  0
0383:   player $1E97 car_horn_activated == true
004D: jump_if_false £Label122017
0054: store_player $PLAYER_CHAR position_to $1E98 $1E99 $1E9A
0086: $1E9B = $1E98  ;; floating-point values only
0009: $1E9B +=  20.0  ;; floating-point values
0086: $1E9C = $1E99  ;; floating-point values only
0009: $1E9C +=  20.0  ;; floating-point values
0086: $1E9D = $1E98  ;; floating-point values only
000D: $1E9D -=  20.0  ;; floating-point values
0086: $1E9E = $1E99  ;; floating-point values only
000D: $1E9E -=  20.0  ;; floating-point values
00D6: if  0
0038:   $1EAA ==  0  ;; integer values
004D: jump_if_false £Label121E28
058F: unknown_create_distribution_actor $1E9F at $1E9B $1E9C or_at $1E9D $1E9E flag  1  0  1
00D6: if  0
8038:   NOT   $1E9F == -1  ;; integer values
004D: jump_if_false £Label121E28
00D6: if  0
8118:   NOT   actor $1E9F dead
004D: jump_if_false £Label121E28
0580: $1EA0 = distribution_mission_status distribution_actor $1E9F distribution_car $1E97
00D6: if  0
0038:   $1EA0 ==  1  ;; integer values
004D: jump_if_false £Label121E23
0187: $1EB2 = create_marker_above_actor $1E9F
01BD: $1EB8 = current_time_in_ms
0004: $1EAA =  1  ;; integer values
0002: jump £Label121E28

:Label121E23
01C2: remove_references_to_actor $1E9F  ;; Like turning an actor into a random pedestrian

:Label121E28
00D6: if  0
0038:   $1EAB ==  0  ;; integer values
004D: jump_if_false £Label121EB0
058F: unknown_create_distribution_actor $1EA1 at $1E9B $1E9C or_at $1E9D $1E9E flag  1  0  1
00D6: if  0
8038:   NOT   $1EA1 == -1  ;; integer values
004D: jump_if_false £Label121EB0
00D6: if  0
8118:   NOT   actor $1EA1 dead
004D: jump_if_false £Label121EB0
0580: $1EA2 = distribution_mission_status distribution_actor $1EA1 distribution_car $1E97
00D6: if  0
0038:   $1EA2 ==  1  ;; integer values
004D: jump_if_false £Label121EAB
0187: $1EB3 = create_marker_above_actor $1EA1
01BD: $1EBB = current_time_in_ms
0004: $1EAB =  1  ;; integer values
0002: jump £Label121EB0

:Label121EAB
01C2: remove_references_to_actor $1EA1  ;; Like turning an actor into a random pedestrian

:Label121EB0
00D6: if  0
0038:   $1EAC ==  0  ;; integer values
004D: jump_if_false £Label121F38
058F: unknown_create_distribution_actor $1EA3 at $1E9B $1E9C or_at $1E9D $1E9E flag  1  0  1
00D6: if  0
8038:   NOT   $1EA3 == -1  ;; integer values
004D: jump_if_false £Label121F38
00D6: if  0
8118:   NOT   actor $1EA3 dead
004D: jump_if_false £Label121F38
0580: $1EA4 = distribution_mission_status distribution_actor $1EA3 distribution_car $1E97
00D6: if  0
0038:   $1EA4 ==  1  ;; integer values
004D: jump_if_false £Label121F33
0187: $1EB4 = create_marker_above_actor $1EA3
01BD: $1EBE = current_time_in_ms
0004: $1EAC =  1  ;; integer values
0002: jump £Label121F38

:Label121F33
01C2: remove_references_to_actor $1EA3  ;; Like turning an actor into a random pedestrian

:Label121F38
00D6: if  0
0038:   $1EAD ==  0  ;; integer values
004D: jump_if_false £Label121FC0
058F: unknown_create_distribution_actor $1EA5 at $1E9B $1E9C or_at $1E9D $1E9E flag  1  0  1
00D6: if  0
8038:   NOT   $1EA5 == -1  ;; integer values
004D: jump_if_false £Label121FC0
00D6: if  0
8118:   NOT   actor $1EA5 dead
004D: jump_if_false £Label121FC0
0580: $1EA6 = distribution_mission_status distribution_actor $1EA5 distribution_car $1E97
00D6: if  0
0038:   $1EA6 ==  1  ;; integer values
004D: jump_if_false £Label121FBB
0187: $1EB5 = create_marker_above_actor $1EA5
01BD: $1EC1 = current_time_in_ms
0004: $1EAD =  1  ;; integer values
0002: jump £Label121FC0

:Label121FBB
01C2: remove_references_to_actor $1EA5  ;; Like turning an actor into a random pedestrian

:Label121FC0
00D6: if  0
0038:   $1E9F == -1  ;; integer values
004D: jump_if_false £Label122017
00D6: if  0
0038:   $1EA1 == -1  ;; integer values
004D: jump_if_false £Label122017
00D6: if  0
0038:   $1EA3 == -1  ;; integer values
004D: jump_if_false £Label122017
00D6: if  0
0038:   $1EA5 == -1  ;; integer values
004D: jump_if_false £Label122017
00BC: text_highpriority "ICC1_4"  1000 ms  1  ;; ~g~There aren't any customers in this area try another one.

:Label122017
00D6: if  0
0038:   $1EAA ==  1  ;; integer values
004D: jump_if_false £Label12221B
00D6: if  0
8118:   NOT   actor $1E9F dead
004D: jump_if_false £Label12220A
01BD: $1EB7 = current_time_in_ms
0084: $1EB6 = $1EB7  ;; integer values and handles
0060: $1EB6 -= $1EB8  ;; integer values
00D6: if  0
001A:    50000 > $1EB6  ;; integer values
004D: jump_if_false £Label1221F2
00D6: if  0
0586: $1E9F
004D: jump_if_false £Label1221EB
00D6: if  0
058B: $1E9F
004D: jump_if_false £Label1221DA
0008: $1EAF +=  1  ;; integer values
0008: $1EB1 +=  1  ;; integer values
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false £Label1220BE
0109: player $PLAYER_CHAR money +=  10
0008: $1EB0 +=  12  ;; integer values
0002: jump £Label1221DA

:Label1220BE
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false £Label1220EB
0109: player $PLAYER_CHAR money +=  15
0008: $1EB0 +=  18  ;; integer values
0002: jump £Label1221DA

:Label1220EB
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false £Label122118
0109: player $PLAYER_CHAR money +=  12
0008: $1EB0 +=  14  ;; integer values
0002: jump £Label1221DA

:Label122118
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false £Label122145
0109: player $PLAYER_CHAR money +=  8
0008: $1EB0 +=  10  ;; integer values
0002: jump £Label1221DA

:Label122145
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false £Label122172
0109: player $PLAYER_CHAR money +=  8
0008: $1EB0 +=  10  ;; integer values
0002: jump £Label1221DA

:Label122172
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false £Label12219F
0109: player $PLAYER_CHAR money +=  6
0008: $1EB0 +=  8  ;; integer values
0002: jump £Label1221DA

:Label12219F
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label1221CC
0109: player $PLAYER_CHAR money +=  6
0008: $1EB0 +=  8  ;; integer values
0002: jump £Label1221DA

:Label1221CC
0109: player $PLAYER_CHAR money +=  12
0008: $1EB0 +=  10  ;; integer values

:Label1221DA
0164: disable_marker $1EB2
01C2: remove_references_to_actor $1E9F  ;; Like turning an actor into a random pedestrian
0004: $1EAA =  0  ;; integer values

:Label1221EB
0002: jump £Label122203

:Label1221F2
0164: disable_marker $1EB2
01C2: remove_references_to_actor $1E9F  ;; Like turning an actor into a random pedestrian
0004: $1EAA =  0  ;; integer values

:Label122203
0002: jump £Label12221B

:Label12220A
0164: disable_marker $1EB2
01C2: remove_references_to_actor $1E9F  ;; Like turning an actor into a random pedestrian
0004: $1EAA =  0  ;; integer values

:Label12221B
00D6: if  0
0038:   $1EAB ==  1  ;; integer values
004D: jump_if_false £Label12241F
00D6: if  0
8118:   NOT   actor $1EA1 dead
004D: jump_if_false £Label12240E
01BD: $1EBA = current_time_in_ms
0084: $1EB9 = $1EBA  ;; integer values and handles
0060: $1EB9 -= $1EBB  ;; integer values
00D6: if  0
001A:    50000 > $1EB9  ;; integer values
004D: jump_if_false £Label1223F6
00D6: if  0
0586: $1EA1
004D: jump_if_false £Label1223EF
00D6: if  0
058B: $1EA1
004D: jump_if_false £Label1223DE
0008: $1EAF +=  1  ;; integer values
0008: $1EB1 +=  1  ;; integer values
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false £Label1222C2
0109: player $PLAYER_CHAR money +=  10
0008: $1EB0 +=  12  ;; integer values
0002: jump £Label1223DE

:Label1222C2
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false £Label1222EF
0109: player $PLAYER_CHAR money +=  15
0008: $1EB0 +=  18  ;; integer values
0002: jump £Label1223DE

:Label1222EF
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false £Label12231C
0109: player $PLAYER_CHAR money +=  12
0008: $1EB0 +=  14  ;; integer values
0002: jump £Label1223DE

:Label12231C
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false £Label122349
0109: player $PLAYER_CHAR money +=  8
0008: $1EB0 +=  10  ;; integer values
0002: jump £Label1223DE

:Label122349
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false £Label122376
0109: player $PLAYER_CHAR money +=  8
0008: $1EB0 +=  10  ;; integer values
0002: jump £Label1223DE

:Label122376
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false £Label1223A3
0109: player $PLAYER_CHAR money +=  6
0008: $1EB0 +=  8  ;; integer values
0002: jump £Label1223DE

:Label1223A3
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label1223D0
0109: player $PLAYER_CHAR money +=  6
0008: $1EB0 +=  8  ;; integer values
0002: jump £Label1223DE

:Label1223D0
0109: player $PLAYER_CHAR money +=  12
0008: $1EB0 +=  10  ;; integer values

:Label1223DE
0164: disable_marker $1EB3
01C2: remove_references_to_actor $1EA1  ;; Like turning an actor into a random pedestrian
0004: $1EAB =  0  ;; integer values

:Label1223EF
0002: jump £Label122407

:Label1223F6
0164: disable_marker $1EB3
01C2: remove_references_to_actor $1EA1  ;; Like turning an actor into a random pedestrian
0004: $1EAB =  0  ;; integer values

:Label122407
0002: jump £Label12241F

:Label12240E
0164: disable_marker $1EB3
01C2: remove_references_to_actor $1EA1  ;; Like turning an actor into a random pedestrian
0004: $1EAB =  0  ;; integer values

:Label12241F
00D6: if  0
0038:   $1EAC ==  1  ;; integer values
004D: jump_if_false £Label122623
00D6: if  0
8118:   NOT   actor $1EA3 dead
004D: jump_if_false £Label122612
01BD: $1EBD = current_time_in_ms
0084: $1EBC = $1EBD  ;; integer values and handles
0060: $1EBC -= $1EBE  ;; integer values
00D6: if  0
001A:    50000 > $1EBC  ;; integer values
004D: jump_if_false £Label1225FA
00D6: if  0
0586: $1EA3
004D: jump_if_false £Label1225F3
00D6: if  0
058B: $1EA3
004D: jump_if_false £Label1225E2
0008: $1EAF +=  1  ;; integer values
0008: $1EB1 +=  1  ;; integer values
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false £Label1224C6
0109: player $PLAYER_CHAR money +=  10
0008: $1EB0 +=  12  ;; integer values
0002: jump £Label1225E2

:Label1224C6
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false £Label1224F3
0109: player $PLAYER_CHAR money +=  15
0008: $1EB0 +=  18  ;; integer values
0002: jump £Label1225E2

:Label1224F3
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false £Label122520
0109: player $PLAYER_CHAR money +=  12
0008: $1EB0 +=  14  ;; integer values
0002: jump £Label1225E2

:Label122520
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false £Label12254D
0109: player $PLAYER_CHAR money +=  8
0008: $1EB0 +=  10  ;; integer values
0002: jump £Label1225E2

:Label12254D
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false £Label12257A
0109: player $PLAYER_CHAR money +=  8
0008: $1EB0 +=  10  ;; integer values
0002: jump £Label1225E2

:Label12257A
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false £Label1225A7
0109: player $PLAYER_CHAR money +=  6
0008: $1EB0 +=  8  ;; integer values
0002: jump £Label1225E2

:Label1225A7
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label1225D4
0109: player $PLAYER_CHAR money +=  6
0008: $1EB0 +=  8  ;; integer values
0002: jump £Label1225E2

:Label1225D4
0109: player $PLAYER_CHAR money +=  12
0008: $1EB0 +=  10  ;; integer values

:Label1225E2
0164: disable_marker $1EB4
01C2: remove_references_to_actor $1EA3  ;; Like turning an actor into a random pedestrian
0004: $1EAC =  0  ;; integer values

:Label1225F3
0002: jump £Label12260B

:Label1225FA
0164: disable_marker $1EB4
01C2: remove_references_to_actor $1EA3  ;; Like turning an actor into a random pedestrian
0004: $1EAC =  0  ;; integer values

:Label12260B
0002: jump £Label122623

:Label122612
0164: disable_marker $1EB4
01C2: remove_references_to_actor $1EA3  ;; Like turning an actor into a random pedestrian
0004: $1EAC =  0  ;; integer values

:Label122623
00D6: if  0
0038:   $1EAD ==  1  ;; integer values
004D: jump_if_false £Label122827
00D6: if  0
8118:   NOT   actor $1EA5 dead
004D: jump_if_false £Label122816
01BD: $1EC0 = current_time_in_ms
0084: $1EBF = $1EC0  ;; integer values and handles
0060: $1EBF -= $1EC1  ;; integer values
00D6: if  0
001A:    50000 > $1EBF  ;; integer values
004D: jump_if_false £Label1227FE
00D6: if  0
0586: $1EA5
004D: jump_if_false £Label1227F7
00D6: if  0
058B: $1EA5
004D: jump_if_false £Label1227E6
0008: $1EAF +=  1  ;; integer values
0008: $1EB1 +=  1  ;; integer values
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false £Label1226CA
0109: player $PLAYER_CHAR money +=  10
0008: $1EB0 +=  12  ;; integer values
0002: jump £Label1227E6

:Label1226CA
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false £Label1226F7
0109: player $PLAYER_CHAR money +=  15
0008: $1EB0 +=  18  ;; integer values
0002: jump £Label1227E6

:Label1226F7
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false £Label122724
0109: player $PLAYER_CHAR money +=  12
0008: $1EB0 +=  14  ;; integer values
0002: jump £Label1227E6

:Label122724
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false £Label122751
0109: player $PLAYER_CHAR money +=  8
0008: $1EB0 +=  10  ;; integer values
0002: jump £Label1227E6

:Label122751
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false £Label12277E
0109: player $PLAYER_CHAR money +=  8
0008: $1EB0 +=  10  ;; integer values
0002: jump £Label1227E6

:Label12277E
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false £Label1227AB
0109: player $PLAYER_CHAR money +=  6
0008: $1EB0 +=  8  ;; integer values
0002: jump £Label1227E6

:Label1227AB
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label1227D8
0109: player $PLAYER_CHAR money +=  6
0008: $1EB0 +=  8  ;; integer values
0002: jump £Label1227E6

:Label1227D8
0109: player $PLAYER_CHAR money +=  12
0008: $1EB0 +=  10  ;; integer values

:Label1227E6
0164: disable_marker $1EB5
01C2: remove_references_to_actor $1EA5  ;; Like turning an actor into a random pedestrian
0004: $1EAD =  0  ;; integer values

:Label1227F7
0002: jump £Label12280F

:Label1227FE
0164: disable_marker $1EB5
01C2: remove_references_to_actor $1EA5  ;; Like turning an actor into a random pedestrian
0004: $1EAD =  0  ;; integer values

:Label12280F
0002: jump £Label122827

:Label122816
0164: disable_marker $1EB5
01C2: remove_references_to_actor $1EA5  ;; Like turning an actor into a random pedestrian
0004: $1EAD =  0  ;; integer values

:Label122827
00D6: if  0
0028:   $1EB1 >=  4  ;; integer values
004D: jump_if_false £Label122857
01C0: $1EA7 = player $PLAYER_CHAR wanted_level
0008: $1EA7 +=  1  ;; integer values
010D: set_player $PLAYER_CHAR wanted_level_to $1EA7
0004: $1EB1 =  0  ;; integer values

:Label122857
0002: jump £Label121C49

:Label12285E
0051: return

:Label122860
00D6: if  0
0038:   $1EAE ==  0  ;; integer values
004D: jump_if_false £Label1229F3
00D6: if  0
0018:   $1EAF >  49  ;; integer values
004D: jump_if_false £Label1229F3
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0110: clear_player $PLAYER_CHAR wanted_level
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0001: wait  1000 ms
016A: fade  0 ()  1000 ms
03CB: set_camera -839.512 -582.021  24.777
0054: store_player $PLAYER_CHAR position_to $1E98 $1E99 $1E9A

:Label1228C6
00D6: if  0
016B:   fading
004D: jump_if_false £Label1228DE
0001: wait  0 ms
0002: jump £Label1228C6

:Label1228DE
016A: fade  1 (back)  1000 ms
015F: set_camera_position -839.512 -582.021  24.777  0.0  0.0  0.0
0160: point_camera -840.451 -581.759  24.553  2
04A6: $263 = create_asset_money_pickup_at $22E $22F $230 money $262 $262

:Label12292C
00D6: if  0
016B:   fading
004D: jump_if_false £Label122944
0001: wait  0 ms
0002: jump £Label12292C

:Label122944
00BA: text_styled "ICE_AT1"  5000 ms  6  ;; ICECREAM FACTORY ASSET COMPLETED
0001: wait  5000 ms
01E5: text_1number_highpriority "ICE_AT2" $262  6000 ms  1  ;; ~g~The Cherry Popper factory will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait  6000 ms
016A: fade  0 ()  1000 ms

:Label122976
00D6: if  0
016B:   fading
004D: jump_if_false £Label12298E
0001: wait  0 ms
0002: jump £Label122976

:Label12298E
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
03CB: set_camera $1E98 $1E99 $1E9A
0008: $497 +=  1  ;; integer values
016A: fade  1 (back)  1000 ms

:Label1229AD
00D6: if  0
016B:   fading
004D: jump_if_false £Label1229C5
0001: wait  0 ms
0002: jump £Label1229AD

:Label1229C5
030C: set_mission_points +=  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0318: set_latest_mission_passed "CREAM"  ;; Distribution
0394: play_music  1
0004: $264 =  1  ;; integer values
0004: $1EAE =  1  ;; integer values

:Label1229F3
0051: return

:Label1229F5
0004: $ONMISSION =  0  ;; integer values
00BA: text_styled "ICC1_17"  5000 ms  5  ;; Distribution mission over
01E3: text_1number_styled "ICC1_19" $1EAF  5000 ms  6  ;; Total deals done: ~1~
00D6: if  0
8038:   NOT   $11A ==  1  ;; integer values
004D: jump_if_false £Label122A35
03F2: pedgroup  8 remove_threat  1

:Label122A35
03F2: pedgroup  7 remove_threat  1
03F2: pedgroup  9 remove_threat  1
03F2: pedgroup  11 remove_threat  1
03F2: pedgroup  12 remove_threat  1
03F2: pedgroup  14 remove_threat  1
0164: disable_marker $1EB2
0164: disable_marker $1EB3
0164: disable_marker $1EB4
0164: disable_marker $1EB5
01C2: remove_references_to_actor $1E9F  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1EA1  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1EA3  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1EA5  ;; Like turning an actor into a random pedestrian
0151: remove_status_text $1EAF
0536: $1EAF
042F: save_record  2 $1EAF
00D8: mission_cleanup
0051: return

;-------------Mission 84---------------
; Originally: Downtown Chopper Checkpoint


:Label122A90
0050: gosub £Label122AB4
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label122AAB
0050: gosub £Label123070

:Label122AAB
0050: gosub £Label1231A8
004E: end_thread

:Label122AB4
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "HELI1SC"
0001: wait  0 ms
00D6: if  0
0038:   $630 ==  0  ;; integer values
004D: jump_if_false £Label122ADD
0317: increment_mission_attempts

:Label122ADD
0004: $1EC5 =  0  ;; integer values
0005: $1D53 = -649.0867  ;; floating-point values
0005: $1D54 =  817.9553  ;; floating-point values
0005: $1D55 =  58.3261  ;; floating-point values
0005: $1D56 = -687.3981  ;; floating-point values
0005: $1D57 =  877.8699  ;; floating-point values
0005: $1D58 =  19.2173  ;; floating-point values
0005: $1D59 = -680.991  ;; floating-point values
0005: $1D5A =  1029.686  ;; floating-point values
0005: $1D5B =  14.8169  ;; floating-point values
0005: $1D5C = -685.7914  ;; floating-point values
0005: $1D5D =  1160.218  ;; floating-point values
0005: $1D5E =  40.7844  ;; floating-point values
0005: $1D5F = -681.2288  ;; floating-point values
0005: $1D60 =  1228.007  ;; floating-point values
0005: $1D61 =  29.1385  ;; floating-point values
0005: $1D62 = -715.1163  ;; floating-point values
0005: $1D63 =  1268.305  ;; floating-point values
0005: $1D64 =  18.9955  ;; floating-point values
0005: $1D65 = -739.7144  ;; floating-point values
0005: $1D66 =  1298.542  ;; floating-point values
0005: $1D67 =  27.204  ;; floating-point values
0005: $1D68 = -772.5856  ;; floating-point values
0005: $1D69 =  1323.497  ;; floating-point values
0005: $1D6A =  29.5571  ;; floating-point values
0005: $1D6B = -778.6165  ;; floating-point values
0005: $1D6C =  1364.642  ;; floating-point values
0005: $1D6D =  28.01  ;; floating-point values
0005: $1D6E = -737.8626  ;; floating-point values
0005: $1D6F =  1385.702  ;; floating-point values
0005: $1D70 =  17.6542  ;; floating-point values
0005: $1D71 = -693.7673  ;; floating-point values
0005: $1D72 =  1391.167  ;; floating-point values
0005: $1D73 =  18.0634  ;; floating-point values
0005: $1D74 = -621.21  ;; floating-point values
0005: $1D75 =  1392.323  ;; floating-point values
0005: $1D76 =  25.7998  ;; floating-point values
0005: $1D77 = -568.3698  ;; floating-point values
0005: $1D78 =  1334.939  ;; floating-point values
0005: $1D79 =  16.9687  ;; floating-point values
0005: $1D7A = -500.4854  ;; floating-point values
0005: $1D7B =  1338.798  ;; floating-point values
0005: $1D7C =  24.1703  ;; floating-point values
0005: $1D7D = -450.2907  ;; floating-point values
0005: $1D7E =  1330.691  ;; floating-point values
0005: $1D7F =  19.1265  ;; floating-point values
0005: $1D80 = -437.3096  ;; floating-point values
0005: $1D81 =  1291.992  ;; floating-point values
0005: $1D82 =  19.5951  ;; floating-point values
0005: $1D83 = -437.1924  ;; floating-point values
0005: $1D84 =  1241.37  ;; floating-point values
0005: $1D85 =  20.7499  ;; floating-point values
0005: $1D86 = -434.3281  ;; floating-point values
0005: $1D87 =  1171.01  ;; floating-point values
0005: $1D88 =  36.3199  ;; floating-point values
0005: $1D89 = -433.3098  ;; floating-point values
0005: $1D8A =  1130.9  ;; floating-point values
0005: $1D8B =  59.1069  ;; floating-point values
0005: $1D8C = -471.9337  ;; floating-point values
0005: $1D8D =  1085.18  ;; floating-point values
0005: $1D8E =  65.1073  ;; floating-point values
0005: $1D8F = -527.0311  ;; floating-point values
0005: $1D90 =  1030.004  ;; floating-point values
0005: $1D91 =  80.0094  ;; floating-point values
0005: $1D92 = -526.2093  ;; floating-point values
0005: $1D93 =  894.1246  ;; floating-point values
0005: $1D94 =  81.9624  ;; floating-point values
0005: $1D95 = -479.8936  ;; floating-point values
0005: $1D96 =  829.2973  ;; floating-point values
0005: $1D97 =  38.6828  ;; floating-point values
0005: $1D98 = -496.4014  ;; floating-point values
0005: $1D99 =  746.3392  ;; floating-point values
0005: $1D9A =  23.935  ;; floating-point values
0005: $1D9B = -534.4188  ;; floating-point values
0005: $1D9C =  739.7785  ;; floating-point values
0005: $1D9D =  19.0812  ;; floating-point values
0005: $1D9E = -574.4543  ;; floating-point values
0005: $1D9F =  742.6052  ;; floating-point values
0005: $1DA0 =  18.3836  ;; floating-point values
0005: $1DA1 = -654.6465  ;; floating-point values
0005: $1DA2 =  751.4898  ;; floating-point values
0005: $1DA3 =  19.9269  ;; floating-point values
0005: $1DA4 = -673.5525  ;; floating-point values
0005: $1DA5 =  819.5656  ;; floating-point values
0005: $1DA6 =  20.429  ;; floating-point values
0005: $1DA7 = -658.4943  ;; floating-point values
0005: $1DA8 =  917.7946  ;; floating-point values
0005: $1DA9 =  22.8624  ;; floating-point values
0050: gosub £Label1231C7
00BC: text_highpriority "HELI_1A"  15000 ms  1  ;; Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $1EC3 = create_checkpoint_at $1EC7 $1EC8 $1EC9
0165: set_marker $1EC3 color_to  5
018B: show_on_radar $1EC3  2
0168: show_on_radar $1EC3  3
018A: $1EC4 = create_checkpoint_at $1ECA $1ECB $1ECC
0165: set_marker $1EC4 color_to  5
018B: show_on_radar $1EC4  2
0168: show_on_radar $1EC4  2
0166: set_marker $1EC4 brightness_to  1
0004: $1EC6 =  0  ;; integer values
03C3: set_timer_with_text_to $1EC6 type  0 text "RACES"  ;; TIME:
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label122EE2
00DA: $1EC2 = player $PLAYER_CHAR car
0002: jump £Label122EE9

:Label122EE2
0002: jump £Label123070

:Label122EE9
00D6: if  0
8038:   NOT   $1EC5 ==  29  ;; integer values
004D: jump_if_false £Label123069
0001: wait  0 ms
00D6: if  0
0119:   car $1EC2 wrecked
004D: jump_if_false £Label122F16
0002: jump £Label123070

:Label122F16
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1EC2
004D: jump_if_false £Label122F30
0002: jump £Label123070

:Label122F30
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1EC7 $1EC8 $1EC9 radius  5.0  5.0  5.0
004D: jump_if_false £Label123012
018C: play_sound  1 at  0.0  0.0  0.0
0008: $1EC5 +=  1  ;; integer values
0164: disable_marker $1EC3
0164: disable_marker $1EC4
0050: gosub £Label1231C7
018A: $1EC3 = create_checkpoint_at $1EC7 $1EC8 $1EC9
0165: set_marker $1EC3 color_to  5
018B: show_on_radar $1EC3  2
0168: show_on_radar $1EC3  3
00D6: if  0
001A:    28 > $1EC5  ;; integer values
004D: jump_if_false £Label12300B
018A: $1EC4 = create_checkpoint_at $1ECA $1ECB $1ECC
018B: show_on_radar $1EC4  2
0168: show_on_radar $1EC4  2
0166: set_marker $1EC4 brightness_to  1
00D6: if  0
001A:    27 > $1EC5  ;; integer values
004D: jump_if_false £Label122FFD
0165: set_marker $1EC4 color_to  5
0002: jump £Label123004

:Label122FFD
0165: set_marker $1EC4 color_to  0

:Label123004
0002: jump £Label123012

:Label12300B
0165: set_marker $1EC3 color_to  0

:Label123012
00D6: if  0
0038:   $1EC5 ==  28  ;; integer values
004D: jump_if_false £Label123046
04D5: create_corona_at $1EC7 $1EC8 $1EC9 radius  4.5 type  6 flare  0 RGB  200  0  0
0002: jump £Label123062

:Label123046
04D5: create_corona_at $1EC7 $1EC8 $1EC9 radius  4.5 type  6 flare  0 RGB  200  0  200

:Label123062
0002: jump £Label122EE9

:Label123069
0002: jump £Label123081

:Label123070
00BC: text_highpriority "HELI_F1"  5000 ms  1  ;; ~r~Heli Checkpoint mission cancelled!
0051: return

:Label123081
01E3: text_1number_styled "HELI_1B"  100  5000 ms  1  ;; Course Complete! $ ~1~
0109: player $PLAYER_CHAR money +=  100
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
00D6: if  0
0038:   $630 ==  0  ;; integer values
004D: jump_if_false £Label1230C1
030C: set_mission_points +=  1
0595: (unknown)
0004: $630 =  1  ;; integer values

:Label1230C1
0014: $1EC6 /=  1000  ;; integer values
042E:  12 $1EC6
0084: $1D21 = $1EC6  ;; integer values and handles
0014: $1D21 /=  60  ;; integer values
0084: $1D1B = $1D21  ;; integer values and handles
0010: $1D1B *=  60  ;; integer values
0084: $1D22 = $1EC6  ;; integer values and handles
0060: $1D22 -= $1D1B  ;; integer values
00D6: if  0
001C:   $19D > $1EC6  ;; integer values
004D: jump_if_false £Label123163
0084: $19D = $1EC6  ;; integer values and handles
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label123147
02FD: text_2numbers_lowpriority "RACES17" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:~1~
0002: jump £Label12315C

:Label123147
02FD: text_2numbers_lowpriority "RACES20" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:0~1~

:Label12315C
0002: jump £Label1231A6

:Label123163
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label123191
02FD: text_2numbers_lowpriority "RACES_9" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:~1~
0002: jump £Label1231A6

:Label123191
02FD: text_2numbers_lowpriority "RACES21" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:0~1~

:Label1231A6
0051: return

:Label1231A8
0004: $ONMISSION =  0  ;; integer values
014F: stop_timer $1EC6
0164: disable_marker $1EC3
0164: disable_marker $1EC4
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label1231C7
00D6: if  0
0038:   $1EC5 ==  0  ;; integer values
004D: jump_if_false £Label123209
0086: $1EC7 = $1D53  ;; floating-point values only
0086: $1EC8 = $1D54  ;; floating-point values only
0086: $1EC9 = $1D55  ;; floating-point values only
0086: $1ECA = $1D56  ;; floating-point values only
0086: $1ECB = $1D57  ;; floating-point values only
0086: $1ECC = $1D58  ;; floating-point values only

:Label123209
00D6: if  0
0038:   $1EC5 ==  1  ;; integer values
004D: jump_if_false £Label12324B
0086: $1EC7 = $1D56  ;; floating-point values only
0086: $1EC8 = $1D57  ;; floating-point values only
0086: $1EC9 = $1D58  ;; floating-point values only
0086: $1ECA = $1D59  ;; floating-point values only
0086: $1ECB = $1D5A  ;; floating-point values only
0086: $1ECC = $1D5B  ;; floating-point values only

:Label12324B
00D6: if  0
0038:   $1EC5 ==  2  ;; integer values
004D: jump_if_false £Label12328D
0086: $1EC7 = $1D59  ;; floating-point values only
0086: $1EC8 = $1D5A  ;; floating-point values only
0086: $1EC9 = $1D5B  ;; floating-point values only
0086: $1ECA = $1D5C  ;; floating-point values only
0086: $1ECB = $1D5D  ;; floating-point values only
0086: $1ECC = $1D5E  ;; floating-point values only

:Label12328D
00D6: if  0
0038:   $1EC5 ==  3  ;; integer values
004D: jump_if_false £Label1232CF
0086: $1EC7 = $1D5C  ;; floating-point values only
0086: $1EC8 = $1D5D  ;; floating-point values only
0086: $1EC9 = $1D5E  ;; floating-point values only
0086: $1ECA = $1D5F  ;; floating-point values only
0086: $1ECB = $1D60  ;; floating-point values only
0086: $1ECC = $1D61  ;; floating-point values only

:Label1232CF
00D6: if  0
0038:   $1EC5 ==  4  ;; integer values
004D: jump_if_false £Label123311
0086: $1EC7 = $1D5F  ;; floating-point values only
0086: $1EC8 = $1D60  ;; floating-point values only
0086: $1EC9 = $1D61  ;; floating-point values only
0086: $1ECA = $1D62  ;; floating-point values only
0086: $1ECB = $1D63  ;; floating-point values only
0086: $1ECC = $1D64  ;; floating-point values only

:Label123311
00D6: if  0
0038:   $1EC5 ==  5  ;; integer values
004D: jump_if_false £Label123353
0086: $1EC7 = $1D62  ;; floating-point values only
0086: $1EC8 = $1D63  ;; floating-point values only
0086: $1EC9 = $1D64  ;; floating-point values only
0086: $1ECA = $1D65  ;; floating-point values only
0086: $1ECB = $1D66  ;; floating-point values only
0086: $1ECC = $1D67  ;; floating-point values only

:Label123353
00D6: if  0
0038:   $1EC5 ==  6  ;; integer values
004D: jump_if_false £Label123395
0086: $1EC7 = $1D65  ;; floating-point values only
0086: $1EC8 = $1D66  ;; floating-point values only
0086: $1EC9 = $1D67  ;; floating-point values only
0086: $1ECA = $1D68  ;; floating-point values only
0086: $1ECB = $1D69  ;; floating-point values only
0086: $1ECC = $1D6A  ;; floating-point values only

:Label123395
00D6: if  0
0038:   $1EC5 ==  7  ;; integer values
004D: jump_if_false £Label1233D7
0086: $1EC7 = $1D68  ;; floating-point values only
0086: $1EC8 = $1D69  ;; floating-point values only
0086: $1EC9 = $1D6A  ;; floating-point values only
0086: $1ECA = $1D6B  ;; floating-point values only
0086: $1ECB = $1D6C  ;; floating-point values only
0086: $1ECC = $1D6D  ;; floating-point values only

:Label1233D7
00D6: if  0
0038:   $1EC5 ==  8  ;; integer values
004D: jump_if_false £Label123419
0086: $1EC7 = $1D6B  ;; floating-point values only
0086: $1EC8 = $1D6C  ;; floating-point values only
0086: $1EC9 = $1D6D  ;; floating-point values only
0086: $1ECA = $1D6E  ;; floating-point values only
0086: $1ECB = $1D6F  ;; floating-point values only
0086: $1ECC = $1D70  ;; floating-point values only

:Label123419
00D6: if  0
0038:   $1EC5 ==  9  ;; integer values
004D: jump_if_false £Label12345B
0086: $1EC7 = $1D6E  ;; floating-point values only
0086: $1EC8 = $1D6F  ;; floating-point values only
0086: $1EC9 = $1D70  ;; floating-point values only
0086: $1ECA = $1D71  ;; floating-point values only
0086: $1ECB = $1D72  ;; floating-point values only
0086: $1ECC = $1D73  ;; floating-point values only

:Label12345B
00D6: if  0
0038:   $1EC5 ==  10  ;; integer values
004D: jump_if_false £Label12349D
0086: $1EC7 = $1D71  ;; floating-point values only
0086: $1EC8 = $1D72  ;; floating-point values only
0086: $1EC9 = $1D73  ;; floating-point values only
0086: $1ECA = $1D74  ;; floating-point values only
0086: $1ECB = $1D75  ;; floating-point values only
0086: $1ECC = $1D76  ;; floating-point values only

:Label12349D
00D6: if  0
0038:   $1EC5 ==  11  ;; integer values
004D: jump_if_false £Label1234DF
0086: $1EC7 = $1D74  ;; floating-point values only
0086: $1EC8 = $1D75  ;; floating-point values only
0086: $1EC9 = $1D76  ;; floating-point values only
0086: $1ECA = $1D77  ;; floating-point values only
0086: $1ECB = $1D78  ;; floating-point values only
0086: $1ECC = $1D79  ;; floating-point values only

:Label1234DF
00D6: if  0
0038:   $1EC5 ==  12  ;; integer values
004D: jump_if_false £Label123521
0086: $1EC7 = $1D77  ;; floating-point values only
0086: $1EC8 = $1D78  ;; floating-point values only
0086: $1EC9 = $1D79  ;; floating-point values only
0086: $1ECA = $1D7A  ;; floating-point values only
0086: $1ECB = $1D7B  ;; floating-point values only
0086: $1ECC = $1D7C  ;; floating-point values only

:Label123521
00D6: if  0
0038:   $1EC5 ==  13  ;; integer values
004D: jump_if_false £Label123563
0086: $1EC7 = $1D7A  ;; floating-point values only
0086: $1EC8 = $1D7B  ;; floating-point values only
0086: $1EC9 = $1D7C  ;; floating-point values only
0086: $1ECA = $1D7D  ;; floating-point values only
0086: $1ECB = $1D7E  ;; floating-point values only
0086: $1ECC = $1D7F  ;; floating-point values only

:Label123563
00D6: if  0
0038:   $1EC5 ==  14  ;; integer values
004D: jump_if_false £Label1235A5
0086: $1EC7 = $1D7D  ;; floating-point values only
0086: $1EC8 = $1D7E  ;; floating-point values only
0086: $1EC9 = $1D7F  ;; floating-point values only
0086: $1ECA = $1D80  ;; floating-point values only
0086: $1ECB = $1D81  ;; floating-point values only
0086: $1ECC = $1D82  ;; floating-point values only

:Label1235A5
00D6: if  0
0038:   $1EC5 ==  15  ;; integer values
004D: jump_if_false £Label1235E7
0086: $1EC7 = $1D80  ;; floating-point values only
0086: $1EC8 = $1D81  ;; floating-point values only
0086: $1EC9 = $1D82  ;; floating-point values only
0086: $1ECA = $1D83  ;; floating-point values only
0086: $1ECB = $1D84  ;; floating-point values only
0086: $1ECC = $1D85  ;; floating-point values only

:Label1235E7
00D6: if  0
0038:   $1EC5 ==  16  ;; integer values
004D: jump_if_false £Label123629
0086: $1EC7 = $1D83  ;; floating-point values only
0086: $1EC8 = $1D84  ;; floating-point values only
0086: $1EC9 = $1D85  ;; floating-point values only
0086: $1ECA = $1D86  ;; floating-point values only
0086: $1ECB = $1D87  ;; floating-point values only
0086: $1ECC = $1D88  ;; floating-point values only

:Label123629
00D6: if  0
0038:   $1EC5 ==  17  ;; integer values
004D: jump_if_false £Label12366B
0086: $1EC7 = $1D86  ;; floating-point values only
0086: $1EC8 = $1D87  ;; floating-point values only
0086: $1EC9 = $1D88  ;; floating-point values only
0086: $1ECA = $1D89  ;; floating-point values only
0086: $1ECB = $1D8A  ;; floating-point values only
0086: $1ECC = $1D8B  ;; floating-point values only

:Label12366B
00D6: if  0
0038:   $1EC5 ==  18  ;; integer values
004D: jump_if_false £Label1236AD
0086: $1EC7 = $1D89  ;; floating-point values only
0086: $1EC8 = $1D8A  ;; floating-point values only
0086: $1EC9 = $1D8B  ;; floating-point values only
0086: $1ECA = $1D8C  ;; floating-point values only
0086: $1ECB = $1D8D  ;; floating-point values only
0086: $1ECC = $1D8E  ;; floating-point values only

:Label1236AD
00D6: if  0
0038:   $1EC5 ==  19  ;; integer values
004D: jump_if_false £Label1236EF
0086: $1EC7 = $1D8C  ;; floating-point values only
0086: $1EC8 = $1D8D  ;; floating-point values only
0086: $1EC9 = $1D8E  ;; floating-point values only
0086: $1ECA = $1D8F  ;; floating-point values only
0086: $1ECB = $1D90  ;; floating-point values only
0086: $1ECC = $1D91  ;; floating-point values only

:Label1236EF
00D6: if  0
0038:   $1EC5 ==  20  ;; integer values
004D: jump_if_false £Label123731
0086: $1EC7 = $1D8F  ;; floating-point values only
0086: $1EC8 = $1D90  ;; floating-point values only
0086: $1EC9 = $1D91  ;; floating-point values only
0086: $1ECA = $1D92  ;; floating-point values only
0086: $1ECB = $1D93  ;; floating-point values only
0086: $1ECC = $1D94  ;; floating-point values only

:Label123731
00D6: if  0
0038:   $1EC5 ==  21  ;; integer values
004D: jump_if_false £Label123773
0086: $1EC7 = $1D92  ;; floating-point values only
0086: $1EC8 = $1D93  ;; floating-point values only
0086: $1EC9 = $1D94  ;; floating-point values only
0086: $1ECA = $1D95  ;; floating-point values only
0086: $1ECB = $1D96  ;; floating-point values only
0086: $1ECC = $1D97  ;; floating-point values only

:Label123773
00D6: if  0
0038:   $1EC5 ==  22  ;; integer values
004D: jump_if_false £Label1237B5
0086: $1EC7 = $1D95  ;; floating-point values only
0086: $1EC8 = $1D96  ;; floating-point values only
0086: $1EC9 = $1D97  ;; floating-point values only
0086: $1ECA = $1D98  ;; floating-point values only
0086: $1ECB = $1D99  ;; floating-point values only
0086: $1ECC = $1D9A  ;; floating-point values only

:Label1237B5
00D6: if  0
0038:   $1EC5 ==  23  ;; integer values
004D: jump_if_false £Label1237F7
0086: $1EC7 = $1D98  ;; floating-point values only
0086: $1EC8 = $1D99  ;; floating-point values only
0086: $1EC9 = $1D9A  ;; floating-point values only
0086: $1ECA = $1D9B  ;; floating-point values only
0086: $1ECB = $1D9C  ;; floating-point values only
0086: $1ECC = $1D9D  ;; floating-point values only

:Label1237F7
00D6: if  0
0038:   $1EC5 ==  24  ;; integer values
004D: jump_if_false £Label123839
0086: $1EC7 = $1D9B  ;; floating-point values only
0086: $1EC8 = $1D9C  ;; floating-point values only
0086: $1EC9 = $1D9D  ;; floating-point values only
0086: $1ECA = $1D9E  ;; floating-point values only
0086: $1ECB = $1D9F  ;; floating-point values only
0086: $1ECC = $1DA0  ;; floating-point values only

:Label123839
00D6: if  0
0038:   $1EC5 ==  25  ;; integer values
004D: jump_if_false £Label12387B
0086: $1EC7 = $1D9E  ;; floating-point values only
0086: $1EC8 = $1D9F  ;; floating-point values only
0086: $1EC9 = $1DA0  ;; floating-point values only
0086: $1ECA = $1DA1  ;; floating-point values only
0086: $1ECB = $1DA2  ;; floating-point values only
0086: $1ECC = $1DA3  ;; floating-point values only

:Label12387B
00D6: if  0
0038:   $1EC5 ==  26  ;; integer values
004D: jump_if_false £Label1238BD
0086: $1EC7 = $1DA1  ;; floating-point values only
0086: $1EC8 = $1DA2  ;; floating-point values only
0086: $1EC9 = $1DA3  ;; floating-point values only
0086: $1ECA = $1DA4  ;; floating-point values only
0086: $1ECB = $1DA5  ;; floating-point values only
0086: $1ECC = $1DA6  ;; floating-point values only

:Label1238BD
00D6: if  0
0038:   $1EC5 ==  27  ;; integer values
004D: jump_if_false £Label1238FF
0086: $1EC7 = $1DA4  ;; floating-point values only
0086: $1EC8 = $1DA5  ;; floating-point values only
0086: $1EC9 = $1DA6  ;; floating-point values only
0086: $1ECA = $1DA7  ;; floating-point values only
0086: $1ECB = $1DA8  ;; floating-point values only
0086: $1ECC = $1DA9  ;; floating-point values only

:Label1238FF
00D6: if  0
0038:   $1EC5 ==  28  ;; integer values
004D: jump_if_false £Label123941
0086: $1EC7 = $1DA7  ;; floating-point values only
0086: $1EC8 = $1DA8  ;; floating-point values only
0086: $1EC9 = $1DA9  ;; floating-point values only
0086: $1ECA = $1DA7  ;; floating-point values only
0086: $1ECB = $1DA8  ;; floating-point values only
0086: $1ECC = $1DA9  ;; floating-point values only

:Label123941
0051: return

;-------------Mission 85---------------
; Originally: Ocean Beach Chopper Checkpoint


:Label123943
0050: gosub £Label123967
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label12395E
0050: gosub £Label123DBB

:Label12395E
0050: gosub £Label123EF3
004E: end_thread

:Label123967
0004: $ONMISSION =  1  ;; integer values
0004: $1EC5 =  0  ;; integer values
03A4: name_thread "HELI2SC"
0001: wait  0 ms
00D6: if  0
0038:   $631 ==  0  ;; integer values
004D: jump_if_false £Label123997
0317: increment_mission_attempts

:Label123997
0005: $1D53 =  77.8349  ;; floating-point values
0005: $1D54 = -1224.688  ;; floating-point values
0005: $1D55 =  17.9498  ;; floating-point values
0005: $1D56 =  103.4742  ;; floating-point values
0005: $1D57 = -1127.885  ;; floating-point values
0005: $1D58 =  18.187  ;; floating-point values
0005: $1D59 =  203.3635  ;; floating-point values
0005: $1D5A = -1135.508  ;; floating-point values
0005: $1D5B =  21.531  ;; floating-point values
0005: $1D5C =  260.3221  ;; floating-point values
0005: $1D5D = -1217.484  ;; floating-point values
0005: $1D5E =  13.0769  ;; floating-point values
0005: $1D5F =  164.5704  ;; floating-point values
0005: $1D60 = -1245.728  ;; floating-point values
0005: $1D61 =  21.9229  ;; floating-point values
0005: $1D62 =  70.0126  ;; floating-point values
0005: $1D63 = -1278.616  ;; floating-point values
0005: $1D64 =  19.1218  ;; floating-point values
0005: $1D65 =  37.6583  ;; floating-point values
0005: $1D66 = -1373.451  ;; floating-point values
0005: $1D67 =  19.4852  ;; floating-point values
0005: $1D68 = -61.5636  ;; floating-point values
0005: $1D69 = -1381.003  ;; floating-point values
0005: $1D6A =  30.3879  ;; floating-point values
0005: $1D6B = -155.5676  ;; floating-point values
0005: $1D6C = -1349.141  ;; floating-point values
0005: $1D6D =  17.5384  ;; floating-point values
0005: $1D6E = -185.4706  ;; floating-point values
0005: $1D6F = -1444.637  ;; floating-point values
0005: $1D70 =  14.7326  ;; floating-point values
0005: $1D71 = -113.9027  ;; floating-point values
0005: $1D72 = -1513.1  ;; floating-point values
0005: $1D73 =  29.4323  ;; floating-point values
0005: $1D74 = -27.0724  ;; floating-point values
0005: $1D75 = -1561.844  ;; floating-point values
0005: $1D76 =  19.2416  ;; floating-point values
0005: $1D77 =  52.9751  ;; floating-point values
0005: $1D78 = -1502.762  ;; floating-point values
0005: $1D79 =  32.7119  ;; floating-point values
0005: $1D7A =  128.6115  ;; floating-point values
0005: $1D7B = -1438.513  ;; floating-point values
0005: $1D7C =  19.4189  ;; floating-point values
0005: $1D7D =  178.8131  ;; floating-point values
0005: $1D7E = -1351.66  ;; floating-point values
0005: $1D7F =  23.4365  ;; floating-point values
0005: $1D80 =  140.4057  ;; floating-point values
0005: $1D81 = -1259.034  ;; floating-point values
0005: $1D82 =  23.2808  ;; floating-point values
0005: $1D83 =  49.463  ;; floating-point values
0005: $1D84 = -1300.512  ;; floating-point values
0005: $1D85 =  18.1885  ;; floating-point values
0050: gosub £Label123F12
00BC: text_highpriority "HELI_1A"  15000 ms  1  ;; Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $1EC3 = create_checkpoint_at $1EC7 $1EC8 $1EC9
0165: set_marker $1EC3 color_to  5
018B: show_on_radar $1EC3  2
0168: show_on_radar $1EC3  3
018A: $1EC4 = create_checkpoint_at $1ECA $1ECB $1ECC
0165: set_marker $1EC4 color_to  5
018B: show_on_radar $1EC4  2
0168: show_on_radar $1EC4  2
0166: set_marker $1EC4 brightness_to  1
0004: $1EC6 =  0  ;; integer values
03C3: set_timer_with_text_to $1EC6 type  0 text "RACES"  ;; TIME:
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label123C2D
00DA: $1EC2 = player $PLAYER_CHAR car
0002: jump £Label123C34

:Label123C2D
0002: jump £Label123DBB

:Label123C34
00D6: if  0
8038:   NOT   $1EC5 ==  17  ;; integer values
004D: jump_if_false £Label123DB4
0001: wait  0 ms
00D6: if  0
0119:   car $1EC2 wrecked
004D: jump_if_false £Label123C61
0002: jump £Label123DBB

:Label123C61
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1EC2
004D: jump_if_false £Label123C7B
0002: jump £Label123DBB

:Label123C7B
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1EC7 $1EC8 $1EC9 radius  5.0  5.0  5.0
004D: jump_if_false £Label123D5D
018C: play_sound  1 at  0.0  0.0  0.0
0008: $1EC5 +=  1  ;; integer values
0164: disable_marker $1EC3
0164: disable_marker $1EC4
0050: gosub £Label123F12
018A: $1EC3 = create_checkpoint_at $1EC7 $1EC8 $1EC9
0165: set_marker $1EC3 color_to  5
018B: show_on_radar $1EC3  2
0168: show_on_radar $1EC3  3
00D6: if  0
001A:    16 > $1EC5  ;; integer values
004D: jump_if_false £Label123D56
018A: $1EC4 = create_checkpoint_at $1ECA $1ECB $1ECC
018B: show_on_radar $1EC4  2
0168: show_on_radar $1EC4  2
0166: set_marker $1EC4 brightness_to  1
00D6: if  0
001A:    15 > $1EC5  ;; integer values
004D: jump_if_false £Label123D48
0165: set_marker $1EC4 color_to  5
0002: jump £Label123D4F

:Label123D48
0165: set_marker $1EC4 color_to  0

:Label123D4F
0002: jump £Label123D5D

:Label123D56
0165: set_marker $1EC3 color_to  0

:Label123D5D
00D6: if  0
0038:   $1EC5 ==  16  ;; integer values
004D: jump_if_false £Label123D91
04D5: create_corona_at $1EC7 $1EC8 $1EC9 radius  4.5 type  6 flare  0 RGB  200  0  0
0002: jump £Label123DAD

:Label123D91
04D5: create_corona_at $1EC7 $1EC8 $1EC9 radius  4.5 type  6 flare  0 RGB  200  0  200

:Label123DAD
0002: jump £Label123C34

:Label123DB4
0002: jump £Label123DCC

:Label123DBB
00BC: text_highpriority "HELI_F1"  5000 ms  1  ;; ~r~Heli Checkpoint mission cancelled!
0051: return

:Label123DCC
01E3: text_1number_styled "HELI_1B"  100  5000 ms  1  ;; Course Complete! $ ~1~
0109: player $PLAYER_CHAR money +=  100
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
00D6: if  0
0038:   $631 ==  0  ;; integer values
004D: jump_if_false £Label123E0C
030C: set_mission_points +=  1
0595: (unknown)
0004: $631 =  1  ;; integer values

:Label123E0C
0014: $1EC6 /=  1000  ;; integer values
042E:  13 $1EC6
0084: $1D21 = $1EC6  ;; integer values and handles
0014: $1D21 /=  60  ;; integer values
0084: $1D1B = $1D21  ;; integer values and handles
0010: $1D1B *=  60  ;; integer values
0084: $1D22 = $1EC6  ;; integer values and handles
0060: $1D22 -= $1D1B  ;; integer values
00D6: if  0
001C:   $19E > $1EC6  ;; integer values
004D: jump_if_false £Label123EAE
0084: $19E = $1EC6  ;; integer values and handles
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label123E92
02FD: text_2numbers_lowpriority "RACES17" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:~1~
0002: jump £Label123EA7

:Label123E92
02FD: text_2numbers_lowpriority "RACES20" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:0~1~

:Label123EA7
0002: jump £Label123EF1

:Label123EAE
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label123EDC
02FD: text_2numbers_lowpriority "RACES_9" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:~1~
0002: jump £Label123EF1

:Label123EDC
02FD: text_2numbers_lowpriority "RACES21" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:0~1~

:Label123EF1
0051: return

:Label123EF3
0004: $ONMISSION =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
014F: stop_timer $1EC6
0164: disable_marker $1EC3
0164: disable_marker $1EC4
00D8: mission_cleanup
0051: return

:Label123F12
00D6: if  0
0038:   $1EC5 ==  0  ;; integer values
004D: jump_if_false £Label123F54
0086: $1EC7 = $1D53  ;; floating-point values only
0086: $1EC8 = $1D54  ;; floating-point values only
0086: $1EC9 = $1D55  ;; floating-point values only
0086: $1ECA = $1D56  ;; floating-point values only
0086: $1ECB = $1D57  ;; floating-point values only
0086: $1ECC = $1D58  ;; floating-point values only

:Label123F54
00D6: if  0
0038:   $1EC5 ==  1  ;; integer values
004D: jump_if_false £Label123F96
0086: $1EC7 = $1D56  ;; floating-point values only
0086: $1EC8 = $1D57  ;; floating-point values only
0086: $1EC9 = $1D58  ;; floating-point values only
0086: $1ECA = $1D59  ;; floating-point values only
0086: $1ECB = $1D5A  ;; floating-point values only
0086: $1ECC = $1D5B  ;; floating-point values only

:Label123F96
00D6: if  0
0038:   $1EC5 ==  2  ;; integer values
004D: jump_if_false £Label123FD8
0086: $1EC7 = $1D59  ;; floating-point values only
0086: $1EC8 = $1D5A  ;; floating-point values only
0086: $1EC9 = $1D5B  ;; floating-point values only
0086: $1ECA = $1D5C  ;; floating-point values only
0086: $1ECB = $1D5D  ;; floating-point values only
0086: $1ECC = $1D5E  ;; floating-point values only

:Label123FD8
00D6: if  0
0038:   $1EC5 ==  3  ;; integer values
004D: jump_if_false £Label12401A
0086: $1EC7 = $1D5C  ;; floating-point values only
0086: $1EC8 = $1D5D  ;; floating-point values only
0086: $1EC9 = $1D5E  ;; floating-point values only
0086: $1ECA = $1D5F  ;; floating-point values only
0086: $1ECB = $1D60  ;; floating-point values only
0086: $1ECC = $1D61  ;; floating-point values only

:Label12401A
00D6: if  0
0038:   $1EC5 ==  4  ;; integer values
004D: jump_if_false £Label12405C
0086: $1EC7 = $1D5F  ;; floating-point values only
0086: $1EC8 = $1D60  ;; floating-point values only
0086: $1EC9 = $1D61  ;; floating-point values only
0086: $1ECA = $1D62  ;; floating-point values only
0086: $1ECB = $1D63  ;; floating-point values only
0086: $1ECC = $1D64  ;; floating-point values only

:Label12405C
00D6: if  0
0038:   $1EC5 ==  5  ;; integer values
004D: jump_if_false £Label12409E
0086: $1EC7 = $1D62  ;; floating-point values only
0086: $1EC8 = $1D63  ;; floating-point values only
0086: $1EC9 = $1D64  ;; floating-point values only
0086: $1ECA = $1D65  ;; floating-point values only
0086: $1ECB = $1D66  ;; floating-point values only
0086: $1ECC = $1D67  ;; floating-point values only

:Label12409E
00D6: if  0
0038:   $1EC5 ==  6  ;; integer values
004D: jump_if_false £Label1240E0
0086: $1EC7 = $1D65  ;; floating-point values only
0086: $1EC8 = $1D66  ;; floating-point values only
0086: $1EC9 = $1D67  ;; floating-point values only
0086: $1ECA = $1D68  ;; floating-point values only
0086: $1ECB = $1D69  ;; floating-point values only
0086: $1ECC = $1D6A  ;; floating-point values only

:Label1240E0
00D6: if  0
0038:   $1EC5 ==  7  ;; integer values
004D: jump_if_false £Label124122
0086: $1EC7 = $1D68  ;; floating-point values only
0086: $1EC8 = $1D69  ;; floating-point values only
0086: $1EC9 = $1D6A  ;; floating-point values only
0086: $1ECA = $1D6B  ;; floating-point values only
0086: $1ECB = $1D6C  ;; floating-point values only
0086: $1ECC = $1D6D  ;; floating-point values only

:Label124122
00D6: if  0
0038:   $1EC5 ==  8  ;; integer values
004D: jump_if_false £Label124164
0086: $1EC7 = $1D6B  ;; floating-point values only
0086: $1EC8 = $1D6C  ;; floating-point values only
0086: $1EC9 = $1D6D  ;; floating-point values only
0086: $1ECA = $1D6E  ;; floating-point values only
0086: $1ECB = $1D6F  ;; floating-point values only
0086: $1ECC = $1D70  ;; floating-point values only

:Label124164
00D6: if  0
0038:   $1EC5 ==  9  ;; integer values
004D: jump_if_false £Label1241A6
0086: $1EC7 = $1D6E  ;; floating-point values only
0086: $1EC8 = $1D6F  ;; floating-point values only
0086: $1EC9 = $1D70  ;; floating-point values only
0086: $1ECA = $1D71  ;; floating-point values only
0086: $1ECB = $1D72  ;; floating-point values only
0086: $1ECC = $1D73  ;; floating-point values only

:Label1241A6
00D6: if  0
0038:   $1EC5 ==  10  ;; integer values
004D: jump_if_false £Label1241E8
0086: $1EC7 = $1D71  ;; floating-point values only
0086: $1EC8 = $1D72  ;; floating-point values only
0086: $1EC9 = $1D73  ;; floating-point values only
0086: $1ECA = $1D74  ;; floating-point values only
0086: $1ECB = $1D75  ;; floating-point values only
0086: $1ECC = $1D76  ;; floating-point values only

:Label1241E8
00D6: if  0
0038:   $1EC5 ==  11  ;; integer values
004D: jump_if_false £Label12422A
0086: $1EC7 = $1D74  ;; floating-point values only
0086: $1EC8 = $1D75  ;; floating-point values only
0086: $1EC9 = $1D76  ;; floating-point values only
0086: $1ECA = $1D77  ;; floating-point values only
0086: $1ECB = $1D78  ;; floating-point values only
0086: $1ECC = $1D79  ;; floating-point values only

:Label12422A
00D6: if  0
0038:   $1EC5 ==  12  ;; integer values
004D: jump_if_false £Label12426C
0086: $1EC7 = $1D77  ;; floating-point values only
0086: $1EC8 = $1D78  ;; floating-point values only
0086: $1EC9 = $1D79  ;; floating-point values only
0086: $1ECA = $1D7A  ;; floating-point values only
0086: $1ECB = $1D7B  ;; floating-point values only
0086: $1ECC = $1D7C  ;; floating-point values only

:Label12426C
00D6: if  0
0038:   $1EC5 ==  13  ;; integer values
004D: jump_if_false £Label1242AE
0086: $1EC7 = $1D7A  ;; floating-point values only
0086: $1EC8 = $1D7B  ;; floating-point values only
0086: $1EC9 = $1D7C  ;; floating-point values only
0086: $1ECA = $1D7D  ;; floating-point values only
0086: $1ECB = $1D7E  ;; floating-point values only
0086: $1ECC = $1D7F  ;; floating-point values only

:Label1242AE
00D6: if  0
0038:   $1EC5 ==  14  ;; integer values
004D: jump_if_false £Label1242F0
0086: $1EC7 = $1D7D  ;; floating-point values only
0086: $1EC8 = $1D7E  ;; floating-point values only
0086: $1EC9 = $1D7F  ;; floating-point values only
0086: $1ECA = $1D80  ;; floating-point values only
0086: $1ECB = $1D81  ;; floating-point values only
0086: $1ECC = $1D82  ;; floating-point values only

:Label1242F0
00D6: if  0
0038:   $1EC5 ==  15  ;; integer values
004D: jump_if_false £Label124332
0086: $1EC7 = $1D80  ;; floating-point values only
0086: $1EC8 = $1D81  ;; floating-point values only
0086: $1EC9 = $1D82  ;; floating-point values only
0086: $1ECA = $1D83  ;; floating-point values only
0086: $1ECB = $1D84  ;; floating-point values only
0086: $1ECC = $1D85  ;; floating-point values only

:Label124332
00D6: if  0
0038:   $1EC5 ==  16  ;; integer values
004D: jump_if_false £Label124374
0086: $1EC7 = $1D83  ;; floating-point values only
0086: $1EC8 = $1D84  ;; floating-point values only
0086: $1EC9 = $1D85  ;; floating-point values only
0086: $1ECA = $1D86  ;; floating-point values only
0086: $1ECB = $1D87  ;; floating-point values only
0086: $1ECC = $1D88  ;; floating-point values only

:Label124374
00D6: if  0
0038:   $1EC5 ==  17  ;; integer values
004D: jump_if_false £Label1243B6
0086: $1EC7 = $1D86  ;; floating-point values only
0086: $1EC8 = $1D87  ;; floating-point values only
0086: $1EC9 = $1D88  ;; floating-point values only
0086: $1ECA = $1D89  ;; floating-point values only
0086: $1ECB = $1D8A  ;; floating-point values only
0086: $1ECC = $1D8B  ;; floating-point values only

:Label1243B6
00D6: if  0
0038:   $1EC5 ==  18  ;; integer values
004D: jump_if_false £Label1243F8
0086: $1EC7 = $1D89  ;; floating-point values only
0086: $1EC8 = $1D8A  ;; floating-point values only
0086: $1EC9 = $1D8B  ;; floating-point values only
0086: $1ECA = $1D8C  ;; floating-point values only
0086: $1ECB = $1D8D  ;; floating-point values only
0086: $1ECC = $1D8E  ;; floating-point values only

:Label1243F8
00D6: if  0
0038:   $1EC5 ==  19  ;; integer values
004D: jump_if_false £Label12443A
0086: $1EC7 = $1D8C  ;; floating-point values only
0086: $1EC8 = $1D8D  ;; floating-point values only
0086: $1EC9 = $1D8E  ;; floating-point values only
0086: $1ECA = $1D8F  ;; floating-point values only
0086: $1ECB = $1D90  ;; floating-point values only
0086: $1ECC = $1D91  ;; floating-point values only

:Label12443A
00D6: if  0
0038:   $1EC5 ==  20  ;; integer values
004D: jump_if_false £Label12447C
0086: $1EC7 = $1D8F  ;; floating-point values only
0086: $1EC8 = $1D90  ;; floating-point values only
0086: $1EC9 = $1D91  ;; floating-point values only
0086: $1ECA = $1D92  ;; floating-point values only
0086: $1ECB = $1D93  ;; floating-point values only
0086: $1ECC = $1D94  ;; floating-point values only

:Label12447C
00D6: if  0
0038:   $1EC5 ==  21  ;; integer values
004D: jump_if_false £Label1244BE
0086: $1EC7 = $1D92  ;; floating-point values only
0086: $1EC8 = $1D93  ;; floating-point values only
0086: $1EC9 = $1D94  ;; floating-point values only
0086: $1ECA = $1D95  ;; floating-point values only
0086: $1ECB = $1D96  ;; floating-point values only
0086: $1ECC = $1D97  ;; floating-point values only

:Label1244BE
00D6: if  0
0038:   $1EC5 ==  22  ;; integer values
004D: jump_if_false £Label124500
0086: $1EC7 = $1D95  ;; floating-point values only
0086: $1EC8 = $1D96  ;; floating-point values only
0086: $1EC9 = $1D97  ;; floating-point values only
0086: $1ECA = $1D98  ;; floating-point values only
0086: $1ECB = $1D99  ;; floating-point values only
0086: $1ECC = $1D9A  ;; floating-point values only

:Label124500
00D6: if  0
0038:   $1EC5 ==  23  ;; integer values
004D: jump_if_false £Label124542
0086: $1EC7 = $1D98  ;; floating-point values only
0086: $1EC8 = $1D99  ;; floating-point values only
0086: $1EC9 = $1D9A  ;; floating-point values only
0086: $1ECA = $1D9B  ;; floating-point values only
0086: $1ECB = $1D9C  ;; floating-point values only
0086: $1ECC = $1D9D  ;; floating-point values only

:Label124542
00D6: if  0
0038:   $1EC5 ==  24  ;; integer values
004D: jump_if_false £Label124584
0086: $1EC7 = $1D9B  ;; floating-point values only
0086: $1EC8 = $1D9C  ;; floating-point values only
0086: $1EC9 = $1D9D  ;; floating-point values only
0086: $1ECA = $1D9E  ;; floating-point values only
0086: $1ECB = $1D9F  ;; floating-point values only
0086: $1ECC = $1DA0  ;; floating-point values only

:Label124584
00D6: if  0
0038:   $1EC5 ==  25  ;; integer values
004D: jump_if_false £Label1245C6
0086: $1EC7 = $1D9E  ;; floating-point values only
0086: $1EC8 = $1D9F  ;; floating-point values only
0086: $1EC9 = $1DA0  ;; floating-point values only
0086: $1ECA = $1DA1  ;; floating-point values only
0086: $1ECB = $1DA2  ;; floating-point values only
0086: $1ECC = $1DA3  ;; floating-point values only

:Label1245C6
00D6: if  0
0038:   $1EC5 ==  26  ;; integer values
004D: jump_if_false £Label124608
0086: $1EC7 = $1DA1  ;; floating-point values only
0086: $1EC8 = $1DA2  ;; floating-point values only
0086: $1EC9 = $1DA3  ;; floating-point values only
0086: $1ECA = $1DA4  ;; floating-point values only
0086: $1ECB = $1DA5  ;; floating-point values only
0086: $1ECC = $1DA6  ;; floating-point values only

:Label124608
00D6: if  0
0038:   $1EC5 ==  27  ;; integer values
004D: jump_if_false £Label12464A
0086: $1EC7 = $1DA4  ;; floating-point values only
0086: $1EC8 = $1DA5  ;; floating-point values only
0086: $1EC9 = $1DA6  ;; floating-point values only
0086: $1ECA = $1DA7  ;; floating-point values only
0086: $1ECB = $1DA8  ;; floating-point values only
0086: $1ECC = $1DA9  ;; floating-point values only

:Label12464A
00D6: if  0
0038:   $1EC5 ==  28  ;; integer values
004D: jump_if_false £Label12468C
0086: $1EC7 = $1DA7  ;; floating-point values only
0086: $1EC8 = $1DA8  ;; floating-point values only
0086: $1EC9 = $1DA9  ;; floating-point values only
0086: $1ECA = $1DA7  ;; floating-point values only
0086: $1ECB = $1DA8  ;; floating-point values only
0086: $1ECC = $1DA9  ;; floating-point values only

:Label12468C
0051: return

;-------------Mission 86---------------
; Originally: Vice Point Chopper Checkpoint


:Label12468E
0050: gosub £Label1246B2
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label1246A9
0050: gosub £Label124B06

:Label1246A9
0050: gosub £Label124C3E
004E: end_thread

:Label1246B2
0004: $ONMISSION =  1  ;; integer values
0004: $1EC5 =  0  ;; integer values
03A4: name_thread "HELI3SC"
0001: wait  0 ms
00D6: if  0
0038:   $632 ==  0  ;; integer values
004D: jump_if_false £Label1246E2
0317: increment_mission_attempts

:Label1246E2
0005: $1D53 =  418.872  ;; floating-point values
0005: $1D54 =  424.212  ;; floating-point values
0005: $1D55 =  23.939  ;; floating-point values
0005: $1D56 =  468.2843  ;; floating-point values
0005: $1D57 =  511.3465  ;; floating-point values
0005: $1D58 =  17.8339  ;; floating-point values
0005: $1D59 =  388.0189  ;; floating-point values
0005: $1D5A =  570.6234  ;; floating-point values
0005: $1D5B =  24.7767  ;; floating-point values
0005: $1D5C =  402.4129  ;; floating-point values
0005: $1D5D =  669.7875  ;; floating-point values
0005: $1D5E =  19.5342  ;; floating-point values
0005: $1D5F =  414.7332  ;; floating-point values
0005: $1D60 =  768.9945  ;; floating-point values
0005: $1D61 =  26.2997  ;; floating-point values
0005: $1D62 =  404.726  ;; floating-point values
0005: $1D63 =  868.2524  ;; floating-point values
0005: $1D64 =  36.0822  ;; floating-point values
0005: $1D65 =  431.2298  ;; floating-point values
0005: $1D66 =  964.5178  ;; floating-point values
0005: $1D67 =  25.8298  ;; floating-point values
0005: $1D68 =  530.7483  ;; floating-point values
0005: $1D69 =  954.3203  ;; floating-point values
0005: $1D6A =  19.5602  ;; floating-point values
0005: $1D6B =  560.0611  ;; floating-point values
0005: $1D6C =  858.4435  ;; floating-point values
0005: $1D6D =  22.8934  ;; floating-point values
0005: $1D6E =  535.6741  ;; floating-point values
0005: $1D6F =  761.8905  ;; floating-point values
0005: $1D70 =  34.4453  ;; floating-point values
0005: $1D71 =  436.7039  ;; floating-point values
0005: $1D72 =  759.5037  ;; floating-point values
0005: $1D73 =  20.3001  ;; floating-point values
0005: $1D74 =  416.7489  ;; floating-point values
0005: $1D75 =  661.619  ;; floating-point values
0005: $1D76 =  14.1113  ;; floating-point values
0005: $1D77 =  365.7069  ;; floating-point values
0005: $1D78 =  575.3921  ;; floating-point values
0005: $1D79 =  13.7494  ;; floating-point values
0005: $1D7A =  368.4762  ;; floating-point values
0005: $1D7B =  474.9647  ;; floating-point values
0005: $1D7C =  21.6989  ;; floating-point values
0005: $1D7D =  325.9177  ;; floating-point values
0005: $1D7E =  384.3626  ;; floating-point values
0005: $1D7F =  16.9171  ;; floating-point values
0005: $1D80 =  362.0646  ;; floating-point values
0005: $1D81 =  291.0115  ;; floating-point values
0005: $1D82 =  22.9123  ;; floating-point values
0005: $1D83 =  299.0425  ;; floating-point values
0005: $1D84 =  366.165  ;; floating-point values
0005: $1D85 =  44.0408  ;; floating-point values
0050: gosub £Label124C5D
00BC: text_highpriority "HELI_1A"  15000 ms  1  ;; Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $1EC3 = create_checkpoint_at $1EC7 $1EC8 $1EC9
0165: set_marker $1EC3 color_to  5
018B: show_on_radar $1EC3  2
0168: show_on_radar $1EC3  3
018A: $1EC4 = create_checkpoint_at $1ECA $1ECB $1ECC
0165: set_marker $1EC4 color_to  5
018B: show_on_radar $1EC4  2
0168: show_on_radar $1EC4  2
0166: set_marker $1EC4 brightness_to  1
0004: $1EC6 =  0  ;; integer values
03C3: set_timer_with_text_to $1EC6 type  0 text "RACES"  ;; TIME:
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label124978
00DA: $1EC2 = player $PLAYER_CHAR car
0002: jump £Label12497F

:Label124978
0002: jump £Label124B06

:Label12497F
00D6: if  0
8038:   NOT   $1EC5 ==  17  ;; integer values
004D: jump_if_false £Label124AFF
0001: wait  0 ms
00D6: if  0
0119:   car $1EC2 wrecked
004D: jump_if_false £Label1249AC
0002: jump £Label124B06

:Label1249AC
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1EC2
004D: jump_if_false £Label1249C6
0002: jump £Label124B06

:Label1249C6
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1EC7 $1EC8 $1EC9 radius  5.0  5.0  5.0
004D: jump_if_false £Label124AA8
018C: play_sound  1 at  0.0  0.0  0.0
0008: $1EC5 +=  1  ;; integer values
0164: disable_marker $1EC3
0164: disable_marker $1EC4
0050: gosub £Label124C5D
018A: $1EC3 = create_checkpoint_at $1EC7 $1EC8 $1EC9
0165: set_marker $1EC3 color_to  5
018B: show_on_radar $1EC3  2
0168: show_on_radar $1EC3  3
00D6: if  0
001A:    16 > $1EC5  ;; integer values
004D: jump_if_false £Label124AA1
018A: $1EC4 = create_checkpoint_at $1ECA $1ECB $1ECC
018B: show_on_radar $1EC4  2
0168: show_on_radar $1EC4  2
0166: set_marker $1EC4 brightness_to  1
00D6: if  0
001A:    15 > $1EC5  ;; integer values
004D: jump_if_false £Label124A93
0165: set_marker $1EC4 color_to  5
0002: jump £Label124A9A

:Label124A93
0165: set_marker $1EC4 color_to  0

:Label124A9A
0002: jump £Label124AA8

:Label124AA1
0165: set_marker $1EC3 color_to  0

:Label124AA8
00D6: if  0
0038:   $1EC5 ==  16  ;; integer values
004D: jump_if_false £Label124ADC
04D5: create_corona_at $1EC7 $1EC8 $1EC9 radius  4.5 type  6 flare  0 RGB  200  0  0
0002: jump £Label124AF8

:Label124ADC
04D5: create_corona_at $1EC7 $1EC8 $1EC9 radius  4.5 type  6 flare  0 RGB  200  0  200

:Label124AF8
0002: jump £Label12497F

:Label124AFF
0002: jump £Label124B17

:Label124B06
00BC: text_highpriority "HELI_F1"  5000 ms  1  ;; ~r~Heli Checkpoint mission cancelled!
0051: return

:Label124B17
01E3: text_1number_styled "HELI_1B"  100  5000 ms  1  ;; Course Complete! $ ~1~
0109: player $PLAYER_CHAR money +=  100
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
00D6: if  0
0038:   $632 ==  0  ;; integer values
004D: jump_if_false £Label124B57
030C: set_mission_points +=  1
0595: (unknown)
0004: $632 =  1  ;; integer values

:Label124B57
0014: $1EC6 /=  1000  ;; integer values
042E:  14 $1EC6
0084: $1D21 = $1EC6  ;; integer values and handles
0014: $1D21 /=  60  ;; integer values
0084: $1D1B = $1D21  ;; integer values and handles
0010: $1D1B *=  60  ;; integer values
0084: $1D22 = $1EC6  ;; integer values and handles
0060: $1D22 -= $1D1B  ;; integer values
00D6: if  0
001C:   $19F > $1EC6  ;; integer values
004D: jump_if_false £Label124BF9
0084: $19F = $1EC6  ;; integer values and handles
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label124BDD
02FD: text_2numbers_lowpriority "RACES17" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:~1~
0002: jump £Label124BF2

:Label124BDD
02FD: text_2numbers_lowpriority "RACES20" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:0~1~

:Label124BF2
0002: jump £Label124C3C

:Label124BF9
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label124C27
02FD: text_2numbers_lowpriority "RACES_9" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:~1~
0002: jump £Label124C3C

:Label124C27
02FD: text_2numbers_lowpriority "RACES21" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:0~1~

:Label124C3C
0051: return

:Label124C3E
0004: $ONMISSION =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
014F: stop_timer $1EC6
0164: disable_marker $1EC3
0164: disable_marker $1EC4
00D8: mission_cleanup
0051: return

:Label124C5D
00D6: if  0
0038:   $1EC5 ==  0  ;; integer values
004D: jump_if_false £Label124C9F
0086: $1EC7 = $1D53  ;; floating-point values only
0086: $1EC8 = $1D54  ;; floating-point values only
0086: $1EC9 = $1D55  ;; floating-point values only
0086: $1ECA = $1D56  ;; floating-point values only
0086: $1ECB = $1D57  ;; floating-point values only
0086: $1ECC = $1D58  ;; floating-point values only

:Label124C9F
00D6: if  0
0038:   $1EC5 ==  1  ;; integer values
004D: jump_if_false £Label124CE1
0086: $1EC7 = $1D56  ;; floating-point values only
0086: $1EC8 = $1D57  ;; floating-point values only
0086: $1EC9 = $1D58  ;; floating-point values only
0086: $1ECA = $1D59  ;; floating-point values only
0086: $1ECB = $1D5A  ;; floating-point values only
0086: $1ECC = $1D5B  ;; floating-point values only

:Label124CE1
00D6: if  0
0038:   $1EC5 ==  2  ;; integer values
004D: jump_if_false £Label124D23
0086: $1EC7 = $1D59  ;; floating-point values only
0086: $1EC8 = $1D5A  ;; floating-point values only
0086: $1EC9 = $1D5B  ;; floating-point values only
0086: $1ECA = $1D5C  ;; floating-point values only
0086: $1ECB = $1D5D  ;; floating-point values only
0086: $1ECC = $1D5E  ;; floating-point values only

:Label124D23
00D6: if  0
0038:   $1EC5 ==  3  ;; integer values
004D: jump_if_false £Label124D65
0086: $1EC7 = $1D5C  ;; floating-point values only
0086: $1EC8 = $1D5D  ;; floating-point values only
0086: $1EC9 = $1D5E  ;; floating-point values only
0086: $1ECA = $1D5F  ;; floating-point values only
0086: $1ECB = $1D60  ;; floating-point values only
0086: $1ECC = $1D61  ;; floating-point values only

:Label124D65
00D6: if  0
0038:   $1EC5 ==  4  ;; integer values
004D: jump_if_false £Label124DA7
0086: $1EC7 = $1D5F  ;; floating-point values only
0086: $1EC8 = $1D60  ;; floating-point values only
0086: $1EC9 = $1D61  ;; floating-point values only
0086: $1ECA = $1D62  ;; floating-point values only
0086: $1ECB = $1D63  ;; floating-point values only
0086: $1ECC = $1D64  ;; floating-point values only

:Label124DA7
00D6: if  0
0038:   $1EC5 ==  5  ;; integer values
004D: jump_if_false £Label124DE9
0086: $1EC7 = $1D62  ;; floating-point values only
0086: $1EC8 = $1D63  ;; floating-point values only
0086: $1EC9 = $1D64  ;; floating-point values only
0086: $1ECA = $1D65  ;; floating-point values only
0086: $1ECB = $1D66  ;; floating-point values only
0086: $1ECC = $1D67  ;; floating-point values only

:Label124DE9
00D6: if  0
0038:   $1EC5 ==  6  ;; integer values
004D: jump_if_false £Label124E2B
0086: $1EC7 = $1D65  ;; floating-point values only
0086: $1EC8 = $1D66  ;; floating-point values only
0086: $1EC9 = $1D67  ;; floating-point values only
0086: $1ECA = $1D68  ;; floating-point values only
0086: $1ECB = $1D69  ;; floating-point values only
0086: $1ECC = $1D6A  ;; floating-point values only

:Label124E2B
00D6: if  0
0038:   $1EC5 ==  7  ;; integer values
004D: jump_if_false £Label124E6D
0086: $1EC7 = $1D68  ;; floating-point values only
0086: $1EC8 = $1D69  ;; floating-point values only
0086: $1EC9 = $1D6A  ;; floating-point values only
0086: $1ECA = $1D6B  ;; floating-point values only
0086: $1ECB = $1D6C  ;; floating-point values only
0086: $1ECC = $1D6D  ;; floating-point values only

:Label124E6D
00D6: if  0
0038:   $1EC5 ==  8  ;; integer values
004D: jump_if_false £Label124EAF
0086: $1EC7 = $1D6B  ;; floating-point values only
0086: $1EC8 = $1D6C  ;; floating-point values only
0086: $1EC9 = $1D6D  ;; floating-point values only
0086: $1ECA = $1D6E  ;; floating-point values only
0086: $1ECB = $1D6F  ;; floating-point values only
0086: $1ECC = $1D70  ;; floating-point values only

:Label124EAF
00D6: if  0
0038:   $1EC5 ==  9  ;; integer values
004D: jump_if_false £Label124EF1
0086: $1EC7 = $1D6E  ;; floating-point values only
0086: $1EC8 = $1D6F  ;; floating-point values only
0086: $1EC9 = $1D70  ;; floating-point values only
0086: $1ECA = $1D71  ;; floating-point values only
0086: $1ECB = $1D72  ;; floating-point values only
0086: $1ECC = $1D73  ;; floating-point values only

:Label124EF1
00D6: if  0
0038:   $1EC5 ==  10  ;; integer values
004D: jump_if_false £Label124F33
0086: $1EC7 = $1D71  ;; floating-point values only
0086: $1EC8 = $1D72  ;; floating-point values only
0086: $1EC9 = $1D73  ;; floating-point values only
0086: $1ECA = $1D74  ;; floating-point values only
0086: $1ECB = $1D75  ;; floating-point values only
0086: $1ECC = $1D76  ;; floating-point values only

:Label124F33
00D6: if  0
0038:   $1EC5 ==  11  ;; integer values
004D: jump_if_false £Label124F75
0086: $1EC7 = $1D74  ;; floating-point values only
0086: $1EC8 = $1D75  ;; floating-point values only
0086: $1EC9 = $1D76  ;; floating-point values only
0086: $1ECA = $1D77  ;; floating-point values only
0086: $1ECB = $1D78  ;; floating-point values only
0086: $1ECC = $1D79  ;; floating-point values only

:Label124F75
00D6: if  0
0038:   $1EC5 ==  12  ;; integer values
004D: jump_if_false £Label124FB7
0086: $1EC7 = $1D77  ;; floating-point values only
0086: $1EC8 = $1D78  ;; floating-point values only
0086: $1EC9 = $1D79  ;; floating-point values only
0086: $1ECA = $1D7A  ;; floating-point values only
0086: $1ECB = $1D7B  ;; floating-point values only
0086: $1ECC = $1D7C  ;; floating-point values only

:Label124FB7
00D6: if  0
0038:   $1EC5 ==  13  ;; integer values
004D: jump_if_false £Label124FF9
0086: $1EC7 = $1D7A  ;; floating-point values only
0086: $1EC8 = $1D7B  ;; floating-point values only
0086: $1EC9 = $1D7C  ;; floating-point values only
0086: $1ECA = $1D7D  ;; floating-point values only
0086: $1ECB = $1D7E  ;; floating-point values only
0086: $1ECC = $1D7F  ;; floating-point values only

:Label124FF9
00D6: if  0
0038:   $1EC5 ==  14  ;; integer values
004D: jump_if_false £Label12503B
0086: $1EC7 = $1D7D  ;; floating-point values only
0086: $1EC8 = $1D7E  ;; floating-point values only
0086: $1EC9 = $1D7F  ;; floating-point values only
0086: $1ECA = $1D80  ;; floating-point values only
0086: $1ECB = $1D81  ;; floating-point values only
0086: $1ECC = $1D82  ;; floating-point values only

:Label12503B
00D6: if  0
0038:   $1EC5 ==  15  ;; integer values
004D: jump_if_false £Label12507D
0086: $1EC7 = $1D80  ;; floating-point values only
0086: $1EC8 = $1D81  ;; floating-point values only
0086: $1EC9 = $1D82  ;; floating-point values only
0086: $1ECA = $1D83  ;; floating-point values only
0086: $1ECB = $1D84  ;; floating-point values only
0086: $1ECC = $1D85  ;; floating-point values only

:Label12507D
00D6: if  0
0038:   $1EC5 ==  16  ;; integer values
004D: jump_if_false £Label1250BF
0086: $1EC7 = $1D83  ;; floating-point values only
0086: $1EC8 = $1D84  ;; floating-point values only
0086: $1EC9 = $1D85  ;; floating-point values only
0086: $1ECA = $1D86  ;; floating-point values only
0086: $1ECB = $1D87  ;; floating-point values only
0086: $1ECC = $1D88  ;; floating-point values only

:Label1250BF
00D6: if  0
0038:   $1EC5 ==  17  ;; integer values
004D: jump_if_false £Label125101
0086: $1EC7 = $1D86  ;; floating-point values only
0086: $1EC8 = $1D87  ;; floating-point values only
0086: $1EC9 = $1D88  ;; floating-point values only
0086: $1ECA = $1D89  ;; floating-point values only
0086: $1ECB = $1D8A  ;; floating-point values only
0086: $1ECC = $1D8B  ;; floating-point values only

:Label125101
00D6: if  0
0038:   $1EC5 ==  18  ;; integer values
004D: jump_if_false £Label125143
0086: $1EC7 = $1D89  ;; floating-point values only
0086: $1EC8 = $1D8A  ;; floating-point values only
0086: $1EC9 = $1D8B  ;; floating-point values only
0086: $1ECA = $1D8C  ;; floating-point values only
0086: $1ECB = $1D8D  ;; floating-point values only
0086: $1ECC = $1D8E  ;; floating-point values only

:Label125143
00D6: if  0
0038:   $1EC5 ==  19  ;; integer values
004D: jump_if_false £Label125185
0086: $1EC7 = $1D8C  ;; floating-point values only
0086: $1EC8 = $1D8D  ;; floating-point values only
0086: $1EC9 = $1D8E  ;; floating-point values only
0086: $1ECA = $1D8F  ;; floating-point values only
0086: $1ECB = $1D90  ;; floating-point values only
0086: $1ECC = $1D91  ;; floating-point values only

:Label125185
00D6: if  0
0038:   $1EC5 ==  20  ;; integer values
004D: jump_if_false £Label1251C7
0086: $1EC7 = $1D8F  ;; floating-point values only
0086: $1EC8 = $1D90  ;; floating-point values only
0086: $1EC9 = $1D91  ;; floating-point values only
0086: $1ECA = $1D92  ;; floating-point values only
0086: $1ECB = $1D93  ;; floating-point values only
0086: $1ECC = $1D94  ;; floating-point values only

:Label1251C7
00D6: if  0
0038:   $1EC5 ==  21  ;; integer values
004D: jump_if_false £Label125209
0086: $1EC7 = $1D92  ;; floating-point values only
0086: $1EC8 = $1D93  ;; floating-point values only
0086: $1EC9 = $1D94  ;; floating-point values only
0086: $1ECA = $1D95  ;; floating-point values only
0086: $1ECB = $1D96  ;; floating-point values only
0086: $1ECC = $1D97  ;; floating-point values only

:Label125209
00D6: if  0
0038:   $1EC5 ==  22  ;; integer values
004D: jump_if_false £Label12524B
0086: $1EC7 = $1D95  ;; floating-point values only
0086: $1EC8 = $1D96  ;; floating-point values only
0086: $1EC9 = $1D97  ;; floating-point values only
0086: $1ECA = $1D98  ;; floating-point values only
0086: $1ECB = $1D99  ;; floating-point values only
0086: $1ECC = $1D9A  ;; floating-point values only

:Label12524B
00D6: if  0
0038:   $1EC5 ==  23  ;; integer values
004D: jump_if_false £Label12528D
0086: $1EC7 = $1D98  ;; floating-point values only
0086: $1EC8 = $1D99  ;; floating-point values only
0086: $1EC9 = $1D9A  ;; floating-point values only
0086: $1ECA = $1D9B  ;; floating-point values only
0086: $1ECB = $1D9C  ;; floating-point values only
0086: $1ECC = $1D9D  ;; floating-point values only

:Label12528D
00D6: if  0
0038:   $1EC5 ==  24  ;; integer values
004D: jump_if_false £Label1252CF
0086: $1EC7 = $1D9B  ;; floating-point values only
0086: $1EC8 = $1D9C  ;; floating-point values only
0086: $1EC9 = $1D9D  ;; floating-point values only
0086: $1ECA = $1D9E  ;; floating-point values only
0086: $1ECB = $1D9F  ;; floating-point values only
0086: $1ECC = $1DA0  ;; floating-point values only

:Label1252CF
00D6: if  0
0038:   $1EC5 ==  25  ;; integer values
004D: jump_if_false £Label125311
0086: $1EC7 = $1D9E  ;; floating-point values only
0086: $1EC8 = $1D9F  ;; floating-point values only
0086: $1EC9 = $1DA0  ;; floating-point values only
0086: $1ECA = $1DA1  ;; floating-point values only
0086: $1ECB = $1DA2  ;; floating-point values only
0086: $1ECC = $1DA3  ;; floating-point values only

:Label125311
00D6: if  0
0038:   $1EC5 ==  26  ;; integer values
004D: jump_if_false £Label125353
0086: $1EC7 = $1DA1  ;; floating-point values only
0086: $1EC8 = $1DA2  ;; floating-point values only
0086: $1EC9 = $1DA3  ;; floating-point values only
0086: $1ECA = $1DA4  ;; floating-point values only
0086: $1ECB = $1DA5  ;; floating-point values only
0086: $1ECC = $1DA6  ;; floating-point values only

:Label125353
00D6: if  0
0038:   $1EC5 ==  27  ;; integer values
004D: jump_if_false £Label125395
0086: $1EC7 = $1DA4  ;; floating-point values only
0086: $1EC8 = $1DA5  ;; floating-point values only
0086: $1EC9 = $1DA6  ;; floating-point values only
0086: $1ECA = $1DA7  ;; floating-point values only
0086: $1ECB = $1DA8  ;; floating-point values only
0086: $1ECC = $1DA9  ;; floating-point values only

:Label125395
00D6: if  0
0038:   $1EC5 ==  28  ;; integer values
004D: jump_if_false £Label1253D7
0086: $1EC7 = $1DA7  ;; floating-point values only
0086: $1EC8 = $1DA8  ;; floating-point values only
0086: $1EC9 = $1DA9  ;; floating-point values only
0086: $1ECA = $1DA7  ;; floating-point values only
0086: $1ECB = $1DA8  ;; floating-point values only
0086: $1ECC = $1DA9  ;; floating-point values only

:Label1253D7
0051: return

;-------------Mission 87---------------
; Originally: Little Haiti Chopper Checkpoint


:Label1253D9
0050: gosub £Label1253FD
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label1253F4
0050: gosub £Label1258E7

:Label1253F4
0050: gosub £Label125A1F
004E: end_thread

:Label1253FD
0004: $ONMISSION =  1  ;; integer values
0004: $1EC5 =  0  ;; integer values
03A4: name_thread "HELI4SC"
0001: wait  0 ms
00D6: if  0
0038:   $633 ==  0  ;; integer values
004D: jump_if_false £Label12542D
0317: increment_mission_attempts

:Label12542D
0005: $1D53 = -884.2508  ;; floating-point values
0005: $1D54 =  236.4205  ;; floating-point values
0005: $1D55 =  14.9104  ;; floating-point values
0005: $1D56 = -877.2639  ;; floating-point values
0005: $1D57 =  136.5762  ;; floating-point values
0005: $1D58 =  15.8618  ;; floating-point values
0005: $1D59 = -962.5753  ;; floating-point values
0005: $1D5A =  84.3949  ;; floating-point values
0005: $1D5B =  15.367  ;; floating-point values
0005: $1D5C = -1008.986  ;; floating-point values
0005: $1D5D = -4.1791  ;; floating-point values
0005: $1D5E =  20.8638  ;; floating-point values
0005: $1D5F = -1024.417  ;; floating-point values
0005: $1D60 = -103.199  ;; floating-point values
0005: $1D61 =  16.4677  ;; floating-point values
0005: $1D62 = -1047.055  ;; floating-point values
0005: $1D63 = -200.7326  ;; floating-point values
0005: $1D64 =  12.6881  ;; floating-point values
0005: $1D65 = -1089.4  ;; floating-point values
0005: $1D66 = -290.992  ;; floating-point values
0005: $1D67 =  21.5889  ;; floating-point values
0005: $1D68 = -1107.393  ;; floating-point values
0005: $1D69 = -389.5861  ;; floating-point values
0005: $1D6A =  16.4733  ;; floating-point values
0005: $1D6B = -1071.663  ;; floating-point values
0005: $1D6C = -482.9736  ;; floating-point values
0005: $1D6D =  12.8348  ;; floating-point values
0005: $1D6E = -1041.907  ;; floating-point values
0005: $1D6F = -578.0964  ;; floating-point values
0005: $1D70 =  24.6455  ;; floating-point values
0005: $1D71 = -1097.65  ;; floating-point values
0005: $1D72 = -661.3502  ;; floating-point values
0005: $1D73 =  26.4531  ;; floating-point values
0005: $1D74 = -1171.575  ;; floating-point values
0005: $1D75 = -594.0601  ;; floating-point values
0005: $1D76 =  23.3888  ;; floating-point values
0005: $1D77 = -1151.249  ;; floating-point values
0005: $1D78 = -495.8622  ;; floating-point values
0005: $1D79 =  23.6951  ;; floating-point values
0005: $1D7A = -1150.54  ;; floating-point values
0005: $1D7B = -395.9956  ;; floating-point values
0005: $1D7C =  14.4461  ;; floating-point values
0005: $1D7D = -1120.838  ;; floating-point values
0005: $1D7E = -300.5818  ;; floating-point values
0005: $1D7F =  19.9118  ;; floating-point values
0005: $1D80 = -1154.166  ;; floating-point values
0005: $1D81 = -206.2119  ;; floating-point values
0005: $1D82 =  28.8656  ;; floating-point values
0005: $1D83 = -1174.708  ;; floating-point values
0005: $1D84 = -109.0531  ;; floating-point values
0005: $1D85 =  16.0939  ;; floating-point values
0005: $1D86 = -1093.543  ;; floating-point values
0005: $1D87 = -50.4117  ;; floating-point values
0005: $1D88 =  19.3924  ;; floating-point values
0005: $1D89 = -1039.967  ;; floating-point values
0005: $1D8A =  34.2455  ;; floating-point values
0005: $1D8B =  22.2088  ;; floating-point values
0005: $1D8C = -1011.107  ;; floating-point values
0005: $1D8D =  129.8569  ;; floating-point values
0005: $1D8E =  14.767  ;; floating-point values
0005: $1D8F = -944.9561  ;; floating-point values
0005: $1D90 =  204.9092  ;; floating-point values
0005: $1D91 =  17.2276  ;; floating-point values
0005: $1D92 = -894.7881  ;; floating-point values
0005: $1D93 =  290.9517  ;; floating-point values
0005: $1D94 =  27.5338  ;; floating-point values
0050: gosub £Label125A3E
00BC: text_highpriority "HELI_1A"  15000 ms  1  ;; Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $1EC3 = create_checkpoint_at $1EC7 $1EC8 $1EC9
0165: set_marker $1EC3 color_to  5
018B: show_on_radar $1EC3  2
0168: show_on_radar $1EC3  3
018A: $1EC4 = create_checkpoint_at $1ECA $1ECB $1ECC
0165: set_marker $1EC4 color_to  5
018B: show_on_radar $1EC4  2
0168: show_on_radar $1EC4  2
0166: set_marker $1EC4 brightness_to  1
0004: $1EC6 =  0  ;; integer values
03C3: set_timer_with_text_to $1EC6 type  0 text "RACES"  ;; TIME:
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label125759
00DA: $1EC2 = player $PLAYER_CHAR car
0002: jump £Label125760

:Label125759
0002: jump £Label1258E7

:Label125760
00D6: if  0
8038:   NOT   $1EC5 ==  22  ;; integer values
004D: jump_if_false £Label1258E0
0001: wait  0 ms
00D6: if  0
0119:   car $1EC2 wrecked
004D: jump_if_false £Label12578D
0002: jump £Label1258E7

:Label12578D
00D6: if  0
80DC:   NOT   player $PLAYER_CHAR driving $1EC2
004D: jump_if_false £Label1257A7
0002: jump £Label1258E7

:Label1257A7
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $1EC7 $1EC8 $1EC9 radius  5.0  5.0  5.0
004D: jump_if_false £Label125889
018C: play_sound  1 at  0.0  0.0  0.0
0008: $1EC5 +=  1  ;; integer values
0164: disable_marker $1EC3
0164: disable_marker $1EC4
0050: gosub £Label125A3E
018A: $1EC3 = create_checkpoint_at $1EC7 $1EC8 $1EC9
0165: set_marker $1EC3 color_to  5
018B: show_on_radar $1EC3  2
0168: show_on_radar $1EC3  3
00D6: if  0
001A:    21 > $1EC5  ;; integer values
004D: jump_if_false £Label125882
018A: $1EC4 = create_checkpoint_at $1ECA $1ECB $1ECC
018B: show_on_radar $1EC4  2
0168: show_on_radar $1EC4  2
0166: set_marker $1EC4 brightness_to  1
00D6: if  0
001A:    20 > $1EC5  ;; integer values
004D: jump_if_false £Label125874
0165: set_marker $1EC4 color_to  5
0002: jump £Label12587B

:Label125874
0165: set_marker $1EC4 color_to  0

:Label12587B
0002: jump £Label125889

:Label125882
0165: set_marker $1EC3 color_to  0

:Label125889
00D6: if  0
0038:   $1EC5 ==  21  ;; integer values
004D: jump_if_false £Label1258BD
04D5: create_corona_at $1EC7 $1EC8 $1EC9 radius  4.5 type  6 flare  0 RGB  200  0  0
0002: jump £Label1258D9

:Label1258BD
04D5: create_corona_at $1EC7 $1EC8 $1EC9 radius  4.5 type  6 flare  0 RGB  200  0  200

:Label1258D9
0002: jump £Label125760

:Label1258E0
0002: jump £Label1258F8

:Label1258E7
00BC: text_highpriority "HELI_F1"  5000 ms  1  ;; ~r~Heli Checkpoint mission cancelled!
0051: return

:Label1258F8
01E3: text_1number_styled "HELI_1B"  100  5000 ms  1  ;; Course Complete! $ ~1~
0109: player $PLAYER_CHAR money +=  100
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
00D6: if  0
0038:   $633 ==  0  ;; integer values
004D: jump_if_false £Label125938
030C: set_mission_points +=  1
0595: (unknown)
0004: $633 =  1  ;; integer values

:Label125938
0014: $1EC6 /=  1000  ;; integer values
042E:  15 $1EC6
0084: $1D21 = $1EC6  ;; integer values and handles
0014: $1D21 /=  60  ;; integer values
0084: $1D1B = $1D21  ;; integer values and handles
0010: $1D1B *=  60  ;; integer values
0084: $1D22 = $1EC6  ;; integer values and handles
0060: $1D22 -= $1D1B  ;; integer values
00D6: if  0
001C:   $1A0 > $1EC6  ;; integer values
004D: jump_if_false £Label1259DA
0084: $1A0 = $1EC6  ;; integer values and handles
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label1259BE
02FD: text_2numbers_lowpriority "RACES17" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:~1~
0002: jump £Label1259D3

:Label1259BE
02FD: text_2numbers_lowpriority "RACES20" $1D21 $1D22  10000 ms  1  ;; New best time: ~1~:0~1~

:Label1259D3
0002: jump £Label125A1D

:Label1259DA
00D6: if  0
0018:   $1D22 >  9  ;; integer values
004D: jump_if_false £Label125A08
02FD: text_2numbers_lowpriority "RACES_9" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:~1~
0002: jump £Label125A1D

:Label125A08
02FD: text_2numbers_lowpriority "RACES21" $1D21 $1D22  10000 ms  1  ;; Time: ~1~:0~1~

:Label125A1D
0051: return

:Label125A1F
0004: $ONMISSION =  0  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
014F: stop_timer $1EC6
0164: disable_marker $1EC3
0164: disable_marker $1EC4
00D8: mission_cleanup
0051: return

:Label125A3E
00D6: if  0
0038:   $1EC5 ==  0  ;; integer values
004D: jump_if_false £Label125A80
0086: $1EC7 = $1D53  ;; floating-point values only
0086: $1EC8 = $1D54  ;; floating-point values only
0086: $1EC9 = $1D55  ;; floating-point values only
0086: $1ECA = $1D56  ;; floating-point values only
0086: $1ECB = $1D57  ;; floating-point values only
0086: $1ECC = $1D58  ;; floating-point values only

:Label125A80
00D6: if  0
0038:   $1EC5 ==  1  ;; integer values
004D: jump_if_false £Label125AC2
0086: $1EC7 = $1D56  ;; floating-point values only
0086: $1EC8 = $1D57  ;; floating-point values only
0086: $1EC9 = $1D58  ;; floating-point values only
0086: $1ECA = $1D59  ;; floating-point values only
0086: $1ECB = $1D5A  ;; floating-point values only
0086: $1ECC = $1D5B  ;; floating-point values only

:Label125AC2
00D6: if  0
0038:   $1EC5 ==  2  ;; integer values
004D: jump_if_false £Label125B04
0086: $1EC7 = $1D59  ;; floating-point values only
0086: $1EC8 = $1D5A  ;; floating-point values only
0086: $1EC9 = $1D5B  ;; floating-point values only
0086: $1ECA = $1D5C  ;; floating-point values only
0086: $1ECB = $1D5D  ;; floating-point values only
0086: $1ECC = $1D5E  ;; floating-point values only

:Label125B04
00D6: if  0
0038:   $1EC5 ==  3  ;; integer values
004D: jump_if_false £Label125B46
0086: $1EC7 = $1D5C  ;; floating-point values only
0086: $1EC8 = $1D5D  ;; floating-point values only
0086: $1EC9 = $1D5E  ;; floating-point values only
0086: $1ECA = $1D5F  ;; floating-point values only
0086: $1ECB = $1D60  ;; floating-point values only
0086: $1ECC = $1D61  ;; floating-point values only

:Label125B46
00D6: if  0
0038:   $1EC5 ==  4  ;; integer values
004D: jump_if_false £Label125B88
0086: $1EC7 = $1D5F  ;; floating-point values only
0086: $1EC8 = $1D60  ;; floating-point values only
0086: $1EC9 = $1D61  ;; floating-point values only
0086: $1ECA = $1D62  ;; floating-point values only
0086: $1ECB = $1D63  ;; floating-point values only
0086: $1ECC = $1D64  ;; floating-point values only

:Label125B88
00D6: if  0
0038:   $1EC5 ==  5  ;; integer values
004D: jump_if_false £Label125BCA
0086: $1EC7 = $1D62  ;; floating-point values only
0086: $1EC8 = $1D63  ;; floating-point values only
0086: $1EC9 = $1D64  ;; floating-point values only
0086: $1ECA = $1D65  ;; floating-point values only
0086: $1ECB = $1D66  ;; floating-point values only
0086: $1ECC = $1D67  ;; floating-point values only

:Label125BCA
00D6: if  0
0038:   $1EC5 ==  6  ;; integer values
004D: jump_if_false £Label125C0C
0086: $1EC7 = $1D65  ;; floating-point values only
0086: $1EC8 = $1D66  ;; floating-point values only
0086: $1EC9 = $1D67  ;; floating-point values only
0086: $1ECA = $1D68  ;; floating-point values only
0086: $1ECB = $1D69  ;; floating-point values only
0086: $1ECC = $1D6A  ;; floating-point values only

:Label125C0C
00D6: if  0
0038:   $1EC5 ==  7  ;; integer values
004D: jump_if_false £Label125C4E
0086: $1EC7 = $1D68  ;; floating-point values only
0086: $1EC8 = $1D69  ;; floating-point values only
0086: $1EC9 = $1D6A  ;; floating-point values only
0086: $1ECA = $1D6B  ;; floating-point values only
0086: $1ECB = $1D6C  ;; floating-point values only
0086: $1ECC = $1D6D  ;; floating-point values only

:Label125C4E
00D6: if  0
0038:   $1EC5 ==  8  ;; integer values
004D: jump_if_false £Label125C90
0086: $1EC7 = $1D6B  ;; floating-point values only
0086: $1EC8 = $1D6C  ;; floating-point values only
0086: $1EC9 = $1D6D  ;; floating-point values only
0086: $1ECA = $1D6E  ;; floating-point values only
0086: $1ECB = $1D6F  ;; floating-point values only
0086: $1ECC = $1D70  ;; floating-point values only

:Label125C90
00D6: if  0
0038:   $1EC5 ==  9  ;; integer values
004D: jump_if_false £Label125CD2
0086: $1EC7 = $1D6E  ;; floating-point values only
0086: $1EC8 = $1D6F  ;; floating-point values only
0086: $1EC9 = $1D70  ;; floating-point values only
0086: $1ECA = $1D71  ;; floating-point values only
0086: $1ECB = $1D72  ;; floating-point values only
0086: $1ECC = $1D73  ;; floating-point values only

:Label125CD2
00D6: if  0
0038:   $1EC5 ==  10  ;; integer values
004D: jump_if_false £Label125D14
0086: $1EC7 = $1D71  ;; floating-point values only
0086: $1EC8 = $1D72  ;; floating-point values only
0086: $1EC9 = $1D73  ;; floating-point values only
0086: $1ECA = $1D74  ;; floating-point values only
0086: $1ECB = $1D75  ;; floating-point values only
0086: $1ECC = $1D76  ;; floating-point values only

:Label125D14
00D6: if  0
0038:   $1EC5 ==  11  ;; integer values
004D: jump_if_false £Label125D56
0086: $1EC7 = $1D74  ;; floating-point values only
0086: $1EC8 = $1D75  ;; floating-point values only
0086: $1EC9 = $1D76  ;; floating-point values only
0086: $1ECA = $1D77  ;; floating-point values only
0086: $1ECB = $1D78  ;; floating-point values only
0086: $1ECC = $1D79  ;; floating-point values only

:Label125D56
00D6: if  0
0038:   $1EC5 ==  12  ;; integer values
004D: jump_if_false £Label125D98
0086: $1EC7 = $1D77  ;; floating-point values only
0086: $1EC8 = $1D78  ;; floating-point values only
0086: $1EC9 = $1D79  ;; floating-point values only
0086: $1ECA = $1D7A  ;; floating-point values only
0086: $1ECB = $1D7B  ;; floating-point values only
0086: $1ECC = $1D7C  ;; floating-point values only

:Label125D98
00D6: if  0
0038:   $1EC5 ==  13  ;; integer values
004D: jump_if_false £Label125DDA
0086: $1EC7 = $1D7A  ;; floating-point values only
0086: $1EC8 = $1D7B  ;; floating-point values only
0086: $1EC9 = $1D7C  ;; floating-point values only
0086: $1ECA = $1D7D  ;; floating-point values only
0086: $1ECB = $1D7E  ;; floating-point values only
0086: $1ECC = $1D7F  ;; floating-point values only

:Label125DDA
00D6: if  0
0038:   $1EC5 ==  14  ;; integer values
004D: jump_if_false £Label125E1C
0086: $1EC7 = $1D7D  ;; floating-point values only
0086: $1EC8 = $1D7E  ;; floating-point values only
0086: $1EC9 = $1D7F  ;; floating-point values only
0086: $1ECA = $1D80  ;; floating-point values only
0086: $1ECB = $1D81  ;; floating-point values only
0086: $1ECC = $1D82  ;; floating-point values only

:Label125E1C
00D6: if  0
0038:   $1EC5 ==  15  ;; integer values
004D: jump_if_false £Label125E5E
0086: $1EC7 = $1D80  ;; floating-point values only
0086: $1EC8 = $1D81  ;; floating-point values only
0086: $1EC9 = $1D82  ;; floating-point values only
0086: $1ECA = $1D83  ;; floating-point values only
0086: $1ECB = $1D84  ;; floating-point values only
0086: $1ECC = $1D85  ;; floating-point values only

:Label125E5E
00D6: if  0
0038:   $1EC5 ==  16  ;; integer values
004D: jump_if_false £Label125EA0
0086: $1EC7 = $1D83  ;; floating-point values only
0086: $1EC8 = $1D84  ;; floating-point values only
0086: $1EC9 = $1D85  ;; floating-point values only
0086: $1ECA = $1D86  ;; floating-point values only
0086: $1ECB = $1D87  ;; floating-point values only
0086: $1ECC = $1D88  ;; floating-point values only

:Label125EA0
00D6: if  0
0038:   $1EC5 ==  17  ;; integer values
004D: jump_if_false £Label125EE2
0086: $1EC7 = $1D86  ;; floating-point values only
0086: $1EC8 = $1D87  ;; floating-point values only
0086: $1EC9 = $1D88  ;; floating-point values only
0086: $1ECA = $1D89  ;; floating-point values only
0086: $1ECB = $1D8A  ;; floating-point values only
0086: $1ECC = $1D8B  ;; floating-point values only

:Label125EE2
00D6: if  0
0038:   $1EC5 ==  18  ;; integer values
004D: jump_if_false £Label125F24
0086: $1EC7 = $1D89  ;; floating-point values only
0086: $1EC8 = $1D8A  ;; floating-point values only
0086: $1EC9 = $1D8B  ;; floating-point values only
0086: $1ECA = $1D8C  ;; floating-point values only
0086: $1ECB = $1D8D  ;; floating-point values only
0086: $1ECC = $1D8E  ;; floating-point values only

:Label125F24
00D6: if  0
0038:   $1EC5 ==  19  ;; integer values
004D: jump_if_false £Label125F66
0086: $1EC7 = $1D8C  ;; floating-point values only
0086: $1EC8 = $1D8D  ;; floating-point values only
0086: $1EC9 = $1D8E  ;; floating-point values only
0086: $1ECA = $1D8F  ;; floating-point values only
0086: $1ECB = $1D90  ;; floating-point values only
0086: $1ECC = $1D91  ;; floating-point values only

:Label125F66
00D6: if  0
0038:   $1EC5 ==  20  ;; integer values
004D: jump_if_false £Label125FA8
0086: $1EC7 = $1D8F  ;; floating-point values only
0086: $1EC8 = $1D90  ;; floating-point values only
0086: $1EC9 = $1D91  ;; floating-point values only
0086: $1ECA = $1D92  ;; floating-point values only
0086: $1ECB = $1D93  ;; floating-point values only
0086: $1ECC = $1D94  ;; floating-point values only

:Label125FA8
00D6: if  0
0038:   $1EC5 ==  21  ;; integer values
004D: jump_if_false £Label125FEA
0086: $1EC7 = $1D92  ;; floating-point values only
0086: $1EC8 = $1D93  ;; floating-point values only
0086: $1EC9 = $1D94  ;; floating-point values only
0086: $1ECA = $1D95  ;; floating-point values only
0086: $1ECB = $1D96  ;; floating-point values only
0086: $1ECC = $1D97  ;; floating-point values only

:Label125FEA
00D6: if  0
0038:   $1EC5 ==  22  ;; integer values
004D: jump_if_false £Label12602C
0086: $1EC7 = $1D95  ;; floating-point values only
0086: $1EC8 = $1D96  ;; floating-point values only
0086: $1EC9 = $1D97  ;; floating-point values only
0086: $1ECA = $1D98  ;; floating-point values only
0086: $1ECB = $1D99  ;; floating-point values only
0086: $1ECC = $1D9A  ;; floating-point values only

:Label12602C
00D6: if  0
0038:   $1EC5 ==  23  ;; integer values
004D: jump_if_false £Label12606E
0086: $1EC7 = $1D98  ;; floating-point values only
0086: $1EC8 = $1D99  ;; floating-point values only
0086: $1EC9 = $1D9A  ;; floating-point values only
0086: $1ECA = $1D9B  ;; floating-point values only
0086: $1ECB = $1D9C  ;; floating-point values only
0086: $1ECC = $1D9D  ;; floating-point values only

:Label12606E
00D6: if  0
0038:   $1EC5 ==  24  ;; integer values
004D: jump_if_false £Label1260B0
0086: $1EC7 = $1D9B  ;; floating-point values only
0086: $1EC8 = $1D9C  ;; floating-point values only
0086: $1EC9 = $1D9D  ;; floating-point values only
0086: $1ECA = $1D9E  ;; floating-point values only
0086: $1ECB = $1D9F  ;; floating-point values only
0086: $1ECC = $1DA0  ;; floating-point values only

:Label1260B0
00D6: if  0
0038:   $1EC5 ==  25  ;; integer values
004D: jump_if_false £Label1260F2
0086: $1EC7 = $1D9E  ;; floating-point values only
0086: $1EC8 = $1D9F  ;; floating-point values only
0086: $1EC9 = $1DA0  ;; floating-point values only
0086: $1ECA = $1DA1  ;; floating-point values only
0086: $1ECB = $1DA2  ;; floating-point values only
0086: $1ECC = $1DA3  ;; floating-point values only

:Label1260F2
00D6: if  0
0038:   $1EC5 ==  26  ;; integer values
004D: jump_if_false £Label126134
0086: $1EC7 = $1DA1  ;; floating-point values only
0086: $1EC8 = $1DA2  ;; floating-point values only
0086: $1EC9 = $1DA3  ;; floating-point values only
0086: $1ECA = $1DA4  ;; floating-point values only
0086: $1ECB = $1DA5  ;; floating-point values only
0086: $1ECC = $1DA6  ;; floating-point values only

:Label126134
00D6: if  0
0038:   $1EC5 ==  27  ;; integer values
004D: jump_if_false £Label126176
0086: $1EC7 = $1DA4  ;; floating-point values only
0086: $1EC8 = $1DA5  ;; floating-point values only
0086: $1EC9 = $1DA6  ;; floating-point values only
0086: $1ECA = $1DA7  ;; floating-point values only
0086: $1ECB = $1DA8  ;; floating-point values only
0086: $1ECC = $1DA9  ;; floating-point values only

:Label126176
00D6: if  0
0038:   $1EC5 ==  28  ;; integer values
004D: jump_if_false £Label1261B8
0086: $1EC7 = $1DA7  ;; floating-point values only
0086: $1EC8 = $1DA8  ;; floating-point values only
0086: $1EC9 = $1DA9  ;; floating-point values only
0086: $1ECA = $1DA7  ;; floating-point values only
0086: $1ECB = $1DA8  ;; floating-point values only
0086: $1ECC = $1DA9  ;; floating-point values only

:Label1261B8
0051: return

;-------------Mission 88---------------
; Originally: 'Trial by Dirt'


:Label1261BA
0050: gosub £Label1261DE
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label1261D5
0050: gosub £Label127328

:Label1261D5
0050: gosub £Label127397
004E: end_thread

:Label1261DE
00D6: if  0
0038:   $16B ==  0  ;; integer values
004D: jump_if_false £Label1261F2
0317: increment_mission_attempts

:Label1261F2
03A4: name_thread "BMX_1"
0004: $ONMISSION =  1  ;; integer values
054C: use_GXT_table "BMX_1"
0001: wait  0 ms
0004: $6D1 =  0  ;; integer values
0004: $6D2 =  1  ;; integer values
0004: $64E =  0  ;; integer values
0004: $6D3 =  0  ;; integer values
0004: $15A =  0  ;; integer values
0004: $1ECD =  0  ;; integer values
0004: $64D =  0  ;; integer values
0004: $6DD =  0  ;; integer values
0004: $6E5 =  0  ;; integer values
0004: $6E6 =  0  ;; integer values
0004: $6E7 =  0  ;; integer values
0005: $686 = -456.0  ;; floating-point values
0005: $687 =  1417.9  ;; floating-point values
0005: $688 =  14.24  ;; floating-point values
0005: $689 = -467.8  ;; floating-point values
0005: $68A =  1398.7  ;; floating-point values
0005: $68B =  8.15  ;; floating-point values
0005: $68C = -488.4  ;; floating-point values
0005: $68D =  1425.9  ;; floating-point values
0005: $68E =  14.5  ;; floating-point values
0005: $68F = -516.8  ;; floating-point values
0005: $690 =  1409.1  ;; floating-point values
0005: $691 =  12.6  ;; floating-point values
0005: $692 = -529.6  ;; floating-point values
0005: $693 =  1430.0  ;; floating-point values
0005: $694 =  9.6  ;; floating-point values
0005: $695 = -556.4  ;; floating-point values
0005: $696 =  1422.7  ;; floating-point values
0005: $697 =  10.0  ;; floating-point values
0005: $698 = -533.55  ;; floating-point values
0005: $699 =  1455.6  ;; floating-point values
0005: $69A =  10.3  ;; floating-point values
0005: $69B = -560.0  ;; floating-point values
0005: $69C =  1460.0  ;; floating-point values
0005: $69D =  10.3  ;; floating-point values
0005: $69E = -528.5  ;; floating-point values
0005: $69F =  1476.9  ;; floating-point values
0005: $6A0 =  10.5  ;; floating-point values
0005: $6A1 = -535.0  ;; floating-point values
0005: $6A2 =  1500.0  ;; floating-point values
0005: $6A3 =  9.8  ;; floating-point values
0005: $6A4 = -502.4  ;; floating-point values
0005: $6A5 =  1474.6  ;; floating-point values
0005: $6A6 =  11.3  ;; floating-point values
0005: $6A7 = -500.6  ;; floating-point values
0005: $6A8 =  1507.1  ;; floating-point values
0005: $6A9 =  9.8  ;; floating-point values
0005: $6AA = -472.2  ;; floating-point values
0005: $6AB =  1490.5  ;; floating-point values
0005: $6AC =  11.0  ;; floating-point values
0005: $6AD = -499.3  ;; floating-point values
0005: $6AE =  1447.5  ;; floating-point values
0005: $6AF =  15.5  ;; floating-point values
0005: $6B0 = -450.2  ;; floating-point values
0005: $6B1 =  1481.4  ;; floating-point values
0005: $6B2 =  9.8  ;; floating-point values
0005: $6B3 = -440.6  ;; floating-point values
0005: $6B4 =  1455.42  ;; floating-point values
0005: $6B5 =  9.8  ;; floating-point values
0005: $6B6 = -429.0  ;; floating-point values
0005: $6B7 =  1491.8  ;; floating-point values
0005: $6B8 =  10.1  ;; floating-point values
0005: $6B9 = -418.0  ;; floating-point values
0005: $6BA =  1432.1  ;; floating-point values
0005: $6BB =  10.0  ;; floating-point values
0005: $6BC = -445.0  ;; floating-point values
0005: $6BD =  1439.5  ;; floating-point values
0005: $6BE =  10.4  ;; floating-point values
0005: $6BF = -453.5  ;; floating-point values
0005: $6C0 =  1434.6  ;; floating-point values
0005: $6C1 =  10.0  ;; floating-point values
01BD: $6D5 = current_time_in_ms
018A: $656 = create_checkpoint_at $686 $687 $688
00D6: if  0
0018:   $6DB >  0  ;; integer values
004D: jump_if_false £Label12656D
0247: request_model -114 (BARREL4)

:Label1264DF
00D6: if  0
8248:   NOT   model -114 (BARREL4) available
004D: jump_if_false £Label1264F9
0001: wait  0 ms
0002: jump £Label1264DF

:Label1264F9
0107: $1ECE = create_object -114 (BARREL4) at -413.0  1434.4 -100.0
0382: unknown_set_object $1ECE collision_detection  1
0107: $1ECF = create_object -114 (BARREL4) at -405.36  1447.12 -100.0
0382: unknown_set_object $1ECF collision_detection  1
0107: $1ED0 = create_object -114 (BARREL4) at -400.0  1455.5 -100.0
0382: unknown_set_object $1ED0 collision_detection  1
0107: $1ED1 = create_object -114 (BARREL4) at -402.73  1465.0 -100.0
0382: unknown_set_object $1ED1 collision_detection  1

:Label12656D
00D6: if  0
0018:   $6DB >  2  ;; integer values
004D: jump_if_false £Label126699
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #MACHETE

:Label12658C
00D6: if  22
8248:   NOT   model #HNA available
8248:   NOT   model #HNB available
8248:   NOT   model #MACHETE available
004D: jump_if_false £Label1265AF
0001: wait  0 ms
0002: jump £Label12658C

:Label1265AF
00A5: $6E2 = create_car #SANCHEZ at -478.7  1524.0  10.4
0229: set_car $6E2 color_to  0  0
0175: set_car $6E2 z_angle_to  190.0
0129: $6DF = create_actor  4 #HNA in_car $6E2 driverseat
01B2: give_actor $6DF weapon  9 ammo  0  ;; Load the weapon model before using this
00AF: set_car $6E2 driver_behaviour_to  2
04E0: unknown_car $6E2  255
00A5: $6E3 = create_car #SANCHEZ at -476.7  1522.0  10.4
0229: set_car $6E3 color_to  0  0
0175: set_car $6E3 z_angle_to  190.0
0129: $6E0 = create_actor  4 #HNA in_car $6E3 driverseat
01B2: give_actor $6E0 weapon  9 ammo  0  ;; Load the weapon model before using this
00AF: set_car $6E3 driver_behaviour_to  2
04E0: unknown_car $6E3  255
00A5: $6E4 = create_car #SANCHEZ at -480.7  1525.0  10.4
0229: set_car $6E4 color_to  0  0
0175: set_car $6E4 z_angle_to  190.0
0129: $6E1 = create_actor  4 #HNA in_car $6E4 driverseat
01B2: give_actor $6E1 weapon  9 ammo  0  ;; Load the weapon model before using this
00AF: set_car $6E4 driver_behaviour_to  2
04E0: unknown_car $6E4  255

:Label126699
00D6: if  0
001A:    2 > $6D1  ;; integer values
004D: jump_if_false £Label127288
0001: wait  0 ms
01BD: $6D4 = current_time_in_ms
0084: $6D3 = $6D4  ;; integer values and handles
0060: $6D3 -= $6D5  ;; integer values
00D6: if  0
0038:   $64D ==  0  ;; integer values
004D: jump_if_false £Label1266EC
03C3: set_timer_with_text_to $6D3 type  0 text "R_TIME"  ;; RACE TIME:
0004: $64D =  1  ;; integer values

:Label1266EC
00D6: if  0
0038:   $6DD ==  0  ;; integer values
004D: jump_if_false £Label126714
00BC: text_highpriority "BMX_HOW"  5000 ms  1  ;; ~g~Do two laps of the dirt track, ~y~passing through ~g~the ~y~CHECKPOINTS ~g~as you go!
0004: $6DD =  1  ;; integer values

:Label126714
00D6: if  1
0038:   $6DD ==  1  ;; integer values
0018:   $6D3 >  5000  ;; integer values
004D: jump_if_false £Label126744
00BC: text_highpriority "BMXREW1"  5000 ms  1  ;; ~g~Each time you beat your previous record for the two laps
0004: $6DD =  2  ;; integer values

:Label126744
00D6: if  1
0038:   $6DD ==  2  ;; integer values
0018:   $6D3 >  10000  ;; integer values
004D: jump_if_false £Label126774
00BC: text_highpriority "BMXREW2"  5000 ms  1  ;; ~g~a larger ~y~REWARD ~g~will be awarded!
0004: $6DD =  3  ;; integer values

:Label126774
00D6: if  0
0038:   $6D2 ==  1  ;; integer values
004D: jump_if_false £Label1267F3
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $686 $687 $688
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $686 $687 $688 radius  3.0  3.0  3.0
004D: jump_if_false £Label1267F3
0164: disable_marker $656
018C: play_sound  1 at $686 $687 $688
018A: $657 = create_checkpoint_at $689 $68A $68B
0008: $6D2 +=  1  ;; integer values

:Label1267F3
00D6: if  0
0038:   $6D2 ==  2  ;; integer values
004D: jump_if_false £Label126872
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $689 $68A $68B
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $689 $68A $68B radius  3.0  3.0  3.0
004D: jump_if_false £Label126872
0164: disable_marker $657
018C: play_sound  1 at $689 $68A $68B
018A: $658 = create_checkpoint_at $68C $68D $68E
0008: $6D2 +=  1  ;; integer values

:Label126872
00D6: if  0
0038:   $6D2 ==  3  ;; integer values
004D: jump_if_false £Label1268F1
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $68C $68D $68E
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $68C $68D $68E radius  3.0  3.0  3.0
004D: jump_if_false £Label1268F1
0164: disable_marker $658
018C: play_sound  1 at $68C $68D $68E
018A: $659 = create_checkpoint_at $68F $690 $691
0008: $6D2 +=  1  ;; integer values

:Label1268F1
00D6: if  0
0038:   $6D2 ==  4  ;; integer values
004D: jump_if_false £Label126970
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $68F $690 $691
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $68F $690 $691 radius  3.0  3.0  3.0
004D: jump_if_false £Label126970
0164: disable_marker $659
018C: play_sound  1 at $68F $690 $691
018A: $65A = create_checkpoint_at $692 $693 $694
0008: $6D2 +=  1  ;; integer values

:Label126970
00D6: if  0
0038:   $6D2 ==  5  ;; integer values
004D: jump_if_false £Label1269EF
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $692 $693 $694
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $692 $693 $694 radius  3.0  3.0  3.0
004D: jump_if_false £Label1269EF
0164: disable_marker $65A
018C: play_sound  1 at $6A7 $6A8 $6A9
018A: $65B = create_checkpoint_at $695 $696 $697
0008: $6D2 +=  1  ;; integer values

:Label1269EF
00D6: if  0
0038:   $6D2 ==  6  ;; integer values
004D: jump_if_false £Label126A6E
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $695 $696 $697
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $695 $696 $697 radius  3.0  3.0  3.0
004D: jump_if_false £Label126A6E
0164: disable_marker $65B
018C: play_sound  1 at $695 $696 $697
018A: $65C = create_checkpoint_at $698 $699 $69A
0008: $6D2 +=  1  ;; integer values

:Label126A6E
00D6: if  0
0038:   $6D2 ==  7  ;; integer values
004D: jump_if_false £Label126AED
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $698 $699 $69A
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $698 $699 $69A radius  3.0  3.0  3.0
004D: jump_if_false £Label126AED
0164: disable_marker $65C
018C: play_sound  1 at $698 $699 $69A
018A: $65D = create_checkpoint_at $69B $69C $69D
0008: $6D2 +=  1  ;; integer values

:Label126AED
00D6: if  0
0038:   $6D2 ==  8  ;; integer values
004D: jump_if_false £Label126B6C
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $69B $69C $69D
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $69B $69C $69D radius  3.0  3.0  3.0
004D: jump_if_false £Label126B6C
0164: disable_marker $65D
018C: play_sound  1 at $69B $69C $69D
018A: $65E = create_checkpoint_at $69E $69F $6A0
0008: $6D2 +=  1  ;; integer values

:Label126B6C
00D6: if  0
0038:   $6D2 ==  9  ;; integer values
004D: jump_if_false £Label126C26
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $69E $69F $6A0
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $69E $69F $6A0 radius  3.0  3.0  3.0
004D: jump_if_false £Label126C26
0164: disable_marker $65E
018C: play_sound  1 at $69E $69F $6A0
018A: $65F = create_checkpoint_at $6A1 $6A2 $6A3
0008: $6D2 +=  1  ;; integer values
00D6: if  2
0038:   $6DD ==  3  ;; integer values
0018:   $6D3 >  12000  ;; integer values
0018:   $6DB >  1  ;; integer values
004D: jump_if_false £Label126C26
01B5: force_weather  2
00BC: text_highpriority "BMXRAIN"  4000 ms  1  ;; ~g~Looks like rain...
0004: $6DD =  4  ;; integer values

:Label126C26
00D6: if  0
0038:   $6D2 ==  10  ;; integer values
004D: jump_if_false £Label126CA5
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6A1 $6A2 $6A3
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6A1 $6A2 $6A3 radius  3.0  3.0  3.0
004D: jump_if_false £Label126CA5
0164: disable_marker $65F
018C: play_sound  1 at $6A1 $6A2 $6A3
018A: $660 = create_checkpoint_at $6A4 $6A5 $6A6
0008: $6D2 +=  1  ;; integer values

:Label126CA5
00D6: if  0
0038:   $6D2 ==  11  ;; integer values
004D: jump_if_false £Label126D24
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6A4 $6A5 $6A6
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6A4 $6A5 $6A6 radius  3.0  3.0  3.0
004D: jump_if_false £Label126D24
0164: disable_marker $660
018C: play_sound  1 at $6A4 $6A5 $6A6
018A: $661 = create_checkpoint_at $6A7 $6A8 $6A9
0008: $6D2 +=  1  ;; integer values

:Label126D24
00D6: if  0
0038:   $6D2 ==  12  ;; integer values
004D: jump_if_false £Label126DA3
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6A7 $6A8 $6A9
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6A7 $6A8 $6A9 radius  3.0  3.0  3.0
004D: jump_if_false £Label126DA3
0164: disable_marker $661
018C: play_sound  1 at $6A7 $6A8 $6A9
018A: $662 = create_checkpoint_at $6AA $6AB $6AC
0008: $6D2 +=  1  ;; integer values

:Label126DA3
00D6: if  0
0038:   $6D2 ==  13  ;; integer values
004D: jump_if_false £Label126E22
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6AA $6AB $6AC
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6AA $6AB $6AC radius  3.0  3.0  3.0
004D: jump_if_false £Label126E22
0164: disable_marker $662
018C: play_sound  1 at $6AA $6AB $6AC
018A: $663 = create_checkpoint_at $6AD $6AE $6AF
0008: $6D2 +=  1  ;; integer values

:Label126E22
00D6: if  0
0038:   $6D2 ==  14  ;; integer values
004D: jump_if_false £Label126EA1
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6AD $6AE $6AF
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6AD $6AE $6AF radius  3.0  3.0  3.0
004D: jump_if_false £Label126EA1
0164: disable_marker $663
018C: play_sound  1 at $6AD $6AE $6AF
018A: $664 = create_checkpoint_at $6B0 $6B1 $6B2
0008: $6D2 +=  1  ;; integer values

:Label126EA1
00D6: if  0
0038:   $6D2 ==  15  ;; integer values
004D: jump_if_false £Label126F20
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6B0 $6B1 $6B2
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6B0 $6B1 $6B2 radius  3.0  3.0  3.0
004D: jump_if_false £Label126F20
0164: disable_marker $664
018C: play_sound  1 at $6B0 $6B1 $6B2
018A: $665 = create_checkpoint_at $6B3 $6B4 $6B5
0008: $6D2 +=  1  ;; integer values

:Label126F20
00D6: if  0
0038:   $6D2 ==  16  ;; integer values
004D: jump_if_false £Label126F9F
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6B3 $6B4 $6B5
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6B3 $6B4 $6B5 radius  3.0  3.0  3.0
004D: jump_if_false £Label126F9F
0164: disable_marker $665
018C: play_sound  1 at $6B3 $6B4 $6B5
018A: $666 = create_checkpoint_at $6B6 $6B7 $6B8
0008: $6D2 +=  1  ;; integer values

:Label126F9F
00D6: if  0
0038:   $6D2 ==  17  ;; integer values
004D: jump_if_false £Label12701E
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6B6 $6B7 $6B8
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6B6 $6B7 $6B8 radius  3.0  3.0  3.0
004D: jump_if_false £Label12701E
0164: disable_marker $666
018C: play_sound  1 at $6B6 $6B7 $6B8
018A: $667 = create_checkpoint_at $6B9 $6BA $6BB
0008: $6D2 +=  1  ;; integer values

:Label12701E
00D6: if  0
0038:   $6D2 ==  18  ;; integer values
004D: jump_if_false £Label12709D
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6B9 $6BA $6BB
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6B9 $6BA $6BB radius  3.0  3.0  3.0
004D: jump_if_false £Label12709D
0164: disable_marker $667
018C: play_sound  1 at $6B9 $6BA $6BB
018A: $668 = create_checkpoint_at $6BC $6BD $6BE
0008: $6D2 +=  1  ;; integer values

:Label12709D
00D6: if  0
0038:   $6D2 ==  19  ;; integer values
004D: jump_if_false £Label127135
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6BC $6BD $6BE
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6BC $6BD $6BE radius  3.0  3.0  3.0
004D: jump_if_false £Label127135
0164: disable_marker $668
018C: play_sound  1 at $6BC $6BD $6BE
0004: $6D2 =  1  ;; integer values
0008: $6D1 +=  1  ;; integer values
00D6: if  0
001A:    3 > $6D1  ;; integer values
004D: jump_if_false £Label127135
018A: $656 = create_checkpoint_at $686 $687 $688

:Label127135
0084: $6E8 = $6DF  ;; integer values and handles
0084: $6E9 = $6E2  ;; integer values and handles
0084: $6EA = $6E5  ;; integer values and handles
0050: gosub £Label1274A4
00D6: if  0
0038:   $6EA ==  1  ;; integer values
004D: jump_if_false £Label12716D
0004: $6E5 =  1  ;; integer values

:Label12716D
0084: $6E8 = $6E0  ;; integer values and handles
0084: $6E9 = $6E3  ;; integer values and handles
0084: $6EA = $6E6  ;; integer values and handles
0050: gosub £Label1274A4
00D6: if  0
0038:   $6EA ==  1  ;; integer values
004D: jump_if_false £Label1271A5
0004: $6E6 =  1  ;; integer values

:Label1271A5
0084: $6E8 = $6E1  ;; integer values and handles
0084: $6E9 = $6E4  ;; integer values and handles
0084: $6EA = $6E7  ;; integer values and handles
0050: gosub £Label1274A4
00D6: if  0
0038:   $6EA ==  1  ;; integer values
004D: jump_if_false £Label1271DD
0004: $6E7 =  1  ;; integer values

:Label1271DD
00D6: if  0
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label127281
01BD: $6D7 = current_time_in_ms

:Label1271F5
00D6: if  0
801A:   NOT    0 > $6D8  ;; integer values
004D: jump_if_false £Label12727A
0001: wait  0 ms
01BD: $6D4 = current_time_in_ms
0084: $6D6 = $6D4  ;; integer values and handles
0060: $6D6 -= $6D7  ;; integer values
0004: $6D8 =  15000  ;; integer values
0060: $6D8 -= $6D6  ;; integer values
0084: $6D9 = $6D8  ;; integer values and handles
0014: $6D9 /=  1000  ;; integer values
01E5: text_1number_highpriority "GETBIK2" $6D9  2000 ms  1  ;; ~r~You have ~w~~1~ seconds ~g~to get on a Dirt Bike!
00D6: if  0
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false £Label127273
0004: $6D8 =  1  ;; integer values
0002: jump £Label127281

:Label127273
0002: jump £Label1271F5

:Label12727A
0002: jump £Label127328

:Label127281
0002: jump £Label126699

:Label127288
00D6: if  0
0038:   $6D1 ==  2  ;; integer values
004D: jump_if_false £Label127328
0014: $6D3 /=  1000  ;; integer values
00D6: if  0
0038:   $16B ==  0  ;; integer values
004D: jump_if_false £Label1272D8
0084: $6DA = $6D3  ;; integer values and handles
0004: $1ECD =  1  ;; integer values
0004: $6DB =  1  ;; integer values
0050: gosub £Label12745F
0002: jump £Label127308

:Label1272D8
00D6: if  0
001C:   $6DA > $6D3  ;; integer values
004D: jump_if_false £Label127308
0084: $6DA = $6D3  ;; integer values and handles
0004: $1ECD =  1  ;; integer values
0008: $6DB +=  1  ;; integer values
0050: gosub £Label12745F

:Label127308
00D6: if  0
0038:   $1ECD ==  1  ;; integer values
004D: jump_if_false £Label127328
042E:  17 $6EB
0002: jump £Label127348

:Label127328
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
00BC: text_highpriority "BMXFAIL"  5000 ms  1  ;; ~r~You failed to set a new record!
0051: return

:Label127348
0084: $6DC = $6DB  ;; integer values and handles
0010: $6DC *=  100  ;; integer values
01E3: text_1number_styled "M_PASS" $6DC  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += $6DC
00D6: if  0
0038:   $16B ==  0  ;; integer values
004D: jump_if_false £Label127395
0004: $16B =  1  ;; integer values
030C: set_mission_points +=  1
0595: (unknown)

:Label127395
0051: return

:Label127397
0004: $6D8 =  1  ;; integer values
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0164: disable_marker $656
0164: disable_marker $657
0164: disable_marker $658
0164: disable_marker $659
0164: disable_marker $65A
0164: disable_marker $65B
0164: disable_marker $65C
0164: disable_marker $65D
0164: disable_marker $65E
0164: disable_marker $65F
0164: disable_marker $660
0164: disable_marker $661
0164: disable_marker $662
0164: disable_marker $663
0164: disable_marker $664
0164: disable_marker $665
0164: disable_marker $666
0164: disable_marker $667
0164: disable_marker $668
0249: release_model -114 (BARREL4)
0249: release_model #MACHETE
0249: release_model #HNA
0249: release_model #HNB
01C2: remove_references_to_actor $6DF  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $6E2  ;; Like turning a car into any random car
01C2: remove_references_to_actor $6E0  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $6E3  ;; Like turning a car into any random car
01C2: remove_references_to_actor $6E1  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $6E4  ;; Like turning a car into any random car
0108: destroy_object $1ECE
0108: destroy_object $1ECF
0108: destroy_object $1ED0
0108: destroy_object $1ED1
01B7: release_weather
014F: stop_timer $6D3
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:Label12745F
0004: $6DE =  0  ;; integer values

:Label127466
00D6: if  0
0018:   $6D3 >  59  ;; integer values
004D: jump_if_false £Label12748D
000C: $6D3 -=  60  ;; integer values
0008: $6DE +=  1  ;; integer values
0002: jump £Label127466

:Label12748D
02FD: text_2numbers_lowpriority "NEW_REC" $6DE $6D3  5000 ms  1  ;; ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
0051: return

:Label1274A4
00D6: if  1
8118:   NOT   actor $6E8 dead
0038:   $6EA ==  0  ;; integer values
004D: jump_if_false £Label127508
00D6: if  0
8119:   NOT   car $6E9 wrecked
004D: jump_if_false £Label1274F9
00D6: if  21
80DB:   NOT   actor $6E8 in_car $6E9
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false £Label1274F2
01CC: actor $6E8 kill_player $PLAYER_CHAR
0004: $6EA =  1  ;; integer values

:Label1274F2
0002: jump £Label127508

:Label1274F9
01CC: actor $6E8 kill_player $PLAYER_CHAR
0004: $6EA =  1  ;; integer values

:Label127508
0051: return

;-------------Mission 89---------------
; Originally: 'Test Track'


:Label12750A
0050: gosub £Label12752E
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label127525
0050: gosub £Label128573

:Label127525
0050: gosub £Label1285E2
004E: end_thread

:Label12752E
00D6: if  0
0038:   $16C ==  0  ;; integer values
004D: jump_if_false £Label127542
0317: increment_mission_attempts

:Label127542
03A4: name_thread "BMX_2"
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
0004: $6D1 =  0  ;; integer values
0004: $6D2 =  19  ;; integer values
0004: $64E =  0  ;; integer values
0004: $6D3 =  0  ;; integer values
0004: $15A =  0  ;; integer values
0004: $1ECD =  0  ;; integer values
0004: $64D =  0  ;; integer values
0004: $6EC =  0  ;; integer values
0005: $686 = -456.0  ;; floating-point values
0005: $687 =  1417.9  ;; floating-point values
0005: $688 =  14.24  ;; floating-point values
0005: $689 = -467.8  ;; floating-point values
0005: $68A =  1398.7  ;; floating-point values
0005: $68B =  8.15  ;; floating-point values
0005: $68C = -488.4  ;; floating-point values
0005: $68D =  1425.9  ;; floating-point values
0005: $68E =  14.5  ;; floating-point values
0005: $68F = -516.8  ;; floating-point values
0005: $690 =  1409.1  ;; floating-point values
0005: $691 =  12.6  ;; floating-point values
0005: $692 = -529.6  ;; floating-point values
0005: $693 =  1430.0  ;; floating-point values
0005: $694 =  9.6  ;; floating-point values
0005: $695 = -556.4  ;; floating-point values
0005: $696 =  1422.7  ;; floating-point values
0005: $697 =  10.0  ;; floating-point values
0005: $698 = -533.55  ;; floating-point values
0005: $699 =  1455.6  ;; floating-point values
0005: $69A =  10.3  ;; floating-point values
0005: $69B = -560.0  ;; floating-point values
0005: $69C =  1460.0  ;; floating-point values
0005: $69D =  10.3  ;; floating-point values
0005: $69E = -528.5  ;; floating-point values
0005: $69F =  1476.9  ;; floating-point values
0005: $6A0 =  10.5  ;; floating-point values
0005: $6A1 = -535.0  ;; floating-point values
0005: $6A2 =  1500.0  ;; floating-point values
0005: $6A3 =  9.8  ;; floating-point values
0005: $6A4 = -502.4  ;; floating-point values
0005: $6A5 =  1474.6  ;; floating-point values
0005: $6A6 =  11.3  ;; floating-point values
0005: $6A7 = -500.6  ;; floating-point values
0005: $6A8 =  1507.1  ;; floating-point values
0005: $6A9 =  9.8  ;; floating-point values
0005: $6AA = -472.2  ;; floating-point values
0005: $6AB =  1490.5  ;; floating-point values
0005: $6AC =  11.0  ;; floating-point values
0005: $6AD = -499.3  ;; floating-point values
0005: $6AE =  1447.5  ;; floating-point values
0005: $6AF =  15.5  ;; floating-point values
0005: $6B0 = -450.2  ;; floating-point values
0005: $6B1 =  1481.4  ;; floating-point values
0005: $6B2 =  9.8  ;; floating-point values
0005: $6B3 = -440.6  ;; floating-point values
0005: $6B4 =  1455.42  ;; floating-point values
0005: $6B5 =  9.8  ;; floating-point values
0005: $6B6 = -429.0  ;; floating-point values
0005: $6B7 =  1491.8  ;; floating-point values
0005: $6B8 =  10.1  ;; floating-point values
0005: $6B9 = -418.0  ;; floating-point values
0005: $6BA =  1432.1  ;; floating-point values
0005: $6BB =  10.0  ;; floating-point values
0005: $6BC = -445.0  ;; floating-point values
0005: $6BD =  1439.5  ;; floating-point values
0005: $6BE =  10.4  ;; floating-point values
0002: jump £Label1278DA
018A: $668 = create_checkpoint_at $6BC $6BD $6BE
018A: $667 = create_checkpoint_at $6BC $6BD $6BE
018A: $666 = create_checkpoint_at $6BC $6BD $6BE
018A: $665 = create_checkpoint_at $6BC $6BD $6BE
018A: $664 = create_checkpoint_at $6BC $6BD $6BE
018A: $663 = create_checkpoint_at $6BC $6BD $6BE
018A: $662 = create_checkpoint_at $6BC $6BD $6BE
018A: $661 = create_checkpoint_at $6BC $6BD $6BE
018A: $660 = create_checkpoint_at $6BC $6BD $6BE
018A: $65F = create_checkpoint_at $6BC $6BD $6BE
018A: $65E = create_checkpoint_at $6BC $6BD $6BE
018A: $65D = create_checkpoint_at $6BC $6BD $6BE
018A: $65C = create_checkpoint_at $6BC $6BD $6BE
018A: $65B = create_checkpoint_at $6BC $6BD $6BE
018A: $65A = create_checkpoint_at $6BC $6BD $6BE
018A: $659 = create_checkpoint_at $6BC $6BD $6BE
018A: $658 = create_checkpoint_at $6BC $6BD $6BE
018A: $657 = create_checkpoint_at $6BC $6BD $6BE
018A: $656 = create_checkpoint_at $6BC $6BD $6BE

:Label1278DA
01BD: $6D5 = current_time_in_ms
018A: $668 = create_checkpoint_at $6BC $6BD $6BE
00D6: if  0
0018:   $6ED >  0  ;; integer values
004D: jump_if_false £Label127991
0247: request_model -114 (BARREL4)

:Label127903
00D6: if  0
8248:   NOT   model -114 (BARREL4) available
004D: jump_if_false £Label12791D
0001: wait  0 ms
0002: jump £Label127903

:Label12791D
0107: $1ECE = create_object -114 (BARREL4) at -413.0  1434.4 -100.0
0382: unknown_set_object $1ECE collision_detection  1
0107: $1ECF = create_object -114 (BARREL4) at -405.36  1447.12 -100.0
0382: unknown_set_object $1ECF collision_detection  1
0107: $1ED0 = create_object -114 (BARREL4) at -400.0  1455.5 -100.0
0382: unknown_set_object $1ED0 collision_detection  1
0107: $1ED1 = create_object -114 (BARREL4) at -402.73  1465.0 -100.0
0382: unknown_set_object $1ED1 collision_detection  1

:Label127991
00D6: if  0
0018:   $6ED >  2  ;; integer values
004D: jump_if_false £Label127A1C
0247: request_model #RANCHER
0247: request_model #GDB
0247: request_model #NITESTICK

:Label1279B1
00D6: if  22
8248:   NOT   model #RANCHER available
8248:   NOT   model #GDB available
8248:   NOT   model #NITESTICK available
004D: jump_if_false £Label1279D5
0001: wait  0 ms
0002: jump £Label1279B1

:Label1279D5
00A5: $6F1 = create_car #RANCHER at -478.7  1524.0  10.4
0229: set_car $6F1 color_to  0  0
0175: set_car $6F1 z_angle_to  190.0
0129: $6F0 = create_actor  4 #GDB in_car $6F1 driverseat
01B2: give_actor $6F0 weapon  4 ammo  0  ;; Load the weapon model before using this
01CC: actor $6F0 kill_player $PLAYER_CHAR

:Label127A1C
00D6: if  0
001A:    2 > $6D1  ;; integer values
004D: jump_if_false £Label1284D3
0001: wait  0 ms
00D6: if  0
0038:   $64D ==  0  ;; integer values
004D: jump_if_false £Label127A5A
03C3: set_timer_with_text_to $6D3 type  0 text "R_TIME"  ;; RACE TIME:
0004: $64D =  1  ;; integer values

:Label127A5A
00D6: if  0
0038:   $6EC ==  0  ;; integer values
004D: jump_if_false £Label127A82
00BC: text_highpriority "BMX_HOW"  4000 ms  1  ;; ~g~Do two laps of the dirt track, ~y~passing through ~g~the ~y~CHECKPOINTS ~g~as you go!
0004: $6EC =  1  ;; integer values

:Label127A82
00D6: if  1
0038:   $6EC ==  1  ;; integer values
0018:   $6D3 >  4000  ;; integer values
004D: jump_if_false £Label127AB2
00BC: text_highpriority "BMXREW1"  4000 ms  1  ;; ~g~Each time you beat your previous record for the two laps
0004: $6EC =  2  ;; integer values

:Label127AB2
00D6: if  1
0038:   $6EC ==  2  ;; integer values
0018:   $6D3 >  8000  ;; integer values
004D: jump_if_false £Label127AE2
00BC: text_highpriority "BMXREW2"  4000 ms  1  ;; ~g~a larger ~y~REWARD ~g~will be awarded!
0004: $6EC =  3  ;; integer values

:Label127AE2
00D6: if  0
0038:   $6D2 ==  1  ;; integer values
004D: jump_if_false £Label127B7A
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $686 $687 $688
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $686 $687 $688 radius  3.0  3.0  3.0
004D: jump_if_false £Label127B7A
0164: disable_marker $656
018C: play_sound  1 at $686 $687 $688
0004: $6D2 =  19  ;; integer values
0008: $6D1 +=  1  ;; integer values
00D6: if  0
001A:    3 > $6D1  ;; integer values
004D: jump_if_false £Label127B7A
018A: $668 = create_checkpoint_at $6BC $6BD $6BE

:Label127B7A
00D6: if  0
0038:   $6D2 ==  2  ;; integer values
004D: jump_if_false £Label127BF9
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $689 $68A $68B
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $689 $68A $68B radius  3.0  3.0  3.0
004D: jump_if_false £Label127BF9
0164: disable_marker $657
018C: play_sound  1 at $689 $68A $68B
018A: $656 = create_checkpoint_at $686 $687 $688
000C: $6D2 -=  1  ;; integer values

:Label127BF9
00D6: if  0
0038:   $6D2 ==  3  ;; integer values
004D: jump_if_false £Label127C78
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $68C $68D $68E
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $68C $68D $68E radius  3.0  3.0  3.0
004D: jump_if_false £Label127C78
0164: disable_marker $658
018C: play_sound  1 at $68C $68D $68E
018A: $657 = create_checkpoint_at $689 $68A $68B
000C: $6D2 -=  1  ;; integer values

:Label127C78
00D6: if  0
0038:   $6D2 ==  4  ;; integer values
004D: jump_if_false £Label127CF7
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $68F $690 $691
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $68F $690 $691 radius  3.0  3.0  3.0
004D: jump_if_false £Label127CF7
0164: disable_marker $659
018C: play_sound  1 at $68F $690 $691
018A: $658 = create_checkpoint_at $68C $68D $68E
000C: $6D2 -=  1  ;; integer values

:Label127CF7
00D6: if  0
0038:   $6D2 ==  5  ;; integer values
004D: jump_if_false £Label127D76
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $692 $693 $694
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $692 $693 $694 radius  3.0  3.0  3.0
004D: jump_if_false £Label127D76
0164: disable_marker $65A
018C: play_sound  1 at $692 $693 $694
018A: $659 = create_checkpoint_at $68F $690 $691
000C: $6D2 -=  1  ;; integer values

:Label127D76
00D6: if  0
0038:   $6D2 ==  6  ;; integer values
004D: jump_if_false £Label127DF5
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $695 $696 $697
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $695 $696 $697 radius  3.0  3.0  3.0
004D: jump_if_false £Label127DF5
0164: disable_marker $65B
018C: play_sound  1 at $695 $696 $697
018A: $65A = create_checkpoint_at $692 $693 $694
000C: $6D2 -=  1  ;; integer values

:Label127DF5
00D6: if  0
0038:   $6D2 ==  7  ;; integer values
004D: jump_if_false £Label127E74
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $698 $699 $69A
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $698 $699 $69A radius  3.0  3.0  3.0
004D: jump_if_false £Label127E74
0164: disable_marker $65C
018C: play_sound  1 at $698 $699 $69A
018A: $65B = create_checkpoint_at $695 $696 $697
000C: $6D2 -=  1  ;; integer values

:Label127E74
00D6: if  0
0038:   $6D2 ==  8  ;; integer values
004D: jump_if_false £Label127EF3
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $69B $69C $69D
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $69B $69C $69D radius  3.0  3.0  3.0
004D: jump_if_false £Label127EF3
0164: disable_marker $65D
018C: play_sound  1 at $69B $69C $69D
018A: $65C = create_checkpoint_at $698 $699 $69A
000C: $6D2 -=  1  ;; integer values

:Label127EF3
00D6: if  0
0038:   $6D2 ==  9  ;; integer values
004D: jump_if_false £Label127FAD
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $69E $69F $6A0
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $69E $69F $6A0 radius  3.0  3.0  3.0
004D: jump_if_false £Label127FAD
0164: disable_marker $65E
018C: play_sound  1 at $69E $69F $6A0
018A: $65D = create_checkpoint_at $69B $69C $69D
000C: $6D2 -=  1  ;; integer values
00D6: if  2
0038:   $6EC ==  3  ;; integer values
0018:   $6D3 >  12000  ;; integer values
0018:   $6ED >  3  ;; integer values
004D: jump_if_false £Label127FAD
01B5: force_weather  2
00BC: text_highpriority "BMXRAIN"  4000 ms  1  ;; ~g~Looks like rain...
0004: $6EC =  4  ;; integer values

:Label127FAD
00D6: if  0
0038:   $6D2 ==  10  ;; integer values
004D: jump_if_false £Label12802C
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6A1 $6A2 $6A3
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6A1 $6A2 $6A3 radius  3.0  3.0  3.0
004D: jump_if_false £Label12802C
0164: disable_marker $65F
018C: play_sound  1 at $6A1 $6A2 $6A3
018A: $65E = create_checkpoint_at $69E $69F $6A0
000C: $6D2 -=  1  ;; integer values

:Label12802C
00D6: if  0
0038:   $6D2 ==  11  ;; integer values
004D: jump_if_false £Label1280AB
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6A4 $6A5 $6A6
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6A4 $6A5 $6A6 radius  3.0  3.0  3.0
004D: jump_if_false £Label1280AB
0164: disable_marker $660
018C: play_sound  1 at $6A4 $6A5 $6A6
018A: $65F = create_checkpoint_at $6A1 $6A2 $6A3
000C: $6D2 -=  1  ;; integer values

:Label1280AB
00D6: if  0
0038:   $6D2 ==  12  ;; integer values
004D: jump_if_false £Label12812A
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6A7 $6A8 $6A9
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6A7 $6A8 $6A9 radius  3.0  3.0  3.0
004D: jump_if_false £Label12812A
0164: disable_marker $661
018C: play_sound  1 at $6A7 $6A8 $6A9
018A: $660 = create_checkpoint_at $6A4 $6A5 $6A6
000C: $6D2 -=  1  ;; integer values

:Label12812A
00D6: if  0
0038:   $6D2 ==  13  ;; integer values
004D: jump_if_false £Label1281A9
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6AA $6AB $6AC
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6AA $6AB $6AC radius  3.0  3.0  3.0
004D: jump_if_false £Label1281A9
0164: disable_marker $662
018C: play_sound  1 at $6AA $6AB $6AC
018A: $661 = create_checkpoint_at $6A7 $6A8 $6A9
000C: $6D2 -=  1  ;; integer values

:Label1281A9
00D6: if  0
0038:   $6D2 ==  14  ;; integer values
004D: jump_if_false £Label128228
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6AD $6AE $6AF
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6AD $6AE $6AF radius  3.0  3.0  3.0
004D: jump_if_false £Label128228
0164: disable_marker $663
018C: play_sound  1 at $6AD $6AE $6AF
018A: $662 = create_checkpoint_at $6AA $6AB $6AC
000C: $6D2 -=  1  ;; integer values

:Label128228
00D6: if  0
0038:   $6D2 ==  15  ;; integer values
004D: jump_if_false £Label1282A7
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6B0 $6B1 $6B2
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6B0 $6B1 $6B2 radius  3.0  3.0  3.0
004D: jump_if_false £Label1282A7
0164: disable_marker $664
018C: play_sound  1 at $6B0 $6B1 $6B2
018A: $663 = create_checkpoint_at $6AD $6AE $6AF
000C: $6D2 -=  1  ;; integer values

:Label1282A7
00D6: if  0
0038:   $6D2 ==  16  ;; integer values
004D: jump_if_false £Label128326
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6B3 $6B4 $6B5
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6B3 $6B4 $6B5 radius  3.0  3.0  3.0
004D: jump_if_false £Label128326
0164: disable_marker $665
018C: play_sound  1 at $6B3 $6B4 $6B5
018A: $664 = create_checkpoint_at $6B0 $6B1 $6B2
000C: $6D2 -=  1  ;; integer values

:Label128326
00D6: if  0
0038:   $6D2 ==  17  ;; integer values
004D: jump_if_false £Label1283A5
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6B6 $6B7 $6B8
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6B6 $6B7 $6B8 radius  3.0  3.0  3.0
004D: jump_if_false £Label1283A5
0164: disable_marker $666
018C: play_sound  1 at $6B6 $6B7 $6B8
018A: $665 = create_checkpoint_at $6B3 $6B4 $6B5
000C: $6D2 -=  1  ;; integer values

:Label1283A5
00D6: if  0
0038:   $6D2 ==  18  ;; integer values
004D: jump_if_false £Label128424
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6B9 $6BA $6BB
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6B9 $6BA $6BB radius  3.0  3.0  3.0
004D: jump_if_false £Label128424
0164: disable_marker $667
018C: play_sound  1 at $6B9 $6BA $6BB
018A: $666 = create_checkpoint_at $6B6 $6B7 $6B8
000C: $6D2 -=  1  ;; integer values

:Label128424
00D6: if  0
0038:   $6D2 ==  19  ;; integer values
004D: jump_if_false £Label1284A3
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6BC $6BD $6BE
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6BC $6BD $6BE radius  3.0  3.0  3.0
004D: jump_if_false £Label1284A3
0164: disable_marker $668
018C: play_sound  1 at $6BC $6BD $6BE
018A: $667 = create_checkpoint_at $6B9 $6BA $6BB
000C: $6D2 -=  1  ;; integer values

:Label1284A3
00D6: if  0
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL
004D: jump_if_false £Label1284CC
00BC: text_highpriority "T4X4_F"  3000 ms  1  ;; ~r~You bailed! Too tough for you?!
0002: jump £Label128573

:Label1284CC
0002: jump £Label127A1C

:Label1284D3
00D6: if  0
0038:   $6D1 ==  2  ;; integer values
004D: jump_if_false £Label128573
0014: $6D3 /=  1000  ;; integer values
00D6: if  0
0038:   $16C ==  0  ;; integer values
004D: jump_if_false £Label128523
0084: $6EB = $6D3  ;; integer values and handles
0004: $1ECD =  1  ;; integer values
0004: $6ED =  1  ;; integer values
0050: gosub £Label128690
0002: jump £Label128553

:Label128523
00D6: if  0
001C:   $6EB > $6D3  ;; integer values
004D: jump_if_false £Label128553
0084: $6EB = $6D3  ;; integer values and handles
0004: $1ECD =  1  ;; integer values
0008: $6ED +=  1  ;; integer values
0050: gosub £Label128690

:Label128553
00D6: if  0
0038:   $1ECD ==  1  ;; integer values
004D: jump_if_false £Label128573
042E:  18 $6EB
0002: jump £Label128593

:Label128573
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
00BC: text_highpriority "BMXFAIL"  5000 ms  1  ;; ~r~You failed to set a new record!
0051: return

:Label128593
0084: $6EE = $6ED  ;; integer values and handles
0010: $6EE *=  100  ;; integer values
01E3: text_1number_styled "M_PASS" $6EE  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += $6EE
00D6: if  0
0038:   $16C ==  0  ;; integer values
004D: jump_if_false £Label1285E0
0595: (unknown)
0004: $16C =  1  ;; integer values
030C: set_mission_points +=  1

:Label1285E0
0051: return

:Label1285E2
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0164: disable_marker $656
0164: disable_marker $657
0164: disable_marker $658
0164: disable_marker $659
0164: disable_marker $65A
0164: disable_marker $65B
0164: disable_marker $65C
0164: disable_marker $65D
0164: disable_marker $65E
0164: disable_marker $65F
0164: disable_marker $660
0164: disable_marker $661
0164: disable_marker $662
0164: disable_marker $663
0164: disable_marker $664
0164: disable_marker $665
0164: disable_marker $666
0164: disable_marker $667
0164: disable_marker $668
0249: release_model -114 (BARREL4)
0249: release_model #RANCHER
0249: release_model #NITESTICK
0249: release_model #GDB
01C2: remove_references_to_actor $6F0  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $6F1  ;; Like turning a car into any random car
0108: destroy_object $1ECE
0108: destroy_object $1ECF
0108: destroy_object $1ED0
0108: destroy_object $1ED1
01B7: release_weather
014F: stop_timer $6D3
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:Label128690
0004: $6EF =  0  ;; integer values

:Label128697
00D6: if  0
0018:   $6D3 >  59  ;; integer values
004D: jump_if_false £Label1286BE
000C: $6D3 -=  60  ;; integer values
0008: $6EF +=  1  ;; integer values
0002: jump £Label128697

:Label1286BE
02FD: text_2numbers_lowpriority "NEW_REC" $6EF $6D3  5000 ms  1  ;; ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
0051: return

;-------------Mission 90---------------
; Originally: 'PCJ Playground'


:Label1286D5
0050: gosub £Label1286F9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label1286F0
0050: gosub £Label129F88

:Label1286F0
0050: gosub £Label12A055
004E: end_thread

:Label1286F9
00D6: if  0
0038:   $153 ==  0  ;; integer values
004D: jump_if_false £Label12870D
0317: increment_mission_attempts

:Label12870D
03A4: name_thread "T4X4_1"
0004: $ONMISSION =  1  ;; integer values
0004: $163 =  1  ;; integer values
054C: use_GXT_table "MIAMI_1"
00BA: text_styled "T4X4_1"  5000 ms  2  ;; 'PCJ Playground'
0001: wait  0 ms
0004: $647 =  0  ;; integer values
0004: $64E =  120000  ;; integer values
0004: $165 =  0  ;; integer values
0004: $64D =  0  ;; integer values
0004: $156 =  1  ;; integer values
0004: $64A =  0  ;; integer values
0004: $167 =  0  ;; integer values
0004: $649 =  120  ;; integer values
0004: $64C =  100  ;; integer values
0004: $64B =  0  ;; integer values
0004: $650 =  0  ;; integer values
0004: $651 =  0  ;; integer values
0004: $66E =  0  ;; integer values
0004: $66F =  0  ;; integer values
0004: $670 =  0  ;; integer values
0004: $671 =  0  ;; integer values
0004: $672 =  0  ;; integer values
0004: $673 =  0  ;; integer values
0004: $674 =  0  ;; integer values
0004: $675 =  0  ;; integer values
0004: $676 =  0  ;; integer values
0004: $677 =  0  ;; integer values
0004: $678 =  0  ;; integer values
0004: $679 =  0  ;; integer values
0004: $67A =  0  ;; integer values
0004: $67B =  0  ;; integer values
0004: $67C =  0  ;; integer values
0004: $67D =  0  ;; integer values
0004: $67E =  0  ;; integer values
0004: $67F =  0  ;; integer values
0004: $680 =  0  ;; integer values
0004: $681 =  0  ;; integer values
0004: $682 =  0  ;; integer values
0004: $683 =  0  ;; integer values
0004: $684 =  0  ;; integer values
0004: $685 =  0  ;; integer values
0005: $6CE =  450.0  ;; floating-point values
0005: $6CF = -389.0  ;; floating-point values
0005: $6D0 =  26.5  ;; floating-point values
0005: $686 =  460.0  ;; floating-point values
0005: $687 = -400.4  ;; floating-point values
0005: $688 =  18.0  ;; floating-point values
0005: $689 =  460.0  ;; floating-point values
0005: $68A = -441.5  ;; floating-point values
0005: $68B =  17.5  ;; floating-point values
0005: $68C =  453.0  ;; floating-point values
0005: $68D = -517.83  ;; floating-point values
0005: $68E =  21.0  ;; floating-point values
0005: $68F =  429.5  ;; floating-point values
0005: $690 = -580.6  ;; floating-point values
0005: $691 =  11.0  ;; floating-point values
0005: $692 =  392.0  ;; floating-point values
0005: $693 = -661.3  ;; floating-point values
0005: $694 =  11.5  ;; floating-point values
0005: $695 =  366.5  ;; floating-point values
0005: $696 = -719.2  ;; floating-point values
0005: $697 =  23.3  ;; floating-point values
0005: $698 =  349.5  ;; floating-point values
0005: $699 = -762.2  ;; floating-point values
0005: $69A =  24.0  ;; floating-point values
0005: $69B =  342.26  ;; floating-point values
0005: $69C = -802.3  ;; floating-point values
0005: $69D =  11.5  ;; floating-point values
0005: $69E =  316.0  ;; floating-point values
0005: $69F = -858.0  ;; floating-point values
0005: $6A0 =  11.5  ;; floating-point values
0005: $6A1 =  285.0  ;; floating-point values
0005: $6A2 = -890.0  ;; floating-point values
0005: $6A3 =  11.5  ;; floating-point values
0005: $6A4 =  256.7  ;; floating-point values
0005: $6A5 = -955.0  ;; floating-point values
0005: $6A6 =  17.0  ;; floating-point values
0005: $6A7 =  242.5  ;; floating-point values
0005: $6A8 = -1111.8  ;; floating-point values
0005: $6A9 =  11.5  ;; floating-point values
0005: $6AA =  228.6  ;; floating-point values
0005: $6AB = -1147.9  ;; floating-point values
0005: $6AC =  11.5  ;; floating-point values
0005: $6AD =  193.5  ;; floating-point values
0005: $6AE = -1303.3  ;; floating-point values
0005: $6AF =  11.2  ;; floating-point values
0005: $6B0 =  201.44  ;; floating-point values
0005: $6B1 = -1318.7  ;; floating-point values
0005: $6B2 =  11.2  ;; floating-point values
0005: $6B3 =  188.6  ;; floating-point values
0005: $6B4 = -1357.5  ;; floating-point values
0005: $6B5 =  11.2  ;; floating-point values
0005: $6B6 =  167.2  ;; floating-point values
0005: $6B7 = -1369.2  ;; floating-point values
0005: $6B8 =  11.2  ;; floating-point values
0005: $6B9 =  129.6  ;; floating-point values
0005: $6BA = -1337.8  ;; floating-point values
0005: $6BB =  9.5  ;; floating-point values
0005: $6BC =  104.45  ;; floating-point values
0005: $6BD = -1319.7  ;; floating-point values
0005: $6BE =  5.5  ;; floating-point values
0005: $6BF =  78.7  ;; floating-point values
0005: $6C0 = -1300.0  ;; floating-point values
0005: $6C1 =  13.5  ;; floating-point values
0005: $6C2 =  70.1  ;; floating-point values
0005: $6C3 = -1220.4  ;; floating-point values
0005: $6C4 =  11.0  ;; floating-point values
0005: $6C5 =  12.5  ;; floating-point values
0005: $6C6 = -1192.0  ;; floating-point values
0005: $6C7 =  11.4  ;; floating-point values
0005: $6C8 =  4.96  ;; floating-point values
0005: $6C9 = -1253.5  ;; floating-point values
0005: $6CA =  21.6  ;; floating-point values
0005: $6CB =  19.8  ;; floating-point values
0005: $6CC = -1308.9  ;; floating-point values
0005: $6CD =  17.3  ;; floating-point values
01C0: $646 = player $PLAYER_CHAR wanted_level
0110: clear_player $PLAYER_CHAR wanted_level
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
00DA: $645 = player $PLAYER_CHAR car
00D6: if  0
8119:   NOT   car $645 wrecked
004D: jump_if_false £Label128B62
020A: set_car $645 door_status_to  1

:Label128B62
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
018A: $656 = create_checkpoint_at $686 $687 $688
018A: $657 = create_checkpoint_at $689 $68A $68B
018A: $658 = create_checkpoint_at $68C $68D $68E
018A: $659 = create_checkpoint_at $68F $690 $691
018A: $65A = create_checkpoint_at $692 $693 $694
018A: $65B = create_checkpoint_at $695 $696 $697
018A: $65C = create_checkpoint_at $698 $699 $69A
018A: $65D = create_checkpoint_at $69B $69C $69D
018A: $65E = create_checkpoint_at $69E $69F $6A0
018A: $65F = create_checkpoint_at $6A1 $6A2 $6A3
018A: $660 = create_checkpoint_at $6A4 $6A5 $6A6
018A: $661 = create_checkpoint_at $6A7 $6A8 $6A9
018A: $662 = create_checkpoint_at $6AA $6AB $6AC
018A: $663 = create_checkpoint_at $6AD $6AE $6AF
018A: $664 = create_checkpoint_at $6B0 $6B1 $6B2
018A: $665 = create_checkpoint_at $6B3 $6B4 $6B5
018A: $666 = create_checkpoint_at $6B6 $6B7 $6B8
018A: $667 = create_checkpoint_at $6B9 $6BA $6BB
018A: $668 = create_checkpoint_at $6BC $6BD $6BE
018A: $669 = create_checkpoint_at $6BF $6C0 $6C1
018A: $66A = create_checkpoint_at $6C2 $6C3 $6C4
018A: $66B = create_checkpoint_at $6C5 $6C6 $6C7
018A: $66C = create_checkpoint_at $6C8 $6C9 $6CA
018A: $66D = create_checkpoint_at $6CB $6CC $6CD
0247: request_model #YANKEE

:Label128CC2
00D6: if  0
8248:   NOT   model #YANKEE available
004D: jump_if_false £Label128CDD
0001: wait  0 ms
0002: jump £Label128CC2

:Label128CDD
00D6: if  0
001A:    24 > $647  ;; integer values
004D: jump_if_false £Label129F6F
0001: wait  0 ms
00D6: if  0
0038:   $64D ==  1  ;; integer values
004D: jump_if_false £Label128D2D
00D6: if  0
001A:    1 > $64E  ;; integer values
004D: jump_if_false £Label128D2D
00BC: text_highpriority "TAXI2"  3000 ms  1  ;; ~r~You're out of time!
0002: jump £Label129F88

:Label128D2D
00D6: if  1
0038:   $647 ==  1  ;; integer values
0038:   $64D ==  0  ;; integer values
004D: jump_if_false £Label128D54
014E: set_timer_to $64E type  1
0004: $64D =  1  ;; integer values

:Label128D54
00D6: if  21
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600
001A:    4 > $165  ;; integer values
004D: jump_if_false £Label129A5E
00D6: if  0
0038:   $66E ==  0  ;; integer values
004D: jump_if_false £Label128DF8
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $686 $687 $688
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $686 $687 $688 radius  2.5  2.5  3.5
004D: jump_if_false £Label128DF8
0164: disable_marker $656
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $686 $687 $688
0004: $66E =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label128DF8
00D6: if  0
0038:   $66F ==  0  ;; integer values
004D: jump_if_false £Label128E82
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $689 $68A $68B
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $689 $68A $68B radius  2.5  2.5  3.5
004D: jump_if_false £Label128E82
0164: disable_marker $657
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $689 $68A $68B
0004: $66F =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label128E82
00D6: if  0
0038:   $670 ==  0  ;; integer values
004D: jump_if_false £Label128F0C
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $68C $68D $68E
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $68C $68D $68E radius  2.5  2.5  3.5
004D: jump_if_false £Label128F0C
0164: disable_marker $658
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $68C $68D $68E
0004: $670 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label128F0C
00D6: if  0
0038:   $671 ==  0  ;; integer values
004D: jump_if_false £Label128F96
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $68F $690 $691
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $68F $690 $691 radius  2.5  2.5  3.5
004D: jump_if_false £Label128F96
0164: disable_marker $659
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $68F $690 $691
0004: $671 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label128F96
00D6: if  0
0038:   $672 ==  0  ;; integer values
004D: jump_if_false £Label129020
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $692 $693 $694
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $692 $693 $694 radius  2.5  2.5  3.5
004D: jump_if_false £Label129020
0164: disable_marker $65A
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $692 $693 $694
0004: $672 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label129020
00D6: if  0
0038:   $673 ==  0  ;; integer values
004D: jump_if_false £Label1290AA
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $695 $696 $697
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $695 $696 $697 radius  2.5  2.5  3.5
004D: jump_if_false £Label1290AA
0164: disable_marker $65B
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $695 $696 $697
0004: $673 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label1290AA
00D6: if  0
0038:   $674 ==  0  ;; integer values
004D: jump_if_false £Label129134
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $698 $699 $69A
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $698 $699 $69A radius  2.5  2.5  3.5
004D: jump_if_false £Label129134
0164: disable_marker $65C
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $698 $699 $69A
0004: $674 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label129134
00D6: if  0
0038:   $675 ==  0  ;; integer values
004D: jump_if_false £Label1291BE
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $69B $69C $69D
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $69B $69C $69D radius  2.5  2.5  3.5
004D: jump_if_false £Label1291BE
0164: disable_marker $65D
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $69B $69C $69D
0004: $675 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label1291BE
00D6: if  0
0038:   $676 ==  0  ;; integer values
004D: jump_if_false £Label129248
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $69E $69F $6A0
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $69E $69F $6A0 radius  2.5  2.5  3.5
004D: jump_if_false £Label129248
0164: disable_marker $65E
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $69E $69F $6A0
0004: $676 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label129248
00D6: if  0
0038:   $677 ==  0  ;; integer values
004D: jump_if_false £Label1292D2
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6A1 $6A2 $6A3
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6A1 $6A2 $6A3 radius  2.5  2.5  3.5
004D: jump_if_false £Label1292D2
0164: disable_marker $65F
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $6A1 $6A2 $6A3
0004: $677 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label1292D2
00D6: if  0
0038:   $678 ==  0  ;; integer values
004D: jump_if_false £Label12935C
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6A4 $6A5 $6A6
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6A4 $6A5 $6A6 radius  2.5  2.5  3.5
004D: jump_if_false £Label12935C
0164: disable_marker $660
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $6A4 $6A5 $6A6
0004: $678 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label12935C
00D6: if  0
0038:   $679 ==  0  ;; integer values
004D: jump_if_false £Label1293E6
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6A7 $6A8 $6A9
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6A7 $6A8 $6A9 radius  2.5  2.5  3.5
004D: jump_if_false £Label1293E6
0164: disable_marker $661
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $6A7 $6A8 $6A9
0004: $679 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label1293E6
00D6: if  0
0038:   $67A ==  0  ;; integer values
004D: jump_if_false £Label129470
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6AA $6AB $6AC
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6AA $6AB $6AC radius  2.5  2.5  3.5
004D: jump_if_false £Label129470
0164: disable_marker $662
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $6AA $6AB $6AC
0004: $67A =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label129470
00D6: if  0
0038:   $67B ==  0  ;; integer values
004D: jump_if_false £Label1294FA
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6AD $6AE $6AF
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6AD $6AE $6AF radius  2.5  2.5  3.5
004D: jump_if_false £Label1294FA
0164: disable_marker $663
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $6AD $6AE $6AF
0004: $67B =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label1294FA
00D6: if  0
0038:   $67C ==  0  ;; integer values
004D: jump_if_false £Label129584
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6B0 $6B1 $6B2
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6B0 $6B1 $6B2 radius  2.5  2.5  3.5
004D: jump_if_false £Label129584
0164: disable_marker $664
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $6B0 $6B1 $6B2
0004: $67C =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label129584
00D6: if  0
0038:   $67D ==  0  ;; integer values
004D: jump_if_false £Label12960E
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6B3 $6B4 $6B5
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6B3 $6B4 $6B5 radius  2.5  2.5  3.5
004D: jump_if_false £Label12960E
0164: disable_marker $665
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $6B3 $6B4 $6B5
0004: $67D =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label12960E
00D6: if  0
0038:   $67E ==  0  ;; integer values
004D: jump_if_false £Label129698
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6B6 $6B7 $6B8
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6B6 $6B7 $6B8 radius  2.5  2.5  3.5
004D: jump_if_false £Label129698
0164: disable_marker $666
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $6B6 $6B7 $6B8
0004: $67E =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label129698
00D6: if  0
0038:   $67F ==  0  ;; integer values
004D: jump_if_false £Label129722
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6B9 $6BA $6BB
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6B9 $6BA $6BB radius  2.5  2.5  3.5
004D: jump_if_false £Label129722
0164: disable_marker $667
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $6B9 $6BA $6BB
0004: $67F =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label129722
00D6: if  0
0038:   $680 ==  0  ;; integer values
004D: jump_if_false £Label1297AC
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6BC $6BD $6BE
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6BC $6BD $6BE radius  2.5  2.5  3.5
004D: jump_if_false £Label1297AC
0164: disable_marker $668
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $6BC $6BD $6BE
0004: $680 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label1297AC
00D6: if  0
0038:   $681 ==  0  ;; integer values
004D: jump_if_false £Label129836
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6BF $6C0 $6C1
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6BF $6C0 $6C1 radius  2.5  2.5  3.5
004D: jump_if_false £Label129836
0164: disable_marker $669
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $6BF $6C0 $6C1
0004: $681 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label129836
00D6: if  0
0038:   $682 ==  0  ;; integer values
004D: jump_if_false £Label1298C0
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6C2 $6C3 $6C4
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6C2 $6C3 $6C4 radius  2.5  2.5  3.5
004D: jump_if_false £Label1298C0
0164: disable_marker $66A
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $6C2 $6C3 $6C4
0004: $682 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label1298C0
00D6: if  0
0038:   $683 ==  0  ;; integer values
004D: jump_if_false £Label12994A
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6C5 $6C6 $6C7
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6C5 $6C6 $6C7 radius  2.5  2.5  3.5
004D: jump_if_false £Label12994A
0164: disable_marker $66B
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $6C5 $6C6 $6C7
0004: $683 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label12994A
00D6: if  0
0038:   $684 ==  0  ;; integer values
004D: jump_if_false £Label1299D4
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6C8 $6C9 $6CA
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6C8 $6C9 $6CA radius  2.5  2.5  3.5
004D: jump_if_false £Label1299D4
0164: disable_marker $66C
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $6C8 $6C9 $6CA
0004: $684 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label1299D4
00D6: if  0
0038:   $685 ==  0  ;; integer values
004D: jump_if_false £Label129A5E
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $6CB $6CC $6CD
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $6CB $6CC $6CD radius  2.5  2.5  3.5
004D: jump_if_false £Label129A5E
0164: disable_marker $66D
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $6CB $6CC $6CD
0004: $685 =  1  ;; integer values
01E5: text_1number_highpriority "T4X4_1C" $647  3000 ms  1  ;; ~1~ of 24!

:Label129A5E
00D6: if  0
0038:   $15B ==  1  ;; integer values
004D: jump_if_false £Label129AB0
00D6: if  1
0038:   $64A ==  0  ;; integer values
001A:    4 > $165  ;; integer values
004D: jump_if_false £Label129AB0
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label129AB0
0004: $167 =  9501  ;; integer values
0004: $165 =  3  ;; integer values
0004: $64A =  1  ;; integer values

:Label129AB0
00D6: if  0
0038:   $165 ==  0  ;; integer values
004D: jump_if_false £Label129B62
01BD: $166 = current_time_in_ms
015F: set_camera_position $6CE $6CF $6D0  0.0  0.0  0.0
043C: unknown_set_game_sounds  0
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label129AF4
00D6: if  0
016B:   fading
004D: jump_if_false £Label129B0C
0001: wait  0 ms
0002: jump £Label129AF4

:Label129B0C
03CB: set_camera $6CE $6CF $6D0
0160: point_camera  459.5 -382.2  14.0  2
016A: fade  1 (back)  1000 ms

:Label129B31
00D6: if  0
016B:   fading
004D: jump_if_false £Label129B49
0001: wait  0 ms
0002: jump £Label129B31

:Label129B49
01E5: text_1number_highpriority "T4X4_1A" $649  5000 ms  1  ;; ~g~You have ~1~ seconds to collect ~y~24~g~ checkpoints. ~g~You may collect them in ~y~ANY ORDER.
0004: $165 =  1  ;; integer values

:Label129B62
00D6: if  0
0038:   $64A ==  0  ;; integer values
004D: jump_if_false £Label129B89
01BD: $168 = current_time_in_ms
0084: $167 = $168  ;; integer values and handles
0060: $167 -= $166  ;; integer values

:Label129B89
00D6: if  1
0018:   $167 >  4000  ;; integer values
0038:   $165 ==  1  ;; integer values
004D: jump_if_false £Label129BB7
0160: point_camera $686 $687 $688  1
0004: $165 =  2  ;; integer values

:Label129BB7
00D6: if  1
0018:   $167 >  7000  ;; integer values
0038:   $165 ==  2  ;; integer values
004D: jump_if_false £Label129BF4
0160: point_camera $68C $68D $68E  1
00BC: text_highpriority "T4X4_1B"  5000 ms  1  ;; ~y~PASS THROUGH~g~ the first checkpoint to start the ~r~TIMER.
0004: $165 =  3  ;; integer values

:Label129BF4
00D6: if  1
0018:   $167 >  9500  ;; integer values
0038:   $165 ==  3  ;; integer values
004D: jump_if_false £Label129CB4
016A: fade  0 ()  1000 ms

:Label129C15
00D6: if  0
016B:   fading
004D: jump_if_false £Label129C2D
0001: wait  0 ms
0002: jump £Label129C15

:Label129C2D
00BE: text_clear_all
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
03CB: set_camera $5F $60 $61
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8119:   NOT   car $645 wrecked
004D: jump_if_false £Label129C6C
020A: set_car $645 door_status_to  1

:Label129C6C
010D: set_player $PLAYER_CHAR wanted_level_to $646
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:Label129C8A
00D6: if  0
016B:   fading
004D: jump_if_false £Label129CA2
0001: wait  0 ms
0002: jump £Label129C8A

:Label129CA2
043C: unknown_set_game_sounds  1
0004: $165 =  4  ;; integer values
0004: $15B =  1  ;; integer values

:Label129CB4
00D6: if  0
0038:   $650 ==  0  ;; integer values
004D: jump_if_false £Label129D56
00D6: if  0
00E3:   player $PLAYER_CHAR  0 ()near_point  274.0 -905.0 radius  10.0  10.0
004D: jump_if_false £Label129D56
0395: clear_area  1 at  278.0 -961.0 range  10.0  3.0
00A5: $652 = create_car #YANKEE at  278.0 -961.0  10.0
0129: $654 = create_actor  4 #MALE01 in_car $652 driverseat
0175: set_car $652 z_angle_to  70.0
04BA: set_car $652 speed_instantly  15.0
00A7: car $652 drive_to  121.5 -912.88  10.0
0004: $650 =  1  ;; integer values

:Label129D56
00D6: if  0
0038:   $650 ==  1  ;; integer values
004D: jump_if_false £Label129DAA
00D6: if  0
8119:   NOT   car $652 wrecked
004D: jump_if_false £Label129DAA
00D6: if  0
01AD:   car $652  0 ()near_point  121.5 -912.88  4.0  4.0
004D: jump_if_false £Label129DAA
00A8: set_car $652 to_psycho_driver
0004: $650 =  2  ;; integer values

:Label129DAA
00D6: if  0
0038:   $651 ==  0  ;; integer values
004D: jump_if_false £Label129E2A
00D6: if  0
00E3:   player $PLAYER_CHAR  0 ()near_point  239.0 -1081.0 radius  10.0  10.0
004D: jump_if_false £Label129E2A
00A5: $653 = create_car #YANKEE at  210.1 -1136.5  10.3
0129: $655 = create_actor  4 #MALE01 in_car $653 driverseat
0175: set_car $653 z_angle_to  260.0
04BA: set_car $653 speed_instantly  10.0
0477: unknown_car $653  8  20000
0004: $651 =  1  ;; integer values

:Label129E2A
00D6: if  0
0038:   $651 ==  1  ;; integer values
004D: jump_if_false £Label129E7E
00D6: if  0
8119:   NOT   car $653 wrecked
004D: jump_if_false £Label129E7E
00D6: if  0
01AD:   car $653  0 ()near_point  252.4 -1142.4  4.0  4.0
004D: jump_if_false £Label129E7E
00A8: set_car $653 to_psycho_driver
0004: $651 =  2  ;; integer values

:Label129E7E
00D6: if  0
0018:   $165 >  3  ;; integer values
004D: jump_if_false £Label129F68
00D6: if  0
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #PCJ600
004D: jump_if_false £Label129F68

:Label129EA3
00D6: if  0
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #PCJ600
004D: jump_if_false £Label129F68
0001: wait  0 ms
00D6: if  0
0038:   $64D ==  1  ;; integer values
004D: jump_if_false £Label129F24
0084: $648 = $64E  ;; integer values and handles
0014: $648 /=  1000  ;; integer values
00D6: if  0
0018:   $648 >  0  ;; integer values
004D: jump_if_false £Label129F07
01E5: text_1number_highpriority "GETBIK1" $648  2000 ms  1  ;; You have ~1~ seconds to get on a PCJ 600!
0002: jump £Label129F1D

:Label129F07
00BC: text_highpriority "T4X4_F"  3000 ms  1  ;; ~r~You bailed! Too tough for you?!
0002: jump £Label129F88

:Label129F1D
0002: jump £Label129F33

:Label129F24
00BC: text_highpriority "GETBIK3"  1000 ms  1  ;; ~r~You need a PCJ 600 to attempt this mission!

:Label129F33
00D6: if  1
00E0:   player $PLAYER_CHAR driving
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #PCJ600
004D: jump_if_false £Label129F61
00BC: text_highpriority "T4X4_F"  3000 ms  1  ;; ~r~You bailed! Too tough for you?!
0002: jump £Label129F88

:Label129F61
0002: jump £Label129EA3

:Label129F68
0002: jump £Label128CDD

:Label129F6F
00D6: if  0
0038:   $647 ==  24  ;; integer values
004D: jump_if_false £Label129F88
0002: jump £Label129F99

:Label129F88
00BA: text_styled "M_FAIL"  2000 ms  1  ;; MISSION FAILED!
0051: return

:Label129F99
0010: $64E *= -1  ;; integer values
0008: $64E +=  120000  ;; integer values
0014: $64E /=  1000  ;; integer values
00D6: if  0
0038:   $153 ==  0  ;; integer values
004D: jump_if_false £Label129FD3
0084: $159 = $64E  ;; integer values and handles
0050: gosub £Label12A10E

:Label129FD3
00D6: if  0
0038:   $153 ==  1  ;; integer values
004D: jump_if_false £Label12A015
00D6: if  0
001C:   $159 > $64E  ;; integer values
004D: jump_if_false £Label12A00E
0084: $159 = $64E  ;; integer values and handles
0050: gosub £Label12A10E
0002: jump £Label12A015

:Label12A00E
0004: $64C =  100  ;; integer values

:Label12A015
01E3: text_1number_styled "M_PASS" $64C  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += $64C
00D6: if  0
0038:   $153 ==  0  ;; integer values
004D: jump_if_false £Label12A053
0595: (unknown)
0004: $153 =  1  ;; integer values
030C: set_mission_points +=  1

:Label12A053
0051: return

:Label12A055
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0164: disable_marker $656
0164: disable_marker $657
0164: disable_marker $658
0164: disable_marker $659
0164: disable_marker $65A
0164: disable_marker $65B
0164: disable_marker $65C
0164: disable_marker $65D
0164: disable_marker $65E
0164: disable_marker $65F
0164: disable_marker $660
0164: disable_marker $661
0164: disable_marker $662
0164: disable_marker $663
0164: disable_marker $664
0164: disable_marker $665
0164: disable_marker $666
0164: disable_marker $667
0164: disable_marker $668
0164: disable_marker $669
0164: disable_marker $66A
0164: disable_marker $66B
0164: disable_marker $66C
0164: disable_marker $66D
01C2: remove_references_to_actor $654  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $655  ;; Like turning an actor into a random pedestrian
0249: release_model #YANKEE
014F: stop_timer $64E
0004: $ONMISSION =  0  ;; integer values
0004: $162 =  0  ;; integer values
0004: $163 =  0  ;; integer values
00D8: mission_cleanup
0051: return

:Label12A10E
042E:  16 $159
0084: $1ED2 = $159  ;; integer values and handles
0004: $64B =  0  ;; integer values

:Label12A124
00D6: if  0
0018:   $1ED2 >  59  ;; integer values
004D: jump_if_false £Label12A14B
000C: $1ED2 -=  60  ;; integer values
0008: $64B +=  1  ;; integer values
0002: jump £Label12A124

:Label12A14B
02FD: text_2numbers_lowpriority "NEW_REC" $64B $1ED2  5000 ms  1  ;; ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
0004: $64C =  1000  ;; integer values
0051: return

;-------------Mission 91---------------
; Originally: 'CONE CRAZY'


:Label12A16A
0050: gosub £Label12A17A
0050: gosub £Label12AE44
004E: end_thread

:Label12A17A
00D6: if  0
0038:   $15F ==  0  ;; integer values
004D: jump_if_false £Label12A18E
0317: increment_mission_attempts

:Label12A18E
03A4: name_thread "CARPRK1"
0004: $ONMISSION =  1  ;; integer values
054C: use_GXT_table "CARPAR1"
00BA: text_styled "MM_1"  5000 ms  2  ;; 'CONE CRAZY'
0001: wait  0 ms
0004: $647 =  0  ;; integer values
0004: $64E =  0  ;; integer values
0004: $165 =  0  ;; integer values
0004: $64D =  0  ;; integer values
0004: $64A =  0  ;; integer values
0004: $167 =  0  ;; integer values
0004: $1ED3 =  0  ;; integer values
00D6: if  0
0038:   $15F ==  0  ;; integer values
004D: jump_if_false £Label12A216
0004: $64F =  12000  ;; integer values
0004: $1EF5 =  12  ;; integer values
0004: $1EF6 =  200  ;; integer values

:Label12A216
0004: $650 =  0  ;; integer values
0004: $651 =  0  ;; integer values
0004: $66E =  0  ;; integer values
0004: $66F =  0  ;; integer values
0004: $670 =  0  ;; integer values
0004: $671 =  0  ;; integer values
0004: $672 =  0  ;; integer values
0004: $673 =  0  ;; integer values
0004: $674 =  0  ;; integer values
0004: $675 =  0  ;; integer values
0004: $676 =  0  ;; integer values
0004: $677 =  0  ;; integer values
0004: $678 =  0  ;; integer values
0004: $679 =  0  ;; integer values
0004: $67A =  0  ;; integer values
0004: $67B =  0  ;; integer values
0004: $67C =  0  ;; integer values
0004: $67D =  0  ;; integer values
0004: $67E =  0  ;; integer values
0004: $67F =  0  ;; integer values
0004: $680 =  0  ;; integer values
0004: $681 =  0  ;; integer values
0004: $682 =  0  ;; integer values
0004: $683 =  0  ;; integer values
0004: $684 =  0  ;; integer values
0004: $685 =  0  ;; integer values
0004: $15A =  0  ;; integer values
0005: $6CE =  106.0  ;; floating-point values
0005: $6CF = -1242.0  ;; floating-point values
0005: $6D0 =  35.5  ;; floating-point values
0005: $1F1A =  0.0  ;; floating-point values
0005: $1F1B =  128.0  ;; floating-point values
0005: $1F1C = -1180.75  ;; floating-point values
0005: $1F17 =  8.0  ;; floating-point values
0005: $1EFA = -100.0  ;; floating-point values
0005: $1EF8 =  108.8  ;; floating-point values
0005: $1EF9 = -1232.9  ;; floating-point values
0005: $1EFB =  120.25  ;; floating-point values
0005: $1EFC = -1230.6  ;; floating-point values
0005: $1EFD =  111.2  ;; floating-point values
0005: $1EFE = -1219.7  ;; floating-point values
0005: $1EFF =  138.6  ;; floating-point values
0005: $1F00 = -1211.8  ;; floating-point values
0005: $1F01 =  138.6  ;; floating-point values
0005: $1F02 = -1207.2  ;; floating-point values
0005: $1F03 =  141.6  ;; floating-point values
0005: $1F04 = -1207.2  ;; floating-point values
0005: $1F05 =  141.6  ;; floating-point values
0005: $1F06 = -1211.8  ;; floating-point values
0005: $1F07 =  144.6  ;; floating-point values
0005: $1F08 = -1207.2  ;; floating-point values
0005: $1F09 =  147.6  ;; floating-point values
0005: $1F0A = -1207.2  ;; floating-point values
0005: $1F0B =  113.25  ;; floating-point values
0005: $1F0C = -1146.5  ;; floating-point values
0005: $1F0D =  113.25  ;; floating-point values
0005: $1F0E = -1149.5  ;; floating-point values
0005: $1F0F =  113.25  ;; floating-point values
0005: $1F10 = -1155.5  ;; floating-point values
0005: $1F11 =  109.25  ;; floating-point values
0005: $1F12 = -1155.5  ;; floating-point values
0005: $1F13 =  121.25  ;; floating-point values
0005: $1F14 = -1155.5  ;; floating-point values
0005: $1F15 =  117.25  ;; floating-point values
0005: $1F16 = -1155.5  ;; floating-point values
0005: $686 =  108.8  ;; floating-point values
0005: $687 = -1228.8  ;; floating-point values
0005: $688 =  33.7  ;; floating-point values
0005: $689 =  112.6  ;; floating-point values
0005: $68A = -1232.9  ;; floating-point values
0005: $68B =  33.7  ;; floating-point values
0005: $68C =  140.3  ;; floating-point values
0005: $68D = -1209.5  ;; floating-point values
0005: $68E =  31.5  ;; floating-point values
0005: $68F =  108.8  ;; floating-point values
0005: $690 = -1147.5  ;; floating-point values
0005: $691 =  31.5  ;; floating-point values
0005: $692 =  131.5  ;; floating-point values
0005: $693 = -1182.9  ;; floating-point values
0005: $694 =  31.5  ;; floating-point values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
01C0: $646 = player $PLAYER_CHAR wanted_level
0110: clear_player $PLAYER_CHAR wanted_level
00DA: $645 = player $PLAYER_CHAR car
00D6: if  0
8119:   NOT   car $645 wrecked
004D: jump_if_false £Label12A51C
020A: set_car $645 door_status_to  1

:Label12A51C
03D5: remove_text "M_PASS"  ;; MISSION PASSED! $~1~
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0247: request_model -193 (TRAFFICCONE)

:Label12A535
00D6: if  0
8248:   NOT   model -193 (TRAFFICCONE) available
004D: jump_if_false £Label12A550
0001: wait  0 ms
0002: jump £Label12A535

:Label12A550
018A: $656 = create_checkpoint_at $686 $687 $688
018A: $657 = create_checkpoint_at $689 $68A $68B
018A: $658 = create_checkpoint_at $68C $68D $68E
018A: $659 = create_checkpoint_at $68F $690 $691
018A: $65A = create_checkpoint_at $692 $693 $694

:Label12A596
00D6: if  0
001A:    5 > $647  ;; integer values
004D: jump_if_false £Label12AD51
0001: wait  0 ms
00D6: if  0
0038:   $64D ==  1  ;; integer values
004D: jump_if_false £Label12A5E6
00D6: if  0
001A:    1 > $64E  ;; integer values
004D: jump_if_false £Label12A5E6
00BC: text_highpriority "TAXI2"  3000 ms  1  ;; ~r~You're out of time!
0002: jump £Label12AD6A

:Label12A5E6
00D6: if  1
0038:   $647 ==  1  ;; integer values
0038:   $64D ==  0  ;; integer values
004D: jump_if_false £Label12A614
014E: set_timer_to $64E type  1
0006:  16@ =  0  ;; integer values
0004: $64D =  1  ;; integer values

:Label12A614
00D6: if  0
0038:   $66E ==  0  ;; integer values
004D: jump_if_false £Label12A694
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $686 $687 $688
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $686 $687 $688 radius  2.5  2.5  3.5
004D: jump_if_false £Label12A694
0164: disable_marker $656
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $686 $687 $688
0058: $64E += $64F  ;; integer values
0004: $66E =  1  ;; integer values

:Label12A694
00D6: if  0
0038:   $66F ==  0  ;; integer values
004D: jump_if_false £Label12A714
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $689 $68A $68B
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $689 $68A $68B radius  2.5  2.5  3.5
004D: jump_if_false £Label12A714
0164: disable_marker $657
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $689 $68A $68B
0058: $64E += $64F  ;; integer values
0004: $66F =  1  ;; integer values

:Label12A714
00D6: if  0
0038:   $670 ==  0  ;; integer values
004D: jump_if_false £Label12A794
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $68C $68D $68E
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $68C $68D $68E radius  2.5  2.5  3.5
004D: jump_if_false £Label12A794
0164: disable_marker $658
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $68C $68D $68E
0058: $64E += $64F  ;; integer values
0004: $670 =  1  ;; integer values

:Label12A794
00D6: if  0
0038:   $671 ==  0  ;; integer values
004D: jump_if_false £Label12A814
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $68F $690 $691
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $68F $690 $691 radius  2.5  2.5  3.5
004D: jump_if_false £Label12A814
0164: disable_marker $659
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $68F $690 $691
0058: $64E += $64F  ;; integer values
0004: $671 =  1  ;; integer values

:Label12A814
00D6: if  0
0038:   $672 ==  0  ;; integer values
004D: jump_if_false £Label12A894
024F: create_corona  1.0  5  0 with_color  0  200  200 at_point $692 $693 $694
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car $692 $693 $694 radius  2.5  2.5  3.5
004D: jump_if_false £Label12A894
0164: disable_marker $65A
0008: $647 +=  1  ;; integer values
018C: play_sound  1 at $692 $693 $694
0058: $64E += $64F  ;; integer values
0004: $672 =  1  ;; integer values

:Label12A894
00D6: if  0
0038:   $15E ==  1  ;; integer values
004D: jump_if_false £Label12A8ED
00D6: if  2
0038:   $64A ==  0  ;; integer values
0018:   $165 >  0  ;; integer values
001A:    4 > $165  ;; integer values
004D: jump_if_false £Label12A8ED
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label12A8ED
0004: $167 =  9501  ;; integer values
0004: $165 =  3  ;; integer values
0004: $64A =  1  ;; integer values

:Label12A8ED
00D6: if  0
0038:   $165 ==  0  ;; integer values
004D: jump_if_false £Label12AB85
01BD: $166 = current_time_in_ms
015F: set_camera_position $6CE $6CF $6D0  0.0  0.0  0.0
043C: unknown_set_game_sounds  0
016A: fade  0 ()  1000 ms

:Label12A929
00D6: if  0
016B:   fading
004D: jump_if_false £Label12A941
0001: wait  0 ms
0002: jump £Label12A929

:Label12A941
0107: $1ED5 = create_object -193 (TRAFFICCONE) at $1EF8 $1EF9 $1EFA
0382: unknown_set_object $1ED5 collision_detection  1
0392: object $1ED5 toggle_in_moving_list  1
0107: $1ED6 = create_object -193 (TRAFFICCONE) at $1EFB $1EFC $1EFA
0382: unknown_set_object $1ED6 collision_detection  1
0392: object $1ED6 toggle_in_moving_list  1
0107: $1ED7 = create_object -193 (TRAFFICCONE) at $1EFD $1EFE $1EFA
0382: unknown_set_object $1ED7 collision_detection  1
0392: object $1ED7 toggle_in_moving_list  1
0107: $1ED8 = create_object -193 (TRAFFICCONE) at $1EFF $1F00 $1EFA
0382: unknown_set_object $1ED8 collision_detection  1
0392: object $1ED8 toggle_in_moving_list  1
0107: $1ED9 = create_object -193 (TRAFFICCONE) at $1F01 $1F02 $1EFA
0382: unknown_set_object $1ED9 collision_detection  1
0392: object $1ED9 toggle_in_moving_list  1
0107: $1EDA = create_object -193 (TRAFFICCONE) at $1F03 $1F04 $1EFA
0382: unknown_set_object $1EDA collision_detection  1
0392: object $1EDA toggle_in_moving_list  1
0107: $1EDB = create_object -193 (TRAFFICCONE) at $1F05 $1F06 $1EFA
0382: unknown_set_object $1EDB collision_detection  1
0392: object $1EDB toggle_in_moving_list  1
0107: $1EDC = create_object -193 (TRAFFICCONE) at $1F07 $1F08 $1EFA
0382: unknown_set_object $1EDC collision_detection  1
0392: object $1EDC toggle_in_moving_list  1
0107: $1EDD = create_object -193 (TRAFFICCONE) at $1F09 $1F0A $1EFA
0382: unknown_set_object $1EDD collision_detection  1
0392: object $1EDD toggle_in_moving_list  1
0107: $1EDE = create_object -193 (TRAFFICCONE) at $1F0B $1F0C $1EFA
0382: unknown_set_object $1EDE collision_detection  1
0392: object $1EDE toggle_in_moving_list  1
0107: $1EDF = create_object -193 (TRAFFICCONE) at $1F0D $1F0E $1EFA
0382: unknown_set_object $1EDF collision_detection  1
0392: object $1EDF toggle_in_moving_list  1
0107: $1EE0 = create_object -193 (TRAFFICCONE) at $1F0F $1F10 $1EFA
0382: unknown_set_object $1EE0 collision_detection  1
0392: object $1EE0 toggle_in_moving_list  1
0107: $1EE1 = create_object -193 (TRAFFICCONE) at $1F11 $1F12 $1EFA
0382: unknown_set_object $1EE1 collision_detection  1
0392: object $1EE1 toggle_in_moving_list  1
0107: $1EE2 = create_object -193 (TRAFFICCONE) at $1F13 $1F14 $1EFA
0382: unknown_set_object $1EE2 collision_detection  1
0392: object $1EE2 toggle_in_moving_list  1
0107: $1EE3 = create_object -193 (TRAFFICCONE) at $1F15 $1F16 $1EFA
0382: unknown_set_object $1EE3 collision_detection  1
0392: object $1EE3 toggle_in_moving_list  1
0050: gosub £Label12AE86
0107: $1EF4 = create_object -193 (TRAFFICCONE) at $1F1B $1F1C $1EFA
0382: unknown_set_object $1EF4 collision_detection  1
0392: object $1EF4 toggle_in_moving_list  1
03CB: set_camera $6CE $6CF $6D0
0160: point_camera $689 $68A $68B  2
016A: fade  1 (back)  1000 ms

:Label12AB57
00D6: if  0
016B:   fading
004D: jump_if_false £Label12AB6F
0001: wait  0 ms
0002: jump £Label12AB57

:Label12AB6F
00BC: text_highpriority "MM_1_A"  5000 ms  1  ;; ~g~Collect ~y~5 checkpoints~r~ WITHOUT ~g~smashing any ~r~CONES! ~g~You may collect checkpoints in ~y~ANY ORDER.
0004: $165 =  1  ;; integer values

:Label12AB85
00D6: if  0
0038:   $64A ==  0  ;; integer values
004D: jump_if_false £Label12ABAC
01BD: $168 = current_time_in_ms
0084: $167 = $168  ;; integer values and handles
0060: $167 -= $166  ;; integer values

:Label12ABAC
00D6: if  1
0018:   $167 >  4000  ;; integer values
0038:   $165 ==  1  ;; integer values
004D: jump_if_false £Label12ABFA
015F: set_camera_position  156.3 -1220.1  34.0  0.0  0.0  0.0
0160: point_camera $68C $68D $68E  2
0004: $165 =  2  ;; integer values

:Label12ABFA
00D6: if  1
0018:   $167 >  7000  ;; integer values
0038:   $165 ==  2  ;; integer values
004D: jump_if_false £Label12AC5A
015F: set_camera_position  106.5 -1139.0  38.13  0.0  0.0  0.0
0160: point_camera $68F $690 $691  2
01E5: text_1number_highpriority "MM_1_C" $1EF5  5000 ms  1  ;; ~y~PASS THROUGH~g~ a checkpoint to start the timer. ~g~Each checkpoint will credit you with ~y~~1~ SECONDS~g~.
0004: $165 =  3  ;; integer values

:Label12AC5A
00D6: if  1
0018:   $167 >  9500  ;; integer values
0038:   $165 ==  3  ;; integer values
004D: jump_if_false £Label12ACF2
016A: fade  0 ()  1000 ms

:Label12AC7B
00D6: if  0
016B:   fading
004D: jump_if_false £Label12AC93
0001: wait  0 ms
0002: jump £Label12AC7B

:Label12AC93
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8119:   NOT   car $645 wrecked
004D: jump_if_false £Label12ACB9
020A: set_car $645 door_status_to  1

:Label12ACB9
010D: set_player $PLAYER_CHAR wanted_level_to $646
016A: fade  1 (back)  1000 ms

:Label12ACC8
00D6: if  0
016B:   fading
004D: jump_if_false £Label12ACE0
0001: wait  0 ms
0002: jump £Label12ACC8

:Label12ACE0
043C: unknown_set_game_sounds  1
0004: $165 =  4  ;; integer values
0004: $15E =  1  ;; integer values

:Label12ACF2
00D6: if  0
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #STALLION
004D: jump_if_false £Label12AD1B
00BC: text_highpriority "T4X4_F"  3000 ms  1  ;; ~r~You bailed! Too tough for you?!
0002: jump £Label12AD6A

:Label12AD1B
0050: gosub £Label12B21E
00D6: if  0
0038:   $1ED3 ==  1  ;; integer values
004D: jump_if_false £Label12AD4A
00BC: text_highpriority "CONE_1"  5000 ms  1  ;; ~r~You smashed a cone!!
0002: jump £Label12AD6A

:Label12AD4A
0002: jump £Label12A596

:Label12AD51
00D6: if  0
0038:   $647 ==  5  ;; integer values
004D: jump_if_false £Label12AD6A
0002: jump £Label12AD7B

:Label12AD6A
00BA: text_styled "M_FAIL"  2000 ms  1  ;; MISSION FAILED!
0051: return

:Label12AD7B
00D6: if  0
0038:   $15F ==  0  ;; integer values
004D: jump_if_false £Label12ADAB
008A: $160 =  16@  ;; integer values and handles
0014: $160 /=  1000  ;; integer values
042E:  19 $160
0050: gosub £Label12B428

:Label12ADAB
00D6: if  0
0038:   $15F ==  1  ;; integer values
004D: jump_if_false £Label12AE1E
008A: $15A =  16@  ;; integer values and handles
0014: $15A /=  1000  ;; integer values
00D6: if  0
001C:   $160 > $15A  ;; integer values
004D: jump_if_false £Label12AE04
0084: $160 = $15A  ;; integer values and handles
042E:  19 $160
0010: $1EF6 *=  2  ;; integer values
0050: gosub £Label12B428
0002: jump £Label12AE1E

:Label12AE04
01E3: text_1number_styled "M_PASS"  200  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  200

:Label12AE1E
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
0038:   $15F ==  0  ;; integer values
004D: jump_if_false £Label12AE42
0595: (unknown)
0004: $15F =  1  ;; integer values
030C: set_mission_points +=  1

:Label12AE42
0051: return

:Label12AE44
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0164: disable_marker $656
0164: disable_marker $657
0164: disable_marker $658
0164: disable_marker $659
0164: disable_marker $65A
0050: gosub £Label12B386
0249: release_model -193 (TRAFFICCONE)
014F: stop_timer $64E
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:Label12AE86
02F6: $1F18 = cosine $1F1A  ;; sinus swapped with cosine
0069: $1F18 *= $1F17  ;; floating-point values
0059: $1F18 += $1F1B  ;; floating-point values
02F7: $1F19 = sinus $1F1A ;; cosine swapped with sinus
0069: $1F19 *= $1F17  ;; floating-point values
0059: $1F19 += $1F1C  ;; floating-point values
00D6: if  0
0042:   $1F1A ==  0.0  ;; floating-point values
004D: jump_if_false £Label12AEEA
0107: $1EE4 = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EE4 collision_detection  1
0392: object $1EE4 toggle_in_moving_list  1

:Label12AEEA
00D6: if  0
0042:   $1F1A ==  18.0  ;; floating-point values
004D: jump_if_false £Label12AF1E
0107: $1EE5 = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EE5 collision_detection  1
0392: object $1EE5 toggle_in_moving_list  1

:Label12AF1E
00D6: if  0
0042:   $1F1A ==  36.0  ;; floating-point values
004D: jump_if_false £Label12AF52
0107: $1EE6 = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EE6 collision_detection  1
0392: object $1EE6 toggle_in_moving_list  1

:Label12AF52
00D6: if  0
0042:   $1F1A ==  54.0  ;; floating-point values
004D: jump_if_false £Label12AF86
0107: $1EE7 = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EE7 collision_detection  1
0392: object $1EE7 toggle_in_moving_list  1

:Label12AF86
00D6: if  0
0042:   $1F1A ==  72.0  ;; floating-point values
004D: jump_if_false £Label12AFBA
0107: $1EE8 = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EE8 collision_detection  1
0392: object $1EE8 toggle_in_moving_list  1

:Label12AFBA
00D6: if  0
0042:   $1F1A ==  90.0  ;; floating-point values
004D: jump_if_false £Label12AFEE
0107: $1EE9 = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EE9 collision_detection  1
0392: object $1EE9 toggle_in_moving_list  1

:Label12AFEE
00D6: if  0
0042:   $1F1A ==  108.0  ;; floating-point values
004D: jump_if_false £Label12B022
0107: $1EEA = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EEA collision_detection  1
0392: object $1EEA toggle_in_moving_list  1

:Label12B022
00D6: if  0
0042:   $1F1A ==  126.0  ;; floating-point values
004D: jump_if_false £Label12B056
0107: $1EEB = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EEB collision_detection  1
0392: object $1EEB toggle_in_moving_list  1

:Label12B056
00D6: if  0
0042:   $1F1A ==  144.0  ;; floating-point values
004D: jump_if_false £Label12B08A
0107: $1EEC = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EEC collision_detection  1
0392: object $1EEC toggle_in_moving_list  1

:Label12B08A
00D6: if  0
0042:   $1F1A ==  162.0  ;; floating-point values
004D: jump_if_false £Label12B0BE
0107: $1EED = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EED collision_detection  1
0392: object $1EED toggle_in_moving_list  1

:Label12B0BE
00D6: if  0
0042:   $1F1A ==  180.0  ;; floating-point values
004D: jump_if_false £Label12B0F2
0107: $1EEE = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EEE collision_detection  1
0392: object $1EEE toggle_in_moving_list  1

:Label12B0F2
00D6: if  0
0042:   $1F1A ==  198.0  ;; floating-point values
004D: jump_if_false £Label12B126
0107: $1EEF = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EEF collision_detection  1
0392: object $1EEF toggle_in_moving_list  1

:Label12B126
00D6: if  0
0042:   $1F1A ==  216.0  ;; floating-point values
004D: jump_if_false £Label12B15A
0107: $1EF0 = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EF0 collision_detection  1
0392: object $1EF0 toggle_in_moving_list  1

:Label12B15A
00D6: if  0
0042:   $1F1A ==  234.0  ;; floating-point values
004D: jump_if_false £Label12B18E
0107: $1EF1 = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EF1 collision_detection  1
0392: object $1EF1 toggle_in_moving_list  1

:Label12B18E
00D6: if  0
0042:   $1F1A ==  252.0  ;; floating-point values
004D: jump_if_false £Label12B1C2
0107: $1EF2 = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EF2 collision_detection  1
0392: object $1EF2 toggle_in_moving_list  1

:Label12B1C2
00D6: if  0
0042:   $1F1A ==  270.0  ;; floating-point values
004D: jump_if_false £Label12B1F6
0107: $1EF3 = create_object -193 (TRAFFICCONE) at $1F18 $1F19 $1EFA
0382: unknown_set_object $1EF3 collision_detection  1
0392: object $1EF3 toggle_in_moving_list  1

:Label12B1F6
0009: $1F1A +=  18.0  ;; floating-point values
00D6: if  0
0022:    288.0 > $1F1A  ;; floating-point values
004D: jump_if_false £Label12B21C
0002: jump £Label12AE86

:Label12B21C
0051: return

:Label12B21E
00D6: if  22
0366: (unknown) $1ED5 
0366: (unknown) $1ED6 
0366: (unknown) $1ED7 
004D: jump_if_false £Label12B23F
0004: $1ED3 =  1  ;; integer values

:Label12B23F
00D6: if  22
0366: (unknown) $1ED8 
0366: (unknown) $1ED9 
0366: (unknown) $1EDA 
004D: jump_if_false £Label12B260
0004: $1ED3 =  1  ;; integer values

:Label12B260
00D6: if  22
0366: (unknown) $1EDB 
0366: (unknown) $1EDC 
0366: (unknown) $1EDD 
004D: jump_if_false £Label12B281
0004: $1ED3 =  1  ;; integer values

:Label12B281
00D6: if  22
0366: (unknown) $1EDE 
0366: (unknown) $1EDF 
0366: (unknown) $1EE0 
004D: jump_if_false £Label12B2A2
0004: $1ED3 =  1  ;; integer values

:Label12B2A2
00D6: if  22
0366: (unknown) $1EE1 
0366: (unknown) $1EE2 
0366: (unknown) $1EE3 
004D: jump_if_false £Label12B2C3
0004: $1ED3 =  1  ;; integer values

:Label12B2C3
00D6: if  22
0366: (unknown) $1EE4 
0366: (unknown) $1EE5 
0366: (unknown) $1EE6 
004D: jump_if_false £Label12B2E4
0004: $1ED3 =  1  ;; integer values

:Label12B2E4
00D6: if  22
0366: (unknown) $1EE7 
0366: (unknown) $1EE8 
0366: (unknown) $1EE9 
004D: jump_if_false £Label12B305
0004: $1ED3 =  1  ;; integer values

:Label12B305
00D6: if  22
0366: (unknown) $1EEA 
0366: (unknown) $1EEB 
0366: (unknown) $1EEC 
004D: jump_if_false £Label12B326
0004: $1ED3 =  1  ;; integer values

:Label12B326
00D6: if  22
0366: (unknown) $1EED 
0366: (unknown) $1EEE 
0366: (unknown) $1EEF 
004D: jump_if_false £Label12B347
0004: $1ED3 =  1  ;; integer values

:Label12B347
00D6: if  22
0366: (unknown) $1EF0 
0366: (unknown) $1EF1 
0366: (unknown) $1EF2 
004D: jump_if_false £Label12B368
0004: $1ED3 =  1  ;; integer values

:Label12B368
00D6: if  21
0366: (unknown) $1EF3 
0366: (unknown) $1EF4 
004D: jump_if_false £Label12B384
0004: $1ED3 =  1  ;; integer values

:Label12B384
0051: return

:Label12B386
0108: destroy_object $1ED5
0108: destroy_object $1ED6
0108: destroy_object $1ED7
0108: destroy_object $1ED8
0108: destroy_object $1ED9
0108: destroy_object $1EDA
0108: destroy_object $1EDB
0108: destroy_object $1EDC
0108: destroy_object $1EDD
0108: destroy_object $1EDE
0108: destroy_object $1EDF
0108: destroy_object $1EE0
0108: destroy_object $1EE1
0108: destroy_object $1EE2
0108: destroy_object $1EE3
0108: destroy_object $1EE4
0108: destroy_object $1EE5
0108: destroy_object $1EE6
0108: destroy_object $1EE7
0108: destroy_object $1EE8
0108: destroy_object $1EE9
0108: destroy_object $1EEA
0108: destroy_object $1EEB
0108: destroy_object $1EEC
0108: destroy_object $1EED
0108: destroy_object $1EEE
0108: destroy_object $1EEF
0108: destroy_object $1EF0
0108: destroy_object $1EF1
0108: destroy_object $1EF2
0108: destroy_object $1EF3
0108: destroy_object $1EF4
0051: return

:Label12B428
0004: $1EF7 =  0  ;; integer values
0084: $1ED4 = $160  ;; integer values and handles

:Label12B437
00D6: if  0
0018:   $1ED4 >  59  ;; integer values
004D: jump_if_false £Label12B45E
000C: $1ED4 -=  60  ;; integer values
0008: $1EF7 +=  1  ;; integer values
0002: jump £Label12B437

:Label12B45E
02FD: text_2numbers_lowpriority "NEW_REC" $1EF7 $1ED4  5000 ms  1  ;; ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
000C: $64F -=  1000  ;; integer values
00D6: if  0
001A:    6000 > $64F  ;; integer values
004D: jump_if_false £Label12B496
0004: $64F =  6000  ;; integer values

:Label12B496
000C: $1EF5 -=  1  ;; integer values
00D6: if  0
001A:    6 > $1EF5  ;; integer values
004D: jump_if_false £Label12B4B6
0004: $1EF5 =  6  ;; integer values

:Label12B4B6
01E3: text_1number_styled "M_PASS" $1EF6  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += $1EF6
0051: return

;-------------Mission 92---------------
; Originally: PIZZA BOY MISSION


:Label12B4D2
03A4: name_thread "PIZZA"
0050: gosub £Label12B500
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label12B4F7
0050: gosub £Label12BEBE

:Label12B4F7
0050: gosub £Label12BF32
004E: end_thread

:Label12B500
03D5: remove_text "M_FAIL"  ;; MISSION FAILED!
0004: $ONMISSION =  1  ;; integer values
0001: wait  0 ms
00D6: if  0
0038:   $185 ==  0  ;; integer values
004D: jump_if_false £Label12B529
0317: increment_mission_attempts

:Label12B529
054C: use_GXT_table "PIZZA"
0004: $1F3A =  1  ;; integer values
0004: $1F3B =  0  ;; integer values
0004: $1F3C =  0  ;; integer values
0004: $1F3D =  0  ;; integer values
0004: $1F3E =  0  ;; integer values
0004: $1F3F =  0  ;; integer values
0004: $1F40 =  0  ;; integer values
0004: $1F41 =  0  ;; integer values
0004: $1F42 =  0  ;; integer values
0004: $1F43 =  0  ;; integer values
0004: $1F44 =  0  ;; integer values
0004: $1F45 =  0  ;; integer values
0004: $1F46 =  0  ;; integer values
0004: $1F47 =  0  ;; integer values
0004: $1F48 =  6  ;; integer values
0004: $1F49 =  0  ;; integer values
0004: $1F4A =  0  ;; integer values
0004: $1F4B =  0  ;; integer values
0004: $1F4C =  301000  ;; integer values
0004: $1F4D =  0  ;; integer values
0004: $1F4E =  0  ;; integer values
0004: $1F4F =  0  ;; integer values
0004: $1F50 =  0  ;; integer values
0004: $1F51 =  0  ;; integer values
0004: $1F52 =  0  ;; integer values
0004: $7B =  0  ;; integer values
0004: $1F53 =  0  ;; integer values
0004: $1F55 =  0  ;; integer values
0004: $1F56 =  0  ;; integer values
0005: $1F57 =  0.0  ;; floating-point values
0005: $1F58 =  0.0  ;; floating-point values
0005: $1F59 =  0.0  ;; floating-point values
0005: $1F5A =  0.0  ;; floating-point values
0005: $1F5B =  0.0  ;; floating-point values
0005: $1F5C =  0.0  ;; floating-point values
0005: $1F5D =  0.0  ;; floating-point values
0005: $1F5E =  0.0  ;; floating-point values
0005: $1F5F =  0.0  ;; floating-point values
0005: $1F60 =  0.0  ;; floating-point values
0005: $1F61 =  0.0  ;; floating-point values
0005: $1F62 =  0.0  ;; floating-point values
0005: $1F63 =  0.0  ;; floating-point values
0005: $1F64 =  0.0  ;; floating-point values
0005: $1F65 =  0.0  ;; floating-point values
0005: $1F67 =  0.0  ;; floating-point values
0005: $1F68 =  0.0  ;; floating-point values
0005: $1F69 =  0.0  ;; floating-point values
0005: $1F6A =  0.0  ;; floating-point values
0005: $1F6B =  0.0  ;; floating-point values
0005: $1F6C =  0.0  ;; floating-point values
0005: $5F =  0.0  ;; floating-point values
0005: $60 =  0.0  ;; floating-point values
0005: $61 =  0.0  ;; floating-point values
0004: $1F54 =  0  ;; integer values
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label12B7F6
0376: $1F1E = create_random_actor $1F59 $1F5A $1F5B
0187: $1F2E = create_marker_above_actor $1F1E
0376: $1F1F = create_random_actor $1F59 $1F5A $1F5B
0187: $1F2F = create_marker_above_actor $1F1F
0376: $1F20 = create_random_actor $1F59 $1F5A $1F5B
0187: $1F30 = create_marker_above_actor $1F20
0376: $1F21 = create_random_actor $1F59 $1F5A $1F5B
0187: $1F31 = create_marker_above_actor $1F21
0376: $1F22 = create_random_actor $1F59 $1F5A $1F5B
0187: $1F32 = create_marker_above_actor $1F22
0376: $1F23 = create_random_actor $1F59 $1F5A $1F5B
0187: $1F33 = create_marker_above_actor $1F23
0376: $1F24 = create_random_actor $1F59 $1F5A $1F5B
0187: $1F34 = create_marker_above_actor $1F24
0376: $1F25 = create_random_actor $1F59 $1F5A $1F5B
0187: $1F35 = create_marker_above_actor $1F25
0376: $1F26 = create_random_actor $1F59 $1F5A $1F5B
0187: $1F36 = create_marker_above_actor $1F26
0376: $1F27 = create_random_actor $1F59 $1F5A $1F5B
0187: $1F37 = create_marker_above_actor $1F27
018A: $1F38 = create_checkpoint_at $1F64 $1F65 -100.0

:Label12B7F6
0247: request_model -186 (PIZZABOX)

:Label12B7FB
00D6: if  0
8248:   NOT   model -186 (PIZZABOX) available
004D: jump_if_false £Label12B816
0001: wait  0 ms
0002: jump £Label12B7FB

:Label12B816
014C: set_parked_car_generator $72B cars_to_generate_to  0
014C: set_parked_car_generator $729 cars_to_generate_to  0
014C: set_parked_car_generator $727 cars_to_generate_to  0
0501: unknown_pizza_mission_command player $PLAYER_CHAR flag  0
00D6: if  0
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false £Label12B851
00DA: $1F1D = player $PLAYER_CHAR car
0002: jump £Label12B867

:Label12B851
00BC: text_highpriority "PIZ1_32"  5000 ms  1  ;; ~r~Pizza's too hot to handle?
0002: jump £Label12BEBE

:Label12B867
00D6: if  0
0038:   $ONMISSION ==  0  ;; integer values
004D: jump_if_false £Label12B881
0186: $1F39 = create_marker_above_car $1F1D

:Label12B881
014E: set_timer_to $1F4C type  1
03C4: set_status_text_to $1F48  0 (number) "PIZ1_12"  ;; Pizzas left:
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false £Label12B8B6
0004: $1F4B =  1  ;; integer values

:Label12B8B6
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false £Label12B8D5
0004: $1F4B =  2  ;; integer values

:Label12B8D5
00D6: if  0
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false £Label12B8F4
0004: $1F4B =  3  ;; integer values

:Label12B8F4
00BB: text_lowpriority "PIZ1_01"  7000 ms  1  ;; ~g~Go deliver these pizzas, you must throw the pizza to the customers. Do a drive-by to throw the pizzas.
00BB: text_lowpriority "PIZ1_05"  7000 ms  1  ;; ~g~You have five minutes to deliver the orders before the customers phone another pizza shop.
0006:  16@ =  0  ;; integer values

:Label12B919
0001: wait  0 ms
00D6: if  0
0038:   $1F3A ==  1  ;; integer values
004D: jump_if_false £Label12B965
00D6: if  0
0038:   $1F53 ==  0  ;; integer values
004D: jump_if_false £Label12B965
00D6: if  0
0019:    16@ >  13999  ;; integer values
004D: jump_if_false £Label12B965
03E5: text_box "PIZ1_06"  ;; Press the~h~ ~k~~TOGGLE_SUBMISSIONS~~w~ when on the bike to cancel the mission.
0004: $1F53 =  1  ;; integer values

:Label12B965
00D6: if  0
8119:   NOT   car $1F1D wrecked
004D: jump_if_false £Label12B9F5
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1F1D
004D: jump_if_false £Label12B9F5
00D6: if  0
00FA:   player $PLAYER_CHAR stopped  0 ()near_point_in_car $1F64 $1F65 $1F66 radius  3.0  3.0  3.0
004D: jump_if_false £Label12B9F5
00D6: if  0
0019:    16@ >  14000  ;; integer values
004D: jump_if_false £Label12B9F5
00D6: if  0
0018:   $1F48 >  0  ;; integer values
004D: jump_if_false £Label12B9F5
00BE: text_clear_all
0004: $1F48 =  6  ;; integer values
0050: gosub £Label12DD8B
0004: $7B =  0  ;; integer values
0006:  16@ =  0  ;; integer values

:Label12B9F5
00D6: if  0
0038:   $1F4C ==  0  ;; integer values
004D: jump_if_false £Label12BA1D
00BC: text_highpriority "PIZ1_08"  5000 ms  1  ;; ~r~You are out of time. You're fired.
0002: jump £Label12BEBE

:Label12BA1D
00D6: if  0
001C:   $1F3A > $1F3B  ;; integer values
004D: jump_if_false £Label12BAEF
0001: wait  0 ms
0050: gosub £Label12BFC1
0050: gosub £Label12C7A1
0008: $1F3B +=  1  ;; integer values
00D6: if  0
0038:   $1F4F ==  1  ;; integer values
004D: jump_if_false £Label12BA6A
00BC: text_highpriority "PIZ1_07"  5000 ms  1  ;; ~r~You killed the customer! You're fired.

:Label12BA6A
00D6: if  0
0038:   $1F4F ==  2  ;; integer values
004D: jump_if_false £Label12BA8B
00BC: text_highpriority "PIZ1_09"  5000 ms  1  ;; ~r~You destroyed our bike! You're fired.

:Label12BA8B
00D6: if  0
0038:   $1F4F ==  3  ;; integer values
004D: jump_if_false £Label12BAAC
00BC: text_highpriority "PIZ1_32"  5000 ms  1  ;; ~r~Pizza's too hot to handle?

:Label12BAAC
00D6: if  22
0038:   $1F4F ==  1  ;; integer values
0038:   $1F4F ==  2  ;; integer values
0038:   $1F4F ==  3  ;; integer values
004D: jump_if_false £Label12BAD3
0002: jump £Label12BEBE

:Label12BAD3
0050: gosub £Label12E7F2
0050: gosub £Label12EA9E
0050: gosub £Label12E656
0002: jump £Label12BA1D

:Label12BAEF
00D6: if  0
0038:   $1F4F ==  1  ;; integer values
004D: jump_if_false £Label12BB10
00BC: text_highpriority "PIZ1_07"  5000 ms  1  ;; ~r~You killed the customer! You're fired.

:Label12BB10
00D6: if  0
0038:   $1F4F ==  2  ;; integer values
004D: jump_if_false £Label12BB31
00BC: text_highpriority "PIZ1_09"  5000 ms  1  ;; ~r~You destroyed our bike! You're fired.

:Label12BB31
00D6: if  0
0038:   $1F4F ==  3  ;; integer values
004D: jump_if_false £Label12BB52
00BC: text_highpriority "PIZ1_32"  5000 ms  1  ;; ~r~Pizza's too hot to handle?

:Label12BB52
00D6: if  22
0038:   $1F4F ==  1  ;; integer values
0038:   $1F4F ==  2  ;; integer values
0038:   $1F4F ==  3  ;; integer values
004D: jump_if_false £Label12BB79
0002: jump £Label12BEBE

:Label12BB79
0050: gosub £Label12E7F2
0050: gosub £Label12EA9E
0050: gosub £Label12E656
00D6: if  0
0038:   $1F47 ==  0  ;; integer values
004D: jump_if_false £Label12BDE6
00D6: if  0
003A:   $1F46 == $1F3A  ;; integer values and handles
004D: jump_if_false £Label12BBF7
00D6: if  0
0038:   $1F51 ==  0  ;; integer values
004D: jump_if_false £Label12BBF0
00BC: text_highpriority "PIZ1_33"  7000 ms  1  ;; ~g~Return to the restaurant for more orders.
0164: disable_marker $1F38
018A: $1F38 = create_checkpoint_at $1F64 $1F65 -100.0
0004: $1F47 =  1  ;; integer values

:Label12BBF0
0002: jump £Label12BDDF

:Label12BBF7
00D6: if  0
0018:   $1F48 >  0  ;; integer values
004D: jump_if_false £Label12BC17
0050: gosub £Label12CC79
0002: jump £Label12BDDF

:Label12BC17
0050: gosub £Label12CC79
00D6: if  0
0038:   $7B ==  0  ;; integer values
004D: jump_if_false £Label12BC46
00BC: text_highpriority "PIZ1_02"  5000 ms  1  ;; ~g~You have thrown all your pizzas, go back and get some more.
0004: $7B =  1  ;; integer values

:Label12BC46
0164: disable_marker $1F2E
0164: disable_marker $1F2F
0164: disable_marker $1F30
0164: disable_marker $1F31
0164: disable_marker $1F32
0164: disable_marker $1F33
0164: disable_marker $1F34
0164: disable_marker $1F35
0164: disable_marker $1F36
0164: disable_marker $1F37
0164: disable_marker $1F38
00D6: if  0
0038:   $1F51 ==  0  ;; integer values
004D: jump_if_false £Label12BDDF
0164: disable_marker $1F38
018A: $1F38 = create_checkpoint_at $1F64 $1F65 -100.0
00D6: if  0
00FA:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_in_car $1F64 $1F65 $1F66 radius  5.0  5.0  5.0
004D: jump_if_false £Label12BDDF
00D6: if  0
8118:   NOT   actor $1F1E dead
004D: jump_if_false £Label12BCE6
0187: $1F2E = create_marker_above_actor $1F1E

:Label12BCE6
00D6: if  0
8118:   NOT   actor $1F1F dead
004D: jump_if_false £Label12BCFE
0187: $1F2F = create_marker_above_actor $1F1F

:Label12BCFE
00D6: if  0
8118:   NOT   actor $1F20 dead
004D: jump_if_false £Label12BD16
0187: $1F30 = create_marker_above_actor $1F20

:Label12BD16
00D6: if  0
8118:   NOT   actor $1F21 dead
004D: jump_if_false £Label12BD2E
0187: $1F31 = create_marker_above_actor $1F21

:Label12BD2E
00D6: if  0
8118:   NOT   actor $1F22 dead
004D: jump_if_false £Label12BD46
0187: $1F32 = create_marker_above_actor $1F22

:Label12BD46
00D6: if  0
8118:   NOT   actor $1F23 dead
004D: jump_if_false £Label12BD5E
0187: $1F33 = create_marker_above_actor $1F23

:Label12BD5E
00D6: if  0
8118:   NOT   actor $1F24 dead
004D: jump_if_false £Label12BD76
0187: $1F34 = create_marker_above_actor $1F24

:Label12BD76
00D6: if  0
8118:   NOT   actor $1F25 dead
004D: jump_if_false £Label12BD8E
0187: $1F35 = create_marker_above_actor $1F25

:Label12BD8E
00D6: if  0
8118:   NOT   actor $1F26 dead
004D: jump_if_false £Label12BDA6
0187: $1F36 = create_marker_above_actor $1F26

:Label12BDA6
00D6: if  0
8118:   NOT   actor $1F27 dead
004D: jump_if_false £Label12BDBE
0187: $1F37 = create_marker_above_actor $1F27

:Label12BDBE
0164: disable_marker $1F38
0004: $1F56 =  0  ;; integer values
0004: $1F48 =  6  ;; integer values
0050: gosub £Label12DD8B
0004: $7B =  0  ;; integer values

:Label12BDDF
0002: jump £Label12BEB7

:Label12BDE6
00D6: if  0
00FA:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_in_car $1F64 $1F65 $1F66 radius  5.0  5.0  5.0
004D: jump_if_false £Label12BE9E
00D6: if  0
0038:   $1F3A ==  10  ;; integer values
004D: jump_if_false £Label12BE50
00D6: if  0
0038:   $185 ==  0  ;; integer values
004D: jump_if_false £Label12BE42
0002: jump £Label12BECF
0002: jump £Label12BE49

:Label12BE42
0004: $1F3A =  9  ;; integer values

:Label12BE49
0002: jump £Label12BE97

:Label12BE50
0164: disable_marker $1F38
0004: $1F4C =  301000  ;; integer values
0004: $1F56 =  0  ;; integer values
0004: $1F48 =  6  ;; integer values
0050: gosub £Label12DD8B
0004: $7B =  0  ;; integer values
0004: $1F3B =  0  ;; integer values
0008: $1F3A +=  1  ;; integer values
0004: $1F46 =  0  ;; integer values
0004: $1F47 =  0  ;; integer values

:Label12BE97
0002: jump £Label12BEB7

:Label12BE9E
00D6: if  0
0018:   $1F48 >  0  ;; integer values
004D: jump_if_false £Label12BEB7
0050: gosub £Label12CC79

:Label12BEB7
0002: jump £Label12B919

:Label12BEBE
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
0051: return

:Label12BECF
00BE: text_clear_all
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS"  5000  5000 ms  1  ;; MISSION PASSED! $~1~
0394: play_music  1
0109: player $PLAYER_CHAR money +=  5000
00D6: if  0
0038:   $185 ==  0  ;; integer values
004D: jump_if_false £Label12BF30
014C: set_parked_car_generator $72A cars_to_generate_to  101
0595: (unknown)
00BC: text_highpriority "PIZ_WON"  5000 ms  1  ;; Pizza Mission Complete. Your max Health increased to 150.
030C: set_mission_points +=  1
055E: set_player $PLAYER_CHAR max_health +=  50
0004: $185 =  1  ;; integer values

:Label12BF30
0051: return

:Label12BF32
0004: $ONMISSION =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0249: release_model #FAGGIO
0249: release_model -186 (PIZZABOX)
014C: set_parked_car_generator $72B cars_to_generate_to  101
014C: set_parked_car_generator $729 cars_to_generate_to  101
014C: set_parked_car_generator $727 cars_to_generate_to  101
0534: $1F54
0164: disable_marker $1F2E
0164: disable_marker $1F2F
0164: disable_marker $1F30
0164: disable_marker $1F31
0164: disable_marker $1F32
0164: disable_marker $1F33
0164: disable_marker $1F34
0164: disable_marker $1F35
0164: disable_marker $1F36
0164: disable_marker $1F37
0164: disable_marker $1F38
0164: disable_marker $1F39
0501: unknown_pizza_mission_command player $PLAYER_CHAR flag  1
0151: remove_status_text $1F48
014F: stop_timer $1F4C
0004: $186 =  1  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label12BFC1
0001: wait  0 ms
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if  0
0038:   $1F4B ==  1  ;; integer values
004D: jump_if_false £Label12C021
0208: $1F57 = random_float -1050.4 -160.9
0208: $1F58 = random_float -160.0  1600.7
0005: $1F64 = -908.0  ;; floating-point values
0005: $1F65 =  809.3  ;; floating-point values
0005: $1F66 =  10.5  ;; floating-point values

:Label12C021
00D6: if  0
0038:   $1F4B ==  2  ;; integer values
004D: jump_if_false £Label12C06F
0208: $1F57 = random_float -1200.4 -800.9
0208: $1F58 = random_float -660.0  300.7
0005: $1F64 = -1028.9  ;; floating-point values
0005: $1F65 =  82.7  ;; floating-point values
0005: $1F66 =  10.7  ;; floating-point values

:Label12C06F
00D6: if  0
0038:   $1F4B ==  3  ;; integer values
004D: jump_if_false £Label12C0BD
0208: $1F57 = random_float -100.9  1000.4
0208: $1F58 = random_float -300.7  800.5
0005: $1F64 =  411.6  ;; floating-point values
0005: $1F65 =  97.8  ;; floating-point values
0005: $1F66 =  10.4  ;; floating-point values

:Label12C0BD
02C0: set $1F59 $1F5A $1F5B to_ped_path_coords_closest_to $1F57 $1F58 $61
00D6: if  21
0022:    8.0 > $1F5B  ;; floating-point values
0020:   $1F5B >  12.0  ;; floating-point values
004D: jump_if_false £Label12C0F7
0002: jump £Label12BFC1

:Label12C0F7
00D6: if  3
0020:   $1F59 >  333.358  ;; floating-point values
0022:    435.544 > $1F59  ;; floating-point values
0020:   $1F5A > -557.261  ;; floating-point values
0022:   -433.179 > $1F5A  ;; floating-point values
004D: jump_if_false £Label12C131
0002: jump £Label12BFC1

:Label12C131
00D6: if  3
0020:   $1F59 > -64.434  ;; floating-point values
0022:    81.544 > $1F59  ;; floating-point values
0020:   $1F5A > -995.198  ;; floating-point values
0022:   -896.662 > $1F5A  ;; floating-point values
004D: jump_if_false £Label12C16B
0002: jump £Label12BFC1

:Label12C16B
00D6: if  3
0020:   $1F59 >  446.491  ;; floating-point values
0022:    599.769 > $1F59  ;; floating-point values
0020:   $1F5A > -92.564  ;; floating-point values
0022:    53.415 > $1F5A  ;; floating-point values
004D: jump_if_false £Label12C1A5
0002: jump £Label12BFC1

:Label12C1A5
00D6: if  3
0020:   $1F59 > -82.682  ;; floating-point values
0022:    234.821 > $1F59  ;; floating-point values
0020:   $1F5A > -272.607  ;; floating-point values
0022:    406.194 > $1F5A  ;; floating-point values
004D: jump_if_false £Label12C1DF
0002: jump £Label12BFC1

:Label12C1DF
00D6: if  3
0020:   $1F59 > -290.702  ;; floating-point values
0022:    282.265 > $1F59  ;; floating-point values
0020:   $1F5A >  398.714  ;; floating-point values
0022:    661.476 > $1F5A  ;; floating-point values
004D: jump_if_false £Label12C219
0002: jump £Label12BFC1

:Label12C219
00D6: if  3
0020:   $1F59 > -728.193  ;; floating-point values
0022:   -67.639 > $1F59  ;; floating-point values
0020:   $1F5A > -20.866  ;; floating-point values
0022:    99.566 > $1F5A  ;; floating-point values
004D: jump_if_false £Label12C253
0002: jump £Label12BFC1

:Label12C253
00D6: if  3
0020:   $1F59 > -516.97  ;; floating-point values
0022:   -188.518 > $1F59  ;; floating-point values
0020:   $1F5A > -667.97  ;; floating-point values
0022:   -507.393 > $1F5A  ;; floating-point values
004D: jump_if_false £Label12C28D
0002: jump £Label12BFC1

:Label12C28D
00D6: if  3
0020:   $1F59 > -710.393  ;; floating-point values
0022:   -579.012 > $1F59  ;; floating-point values
0020:   $1F5A > -1416.112  ;; floating-point values
0022:   -1211.742 > $1F5A  ;; floating-point values
004D: jump_if_false £Label12C2C7
0002: jump £Label12BFC1

:Label12C2C7
00D6: if  3
0020:   $1F59 >  333.358  ;; floating-point values
0022:    493.934 > $1F59  ;; floating-point values
0020:   $1F5A >  991.328  ;; floating-point values
0022:    1261.389 > $1F5A  ;; floating-point values
004D: jump_if_false £Label12C301
0002: jump £Label12BFC1

:Label12C301
00D6: if  3
0020:   $1F59 > -790.682  ;; floating-point values
0022:   -626.456 > $1F59  ;; floating-point values
0020:   $1F5A >  1196.908  ;; floating-point values
0022:    1306.392 > $1F5A  ;; floating-point values
004D: jump_if_false £Label12C33B
0002: jump £Label12BFC1

:Label12C33B
00D6: if  3
0020:   $1F59 > -1173.877  ;; floating-point values
0022:   -1027.898 > $1F59  ;; floating-point values
0020:   $1F5A >  237.098  ;; floating-point values
0022:    415.922 > $1F5A  ;; floating-point values
004D: jump_if_false £Label12C375
0002: jump £Label12BFC1

:Label12C375
00D6: if  3
0020:   $1F59 > -1389.195  ;; floating-point values
0022:   -1199.422 > $1F59  ;; floating-point values
0020:   $1F5A > -47.561  ;; floating-point values
0022:    229.799 > $1F5A  ;; floating-point values
004D: jump_if_false £Label12C3AF
0002: jump £Label12BFC1

:Label12C3AF
00D6: if  3
0020:   $1F59 > -1571.667  ;; floating-point values
0022:   -1290.658 > $1F59  ;; floating-point values
0020:   $1F5A > -1007.371  ;; floating-point values
0022:   -784.753 > $1F5A  ;; floating-point values
004D: jump_if_false £Label12C3E9
0002: jump £Label12BFC1

:Label12C3E9
0086: $1F5D = $5F  ;; floating-point values only
0061: $1F5D -= $1F59  ;; floating-point values
0086: $1F5E = $60  ;; floating-point values only
0061: $1F5E -= $1F5A  ;; floating-point values
0069: $1F5D *= $1F5D  ;; floating-point values
0069: $1F5E *= $1F5E  ;; floating-point values
0086: $1F5C = $1F5D  ;; floating-point values only
0059: $1F5C += $1F5E  ;; floating-point values
01FB: $1F5F = square_root $1F5C
00D6: if  0
0022:    120.0 > $1F5F  ;; floating-point values
004D: jump_if_false £Label12C44D
0002: jump £Label12BFC1

:Label12C44D
0086: $1F60 = $1F64  ;; floating-point values only
0061: $1F60 -= $1F59  ;; floating-point values
0086: $1F61 = $1F65  ;; floating-point values only
0061: $1F61 -= $1F5A  ;; floating-point values
0069: $1F60 *= $1F60  ;; floating-point values
0069: $1F61 *= $1F61  ;; floating-point values
0086: $1F5C = $1F60  ;; floating-point values only
0059: $1F5C += $1F61  ;; floating-point values
01FB: $1F62 = square_root $1F5C
00D6: if  0
0022:    100.0 > $1F62  ;; floating-point values
004D: jump_if_false £Label12C4B1
0002: jump £Label12BFC1

:Label12C4B1
00D6: if  0
0038:   $1F3C ==  1  ;; integer values
004D: jump_if_false £Label12C4FC
00D6: if  0
8118:   NOT   actor $1F1E dead
004D: jump_if_false £Label12C4FC
00D6: if  0
00EC:   actor $1F1E  0 ()near_point $1F59 $1F5A radius  25.0  25.0
004D: jump_if_false £Label12C4FC
0002: jump £Label12BFC1

:Label12C4FC
00D6: if  0
0038:   $1F3D ==  1  ;; integer values
004D: jump_if_false £Label12C547
00D6: if  0
8118:   NOT   actor $1F1F dead
004D: jump_if_false £Label12C547
00D6: if  0
00EC:   actor $1F1F  0 ()near_point $1F59 $1F5A radius  25.0  25.0
004D: jump_if_false £Label12C547
0002: jump £Label12BFC1

:Label12C547
00D6: if  0
0038:   $1F3E ==  1  ;; integer values
004D: jump_if_false £Label12C592
00D6: if  0
8118:   NOT   actor $1F20 dead
004D: jump_if_false £Label12C592
00D6: if  0
00EC:   actor $1F20  0 ()near_point $1F59 $1F5A radius  25.0  25.0
004D: jump_if_false £Label12C592
0002: jump £Label12BFC1

:Label12C592
00D6: if  0
0038:   $1F3F ==  1  ;; integer values
004D: jump_if_false £Label12C5DD
00D6: if  0
8118:   NOT   actor $1F21 dead
004D: jump_if_false £Label12C5DD
00D6: if  0
00EC:   actor $1F21  0 ()near_point $1F59 $1F5A radius  25.0  25.0
004D: jump_if_false £Label12C5DD
0002: jump £Label12BFC1

:Label12C5DD
00D6: if  0
0038:   $1F40 ==  1  ;; integer values
004D: jump_if_false £Label12C628
00D6: if  0
8118:   NOT   actor $1F22 dead
004D: jump_if_false £Label12C628
00D6: if  0
00EC:   actor $1F22  0 ()near_point $1F59 $1F5A radius  25.0  25.0
004D: jump_if_false £Label12C628
0002: jump £Label12BFC1

:Label12C628
00D6: if  0
0038:   $1F41 ==  1  ;; integer values
004D: jump_if_false £Label12C673
00D6: if  0
8118:   NOT   actor $1F23 dead
004D: jump_if_false £Label12C673
00D6: if  0
00EC:   actor $1F23  0 ()near_point $1F59 $1F5A radius  25.0  25.0
004D: jump_if_false £Label12C673
0002: jump £Label12BFC1

:Label12C673
00D6: if  0
0038:   $1F42 ==  1  ;; integer values
004D: jump_if_false £Label12C6BE
00D6: if  0
8118:   NOT   actor $1F24 dead
004D: jump_if_false £Label12C6BE
00D6: if  0
00EC:   actor $1F24  0 ()near_point $1F59 $1F5A radius  25.0  25.0
004D: jump_if_false £Label12C6BE
0002: jump £Label12BFC1

:Label12C6BE
00D6: if  0
0038:   $1F43 ==  1  ;; integer values
004D: jump_if_false £Label12C709
00D6: if  0
8118:   NOT   actor $1F25 dead
004D: jump_if_false £Label12C709
00D6: if  0
00EC:   actor $1F25  0 ()near_point $1F59 $1F5A radius  25.0  25.0
004D: jump_if_false £Label12C709
0002: jump £Label12BFC1

:Label12C709
00D6: if  0
0038:   $1F44 ==  1  ;; integer values
004D: jump_if_false £Label12C754
00D6: if  0
8118:   NOT   actor $1F26 dead
004D: jump_if_false £Label12C754
00D6: if  0
00EC:   actor $1F26  0 ()near_point $1F59 $1F5A radius  25.0  25.0
004D: jump_if_false £Label12C754
0002: jump £Label12BFC1

:Label12C754
00D6: if  0
0038:   $1F45 ==  1  ;; integer values
004D: jump_if_false £Label12C79F
00D6: if  0
8118:   NOT   actor $1F27 dead
004D: jump_if_false £Label12C79F
00D6: if  0
00EC:   actor $1F27  0 ()near_point $1F59 $1F5A radius  25.0  25.0
004D: jump_if_false £Label12C79F
0002: jump £Label12BFC1

:Label12C79F
0051: return

:Label12C7A1
00D6: if  1
0018:   $1F3A >  0  ;; integer values
0038:   $1F3C ==  0  ;; integer values
004D: jump_if_false £Label12C7FA
0376: $1F1E = create_random_actor $1F59 $1F5A $1F5B
0208: $1F63 = random_float  0.0  359.9
0173: set_actor $1F1E z_angle_to $1F63
01ED: reset_actor $1F1E flags
0192: set_actor $1F1E objective_to_stand_still
0187: $1F2E = create_marker_above_actor $1F1E
0004: $1F3C =  1  ;; integer values
0051: return

:Label12C7FA
00D6: if  1
0018:   $1F3A >  1  ;; integer values
0038:   $1F3D ==  0  ;; integer values
004D: jump_if_false £Label12C853
0376: $1F1F = create_random_actor $1F59 $1F5A $1F5B
0208: $1F63 = random_float  0.0  359.9
0173: set_actor $1F1F z_angle_to $1F63
01ED: reset_actor $1F1F flags
0192: set_actor $1F1F objective_to_stand_still
0187: $1F2F = create_marker_above_actor $1F1F
0004: $1F3D =  1  ;; integer values
0051: return

:Label12C853
00D6: if  1
0018:   $1F3A >  2  ;; integer values
0038:   $1F3E ==  0  ;; integer values
004D: jump_if_false £Label12C8AC
0376: $1F20 = create_random_actor $1F59 $1F5A $1F5B
0208: $1F63 = random_float  0.0  359.9
0173: set_actor $1F20 z_angle_to $1F63
01ED: reset_actor $1F20 flags
0192: set_actor $1F20 objective_to_stand_still
0187: $1F30 = create_marker_above_actor $1F20
0004: $1F3E =  1  ;; integer values
0051: return

:Label12C8AC
00D6: if  1
0018:   $1F3A >  3  ;; integer values
0038:   $1F3F ==  0  ;; integer values
004D: jump_if_false £Label12C905
0376: $1F21 = create_random_actor $1F59 $1F5A $1F5B
0208: $1F63 = random_float  0.0  359.9
0173: set_actor $1F21 z_angle_to $1F63
01ED: reset_actor $1F21 flags
0192: set_actor $1F21 objective_to_stand_still
0187: $1F31 = create_marker_above_actor $1F21
0004: $1F3F =  1  ;; integer values
0051: return

:Label12C905
00D6: if  1
0018:   $1F3A >  4  ;; integer values
0038:   $1F40 ==  0  ;; integer values
004D: jump_if_false £Label12C95E
0376: $1F22 = create_random_actor $1F59 $1F5A $1F5B
0208: $1F63 = random_float  0.0  359.9
0173: set_actor $1F22 z_angle_to $1F63
01ED: reset_actor $1F22 flags
0192: set_actor $1F22 objective_to_stand_still
0187: $1F32 = create_marker_above_actor $1F22
0004: $1F40 =  1  ;; integer values
0051: return

:Label12C95E
00D6: if  1
0018:   $1F3A >  5  ;; integer values
0038:   $1F41 ==  0  ;; integer values
004D: jump_if_false £Label12C9B7
0376: $1F23 = create_random_actor $1F59 $1F5A $1F5B
0208: $1F63 = random_float  0.0  359.9
0173: set_actor $1F23 z_angle_to $1F63
01ED: reset_actor $1F23 flags
0192: set_actor $1F23 objective_to_stand_still
0187: $1F33 = create_marker_above_actor $1F23
0004: $1F41 =  1  ;; integer values
0051: return

:Label12C9B7
00D6: if  1
0018:   $1F3A >  6  ;; integer values
0038:   $1F42 ==  0  ;; integer values
004D: jump_if_false £Label12CA10
0376: $1F24 = create_random_actor $1F59 $1F5A $1F5B
0208: $1F63 = random_float  0.0  359.9
0173: set_actor $1F24 z_angle_to $1F63
01ED: reset_actor $1F24 flags
0192: set_actor $1F24 objective_to_stand_still
0187: $1F34 = create_marker_above_actor $1F24
0004: $1F42 =  1  ;; integer values
0051: return

:Label12CA10
00D6: if  1
0018:   $1F3A >  7  ;; integer values
0038:   $1F43 ==  0  ;; integer values
004D: jump_if_false £Label12CA69
0376: $1F25 = create_random_actor $1F59 $1F5A $1F5B
0208: $1F63 = random_float  0.0  359.9
0173: set_actor $1F25 z_angle_to $1F63
01ED: reset_actor $1F25 flags
0192: set_actor $1F25 objective_to_stand_still
0187: $1F35 = create_marker_above_actor $1F25
0004: $1F43 =  1  ;; integer values
0051: return

:Label12CA69
00D6: if  1
0018:   $1F3A >  8  ;; integer values
0038:   $1F44 ==  0  ;; integer values
004D: jump_if_false £Label12CAC2
0376: $1F26 = create_random_actor $1F59 $1F5A $1F5B
0208: $1F63 = random_float  0.0  359.9
0173: set_actor $1F26 z_angle_to $1F63
01ED: reset_actor $1F26 flags
0192: set_actor $1F26 objective_to_stand_still
0187: $1F36 = create_marker_above_actor $1F26
0004: $1F44 =  1  ;; integer values
0051: return

:Label12CAC2
00D6: if  1
0018:   $1F3A >  9  ;; integer values
0038:   $1F45 ==  0  ;; integer values
004D: jump_if_false £Label12CB1B
0376: $1F27 = create_random_actor $1F59 $1F5A $1F5B
0208: $1F63 = random_float  0.0  359.9
0173: set_actor $1F27 z_angle_to $1F63
01ED: reset_actor $1F27 flags
0192: set_actor $1F27 objective_to_stand_still
0187: $1F37 = create_marker_above_actor $1F27
0004: $1F45 =  1  ;; integer values
0051: return

:Label12CB1B
0051: return

:Label12CB1D
00D6: if  0
0038:   $1F49 ==  0  ;; integer values
004D: jump_if_false £Label12CBC9
029B: $1F4A = init_object -186 (PIZZABOX) at  0.0  0.0  100.0
035C: place_object $1F4A relative_to_car $1F1D offset  .7  0.0  .7
0382: unknown_set_object $1F4A collision_detection  1
0392: object $1F4A toggle_in_moving_list  1
0170: $1F67 = player $PLAYER_CHAR z_angle
000D: $1F68 -=  90.0  ;; floating-point values
000D: $1F69 -=  90.0  ;; floating-point values
02F7: $1F68 = sinus $1F67 ;; cosine swapped with sinus
02F6: $1F69 = cosine $1F67  ;; sinus swapped with cosine
0011: $1F68 *=  12.0  ;; floating-point values
0011: $1F69 *=  12.0  ;; floating-point values
038C: object $1F4A scatter $1F68 $1F69  5.0
000C: $1F48 -=  1  ;; integer values
0004: $1F49 =  1  ;; integer values

:Label12CBC9
0051: return

:Label12CBCB
00D6: if  0
0038:   $1F49 ==  0  ;; integer values
004D: jump_if_false £Label12CC77
029B: $1F4A = init_object -186 (PIZZABOX) at  0.0  0.0  100.0
035C: place_object $1F4A relative_to_car $1F1D offset -.7  0.0  .7
0382: unknown_set_object $1F4A collision_detection  1
0392: object $1F4A toggle_in_moving_list  1
0170: $1F67 = player $PLAYER_CHAR z_angle
000D: $1F68 -=  90.0  ;; floating-point values
000D: $1F69 -=  90.0  ;; floating-point values
02F7: $1F68 = sinus $1F67 ;; cosine swapped with sinus
02F6: $1F69 = cosine $1F67  ;; sinus swapped with cosine
0011: $1F68 *= -12.0  ;; floating-point values
0011: $1F69 *= -12.0  ;; floating-point values
038C: object $1F4A scatter $1F68 $1F69  5.0
000C: $1F48 -=  1  ;; integer values
0004: $1F49 =  1  ;; integer values

:Label12CC77
0051: return

:Label12CC79
00D6: if  0
8119:   NOT   car $1F1D wrecked
004D: jump_if_false £Label12CE88
00D6: if  0
00DC:   player $PLAYER_CHAR driving $1F1D
004D: jump_if_false £Label12CE88
00D6: if  0
00E1:   key_pressed  0  7
004D: jump_if_false £Label12CD92
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £Label12CD8B
00D6: if  0
0038:   $1F48 ==  6  ;; integer values
004D: jump_if_false £Label12CCDF
0050: gosub £Label12CB1D
0084: $1F28 = $1F4A  ;; integer values and handles

:Label12CCDF
00D6: if  0
0038:   $1F48 ==  5  ;; integer values
004D: jump_if_false £Label12CD00
0050: gosub £Label12CB1D
0084: $1F29 = $1F4A  ;; integer values and handles

:Label12CD00
00D6: if  0
0038:   $1F48 ==  4  ;; integer values
004D: jump_if_false £Label12CD21
0050: gosub £Label12CB1D
0084: $1F2A = $1F4A  ;; integer values and handles

:Label12CD21
00D6: if  0
0038:   $1F48 ==  3  ;; integer values
004D: jump_if_false £Label12CD42
0050: gosub £Label12CB1D
0084: $1F2B = $1F4A  ;; integer values and handles

:Label12CD42
00D6: if  0
0038:   $1F48 ==  2  ;; integer values
004D: jump_if_false £Label12CD63
0050: gosub £Label12CB1D
0084: $1F2C = $1F4A  ;; integer values and handles

:Label12CD63
00D6: if  0
0038:   $1F48 ==  1  ;; integer values
004D: jump_if_false £Label12CD84
0050: gosub £Label12CB1D
0084: $1F2D = $1F4A  ;; integer values and handles

:Label12CD84
0002: jump £Label12CD92

:Label12CD8B
0004: $1F49 =  0  ;; integer values

:Label12CD92
00D6: if  0
00E1:   key_pressed  0  5
004D: jump_if_false £Label12CE88
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £Label12CE81
00D6: if  0
0038:   $1F48 ==  6  ;; integer values
004D: jump_if_false £Label12CDD5
0050: gosub £Label12CBCB
0084: $1F28 = $1F4A  ;; integer values and handles

:Label12CDD5
00D6: if  0
0038:   $1F48 ==  5  ;; integer values
004D: jump_if_false £Label12CDF6
0050: gosub £Label12CBCB
0084: $1F29 = $1F4A  ;; integer values and handles

:Label12CDF6
00D6: if  0
0038:   $1F48 ==  4  ;; integer values
004D: jump_if_false £Label12CE17
0050: gosub £Label12CBCB
0084: $1F2A = $1F4A  ;; integer values and handles

:Label12CE17
00D6: if  0
0038:   $1F48 ==  3  ;; integer values
004D: jump_if_false £Label12CE38
0050: gosub £Label12CBCB
0084: $1F2B = $1F4A  ;; integer values and handles

:Label12CE38
00D6: if  0
0038:   $1F48 ==  2  ;; integer values
004D: jump_if_false £Label12CE59
0050: gosub £Label12CBCB
0084: $1F2C = $1F4A  ;; integer values and handles

:Label12CE59
00D6: if  0
0038:   $1F48 ==  1  ;; integer values
004D: jump_if_false £Label12CE7A
0050: gosub £Label12CBCB
0084: $1F2D = $1F4A  ;; integer values and handles

:Label12CE7A
0002: jump £Label12CE88

:Label12CE81
0004: $1F49 =  0  ;; integer values

:Label12CE88
00D6: if  0
0038:   $1F3C ==  1  ;; integer values
004D: jump_if_false £Label12CF5C
00D6: if  0
8118:   NOT   actor $1F1E dead
004D: jump_if_false £Label12CF55
0084: $1F4E = $1F1E  ;; integer values and handles
0050: gosub £Label12D6D9
00D6: if  0
0038:   $1F4D ==  1  ;; integer values
004D: jump_if_false £Label12CF4E
00D6: if  0
8118:   NOT   actor $1F1E dead
004D: jump_if_false £Label12CEEC
0372: set_actor $1F1E anim  14 wait_state_time  500 ms
0002: jump £Label12CEF3

:Label12CEEC
0004: $1F4F =  1  ;; integer values

:Label12CEF3
0001: wait  500 ms
0050: gosub £Label12DCFF
01C2: remove_references_to_actor $1F1E  ;; Like turning an actor into a random pedestrian
018C: play_sound  1 at  0.0  0.0  0.0
00BC: text_highpriority "PIZ1_34"  5000 ms  1  ;; ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10
0164: disable_marker $1F2E
0004: $1F3C =  0  ;; integer values
0008: $1F46 +=  1  ;; integer values
0008: $1F54 +=  1  ;; integer values
0004: $1F4D =  0  ;; integer values

:Label12CF4E
0002: jump £Label12CF5C

:Label12CF55
0004: $1F4F =  1  ;; integer values

:Label12CF5C
00D6: if  0
0038:   $1F3D ==  1  ;; integer values
004D: jump_if_false £Label12D030
00D6: if  0
8118:   NOT   actor $1F1F dead
004D: jump_if_false £Label12D029
0084: $1F4E = $1F1F  ;; integer values and handles
0050: gosub £Label12D6D9
00D6: if  0
0038:   $1F4D ==  1  ;; integer values
004D: jump_if_false £Label12D022
00D6: if  0
8118:   NOT   actor $1F1F dead
004D: jump_if_false £Label12CFC0
0372: set_actor $1F1F anim  14 wait_state_time  500 ms
0002: jump £Label12CFC7

:Label12CFC0
0004: $1F4F =  1  ;; integer values

:Label12CFC7
0001: wait  500 ms
0050: gosub £Label12DCFF
01C2: remove_references_to_actor $1F1F  ;; Like turning an actor into a random pedestrian
018C: play_sound  1 at  0.0  0.0  0.0
00BC: text_highpriority "PIZ1_34"  5000 ms  1  ;; ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10
0164: disable_marker $1F2F
0004: $1F3D =  0  ;; integer values
0008: $1F46 +=  1  ;; integer values
0008: $1F54 +=  1  ;; integer values
0004: $1F4D =  0  ;; integer values

:Label12D022
0002: jump £Label12D030

:Label12D029
0004: $1F4F =  1  ;; integer values

:Label12D030
00D6: if  0
0038:   $1F3E ==  1  ;; integer values
004D: jump_if_false £Label12D104
00D6: if  0
8118:   NOT   actor $1F20 dead
004D: jump_if_false £Label12D0FD
0084: $1F4E = $1F20  ;; integer values and handles
0050: gosub £Label12D6D9
00D6: if  0
0038:   $1F4D ==  1  ;; integer values
004D: jump_if_false £Label12D0F6
00D6: if  0
8118:   NOT   actor $1F20 dead
004D: jump_if_false £Label12D094
0372: set_actor $1F20 anim  14 wait_state_time  500 ms
0002: jump £Label12D09B

:Label12D094
0004: $1F4F =  1  ;; integer values

:Label12D09B
0001: wait  500 ms
0050: gosub £Label12DCFF
01C2: remove_references_to_actor $1F20  ;; Like turning an actor into a random pedestrian
018C: play_sound  1 at  0.0  0.0  0.0
00BC: text_highpriority "PIZ1_34"  5000 ms  1  ;; ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10
0164: disable_marker $1F30
0004: $1F3E =  0  ;; integer values
0008: $1F46 +=  1  ;; integer values
0008: $1F54 +=  1  ;; integer values
0004: $1F4D =  0  ;; integer values

:Label12D0F6
0002: jump £Label12D104

:Label12D0FD
0004: $1F4F =  1  ;; integer values

:Label12D104
00D6: if  0
0038:   $1F3F ==  1  ;; integer values
004D: jump_if_false £Label12D1D8
00D6: if  0
8118:   NOT   actor $1F21 dead
004D: jump_if_false £Label12D1D1
0084: $1F4E = $1F21  ;; integer values and handles
0050: gosub £Label12D6D9
00D6: if  0
0038:   $1F4D ==  1  ;; integer values
004D: jump_if_false £Label12D1CA
00D6: if  0
8118:   NOT   actor $1F21 dead
004D: jump_if_false £Label12D168
0372: set_actor $1F21 anim  14 wait_state_time  500 ms
0002: jump £Label12D16F

:Label12D168
0004: $1F4F =  1  ;; integer values

:Label12D16F
0001: wait  500 ms
0050: gosub £Label12DCFF
01C2: remove_references_to_actor $1F21  ;; Like turning an actor into a random pedestrian
018C: play_sound  1 at  0.0  0.0  0.0
00BC: text_highpriority "PIZ1_34"  5000 ms  1  ;; ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10
0164: disable_marker $1F31
0004: $1F3F =  0  ;; integer values
0008: $1F46 +=  1  ;; integer values
0008: $1F54 +=  1  ;; integer values
0004: $1F4D =  0  ;; integer values

:Label12D1CA
0002: jump £Label12D1D8

:Label12D1D1
0004: $1F4F =  1  ;; integer values

:Label12D1D8
00D6: if  0
0038:   $1F40 ==  1  ;; integer values
004D: jump_if_false £Label12D2AC
00D6: if  0
8118:   NOT   actor $1F22 dead
004D: jump_if_false £Label12D2A5
0084: $1F4E = $1F22  ;; integer values and handles
0050: gosub £Label12D6D9
00D6: if  0
0038:   $1F4D ==  1  ;; integer values
004D: jump_if_false £Label12D29E
00D6: if  0
8118:   NOT   actor $1F22 dead
004D: jump_if_false £Label12D23C
0372: set_actor $1F22 anim  14 wait_state_time  500 ms
0002: jump £Label12D243

:Label12D23C
0004: $1F4F =  1  ;; integer values

:Label12D243
0001: wait  500 ms
0050: gosub £Label12DCFF
01C2: remove_references_to_actor $1F22  ;; Like turning an actor into a random pedestrian
018C: play_sound  1 at  0.0  0.0  0.0
00BC: text_highpriority "PIZ1_34"  5000 ms  1  ;; ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10
0164: disable_marker $1F32
0004: $1F40 =  0  ;; integer values
0008: $1F46 +=  1  ;; integer values
0008: $1F54 +=  1  ;; integer values
0004: $1F4D =  0  ;; integer values

:Label12D29E
0002: jump £Label12D2AC

:Label12D2A5
0004: $1F4F =  1  ;; integer values

:Label12D2AC
00D6: if  0
0038:   $1F41 ==  1  ;; integer values
004D: jump_if_false £Label12D380
00D6: if  0
8118:   NOT   actor $1F23 dead
004D: jump_if_false £Label12D379
0084: $1F4E = $1F23  ;; integer values and handles
0050: gosub £Label12D6D9
00D6: if  0
0038:   $1F4D ==  1  ;; integer values
004D: jump_if_false £Label12D372
00D6: if  0
8118:   NOT   actor $1F23 dead
004D: jump_if_false £Label12D310
0372: set_actor $1F23 anim  14 wait_state_time  500 ms
0002: jump £Label12D317

:Label12D310
0004: $1F4F =  1  ;; integer values

:Label12D317
0001: wait  500 ms
0050: gosub £Label12DCFF
01C2: remove_references_to_actor $1F23  ;; Like turning an actor into a random pedestrian
018C: play_sound  1 at  0.0  0.0  0.0
00BC: text_highpriority "PIZ1_34"  5000 ms  1  ;; ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10
0164: disable_marker $1F33
0004: $1F41 =  0  ;; integer values
0008: $1F46 +=  1  ;; integer values
0008: $1F54 +=  1  ;; integer values
0004: $1F4D =  0  ;; integer values

:Label12D372
0002: jump £Label12D380

:Label12D379
0004: $1F4F =  1  ;; integer values

:Label12D380
00D6: if  0
0038:   $1F42 ==  1  ;; integer values
004D: jump_if_false £Label12D454
00D6: if  0
8118:   NOT   actor $1F24 dead
004D: jump_if_false £Label12D44D
0084: $1F4E = $1F24  ;; integer values and handles
0050: gosub £Label12D6D9
00D6: if  0
0038:   $1F4D ==  1  ;; integer values
004D: jump_if_false £Label12D446
00D6: if  0
8118:   NOT   actor $1F24 dead
004D: jump_if_false £Label12D3E4
0372: set_actor $1F24 anim  14 wait_state_time  500 ms
0002: jump £Label12D3EB

:Label12D3E4
0004: $1F4F =  1  ;; integer values

:Label12D3EB
0001: wait  500 ms
0050: gosub £Label12DCFF
01C2: remove_references_to_actor $1F24  ;; Like turning an actor into a random pedestrian
018C: play_sound  1 at  0.0  0.0  0.0
00BC: text_highpriority "PIZ1_34"  5000 ms  1  ;; ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10
0164: disable_marker $1F34
0004: $1F42 =  0  ;; integer values
0008: $1F46 +=  1  ;; integer values
0008: $1F54 +=  1  ;; integer values
0004: $1F4D =  0  ;; integer values

:Label12D446
0002: jump £Label12D454

:Label12D44D
0004: $1F4F =  1  ;; integer values

:Label12D454
00D6: if  0
0038:   $1F43 ==  1  ;; integer values
004D: jump_if_false £Label12D528
00D6: if  0
8118:   NOT   actor $1F25 dead
004D: jump_if_false £Label12D521
0084: $1F4E = $1F25  ;; integer values and handles
0050: gosub £Label12D6D9
00D6: if  0
0038:   $1F4D ==  1  ;; integer values
004D: jump_if_false £Label12D51A
00D6: if  0
8118:   NOT   actor $1F25 dead
004D: jump_if_false £Label12D4B8
0372: set_actor $1F25 anim  14 wait_state_time  500 ms
0002: jump £Label12D4BF

:Label12D4B8
0004: $1F4F =  1  ;; integer values

:Label12D4BF
0001: wait  500 ms
0050: gosub £Label12DCFF
01C2: remove_references_to_actor $1F25  ;; Like turning an actor into a random pedestrian
018C: play_sound  1 at  0.0  0.0  0.0
00BC: text_highpriority "PIZ1_34"  5000 ms  1  ;; ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10
0164: disable_marker $1F35
0004: $1F43 =  0  ;; integer values
0008: $1F46 +=  1  ;; integer values
0008: $1F54 +=  1  ;; integer values
0004: $1F4D =  0  ;; integer values

:Label12D51A
0002: jump £Label12D528

:Label12D521
0004: $1F4F =  1  ;; integer values

:Label12D528
00D6: if  0
0038:   $1F44 ==  1  ;; integer values
004D: jump_if_false £Label12D5FC
00D6: if  0
8118:   NOT   actor $1F26 dead
004D: jump_if_false £Label12D5F5
0084: $1F4E = $1F26  ;; integer values and handles
0050: gosub £Label12D6D9
00D6: if  0
0038:   $1F4D ==  1  ;; integer values
004D: jump_if_false £Label12D5EE
00D6: if  0
8118:   NOT   actor $1F26 dead
004D: jump_if_false £Label12D58C
0372: set_actor $1F26 anim  14 wait_state_time  500 ms
0002: jump £Label12D593

:Label12D58C
0004: $1F4F =  1  ;; integer values

:Label12D593
0001: wait  500 ms
0050: gosub £Label12DCFF
01C2: remove_references_to_actor $1F26  ;; Like turning an actor into a random pedestrian
018C: play_sound  1 at  0.0  0.0  0.0
00BC: text_highpriority "PIZ1_34"  5000 ms  1  ;; ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10
0164: disable_marker $1F36
0004: $1F44 =  0  ;; integer values
0008: $1F46 +=  1  ;; integer values
0008: $1F54 +=  1  ;; integer values
0004: $1F4D =  0  ;; integer values

:Label12D5EE
0002: jump £Label12D5FC

:Label12D5F5
0004: $1F4F =  1  ;; integer values

:Label12D5FC
00D6: if  0
0038:   $1F45 ==  1  ;; integer values
004D: jump_if_false £Label12D6D0
00D6: if  0
8118:   NOT   actor $1F27 dead
004D: jump_if_false £Label12D6C9
0084: $1F4E = $1F27  ;; integer values and handles
0050: gosub £Label12D6D9
00D6: if  0
0038:   $1F4D ==  1  ;; integer values
004D: jump_if_false £Label12D6C2
00D6: if  0
8118:   NOT   actor $1F27 dead
004D: jump_if_false £Label12D660
0372: set_actor $1F27 anim  14 wait_state_time  500 ms
0002: jump £Label12D667

:Label12D660
0004: $1F4F =  1  ;; integer values

:Label12D667
0001: wait  500 ms
0050: gosub £Label12DCFF
01C2: remove_references_to_actor $1F27  ;; Like turning an actor into a random pedestrian
018C: play_sound  1 at  0.0  0.0  0.0
00BC: text_highpriority "PIZ1_34"  5000 ms  1  ;; ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10
0164: disable_marker $1F37
0004: $1F45 =  0  ;; integer values
0008: $1F46 +=  1  ;; integer values
0008: $1F54 +=  1  ;; integer values
0004: $1F4D =  0  ;; integer values

:Label12D6C2
0002: jump £Label12D6D0

:Label12D6C9
0004: $1F4F =  1  ;; integer values

:Label12D6D0
0050: gosub £Label12E7F2
0051: return

:Label12D6D9
00D6: if  0
03CA:   object $1F28 exists
004D: jump_if_false £Label12D7DF
00D6: if  0
8118:   NOT   actor $1F4E dead
004D: jump_if_false £Label12D7D8
00D6: if  0
0472:   unknown_actor $1F4E near_pizza $1F28 radius  2.0  2.0 unknown  0
004D: jump_if_false £Label12D7D1
0004: $1F50 =  1  ;; integer values
0001: wait  20 ms
0006:  17@ =  0  ;; integer values

:Label12D72A
0001: wait  0 ms
00D6: if  0
0019:    17@ >  3000  ;; integer values
004D: jump_if_false £Label12D748
0002: jump £Label12D7CA

:Label12D748
00D6: if  0
8118:   NOT   actor $1F4E dead
004D: jump_if_false £Label12D7AE
00D6: if  0
03CA:   object $1F28 exists
004D: jump_if_false £Label12D7A7
01BB: store_object $1F28 position_to $1F6A $1F6B $1F6C
0239: actor $1F4E run_to $1F6A $1F6B
00D6: if  0
0472:   unknown_actor $1F4E near_pizza $1F28 radius  2.0  2.0 unknown  0
004D: jump_if_false £Label12D7A7
0002: jump £Label12D7CA

:Label12D7A7
0002: jump £Label12D7B5

:Label12D7AE
0004: $1F4F =  1  ;; integer values

:Label12D7B5
0050: gosub £Label12E7F2
0050: gosub £Label12EA9E
0002: jump £Label12D72A

:Label12D7CA
0004: $1F4D =  1  ;; integer values

:Label12D7D1
0002: jump £Label12D7DF

:Label12D7D8
0004: $1F4F =  1  ;; integer values

:Label12D7DF
00D6: if  0
03CA:   object $1F29 exists
004D: jump_if_false £Label12D8E5
00D6: if  0
8118:   NOT   actor $1F4E dead
004D: jump_if_false £Label12D8DE
00D6: if  0
0472:   unknown_actor $1F4E near_pizza $1F29 radius  2.0  2.0 unknown  0
004D: jump_if_false £Label12D8D7
0004: $1F50 =  2  ;; integer values
0001: wait  20 ms
0006:  17@ =  0  ;; integer values

:Label12D830
0001: wait  0 ms
00D6: if  0
0019:    17@ >  3000  ;; integer values
004D: jump_if_false £Label12D84E
0002: jump £Label12D8D0

:Label12D84E
00D6: if  0
8118:   NOT   actor $1F4E dead
004D: jump_if_false £Label12D8B4
00D6: if  0
03CA:   object $1F29 exists
004D: jump_if_false £Label12D8AD
01BB: store_object $1F29 position_to $1F6A $1F6B $1F6C
0239: actor $1F4E run_to $1F6A $1F6B
00D6: if  0
0472:   unknown_actor $1F4E near_pizza $1F29 radius  2.0  2.0 unknown  0
004D: jump_if_false £Label12D8AD
0002: jump £Label12D8D0

:Label12D8AD
0002: jump £Label12D8BB

:Label12D8B4
0004: $1F4F =  1  ;; integer values

:Label12D8BB
0050: gosub £Label12E7F2
0050: gosub £Label12EA9E
0002: jump £Label12D830

:Label12D8D0
0004: $1F4D =  1  ;; integer values

:Label12D8D7
0002: jump £Label12D8E5

:Label12D8DE
0004: $1F4F =  1  ;; integer values

:Label12D8E5
00D6: if  0
03CA:   object $1F2A exists
004D: jump_if_false £Label12D9EB
00D6: if  0
8118:   NOT   actor $1F4E dead
004D: jump_if_false £Label12D9E4
00D6: if  0
0472:   unknown_actor $1F4E near_pizza $1F2A radius  2.0  2.0 unknown  0
004D: jump_if_false £Label12D9DD
0004: $1F50 =  3  ;; integer values
0001: wait  20 ms
0006:  17@ =  0  ;; integer values

:Label12D936
0001: wait  0 ms
00D6: if  0
0019:    17@ >  3000  ;; integer values
004D: jump_if_false £Label12D954
0002: jump £Label12D9D6

:Label12D954
00D6: if  0
8118:   NOT   actor $1F4E dead
004D: jump_if_false £Label12D9BA
00D6: if  0
03CA:   object $1F2A exists
004D: jump_if_false £Label12D9B3
01BB: store_object $1F2A position_to $1F6A $1F6B $1F6C
0239: actor $1F4E run_to $1F6A $1F6B
00D6: if  0
0472:   unknown_actor $1F4E near_pizza $1F2A radius  2.0  2.0 unknown  0
004D: jump_if_false £Label12D9B3
0002: jump £Label12D9D6

:Label12D9B3
0002: jump £Label12D9C1

:Label12D9BA
0004: $1F4F =  1  ;; integer values

:Label12D9C1
0050: gosub £Label12E7F2
0050: gosub £Label12EA9E
0002: jump £Label12D936

:Label12D9D6
0004: $1F4D =  1  ;; integer values

:Label12D9DD
0002: jump £Label12D9EB

:Label12D9E4
0004: $1F4F =  1  ;; integer values

:Label12D9EB
00D6: if  0
03CA:   object $1F2B exists
004D: jump_if_false £Label12DAF1
00D6: if  0
8118:   NOT   actor $1F4E dead
004D: jump_if_false £Label12DAEA
00D6: if  0
0472:   unknown_actor $1F4E near_pizza $1F2B radius  2.0  2.0 unknown  0
004D: jump_if_false £Label12DAE3
0004: $1F50 =  4  ;; integer values
0001: wait  20 ms
0006:  17@ =  0  ;; integer values

:Label12DA3C
0001: wait  0 ms
00D6: if  0
0019:    17@ >  3000  ;; integer values
004D: jump_if_false £Label12DA5A
0002: jump £Label12DADC

:Label12DA5A
00D6: if  0
8118:   NOT   actor $1F4E dead
004D: jump_if_false £Label12DAC0
00D6: if  0
03CA:   object $1F2B exists
004D: jump_if_false £Label12DAB9
01BB: store_object $1F2B position_to $1F6A $1F6B $1F6C
0239: actor $1F4E run_to $1F6A $1F6B
00D6: if  0
0472:   unknown_actor $1F4E near_pizza $1F2B radius  2.0  2.0 unknown  0
004D: jump_if_false £Label12DAB9
0002: jump £Label12DADC

:Label12DAB9
0002: jump £Label12DAC7

:Label12DAC0
0004: $1F4F =  1  ;; integer values

:Label12DAC7
0050: gosub £Label12E7F2
0050: gosub £Label12EA9E
0002: jump £Label12DA3C

:Label12DADC
0004: $1F4D =  1  ;; integer values

:Label12DAE3
0002: jump £Label12DAF1

:Label12DAEA
0004: $1F4F =  1  ;; integer values

:Label12DAF1
00D6: if  0
03CA:   object $1F2C exists
004D: jump_if_false £Label12DBF7
00D6: if  0
8118:   NOT   actor $1F4E dead
004D: jump_if_false £Label12DBF0
00D6: if  0
0472:   unknown_actor $1F4E near_pizza $1F2C radius  2.0  2.0 unknown  0
004D: jump_if_false £Label12DBE9
0004: $1F50 =  5  ;; integer values
0001: wait  20 ms
0006:  17@ =  0  ;; integer values

:Label12DB42
0001: wait  0 ms
00D6: if  0
0019:    17@ >  3000  ;; integer values
004D: jump_if_false £Label12DB60
0002: jump £Label12DBE2

:Label12DB60
00D6: if  0
8118:   NOT   actor $1F4E dead
004D: jump_if_false £Label12DBC6
00D6: if  0
03CA:   object $1F2C exists
004D: jump_if_false £Label12DBBF
01BB: store_object $1F2C position_to $1F6A $1F6B $1F6C
0239: actor $1F4E run_to $1F6A $1F6B
00D6: if  0
0472:   unknown_actor $1F4E near_pizza $1F2C radius  2.0  2.0 unknown  0
004D: jump_if_false £Label12DBBF
0002: jump £Label12DBE2

:Label12DBBF
0002: jump £Label12DBCD

:Label12DBC6
0004: $1F4F =  1  ;; integer values

:Label12DBCD
0050: gosub £Label12E7F2
0050: gosub £Label12EA9E
0002: jump £Label12DB42

:Label12DBE2
0004: $1F4D =  1  ;; integer values

:Label12DBE9
0002: jump £Label12DBF7

:Label12DBF0
0004: $1F4F =  1  ;; integer values

:Label12DBF7
00D6: if  0
03CA:   object $1F2D exists
004D: jump_if_false £Label12DCFD
00D6: if  0
8118:   NOT   actor $1F4E dead
004D: jump_if_false £Label12DCF6
00D6: if  0
0472:   unknown_actor $1F4E near_pizza $1F2D radius  2.0  2.0 unknown  0
004D: jump_if_false £Label12DCEF
0004: $1F50 =  6  ;; integer values
0001: wait  20 ms
0006:  17@ =  0  ;; integer values

:Label12DC48
0001: wait  0 ms
00D6: if  0
0019:    17@ >  3000  ;; integer values
004D: jump_if_false £Label12DC66
0002: jump £Label12DCE8

:Label12DC66
00D6: if  0
8118:   NOT   actor $1F4E dead
004D: jump_if_false £Label12DCCC
00D6: if  0
03CA:   object $1F2D exists
004D: jump_if_false £Label12DCC5
01BB: store_object $1F2D position_to $1F6A $1F6B $1F6C
0239: actor $1F4E run_to $1F6A $1F6B
00D6: if  0
0472:   unknown_actor $1F4E near_pizza $1F2D radius  2.0  2.0 unknown  0
004D: jump_if_false £Label12DCC5
0002: jump £Label12DCE8

:Label12DCC5
0002: jump £Label12DCD3

:Label12DCCC
0004: $1F4F =  1  ;; integer values

:Label12DCD3
0050: gosub £Label12E7F2
0050: gosub £Label12EA9E
0002: jump £Label12DC48

:Label12DCE8
0004: $1F4D =  1  ;; integer values

:Label12DCEF
0002: jump £Label12DCFD

:Label12DCF6
0004: $1F4F =  1  ;; integer values

:Label12DCFD
0051: return

:Label12DCFF
00D6: if  0
0038:   $1F50 ==  1  ;; integer values
004D: jump_if_false £Label12DD16
0108: destroy_object $1F28

:Label12DD16
00D6: if  0
0038:   $1F50 ==  2  ;; integer values
004D: jump_if_false £Label12DD2D
0108: destroy_object $1F29

:Label12DD2D
00D6: if  0
0038:   $1F50 ==  3  ;; integer values
004D: jump_if_false £Label12DD44
0108: destroy_object $1F2A

:Label12DD44
00D6: if  0
0038:   $1F50 ==  4  ;; integer values
004D: jump_if_false £Label12DD5B
0108: destroy_object $1F2B

:Label12DD5B
00D6: if  0
0038:   $1F50 ==  5  ;; integer values
004D: jump_if_false £Label12DD72
0108: destroy_object $1F2C

:Label12DD72
00D6: if  0
0038:   $1F50 ==  6  ;; integer values
004D: jump_if_false £Label12DD89
0108: destroy_object $1F2D

:Label12DD89
0051: return

:Label12DD8B
01C4: remove_references_to_object $1F28  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $1F29  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $1F2A  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $1F2B  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $1F2C  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $1F2D  ;; This object will now disappear when the player looks away
0209: $1F55 = random_int  1  20
00D6: if  0
0038:   $1F56 ==  0  ;; integer values
004D: jump_if_false £Label12E654
00D6: if  0
0038:   $1F55 ==  1  ;; integer values
004D: jump_if_false £Label12DE37
03CF: load_wav "PISS_01" as  1

:Label12DDE2
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12DDFC
0001: wait  0 ms
0002: jump £Label12DDE2

:Label12DDFC
00BC: text_highpriority "PIZ1_13"  4000 ms  1  ;; Get these delivered nice and hot.
03D1: play_wav  1

:Label12DE0F
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12DE29
0001: wait  0 ms
0002: jump £Label12DE0F

:Label12DE29
040D: unload_wav  1
03D5: remove_text "PIZ1_13"  ;; Get these delivered nice and hot.

:Label12DE37
00D6: if  0
0038:   $1F55 ==  2  ;; integer values
004D: jump_if_false £Label12DEAA
03CF: load_wav "PISS_02" as  1

:Label12DE55
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12DE6F
0001: wait  0 ms
0002: jump £Label12DE55

:Label12DE6F
00BC: text_highpriority "PIZ1_14"  4000 ms  1  ;; Pal, pizza's for you.
03D1: play_wav  1

:Label12DE82
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12DE9C
0001: wait  0 ms
0002: jump £Label12DE82

:Label12DE9C
040D: unload_wav  1
03D5: remove_text "PIZ1_14"  ;; Pal, pizza's for you.

:Label12DEAA
00D6: if  0
0038:   $1F55 ==  3  ;; integer values
004D: jump_if_false £Label12DF1D
03CF: load_wav "PISS_03" as  1

:Label12DEC8
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12DEE2
0001: wait  0 ms
0002: jump £Label12DEC8

:Label12DEE2
00BC: text_highpriority "PIZ1_15"  4000 ms  1  ;; Hey, come on Mister, deliver these quick.
03D1: play_wav  1

:Label12DEF5
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12DF0F
0001: wait  0 ms
0002: jump £Label12DEF5

:Label12DF0F
040D: unload_wav  1
03D5: remove_text "PIZ1_15"  ;; Hey, come on Mister, deliver these quick.

:Label12DF1D
00D6: if  0
0038:   $1F55 ==  4  ;; integer values
004D: jump_if_false £Label12DF90
03CF: load_wav "PISS_04" as  1

:Label12DF3B
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12DF55
0001: wait  0 ms
0002: jump £Label12DF3B

:Label12DF55
00BC: text_highpriority "PIZ1_16"  4000 ms  1  ;; What are you waiting around for Mister? You got pizza to deliver.
03D1: play_wav  1

:Label12DF68
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12DF82
0001: wait  0 ms
0002: jump £Label12DF68

:Label12DF82
040D: unload_wav  1
03D5: remove_text "PIZ1_16"  ;; What are you waiting around for Mister? You got pizza to deliver.

:Label12DF90
00D6: if  0
0038:   $1F55 ==  5  ;; integer values
004D: jump_if_false £Label12E003
03CF: load_wav "PISS_05" as  1

:Label12DFAE
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12DFC8
0001: wait  0 ms
0002: jump £Label12DFAE

:Label12DFC8
00BC: text_highpriority "PIZ1_17"  4000 ms  1  ;; I know you didn't want to be a pizza boy, well I don't give a damn.
03D1: play_wav  1

:Label12DFDB
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12DFF5
0001: wait  0 ms
0002: jump £Label12DFDB

:Label12DFF5
040D: unload_wav  1
03D5: remove_text "PIZ1_17"  ;; I know you didn't want to be a pizza boy, well I don't give a damn.

:Label12E003
00D6: if  0
0038:   $1F55 ==  6  ;; integer values
004D: jump_if_false £Label12E076
03CF: load_wav "PISS_06" as  1

:Label12E021
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12E03B
0001: wait  0 ms
0002: jump £Label12E021

:Label12E03B
00BC: text_highpriority "PIZ1_18"  4000 ms  1  ;; Deliver these.
03D1: play_wav  1

:Label12E04E
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12E068
0001: wait  0 ms
0002: jump £Label12E04E

:Label12E068
040D: unload_wav  1
03D5: remove_text "PIZ1_18"  ;; Deliver these.

:Label12E076
00D6: if  0
0038:   $1F55 ==  7  ;; integer values
004D: jump_if_false £Label12E0E9
03CF: load_wav "PISS_07" as  1

:Label12E094
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12E0AE
0001: wait  0 ms
0002: jump £Label12E094

:Label12E0AE
00BC: text_highpriority "PIZ1_19"  4000 ms  1  ;; These need delivering.
03D1: play_wav  1

:Label12E0C1
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12E0DB
0001: wait  0 ms
0002: jump £Label12E0C1

:Label12E0DB
040D: unload_wav  1
03D5: remove_text "PIZ1_19"  ;; These need delivering.

:Label12E0E9
00D6: if  0
0038:   $1F55 ==  8  ;; integer values
004D: jump_if_false £Label12E15C
03CF: load_wav "PISS_08" as  1

:Label12E107
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12E121
0001: wait  0 ms
0002: jump £Label12E107

:Label12E121
00BC: text_highpriority "PIZ1_20"  4000 ms  1  ;; Come on Mister, deliver these things or you're sacked.
03D1: play_wav  1

:Label12E134
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12E14E
0001: wait  0 ms
0002: jump £Label12E134

:Label12E14E
040D: unload_wav  1
03D5: remove_text "PIZ1_20"  ;; Come on Mister, deliver these things or you're sacked.

:Label12E15C
00D6: if  0
0038:   $1F55 ==  9  ;; integer values
004D: jump_if_false £Label12E1CF
03CF: load_wav "PISS_09" as  1

:Label12E17A
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12E194
0001: wait  0 ms
0002: jump £Label12E17A

:Label12E194
00BC: text_highpriority "PIZ1_21"  4000 ms  1  ;; We got people waiting pal.
03D1: play_wav  1

:Label12E1A7
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12E1C1
0001: wait  0 ms
0002: jump £Label12E1A7

:Label12E1C1
040D: unload_wav  1
03D5: remove_text "PIZ1_21"  ;; We got people waiting pal.

:Label12E1CF
00D6: if  0
0038:   $1F55 ==  10  ;; integer values
004D: jump_if_false £Label12E242
03CF: load_wav "PISS_10" as  1

:Label12E1ED
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12E207
0001: wait  0 ms
0002: jump £Label12E1ED

:Label12E207
00BC: text_highpriority "PIZ1_22"  4000 ms  1  ;; What are you waiting around for? These need delivering!
03D1: play_wav  1

:Label12E21A
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12E234
0001: wait  0 ms
0002: jump £Label12E21A

:Label12E234
040D: unload_wav  1
03D5: remove_text "PIZ1_22"  ;; What are you waiting around for? These need delivering!

:Label12E242
00D6: if  0
0038:   $1F55 ==  11  ;; integer values
004D: jump_if_false £Label12E2B5
03CF: load_wav "PISS_11" as  1

:Label12E260
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12E27A
0001: wait  0 ms
0002: jump £Label12E260

:Label12E27A
00BC: text_highpriority "PIZ1_23"  4000 ms  1  ;; Deliver the damn food Mister.
03D1: play_wav  1

:Label12E28D
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12E2A7
0001: wait  0 ms
0002: jump £Label12E28D

:Label12E2A7
040D: unload_wav  1
03D5: remove_text "PIZ1_23"  ;; Deliver the damn food Mister.

:Label12E2B5
00D6: if  0
0038:   $1F55 ==  12  ;; integer values
004D: jump_if_false £Label12E328
03CF: load_wav "PISS_12" as  1

:Label12E2D3
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12E2ED
0001: wait  0 ms
0002: jump £Label12E2D3

:Label12E2ED
00BC: text_highpriority "PIZ1_24"  4000 ms  1  ;; These need delivering pal.
03D1: play_wav  1

:Label12E300
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12E31A
0001: wait  0 ms
0002: jump £Label12E300

:Label12E31A
040D: unload_wav  1
03D5: remove_text "PIZ1_24"  ;; These need delivering pal.

:Label12E328
00D6: if  0
0038:   $1F55 ==  13  ;; integer values
004D: jump_if_false £Label12E39B
03CF: load_wav "PISS_13" as  1

:Label12E346
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12E360
0001: wait  0 ms
0002: jump £Label12E346

:Label12E360
00BC: text_highpriority "PIZ1_25"  4000 ms  1  ;; Man, can you take these?
03D1: play_wav  1

:Label12E373
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12E38D
0001: wait  0 ms
0002: jump £Label12E373

:Label12E38D
040D: unload_wav  1
03D5: remove_text "PIZ1_25"  ;; Man, can you take these?

:Label12E39B
00D6: if  0
0038:   $1F55 ==  14  ;; integer values
004D: jump_if_false £Label12E40E
03CF: load_wav "PISS_14" as  1

:Label12E3B9
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12E3D3
0001: wait  0 ms
0002: jump £Label12E3B9

:Label12E3D3
00BC: text_highpriority "PIZ1_26"  4000 ms  1  ;; Mister, deliver these pronto, avamos amigo.
03D1: play_wav  1

:Label12E3E6
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12E400
0001: wait  0 ms
0002: jump £Label12E3E6

:Label12E400
040D: unload_wav  1
03D5: remove_text "PIZ1_26"  ;; Mister, deliver these pronto, avamos amigo.

:Label12E40E
00D6: if  0
0038:   $1F55 ==  15  ;; integer values
004D: jump_if_false £Label12E481
03CF: load_wav "PISS_15" as  1

:Label12E42C
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12E446
0001: wait  0 ms
0002: jump £Label12E42C

:Label12E446
00BC: text_highpriority "PIZ1_27"  4000 ms  1  ;; Come on, we're in a rush, deliver these.
03D1: play_wav  1

:Label12E459
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12E473
0001: wait  0 ms
0002: jump £Label12E459

:Label12E473
040D: unload_wav  1
03D5: remove_text "PIZ1_27"  ;; Come on, we're in a rush, deliver these.

:Label12E481
00D6: if  0
0038:   $1F55 ==  16  ;; integer values
004D: jump_if_false £Label12E4F4
03CF: load_wav "PISS_16" as  1

:Label12E49F
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12E4B9
0001: wait  0 ms
0002: jump £Label12E49F

:Label12E4B9
00BC: text_highpriority "PIZ1_28"  4000 ms  1  ;; You again? well deliver these quick pal.
03D1: play_wav  1

:Label12E4CC
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12E4E6
0001: wait  0 ms
0002: jump £Label12E4CC

:Label12E4E6
040D: unload_wav  1
03D5: remove_text "PIZ1_28"  ;; You again? well deliver these quick pal.

:Label12E4F4
00D6: if  0
0038:   $1F55 ==  17  ;; integer values
004D: jump_if_false £Label12E567
03CF: load_wav "PISS_17" as  1

:Label12E512
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12E52C
0001: wait  0 ms
0002: jump £Label12E512

:Label12E52C
00BC: text_highpriority "PIZ1_29"  4000 ms  1  ;; No wasting time this time pal.
03D1: play_wav  1

:Label12E53F
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12E559
0001: wait  0 ms
0002: jump £Label12E53F

:Label12E559
040D: unload_wav  1
03D5: remove_text "PIZ1_29"  ;; No wasting time this time pal.

:Label12E567
00D6: if  0
0038:   $1F55 ==  18  ;; integer values
004D: jump_if_false £Label12E5DA
03CF: load_wav "PISS_18" as  1

:Label12E585
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12E59F
0001: wait  0 ms
0002: jump £Label12E585

:Label12E59F
00BC: text_highpriority "PIZ1_30"  4000 ms  1  ;; Come on you lazy bastard, deliver this crap on time.
03D1: play_wav  1

:Label12E5B2
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12E5CC
0001: wait  0 ms
0002: jump £Label12E5B2

:Label12E5CC
040D: unload_wav  1
03D5: remove_text "PIZ1_30"  ;; Come on you lazy bastard, deliver this crap on time.

:Label12E5DA
00D6: if  0
0038:   $1F55 ==  19  ;; integer values
004D: jump_if_false £Label12E64D
03CF: load_wav "PISS_19" as  1

:Label12E5F8
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £Label12E612
0001: wait  0 ms
0002: jump £Label12E5F8

:Label12E612
00BC: text_highpriority "PIZ1_31"  4000 ms  1  ;; You'll never get a promotion unless you move faster this time.
03D1: play_wav  1

:Label12E625
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false £Label12E63F
0001: wait  0 ms
0002: jump £Label12E625

:Label12E63F
040D: unload_wav  1
03D5: remove_text "PIZ1_31"  ;; You'll never get a promotion unless you move faster this time.

:Label12E64D
0004: $1F56 =  1  ;; integer values

:Label12E654
0051: return

:Label12E656
00D6: if  0
0038:   $1F3C ==  1  ;; integer values
004D: jump_if_false £Label12E67F
00D6: if  0
0118:   actor $1F1E dead
004D: jump_if_false £Label12E67F
0004: $1F4F =  1  ;; integer values

:Label12E67F
00D6: if  0
0038:   $1F3D ==  1  ;; integer values
004D: jump_if_false £Label12E6A8
00D6: if  0
0118:   actor $1F1F dead
004D: jump_if_false £Label12E6A8
0004: $1F4F =  1  ;; integer values

:Label12E6A8
00D6: if  0
0038:   $1F3E ==  1  ;; integer values
004D: jump_if_false £Label12E6D1
00D6: if  0
0118:   actor $1F20 dead
004D: jump_if_false £Label12E6D1
0004: $1F4F =  1  ;; integer values

:Label12E6D1
00D6: if  0
0038:   $1F3F ==  1  ;; integer values
004D: jump_if_false £Label12E6FA
00D6: if  0
0118:   actor $1F21 dead
004D: jump_if_false £Label12E6FA
0004: $1F4F =  1  ;; integer values

:Label12E6FA
00D6: if  0
0038:   $1F40 ==  1  ;; integer values
004D: jump_if_false £Label12E723
00D6: if  0
0118:   actor $1F22 dead
004D: jump_if_false £Label12E723
0004: $1F4F =  1  ;; integer values

:Label12E723
00D6: if  0
0038:   $1F41 ==  1  ;; integer values
004D: jump_if_false £Label12E74C
00D6: if  0
0118:   actor $1F23 dead
004D: jump_if_false £Label12E74C
0004: $1F4F =  1  ;; integer values

:Label12E74C
00D6: if  0
0038:   $1F42 ==  1  ;; integer values
004D: jump_if_false £Label12E775
00D6: if  0
0118:   actor $1F24 dead
004D: jump_if_false £Label12E775
0004: $1F4F =  1  ;; integer values

:Label12E775
00D6: if  0
0038:   $1F43 ==  1  ;; integer values
004D: jump_if_false £Label12E79E
00D6: if  0
0118:   actor $1F25 dead
004D: jump_if_false £Label12E79E
0004: $1F4F =  1  ;; integer values

:Label12E79E
00D6: if  0
0038:   $1F44 ==  1  ;; integer values
004D: jump_if_false £Label12E7C7
00D6: if  0
0118:   actor $1F26 dead
004D: jump_if_false £Label12E7C7
0004: $1F4F =  1  ;; integer values

:Label12E7C7
00D6: if  0
0038:   $1F45 ==  1  ;; integer values
004D: jump_if_false £Label12E7F0
00D6: if  0
0118:   actor $1F27 dead
004D: jump_if_false £Label12E7F0
0004: $1F4F =  1  ;; integer values

:Label12E7F0
0051: return

:Label12E7F2
00D6: if  0
8119:   NOT   car $1F1D wrecked
004D: jump_if_false £Label12EA95
00D6: if  1
01F4:   car $1F1D flipped
01C1:   car $1F1D stopped
004D: jump_if_false £Label12E81E
0004: $1F52 =  1  ;; integer values

:Label12E81E
00D6: if  2
80DC:   NOT   player $PLAYER_CHAR driving $1F1D
0038:   $1F51 ==  0  ;; integer values
0038:   $1F52 ==  0  ;; integer values
004D: jump_if_false £Label12E894
00BC: text_highpriority "PIZ1_11"  5000 ms  1  ;; Hey! Get back on the bike!
0186: $1F39 = create_marker_above_car $1F1D
0164: disable_marker $1F2E
0164: disable_marker $1F2F
0164: disable_marker $1F30
0164: disable_marker $1F31
0164: disable_marker $1F32
0164: disable_marker $1F33
0164: disable_marker $1F34
0164: disable_marker $1F35
0164: disable_marker $1F36
0164: disable_marker $1F37
0164: disable_marker $1F38
0004: $1F51 =  1  ;; integer values

:Label12E894
00D6: if  1
00DC:   player $PLAYER_CHAR driving $1F1D
0038:   $1F51 ==  1  ;; integer values
004D: jump_if_false £Label12EA8E
0164: disable_marker $1F39
00D6: if  0
0038:   $1F47 ==  0  ;; integer values
004D: jump_if_false £Label12EA70
00D6: if  0
0038:   $1F3C ==  1  ;; integer values
004D: jump_if_false £Label12E8EF
00D6: if  0
8118:   NOT   actor $1F1E dead
004D: jump_if_false £Label12E8EF
0187: $1F2E = create_marker_above_actor $1F1E

:Label12E8EF
00D6: if  0
0038:   $1F3D ==  1  ;; integer values
004D: jump_if_false £Label12E919
00D6: if  0
8118:   NOT   actor $1F1F dead
004D: jump_if_false £Label12E919
0187: $1F2F = create_marker_above_actor $1F1F

:Label12E919
00D6: if  0
0038:   $1F3E ==  1  ;; integer values
004D: jump_if_false £Label12E943
00D6: if  0
8118:   NOT   actor $1F20 dead
004D: jump_if_false £Label12E943
0187: $1F30 = create_marker_above_actor $1F20

:Label12E943
00D6: if  0
0038:   $1F3F ==  1  ;; integer values
004D: jump_if_false £Label12E96D
00D6: if  0
8118:   NOT   actor $1F21 dead
004D: jump_if_false £Label12E96D
0187: $1F31 = create_marker_above_actor $1F21

:Label12E96D
00D6: if  0
0038:   $1F40 ==  1  ;; integer values
004D: jump_if_false £Label12E997
00D6: if  0
8118:   NOT   actor $1F22 dead
004D: jump_if_false £Label12E997
0187: $1F32 = create_marker_above_actor $1F22

:Label12E997
00D6: if  0
0038:   $1F41 ==  1  ;; integer values
004D: jump_if_false £Label12E9C1
00D6: if  0
8118:   NOT   actor $1F23 dead
004D: jump_if_false £Label12E9C1
0187: $1F33 = create_marker_above_actor $1F23

:Label12E9C1
00D6: if  0
0038:   $1F42 ==  1  ;; integer values
004D: jump_if_false £Label12E9EB
00D6: if  0
8118:   NOT   actor $1F24 dead
004D: jump_if_false £Label12E9EB
0187: $1F34 = create_marker_above_actor $1F24

:Label12E9EB
00D6: if  0
0038:   $1F43 ==  1  ;; integer values
004D: jump_if_false £Label12EA15
00D6: if  0
8118:   NOT   actor $1F25 dead
004D: jump_if_false £Label12EA15
0187: $1F35 = create_marker_above_actor $1F25

:Label12EA15
00D6: if  0
0038:   $1F44 ==  1  ;; integer values
004D: jump_if_false £Label12EA3F
00D6: if  0
8118:   NOT   actor $1F26 dead
004D: jump_if_false £Label12EA3F
0187: $1F36 = create_marker_above_actor $1F26

:Label12EA3F
00D6: if  0
0038:   $1F45 ==  1  ;; integer values
004D: jump_if_false £Label12EA69
00D6: if  0
8118:   NOT   actor $1F27 dead
004D: jump_if_false £Label12EA69
0187: $1F37 = create_marker_above_actor $1F27

:Label12EA69
0002: jump £Label12EA85

:Label12EA70
0164: disable_marker $1F38
018A: $1F38 = create_checkpoint_at $1F64 $1F65 -100.0

:Label12EA85
00BE: text_clear_all
0004: $1F51 =  0  ;; integer values

:Label12EA8E
0002: jump £Label12EA9C

:Label12EA95
0004: $1F4F =  2  ;; integer values

:Label12EA9C
0051: return

:Label12EA9E
00D6: if  0
0038:   $1F51 ==  0  ;; integer values
004D: jump_if_false £Label12EACA
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false £Label12EACA
00BE: text_clear_all
0004: $1F4F =  3  ;; integer values

:Label12EACA
0051: return

;-------------Mission 93---------------
; Originally: RC Raider Pickup


:Label12EACC
03A4: name_thread "RCHELI"
0050: gosub £Label12EAFA
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label12EAF1
0050: gosub £Label130260

:Label12EAF1
0050: gosub £Label130342
004E: end_thread

:Label12EAFA
00D6: if  0
0038:   $1FDC ==  0  ;; integer values
004D: jump_if_false £Label12EB0E
0317: increment_mission_attempts

:Label12EB0E
0004: $ONMISSION =  1  ;; integer values
0004: $43C =  1  ;; integer values
0001: wait  0 ms
054C: use_GXT_table "RCHELI1"
0247: request_model #RCRAIDER

:Label12EB2F
00D6: if  0
8248:   NOT   model #RCRAIDER available
004D: jump_if_false £Label12EB4A
0001: wait  0 ms
0002: jump £Label12EB2F

:Label12EB4A
0004: $1F71 =  0  ;; integer values
0004: $1F74 =  20  ;; integer values
0004: $1F73 =  0  ;; integer values
0004: $1F75 =  0  ;; integer values
0004: $1F76 =  0  ;; integer values
0004: $1F77 =  0  ;; integer values
0004: $1F78 =  0  ;; integer values
0004: $1F79 =  0  ;; integer values
0004: $1F7A =  0  ;; integer values
0004: $1F7B =  0  ;; integer values
0004: $1F7C =  0  ;; integer values
0004: $1F7D =  0  ;; integer values
0004: $1F7E =  0  ;; integer values
0004: $1F7F =  0  ;; integer values
0004: $1F80 =  0  ;; integer values
0004: $1F81 =  0  ;; integer values
0004: $1F82 =  0  ;; integer values
0004: $1F83 =  0  ;; integer values
0004: $1F84 =  0  ;; integer values
0004: $1F85 =  0  ;; integer values
0004: $1F86 =  0  ;; integer values
0004: $1F87 =  0  ;; integer values
0004: $1F88 =  0  ;; integer values
0005: $1F89 = -1290.792  ;; floating-point values
0005: $1F8A = -1253.498  ;; floating-point values
0005: $1F8B =  21.376  ;; floating-point values
0005: $1F8C = -1369.82  ;; floating-point values
0005: $1F8D = -1256.41  ;; floating-point values
0005: $1F8E =  18.17883  ;; floating-point values
0005: $1F8F = -1482.534  ;; floating-point values
0005: $1F90 = -1254.653  ;; floating-point values
0005: $1F91 =  14.86  ;; floating-point values
0005: $1F92 = -1573.508  ;; floating-point values
0005: $1F93 = -1239.667  ;; floating-point values
0005: $1F94 =  21.762  ;; floating-point values
0005: $1F95 = -1785.86  ;; floating-point values
0005: $1F96 = -1343.75  ;; floating-point values
0005: $1F97 =  15.97  ;; floating-point values
0005: $1F98 = -1793.35  ;; floating-point values
0005: $1F99 = -1248.55  ;; floating-point values
0005: $1F9A =  22.08  ;; floating-point values
0005: $1F9B = -1689.206  ;; floating-point values
0005: $1F9C = -1103.073  ;; floating-point values
0005: $1F9D =  14.03599  ;; floating-point values
0005: $1F9E = -1774.523  ;; floating-point values
0005: $1F9F = -1060.862  ;; floating-point values
0005: $1FA0 =  14.96548  ;; floating-point values
0005: $1FA1 = -1793.91  ;; floating-point values
0005: $1FA2 = -908.69  ;; floating-point values
0005: $1FA3 =  14.86  ;; floating-point values
0005: $1FA4 = -1788.038  ;; floating-point values
0005: $1FA5 = -884.2224  ;; floating-point values
0005: $1FA6 =  42.33138  ;; floating-point values
0005: $1FA7 = -1646.72  ;; floating-point values
0005: $1FA8 = -929.44  ;; floating-point values
0005: $1FA9 =  13.94  ;; floating-point values
0005: $1FAA = -1563.474  ;; floating-point values
0005: $1FAB = -814.6355  ;; floating-point values
0005: $1FAC =  16.21071  ;; floating-point values
0005: $1FAD = -1514.844  ;; floating-point values
0005: $1FAE = -951.425  ;; floating-point values
0005: $1FAF =  15.168  ;; floating-point values
0005: $1FB0 = -1488.26  ;; floating-point values
0005: $1FB1 = -892.6786  ;; floating-point values
0005: $1FB2 =  26.17458  ;; floating-point values
0005: $1FB3 = -1355.305  ;; floating-point values
0005: $1FB4 = -951.825  ;; floating-point values
0005: $1FB5 =  15.168  ;; floating-point values
0005: $1FB6 = -1352.431  ;; floating-point values
0005: $1FB7 = -751.111  ;; floating-point values
0005: $1FB8 =  25.78808  ;; floating-point values
0005: $1FB9 = -1240.26  ;; floating-point values
0005: $1FBA = -841.24  ;; floating-point values
0005: $1FBB =  22.3  ;; floating-point values
0005: $1FBC = -1253.92  ;; floating-point values
0005: $1FBD = -1056.68  ;; floating-point values
0005: $1FBE =  13.94  ;; floating-point values
0005: $1FBF = -1270.146  ;; floating-point values
0005: $1FC0 = -1151.49  ;; floating-point values
0005: $1FC1 =  22.3  ;; floating-point values
0005: $1FC2 = -1270.47  ;; floating-point values
0005: $1FC3 = -1272.444  ;; floating-point values
0005: $1FC4 =  14.866  ;; floating-point values
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
0110: clear_player $PLAYER_CHAR wanted_level
00DA: $1F6F = player $PLAYER_CHAR car
0395: clear_area  1 at -1237.285 -1232.121 range  14.77  10.0
01C0: $1F72 = player $PLAYER_CHAR wanted_level
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $1F6F wrecked
004D: jump_if_false £Label12EF00
00D6: if  0
0442:   player $PLAYER_CHAR in_car $1F6F
004D: jump_if_false £Label12EF00
020A: set_car $1F6F door_status_to  2
02A3: toggle_widescreen  1 (on)
046E: unknown_put_player $PLAYER_CHAR in_RC_mode_at -1237.285 -1232.121  14.77 angle  337.839 RC_model #RCRAIDER
0484: $1F70 = player $PLAYER_CHAR rc_car
015F: set_camera_position -1237.81 -1227.21  19.33038  0.0  0.0  0.0
0160: point_camera -1237.587 -1227.994  18.74902  2

:Label12EF00
016A: fade  1 (back)  1500 ms

:Label12EF07
00D6: if  0
016B:   fading
004D: jump_if_false £Label12EF1F
0001: wait  0 ms
0002: jump £Label12EF07

:Label12EF1F
00D6: if  0
0038:   $1F73 ==  0  ;; integer values
004D: jump_if_false £Label12F184
0006:  16@ =  0  ;; integer values

:Label12EF38
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label12EFB1
0001: wait  0 ms
00BC: text_highpriority "RCH1_6"  5000 ms  2  ;; ~g~Use the RC Helicopter to collect checkpoints scattered throughout the airport.
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1F8C $1F8D $1F8E
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1F9E $1F9F $1FA0
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label12EFAA
0002: jump £Label12F139

:Label12EFAA
0002: jump £Label12EF38

:Label12EFB1
03CB: set_camera -1357.869 -1258.004  21.487
015F: set_camera_position -1357.869 -1258.004  21.487 -.948  .121 -.2947
0160: point_camera -1358.82 -1257.88  21.192  2
0006:  16@ =  0  ;; integer values

:Label12EFFC
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label12F075
0001: wait  0 ms
00BC: text_highpriority "RCH1_7"  5000 ms  2  ;; ~g~There are 20 checkpoints in total.
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1F8C $1F8D $1F8E
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1F9E $1F9F $1FA0
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label12F06E
0002: jump £Label12F139

:Label12F06E
0002: jump £Label12EFFC

:Label12F075
03CB: set_camera -1786.243 -1073.31  15.304
0160: point_camera -1785.705 -1072.465  15.27  2
015F: set_camera_position -1786.243 -1073.31  15.304  0.0  0.0  0.0
0006:  16@ =  0  ;; integer values

:Label12F0C0
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label12F139
0001: wait  0 ms
00BC: text_highpriority "RCH1_8"  500 ms  2  ;; ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC Helicopter.
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1F8C $1F8D $1F8E
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1F9E $1F9F $1FA0
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label12F132
0002: jump £Label12F139

:Label12F132
0002: jump £Label12F0C0

:Label12F139
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12F152
0158: camera_on_vehicle $1F70  18  2

:Label12F152
03EB: clear_small_messages_only
03C3: set_timer_with_text_to $1F71 type  0 text "RCH1_5"  ;; Time:
03C4: set_status_text_to $1F74  0 (number) "RCH1_4"  ;; Checkpoints:
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0004: $1F73 =  1  ;; integer values

:Label12F184
00D6: if  0
0018:   $1F74 >  0  ;; integer values
004D: jump_if_false £Label130260
0001: wait  0 ms
00D6: if  0
001A:    2 > $1F75  ;; integer values
004D: jump_if_false £Label12F24D
00D6: if  0
0038:   $1F75 ==  0  ;; integer values
004D: jump_if_false £Label12F1D3
018A: $1FC5 = create_checkpoint_at $1F89 $1F8A $1F8B
0004: $1F75 =  1  ;; integer values

:Label12F1D3
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12F24D
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1F89 $1F8A $1F8B
00D6: if  0
01AF:   car $1F70  0 ()near_point $1F89 $1F8A $1F8B radius  2.0  2.0  2.0
004D: jump_if_false £Label12F24D
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FC5
000C: $1F74 -=  1  ;; integer values
0004: $1F75 =  2  ;; integer values

:Label12F24D
00D6: if  0
0038:   $1F75 ==  2  ;; integer values
004D: jump_if_false £Label12F312
00D6: if  0
001A:    2 > $1F76  ;; integer values
004D: jump_if_false £Label12F312
00D6: if  0
0038:   $1F76 ==  0  ;; integer values
004D: jump_if_false £Label12F298
018A: $1FC6 = create_checkpoint_at $1F8C $1F8D $1F8E
0004: $1F76 =  1  ;; integer values

:Label12F298
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12F312
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1F8C $1F8D $1F8E
00D6: if  0
01AF:   car $1F70  0 ()near_point $1F8C $1F8D $1F8E radius  2.0  2.0  2.0
004D: jump_if_false £Label12F312
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FC6
000C: $1F74 -=  1  ;; integer values
0004: $1F76 =  2  ;; integer values

:Label12F312
00D6: if  0
0038:   $1F76 ==  2  ;; integer values
004D: jump_if_false £Label12F3D7
00D6: if  0
001A:    2 > $1F77  ;; integer values
004D: jump_if_false £Label12F3D7
00D6: if  0
0038:   $1F77 ==  0  ;; integer values
004D: jump_if_false £Label12F35D
018A: $1FC7 = create_checkpoint_at $1F8F $1F90 $1F91
0004: $1F77 =  1  ;; integer values

:Label12F35D
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12F3D7
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1F8F $1F90 $1F91
00D6: if  0
01AF:   car $1F70  0 ()near_point $1F8F $1F90 $1F91 radius  2.0  2.0  2.0
004D: jump_if_false £Label12F3D7
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FC7
000C: $1F74 -=  1  ;; integer values
0004: $1F77 =  2  ;; integer values

:Label12F3D7
00D6: if  0
0038:   $1F77 ==  2  ;; integer values
004D: jump_if_false £Label12F49C
00D6: if  0
001A:    2 > $1F78  ;; integer values
004D: jump_if_false £Label12F49C
00D6: if  0
0038:   $1F78 ==  0  ;; integer values
004D: jump_if_false £Label12F422
018A: $1FC8 = create_checkpoint_at $1F92 $1F93 $1F94
0004: $1F78 =  1  ;; integer values

:Label12F422
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12F49C
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1F92 $1F93 $1F94
00D6: if  0
01AF:   car $1F70  0 ()near_point $1F92 $1F93 $1F94 radius  2.0  2.0  2.0
004D: jump_if_false £Label12F49C
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FC8
000C: $1F74 -=  1  ;; integer values
0004: $1F78 =  2  ;; integer values

:Label12F49C
00D6: if  0
0038:   $1F78 ==  2  ;; integer values
004D: jump_if_false £Label12F561
00D6: if  0
001A:    2 > $1F79  ;; integer values
004D: jump_if_false £Label12F561
00D6: if  0
0038:   $1F79 ==  0  ;; integer values
004D: jump_if_false £Label12F4E7
018A: $1FC9 = create_checkpoint_at $1F95 $1F96 $1F97
0004: $1F79 =  1  ;; integer values

:Label12F4E7
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12F561
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1F95 $1F96 $1F97
00D6: if  0
01AF:   car $1F70  0 ()near_point $1F95 $1F96 $1F97 radius  2.0  2.0  2.0
004D: jump_if_false £Label12F561
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FC9
000C: $1F74 -=  1  ;; integer values
0004: $1F79 =  2  ;; integer values

:Label12F561
00D6: if  0
0038:   $1F79 ==  2  ;; integer values
004D: jump_if_false £Label12F626
00D6: if  0
001A:    2 > $1F7A  ;; integer values
004D: jump_if_false £Label12F626
00D6: if  0
0038:   $1F7A ==  0  ;; integer values
004D: jump_if_false £Label12F5AC
018A: $1FCA = create_checkpoint_at $1F98 $1F99 $1F9A
0004: $1F7A =  1  ;; integer values

:Label12F5AC
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12F626
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1F98 $1F99 $1F9A
00D6: if  0
01AF:   car $1F70  0 ()near_point $1F98 $1F99 $1F9A radius  2.0  2.0  2.0
004D: jump_if_false £Label12F626
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FCA
000C: $1F74 -=  1  ;; integer values
0004: $1F7A =  2  ;; integer values

:Label12F626
00D6: if  0
0038:   $1F7A ==  2  ;; integer values
004D: jump_if_false £Label12F6EB
00D6: if  0
001A:    2 > $1F7B  ;; integer values
004D: jump_if_false £Label12F6EB
00D6: if  0
0038:   $1F7B ==  0  ;; integer values
004D: jump_if_false £Label12F671
018A: $1FCB = create_checkpoint_at $1F9B $1F9C $1F9D
0004: $1F7B =  1  ;; integer values

:Label12F671
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12F6EB
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1F9B $1F9C $1F9D
00D6: if  0
01AF:   car $1F70  0 ()near_point $1F9B $1F9C $1F9D radius  2.0  2.0  2.0
004D: jump_if_false £Label12F6EB
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FCB
000C: $1F74 -=  1  ;; integer values
0004: $1F7B =  2  ;; integer values

:Label12F6EB
00D6: if  0
0038:   $1F7B ==  2  ;; integer values
004D: jump_if_false £Label12F7B0
00D6: if  0
001A:    2 > $1F7C  ;; integer values
004D: jump_if_false £Label12F7B0
00D6: if  0
0038:   $1F7C ==  0  ;; integer values
004D: jump_if_false £Label12F736
018A: $1FCC = create_checkpoint_at $1F9E $1F9F $1FA0
0004: $1F7C =  1  ;; integer values

:Label12F736
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12F7B0
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1F9E $1F9F $1FA0
00D6: if  0
01AF:   car $1F70  0 ()near_point $1F9E $1F9F $1FA0 radius  2.0  2.0  2.0
004D: jump_if_false £Label12F7B0
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FCC
000C: $1F74 -=  1  ;; integer values
0004: $1F7C =  2  ;; integer values

:Label12F7B0
00D6: if  0
0038:   $1F7C ==  2  ;; integer values
004D: jump_if_false £Label12F875
00D6: if  0
001A:    2 > $1F7D  ;; integer values
004D: jump_if_false £Label12F875
00D6: if  0
0038:   $1F7D ==  0  ;; integer values
004D: jump_if_false £Label12F7FB
018A: $1FCD = create_checkpoint_at $1FA1 $1FA2 $1FA3
0004: $1F7D =  1  ;; integer values

:Label12F7FB
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12F875
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1FA1 $1FA2 $1FA3
00D6: if  0
01AF:   car $1F70  0 ()near_point $1FA1 $1FA2 $1FA3 radius  2.0  2.0  2.0
004D: jump_if_false £Label12F875
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FCD
000C: $1F74 -=  1  ;; integer values
0004: $1F7D =  2  ;; integer values

:Label12F875
00D6: if  0
0038:   $1F7D ==  2  ;; integer values
004D: jump_if_false £Label12F93A
00D6: if  0
001A:    2 > $1F7E  ;; integer values
004D: jump_if_false £Label12F93A
00D6: if  0
0038:   $1F7E ==  0  ;; integer values
004D: jump_if_false £Label12F8C0
018A: $1FCE = create_checkpoint_at $1FA4 $1FA5 $1FA6
0004: $1F7E =  1  ;; integer values

:Label12F8C0
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12F93A
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1FA4 $1FA5 $1FA6
00D6: if  0
01AF:   car $1F70  0 ()near_point $1FA4 $1FA5 $1FA6 radius  2.0  2.0  2.0
004D: jump_if_false £Label12F93A
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FCE
000C: $1F74 -=  1  ;; integer values
0004: $1F7E =  2  ;; integer values

:Label12F93A
00D6: if  0
0038:   $1F7E ==  2  ;; integer values
004D: jump_if_false £Label12F9FF
00D6: if  0
001A:    2 > $1F7F  ;; integer values
004D: jump_if_false £Label12F9FF
00D6: if  0
0038:   $1F7F ==  0  ;; integer values
004D: jump_if_false £Label12F985
018A: $1FCF = create_checkpoint_at $1FA7 $1FA8 $1FA9
0004: $1F7F =  1  ;; integer values

:Label12F985
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12F9FF
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1FA7 $1FA8 $1FA9
00D6: if  0
01AF:   car $1F70  0 ()near_point $1FA7 $1FA8 $1FA9 radius  2.0  2.0  2.0
004D: jump_if_false £Label12F9FF
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FCF
000C: $1F74 -=  1  ;; integer values
0004: $1F7F =  2  ;; integer values

:Label12F9FF
00D6: if  0
0038:   $1F7F ==  2  ;; integer values
004D: jump_if_false £Label12FAC4
00D6: if  0
001A:    2 > $1F80  ;; integer values
004D: jump_if_false £Label12FAC4
00D6: if  0
0038:   $1F80 ==  0  ;; integer values
004D: jump_if_false £Label12FA4A
018A: $1FD0 = create_checkpoint_at $1FAA $1FAB $1FAC
0004: $1F80 =  1  ;; integer values

:Label12FA4A
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12FAC4
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1FAA $1FAB $1FAC
00D6: if  0
01AF:   car $1F70  0 ()near_point $1FAA $1FAB $1FAC radius  2.0  2.0  2.0
004D: jump_if_false £Label12FAC4
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FD0
000C: $1F74 -=  1  ;; integer values
0004: $1F80 =  2  ;; integer values

:Label12FAC4
00D6: if  0
0038:   $1F80 ==  2  ;; integer values
004D: jump_if_false £Label12FB89
00D6: if  0
001A:    2 > $1F81  ;; integer values
004D: jump_if_false £Label12FB89
00D6: if  0
0038:   $1F81 ==  0  ;; integer values
004D: jump_if_false £Label12FB0F
018A: $1FD1 = create_checkpoint_at $1FAD $1FAE $1FAF
0004: $1F81 =  1  ;; integer values

:Label12FB0F
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12FB89
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1FAD $1FAE $1FAF
00D6: if  0
01AF:   car $1F70  0 ()near_point $1FAD $1FAE $1FAF radius  2.0  2.0  2.0
004D: jump_if_false £Label12FB89
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FD1
000C: $1F74 -=  1  ;; integer values
0004: $1F81 =  2  ;; integer values

:Label12FB89
00D6: if  0
0038:   $1F81 ==  2  ;; integer values
004D: jump_if_false £Label12FC4E
00D6: if  0
001A:    2 > $1F82  ;; integer values
004D: jump_if_false £Label12FC4E
00D6: if  0
0038:   $1F82 ==  0  ;; integer values
004D: jump_if_false £Label12FBD4
018A: $1FD2 = create_checkpoint_at $1FB0 $1FB1 $1FB2
0004: $1F82 =  1  ;; integer values

:Label12FBD4
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12FC4E
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1FB0 $1FB1 $1FB2
00D6: if  0
01AF:   car $1F70  0 ()near_point $1FB0 $1FB1 $1FB2 radius  2.0  2.0  2.0
004D: jump_if_false £Label12FC4E
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FD2
000C: $1F74 -=  1  ;; integer values
0004: $1F82 =  2  ;; integer values

:Label12FC4E
00D6: if  0
0038:   $1F82 ==  2  ;; integer values
004D: jump_if_false £Label12FD13
00D6: if  0
001A:    2 > $1F83  ;; integer values
004D: jump_if_false £Label12FD13
00D6: if  0
0038:   $1F83 ==  0  ;; integer values
004D: jump_if_false £Label12FC99
018A: $1FD3 = create_checkpoint_at $1FB3 $1FB4 $1FB5
0004: $1F83 =  1  ;; integer values

:Label12FC99
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12FD13
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1FB3 $1FB4 $1FB5
00D6: if  0
01AF:   car $1F70  0 ()near_point $1FB3 $1FB4 $1FB5 radius  2.0  2.0  2.0
004D: jump_if_false £Label12FD13
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FD3
000C: $1F74 -=  1  ;; integer values
0004: $1F83 =  2  ;; integer values

:Label12FD13
00D6: if  0
0038:   $1F83 ==  2  ;; integer values
004D: jump_if_false £Label12FDD8
00D6: if  0
001A:    2 > $1F84  ;; integer values
004D: jump_if_false £Label12FDD8
00D6: if  0
0038:   $1F84 ==  0  ;; integer values
004D: jump_if_false £Label12FD5E
018A: $1FD4 = create_checkpoint_at $1FB6 $1FB7 $1FB8
0004: $1F84 =  1  ;; integer values

:Label12FD5E
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12FDD8
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1FB6 $1FB7 $1FB8
00D6: if  0
01AF:   car $1F70  0 ()near_point $1FB6 $1FB7 $1FB8 radius  2.0  2.0  2.0
004D: jump_if_false £Label12FDD8
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FD4
000C: $1F74 -=  1  ;; integer values
0004: $1F84 =  2  ;; integer values

:Label12FDD8
00D6: if  0
0038:   $1F84 ==  2  ;; integer values
004D: jump_if_false £Label12FE9D
00D6: if  0
001A:    2 > $1F85  ;; integer values
004D: jump_if_false £Label12FE9D
00D6: if  0
0038:   $1F85 ==  0  ;; integer values
004D: jump_if_false £Label12FE23
018A: $1FD5 = create_checkpoint_at $1FB9 $1FBA $1FBB
0004: $1F85 =  1  ;; integer values

:Label12FE23
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12FE9D
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1FB9 $1FBA $1FBB
00D6: if  0
01AF:   car $1F70  0 ()near_point $1FB9 $1FBA $1FBB radius  2.0  2.0  2.0
004D: jump_if_false £Label12FE9D
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FD5
000C: $1F74 -=  1  ;; integer values
0004: $1F85 =  2  ;; integer values

:Label12FE9D
00D6: if  0
0038:   $1F85 ==  2  ;; integer values
004D: jump_if_false £Label12FF62
00D6: if  0
001A:    2 > $1F86  ;; integer values
004D: jump_if_false £Label12FF62
00D6: if  0
0038:   $1F86 ==  0  ;; integer values
004D: jump_if_false £Label12FEE8
018A: $1FD6 = create_checkpoint_at $1FBC $1FBD $1FBE
0004: $1F86 =  1  ;; integer values

:Label12FEE8
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label12FF62
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1FBC $1FBD $1FBE
00D6: if  0
01AF:   car $1F70  0 ()near_point $1FBC $1FBD $1FBE radius  2.0  2.0  2.0
004D: jump_if_false £Label12FF62
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FD6
000C: $1F74 -=  1  ;; integer values
0004: $1F86 =  2  ;; integer values

:Label12FF62
00D6: if  0
0038:   $1F86 ==  2  ;; integer values
004D: jump_if_false £Label130027
00D6: if  0
001A:    2 > $1F87  ;; integer values
004D: jump_if_false £Label130027
00D6: if  0
0038:   $1F87 ==  0  ;; integer values
004D: jump_if_false £Label12FFAD
018A: $1FD7 = create_checkpoint_at $1FBF $1FC0 $1FC1
0004: $1F87 =  1  ;; integer values

:Label12FFAD
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label130027
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1FBF $1FC0 $1FC1
00D6: if  0
01AF:   car $1F70  0 ()near_point $1FBF $1FC0 $1FC1 radius  2.0  2.0  2.0
004D: jump_if_false £Label130027
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FD7
000C: $1F74 -=  1  ;; integer values
0004: $1F87 =  2  ;; integer values

:Label130027
00D6: if  0
0038:   $1F87 ==  2  ;; integer values
004D: jump_if_false £Label1300EC
00D6: if  0
001A:    2 > $1F88  ;; integer values
004D: jump_if_false £Label1300EC
00D6: if  0
0038:   $1F88 ==  0  ;; integer values
004D: jump_if_false £Label130072
018A: $1FD8 = create_checkpoint_at $1FC2 $1FC3 $1FC4
0004: $1F88 =  1  ;; integer values

:Label130072
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label1300EC
024F: create_corona  1.0  5  0 with_color  0  100  100 at_point $1FC2 $1FC3 $1FC4
00D6: if  0
01AF:   car $1F70  0 ()near_point $1FC2 $1FC3 $1FC4 radius  2.0  2.0  2.0
004D: jump_if_false £Label1300EC
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $1FD8
000C: $1F74 -=  1  ;; integer values
0004: $1F88 =  2  ;; integer values

:Label1300EC
00D6: if  0
0038:   $1F74 ==  0  ;; integer values
004D: jump_if_false £Label13012E
00D6: if  0
8119:   NOT   car $1F6F wrecked
004D: jump_if_false £Label13012E
00D6: if  0
0018:   $1F71 >  0  ;; integer values
004D: jump_if_false £Label13012E
020A: set_car $1F6F door_status_to  1
0002: jump £Label130279

:Label13012E
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label130199
00D6: if  0
80B0:   NOT   car $1F70  0 ()in_rectangle -1881.576 -1612.496 -979.9678 -582.2634
004D: jump_if_false £Label130199
00D6: if  0
00B0:   car $1F70  0 ()in_rectangle -2104.88 -1655.804 -866.489 -430.5
004D: jump_if_false £Label130199
00BC: text_highpriority "RCH1_12"  3000 ms  1  ;; ~g~The RC helicopter is getting too far out of range!

:Label130199
00D6: if  0
8119:   NOT   car $1F70 wrecked
004D: jump_if_false £Label1301E7
00D6: if  0
80B0:   NOT   car $1F70  0 ()in_rectangle -2104.88 -1655.804 -866.489 -430.5
004D: jump_if_false £Label1301E7
0409: blow_up_rc_buggy
00BC: text_highpriority "RCH1_13"  5000 ms  1  ;; ~r~The RC helicopter went out of range!
0002: jump £Label130260

:Label1301E7
00D6: if  0
0119:   car $1F6F wrecked
004D: jump_if_false £Label13020F
00BC: text_highpriority "WRECKED"  3000 ms  1  ;; ~r~The vehicle is wrecked!
04DB: (unknown)
0002: jump £Label130260

:Label13020F
00D6: if  0
0038:   $1F73 ==  1  ;; integer values
004D: jump_if_false £Label130259
00D6: if  0
0119:   car $1F70 wrecked
004D: jump_if_false £Label130259
00D6: if  0
8038:   NOT   $1F74 ==  0  ;; integer values
004D: jump_if_false £Label130259
00BC: text_highpriority "WRECKED"  3000 ms  1  ;; ~r~The vehicle is wrecked!
0002: jump £Label130260

:Label130259
0002: jump £Label12F184

:Label130260
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
010D: set_player $PLAYER_CHAR wanted_level_to $1F72
0051: return

:Label130279
0004: $18E =  1  ;; integer values
0084: $1FD9 = $1F71  ;; integer values and handles
0014: $1FD9 /=  1000  ;; integer values
042E:  5 $1FD9
0084: $1FDA = $1FD9  ;; integer values and handles
0014: $1FDA /=  60  ;; integer values
0084: $1FDB = $1FDA  ;; integer values and handles
0010: $1FDB *=  60  ;; integer values
0060: $1FD9 -= $1FDB  ;; integer values
00D6: if  0
0028:   $1FD9 >=  10  ;; integer values
004D: jump_if_false £Label1302EB
02FD: text_2numbers_lowpriority "RCH1_9" $1FDA $1FD9  7000 ms  1  ;; ~b~TOTAL TIME: ~1~:~1~
0002: jump £Label130300

:Label1302EB
02FD: text_2numbers_lowpriority "RCH1_10" $1FDA $1FD9  7000 ms  1  ;; ~b~TOTAL TIME: ~1~:0~1~

:Label130300
00D6: if  0
0038:   $1FDC ==  0  ;; integer values
004D: jump_if_false £Label13031F
030C: set_mission_points +=  1
0595: (unknown)
0004: $1FDC =  1  ;; integer values

:Label13031F
01E3: text_1number_styled "M_PASS"  100  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0109: player $PLAYER_CHAR money +=  100
0051: return

:Label130342
0004: $ONMISSION =  0  ;; integer values
0004: $43C =  0  ;; integer values
014F: stop_timer $1F71
0151: remove_status_text $1F74
04DB: (unknown)
00D6: if  0
8119:   NOT   car $1F6F wrecked
004D: jump_if_false £Label130373
020A: set_car $1F6F door_status_to  1

:Label130373
0249: release_model #RCRAIDER
0249: release_model #INFERNUS
0164: disable_marker $1FC5
0164: disable_marker $1FC6
0164: disable_marker $1FC7
0164: disable_marker $1FC8
0164: disable_marker $1FC9
0164: disable_marker $1FCA
0164: disable_marker $1FCB
0164: disable_marker $1FCC
0164: disable_marker $1FCD
0164: disable_marker $1FCE
0164: disable_marker $1FCF
0164: disable_marker $1FD0
0164: disable_marker $1FD1
0164: disable_marker $1FD2
0164: disable_marker $1FD3
0164: disable_marker $1FD4
0164: disable_marker $1FD5
0164: disable_marker $1FD6
0164: disable_marker $1FD7
0164: disable_marker $1FD8
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0004: $18D =  1  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 94---------------
; Originally: RC Bandit Race


:Label1303F8
03A4: name_thread "RCRACE1"
0050: gosub £Label130426
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label13041D
0050: gosub £Label131718

:Label13041D
0050: gosub £Label1317EB
004E: end_thread

:Label130426
0004: $ONMISSION =  1  ;; integer values
0004: $43C =  1  ;; integer values
00D6: if  0
0038:   $2031 ==  0  ;; integer values
004D: jump_if_false £Label130448
0317: increment_mission_attempts

:Label130448
0001: wait  0 ms
054C: use_GXT_table "RCRACE1"
0004: $202C =  50  ;; integer values
0005: $2032 =  720.21  ;; floating-point values
0005: $2033 =  723.979  ;; floating-point values
0005: $2034 =  11.095  ;; floating-point values
0005: $2035 =  772.386  ;; floating-point values
0005: $2036 =  737.37  ;; floating-point values
0005: $2037 =  15.651  ;; floating-point values
0005: $2038 =  801.8997  ;; floating-point values
0005: $2039 =  755.155  ;; floating-point values
0005: $203A =  14.029  ;; floating-point values
0005: $203B =  818.443  ;; floating-point values
0005: $203C =  723.4467  ;; floating-point values
0005: $203D =  13.89174  ;; floating-point values
0005: $203E =  789.7374  ;; floating-point values
0005: $203F =  689.6965  ;; floating-point values
0005: $2040 =  13.68476  ;; floating-point values
0005: $2041 =  840.7286  ;; floating-point values
0005: $2042 =  673.7933  ;; floating-point values
0005: $2043 =  12.00719  ;; floating-point values
0005: $2044 =  881.6089  ;; floating-point values
0005: $2045 =  694.4305  ;; floating-point values
0005: $2046 =  11.47722  ;; floating-point values
0005: $2047 =  869.6669  ;; floating-point values
0005: $2048 =  734.155  ;; floating-point values
0005: $2049 =  18.03658  ;; floating-point values
0005: $204A =  857.4133  ;; floating-point values
0005: $204B =  775.2335  ;; floating-point values
0005: $204C =  11.75751  ;; floating-point values
0005: $204D =  879.8929  ;; floating-point values
0005: $204E =  804.4685  ;; floating-point values
0005: $204F =  12.73355  ;; floating-point values
0005: $2050 =  888.0801  ;; floating-point values
0005: $2051 =  838.5257  ;; floating-point values
0005: $2052 =  13.69488  ;; floating-point values
0005: $2053 =  874.35  ;; floating-point values
0005: $2054 =  866.9433  ;; floating-point values
0005: $2055 =  13.12859  ;; floating-point values
0005: $2056 =  815.8032  ;; floating-point values
0005: $2057 =  881.502  ;; floating-point values
0005: $2058 =  11.89595  ;; floating-point values
0005: $2059 =  808.4997  ;; floating-point values
0005: $205A =  851.3824  ;; floating-point values
0005: $205B =  9.721323  ;; floating-point values
0005: $205C =  824.7369  ;; floating-point values
0005: $205D =  827.1093  ;; floating-point values
0005: $205E =  8.638121  ;; floating-point values
0005: $205F =  795.3524  ;; floating-point values
0005: $2060 =  821.6034  ;; floating-point values
0005: $2061 =  10.47627  ;; floating-point values
0005: $2062 =  766.2229  ;; floating-point values
0005: $2063 =  835.0671  ;; floating-point values
0005: $2064 =  12.00815  ;; floating-point values
0005: $2065 =  750.0553  ;; floating-point values
0005: $2066 =  882.0937  ;; floating-point values
0005: $2067 =  13.63987  ;; floating-point values
0005: $2068 =  726.0835  ;; floating-point values
0005: $2069 =  840.0163  ;; floating-point values
0005: $206A =  14.14287  ;; floating-point values
0005: $206B =  756.2438  ;; floating-point values
0005: $206C =  792.2355  ;; floating-point values
0005: $206D =  17.65154  ;; floating-point values
0005: $206E =  727.5995  ;; floating-point values
0005: $206F =  775.9979  ;; floating-point values
0005: $2070 =  11.35199  ;; floating-point values
0005: $2071 =  700.1736  ;; floating-point values
0005: $2072 =  800.7557  ;; floating-point values
0005: $2073 =  12.54427  ;; floating-point values
0005: $2074 =  673.1154  ;; floating-point values
0005: $2075 =  831.9152  ;; floating-point values
0005: $2076 =  14.80558  ;; floating-point values
0005: $2077 =  672.1528  ;; floating-point values
0005: $2078 =  798.6282  ;; floating-point values
0005: $2079 =  12.67831  ;; floating-point values
0005: $207A =  692.795  ;; floating-point values
0005: $207B =  761.6599  ;; floating-point values
0005: $207C =  10.67259  ;; floating-point values
0005: $207D =  741.0423  ;; floating-point values
0005: $207E =  716.2507  ;; floating-point values
0005: $207F =  11.22578  ;; floating-point values
0005: $2080 =  772.386  ;; floating-point values
0005: $2081 =  737.37  ;; floating-point values
0005: $2082 =  15.651  ;; floating-point values
0005: $2083 =  801.8997  ;; floating-point values
0005: $2084 =  755.155  ;; floating-point values
0005: $2085 =  14.029  ;; floating-point values
0005: $2086 =  818.443  ;; floating-point values
0005: $2087 =  723.4467  ;; floating-point values
0005: $2088 =  13.89174  ;; floating-point values
0005: $2089 =  789.7374  ;; floating-point values
0005: $208A =  689.6965  ;; floating-point values
0005: $208B =  13.68476  ;; floating-point values
0005: $208C =  840.7286  ;; floating-point values
0005: $208D =  673.7933  ;; floating-point values
0005: $208E =  12.00719  ;; floating-point values
0005: $208F =  881.6089  ;; floating-point values
0005: $2090 =  694.4305  ;; floating-point values
0005: $2091 =  11.47722  ;; floating-point values
0005: $2092 =  869.6669  ;; floating-point values
0005: $2093 =  734.155  ;; floating-point values
0005: $2094 =  18.03658  ;; floating-point values
0005: $2095 =  857.4133  ;; floating-point values
0005: $2096 =  775.2335  ;; floating-point values
0005: $2097 =  11.75751  ;; floating-point values
0005: $2098 =  879.8929  ;; floating-point values
0005: $2099 =  804.4685  ;; floating-point values
0005: $209A =  12.73355  ;; floating-point values
0005: $209B =  888.0801  ;; floating-point values
0005: $209C =  838.5257  ;; floating-point values
0005: $209D =  13.69488  ;; floating-point values
0005: $209E =  874.35  ;; floating-point values
0005: $209F =  866.9433  ;; floating-point values
0005: $20A0 =  13.12859  ;; floating-point values
0005: $20A1 =  815.8032  ;; floating-point values
0005: $20A2 =  881.502  ;; floating-point values
0005: $20A3 =  11.89595  ;; floating-point values
0005: $20A4 =  808.4997  ;; floating-point values
0005: $20A5 =  851.3824  ;; floating-point values
0005: $20A6 =  9.721323  ;; floating-point values
0005: $20A7 =  824.7369  ;; floating-point values
0005: $20A8 =  827.1093  ;; floating-point values
0005: $20A9 =  8.638121  ;; floating-point values
0005: $20AA =  795.3524  ;; floating-point values
0005: $20AB =  821.6034  ;; floating-point values
0005: $20AC =  10.47627  ;; floating-point values
0005: $20AD =  766.2229  ;; floating-point values
0005: $20AE =  835.0671  ;; floating-point values
0005: $20AF =  12.00815  ;; floating-point values
0005: $20B0 =  750.0553  ;; floating-point values
0005: $20B1 =  882.0937  ;; floating-point values
0005: $20B2 =  13.63987  ;; floating-point values
0005: $20B3 =  726.0835  ;; floating-point values
0005: $20B4 =  840.0163  ;; floating-point values
0005: $20B5 =  14.14287  ;; floating-point values
0005: $20B6 =  756.2438  ;; floating-point values
0005: $20B7 =  792.2355  ;; floating-point values
0005: $20B8 =  17.65154  ;; floating-point values
0005: $20B9 =  727.5995  ;; floating-point values
0005: $20BA =  775.9979  ;; floating-point values
0005: $20BB =  11.35199  ;; floating-point values
0005: $20BC =  700.1736  ;; floating-point values
0005: $20BD =  800.7557  ;; floating-point values
0005: $20BE =  12.54427  ;; floating-point values
0005: $20BF =  673.1154  ;; floating-point values
0005: $20C0 =  831.9152  ;; floating-point values
0005: $20C1 =  14.80558  ;; floating-point values
0005: $20C2 =  672.1528  ;; floating-point values
0005: $20C3 =  798.6282  ;; floating-point values
0005: $20C4 =  12.67831  ;; floating-point values
0005: $20C5 =  692.795  ;; floating-point values
0005: $20C6 =  761.6599  ;; floating-point values
0005: $20C7 =  10.67259  ;; floating-point values
0005: $20C8 =  741.0423  ;; floating-point values
0005: $20C9 =  716.2507  ;; floating-point values
0005: $20CA =  11.22578  ;; floating-point values
0005: $1FEF =  740.8333  ;; floating-point values
0005: $1FF0 =  721.5853  ;; floating-point values
0005: $1FF1 =  11.0126  ;; floating-point values
0005: $1FF2 =  740.5471  ;; floating-point values
0005: $1FF3 =  718.5853  ;; floating-point values
0005: $1FF4 =  11.0884  ;; floating-point values
0005: $1FF5 =  740.2183  ;; floating-point values
0005: $1FF6 =  715.5853  ;; floating-point values
0005: $1FF7 =  11.1233  ;; floating-point values
0005: $1FE0 =  262.9725  ;; floating-point values
0004: $2023 =  0  ;; integer values
0004: $201F =  0  ;; integer values
0004: $2020 =  0  ;; integer values
0004: $2021 =  0  ;; integer values
0004: $2022 =  0  ;; integer values
0005: $1FE4 =  3.5  ;; floating-point values
0005: $1FE5 =  3.5  ;; floating-point values
0005: $1FE6 =  3.5  ;; floating-point values
0004: $20CB =  0  ;; integer values
0004: $20CC =  0  ;; integer values
0004: $20CD =  0  ;; integer values
0004: $20CE =  2  ;; integer values
0004: $20CF =  1  ;; integer values
0004: $20D0 =  0  ;; integer values
0247: request_model #RCBANDIT

:Label130B2B
00D6: if  0
8248:   NOT   model #RCBANDIT available
004D: jump_if_false £Label130B46
0001: wait  0 ms
0002: jump £Label130B2B

:Label130B46
01C0: $2030 = player $PLAYER_CHAR wanted_level
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
0110: clear_player $PLAYER_CHAR wanted_level
00DA: $2015 = player $PLAYER_CHAR car
01C0: $2030 = player $PLAYER_CHAR wanted_level
0395: clear_area  1 at  757.152  811.371 range  500.0  500.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
010C: change_player_into_rc_buggy $PLAYER_CHAR at  739.924  712.5853  11.1484  262.9725
0484: $201B = player $PLAYER_CHAR rc_car
04D6:  0
0229: set_car $201B color_to  4  1
00A5: $2016 = create_car #RCBANDIT at $1FEF $1FF0 $1FF1
0229: set_car $2016 color_to  3  1
03AB: (unknown) $2016  1 
03ED: (unknown) $2016  1 
0175: set_car $2016 z_angle_to $1FE0
00A9: set_car $2016 to_normal_driver
00AE: unknown_set_car $2016 to_ignore_traffic_lights  2
00AD: set_car $2016 max_speed_to  26.0
02AA: set_car $2016 immune_to_nonplayer  1
04E0: unknown_car $2016  1
00A5: $2017 = create_car #RCBANDIT at $1FF2 $1FF3 $1FF4
0229: set_car $2017 color_to  2  1
03AB: (unknown) $2017  1 
03ED: (unknown) $2017  1 
0175: set_car $2017 z_angle_to $1FE0
00A9: set_car $2017 to_normal_driver
00AE: unknown_set_car $2017 to_ignore_traffic_lights  2
00AD: set_car $2017 max_speed_to  20.0
02AA: set_car $2017 immune_to_nonplayer  1
04E0: unknown_car $2017  1
00A5: $2018 = create_car #RCBANDIT at $1FF5 $1FF6 $1FF7
0229: set_car $2018 color_to  6  1
03AB: (unknown) $2018  1 
03ED: (unknown) $2018  1 
0175: set_car $2018 z_angle_to $1FE0
00A9: set_car $2018 to_normal_driver
00AE: unknown_set_car $2018 to_ignore_traffic_lights  2
00AD: set_car $2018 max_speed_to  23.0
02AA: set_car $2018 immune_to_nonplayer  1
04E0: unknown_car $2018  1
015F: set_camera_position  742.2905  724.4449  12.35194  0.0  0.0  0.0
0160: point_camera  742.1665  723.5028  12.04059  2
00C0: set_current_time  10  0
01B6: set_weather  4
016A: fade  1 (back)  2000 ms

:Label130CFB
00D6: if  0
016B:   fading
004D: jump_if_false £Label130D13
0001: wait  0 ms
0002: jump £Label130CFB

:Label130D13
0006:  16@ =  0  ;; integer values

:Label130D1A
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label130D5F
0001: wait  0 ms
00BC: text_highpriority "RCR1_1"  5000 ms  2  ;; ~g~Compete in a checkpoint race with 3 other RC Cars.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label130D58
0002: jump £Label130E5D

:Label130D58
0002: jump £Label130D1A

:Label130D5F
015F: set_camera_position  893.1815  624.3833  41.4995  0.0  0.0  0.0
0160: point_camera  892.6742  625.2084  41.25115  2
0006:  16@ =  0  ;; integer values

:Label130D99
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label130DDE
0001: wait  0 ms
00BC: text_highpriority "RCR1_2"  5000 ms  2  ;; ~g~Be the first to complete two laps of the track to win!
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label130DD7
0002: jump £Label130E5D

:Label130DD7
0002: jump £Label130D99

:Label130DDE
015F: set_camera_position  743.5344  710.3741  12.71469  0.0  0.0  0.0
0160: point_camera  743.0029  711.2059  12.55032  2
0006:  16@ =  0  ;; integer values

:Label130E18
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label130E5D
0001: wait  0 ms
00BC: text_highpriority "RCR1_3"  5000 ms  2  ;; ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC car.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label130E56
0002: jump £Label130E5D

:Label130E56
0002: jump £Label130E18

:Label130E5D
00D6: if  0
8119:   NOT   car $201B wrecked
004D: jump_if_false £Label130E81
03EB: clear_small_messages_only
0158: camera_on_vehicle $201B  3  2
02A3: toggle_widescreen  0 (off)
0001: wait  500 ms

:Label130E81
0084: $202D = $202C  ;; integer values and handles
000C: $202D -=  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
00BA: text_styled "RACE2"  1100 ms  4  ;; ~g~3
018C: play_sound  7 at  0.0  0.0  0.0
0001: wait  1000 ms
00BA: text_styled "RACE3"  1100 ms  4  ;; ~g~2
018C: play_sound  8 at  0.0  0.0  0.0
0001: wait  1000 ms
00BA: text_styled "RACE4"  1100 ms  4  ;; ~g~1
018C: play_sound  9 at  0.0  0.0  0.0
0001: wait  1000 ms
00BA: text_styled "RACE5"  800 ms  4  ;; ~g~GO!
018C: play_sound  10 at  0.0  0.0  0.0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03C4: set_status_text_to $20CE  0 (number) "RCR1_4"  ;; laps left:
00D6: if  0
0119:   car $2016 wrecked
004D: jump_if_false £Label130F6D
0002: jump £Label131718

:Label130F6D
00D6: if  0
0119:   car $2017 wrecked
004D: jump_if_false £Label130F84
0002: jump £Label131718

:Label130F84
00D6: if  0
0119:   car $2018 wrecked
004D: jump_if_false £Label130F9B
0002: jump £Label131718

:Label130F9B
0050: gosub £Label131840
0086: $1FFB = $200A  ;; floating-point values only
0086: $1FFC = $200B  ;; floating-point values only
0086: $1FFD = $200C  ;; floating-point values only
0086: $1FFE = $200D  ;; floating-point values only
0086: $1FFF = $200E  ;; floating-point values only
0086: $2000 = $200F  ;; floating-point values only
0086: $2001 = $200A  ;; floating-point values only
0086: $2002 = $200B  ;; floating-point values only
0086: $2003 = $200C  ;; floating-point values only
0086: $2004 = $200A  ;; floating-point values only
0086: $2005 = $200B  ;; floating-point values only
0086: $2006 = $200C  ;; floating-point values only
0086: $2007 = $200A  ;; floating-point values only
0086: $2008 = $200B  ;; floating-point values only
0086: $2009 = $200C  ;; floating-point values only
018A: $2010 = create_checkpoint_at $1FFB $1FFC $1FFD
0167: $2011 = create_marker_at $1FFE $1FFF $2000  5  2
0166: set_marker $2011 brightness_to  1
00A7: car $2016 drive_to $2001 $2002 $2003
00A7: car $2017 drive_to $2004 $2005 $2006
00A7: car $2018 drive_to $2007 $2008 $2009
0004: $2025 =  0  ;; integer values
03C3: set_timer_with_text_to $2025 type  0 text "RCH1_5"  ;; Time:
00D6: if  0
0119:   car $201B wrecked
004D: jump_if_false £Label131098
0002: jump £Label131718

:Label131098
00D6: if  0
001C:   $202C > $201F  ;; integer values
004D: jump_if_false £Label131711
0001: wait  0 ms
0395: clear_area  1 at -447.8  1442.95 range  10.0  120.0
0004: $2024 =  0  ;; integer values
00D6: if  0
8119:   NOT   car $201B wrecked
004D: jump_if_false £Label1311BE
00D6: if  0
01AD:   car $201B  0 ()near_point $1FFB $1FFC  4.2  4.2
004D: jump_if_false £Label1311BE
0008: $201F +=  1  ;; integer values
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $2010
0164: disable_marker $2011
0084: $2023 = $201F  ;; integer values and handles
0050: gosub £Label131840
0086: $1FFB = $200A  ;; floating-point values only
0086: $1FFC = $200B  ;; floating-point values only
0086: $1FFD = $200C  ;; floating-point values only
0086: $1FFE = $200D  ;; floating-point values only
0086: $1FFF = $200E  ;; floating-point values only
0086: $2000 = $200F  ;; floating-point values only
00D6: if  0
003A:   $201F == $202C  ;; integer values and handles
004D: jump_if_false £Label13117D
0002: jump £Label131729

:Label13117D
018A: $2010 = create_checkpoint_at $1FFB $1FFC $1FFD
00D6: if  0
803A:   NOT   $201F == $202D  ;; integer values and handles
004D: jump_if_false £Label1311BE
0167: $2011 = create_marker_at $1FFE $1FFF $2000  5  2
0166: set_marker $2011 brightness_to  1
0168: show_on_radar $2011  2

:Label1311BE
00D6: if  0
8119:   NOT   car $2016 wrecked
004D: jump_if_false £Label1312E2
0084: $201A = $2016  ;; integer values and handles
0084: $2023 = $2020  ;; integer values and handles
0086: $1FF8 = $1FEF  ;; floating-point values only
0086: $1FF9 = $1FF0  ;; floating-point values only
0086: $1FFA = $1FF1  ;; floating-point values only
0084: $202A = $2026  ;; integer values and handles
0050: gosub £Label132526
0086: $1FEF = $1FF8  ;; floating-point values only
0086: $1FF0 = $1FF9  ;; floating-point values only
0086: $1FF1 = $1FFA  ;; floating-point values only
0084: $2026 = $202A  ;; integer values and handles
00D6: if  0
8119:   NOT   car $2016 wrecked
004D: jump_if_false £Label1312E2
00D6: if  0
01AD:   car $2016  0 ()near_point $2001 $2002 $1FE4 $1FE4
004D: jump_if_false £Label1312E2
0008: $2020 +=  1  ;; integer values
0084: $2023 = $2020  ;; integer values and handles
0050: gosub £Label131840
0086: $2001 = $200A  ;; floating-point values only
0086: $2002 = $200B  ;; floating-point values only
0086: $2003 = $200C  ;; floating-point values only
00D6: if  0
003A:   $2020 == $202C  ;; integer values and handles
004D: jump_if_false £Label1312AA
00BC: text_highpriority "RACEFA"  5000 ms  1  ;; ~r~You failed to win the race!
0002: jump £Label131718

:Label1312AA
00D6: if  0
0042:   $1FE4 ==  7.0  ;; floating-point values
004D: jump_if_false £Label1312D4
00A7: car $2016 drive_to $2001 $2002 $2003
0002: jump £Label1312E2

:Label1312D4
02C2: car $2016 drive_to_point $2001 $2002 $2003

:Label1312E2
00D6: if  0
8119:   NOT   car $2017 wrecked
004D: jump_if_false £Label131406
0084: $201A = $2017  ;; integer values and handles
0084: $2023 = $2021  ;; integer values and handles
0086: $1FF8 = $1FF2  ;; floating-point values only
0086: $1FF9 = $1FF3  ;; floating-point values only
0086: $1FFA = $1FF4  ;; floating-point values only
0084: $202A = $2027  ;; integer values and handles
0050: gosub £Label132526
0086: $1FF2 = $1FF8  ;; floating-point values only
0086: $1FF3 = $1FF9  ;; floating-point values only
0086: $1FF4 = $1FFA  ;; floating-point values only
0084: $2027 = $202A  ;; integer values and handles
00D6: if  0
8119:   NOT   car $2017 wrecked
004D: jump_if_false £Label131406
00D6: if  0
01AD:   car $2017  0 ()near_point $2004 $2005 $1FE5 $1FE5
004D: jump_if_false £Label131406
0008: $2021 +=  1  ;; integer values
0084: $2023 = $2021  ;; integer values and handles
0050: gosub £Label131840
0086: $2004 = $200A  ;; floating-point values only
0086: $2005 = $200B  ;; floating-point values only
0086: $2006 = $200C  ;; floating-point values only
00D6: if  0
003A:   $2021 == $202C  ;; integer values and handles
004D: jump_if_false £Label1313CE
00BC: text_highpriority "RACEFA"  5000 ms  1  ;; ~r~You failed to win the race!
0002: jump £Label131718

:Label1313CE
00D6: if  0
0042:   $1FE5 ==  7.0  ;; floating-point values
004D: jump_if_false £Label1313F8
00A7: car $2017 drive_to $2004 $2005 $2006
0002: jump £Label131406

:Label1313F8
02C2: car $2017 drive_to_point $2004 $2005 $2006

:Label131406
00D6: if  0
8119:   NOT   car $2018 wrecked
004D: jump_if_false £Label13152A
0084: $201A = $2018  ;; integer values and handles
0084: $2023 = $2022  ;; integer values and handles
0086: $1FF8 = $1FF5  ;; floating-point values only
0086: $1FF9 = $1FF6  ;; floating-point values only
0086: $1FFA = $1FF7  ;; floating-point values only
0084: $202A = $2028  ;; integer values and handles
0050: gosub £Label132526
0086: $1FF5 = $1FF8  ;; floating-point values only
0086: $1FF6 = $1FF9  ;; floating-point values only
0086: $1FF7 = $1FFA  ;; floating-point values only
0084: $2028 = $202A  ;; integer values and handles
00D6: if  0
8119:   NOT   car $2018 wrecked
004D: jump_if_false £Label13152A
00D6: if  0
01AD:   car $2018  0 ()near_point $2007 $2008 $1FE6 $1FE6
004D: jump_if_false £Label13152A
0008: $2022 +=  1  ;; integer values
0084: $2023 = $2022  ;; integer values and handles
0050: gosub £Label131840
0086: $2007 = $200A  ;; floating-point values only
0086: $2008 = $200B  ;; floating-point values only
0086: $2009 = $200C  ;; floating-point values only
00D6: if  0
003A:   $2022 == $202C  ;; integer values and handles
004D: jump_if_false £Label1314F2
00BC: text_highpriority "RACEFA"  5000 ms  1  ;; ~r~You failed to win the race!
0002: jump £Label131718

:Label1314F2
00D6: if  0
0042:   $1FE6 ==  7.0  ;; floating-point values
004D: jump_if_false £Label13151C
00A7: car $2018 drive_to $2007 $2008 $2009
0002: jump £Label13152A

:Label13151C
02C2: car $2018 drive_to_point $2007 $2008 $2009

:Label13152A
00D6: if  0
0038:   $2024 ==  0  ;; integer values
004D: jump_if_false £Label13154A
00BC: text_highpriority "FIRST"  100 ms  1  ;; ~b~1st

:Label13154A
00D6: if  0
0038:   $2024 ==  1  ;; integer values
004D: jump_if_false £Label13156A
00BC: text_highpriority "SECOND"  100 ms  1  ;; ~b~2nd

:Label13156A
00D6: if  0
0038:   $2024 ==  2  ;; integer values
004D: jump_if_false £Label13158A
00BC: text_highpriority "THIRD"  100 ms  1  ;; ~b~3rd

:Label13158A
00D6: if  0
0038:   $2024 ==  3  ;; integer values
004D: jump_if_false £Label1315AA
00BC: text_highpriority "FOURTH"  100 ms  1  ;; ~b~4th

:Label1315AA
00D6: if  0
003A:   $201F == $202D  ;; integer values and handles
004D: jump_if_false £Label1315DE
04D5: create_corona_at $1FFB $1FFC $1FFD radius  3.8 type  6 flare  0 RGB  100  5  5
0002: jump £Label1315FB

:Label1315DE
04D5: create_corona_at $1FFB $1FFC $1FFD radius  3.8 type  6 flare  0 RGB  255  137  205

:Label1315FB
00D6: if  0
0119:   car $201B wrecked
004D: jump_if_false £Label131612
0002: jump £Label131718

:Label131612
00D6: if  0
0018:   $201F >  24  ;; integer values
004D: jump_if_false £Label131651
00D6: if  0
0038:   $20D0 ==  0  ;; integer values
004D: jump_if_false £Label131651
0151: remove_status_text $20CE
03C4: set_status_text_to $20CF  0 (number) "RCR1_4"  ;; laps left:
0004: $20D0 =  1  ;; integer values

:Label131651
00D6: if  0
8119:   NOT   car $201B wrecked
004D: jump_if_false £Label1316BC
00D6: if  0
80B0:   NOT   car $201B  0 ()in_rectangle  595.94  930.07  950.085  606.168
004D: jump_if_false £Label1316BC
00D6: if  0
00B0:   car $201B  0 ()in_rectangle  473.016  1102.161  939.0  217.567
004D: jump_if_false £Label1316BC
00BC: text_highpriority "RCR1_6"  3000 ms  1  ;; ~g~Your RC Car is going out of range!

:Label1316BC
00D6: if  0
8119:   NOT   car $201B wrecked
004D: jump_if_false £Label13170A
00D6: if  0
80B0:   NOT   car $201B  0 ()in_rectangle  473.016  1102.161  939.0  217.567
004D: jump_if_false £Label13170A
0409: blow_up_rc_buggy
00BC: text_highpriority "RCR1_7"  5000 ms  1  ;; ~r~Your RC Car went out of range!
0002: jump £Label131718

:Label13170A
0002: jump £Label131098

:Label131711
0002: jump £Label131729

:Label131718
00BA: text_styled "M_FAIL"  2000 ms  1  ;; MISSION FAILED!
0051: return

:Label131729
0084: $20CB = $2025  ;; integer values and handles
0014: $20CB /=  1000  ;; integer values
042E:  4 $20CB
0084: $20CD = $20CB  ;; integer values and handles
0014: $20CD /=  60  ;; integer values
0084: $20CC = $20CD  ;; integer values and handles
0010: $20CC *=  60  ;; integer values
0060: $20CB -= $20CC  ;; integer values
00D6: if  0
0028:   $20CB >=  10  ;; integer values
004D: jump_if_false £Label131794
02FD: text_2numbers_lowpriority "RCH1_9" $20CD $20CB  7000 ms  1  ;; ~b~TOTAL TIME: ~1~:~1~
0002: jump £Label1317A9

:Label131794
02FD: text_2numbers_lowpriority "RCH1_10" $20CD $20CB  7000 ms  1  ;; ~b~TOTAL TIME: ~1~:0~1~

:Label1317A9
00D6: if  0
0038:   $2031 ==  0  ;; integer values
004D: jump_if_false £Label1317C8
030C: set_mission_points +=  1
0595: (unknown)
0004: $2031 =  1  ;; integer values

:Label1317C8
0109: player $PLAYER_CHAR money +=  100
01E3: text_1number_styled "M_PASS"  100  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0051: return

:Label1317EB
04DB: (unknown)
0164: disable_marker $2010
0164: disable_marker $2011
0249: release_model #RCBANDIT
00A6: destroy_car $2016
00A6: destroy_car $2017
00A6: destroy_car $2018
014F: stop_timer $2025
0004: $ONMISSION =  0  ;; integer values
0004: $43C =  0  ;; integer values
0004: $18F =  1  ;; integer values
04D6:  1
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0151: remove_status_text $20CE
0151: remove_status_text $20CF
01B7: release_weather
00D8: mission_cleanup
0051: return

:Label131840
00D6: if  0
0038:   $2023 ==  0  ;; integer values
004D: jump_if_false £Label131882
0086: $200A = $2035  ;; floating-point values only
0086: $200B = $2036  ;; floating-point values only
0086: $200C = $2037  ;; floating-point values only
0086: $200D = $2038  ;; floating-point values only
0086: $200E = $2039  ;; floating-point values only
0086: $200F = $203A  ;; floating-point values only

:Label131882
00D6: if  0
0038:   $2023 ==  1  ;; integer values
004D: jump_if_false £Label1318C4
0086: $200A = $2038  ;; floating-point values only
0086: $200B = $2039  ;; floating-point values only
0086: $200C = $203A  ;; floating-point values only
0086: $200D = $203B  ;; floating-point values only
0086: $200E = $203C  ;; floating-point values only
0086: $200F = $203D  ;; floating-point values only

:Label1318C4
00D6: if  0
0038:   $2023 ==  2  ;; integer values
004D: jump_if_false £Label131906
0086: $200A = $203B  ;; floating-point values only
0086: $200B = $203C  ;; floating-point values only
0086: $200C = $203D  ;; floating-point values only
0086: $200D = $203E  ;; floating-point values only
0086: $200E = $203F  ;; floating-point values only
0086: $200F = $2040  ;; floating-point values only

:Label131906
00D6: if  0
0038:   $2023 ==  3  ;; integer values
004D: jump_if_false £Label131948
0086: $200A = $203E  ;; floating-point values only
0086: $200B = $203F  ;; floating-point values only
0086: $200C = $2040  ;; floating-point values only
0086: $200D = $2041  ;; floating-point values only
0086: $200E = $2042  ;; floating-point values only
0086: $200F = $2043  ;; floating-point values only

:Label131948
00D6: if  0
0038:   $2023 ==  4  ;; integer values
004D: jump_if_false £Label13198A
0086: $200A = $2041  ;; floating-point values only
0086: $200B = $2042  ;; floating-point values only
0086: $200C = $2043  ;; floating-point values only
0086: $200D = $2044  ;; floating-point values only
0086: $200E = $2045  ;; floating-point values only
0086: $200F = $2046  ;; floating-point values only

:Label13198A
00D6: if  0
0038:   $2023 ==  5  ;; integer values
004D: jump_if_false £Label1319CC
0086: $200A = $2044  ;; floating-point values only
0086: $200B = $2045  ;; floating-point values only
0086: $200C = $2046  ;; floating-point values only
0086: $200D = $2047  ;; floating-point values only
0086: $200E = $2048  ;; floating-point values only
0086: $200F = $2049  ;; floating-point values only

:Label1319CC
00D6: if  0
0038:   $2023 ==  6  ;; integer values
004D: jump_if_false £Label131A0E
0086: $200A = $2047  ;; floating-point values only
0086: $200B = $2048  ;; floating-point values only
0086: $200C = $2049  ;; floating-point values only
0086: $200D = $204A  ;; floating-point values only
0086: $200E = $204B  ;; floating-point values only
0086: $200F = $204C  ;; floating-point values only

:Label131A0E
00D6: if  0
0038:   $2023 ==  7  ;; integer values
004D: jump_if_false £Label131A50
0086: $200A = $204A  ;; floating-point values only
0086: $200B = $204B  ;; floating-point values only
0086: $200C = $204C  ;; floating-point values only
0086: $200D = $204D  ;; floating-point values only
0086: $200E = $204E  ;; floating-point values only
0086: $200F = $204F  ;; floating-point values only

:Label131A50
00D6: if  0
0038:   $2023 ==  8  ;; integer values
004D: jump_if_false £Label131A92
0086: $200A = $204D  ;; floating-point values only
0086: $200B = $204E  ;; floating-point values only
0086: $200C = $204F  ;; floating-point values only
0086: $200D = $2050  ;; floating-point values only
0086: $200E = $2051  ;; floating-point values only
0086: $200F = $2052  ;; floating-point values only

:Label131A92
00D6: if  0
0038:   $2023 ==  9  ;; integer values
004D: jump_if_false £Label131AD4
0086: $200A = $2050  ;; floating-point values only
0086: $200B = $2051  ;; floating-point values only
0086: $200C = $2052  ;; floating-point values only
0086: $200D = $2053  ;; floating-point values only
0086: $200E = $2054  ;; floating-point values only
0086: $200F = $2055  ;; floating-point values only

:Label131AD4
00D6: if  0
0038:   $2023 ==  10  ;; integer values
004D: jump_if_false £Label131B16
0086: $200A = $2053  ;; floating-point values only
0086: $200B = $2054  ;; floating-point values only
0086: $200C = $2055  ;; floating-point values only
0086: $200D = $2056  ;; floating-point values only
0086: $200E = $2057  ;; floating-point values only
0086: $200F = $2058  ;; floating-point values only

:Label131B16
00D6: if  0
0038:   $2023 ==  11  ;; integer values
004D: jump_if_false £Label131B58
0086: $200A = $2056  ;; floating-point values only
0086: $200B = $2057  ;; floating-point values only
0086: $200C = $2058  ;; floating-point values only
0086: $200D = $2059  ;; floating-point values only
0086: $200E = $205A  ;; floating-point values only
0086: $200F = $205B  ;; floating-point values only

:Label131B58
00D6: if  0
0038:   $2023 ==  12  ;; integer values
004D: jump_if_false £Label131B9A
0086: $200A = $2059  ;; floating-point values only
0086: $200B = $205A  ;; floating-point values only
0086: $200C = $205B  ;; floating-point values only
0086: $200D = $205C  ;; floating-point values only
0086: $200E = $205D  ;; floating-point values only
0086: $200F = $205E  ;; floating-point values only

:Label131B9A
00D6: if  0
0038:   $2023 ==  13  ;; integer values
004D: jump_if_false £Label131BDC
0086: $200A = $205C  ;; floating-point values only
0086: $200B = $205D  ;; floating-point values only
0086: $200C = $205E  ;; floating-point values only
0086: $200D = $205F  ;; floating-point values only
0086: $200E = $2060  ;; floating-point values only
0086: $200F = $2061  ;; floating-point values only

:Label131BDC
00D6: if  0
0038:   $2023 ==  14  ;; integer values
004D: jump_if_false £Label131C1E
0086: $200A = $205F  ;; floating-point values only
0086: $200B = $2060  ;; floating-point values only
0086: $200C = $2061  ;; floating-point values only
0086: $200D = $2062  ;; floating-point values only
0086: $200E = $2063  ;; floating-point values only
0086: $200F = $2064  ;; floating-point values only

:Label131C1E
00D6: if  0
0038:   $2023 ==  15  ;; integer values
004D: jump_if_false £Label131C60
0086: $200A = $2062  ;; floating-point values only
0086: $200B = $2063  ;; floating-point values only
0086: $200C = $2064  ;; floating-point values only
0086: $200D = $2065  ;; floating-point values only
0086: $200E = $2066  ;; floating-point values only
0086: $200F = $2067  ;; floating-point values only

:Label131C60
00D6: if  0
0038:   $2023 ==  16  ;; integer values
004D: jump_if_false £Label131CA2
0086: $200A = $2065  ;; floating-point values only
0086: $200B = $2066  ;; floating-point values only
0086: $200C = $2067  ;; floating-point values only
0086: $200D = $2068  ;; floating-point values only
0086: $200E = $2069  ;; floating-point values only
0086: $200F = $206A  ;; floating-point values only

:Label131CA2
00D6: if  0
0038:   $2023 ==  17  ;; integer values
004D: jump_if_false £Label131CE4
0086: $200A = $2068  ;; floating-point values only
0086: $200B = $2069  ;; floating-point values only
0086: $200C = $206A  ;; floating-point values only
0086: $200D = $206B  ;; floating-point values only
0086: $200E = $206C  ;; floating-point values only
0086: $200F = $206D  ;; floating-point values only

:Label131CE4
00D6: if  0
0038:   $2023 ==  18  ;; integer values
004D: jump_if_false £Label131D26
0086: $200A = $206B  ;; floating-point values only
0086: $200B = $206C  ;; floating-point values only
0086: $200C = $206D  ;; floating-point values only
0086: $200D = $206E  ;; floating-point values only
0086: $200E = $206F  ;; floating-point values only
0086: $200F = $2070  ;; floating-point values only

:Label131D26
00D6: if  0
0038:   $2023 ==  19  ;; integer values
004D: jump_if_false £Label131D68
0086: $200A = $206E  ;; floating-point values only
0086: $200B = $206F  ;; floating-point values only
0086: $200C = $2070  ;; floating-point values only
0086: $200D = $2071  ;; floating-point values only
0086: $200E = $2072  ;; floating-point values only
0086: $200F = $2073  ;; floating-point values only

:Label131D68
00D6: if  0
0038:   $2023 ==  20  ;; integer values
004D: jump_if_false £Label131DAA
0086: $200A = $2071  ;; floating-point values only
0086: $200B = $2072  ;; floating-point values only
0086: $200C = $2073  ;; floating-point values only
0086: $200D = $2074  ;; floating-point values only
0086: $200E = $2075  ;; floating-point values only
0086: $200F = $2076  ;; floating-point values only

:Label131DAA
00D6: if  0
0038:   $2023 ==  21  ;; integer values
004D: jump_if_false £Label131DEC
0086: $200A = $2074  ;; floating-point values only
0086: $200B = $2075  ;; floating-point values only
0086: $200C = $2076  ;; floating-point values only
0086: $200D = $2077  ;; floating-point values only
0086: $200E = $2078  ;; floating-point values only
0086: $200F = $2079  ;; floating-point values only

:Label131DEC
00D6: if  0
0038:   $2023 ==  22  ;; integer values
004D: jump_if_false £Label131E2E
0086: $200A = $2077  ;; floating-point values only
0086: $200B = $2078  ;; floating-point values only
0086: $200C = $2079  ;; floating-point values only
0086: $200D = $207A  ;; floating-point values only
0086: $200E = $207B  ;; floating-point values only
0086: $200F = $207C  ;; floating-point values only

:Label131E2E
00D6: if  0
0038:   $2023 ==  23  ;; integer values
004D: jump_if_false £Label131E70
0086: $200A = $207A  ;; floating-point values only
0086: $200B = $207B  ;; floating-point values only
0086: $200C = $207C  ;; floating-point values only
0086: $200D = $207D  ;; floating-point values only
0086: $200E = $207E  ;; floating-point values only
0086: $200F = $207F  ;; floating-point values only

:Label131E70
00D6: if  0
0038:   $2023 ==  24  ;; integer values
004D: jump_if_false £Label131EB2
0086: $200A = $207D  ;; floating-point values only
0086: $200B = $207E  ;; floating-point values only
0086: $200C = $207F  ;; floating-point values only
0086: $200D = $2080  ;; floating-point values only
0086: $200E = $2081  ;; floating-point values only
0086: $200F = $2082  ;; floating-point values only

:Label131EB2
00D6: if  0
0038:   $2023 ==  25  ;; integer values
004D: jump_if_false £Label131EF4
0086: $200A = $2080  ;; floating-point values only
0086: $200B = $2081  ;; floating-point values only
0086: $200C = $2082  ;; floating-point values only
0086: $200D = $2083  ;; floating-point values only
0086: $200E = $2084  ;; floating-point values only
0086: $200F = $2085  ;; floating-point values only

:Label131EF4
00D6: if  0
0038:   $2023 ==  26  ;; integer values
004D: jump_if_false £Label131F36
0086: $200A = $2083  ;; floating-point values only
0086: $200B = $2084  ;; floating-point values only
0086: $200C = $2085  ;; floating-point values only
0086: $200D = $2086  ;; floating-point values only
0086: $200E = $2087  ;; floating-point values only
0086: $200F = $2088  ;; floating-point values only

:Label131F36
00D6: if  0
0038:   $2023 ==  27  ;; integer values
004D: jump_if_false £Label131F78
0086: $200A = $2086  ;; floating-point values only
0086: $200B = $2087  ;; floating-point values only
0086: $200C = $2088  ;; floating-point values only
0086: $200D = $2089  ;; floating-point values only
0086: $200E = $208A  ;; floating-point values only
0086: $200F = $208B  ;; floating-point values only

:Label131F78
00D6: if  0
0038:   $2023 ==  28  ;; integer values
004D: jump_if_false £Label131FBA
0086: $200A = $2089  ;; floating-point values only
0086: $200B = $208A  ;; floating-point values only
0086: $200C = $208B  ;; floating-point values only
0086: $200D = $208C  ;; floating-point values only
0086: $200E = $208D  ;; floating-point values only
0086: $200F = $208E  ;; floating-point values only

:Label131FBA
00D6: if  0
0038:   $2023 ==  29  ;; integer values
004D: jump_if_false £Label131FFC
0086: $200A = $208C  ;; floating-point values only
0086: $200B = $208D  ;; floating-point values only
0086: $200C = $208E  ;; floating-point values only
0086: $200D = $208F  ;; floating-point values only
0086: $200E = $2090  ;; floating-point values only
0086: $200F = $2091  ;; floating-point values only

:Label131FFC
00D6: if  0
0038:   $2023 ==  30  ;; integer values
004D: jump_if_false £Label13203E
0086: $200A = $208F  ;; floating-point values only
0086: $200B = $2090  ;; floating-point values only
0086: $200C = $2091  ;; floating-point values only
0086: $200D = $2092  ;; floating-point values only
0086: $200E = $2093  ;; floating-point values only
0086: $200F = $2094  ;; floating-point values only

:Label13203E
00D6: if  0
0038:   $2023 ==  31  ;; integer values
004D: jump_if_false £Label132080
0086: $200A = $2092  ;; floating-point values only
0086: $200B = $2093  ;; floating-point values only
0086: $200C = $2094  ;; floating-point values only
0086: $200D = $2095  ;; floating-point values only
0086: $200E = $2096  ;; floating-point values only
0086: $200F = $2097  ;; floating-point values only

:Label132080
00D6: if  0
0038:   $2023 ==  32  ;; integer values
004D: jump_if_false £Label1320C2
0086: $200A = $2095  ;; floating-point values only
0086: $200B = $2096  ;; floating-point values only
0086: $200C = $2097  ;; floating-point values only
0086: $200D = $2098  ;; floating-point values only
0086: $200E = $2099  ;; floating-point values only
0086: $200F = $209A  ;; floating-point values only

:Label1320C2
00D6: if  0
0038:   $2023 ==  33  ;; integer values
004D: jump_if_false £Label132104
0086: $200A = $2098  ;; floating-point values only
0086: $200B = $2099  ;; floating-point values only
0086: $200C = $209A  ;; floating-point values only
0086: $200D = $209B  ;; floating-point values only
0086: $200E = $209C  ;; floating-point values only
0086: $200F = $209D  ;; floating-point values only

:Label132104
00D6: if  0
0038:   $2023 ==  34  ;; integer values
004D: jump_if_false £Label132146
0086: $200A = $209B  ;; floating-point values only
0086: $200B = $209C  ;; floating-point values only
0086: $200C = $209D  ;; floating-point values only
0086: $200D = $209E  ;; floating-point values only
0086: $200E = $209F  ;; floating-point values only
0086: $200F = $20A0  ;; floating-point values only

:Label132146
00D6: if  0
0038:   $2023 ==  35  ;; integer values
004D: jump_if_false £Label132188
0086: $200A = $209E  ;; floating-point values only
0086: $200B = $209F  ;; floating-point values only
0086: $200C = $20A0  ;; floating-point values only
0086: $200D = $20A1  ;; floating-point values only
0086: $200E = $20A2  ;; floating-point values only
0086: $200F = $20A3  ;; floating-point values only

:Label132188
00D6: if  0
0038:   $2023 ==  36  ;; integer values
004D: jump_if_false £Label1321CA
0086: $200A = $20A1  ;; floating-point values only
0086: $200B = $20A2  ;; floating-point values only
0086: $200C = $20A3  ;; floating-point values only
0086: $200D = $20A4  ;; floating-point values only
0086: $200E = $20A5  ;; floating-point values only
0086: $200F = $20A6  ;; floating-point values only

:Label1321CA
00D6: if  0
0038:   $2023 ==  37  ;; integer values
004D: jump_if_false £Label13220C
0086: $200A = $20A4  ;; floating-point values only
0086: $200B = $20A5  ;; floating-point values only
0086: $200C = $20A6  ;; floating-point values only
0086: $200D = $20A7  ;; floating-point values only
0086: $200E = $20A8  ;; floating-point values only
0086: $200F = $20A9  ;; floating-point values only

:Label13220C
00D6: if  0
0038:   $2023 ==  38  ;; integer values
004D: jump_if_false £Label13224E
0086: $200A = $20A7  ;; floating-point values only
0086: $200B = $20A8  ;; floating-point values only
0086: $200C = $20A9  ;; floating-point values only
0086: $200D = $20AA  ;; floating-point values only
0086: $200E = $20AB  ;; floating-point values only
0086: $200F = $20AC  ;; floating-point values only

:Label13224E
00D6: if  0
0038:   $2023 ==  39  ;; integer values
004D: jump_if_false £Label132290
0086: $200A = $20AA  ;; floating-point values only
0086: $200B = $20AB  ;; floating-point values only
0086: $200C = $20AC  ;; floating-point values only
0086: $200D = $20AD  ;; floating-point values only
0086: $200E = $20AE  ;; floating-point values only
0086: $200F = $20AF  ;; floating-point values only

:Label132290
00D6: if  0
0038:   $2023 ==  40  ;; integer values
004D: jump_if_false £Label1322D2
0086: $200A = $20AD  ;; floating-point values only
0086: $200B = $20AE  ;; floating-point values only
0086: $200C = $20AF  ;; floating-point values only
0086: $200D = $20B0  ;; floating-point values only
0086: $200E = $20B1  ;; floating-point values only
0086: $200F = $20B2  ;; floating-point values only

:Label1322D2
00D6: if  0
0038:   $2023 ==  41  ;; integer values
004D: jump_if_false £Label132314
0086: $200A = $20B0  ;; floating-point values only
0086: $200B = $20B1  ;; floating-point values only
0086: $200C = $20B2  ;; floating-point values only
0086: $200D = $20B3  ;; floating-point values only
0086: $200E = $20B4  ;; floating-point values only
0086: $200F = $20B5  ;; floating-point values only

:Label132314
00D6: if  0
0038:   $2023 ==  42  ;; integer values
004D: jump_if_false £Label132356
0086: $200A = $20B3  ;; floating-point values only
0086: $200B = $20B4  ;; floating-point values only
0086: $200C = $20B5  ;; floating-point values only
0086: $200D = $20B6  ;; floating-point values only
0086: $200E = $20B7  ;; floating-point values only
0086: $200F = $20B8  ;; floating-point values only

:Label132356
00D6: if  0
0038:   $2023 ==  43  ;; integer values
004D: jump_if_false £Label132398
0086: $200A = $20B6  ;; floating-point values only
0086: $200B = $20B7  ;; floating-point values only
0086: $200C = $20B8  ;; floating-point values only
0086: $200D = $20B9  ;; floating-point values only
0086: $200E = $20BA  ;; floating-point values only
0086: $200F = $20BB  ;; floating-point values only

:Label132398
00D6: if  0
0038:   $2023 ==  44  ;; integer values
004D: jump_if_false £Label1323DA
0086: $200A = $20B9  ;; floating-point values only
0086: $200B = $20BA  ;; floating-point values only
0086: $200C = $20BB  ;; floating-point values only
0086: $200D = $20BC  ;; floating-point values only
0086: $200E = $20BD  ;; floating-point values only
0086: $200F = $20BE  ;; floating-point values only

:Label1323DA
00D6: if  0
0038:   $2023 ==  45  ;; integer values
004D: jump_if_false £Label13241C
0086: $200A = $20BC  ;; floating-point values only
0086: $200B = $20BD  ;; floating-point values only
0086: $200C = $20BE  ;; floating-point values only
0086: $200D = $20BF  ;; floating-point values only
0086: $200E = $20C0  ;; floating-point values only
0086: $200F = $20C1  ;; floating-point values only

:Label13241C
00D6: if  0
0038:   $2023 ==  46  ;; integer values
004D: jump_if_false £Label13245E
0086: $200A = $20BF  ;; floating-point values only
0086: $200B = $20C0  ;; floating-point values only
0086: $200C = $20C1  ;; floating-point values only
0086: $200D = $20C2  ;; floating-point values only
0086: $200E = $20C3  ;; floating-point values only
0086: $200F = $20C4  ;; floating-point values only

:Label13245E
00D6: if  0
0038:   $2023 ==  47  ;; integer values
004D: jump_if_false £Label1324A0
0086: $200A = $20C2  ;; floating-point values only
0086: $200B = $20C3  ;; floating-point values only
0086: $200C = $20C4  ;; floating-point values only
0086: $200D = $20C5  ;; floating-point values only
0086: $200E = $20C6  ;; floating-point values only
0086: $200F = $20C7  ;; floating-point values only

:Label1324A0
00D6: if  0
0038:   $2023 ==  48  ;; integer values
004D: jump_if_false £Label1324E2
0086: $200A = $20C5  ;; floating-point values only
0086: $200B = $20C6  ;; floating-point values only
0086: $200C = $20C7  ;; floating-point values only
0086: $200D = $20C8  ;; floating-point values only
0086: $200E = $20C9  ;; floating-point values only
0086: $200F = $20CA  ;; floating-point values only

:Label1324E2
00D6: if  0
0038:   $2023 ==  49  ;; integer values
004D: jump_if_false £Label132524
0086: $200A = $20C8  ;; floating-point values only
0086: $200B = $20C9  ;; floating-point values only
0086: $200C = $20CA  ;; floating-point values only
0086: $200D = $20C8  ;; floating-point values only
0086: $200E = $20C9  ;; floating-point values only
0086: $200F = $20CA  ;; floating-point values only

:Label132524
0051: return

:Label132526
0227: $2019 = car $201A health
00D6: if  0
001A:    500 > $2019  ;; integer values
004D: jump_if_false £Label132549
0224: set_car $201A health_to  1000

:Label132549
00D6: if  0
8119:   NOT   car $201B wrecked
004D: jump_if_false £Label132653
00D6: if  0
003A:   $201F == $2023  ;; integer values and handles
004D: jump_if_false £Label132639
00AA: store_car $201A position_to $1FDD $1FDE $1FDF
0086: $1FE1 = $1FDD  ;; floating-point values only
0061: $1FE1 -= $1FFB  ;; floating-point values
0086: $1FE2 = $1FDE  ;; floating-point values only
0061: $1FE2 -= $1FFC  ;; floating-point values
0069: $1FE1 *= $1FE1  ;; floating-point values
0069: $1FE2 *= $1FE2  ;; floating-point values
0086: $1FE3 = $1FE1  ;; floating-point values only
0059: $1FE3 += $1FE2  ;; floating-point values
01FB: $1FE7 = square_root $1FE3
00AA: store_car $201B position_to $1FDD $1FDE $1FDF
0086: $1FE1 = $1FDD  ;; floating-point values only
0061: $1FE1 -= $1FFB  ;; floating-point values
0086: $1FE2 = $1FDE  ;; floating-point values only
0061: $1FE2 -= $1FFC  ;; floating-point values
0069: $1FE1 *= $1FE1  ;; floating-point values
0069: $1FE2 *= $1FE2  ;; floating-point values
0086: $1FE3 = $1FE1  ;; floating-point values only
0059: $1FE3 += $1FE2  ;; floating-point values
01FB: $1FE8 = square_root $1FE3
00D6: if  0
0024:   $1FE8 > $1FE7  ;; floating-point values only
004D: jump_if_false £Label132632
0008: $2024 +=  1  ;; integer values

:Label132632
0002: jump £Label132653

:Label132639
00D6: if  0
001C:   $2023 > $201F  ;; integer values
004D: jump_if_false £Label132653
0008: $2024 +=  1  ;; integer values

:Label132653
0051: return

;-------------Mission 95---------------
; Originally: RC Baron Race


:Label132655
03A4: name_thread "RCPLNE1"
0050: gosub £Label132683
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label13267A
0050: gosub £Label133F21

:Label13267A
0050: gosub £Label133FFC
004E: end_thread

:Label132683
0004: $ONMISSION =  1  ;; integer values
0004: $43C =  1  ;; integer values
00D6: if  0
0038:   $2125 ==  0  ;; integer values
004D: jump_if_false £Label1326A5
0317: increment_mission_attempts

:Label1326A5
0001: wait  0 ms
054C: use_GXT_table "RCPLNE1"
0247: request_model #RCBARON

:Label1326B8
00D6: if  0
8248:   NOT   model #RCBARON available
004D: jump_if_false £Label1326D3
0001: wait  0 ms
0002: jump £Label1326B8

:Label1326D3
0004: $2121 =  28  ;; integer values
0005: $2126 =  313.0  ;; floating-point values
0005: $2127 =  1238.332  ;; floating-point values
0005: $2128 =  27.546  ;; floating-point values
0005: $2129 =  317.926  ;; floating-point values
0005: $212A =  1219.877  ;; floating-point values
0005: $212B =  26.554  ;; floating-point values
0005: $212C =  321.35  ;; floating-point values
0005: $212D =  1102.111  ;; floating-point values
0005: $212E =  31.448  ;; floating-point values
0005: $212F =  317.778  ;; floating-point values
0005: $2130 =  949.34  ;; floating-point values
0005: $2131 =  29.25  ;; floating-point values
0005: $2132 =  289.354  ;; floating-point values
0005: $2133 =  789.471  ;; floating-point values
0005: $2134 =  27.426  ;; floating-point values
0005: $2135 =  201.599  ;; floating-point values
0005: $2136 =  689.725  ;; floating-point values
0005: $2137 =  27.896  ;; floating-point values
0005: $2138 =  378.602  ;; floating-point values
0005: $2139 =  564.227  ;; floating-point values
0005: $213A =  20.846  ;; floating-point values
0005: $213B =  346.553  ;; floating-point values
0005: $213C =  445.865  ;; floating-point values
0005: $213D =  19.168  ;; floating-point values
0005: $213E =  331.891  ;; floating-point values
0005: $213F =  344.459  ;; floating-point values
0005: $2140 =  18.385  ;; floating-point values
0005: $2141 =  337.064  ;; floating-point values
0005: $2142 =  243.41  ;; floating-point values
0005: $2143 =  24.428  ;; floating-point values
0005: $2144 =  407.542  ;; floating-point values
0005: $2145 =  102.447  ;; floating-point values
0005: $2146 =  24.134  ;; floating-point values
0005: $2147 =  332.597  ;; floating-point values
0005: $2148 = -12.219  ;; floating-point values
0005: $2149 =  25.134  ;; floating-point values
0005: $214A =  284.866  ;; floating-point values
0005: $214B = -144.529  ;; floating-point values
0005: $214C =  22.046  ;; floating-point values
0005: $214D =  225.013  ;; floating-point values
0005: $214E = -271.518  ;; floating-point values
0005: $214F =  19.929  ;; floating-point values
0005: $2150 =  194.309  ;; floating-point values
0005: $2151 = -365.009  ;; floating-point values
0005: $2152 =  19.146  ;; floating-point values
0005: $2153 =  179.89  ;; floating-point values
0005: $2154 = -500.032  ;; floating-point values
0005: $2155 =  17.304  ;; floating-point values
0005: $2156 =  171.669  ;; floating-point values
0005: $2157 = -638.857  ;; floating-point values
0005: $2158 =  17.328  ;; floating-point values
0005: $2159 =  149.798  ;; floating-point values
0005: $215A = -738.283  ;; floating-point values
0005: $215B =  16.001  ;; floating-point values
0005: $215C =  95.276  ;; floating-point values
0005: $215D = -838.345  ;; floating-point values
0005: $215E =  15.527  ;; floating-point values
0005: $215F = -22.699  ;; floating-point values
0005: $2160 = -869.548  ;; floating-point values
0005: $2161 =  16.142  ;; floating-point values
0005: $2162 = -107.153  ;; floating-point values
0005: $2163 = -895.34  ;; floating-point values
0005: $2164 =  18.43  ;; floating-point values
0005: $2165 = -190.477  ;; floating-point values
0005: $2166 = -944.935  ;; floating-point values
0005: $2167 =  20.094  ;; floating-point values
0005: $2168 = -186.305  ;; floating-point values
0005: $2169 = -1075.039  ;; floating-point values
0005: $216A =  32.099  ;; floating-point values
0005: $216B = -193.016  ;; floating-point values
0005: $216C = -1232.925  ;; floating-point values
0005: $216D =  16.655  ;; floating-point values
0005: $216E = -164.456  ;; floating-point values
0005: $216F = -1402.917  ;; floating-point values
0005: $2170 =  16.294  ;; floating-point values
0005: $2171 = -115.326  ;; floating-point values
0005: $2172 = -1512.663  ;; floating-point values
0005: $2173 =  15.455  ;; floating-point values
0005: $2174 = -11.818  ;; floating-point values
0005: $2175 = -1576.647  ;; floating-point values
0005: $2176 =  15.96  ;; floating-point values
0005: $2177 =  110.56  ;; floating-point values
0005: $2178 = -1588.121  ;; floating-point values
0005: $2179 =  16.516  ;; floating-point values
0005: $217A =  174.464  ;; floating-point values
0005: $217B = -1527.732  ;; floating-point values
0005: $217C =  20.699  ;; floating-point values
0005: $217D =  259.539  ;; floating-point values
0005: $217E = -1234.819  ;; floating-point values
0005: $217F =  32.351  ;; floating-point values
0005: $20E3 =  316.0  ;; floating-point values
0005: $20E4 =  1238.332  ;; floating-point values
0005: $20E5 =  26.554  ;; floating-point values
0005: $20E6 =  319.0  ;; floating-point values
0005: $20E7 =  1238.332  ;; floating-point values
0005: $20E8 =  26.554  ;; floating-point values
0005: $20E9 =  322.0  ;; floating-point values
0005: $20EA =  1238.332  ;; floating-point values
0005: $20EB =  26.554  ;; floating-point values
0005: $20D4 =  182.29  ;; floating-point values
0004: $2118 =  0  ;; integer values
0004: $2114 =  0  ;; integer values
0004: $2115 =  0  ;; integer values
0004: $2116 =  0  ;; integer values
0004: $2117 =  0  ;; integer values
0005: $20D8 =  4.0  ;; floating-point values
0005: $20D9 =  4.0  ;; floating-point values
0005: $20DA =  4.0  ;; floating-point values
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
00DA: $210A = player $PLAYER_CHAR car
00D6: if  0
8119:   NOT   car $210A wrecked
004D: jump_if_false £Label132B29
020A: set_car $210A door_status_to  2

:Label132B29
01C0: $2180 = player $PLAYER_CHAR wanted_level
0110: clear_player $PLAYER_CHAR wanted_level
0395: clear_area  1 at $2126 $2127 range $2128  80.0
02A3: toggle_widescreen  1 (on)
00A5: $210B = create_car #RCBARON at $20E3 $20E4 $20E5
03AB: (unknown) $210B  1 
03ED: (unknown) $210B  1 
0175: set_car $210B z_angle_to $20D4
02AA: set_car $210B immune_to_nonplayer  1
00A5: $210C = create_car #RCBARON at $20E6 $20E7 $20E8
03AB: (unknown) $210C  1 
03ED: (unknown) $210C  1 
0175: set_car $210C z_angle_to $20D4
02AA: set_car $210C immune_to_nonplayer  1
00A5: $210D = create_car #RCBARON at $20E9 $20EA $20EB
03AB: (unknown) $210D  1 
03ED: (unknown) $210D  1 
0175: set_car $210D z_angle_to $20D4
02AA: set_car $210D immune_to_nonplayer  1
046E: unknown_put_player $PLAYER_CHAR in_RC_mode_at $2126 $2127 $2128 angle  182.29 RC_model #RCBARON
0484: $2110 = player $PLAYER_CHAR rc_car
04D6:  0
015F: set_camera_position  323.6173  1239.22  26.80053  0.0  0.0  0.0
0160: point_camera  322.7087  1238.807  26.85948  2
016A: fade  1 (back)  3000 ms

:Label132C32
00D6: if  0
016B:   fading
004D: jump_if_false £Label132C4A
0001: wait  0 ms
0002: jump £Label132C32

:Label132C4A
0006:  16@ =  0  ;; integer values

:Label132C51
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label132C96
0001: wait  0 ms
00BC: text_highpriority "RCPL1_4"  5000 ms  2  ;; ~g~Compete in a CHECKPOINT RACE with 3 other RC Plane's
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label132C8F
0002: jump £Label132DC8

:Label132C8F
0002: jump £Label132C51

:Label132C96
0006:  16@ =  0  ;; integer values
03CB: set_camera  289.354  789.471  27.426
015F: set_camera_position  307.078  842.687  33.651  0.0  0.0  0.0
0160: point_camera  289.354  789.471  27.426  2

:Label132CE1
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label132D49
0001: wait  0 ms
00BC: text_highpriority "RCPL1_5"  5000 ms  2  ;; ~g~Fly through the checkpoints scattered throughout Vice City.
04D5: create_corona_at  289.354  789.471  27.426 radius  7.0 type  6 flare  0 RGB  255  137  205
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label132D42
0002: jump £Label132DC8

:Label132D42
0002: jump £Label132CE1

:Label132D49
0006:  16@ =  0  ;; integer values

:Label132D50
00D6: if  0
001B:    5000 >  16@  ;; integer values
004D: jump_if_false £Label132DC8
0001: wait  0 ms
015F: set_camera_position  311.3789  1236.672  26.99365  0.0  0.0  0.0
0160: point_camera  312.2311  1237.192  26.93967  2
00BC: text_highpriority "RCPL1_6"  5000 ms  2  ;; ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC Plane.
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label132DC1
0002: jump £Label132DC8

:Label132DC1
0002: jump £Label132D50

:Label132DC8
00D6: if  0
8119:   NOT   car $2110 wrecked
004D: jump_if_false £Label132DF4
03EB: clear_small_messages_only
0158: camera_on_vehicle $2110  18  2
0001: wait  0 ms
032A: unknown  0
0001: wait  300 ms
02A3: toggle_widescreen  0 (off)

:Label132DF4
0084: $2122 = $2121  ;; integer values and handles
000C: $2122 -=  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
00BA: text_styled "RACE2"  1100 ms  4  ;; ~g~3
018C: play_sound  7 at  0.0  0.0  0.0
0001: wait  1000 ms
00BA: text_styled "RACE3"  1100 ms  4  ;; ~g~2
018C: play_sound  8 at  0.0  0.0  0.0
0001: wait  1000 ms
00BA: text_styled "RACE4"  1100 ms  4  ;; ~g~1
018C: play_sound  9 at  0.0  0.0  0.0
0001: wait  1000 ms
00BA: text_styled "RACE5"  800 ms  4  ;; ~g~GO!
018C: play_sound  10 at  0.0  0.0  0.0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
0293: $12 = current_controls
00D6: if  0
0038:   $12 ==  3  ;; integer values
004D: jump_if_false £Label132EE6
03E5: text_box "PLANE_4"  ;; Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.
0002: jump £Label132EF0

:Label132EE6
03E5: text_box "PLANE_H"  ;; Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.

:Label132EF0
00D6: if  0
0119:   car $210B wrecked
004D: jump_if_false £Label132F07
0002: jump £Label133F21

:Label132F07
00D6: if  0
0119:   car $210C wrecked
004D: jump_if_false £Label132F1E
0002: jump £Label133F21

:Label132F1E
00D6: if  0
0119:   car $210D wrecked
004D: jump_if_false £Label132F35
0002: jump £Label133F21

:Label132F35
00D6: if  0
8119:   NOT   car $210B wrecked
004D: jump_if_false £Label132F51
0161: tie_marker $2107 to_car $210B  0  1

:Label132F51
00D6: if  0
8119:   NOT   car $210C wrecked
004D: jump_if_false £Label132F6D
0161: tie_marker $2108 to_car $210C  0  1

:Label132F6D
00D6: if  0
8119:   NOT   car $210D wrecked
004D: jump_if_false £Label132F89
0161: tie_marker $2109 to_car $210D  0  1

:Label132F89
0050: gosub £Label133676
0086: $20EF = $20FE  ;; floating-point values only
0086: $20F0 = $20FF  ;; floating-point values only
0086: $20F1 = $2100  ;; floating-point values only
0086: $20F2 = $2101  ;; floating-point values only
0086: $20F3 = $2102  ;; floating-point values only
0086: $20F4 = $2103  ;; floating-point values only
0086: $20F5 = $20FE  ;; floating-point values only
0086: $20F6 = $20FF  ;; floating-point values only
0086: $20F7 = $2100  ;; floating-point values only
0086: $20F8 = $20FE  ;; floating-point values only
0086: $20F9 = $20FF  ;; floating-point values only
0086: $20FA = $2100  ;; floating-point values only
0086: $20FB = $20FE  ;; floating-point values only
0086: $20FC = $20FF  ;; floating-point values only
0086: $20FD = $2100  ;; floating-point values only
018A: $2105 = create_checkpoint_at $20EF $20F0 $20F1
0167: $2106 = create_marker_at $20F2 $20F3 $20F4  5  2
0168: show_on_radar $2106  2
0166: set_marker $2106 brightness_to  1
04D2: unknown_RC_car $210B race_to $20F5 $20F6 $20F7  30
04D2: unknown_RC_car $210C race_to $20F8 $20F9 $20FA  25
04D2: unknown_RC_car $210D race_to $20FB $20FC $20FD  35
0004: $211A =  0  ;; integer values
03C3: set_timer_with_text_to $211A type  0 text "RCH1_5"  ;; Time:
00D6: if  0
0119:   car $2110 wrecked
004D: jump_if_false £Label133093
0002: jump £Label133F21

:Label133093
00D6: if  0
001C:   $2121 > $2114  ;; integer values
004D: jump_if_false £Label13366F
0001: wait  0 ms
0395: clear_area  0 at -447.8  1442.95 range  10.0  120.0
0004: $2119 =  0  ;; integer values
00D6: if  0
8119:   NOT   car $2110 wrecked
004D: jump_if_false £Label1331C1
00D6: if  0
01AF:   car $2110  0 ()near_point $20EF $20F0 $20F1 radius  7.5  7.5  7.5
004D: jump_if_false £Label1331C1
0008: $2114 +=  1  ;; integer values
0164: disable_marker $2105
018C: play_sound  1 at  0.0  0.0  0.0
0164: disable_marker $2106
0084: $2118 = $2114  ;; integer values and handles
0050: gosub £Label133676
0086: $20EF = $20FE  ;; floating-point values only
0086: $20F0 = $20FF  ;; floating-point values only
0086: $20F1 = $2100  ;; floating-point values only
0086: $20F2 = $2101  ;; floating-point values only
0086: $20F3 = $2102  ;; floating-point values only
0086: $20F4 = $2103  ;; floating-point values only
00D6: if  0
003A:   $2114 == $2121  ;; integer values and handles
004D: jump_if_false £Label133180
0002: jump £Label133F3A

:Label133180
018A: $2105 = create_checkpoint_at $20EF $20F0 $20F1
00D6: if  0
803A:   NOT   $2114 == $2122  ;; integer values and handles
004D: jump_if_false £Label1331C1
0167: $2106 = create_marker_at $20F2 $20F3 $20F4  5  2
0166: set_marker $2106 brightness_to  1
0168: show_on_radar $2106  2

:Label1331C1
00D6: if  0
8119:   NOT   car $210B wrecked
004D: jump_if_false £Label1332C3
0084: $210F = $210B  ;; integer values and handles
0084: $2118 = $2115  ;; integer values and handles
0086: $20EC = $20E3  ;; floating-point values only
0086: $20ED = $20E4  ;; floating-point values only
0086: $20EE = $20E5  ;; floating-point values only
0084: $211F = $211B  ;; integer values and handles
0050: gosub £Label133DF2
0086: $20E3 = $20EC  ;; floating-point values only
0086: $20E4 = $20ED  ;; floating-point values only
0086: $20E5 = $20EE  ;; floating-point values only
0084: $211B = $211F  ;; integer values and handles
00D6: if  0
8119:   NOT   car $210B wrecked
004D: jump_if_false £Label1332C3
00D6: if  0
01AF:   car $210B  0 ()near_point $20F5 $20F6 $20F7 radius $20D8 $20D8 $20D8
004D: jump_if_false £Label1332C3
0008: $2115 +=  1  ;; integer values
0084: $2118 = $2115  ;; integer values and handles
0050: gosub £Label133676
0086: $20F5 = $20FE  ;; floating-point values only
0086: $20F6 = $20FF  ;; floating-point values only
0086: $20F7 = $2100  ;; floating-point values only
00D6: if  0
003A:   $2115 == $2121  ;; integer values and handles
004D: jump_if_false £Label1332B3
00BC: text_highpriority "RACEFA"  5000 ms  1  ;; ~r~You failed to win the race!
0002: jump £Label133F21

:Label1332B3
04D2: unknown_RC_car $210B race_to $20F5 $20F6 $20F7  36

:Label1332C3
00D6: if  0
8119:   NOT   car $210C wrecked
004D: jump_if_false £Label1333C5
0084: $210F = $210C  ;; integer values and handles
0084: $2118 = $2116  ;; integer values and handles
0086: $20EC = $20E6  ;; floating-point values only
0086: $20ED = $20E7  ;; floating-point values only
0086: $20EE = $20E8  ;; floating-point values only
0084: $211F = $211C  ;; integer values and handles
0050: gosub £Label133DF2
0086: $20E6 = $20EC  ;; floating-point values only
0086: $20E7 = $20ED  ;; floating-point values only
0086: $20E8 = $20EE  ;; floating-point values only
0084: $211C = $211F  ;; integer values and handles
00D6: if  0
8119:   NOT   car $210C wrecked
004D: jump_if_false £Label1333C5
00D6: if  0
01AF:   car $210C  0 ()near_point $20F8 $20F9 $20FA radius $20D9 $20D9 $20D9
004D: jump_if_false £Label1333C5
0008: $2116 +=  1  ;; integer values
0084: $2118 = $2116  ;; integer values and handles
0050: gosub £Label133676
0086: $20F8 = $20FE  ;; floating-point values only
0086: $20F9 = $20FF  ;; floating-point values only
0086: $20FA = $2100  ;; floating-point values only
00D6: if  0
003A:   $2116 == $2121  ;; integer values and handles
004D: jump_if_false £Label1333B5
00BC: text_highpriority "RACEFA"  5000 ms  1  ;; ~r~You failed to win the race!
0002: jump £Label133F21

:Label1333B5
04D2: unknown_RC_car $210C race_to $20F8 $20F9 $20FA  27

:Label1333C5
00D6: if  0
8119:   NOT   car $210D wrecked
004D: jump_if_false £Label1334C7
0084: $210F = $210D  ;; integer values and handles
0084: $2118 = $2117  ;; integer values and handles
0086: $20EC = $20E9  ;; floating-point values only
0086: $20ED = $20EA  ;; floating-point values only
0086: $20EE = $20EB  ;; floating-point values only
0084: $211F = $211D  ;; integer values and handles
0050: gosub £Label133DF2
0086: $20E9 = $20EC  ;; floating-point values only
0086: $20EA = $20ED  ;; floating-point values only
0086: $20EB = $20EE  ;; floating-point values only
0084: $211D = $211F  ;; integer values and handles
00D6: if  0
8119:   NOT   car $210D wrecked
004D: jump_if_false £Label1334C7
00D6: if  0
01AF:   car $210D  0 ()near_point $20FB $20FC $20FD radius $20DA $20DA $20DA
004D: jump_if_false £Label1334C7
0008: $2117 +=  1  ;; integer values
0084: $2118 = $2117  ;; integer values and handles
0050: gosub £Label133676
0086: $20FB = $20FE  ;; floating-point values only
0086: $20FC = $20FF  ;; floating-point values only
0086: $20FD = $2100  ;; floating-point values only
00D6: if  0
003A:   $2117 == $2121  ;; integer values and handles
004D: jump_if_false £Label1334B7
00BC: text_highpriority "RACEFA"  5000 ms  1  ;; ~r~You failed to win the race!
0002: jump £Label133F21

:Label1334B7
04D2: unknown_RC_car $210D race_to $20FB $20FC $20FD  42

:Label1334C7
00D6: if  0
0038:   $2119 ==  0  ;; integer values
004D: jump_if_false £Label1334E7
00BC: text_highpriority "FIRST"  100 ms  1  ;; ~b~1st

:Label1334E7
00D6: if  0
0038:   $2119 ==  1  ;; integer values
004D: jump_if_false £Label133507
00BC: text_highpriority "SECOND"  100 ms  1  ;; ~b~2nd

:Label133507
00D6: if  0
0038:   $2119 ==  2  ;; integer values
004D: jump_if_false £Label133527
00BC: text_highpriority "THIRD"  100 ms  1  ;; ~b~3rd

:Label133527
00D6: if  0
0038:   $2119 ==  3  ;; integer values
004D: jump_if_false £Label133547
00BC: text_highpriority "FOURTH"  100 ms  1  ;; ~b~4th

:Label133547
00D6: if  0
003A:   $2114 == $2122  ;; integer values and handles
004D: jump_if_false £Label13357B
04D5: create_corona_at $20EF $20F0 $20F1 radius  7.0 type  6 flare  0 RGB  100  0  100
0002: jump £Label133598

:Label13357B
04D5: create_corona_at $20EF $20F0 $20F1 radius  7.0 type  6 flare  0 RGB  255  137  205

:Label133598
00D6: if  0
0119:   car $2110 wrecked
004D: jump_if_false £Label1335AF
0002: jump £Label133F21

:Label1335AF
00D6: if  0
8119:   NOT   car $2110 wrecked
004D: jump_if_false £Label13361A
00D6: if  0
80B0:   NOT   car $2110  0 ()in_rectangle  833.0  1340.0 -225.0 -1666.0
004D: jump_if_false £Label13361A
00D6: if  0
00B0:   car $2110  0 ()in_rectangle  940.212  1340.225 -253.15 -1700.0
004D: jump_if_false £Label13361A
00BC: text_highpriority "RCPL1_8"  3000 ms  1  ;; ~g~Your RC Plane is going out of range!

:Label13361A
00D6: if  0
8119:   NOT   car $2110 wrecked
004D: jump_if_false £Label133668
00D6: if  0
80B0:   NOT   car $2110  0 ()in_rectangle  940.212  1340.225 -253.15 -1700.0
004D: jump_if_false £Label133668
0409: blow_up_rc_buggy
00BC: text_highpriority "RCPL1_9"  5000 ms  1  ;; ~r~Your RC Plane went out of range!
0002: jump £Label133F21

:Label133668
0002: jump £Label133093

:Label13366F
0002: jump £Label133F3A

:Label133676
00D6: if  0
0038:   $2118 ==  0  ;; integer values
004D: jump_if_false £Label1336B8
0086: $20FE = $2129  ;; floating-point values only
0086: $20FF = $212A  ;; floating-point values only
0086: $2100 = $212B  ;; floating-point values only
0086: $2101 = $212C  ;; floating-point values only
0086: $2102 = $212D  ;; floating-point values only
0086: $2103 = $212E  ;; floating-point values only

:Label1336B8
00D6: if  0
0038:   $2118 ==  1  ;; integer values
004D: jump_if_false £Label1336FA
0086: $20FE = $212C  ;; floating-point values only
0086: $20FF = $212D  ;; floating-point values only
0086: $2100 = $212E  ;; floating-point values only
0086: $2101 = $212F  ;; floating-point values only
0086: $2102 = $2130  ;; floating-point values only
0086: $2103 = $2131  ;; floating-point values only

:Label1336FA
00D6: if  0
0038:   $2118 ==  2  ;; integer values
004D: jump_if_false £Label13373C
0086: $20FE = $212F  ;; floating-point values only
0086: $20FF = $2130  ;; floating-point values only
0086: $2100 = $2131  ;; floating-point values only
0086: $2101 = $2132  ;; floating-point values only
0086: $2102 = $2133  ;; floating-point values only
0086: $2103 = $2134  ;; floating-point values only

:Label13373C
00D6: if  0
0038:   $2118 ==  3  ;; integer values
004D: jump_if_false £Label13377E
0086: $20FE = $2132  ;; floating-point values only
0086: $20FF = $2133  ;; floating-point values only
0086: $2100 = $2134  ;; floating-point values only
0086: $2101 = $2135  ;; floating-point values only
0086: $2102 = $2136  ;; floating-point values only
0086: $2103 = $2137  ;; floating-point values only

:Label13377E
00D6: if  0
0038:   $2118 ==  4  ;; integer values
004D: jump_if_false £Label1337C0
0086: $20FE = $2135  ;; floating-point values only
0086: $20FF = $2136  ;; floating-point values only
0086: $2100 = $2137  ;; floating-point values only
0086: $2101 = $2138  ;; floating-point values only
0086: $2102 = $2139  ;; floating-point values only
0086: $2103 = $213A  ;; floating-point values only

:Label1337C0
00D6: if  0
0038:   $2118 ==  5  ;; integer values
004D: jump_if_false £Label133802
0086: $20FE = $2138  ;; floating-point values only
0086: $20FF = $2139  ;; floating-point values only
0086: $2100 = $213A  ;; floating-point values only
0086: $2101 = $213B  ;; floating-point values only
0086: $2102 = $213C  ;; floating-point values only
0086: $2103 = $213D  ;; floating-point values only

:Label133802
00D6: if  0
0038:   $2118 ==  6  ;; integer values
004D: jump_if_false £Label133844
0086: $20FE = $213B  ;; floating-point values only
0086: $20FF = $213C  ;; floating-point values only
0086: $2100 = $213D  ;; floating-point values only
0086: $2101 = $213E  ;; floating-point values only
0086: $2102 = $213F  ;; floating-point values only
0086: $2103 = $2140  ;; floating-point values only

:Label133844
00D6: if  0
0038:   $2118 ==  7  ;; integer values
004D: jump_if_false £Label133886
0086: $20FE = $213E  ;; floating-point values only
0086: $20FF = $213F  ;; floating-point values only
0086: $2100 = $2140  ;; floating-point values only
0086: $2101 = $2141  ;; floating-point values only
0086: $2102 = $2142  ;; floating-point values only
0086: $2103 = $2143  ;; floating-point values only

:Label133886
00D6: if  0
0038:   $2118 ==  8  ;; integer values
004D: jump_if_false £Label1338C8
0086: $20FE = $2141  ;; floating-point values only
0086: $20FF = $2142  ;; floating-point values only
0086: $2100 = $2143  ;; floating-point values only
0086: $2101 = $2144  ;; floating-point values only
0086: $2102 = $2145  ;; floating-point values only
0086: $2103 = $2146  ;; floating-point values only

:Label1338C8
00D6: if  0
0038:   $2118 ==  9  ;; integer values
004D: jump_if_false £Label13390A
0086: $20FE = $2144  ;; floating-point values only
0086: $20FF = $2145  ;; floating-point values only
0086: $2100 = $2146  ;; floating-point values only
0086: $2101 = $2147  ;; floating-point values only
0086: $2102 = $2148  ;; floating-point values only
0086: $2103 = $2149  ;; floating-point values only

:Label13390A
00D6: if  0
0038:   $2118 ==  10  ;; integer values
004D: jump_if_false £Label13394C
0086: $20FE = $2147  ;; floating-point values only
0086: $20FF = $2148  ;; floating-point values only
0086: $2100 = $2149  ;; floating-point values only
0086: $2101 = $214A  ;; floating-point values only
0086: $2102 = $214B  ;; floating-point values only
0086: $2103 = $214C  ;; floating-point values only

:Label13394C
00D6: if  0
0038:   $2118 ==  11  ;; integer values
004D: jump_if_false £Label13398E
0086: $20FE = $214A  ;; floating-point values only
0086: $20FF = $214B  ;; floating-point values only
0086: $2100 = $214C  ;; floating-point values only
0086: $2101 = $214D  ;; floating-point values only
0086: $2102 = $214E  ;; floating-point values only
0086: $2103 = $214F  ;; floating-point values only

:Label13398E
00D6: if  0
0038:   $2118 ==  12  ;; integer values
004D: jump_if_false £Label1339D0
0086: $20FE = $214D  ;; floating-point values only
0086: $20FF = $214E  ;; floating-point values only
0086: $2100 = $214F  ;; floating-point values only
0086: $2101 = $2150  ;; floating-point values only
0086: $2102 = $2151  ;; floating-point values only
0086: $2103 = $2152  ;; floating-point values only

:Label1339D0
00D6: if  0
0038:   $2118 ==  13  ;; integer values
004D: jump_if_false £Label133A12
0086: $20FE = $2150  ;; floating-point values only
0086: $20FF = $2151  ;; floating-point values only
0086: $2100 = $2152  ;; floating-point values only
0086: $2101 = $2153  ;; floating-point values only
0086: $2102 = $2154  ;; floating-point values only
0086: $2103 = $2155  ;; floating-point values only

:Label133A12
00D6: if  0
0038:   $2118 ==  14  ;; integer values
004D: jump_if_false £Label133A54
0086: $20FE = $2153  ;; floating-point values only
0086: $20FF = $2154  ;; floating-point values only
0086: $2100 = $2155  ;; floating-point values only
0086: $2101 = $2156  ;; floating-point values only
0086: $2102 = $2157  ;; floating-point values only
0086: $2103 = $2158  ;; floating-point values only

:Label133A54
00D6: if  0
0038:   $2118 ==  15  ;; integer values
004D: jump_if_false £Label133A96
0086: $20FE = $2156  ;; floating-point values only
0086: $20FF = $2157  ;; floating-point values only
0086: $2100 = $2158  ;; floating-point values only
0086: $2101 = $2159  ;; floating-point values only
0086: $2102 = $215A  ;; floating-point values only
0086: $2103 = $215B  ;; floating-point values only

:Label133A96
00D6: if  0
0038:   $2118 ==  16  ;; integer values
004D: jump_if_false £Label133AD8
0086: $20FE = $2159  ;; floating-point values only
0086: $20FF = $215A  ;; floating-point values only
0086: $2100 = $215B  ;; floating-point values only
0086: $2101 = $215C  ;; floating-point values only
0086: $2102 = $215D  ;; floating-point values only
0086: $2103 = $215E  ;; floating-point values only

:Label133AD8
00D6: if  0
0038:   $2118 ==  17  ;; integer values
004D: jump_if_false £Label133B1A
0086: $20FE = $215C  ;; floating-point values only
0086: $20FF = $215D  ;; floating-point values only
0086: $2100 = $215E  ;; floating-point values only
0086: $2101 = $215F  ;; floating-point values only
0086: $2102 = $2160  ;; floating-point values only
0086: $2103 = $2161  ;; floating-point values only

:Label133B1A
00D6: if  0
0038:   $2118 ==  18  ;; integer values
004D: jump_if_false £Label133B5C
0086: $20FE = $215F  ;; floating-point values only
0086: $20FF = $2160  ;; floating-point values only
0086: $2100 = $2161  ;; floating-point values only
0086: $2101 = $2162  ;; floating-point values only
0086: $2102 = $2163  ;; floating-point values only
0086: $2103 = $2164  ;; floating-point values only

:Label133B5C
00D6: if  0
0038:   $2118 ==  19  ;; integer values
004D: jump_if_false £Label133B9E
0086: $20FE = $2162  ;; floating-point values only
0086: $20FF = $2163  ;; floating-point values only
0086: $2100 = $2164  ;; floating-point values only
0086: $2101 = $2165  ;; floating-point values only
0086: $2102 = $2166  ;; floating-point values only
0086: $2103 = $2167  ;; floating-point values only

:Label133B9E
00D6: if  0
0038:   $2118 ==  20  ;; integer values
004D: jump_if_false £Label133BE0
0086: $20FE = $2165  ;; floating-point values only
0086: $20FF = $2166  ;; floating-point values only
0086: $2100 = $2167  ;; floating-point values only
0086: $2101 = $2168  ;; floating-point values only
0086: $2102 = $2169  ;; floating-point values only
0086: $2103 = $216A  ;; floating-point values only

:Label133BE0
00D6: if  0
0038:   $2118 ==  21  ;; integer values
004D: jump_if_false £Label133C22
0086: $20FE = $2168  ;; floating-point values only
0086: $20FF = $2169  ;; floating-point values only
0086: $2100 = $216A  ;; floating-point values only
0086: $2101 = $216B  ;; floating-point values only
0086: $2102 = $216C  ;; floating-point values only
0086: $2103 = $216D  ;; floating-point values only

:Label133C22
00D6: if  0
0038:   $2118 ==  22  ;; integer values
004D: jump_if_false £Label133C64
0086: $20FE = $216B  ;; floating-point values only
0086: $20FF = $216C  ;; floating-point values only
0086: $2100 = $216D  ;; floating-point values only
0086: $2101 = $216E  ;; floating-point values only
0086: $2102 = $216F  ;; floating-point values only
0086: $2103 = $2170  ;; floating-point values only

:Label133C64
00D6: if  0
0038:   $2118 ==  23  ;; integer values
004D: jump_if_false £Label133CA6
0086: $20FE = $216E  ;; floating-point values only
0086: $20FF = $216F  ;; floating-point values only
0086: $2100 = $2170  ;; floating-point values only
0086: $2101 = $2171  ;; floating-point values only
0086: $2102 = $2172  ;; floating-point values only
0086: $2103 = $2173  ;; floating-point values only

:Label133CA6
00D6: if  0
0038:   $2118 ==  24  ;; integer values
004D: jump_if_false £Label133CE8
0086: $20FE = $2171  ;; floating-point values only
0086: $20FF = $2172  ;; floating-point values only
0086: $2100 = $2173  ;; floating-point values only
0086: $2101 = $2174  ;; floating-point values only
0086: $2102 = $2175  ;; floating-point values only
0086: $2103 = $2176  ;; floating-point values only

:Label133CE8
00D6: if  0
0038:   $2118 ==  25  ;; integer values
004D: jump_if_false £Label133D2A
0086: $20FE = $2174  ;; floating-point values only
0086: $20FF = $2175  ;; floating-point values only
0086: $2100 = $2176  ;; floating-point values only
0086: $2101 = $2177  ;; floating-point values only
0086: $2102 = $2178  ;; floating-point values only
0086: $2103 = $2179  ;; floating-point values only

:Label133D2A
00D6: if  0
0038:   $2118 ==  26  ;; integer values
004D: jump_if_false £Label133D6C
0086: $20FE = $2177  ;; floating-point values only
0086: $20FF = $2178  ;; floating-point values only
0086: $2100 = $2179  ;; floating-point values only
0086: $2101 = $217A  ;; floating-point values only
0086: $2102 = $217B  ;; floating-point values only
0086: $2103 = $217C  ;; floating-point values only

:Label133D6C
00D6: if  0
0038:   $2118 ==  27  ;; integer values
004D: jump_if_false £Label133DAE
0086: $20FE = $217A  ;; floating-point values only
0086: $20FF = $217B  ;; floating-point values only
0086: $2100 = $217C  ;; floating-point values only
0086: $2101 = $217D  ;; floating-point values only
0086: $2102 = $217E  ;; floating-point values only
0086: $2103 = $217F  ;; floating-point values only

:Label133DAE
00D6: if  0
0038:   $2118 ==  28  ;; integer values
004D: jump_if_false £Label133DF0
0086: $20FE = $217D  ;; floating-point values only
0086: $20FF = $217E  ;; floating-point values only
0086: $2100 = $217F  ;; floating-point values only
0086: $2101 = $217D  ;; floating-point values only
0086: $2102 = $217E  ;; floating-point values only
0086: $2103 = $217F  ;; floating-point values only

:Label133DF0
0051: return

:Label133DF2
0227: $210E = car $210F health
00D6: if  0
001A:    500 > $210E  ;; integer values
004D: jump_if_false £Label133E15
0224: set_car $210F health_to  1000

:Label133E15
00D6: if  0
8119:   NOT   car $2110 wrecked
004D: jump_if_false £Label133F1F
00D6: if  0
003A:   $2114 == $2118  ;; integer values and handles
004D: jump_if_false £Label133F05
00AA: store_car $210F position_to $20D1 $20D2 $20D3
0086: $20D5 = $20D1  ;; floating-point values only
0061: $20D5 -= $20EF  ;; floating-point values
0086: $20D6 = $20D2  ;; floating-point values only
0061: $20D6 -= $20F0  ;; floating-point values
0069: $20D5 *= $20D5  ;; floating-point values
0069: $20D6 *= $20D6  ;; floating-point values
0086: $20D7 = $20D5  ;; floating-point values only
0059: $20D7 += $20D6  ;; floating-point values
01FB: $20DB = square_root $20D7
00AA: store_car $2110 position_to $20D1 $20D2 $20D3
0086: $20D5 = $20D1  ;; floating-point values only
0061: $20D5 -= $20EF  ;; floating-point values
0086: $20D6 = $20D2  ;; floating-point values only
0061: $20D6 -= $20F0  ;; floating-point values
0069: $20D5 *= $20D5  ;; floating-point values
0069: $20D6 *= $20D6  ;; floating-point values
0086: $20D7 = $20D5  ;; floating-point values only
0059: $20D7 += $20D6  ;; floating-point values
01FB: $20DC = square_root $20D7
00D6: if  0
0024:   $20DC > $20DB  ;; floating-point values only
004D: jump_if_false £Label133EFE
0008: $2119 +=  1  ;; integer values

:Label133EFE
0002: jump £Label133F1F

:Label133F05
00D6: if  0
001C:   $2118 > $2114  ;; integer values
004D: jump_if_false £Label133F1F
0008: $2119 +=  1  ;; integer values

:Label133F1F
0051: return

:Label133F21
00BA: text_styled "M_FAIL"  5000 ms  1  ;; MISSION FAILED!
010D: set_player $PLAYER_CHAR wanted_level_to $2180
0051: return

:Label133F3A
0084: $2181 = $211A  ;; integer values and handles
0014: $2181 /=  1000  ;; integer values
042E:  3 $2181
0084: $2183 = $2181  ;; integer values and handles
0014: $2183 /=  60  ;; integer values
0084: $2182 = $2183  ;; integer values and handles
0010: $2182 *=  60  ;; integer values
0060: $2181 -= $2182  ;; integer values
00D6: if  0
0028:   $2181 >=  10  ;; integer values
004D: jump_if_false £Label133FA5
02FD: text_2numbers_lowpriority "RCH1_9" $2183 $2181  7000 ms  1  ;; ~b~TOTAL TIME: ~1~:~1~
0002: jump £Label133FBA

:Label133FA5
02FD: text_2numbers_lowpriority "RCH1_10" $2183 $2181  7000 ms  1  ;; ~b~TOTAL TIME: ~1~:0~1~

:Label133FBA
01E3: text_1number_styled "M_PASS"  100  5000 ms  1  ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  100
00D6: if  0
0038:   $2125 ==  0  ;; integer values
004D: jump_if_false £Label133FF6
030C: set_mission_points +=  1
0595: (unknown)
0004: $2125 =  1  ;; integer values

:Label133FF6
0394: play_music  1
0051: return

:Label133FFC
0004: $ONMISSION =  0  ;; integer values
0004: $43C =  0  ;; integer values
014F: stop_timer $211A
0164: disable_marker $2105
0164: disable_marker $2106
0164: disable_marker $2107
0164: disable_marker $2108
0164: disable_marker $2109
04DB: (unknown)
00D6: if  0
8119:   NOT   car $210A wrecked
004D: jump_if_false £Label134041
020A: set_car $210A door_status_to  1

:Label134041
01C3: remove_references_to_car $210A  ;; Like turning a car into any random car
0249: release_model #RCBARON
01C3: remove_references_to_car $210B  ;; Like turning a car into any random car
01C3: remove_references_to_car $210C  ;; Like turning a car into any random car
01C3: remove_references_to_car $210D  ;; Like turning a car into any random car
00A6: destroy_car $210B
00A6: destroy_car $210C
00A6: destroy_car $210D
042E:  3 $211A
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0004: $190 =  1  ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 96---------------
; Originally: Checkpoint Charlie


:Label134087
0050: gosub £Label1340AB
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £Label1340A2
0050: gosub £Label135BCC

:Label1340A2
0050: gosub £Label135D26
004E: end_thread

:Label1340AB
0004: $ONMISSION =  1  ;; integer values
03A4: name_thread "COKERUN"
0001: wait  0 ms
0006:  0@ =  0  ;; integer values
0006:  6@ =  0  ;; integer values
0247: request_model #MARQUIS
00D6: if  0
0038:   $25F ==  0  ;; integer values
004D: jump_if_false £Label1340E7
0317: increment_mission_attempts

:Label1340E7
00D6: if  0
8248:   NOT   model #MARQUIS available
004D: jump_if_false £Label134102
0001: wait  0 ms
0002: jump £Label1340E7

:Label134102
018A:  2@ = create_checkpoint_at -540.1 -1526.9  8.0
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -540.1 -1526.9  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label13416A
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -540.1 -1526.9  8.0
0006:  6@ =  1  ;; integer values

:Label13416A
03CB: set_camera -569.272 -1503.455  9.428
015F: set_camera_position -570.041 -1502.827  9.547  0.0  0.0  0.0
0160: point_camera -569.272 -1503.455  9.428  2
016A: fade  1 (back)  1500 ms
0004: $2184 =  151000  ;; integer values
00D9:  7@ = actor $PLAYER_ACTOR car
00D6: if  0
8119:   NOT   car  7@ wrecked
004D: jump_if_false £Label1341E1
0175: set_car  7@ z_angle_to  250.0

:Label1341E1
00D6: if  0
0038:   $2186 ==  0  ;; integer values
004D: jump_if_false £Label1341F7
01B6: set_weather  0

:Label1341F7
00D6: if  0
0038:   $2186 ==  1  ;; integer values
004D: jump_if_false £Label134215
000C: $2184 -=  5000  ;; integer values
01B6: set_weather  4

:Label134215
00D6: if  0
0038:   $2186 ==  2  ;; integer values
004D: jump_if_false £Label134233
000C: $2184 -=  10000  ;; integer values
01B6: set_weather  1

:Label134233
00D6: if  0
0038:   $2186 ==  3  ;; integer values
004D: jump_if_false £Label134251
000C: $2184 -=  15000  ;; integer values
01B6: set_weather  3

:Label134251
00D6: if  0
0038:   $2186 ==  4  ;; integer values
004D: jump_if_false £Label13426F
000C: $2184 -=  20000  ;; integer values
01B6: set_weather  2

:Label13426F
00D6: if  0
0018:   $2186 >  4  ;; integer values
004D: jump_if_false £Label134289
000C: $2184 -=  30000  ;; integer values

:Label134289
0084: $2187 = $2184  ;; integer values and handles
0107:  3@ = create_object -176 (WATERJUMPX2) at -273.3 -1463.1  5.5
0382: unknown_set_object  3@ collision_detection  1
0107:  4@ = create_object -176 (WATERJUMPX2) at -275.4 -1372.8  5.5
0382: unknown_set_object  4@ collision_detection  1
0107:  5@ = create_object -176 (WATERJUMPX2) at -305.6 -1225.3  5.5
0382: unknown_set_object  5@ collision_detection  1
0006:  16@ =  0  ;; integer values
00BC: text_highpriority "BOAT_P"  6000 ms  1  ;; ~g~collect the packages before the time runs out.

:Label134301
00D6: if  0
8019:   NOT    16@ >  500  ;; integer values
004D: jump_if_false £Label134341
0001: wait  0 ms
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -540.1 -1526.9  8.0
0002: jump £Label134301

:Label134341
00D6: if  0
8019:   NOT    16@ >  5500  ;; integer values
004D: jump_if_false £Label134399
0001: wait  0 ms
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -540.1 -1526.9  8.0
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £Label134392
0002: jump £Label134399

:Label134392
0002: jump £Label134341

:Label134399
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
014E: set_timer_to $2184 type  1

:Label1343A9
00D6: if  0
8019:   NOT    0@ >  25  ;; integer values
004D: jump_if_false £Label135982
0001: wait  0 ms
00D6: if  0
0038:   $2184 ==  0  ;; integer values
004D: jump_if_false £Label1343E7
00BC: text_highpriority "TAXI2"  5000 ms  1  ;; ~r~You're out of time!
0002: jump £Label135BCC

:Label1343E7
00D6: if  0
0039:    0@ ==  0  ;; integer values
004D: jump_if_false £Label13448A
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -540.1 -1526.9  8.0
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -540.1 -1526.9  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label13448A
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -540.1 -1526.9  8.0
018A:  2@ = create_checkpoint_at -458.2 -1575.2  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label13448A
00D6: if  0
0039:    0@ ==  1  ;; integer values
004D: jump_if_false £Label13455F
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -458.2 -1575.2  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label1344F0
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -458.2 -1575.2  8.0
0006:  6@ =  1  ;; integer values

:Label1344F0
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -458.2 -1575.2  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label13455F
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -458.2 -1575.2  8.0
018A:  2@ = create_checkpoint_at -361.2 -1599.6  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label13455F
00D6: if  0
0039:    0@ ==  2  ;; integer values
004D: jump_if_false £Label134634
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -361.2 -1599.6  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label1345C5
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -361.2 -1599.6  8.0
0006:  6@ =  1  ;; integer values

:Label1345C5
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -361.2 -1599.6  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label134634
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -361.2 -1599.6  8.0
018A:  2@ = create_checkpoint_at -333.0 -1678.1  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label134634
00D6: if  0
0039:    0@ ==  3  ;; integer values
004D: jump_if_false £Label134709
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -333.0 -1678.1  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label13469A
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -333.0 -1678.1  8.0
0006:  6@ =  1  ;; integer values

:Label13469A
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -333.0 -1678.1  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label134709
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -333.0 -1678.1  8.0
018A:  2@ = create_checkpoint_at -401.3 -1730.7  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label134709
00D6: if  0
0039:    0@ ==  4  ;; integer values
004D: jump_if_false £Label1347DE
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -401.3 -1730.7  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label13476F
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -401.3 -1730.7  8.0
0006:  6@ =  1  ;; integer values

:Label13476F
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -401.3 -1730.7  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label1347DE
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -401.3 -1730.7  8.0
018A:  2@ = create_checkpoint_at -312.3 -1715.6  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label1347DE
00D6: if  0
0039:    0@ ==  5  ;; integer values
004D: jump_if_false £Label1348B3
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -312.3 -1715.6  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label134844
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -312.3 -1715.6  8.0
0006:  6@ =  1  ;; integer values

:Label134844
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -312.3 -1715.6  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label1348B3
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -312.3 -1715.6  8.0
018A:  2@ = create_checkpoint_at -273.3 -1556.2  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label1348B3
00D6: if  0
0039:    0@ ==  6  ;; integer values
004D: jump_if_false £Label134988
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -273.3 -1556.2  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label134919
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -273.3 -1556.2  8.0
0006:  6@ =  1  ;; integer values

:Label134919
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -273.3 -1556.2  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label134988
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -273.3 -1556.2  8.0
018A:  2@ = create_checkpoint_at -272.4 -1449.7  13.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label134988
00D6: if  0
0039:    0@ ==  7  ;; integer values
004D: jump_if_false £Label134A5D
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -272.4 -1449.7  13.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label1349EE
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -272.4 -1449.7  13.0
0006:  6@ =  1  ;; integer values

:Label1349EE
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -272.4 -1449.7  13.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label134A5D
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -272.4 -1449.7  13.0
018A:  2@ = create_checkpoint_at -272.7 -1360.2  13.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label134A5D
00D6: if  0
0039:    0@ ==  8  ;; integer values
004D: jump_if_false £Label134B32
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -275.4 -1360.2  13.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label134AC3
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -275.4 -1360.2  13.0
0006:  6@ =  1  ;; integer values

:Label134AC3
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -275.4 -1360.2  13.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label134B32
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -275.4 -1360.2  13.0
018A:  2@ = create_checkpoint_at -305.6 -1214.4  13.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label134B32
00D6: if  0
0039:    0@ ==  9  ;; integer values
004D: jump_if_false £Label134C07
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -305.6 -1214.4  13.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label134B98
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -305.6 -1214.4  13.0
0006:  6@ =  1  ;; integer values

:Label134B98
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -305.6 -1214.4  13.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label134C07
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -305.6 -1214.4  13.0
018A:  2@ = create_checkpoint_at -298.6 -1074.4  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label134C07
00D6: if  0
0039:    0@ ==  10  ;; integer values
004D: jump_if_false £Label134CDC
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -298.6 -1074.4  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label134C6D
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -298.6 -1074.4  8.0
0006:  6@ =  1  ;; integer values

:Label134C6D
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -298.6 -1074.4  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label134CDC
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -298.6 -1074.4  8.0
018A:  2@ = create_checkpoint_at -252.0 -939.9  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label134CDC
00D6: if  0
0039:    0@ ==  11  ;; integer values
004D: jump_if_false £Label134DB1
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -252.0 -939.9  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label134D42
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -252.0 -939.9  8.0
0006:  6@ =  1  ;; integer values

:Label134D42
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -252.0 -939.9  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label134DB1
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -252.0 -939.9  8.0
018A:  2@ = create_checkpoint_at -85.0 -766.0  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label134DB1
00D6: if  0
0039:    0@ ==  12  ;; integer values
004D: jump_if_false £Label134E86
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -85.0 -766.0  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label134E17
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -85.0 -766.0  8.0
0006:  6@ =  1  ;; integer values

:Label134E17
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -85.0 -766.0  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label134E86
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -85.0 -766.0  8.0
018A:  2@ = create_checkpoint_at  158.0 -634.0  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label134E86
00D6: if  0
0039:    0@ ==  13  ;; integer values
004D: jump_if_false £Label134F5B
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point  158.0 -634.0  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label134EEC
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at  158.0 -634.0  8.0
0006:  6@ =  1  ;; integer values

:Label134EEC
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  158.0 -634.0  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label134F5B
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at  158.0 -634.0  8.0
018A:  2@ = create_checkpoint_at  279.0 -475.0  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label134F5B
00D6: if  0
0039:    0@ ==  14  ;; integer values
004D: jump_if_false £Label135030
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point  279.0 -475.0  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label134FC1
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at  279.0 -475.0  8.0
0006:  6@ =  1  ;; integer values

:Label134FC1
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  279.0 -475.0  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label135030
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at  279.0 -475.0  8.0
018A:  2@ = create_checkpoint_at  410.0 -269.0  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label135030
00D6: if  0
0039:    0@ ==  15  ;; integer values
004D: jump_if_false £Label135105
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point  410.0 -269.0  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label135096
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at  410.0 -269.0  8.0
0006:  6@ =  1  ;; integer values

:Label135096
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  410.0 -269.0  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label135105
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at  410.0 -269.0  8.0
018A:  2@ = create_checkpoint_at  392.0  20.0  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label135105
00D6: if  0
0039:    0@ ==  16  ;; integer values
004D: jump_if_false £Label1351DA
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point  392.0  20.0  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label13516B
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at  392.0  20.0  8.0
0006:  6@ =  1  ;; integer values

:Label13516B
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  392.0  20.0  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label1351DA
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at  392.0  20.0  8.0
018A:  2@ = create_checkpoint_at  249.0  100.0  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label1351DA
00D6: if  0
0039:    0@ ==  17  ;; integer values
004D: jump_if_false £Label1352AF
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point  249.0  100.0  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label135240
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at  249.0  100.0  8.0
0006:  6@ =  1  ;; integer values

:Label135240
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  249.0  100.0  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label1352AF
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at  249.0  100.0  8.0
018A:  2@ = create_checkpoint_at  194.0 -170.0  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label1352AF
00D6: if  0
0039:    0@ ==  18  ;; integer values
004D: jump_if_false £Label135384
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point  194.0 -170.0  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label135315
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at  194.0 -170.0  8.0
0006:  6@ =  1  ;; integer values

:Label135315
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  194.0 -170.0  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label135384
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at  194.0 -170.0  8.0
018A:  2@ = create_checkpoint_at  49.0 -150.0  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label135384
00D6: if  0
0039:    0@ ==  19  ;; integer values
004D: jump_if_false £Label135459
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point  49.0 -150.0  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label1353EA
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at  49.0 -150.0  8.0
0006:  6@ =  1  ;; integer values

:Label1353EA
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  49.0 -150.0  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label135459
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at  49.0 -150.0  8.0
018A:  2@ = create_checkpoint_at -64.0 -156.0  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label135459
00D6: if  0
0039:    0@ ==  20  ;; integer values
004D: jump_if_false £Label13552E
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -64.0 -156.0  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label1354BF
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -64.0 -156.0  8.0
0006:  6@ =  1  ;; integer values

:Label1354BF
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -64.0 -156.0  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label13552E
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -64.0 -156.0  8.0
018A:  2@ = create_checkpoint_at -93.0  67.0  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label13552E
00D6: if  0
0039:    0@ ==  21  ;; integer values
004D: jump_if_false £Label135603
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -93.0  67.0  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label135594
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -93.0  67.0  8.0
0006:  6@ =  1  ;; integer values

:Label135594
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -93.0  67.0  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label135603
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -93.0  67.0  8.0
018A:  2@ = create_checkpoint_at -70.0  294.0  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label135603
00D6: if  0
0039:    0@ ==  22  ;; integer values
004D: jump_if_false £Label1356D8
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point -70.0  294.0  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label135669
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at -70.0  294.0  8.0
0006:  6@ =  1  ;; integer values

:Label135669
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car -70.0  294.0  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label1356D8
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at -70.0  294.0  8.0
018A:  2@ = create_checkpoint_at  25.0  394.0  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label1356D8
00D6: if  0
0039:    0@ ==  23  ;; integer values
004D: jump_if_false £Label1357CE
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point  25.0  394.0  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label13573E
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at  25.0  394.0  8.0
0006:  6@ =  1  ;; integer values

:Label13573E
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  25.0  394.0  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label1357CE
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at  25.0  394.0  8.0
018A:  2@ = create_checkpoint_at  196.0  403.0  8.0
000A:  0@ +=  1  ;; integer values
00A5:  1@ = create_car #MARQUIS at  324.0  604.0  6.0
0175: set_car  1@ z_angle_to  60.0
0006:  6@ =  0  ;; integer values

:Label1357CE
00D6: if  0
0039:    0@ ==  24  ;; integer values
004D: jump_if_false £Label1358A3
024F: create_corona  4.0  5  0 with_color  0  200  200 at_point  196.0  403.0  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label135834
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at  196.0  403.0  8.0
0006:  6@ =  1  ;; integer values

:Label135834
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  196.0  403.0  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label1358A3
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at  196.0  403.0  8.0
018A:  2@ = create_checkpoint_at  304.4  540.6  8.0
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label1358A3
00D6: if  0
0039:    0@ ==  25  ;; integer values
004D: jump_if_false £Label13597B
024F: create_corona  4.0  5  0 with_color  255  0  0 at_point  304.4  540.6  8.0
00D6: if  0
0039:    6@ ==  0  ;; integer values
004D: jump_if_false £Label135908
0213:  8@ = create_pickup -194 (CRAIGPACKAGE) type  3 at  304.4  540.6  8.0
0006:  6@ =  1  ;; integer values

:Label135908
00D6: if  0
00F7:   player $PLAYER_CHAR  0 ()near_point_in_car  304.4  540.6  8.0 radius  5.0  5.0  3.0
004D: jump_if_false £Label13597B
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1 at  304.4  540.6  8.0
00D6: if  0
8119:   NOT   car  1@ wrecked
004D: jump_if_false £Label13596D
0186:  2@ = create_marker_above_car  1@

:Label13596D
000A:  0@ +=  1  ;; integer values
0006:  6@ =  0  ;; integer values

:Label13597B
0002: jump £Label1343A9

:Label135982
014F: stop_timer $2184
00D6: if  0
0038:   $2186 ==  0  ;; integer values
004D: jump_if_false £Label135BC5
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
04A6: $25E = create_asset_money_pickup_at $243 $244 $245 money $25D $25D
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:Label1359C7
00D6: if  0
016B:   fading
004D: jump_if_false £Label1359DF
0001: wait  0 ms
0002: jump £Label1359C7

:Label1359DF
03AF: set_streaming  0 (disabled)
0247: request_model -195 (B_HSE_PIER)
0247: request_model -196 (B_HSE_EXT)
0247: request_model -197 (DOCKS28)
0247: request_model -198 (DOCKSPROPS12)
0247: request_model -199 (DOCKS85)
0247: request_model -200 (DK_DOCKROADS04)
0247: request_model -201 (B_HSE_PIERFENCE)
0247: request_model -202 (B_HSE_INTERIOR)
0247: request_model -166 (DK_REEF)
0247: request_model -203 (BOAT_KB2)
038B: load_requested_models

:Label135A17
00D6: if  25
8248:   NOT   model -195 (B_HSE_PIER) available
8248:   NOT   model -196 (B_HSE_EXT) available
8248:   NOT   model -197 (DOCKS28) available
8248:   NOT   model -198 (DOCKSPROPS12) available
8248:   NOT   model -199 (DOCKS85) available
8248:   NOT   model -200 (DK_DOCKROADS04) available
004D: jump_if_false £Label135A4B
0001: wait  0 ms
0002: jump £Label135A17

:Label135A4B
00D6: if  23
8248:   NOT   model -201 (B_HSE_PIERFENCE) available
8248:   NOT   model -202 (B_HSE_INTERIOR) available
8248:   NOT   model -166 (DK_REEF) available
8248:   NOT   model -203 (BOAT_KB2) available
004D: jump_if_false £Label135A75
0001: wait  0 ms
0002: jump £Label135A4B

:Label135A75
03AF: set_streaming  1 (enabled)
015F: set_camera_position -631.643 -1495.598  26.104  0.0  0.0  0.0
0160: point_camera -632.27 -1495.064  25.537  2
0001: wait  500 ms
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:Label135AC0
00D6: if  0
016B:   fading
004D: jump_if_false £Label135AD8
0001: wait  0 ms
0002: jump £Label135AC0

:Label135AD8
0394: play_music  1
00BA: text_styled "BOAT_A2"  5000 ms  6  ;; BOATYARD ASSET COMPLETED
0001: wait  5000 ms
015F: set_camera_position -636.797 -1497.307  17.588  0.0  0.0  0.0
0160: point_camera -637.279 -1496.606  17.062  2
01E5: text_1number_highpriority "BOAT_AS" $25D  6000 ms  1  ;; ~g~The Boatyard will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait  6000 ms
0169: set_fade_color  0  0  0
016A: fade  0 ()  500 ms

:Label135B49
00D6: if  0
016B:   fading
004D: jump_if_false £Label135B61
0001: wait  0 ms
0002: jump £Label135B49

:Label135B61
0249: release_model -195 (B_HSE_PIER)
0249: release_model -196 (B_HSE_EXT)
0249: release_model -197 (DOCKS28)
0249: release_model -198 (DOCKSPROPS12)
0249: release_model -199 (DOCKS85)
0249: release_model -200 (DK_DOCKROADS04)
0249: release_model -201 (B_HSE_PIERFENCE)
0249: release_model -203 (BOAT_KB2)
0249: release_model -166 (DK_REEF)
0249: release_model -202 (B_HSE_INTERIOR)
03CB: set_camera  324.0  604.0  7.0
0001: wait  500 ms
0169: set_fade_color  0  0  0
016A: fade  1 (back)  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut

:Label135BC5
0002: jump £Label135BDD

:Label135BCC
00BA: text_styled "M_FAIL"  2000 ms  1  ;; MISSION FAILED!
0051: return

:Label135BDD
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
0038:   $2186 ==  0  ;; integer values
004D: jump_if_false £Label135C22
01E3: text_1number_styled "M_PASS"  5000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  5000
0008: $497 +=  1  ;; integer values
030C: set_mission_points +=  1
0595: (unknown)
0004: $25F =  1  ;; integer values

:Label135C22
00D6: if  0
0038:   $2186 ==  1  ;; integer values
004D: jump_if_false £Label135C4E
01E3: text_1number_styled "M_PASS"  6000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  6000

:Label135C4E
00D6: if  0
0038:   $2186 ==  2  ;; integer values
004D: jump_if_false £Label135C7A
01E3: text_1number_styled "M_PASS"  7000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  7000

:Label135C7A
00D6: if  0
0038:   $2186 ==  3  ;; integer values
004D: jump_if_false £Label135CA6
01E3: text_1number_styled "M_PASS"  8000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  8000

:Label135CA6
00D6: if  0
0038:   $2186 ==  4  ;; integer values
004D: jump_if_false £Label135CD2
01E3: text_1number_styled "M_PASS"  9000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  9000

:Label135CD2
00D6: if  0
0018:   $2186 >  4  ;; integer values
004D: jump_if_false £Label135CFE
01E3: text_1number_styled "M_PASS"  15000  5000 ms  1  ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  15000

:Label135CFE
0060: $2187 -= $2184  ;; integer values
0084: $2185 = $2187  ;; integer values and handles
0014: $2185 /=  1000  ;; integer values
042E:  22 $2185
0008: $2186 +=  1  ;; integer values
0051: return

:Label135D26
01B7: release_weather
0164: disable_marker  2@
0108: destroy_object  3@
0108: destroy_object  4@
0108: destroy_object  5@
0215: destroy_pickup  8@
0249: release_model #MARQUIS
0249: release_model -195 (B_HSE_PIER)
0249: release_model -196 (B_HSE_EXT)
0249: release_model -197 (DOCKS28)
0249: release_model -198 (DOCKSPROPS12)
0249: release_model -199 (DOCKS85)
0249: release_model -200 (DK_DOCKROADS04)
0249: release_model -201 (B_HSE_PIERFENCE)
0249: release_model -203 (BOAT_KB2)
0249: release_model -166 (DK_REEF)
0249: release_model -202 (B_HSE_INTERIOR)
01C3: remove_references_to_car  1@  ;; Like turning a car into any random car
014F: stop_timer $2184
0004: $ONMISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return
